Donkey Kong 64 is a 3D action-adventure platformer game developed by Rare and released for the Nintendo 64 console in November 22, 1999. It is a follow-up to the original Donkey Kong Country trilogy for the Super Nintendo console, taking place after the events of Donkey Kong Country 3: Dixie Kong's Double Trouble!. The game requires the use of the Expansion Pak in order to function and was the first Nintendo 64 game to do so. In the game, Donkey Kong and his friends set off in a quest to stop the evil King K. Rool from destroying the Kongs' homeland, the Donkey Kong Island, with a powerful machine called Blast-O-Matic, which is located in a metal version of Crocodile Isle. However, due to the incompetence of the crew aboard, the island crashes, and the Blast-O-Matic malfunctions. K. Rool has his Kremling crew capture Diddy Kong, Tiny Kong, Lanky Kong, and Chunky Kong and seize DK's hoard of Golden Bananas. The game was originally nicknamed Ultra Donkey Kong by the press (although Leigh Loveday denied the game was ever named that internally) and was rumored to be for the Nintendo 64DD.
K. Rool's Ship
, with the Blast-O-Matic pointing at Donkey Kong Island.
The story begins in the peaceful Donkey Kong Island, which is the homeland of the Kongs. The Kremling Krew is shown sailing a fortified, technological version of Crocodile Isle to the Kongs' island. King K. Rool is planning on destroying Donkey Kong Island completely using the Blast-O-Matic, a powerful machine capable of causing severe damage created by Snide, the Blast-O-Matic engineer, who switched sides after a paranoid King K. Rool kicked him out. Due to Snide's absence, Kritters are charged with operating the Blast-O-Matic and piloting the island, but they are shown to be quite inexperient and work lazily, which causes the island to crash in a rock in the way to Donkey Kong Island, and the Blast-O-Matic to become heavily damaged because of the crash. When the Crocodile Isle is placed in front of Donkey Kong Island, K. Rool orders three of his minions, a Klump, a Kritter and a Kasplat, to steal Donkey Kong's Banana Hoard, which consists of several Golden Bananas, and imprison the other Kongs, so as to buy time and distract Donkey Kong while the Kremling Krew repairs the damaged Blast-O-Matic.
Cranky Kong talking to DK about the incident.
Meanwhile, Donkey Kong is shown at his treehouse, doing push ups while listening to DK Rap in his radio. Squawks then suddenly appears in the house and tells Donkey Kong that all of his precious Golden Bananas disappeared from the cave, and the other Kongs have vanished. Donkey Kong then goes to Cranky's Lab, where Cranky Kong offers homemade potions that give him and the other Kongs different abilities needed throughout the adventure, but only if Donkey Kong completes his training barrels first. Once Donkey Kong gains the new ability from Cranky's potion, he is able to start his quest to save the other Kongs and claim his Banana Hoard. At the beginning of his quest, Donkey Kong finds a mysterious island with a cave on it. Inside this cave is K. Lumsy, a giant Kremling that was kicked out from the Kremling Krew and trapped inside a cage for refusing to help K. Rool in his schemes. K. Lumsy asks Donkey Kong to release him from the cage by defeating various bosses and retrieving their keys. As Donkey Kong collects Golden Bananas, he eventually saves Diddy Kong in Jungle Japes, Lanky and Tiny Kong in Angry Aztec, and lastly Chunky Kong in Frantic Factory. The Kongs also meet the Banana Fairy Queen, who lives in the Banana Fairy Island and asks the Kongs to catch all the Banana Fairies that ran away because of the Kremlings with a Banana Camera.
King K. Rool preparing for the final battle.
After the Kongs dismantle the Blast-O-Mantic in three sections and collect the final boss key at the Hideout Helm, K. Rool tries to desperately escape using his King Kruiser II. The Kongs, however, use the boss key to finally unlock the cage and free K. Lumsy, who starts to chase K. Rool's cruiser as it flies by Donkey Kong Island. During the chase, however, K. Lumsy accidentally trips over a rock and hits the cruiser, causing it to fall in the water. The Kongs then enter the King Kruiser's remains and battle K. Rool in a boxing match with five rounds. After the match, Funky Kong appears and launches a boot at K. Rool while he is distracted by Candy Kong, who pretends to flirt with him. K. Rool is finally defeated by the Kongs, and peace is restored to the Donkey Kong Island.
Donkey Kong exploring the first level.
Donkey Kong 64 has a similar gameplay to other 3D action-adventure platformer games on the Nintendo 64, such as Super Mario 64 or Banjo-Kazooie. The player controls one of the five available Kongs, and must venture into open and vast worlds similar to those found in Super Mario 64. Only Donkey Kong is available from the start, and the other Kongs are unlocked as part of the storyline. Unlocking all the Kongs is mandatory for completing the game, as the bosses can only be defeated by a certain Kong, with the exception of King Kut Out and K. Rool himself, as they are battled by all the Kongs. Each Kong has a unique set of abilities that are learned when the player purchases potions from Cranky Kong at his lab. The player can select between available Kongs by entering the various Tag Barrels located around the worlds.
The gameplay is heavily based upon item collection, and each stage features several items for each Kong to collect. It is not mandatory to collect every single item, but it is required if the player is aiming for 101% completion. All of the collectibles are of a certain color, and they can only be collected by a Kong whose color matches the color of the item. The most important items are the Golden Bananas, obtainable by accomplishing certain tasks, but there are various other types of collectibles for each Kong to find, such as Banana Medals, Banana Coins, Blueprints, etc. Each world features a certain amount of items that can only be collected by a certain Kong, often making use of their unique abilities.
The shore of Donkey Kong Island, the hub world.
Donkey Kong Island acts as the hub world of the game, from which the player can access other areas. The first world of the game, Jungle Japes, can only be accessed when Donkey Kong talks to K. Lumsy at his island. When the Kongs collect a new Boss Key from the boss of a world, K. Lumsy starts to happily jump in his cage, causing a tremor that unlocks the passage to a new world. However, the only way to access new worlds is by collecting the amount of Golden Bananas imposed by B. Locker, who blocks the entrance to the world. When the Kongs have the appropriate amount of Golden Bananas, B. Locker disappears, allowing access to the world. The amount of Golden Bananas needed to unlock each world increases as the Kongs progress through the game.
Donkey Kong obtaining a Boss Key after defeating a boss.
Found at the end of each world is a boss that can only be accessed when the Kongs feed Scoff with a certain amount of bananas. The amount of bananas required to fight the boss increases as the Kongs progress through the worlds. When the Kongs feed Scoff with the appropriate amount of bananas, he becomes heavier and allows Troff to reach the key that unlocks the door to the boss. Each boss can only be fought by a certain Kong, whose face appears in the door before the battle. If another Kong tries to head through the door, it closes immediately. The boss battles are constructed around the designated Kong's abilities. By defeating the bosses, the Kongs gain Boss Keys that are used to unlock K. Lumsy's cage. Upon seeing the key, K. Lumsy jumps in joy and causes tremors that open access to the location of new worlds.
- : Jump
- : Attack, grab objects, shoot weapon (with weapon out)
- : Crouch, dive underwater, activate pad move (when standing on a Kong Pad)
- Center camera behind the character (hold to fixate the camera in a position)
- : Move character, move cursor in menus
- : Pause/Unpause, view status screen
- : Rotate camera left
- : Rotate camera right, switch positions on vines
- : Enter first-person view
- : Zoom out/in
- + : Ponytail Twirl (Tiny)
- + : Simian Slam, Super Simian Slam, Super Duper Simian Slam
- + : Backflip
- + : Special Move (Diddy, Lanky, Chunky)
- + : Throw Orange Grenade
- + : Take out weapon/put away weapon
- + : Play instrument.
- + : Use the Banana Camera.
- + + : Roll (Donkey, Tiny)
Donkey Kong, the starting character.
Donkey Kong is the main character, and as such, he is the default and starting character in the game. Donkey Kong is a balanced character, with average strength, speed and agility. He can execute a kicking attack if the player presses the button, and he can also use a double-handed punch while in the air by pressing the button while jumping. Donkey Kong's weapon of choice is the Coconut Shooter, which he can use to shoot coconuts that can press certain switches. Donkey Kong is the only character who can access Barrel Blast challenges through the use of his Pad Move, and later on he gains the ability to pull rusty levers with his strength. Donkey Kong's color is yellow, meaning he can collect yellow bananas, Banana Coins and blueprints, and his instrument is the bongo.
"He's the only ape who still cares enough to wear a tie. DK may not be the most powerful Kong - or the quickest - but he applies a strong blue-collar work ethic to the business of Kremling Crushing. That may be why he's the leader of the Kong Clan."
Diddy Kong, the first unlockable character.
Diddy Kong is the first character to be unlocked, and the second Kong overall. Diddy Kong is unlocked in the first world of the game, Jungle Japes, where he is found imprisioned in a cell in a mountainside. Once he is freed, he becomes a playable character. Diddy Kong is not as strong as other Kongs, such as Donkey and Chunky Kong, but he is much faster and more agile. He is the second fastest Kong, losing only to Lanky Kong. Diddy's main attack is his trademark cartwheel which can be used to attack enemies, and he also has a tail attack done by pressing the button while he is in the air. Diddy Kong's weapon of choice is the Peanut Popgun, which can shoot peanuts that can hit certain switches. His instrument is the guitar, and his color is red, and he can collect red items such as bananas, Banana Coins and blueprints.
"You'll probably recognize his familiar furry mug from past adventures. A mere bantamweight in bulk, this courageous chimp is the heavyweight champion of hard-core attitude. Whether he's rocking out on a six-stringed, amplified guitar or rocketing through the sky, he's always giving it 100 percent - Diddy Style."
Lanky Kong, the second unlockable character.
Lanky Kong is one of the unlockable characters. He is unlocked in the second world, Angry Aztec, but the player can unlock Tiny first. Lanky is the fastest Kong, and he is balanced in all other areas. Lanky can stretch his arms to attack enemies by pressing the button, and he can also use his long arms to reach otherwise inaccessible items and collectibles. During the game, Lanky learns how to inflate like a balloon when he stands on pads with his face on them, and he also learns how to walk around on his hands, allowing him to move much faster and climb up steep slopes. His weapon of choice is the Grape Shooter, a blowgun that can fire grapes to hit certain switches and attack enemies. His instrument is the trombone. Lanky Kong's color is blue, and thus he is able to collect blue bananas, blueprints, Banana Coins, etc.
"This knuckle-dragging Kong looks like a clown, and it's more than just a coincidence. Think of him as a twisted twig on a distant branch of the family tree. Kremlings and Klaptraps may snicker at his goofy gait as he ambles in their direction, but there's nothing funny about a hyper extended sucker punch."
Tiny Kong, the only female playable character.
Tiny Kong is the fourth unlockable character, and is the only female Kong to be playable. She, along with Lanky, can be unlocked in Angry Aztec, the second world of the game, and she can be unlocked either after or before Lanky. Tiny is the most agile out of all the playable characters, but she has the weakest physical ability among the Kongs. Her most prominent move is the Ponytail Twirl, which allows her to float in the air and reduce her falling speed. Tiny can also shrink herself to access certain places once she learns the "Mini Monkey" ability. Her main attack is using her hair to beat up enemies, done by pressing the button. She uses the Feather Bow as her weapon of choice, allowing her to shoot feathers that can hit certain switches and defeat enemies. Her instrument is the saxophone, and her color is purple, allowing her to collect purple bananas, Banana Coins and blueprints.
"Dixie's VERY little sister brings a big dose of flower power to the Kong's campaign. You'll find her pigtails perfect for pugilism and not too bad for a helicopter ride from the treetops. Tiny never shrinks from her responsibilities - even when she shrinks herself physically for a mouse's eye view of the action. "
Chunky Kong, the last unlockable character.
Chunky Kong is the last Kong to be unlocked, and he is found in the third world of the game, Frantic Factory. Chunky is the strongest Kong, and his strength surpasses even that of Donkey Kong. This allows him to easily lift boulders and other heavy objects, as well as attacking enemies with punches. However, he is the slowest and least agile Kong, and has the lowest maximum jump height of all the characters. His main attack is spinning rapidly, attacking enemies close to him. Throughout the game, Chunky also learns to become invisible when he stands on a pad with his face on it, and he also learns to become giant upon entering a barrel with his face on it. Chunky Kong's weapon of choice is the Pineapple Launcher, which can fire pineapples that are used to hit certain switches and defeat enemies. His instrument is the triangle, and his color is green, meaning he can collect green bananas, Banana Coins, blueprints, etc.
"He's big. He's bad. He plays the triangle. Chunky is something of a primate paradox: brutal when the situation demands it, yet almost meek at other times. He's also not the sharpest knife in the drawer, so he'll need all the help you can give him. If there's heavy lifting to be done, however, Chunky is the Monkey to see."
Krusha with his gun in Multiplayer Mode.
Krusha is a Kremling originating from Donkey Kong Country, and is a character playable only in the game's Multiplayer Mode. He is unlocked once the player catches fifteen Banana Fairies. He has similar abilities to Chunky Kong, as he is one of the strongest characters physically but lacks in speed and agility, although he has a few unique attacks, such as a fast sliding punch. His weapon of choice is the Orange Grenade Launcher, which is used to launch Orange Grenades.
Klaptrap is a regular enemy that appears in various locations throughout the game, but he is playable in a minigame, "Beaver Bother". He must bark to scare away the numerous Gnawties into the hole in the middle of the arena before the time runs out.
Rambi the Rhinoceros
Rambi the Rhinoceros is the most powerful Animal Buddy. He can use his strong horn to smash crates, attack enemies, and break huts and wooden walls with his emblem on them. Rambi appears in the first world, Jungle Japes, and also makes an appearance in one of Donkey Kong's minigames in Hideout Helm. Rambi has an unlockable arena where he makes an appearance. Donkey Kong is the only character that can transform into Rambi by entering his Animal Crate.
Enguarde the Swordfish
Enguarde the Swordfish can use his pointy bill to defeat aquatic enemies, smash open treasure chests and reveal hidden items. He can also leap out of water. Enguarde appears only in the world Gloomy Galleon, and in his unlockable arena. Lanky Kong is the only character who can turn into Enguarde.
Power-Ups and Abilities
Cranky's Lab is a location that Cranky Kong resides in, and it appears in every area of the game, with the exception of Hideout Helm. Cranky has seemingly taken up science as a hobby, and in his lab, the player can buy different potions in exchange of Banana Coins to learn new techniques and abilities needed to progress throughout the game. Also, if the Kongs visit Cranky at his lab with at least fifteen Banana Medals, Cranky allows them to play a game called Jetpac (an early Rare game). The Kongs must beat the game Jetpac in order to obtain the Rareware Coin.
There are three kinds of potions that are available for the Kongs and each type of potion gives them a different ability. The types of abilities are as follows:
- Pad Move - These abilities are activated when any of the Kongs stand on a circular pad with their emblem on it.
- Barrel Move - To activate a Barrel Move, the playable Kong has to enter a wooden barrel with their face on it.
- Special Move - Most of the Kongs' Special Moves can be used anytime, with the exception of Donkey Kong's, which can only be used near rusty levers.
There are also shared potions which give all the Kongs the same ability - to press Kong Switches with their face on them.
Potions and prices
|| Barrel Move
|| Special Move
| Donkey Kong
|| Baboon Blast, 3 coins
A DK pad that will blast him into the sky to account a Barrel Blast challenge
| Strong Kong, 5 coins
Allows DK to be invincible
|Gorilla Grab, 7 coins|
Allows DK to pull levers
| Diddy Kong
|| Simian Spring, 7 coins
A Diddy pad that allows Diddy to jump great hights off his tail
| Rocketbarrel Boost, 5 coins
Allows Diddy to fly
|Chimpy Charge, 3 coins|
Allows Diddy to charge head first into gongs or certain switches
| Lanky Kong
|| Baboon Balloon, 5 coins
A Lanky pad that allows Lanky to fill up with hot air and float to unreachable places
| Orangstand Sprint, 7 coins
Allows Lanky to run on his hands very fast
|Orangstand, 3 coins|
Allows Lanky to walk up steep hills or platforms on his hands
| Tiny Kong
|| Monkeyport, 7 coins
A Tiny pad that allows her to transport to another Tiny pad
| Mini Monkey, 3 coins
Allows Tiny to shrink to a teeny-tiny size to get into small places or passageways
|Ponytail Twirl, 5 coins|
Allows Tiny to fly through the air with her ponytails
| Chunky Kong
|| Gorilla Gone, 7 coins
A Chunky pad that allows Chunky to become invisible
| Hunky Chunky, 3 coins
Allows Chunky to increase in size
|Primate Punch, 5 coins|
Allows Chunky to use a roundhouse punch that would KO most enemies
Funky's Store is a shop owned by Funky Kong where the Kongs can buy and reload their weapons. Each Kong has his or her own personalized weapon. They can use these weapons to shoot a variety of fruit-based projectiles to attack enemies, hit certain switches that have a certain fruit emblem on them, and hit Banana Balloons. Initially, the Kongs can have up to 30 doses of ammo, but this amount increases when the Kongs buy Funky's upgrades. The prices of his upgrades are as follows:
- Shooter Installment - 3 coins
- Ammo Belt 1 - 3 Coins
- Homing Ammo - 5 Coins
- Ammo Belt 2 - 5 Coins
- Sniper Scope - 7 Coins
Candy's Music Shop
Candy Kong owns a music shop where she provides the Kongs with powerful instruments that they can use to make a variety of things happen. At certain points of the game, Candy also gives the Kongs an extra melon, increasing their health. Usually, when the Kongs play their instruments on certain locations, doors open or areas that were previously impossible to reach become acessible, etc. The power of the instrument can also defeat all the enemies in the screen, but playing it reduces its energy. The Kongs can collect Headphones to replenish their instruments' energy, or visit Candy to reload the energy. The instrument, however, does not lose any energy if the Kongs play it when they are standing on a Music Pad.
- Music Installment - 3 Coins
- Upgrade 1 - 5 Coins
- 3rd Melon and Music Energy - 7 Coins
- Upgrade 2 - 9 Coins
||Jungle Japes is the first world of the game. It takes place in a tropical jungle, presumably located in Donkey Kong Island. Diddy Kong is imprisioned in this world, and is held in a cage in the cliffs. The jungle is home to many kinds of enemies, including Gnawtys, Zingers, and Kritters. This is a basic level where the player can learn the gameplay aspects of the game. The jungle has several trees and vines that can be climbed, allowing the Kongs to reach new heights. There is a river going through the jungle, and the area is surrounded by many rocky cliffs, most of which can be climbed. One of these cliffs has a mine located inside the mountain itself, where several crates and conveyor belts are found. There are also several dark tunnels in the jungle, connecting the various areas. There is a stormy area of the jungle that can only be accessed by one of the tunnels, and it contains the Cranky's Lab. Rambi the Rhinoceros is found in this area. The boss of this world is Army Dillo, and he is fought by Donkey Kong.
||Angry Aztec is the second world visited by the Kongs. It is located in a group of ancient temples in the middle of the desert. Lanky Kong and Tiny Kong are both imprisioned in this area, in different temples. In the outside area, there is a constant sandstorm, but it doesn't affect gameplay. There are several palm trees that can be climbed, and most of them give access to higher parts of the ruins. There are also several quicksand swamps, both inside and outside the temples, located throughout the level that damage the Kongs should they touch the quicksand. Notable points in this area include the Llama's Temple, the locale of residence to a Llama that is found imprisioned in a cage. Once Diddy Kong saves the llama, he later helps the Kongs by cooling a pool of lava, allowing them to swim in the pool to access other areas. In this world, Diddy also gets to free a vulture once he flies with his Rocketbarrel Boost through a golden gate on top of a spinning statue three times. The boss of this world is Dogadon, and he is fought by Diddy Kong.
||Frantic Factory is the third world in the game, and where the last imprisioned Kong can be found, Chunky Kong. He is found in a cage. This is a toy factory owned by the Kremlings. Several animate Kremling toys are found here, such as the Krobots and the Mecha-Zingers. The factory consists of several areas and rooms, mainly The Lobby, Storage Room, Block Room, Factory Machine and the R&D. Most of these rooms contain weird machines and boxes, along with challenges for each Kong to face. There are several dark tunnels resembling huge pipes that are used to access the different rooms of the factory. A Donkey Kong arcade game is found in the factory, and the player must win the game to obtain a Rareware Coin. In this factory, Tiny Kong gets to race a Toy Racecar once she shrinks herself, and she must complete two laps on a toy racetrack, while collecting a certain number of coins. One of the game's three mini-bosses, the Toy Monster, is also found in this level. The boss of this world is Mad Jack, and he must be defeated by Tiny Kong.
||Gloomy Galleon is the fourth world, and it seems to be based off of the Gangplank Galleon world in the game Donkey Kong Country 2: Diddy's Kong Quest. This world takes place in a water area surrounded by huge cliffs, where several sunken ships from earlier Donkey Kong Country games are found. There are several dark and humid caves that connect the various lakes found in the level. Many of the sunken ships are locations to treasures and Golden Bananas. However, the inside of these shipwrecks are extremely dark, and as such, the Kongs receive help from Glower the Tadpole, who illuminates the area for them. This is also the only world where Enguarde the Swordfish makes an appearance, although only Lanky Kong can transform into him. Tiny Kong also discovers a secret underwater palace where she meets the Mermaid, whom have lost all of her pearls and asks Tiny to find them. Another race takes place in this area, this time against Clapper the Seal. The boss of this world is Puftoss, and he is battled by Lanky Kong.
||Fungi Forest is one of the various areas explored by the Kongs during their journey. It is a vast forest area with many mushrooms and several wooden barns. The main gimmick in this world is the giant Cuckoo Clock located in the center of the forest. The Kongs can hit certain switches located in the Cuckoo Clock to make it change the day into night, and vice versa. Certain areas, such as the inside of the trees, can only be accessed during the day, while other areas like some of the wooden barns can only be accessed during the night. The enemies present in this world are also affected by the time of the day. Enemies like Zingers only appear in the day, while Krypts and Koshas only appear during the night. The giant mushrooms found throughout the forest appear to glow during the night, providing the only source of light when the sun goes down in this world. A mini-boss, the Giant Spider, is fought in one of the barns by a shrunken Tiny Kong. The main boss of this world is a rematch with Dogadon, and he is fought by Chunky Kong.
||Crystal Caves is the sixth world of the game. It is located exclusively inside a huge, humid cavern with several icy crystals. There are several water rivers and ponds throughout the cavern, as well as a few waterfalls that often contain hidden collectibles behind them. There is an icy igloo near the beginning of the stage with five doors. Each door can only be open by playing the instruments of certain Kongs on pads near them, and these doors lead to different rooms of the igloo with challenges for each Kong. There is also a Giant Kosha at the highest part of the cavern that constantly smashes the floor, raining down stalactites on the Kongs. Once this Kosha is defeated, the stalactites stop falling down from the ceiling. Additionally, there are some see-through icy walls that can only be broken by Chunky Kong's Primate Punch ability. These walls often block passages to hidden areas of the cavern. The boss fight of this world is a rematch against Army Dillo, and he is fought by Donkey Kong.
||Creepy Castle is the penultimate world in the game. It consists of a huge, medieval castle floating above the clouds in the sky. The castle has a constant spooky atmosphere, and its many rooms are haunted. The Kongs must explore both the outside and the inside of the castle. The outside consists of several grassy and wooden platforms with enemies such as Krypts and Koshas. There is a constant thunderstorm outside, and a pond near the beginning of the stage. There is also a giant tree near the pond that can be entered for one of the Golden Bananas, and a small greenhouse with a labyrinth where a Kroc resides. The castle itself consists of several haunted rooms, some of them with a medieval style. The largest room in the castle is the Ballroom, a huge room with images of K. Rool and three giant candles. Next to this room is the Museum, which contains several ancient statues. The library is haunted by several Ghost Books that attack the Kongs. The castle also has several underground catacombs, where a torture room and a creepy minecart track with a Resident Demon that attacks the Kongs are found. The boss of this world is King Kut Out, and he can be fought by all the Kongs, although only Lanky is mandatory for the battle.
||Hideout Helm is the final world of the game. It is located inside King K. Rool's fortress, and is where the Blast-O-Matic is located. As soon as the Kongs enter this stage, a timer appears in the bottom of the screen, indicating how much time the Kongs have to shut down the machine before it destroys the Donkey Kong Island. Depending on how many blueprints the Kongs collected, the amount of time increases. The default time is ten minutes, and each blueprint given to Snide adds one minute to the timer. The machine must be disabled by completing minigames with each Kong, thus disabling the machine by sections. Once the Blast-O-Matic is disabled, the Kongs can access the final Boss Key if they have at least four Battle Crowns, and if they have completed Cranky's Jetpac game and the Donkey Kong arcade game in the Frantic Factory stage. There are no collectibles in this world aside from five Banana Coins found in the minigames and a Battle Crown. When the Kongs reach the highest area in the fortress, K. Rool flees in his King Kruiser II, only to crash when K. Lumsy is freed, allowing the Kongs to battle him in the final showdown.
Troff 'N' Scoff declaring access to the boss battle as Lanky rejoices
Troff the Pig and Scoff the Hippo guard the doors that lead to the bosses who hold seven of the eight keys to K. Lumsy's cage. By feeding Scoff a certain number of bananas, it allows Troff to reach the key to open the door. The players need to feed Scoff more bananas each progressed level and the combined total of all the Kong's bananas can be pertained. Once all the bananas reach to 0, the key opens the door and a roulette spins, determining which Kong is going to battle against the Boss. Only the designated Kong can enter the door. The door will close if a different Kong tries to go inside the door at any time. Once the correct Kong enters the door, the door slams shut and evil laughter can be heard before the screen fades to the Boss Battle.
Amounts and Bosses
Note: The final boss, King K. Rool, does not involve help from Troff & Scoff.
There are only three mini-bosses in the game:
||Golden Bananas are the most important item in the game. They play a pivotal role in the storyline. The players must collect them to earn access to new worlds because B. Locker doesn't allow the players to the specified world unless they have the specified amount of golden bananas. Each world in the game contains five Golden Bananas for each Kong to find, and they must complete certain challenges, often designed around each Kong's abilities, to earn the Golden Banana. There is a total of 201 Golden Bananas in the entire game, and the last one is received by the Banana Fairy Queen once the player collects all of the Banana Fairies. This particular Golden Banana has a Rareware logo on it instead of the usual Nintendo logo.
||Bananas are the most common items in the game. The Kongs must collect the bananas and feed them to Scoff so that he becomes heavy enough to allow Troff to reach the key that unlocks the door to the boss through their mecanism. All of the bananas are of a certain color, and only the Kong that corresponds to that color can collect them (i.e. only Donkey Kong can collect yellow bananas, as his color is yellow). There are a total of five hundred bananas in each world, one hundred of them in each of the Kongs' colors. The Kongs also acquire a Banana Medal once they collect seventy-five bananas on each stage. Bananas are found in every world with the exception of the Hideout Helm, and they are found in singles, bunched in five, or packed into a Banana Balloon of a specific color that contains ten of them.
||Banana Coins are the main currency of the game. As is the case for many of the game's collectibles, Banana Coins come in different colors that must be collected by Kongs that match their color. Banana Coins are used to buy special potions from Cranky Kong that grant the Kongs special abilities, and they can also be used to buy the weapons and upgrades from Funky Kong, as well as instruments from Candy Kong. During the game, each Kong spends twenty-one coins on personal upgrades, Donkey spends an extra two on the Donkey Kong Arcade game, and a total of fifty-three coins are spent on shared upgrades. There is a total of 949 Banana Coins in the game. Ironically, when the Cheat for Banana Coins is activated in Mystery (after collecting all twenty Banana Fairies in any file), the coins are shown as 999 while the game is paused, despite that there are 949 total Banana Coins in the game.
||5-Banana Coins are a special kind of Banana Coins. They are among the rarest items to find in the game, and there are usually only one 5-Banana Coin in each world, and aproximately three on the hub world, Donkey Kong Island. They are big, special and multi-coloured Banana Coins that have all of the Kongs' colors on them. 5-Banana Coins are only found buried under dirt piles in certain locations. To release a 5-Banana Coin, the player must step on a dirt pile and press and hold the button to do a shockwave attack, destroying the pile and revealing the coin. When collected, all the Kongs receive five extra Banana Coins.
||Banana Medals are items that the Kongs receive when they collect seventy-five bananas in a level. There is a total of five Banana Medals per level, and each Kong must collect seventy-five of their color bananas to earn each of them. Once the Banana Medal is collected in a stage, it can't be obtained again. Banana Medals have the appearance of a red medal with a golden banana emblem. Banana Medals are obtained differently in the last stage, Hideout Helm, where the Kongs have to complete several special minigames to earn them. After the Kongs collect at least fifteen Banana Medals, Cranky allows them to play the game Jetpac, an old ZX Spectrum game from Rare, in order to try and earn the Rareware Coin. There is a total of forty Banana Medals in the game.
||Boss Keys are items needed to unlock K. Lumsy's cage. They are golden keys that, despite being designed by the Kremlings, have the DK insignia on them. Seven of the eight Boss Keys in the game are acquired by beating the bosses at the end of each world, but the last key is acquired at the end of Hideout Helm - the Kongs must have at least four Battle Crowns, and they must have both the Rareware Coin and Nintendo Coin obtainable by completing the Donkey Kong arcade game at Frantic Factory and the Jetpac game at Cranky's Lab, so that a door leading to the key opens. Everytime a Kong brings one of the Boss Keys to K. Lumsy's cage, he jumps happily, causing a tremor that slightly alters the layout in the hub world, giving access to the different worlds of the game.
||Watermelons are used as the Kongs' health meter. Each melon contains four slices, and the Kongs can have up to four melons. When a Kong is attacked by an enemy, or touches any stage hazards such as quicksand or lava, they lose one slice. They can collect additional melon slices by finding them in Melon Crates, or by defeating certain enemies like Kritters and Gnawtys since most of them drop melon slices when defeated. When the Kong has no watermelon left, he or she will be sent back to the beginning of the area currently in. The Kongs start with only one melon, but one additional melon is added when the Kongs visit Candy Kong in her music shop at Angry Aztec, and another melon is added when the Kongs visit her music shop at Crystal Caves.
||Melon Crates are very common, being found spread throughout the game's various worlds, and they are fairly important. They are big, wooden crates with melon images imprinted on them that slightly resemble Supply Crates, and they can contain up to four slices of watermelon, allowing the Kongs to collect the melon slices and replinish their health meter. Melon Crates that contain four melon slices appear in the later worlds of the game, when the Kongs have received the extra two watermelons from Candy Kong. Melon Crates are quite common, and often appear in the beginning of the levels. A Kong can use any kind of attack to destroy the crates, revealing the melon slices.
||Orange Grenades are bombs resembling oranges that can be used by all the Kongs. Certain enemies, such as Klumps and Zingers, also have a green version of Orange Grenades that they use to damage the Kongs. These bombs can be thrown by using the button, and they have a multitude of uses. The explosions caused by the Orange Grenades can easily defeat most enemies in the game, and some of them can only be defeated by Orange Grenades, such as Klumps. Orange Grenades are also useful for destroying barriers and other obstacles, such as certain fragile walls and fences. Initially, the Kongs can have up to twenty grenades, but as they collect Banana Fairies, the amount increases to twenty-five, and then thirty. Orange Grenades also appear in the Multiplayer Mode, where they also have an additional fuction - they can cause a shockwave attack.
||Headphones are items that replenish the energy of the Kongs' instruments. These blue headphones are less common than other collectibles, and they fully restore the instruments' energy, without needing to visit Candy's Music Shop. Headphones start appearing once the Kongs learn how to play their instruments. They often appear in areas with Music Pads, and sometimes they respawn once they are collected. Headphones appear in every level of the game, with the exception of Jungle Japes and Hideout Helm, since Candy's Music Shop does not appear in these two levels.
||Supply Crates are common items found in various areas throughout the game. They are big, wooden crates that contain ammo for the Kongs. They can simply touch the box to receive the ammo inside it. They often appear in areas that require heavy use of the Kongs' weapons. Supply Crates replenish the Kongs' ammo by five. There is also a special kind of red Supply Crate that gives the Kongs red homing ammo. The red Supply Crates are much rarer than normal Supply Crates, being found in only a few selected areas.
||Crystal Coconuts are magical crystal stones shaped like coconuts. They are important items that the Kongs must collect in their adventure, since the coconuts enable them to use their special abilities. Initially, the Kongs can have up to twenty Crystal Coconuts, but as they collect Banana Fairies, the amount increases; each collected Banana Fairy adds one Crystal Coconut to the max, for up to forty Crystal Coconut. When the Kongs use their special abilities, they start to quickly use the coconuts up, although more Crystal Coconuts tend to appear in areas where the abilities must be used. On certain occasions, like in the final battle, the Kongs receive infinite Crystal Coconuts.
||Banana Camera Film
||Banana Camera Films are found in several locations. They appear as yellow camera films with the letters 'DK' written on them. They must be collected in order to use the Banana Camera. Each time the Kongs take a picture using the Banana Camera, one of the films is used up, even if they didn't catch the Banana Fairy. The Kongs can only have a small amount of Banana Camera Film when they get the Banana Camera, but this amount increases as they catch more Banana Fairies using the camera. Banana Camera Films are one of the rarest collectibles in the game, appearing only in a few areas in each world.
||The Rareware Coin is required, along with the Nintendo Coin, to get the final key to K. Lumsy's cage, as there is a door in Hideout Helm leading to the key that only opens if the Kongs have both coins and four Battle Crowns. In order to get the Rareware Coin, players must first collect a minimum of fifteen Banana Medals, and then visit Cranky at his lab. He will then let the players play Jetpac, an old arcade game by Rare, in which the players must earn 5000 points. Doing so will cause the coin to drop from the top of the screen, allowing the players to collect it. However, it quickly disappears once it drops, and reappears somewhere else on the screen.
||The Nintendo Coin is required to get the final key to K. Lumsy's cage, along with the Rareware Coin, as there is a door in Hideout Helm leading to the key that only opens if the Kongs have both coins and four Battle Crowns. When the Kongs complete the game once, Squawks appears and tells them to play the game again to get a special prize. Players can then get the Nintendo Coin by playing the Donkey Kong Arcade in Frantic Factory and completing it again, this time with the Nintendo Coin replacing the sprite of Pauline. The game is also more difficult the second time through.
||Snide is willing to help the Kong Clan if they acquire blueprints to the Blast-O-Matic. Each Kong is assigned their color Blueprint. The blueprints are always gathered after the players defeat a Kasplat. KKasplats have hair that come in the colors that the blueprints they hold come in. Once the players retrieve the blueprint from the Kasplat, its hair turns white to signify it's already been beaten. When a Kong hands over a single piece of blueprint to Snide, they receive a Golden Banana in return. They are also used toward the end of the game to delay the Blast-O-Matics firing. To give the blueprints to Snide, the players must find Snide's HQ in each level.
||In each world, there is one battle arena platform, and it leads to the battle arena itself, where the Kongs must survive a given time limit while several enemies attack them. These enemies respawn if the previous ones were defeated. Battle Crowns are awarded for completing the Battle Arena challenges. They're required for the 100% completion total, and the players needs at least four of them, along with the Rareware Coin and Nintendo Coin, in order to reach the final Boss Key. There are a total of ten in the entire game; one for each Battle Pad. These Battle Crowns closely resemble King K. Rool's own Crown.
There are several types of barrels that the Kongs encounter during their adventure. They have varing effects, although most of them are helpful. The standard, wooden barrels from previous Donkey Kong Country games also appear in this game, and have the same purpose - the Kongs can grab them and throw them at other enemies to defeat them. Once thrown, the barrel rolls in the direction it was thrown and breaks when it hits something. There are also various types of different barrels:
||Kong Barrels are, as their name states, wooden barrels with the Kongs' emblems on them. These barrels are used to activate the Kongs' special abilities, learned when they consume Cranky's magic potions. For example, once Donkey Kong enters a Kong Barrel with his face on it, he becomes able to use his special ability, Strong Kong, for a limited amount of time. The special abilities, however, use up the Kongs' Crystal Coconuts.
||Tag Barrels are used to switch to a different Kong when exploring a world. They have the appearance of a spinning wooden barrel with each of the Kongs' emblems on them. Once a Kong enters the Tag Barrel, the player can select their Kong in a circular character select screen. There are only a few Tag Barrels in each world, although the Donkey Kong Island has ten (eight in each level lobby, one in the main area, and one near Snide's HQ).
||Bonus Barrels are wooden barrels with a picture of a Golden Banana on them. These barrels appear in every world of the game, and they are quite common. When a Kong enters a Bonus Barrel, they are taken to a special minigame where they must complete a certain task. Once this challenge is completed, the Kong receives a special Golden Banana. In Hideout Helm, they have a metallic appearance, and take the Kongs to special minigames that must be completed to disable the Blast-O-Matic.
||TNT Barrels are highly explosive barrels that can potentially be used as powerful weapons throughout the game. They often appear in boss battles, usually in the center of the arena, where they must be used to attack the boss. TNT Barrels act like standard barrels when thrown - they roll in a direction until they hit something, with the difference that they cause a fiery explosion when they touch anything. Some enemies known as Kabooms reside inside TNT Barrels.
||Steel Kegs are heavy, metallic barrels that are rather uncommon, only appearing inside one of the wooden barns in Fungi Forest. These barrels are so heavy that only Chunky Kong can lift them. Chunky must destroy three Steel Kegs in this barn by throwing them at a nearby grinder, in order to obtain a Golden Banana. For some reason, Steel Kegs explode when they hit the grinder.
Another aspect of the gameplay Donkey Kong 64 are the various switches found in the game's worlds. There are several types of switches, and they usually affect the landscape of the location they are found in, allowing access to new areas or collectibles. The switches are either found on the ground, or in the walls, requiring a special ability to hit them. There are three types of switches:
||Kong Switches are the most common type of switch found in the game. They are found in nearly every world of the game. They can be activated by hitting them with the Simian Slam if they are green, the Super Simian Slam if they are blue, and the Super Duper Simian Slan if they are red. The switches activate a host of things including passageways and secret areas. The first in Jungle Japes is automatically activated via jumping off of a vine.
||Target Switches are almost as common as the Kong Switches, and unlike them, appear exclusively on the walls. Each switch has a picture of a fruit on it to indicate which shooter is needed to hit it. It may have a coconut (Donkey Kong), peanut (Diddy Kong), grape (Lanky Kong), feather (Tiny Kong), or a pineapple (Chunky Kong).
||Wall Switches are a variation of the common Target Switches. They usually have the same effects as the Kong Switches, but they can only be hit with Diddy's Chimpy Charge or Chunky's Primate Punch ability. Wall Switches are a bit less common than the other switches.
||Kong Pads are special pads with images of the Kongs' faces on them. After the Kongs learn their special pad abilities, the pads become available for use. When a Kong stands on a pad with their face on it, they can activate their special pad ability. Usually, when a Kong sees a pad it means they must accomplish something in that area.
||Music Pads has pictures of each Kong instrument on it. If the corresponding Kong steps on the pad and plays their instrument a variety of things can happen, including entrances to passageways opening to a Golden Banana appearing out of nowhere. Playing an instrument on a Music Pad will not drain its energy.
||Battle Arena Pad
||Battle Arena Pads are steel pads with a headshot of King K. Rool on them. When a Kong steps on any of these pads, they are transported to a Battle Arena, where they must fight with several enemies and survive in the given time limit. These enemies often respawn when the previous ones were defeated, adding to the challenge. When the Kongs successfully survive the Battle Arena challenge, they obtain a special Battle Crown.
||Bananaporters are numbered pads that come in a variety of colors, depending on their number. They are used to transport the Kongs to another similarly-numbered pad, usually in a different location. Both numbered Bananaporters need to be used once in order to work (i.e., both Bananaporters numbered '1' need to be activated before they can work). Bananaporters with the number one are blue, the ones with the number two are green, the ones with the number three are purple, the ones with the number four are red, and the ones with the number five are yellow. When the Kongs use a Bananaporter, they seem to be transported by a giant Banana Peel.
When the players manage to collect a certain amount of Banana Fairies in any file, the Mystery option will be unlocked in the main menu. Depending on the number of Banana Fairies collected, the players will unlock the following things:
|| Banana Fairies
|| The players can replay any of the cutscenes that they saw during game play. The ending cinema and bonus cinema are not included, however.
|| The players can play special bonuses involving Rambi and Enguarde. The Donkey Kong arcade game and the Jetpac game can also be played.
|| The players can rematch any of the bosses they fought, except King K. Rool.
|| The players can enable the use of Krusha for multiplayer mode.
| Infinite Items
|| The players can set equipment supplies for all items to infinite. However, infinite ammunition only applies to Homing Ammo; normal ammunition is not infinite, thus the player cannot use this option until the Homing upgrade is bought. Health also is not included in the bonus.
Similarities Between Donkey Kong 64 and Banjo-Kazooie
As both Donkey Kong 64 and Banjo-Kazooie were games made by Rare, huge similarities were inevitable, to name few:
- In a beta version, Banjo and Kazooie's faces could be seen on a shower stall in DK's treehouse. In the beta of Banjo-Kazooie, a picture of DK as he appeared in the original Donkey Kong Country could be seen above Banjo's bed, but was eventually replaced with a picture of Tooty, Banjo's sister.
- The gameplay of Donkey Kong 64 shares many things with Banjo-Kazooie, like the different pads (and their appearance), the Golden Bananas (collected and used in the same way as Banjo-Kazooie's Jiggies), and the Blast-O-Matic (which is more or less the Donkey Kong 64 equivalent of the B.O.B., the Big-O-Blaster, used by Gruntilda in Banjo-Tooie).
- Fungi Forest was originally intended for Banjo-Kazooie, but got canned due to time constraints, before being moved to Donkey Kong 64 with minor changes.
- Donkey Kong 64 was part of the incomplete feature called Stop 'n' Swop. It involved six different colored eggs and a key of ice, found in Banjo-Kazooie, and only two eggs and the key were shown in the ending cinematic (after collecting all 100 Jiggies). Their locations were sealed off, and it was told that they would be unlocked in Banjo-Tooie. After hackers found the codes to access their hiding places, the eggs proved useless. Rare intended to use them as a connection between Banjo-Kazooie, Banjo-Tooie and Donkey Kong 64, unlocking secret features in all of them. After accessing a special pause menu, gamers were supposed to stop their current game and swap the Game Paks for another. Stop 'n' Swop got canned by Nintendo, due to revisions in the Nintendo 64 hardware (which gave gamers only 1 second out of the original ten to swap Game Paks, making it useless and encouraging players to remove Game Paks while the console was still on). Due to fact that the necessary chunk of the code for Banjo-Kazooie was already complete and compiled in the game after its release when Nintendo got angry, Stop 'n' Swop remained a mystery until the Xbox Live Arcade re-release of Banjo-Kazooie and Banjo-Tooie where Rare completed the contraption they started, replacing Donkey Kong 64 with Banjo-Kazooie: Nuts & Bolts. However, the use of the Eggs and Key for Donkey Kong is still unknown.
- Donkey Kong 64 holds many cameos to the Banjo-Kazooie series, including the enemies resembling Swellbellies, and the relation between the enemy Gnawty and the character Gnawty, who is a minor character in Banjo-Kazooie.
- Inside of Candy's Shop are three of the instruments that appeared in the intro to Banjo-Kazooie, which are Banjo's banjo, Kazooie's kazoo, and Mumbo's xylophone.
References to other games
- Donkey Kong: A full version of this game can be played at Frantic Factory. Notably, this is the only rerelease of the Arcade version since the Ikegami Tsushinki lawsuit. The song that plays in the dungeons of Creepy Castle is a remix of the song that plays while Donkey Kong is climbing to the top of the construction site with Pauline.
- Donkey Kong Country: The Jungle Japes theme is a remix of Jungle Hijinxs. Also King K.Rool has the same appearance as that game, and Squawks has shrunken back down to his original size from that game.
- Donkey Kong Country 2: Diddy's Kong Quest: A picture of Kaptain K. Rool can be spotted in the sunken ship of Gloomy Galleon, and pictures of him appear in the museum of Creepy Castle.
- Donkey Kong Country 3: Dixie Kong's Double Trouble!: When the Kongs visit Wrinkly Kong for the first time, she says that she has been deceased since Donkey Kong Country 3.
References in later games
- Donkey Kong Country: The Game Boy Color remake features several minigames that were included in Donkey Kong 64, while the Game Boy Advance version features voices of DK, Diddy, and King K. Rool that were used in Donkey Kong 64.
- Super Smash Bros. Melee: The DK Rap was remixed for background music in the Kongo Jungle stage.
- Mario Golf: Toadstool Tour: Donkey Kong and Diddy Kong's voices from this game are recycled from DK64.
- Donkey Kong Country 2: After the Kongs complete Funky's "Cool Sounds" mission in the Game Boy Advance remake, he mentions the Monkey Rap. Some of Dixie's voices are Tiny's recycled. Tiny Kong appears in Funky's minigames during Kongnapped and Kongnapped 2 where the player must rescue a certain amount of her.
- DK: King of Swing: Crystal Coconuts made a return, although they served an entirely different purpose. Also, Wrinkly Kong was a ghost in this game, just as she was in Donkey Kong 64. DK and Diddy's 64 voices are recycled yet again, although they are the edited versions heard in Donkey Kong Country for Game Boy Advance.
- Donkey Kong Country 3 - Lanky, Tiny and Chunky make cameos in one of Funky's minigames.
- Mario Hoops 3-on-3: Diddy's Special Shot involves the use of his Rocketbarrel Jetpack.
- Donkey Kong Barrel Blast: Chunky's Pineapple Launcher was a usable item. Also, the entire concept of barrel-rocket belts originated from DK64. Lanky was also reintroduced in that game as well.
- Diddy Kong Racing DS: The game's title logo was similar to DK64's and Tiny Kong was a playable racer.
- Super Smash Bros. Brawl: Diddy Kong was included as a playable character, and his move-set (specifically his Rocketbarrel Boost and Peanut Popguns) came straight from Donkey Kong 64. Also, Chunky Kong appears as a sticker straight from Donkey Kong 64.
- Donkey Kong Country Returns: Diddy Kong can use a Rocketbarrel Jetpack to slow Donkey Kong's fall and in multiplayer when facing either Mugly or Thugly the player can have Diddy Kong shoot peanuts at them and Mugly or Thugly will eat them being distracted.
- Main article: List of Donkey Kong 64 staff
- For a complete list of media for this subject, see List of Donkey Kong 64 media.
- For this subject's image gallery, see Gallery:Donkey Kong 64.
- Main article: List of quotes in Donkey Kong 64
- Main article: List of Donkey Kong 64 beta elements
- Main article: List of glitches in Donkey Kong 64
- Controversy surrounded the DK Rap for containing the word hell when describing Chunky Kong saying, He's one hell of a guy! In Britain, the word is not considered profanity, and as Rare is a British company, it was included. However, later versions of the song replaced hell with heck.
- On the rear of the box art of the Japanese version, the three different circles where the Kongs each stand in: Donkey Kong in one circle, Tiny Kong and Lanky Kong in another circle, and Chunky Kong and Diddy Kong in another circle may refer to the apparel each sets Kongs in each circle share in common (ie. Lanky and Tiny both wear overalls, Diddy and Chunky wear tops but no pants at all, and Donkey Kong himself only wears a necktie).
- The only reason the game requires an Expansion Pack is to fix a game-breaking bug. Since the Pack was an inexplicable solution, the game was bundled with the Expansion Pack and ended up taking a large toll on the game's profits.
- ^ June 23 1998 Scribe collumn (accessed July 20 2014)
- ^ http://www.unseen64.net/2008/04/04/donkey-kong-64-n64-beta/
|Donkey Kong series
||Donkey Kong (1981, Arcade) • Donkey Kong Jr. (1982, Arcade) • Donkey Kong 3 (1983, Arcade)
|Mario vs. Donkey Kong
||Mario vs. Donkey Kong (2004, GBA) • March of the Minis (2006, DS) • Minis March Again! (2009, DSiWare) • Mini-Land Mayhem! (2010, DS) • Minis on the Move (2013, 3DS)
|Donkey Kong Country
||Donkey Kong Country (1994, SNES) • Donkey Kong Country 2 (1995, SNES) • Donkey Kong Country 3 (1996, SNES) • Donkey Kong Country Returns (2010, Wii) • Donkey Kong Country: Tropical Freeze (2014, Wii U)
|Donkey Kong Land
||Donkey Kong Land (1995, GB) • Donkey Kong Land 2 (1996, GB) • Donkey Kong Land III (1997, GB)
||Donkey Konga (2003, GC) • Donkey Konga 2 (2004, GC) • Donkey Konga 3: Tabehōdai! Haru Mogitate 50 Kyoku (2005, GC)
||Diddy Kong Racing (1997, N64) • Diddy Kong Racing DS (2007, NDS) • Donkey Kong Barrel Blast (2007, Wii)
||Donkey Kong Jr. Math (1983, NES) • Donkey Kong Hockey (1984, G&W) • Donkey Kong Circus (1984, G&W) • Donkey Kong 64 (1999, N64) • Donkey Kong Jungle Beat (2004, GCN) • Donkey Kong: Jungle Fever (2005, Arcade) • DK: King of Swing (2005, GBA) • Donkey Kong: Banana Kingdom (2006, Arcade) • DK: Jungle Climber (2007, NDS)
||Donkey Kong (1982, G&W) • Donkey Kong Jr. (1982, G&W) • Donkey Kong II (1983, G&W) • Donkey Kong Jr. + Jr. Math Lesson (1983, NES) • Donkey Kong 3 (1984, G&W) • Donkey Kong Classics (1988, NES) • Donkey Kong (1994, GB) • Classic NES Series: Donkey Kong (2004, GBA) • Diddy Kong Racing DS (2007, DS) • New Play Control! Donkey Kong Jungle Beat (Wii, 2008) • Donkey Kong Original Edition (2010, VC) • Donkey Kong Country Returns 3D (2013, 3DS)