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{{articleabout|the game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)|here]]}}
{{about|the 1994 SNES game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)]]}}
{{redirectshere|DKC|''Donkey Kong Classics''|[[Donkey Kong Classics|here]]}}
{{redirect|DKC|''Donkey Kong Circus''|[[Donkey Kong Circus]]|''Donkey Kong Classics''|[[Donkey Kong Classics]]}}
{{Infobox
{{game infobox
|image=[[File:Boxart dkc front.png|250px]]
|image=[[File:Boxart dkc front.png|250px]]
|developer=[[Rare, Ltd.|Rareware]]
|developer=[[Rare Ltd.|Rareware]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|released='''SNES'''<br>{{releasedate|USA|November 21, 1994<ref>http://www.youtube.com/watch?v=SbHL8-XkXMA</ref>|Europe|November 24, 1994|Japan|November 26, 1994<ref>http://www.nintendo.co.jp/n02/shvc/8x/</ref>}}
|release='''SNES:'''<br>{{release|UK|November 18, 1994<ref>Rare. [https://web.archive.org/web/19980529161639/http://www.rare.co.uk/recent/games/dkc/ ''Donkey Kong Country'']. ''Rarewhere'' (Internet Archive: Wayback Machine). Retrieved August 2, 2020.</ref>|USA|November 21, 1994<ref>http://www.youtube.com/watch?v=SbHL8-XkXMA</ref>|Japan|November 26, 1994<ref>http://www.nintendo.co.jp/n02/shvc/8x/</ref>|Europe|1994}}'''Virtual Console (Wii):'''<br>{{release|Australia|December 7, 2006|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}'''Virtual Console (Wii U):'''<br>{{release|Europe|October 16, 2014|Australia|October 17, 2014|Japan|November 26, 2014|USA|February 26, 2015}}'''Virtual Console (New 3DS):'''<br>{{release|Japan|March 4, 2016|USA|March 24, 2016|Europe|March 24, 2016|Australia|March 25, 2016}}'''Super NES Classic Edition:'''<br>{{release|USA|September 29, 2017|Europe|September 29, 2017|Australia|September 30, 2017|Japan|October 5, 2017}}'''Super Nintendo Entertainment System - Nintendo Switch Online:'''<br>{{release|Japan|July 15, 2020<ref>Nintendo 公式チャンネル (July 8, 2020). [https://youtu.be/5x9GgLNH4wA ファミリーコンピュータ & スーパーファミコン Nintendo Switch Online 追加タイトル <nowiki>[2020年7月]</nowiki>]. ''YouTube''. Retrieved July 8, 2020.</ref>|USA|July 15, 2020<ref>Nintendo (July 8, 2020). [https://youtu.be/0Hf_0OytL_c NES & Super NES - July Game Updates - Nintendo Switch Online]. ''YouTube''. Retrieved July 8, 2020.</ref>|Europe|July 15, 2020<ref>@NintendoEurope (July 8, 2020). [https://twitter.com/NintendoEurope/status/1280773675134922752?s=20 ''"More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"''] ''Twitter''. Retrieved July 8, 2020.</ref>|Australia|July 15, 2020<ref>@NintendoAUNZ (July 12, 2020). [https://twitter.com/NintendoAUNZ/status/1282208086602788866?s=20 ''"More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"''] ''Twitter''. Retrieved July 12, 2020.</ref>|HK|July 15, 2020<ref>Nintendo. [https://www.nintendo.com.hk/hardware/switch/onlineservice/fc/ Family Computer & Super Famicom - Nintendo Switch Online] ''Nintendo HK''. Retrieved July 17, 2020.</ref>|South Korea|July 15, 2020<ref>Nintendo. [https://www.nintendo.co.kr/switch/onlineservice/fc/ NES & Super NES - Nintendo Switch Online (Shown in Copyrights)] ''Nintendo Korea''. Retrieved July 17, 2020.</ref>}}
'''Game Boy Color'''<br>{{releasedate|Europe|November 17, 2000|USA|November 20, 2000<ref>http://web.archive.org/web/20010417201559/http://pocket.ign.com/news/28020.html</ref>|Japan|January 21, 2001}}
|genre=[[Genre#Platform|Platformer]]
'''Game Boy Advance remake'''<br>{{releasedate|Europe|June 6, 2003|USA|June 9, 2003|Australia|June 20, 2003<ref>http://palgn.com.au/handheld/537/donkey-kong-country-details/</ref>|Japan|December 12, 2003}}
|modes=1–2 players
'''Wii Virtual Console'''<br>{{releasedate|Australia|December 7, 2006|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}
|ratings={{ratings|esrb=K-A}}(original release){{ratings|esrb=E}}(Virtual Console release){{ratings|pegi=3|cero=A}}
'''Wii U Virtual Console'''<br>{{releasedate|Europe|October 16, 2014|Australia|October 17, 2014|Japan|November 26, 2014|USA|February 26, 2015}}
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Virtual Console]] ([[Wii]], [[Wii U]], [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New 3DS]]), [[Classics#Super NES Classic Edition|Super NES Classic Edition]], [[Super Nintendo Entertainment System - Nintendo Switch Online]]
'''New 3DS Virtual Console'''<br>{{releasedate|Japan|March 4, 2016|USA|March 24, 2016|Europe|March 24, 2016|Australia|March 25, 2016}}
|media={{media|snes=1|wiidl=1|wiiudl=1|3dsdl=1|snesclassic=1|switchdl=1}}
|genre=Platformer
|input={{input|snes=1|classic=1|wiigcn=1|wiiuclassic=1|wiiupro=1|3ds=1|snesclassic=1|joy-con=1|switchpro=1|switchsnes=1}}
|modes=1-2 players
|ratings={{ratings|esrb=K-A}}{{ratings|esrb=E|pegi=3|cero=A}}
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Game Boy Advance]], [[Game Boy Color]], [[Virtual Console]] ([[Wii]], [[Wii U]], [[Nintendo 3DS#New Nintendo 3DS|New 3DS]])
|media={{container|snes=1|gbc=1|gba=1|wiidl=1|wiiudl=1|3dsdl=1}}
|input={{input|snes=1|gbc=1|gba=1|classic=1|wiigcn=1|wiiuclassic=1|wiiupro=1|3ds=1}}
}}
}}
'''''Donkey Kong Country''''' is a game for the [[Super Nintendo Entertainment System]] released in 1994. It is known for being the first game to use pre-rendered sprites, creating a 3D effect throughout the game. It is the first game in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]] and has four sequels: ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'', ''[[Donkey Kong Country Returns]]'', and ''[[Donkey Kong Country: Tropical Freeze]]''. It also has a similar semi-sequel, titled ''[[Donkey Kong Land]]'', and a [[Donkey Kong Country Competition Cartridge|rare competition variant]]. The game stars [[Donkey Kong]], along with his buddy [[Diddy Kong]], in his debut, as the two travel across [[Donkey Kong Island]] in search for the [[Banana Hoard]].  
'''''Donkey Kong Country''''' is a side-scrolling [[Genre#Platform|platform]] game for the [[Super Nintendo Entertainment System]] released in November 1994. It was developed by [[Rare Ltd.|Rareware]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[banana hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]].


The game was remade for the [[Game Boy Color]] in 2000 and was also remade again for the [[Game Boy Advance]] in 2003. The two remakes feature some new Bonus Games, the ability to save in the overworld, and several other new elements. ''Donkey Kong Country'' was also released on the [[Wii]]'s [[Virtual Console]] in 2006 and 2007, the [[Wii U]]'s [[Virtual Console]] in 2014, and on the North American [[Nintendo 3DS#New Nintendo 3DS|New Nintendo 3DS]]'s Virtual Console on March 24, 2016.<ref>[https://www.youtube.com/watch?v=arl3ACzJCBI Nintendo Direct 3.3.2016]</ref> The trilogy was delisted from the Wii Virtual Console in November 2012 for unknown reasons until it was re-released again in Europe and Australia on October 30, 2014.
The player controls Donkey Kong and Diddy Kong (each with their own strengths and abilities) as they travel throughout a variety of linear levels in different environments. Gameplay features include the ability to ride [[Animal Friends|a variety of other animal characters]] after freeing them, the ability to pick up and throw [[barrel]]s to defeat enemies and uncover hidden passages, and puzzles involving navigating gauntlets of moving suspended barrels. ''Donkey Kong Country'' also encourages players to find all [[bonus room]]s hidden in the game's levels to get 101% [[completion]], a feature its sequels would greatly expand upon.  


==Storyline==
The game reintroduced the [[Donkey Kong (franchise)|''Donkey Kong'' franchise]] (alongside the [[Donkey Kong (Game Boy)|1994 Game Boy game]] released a few months prior) after a nearly decade-long hiatus and, in doing, also introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that most of the following ''Donkey Kong'' games as well as Donkey Kong's appearances in spin-off games in the [[Super Mario (franchise)|''Super Mario'' franchise]] that titles would build upon. The game's success spawned multiple sequels and spin-offs, a [[Donkey Kong Country (television series)|40-episode 3D animated series]], a [[Donkey Kong Country (novel)|chapter book adaptation]], manga adaptations in both [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-kun]]'', and other merchandise. ''Donkey Kong Country'' was notable because of its pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations<ref>''Donkey Kong Country'' instruction booklet, page 32</ref>, inspiring future video games to do the same. The first main game installment in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]], the title was followed by two sequels: ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', released in 1995; and ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'', released in 1996. A reboot, ''[[Donkey Kong Country Returns]]'', was released in 2010 for the [[Wii]] and was followed in 2014 by a direct sequel for the [[Wii U]], ''[[Donkey Kong Country: Tropical Freeze]]''.
During a stormy night on Donkey Kong Island, Diddy Kong is told by Donkey Kong to guard his Banana Hoard for his "hero training" until midnight, when Donkey Kong will take over. While watching for predators beneath the darkness, that young monkey becomes attacked by a [[Krusha]]. The villain traps the monkey inside a [[DK Barrel]] and steals the Banana Hoard along with the other Kremlings, dropping a fruit trail on the way. Next morning, a loud calling of his name wakes Donkey Kong. Realizing that he has slept through his watch, the big ape quickly exits his tree house, only to find Cranky Kong, who tells him hints about the Kremlings stealing the hoard. Donkey Kong soon realizes that both his Banana Hoard and Diddy Kong are missing and sets out to find them. After finding Diddy in a barrel, both Donkey and Diddy head out to find the stolen Banana Hoard.<ref>''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 4-7</ref>


[[File:G0bananas65.png|thumb|left|200px|Donkey Kong celebrating the recovery of his Banana Hoard.]]
The game was [[Donkey Kong Country (Game Boy Color)|remade]] for the [[Game Boy Color]] in 2000 and was also [[Donkey Kong Country (Game Boy Advance)|remade again]] for the [[Game Boy Advance]] in 2003. Both [[Reissue#Remakes|remake]]s feature some extra Bonus Games and the ability to save in the overworld. ''Donkey Kong Country'' was ported to the [[Wii]]'s [[Virtual Console]] in 2006/2007. On November 25, 2012, ''Donkey Kong Country'' and its sequels were delisted from the Wii Virtual Console, likely due to {{wp|Xbox Game Studios|Microsoft}}'s desire to renegotiate licensing agreements with Nintendo before re-releasing it,<ref>[http://gimmegimmegames.com/2012/11/nintendo-removing-all-donkey-kong-country-games-from-virtual-console/ Nintendo removing all ''Donkey Kong Country'' games from Virtual Console - Gimme Gimme Games]</ref> but on October 30, 2014, the games were relisted in Europe and Australia. Around the same time, the games were released on the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, ''Donkey Kong Country'' was ported exclusively to the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in March 2016. It is one of the 21 games included on the [[Classics#Super NES Classic Edition|Super NES Classic Edition]] and was made available on [[Super Nintendo Entertainment System - Nintendo Switch Online]] for the [[Nintendo Switch]] on July 15, 2020.
On their travels, the two heroes tread through deep jungles, mines, forests, temples, snowy mountains, caves, and several other regions of the island, fighting many enemies and bosses on the way. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the monkeys eventually reach a large ship known as the [[Gangplank Galleon]], where they meet the Kremling Krew's leader, King K. Rool. The Kongs soon "defeat" the foe, only to find the king to get back up and fight with a new set of attacks. However, the duo manages to bring him down a second time, this time defeating the crocodile once and for all. After King K. Rool's defeat, Cranky Kong congratulates the heroes, who then tells them to check the Banana Hoard. They do so, finding that the bananas have been returned.


In the Game Boy Advance remake of the game, a short cutscene is seen at the beginning of the game when DK's bananas are stolen and after King K. Rool's defeat, where Cranky, Funky, and Candy Kong congratulate the apes on their victory. King K. Rool soon recovers and forces them off the ship, sailing away.
In 1995, a specialized competition variant named ''[[Donkey Kong Country Competition Cartridge]]'' was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a [[Nintendo Power]] subscriber catalogue, and the carts have since become a collector's item.
{{br}}


==Gameplay==
==Story==
The game introduces the "tag-team" system, where Diddy and Donkey Kong follow each other throughout each level. However, the monkey in the front of the group is the Kong in play, so the other Kong simply follows behind the other. If the hero in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the character in play. In cases like this, only one Kong is on the screen at the time, as the other is defeated. If the lone Kong is injured by an enemy, the player loses an [[extra life]] and must restart the level from the beginning or by the [[Star Barrel]]. Fortunately, any Kong that is missing can be recovered by breaking open a [[DK Barrel]]; however, these special barrels do not appear many times in most levels. When a hero is freed from a DK Barrel, he heads to the back of the group behind the Kong in play and is not able to be controlled until the Kong in the lead is injured or if the player hits {{button|snes|A}} to switch characters. Then Donkey Kong hi-fives with Diddy and switches places, or vice versa.
{{quote|I'll hunt them down through every part of my island, until I have every banana from my hoard back!!|Donkey Kong}}
During a stormy night on [[Donkey Kong Island]], Donkey Kong orders [[Diddy Kong|Diddy]] to guard his [[banana hoard]] for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by [[Kremling]]s, some of which he manages to defeat with his [[Cartwheel Attack]] until being overpowered by [[Klump]]. He seals Diddy in a [[DK Barrel]] and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.


Only one Kong appears on the screen at a time in the Game Boy Color version of the game, and a DK Barrel appears at the corner of the screen instead when there is more than one Kong in the group. Also, the Kongs do not run off the screen in the Game Boy Color and Game Boy Advance remakes as they rather fall off the screen.
The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find [[Cranky Kong]] outside. Cranky prompts Donkey Kong to check the [[banana hoard|banana cave]] for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.  


===Kong Abilities===
Cranky breaks the [[fourth wall]] by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during [[Donkey Kong (game)|the arcade era]]. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.<ref>''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, pages 4-7</ref>
[[File:DKCI4365.jpg|200px|thumb|Donkey Kong swings on a rope in the level, [[Ice Age Alley]].]]
While both Kongs have different abilities, they have the same basic moves. Both Donkey and Diddy are able to jump, [[cartwheel]] (or roll), climb, and swim to pass through levels. The most commonly used basic abilities are the jump and cartwheel moves, which help the heroes cross gaps and defeat enemies. While cartwheeling is often used to pummel into weaker foes, it can also be used as part of the super-jump technique. Both characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses.


Other than jumping and cartwheeling, the Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the primates over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.
In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the [[Kong]]s travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the two Kongs eventually reach a large pirate ship, the [[Gangplank Galleon]], where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.
{{br|left}}


[[File:BarrelRide65.jpg|thumb|200px|left|Diddy rides on a Steel Keg.]]
==Gameplay==
Both Kongs also have some different abilities, as well as different stats. Diddy is faster and more agile than Donkey Kong; however, he is not as strong as him and has difficulty defeating stronger enemies such as [[Krusha]]s and [[Klump]]s. Donkey Kong is stronger and slower than him, and he also has his own unique move called [[Hand Slap]]. The Hand Slap move allows him to defeat enemies and find hidden objects in the ground or on treetops.  
The game introduces the "tag-team" system, where Donkey Kong and Diddy Kong follow each other throughout the levels. The Kong in front is the one currently in play, while the other Kong follows behind. If the Kong in play is injured, he quickly runs off the screen, and the other takes its place. If this happens, only one Kong is on the screen at a time. If the lone Kong is injured by an enemy, the player loses an [[extra life]] and must restart the level either from the start or from the activated [[Star Barrel|Continue Barrel]]. Any Kong that is missing can be recovered from a [[DK Barrel]]. When either the Kongs are freed from a DK Barrel, he goes behind the Kong in play. The player can press {{button|snes|A}} to switch characters, in which case Donkey Kong high-fives Diddy to switch places with him, or vice versa.


Another difference between the two Kongs is how they pick up and throw barrels. When Diddy Kong picks up barrels, he holds them in front of his body, protecting him from any enemies in his way. However, Donkey Kong holds barrels above his head, leaving his whole body vulnerable to enemy attacks. Additionally, Donkey Kong throws his barrels slightly further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a [[Steel Keg]] against a wall, they are able to jump on the barrel as it rolls back and balance on it.
===Abilities===
[[File:Orang-utan Gang 5.png|thumb|left|Diddy rides on a steel keg]]
The basic moves that Donkey Kong and Diddy can perform include [[jump]]ing, [[Roll Attack|roll]]ing/[[Cartwheel Attack|cartwheel]]ing, climbing, and swimming. The most commonly used basic abilities are the jump and roll moves, both of which allow the Kongs to cross gaps and defeat enemies. The roll and cartwheel act as the same move, but can only be used by Donkey Kong and Diddy Kong respectively. The respective Kong can perform their roll or cartwheel from a ledge to do a longer jump in midair, effective for moving across abysses. Ropes are the only object that the Kongs can climb up or down on, allowing them to reach items or higher areas. Some ropes start moving across a gap when the Kongs cling on it while some others remain stationary. The Kongs can only swim during underwater levels.


===Special Areas===
Aside from the rolling attack, the Kongs also have some different abilities. Diddy is faster and more agile than Donkey Kong, but he is not as strong, which makes it harder for him to defeat [[Army]]s, [[Krusha]]s, and [[Klump]]s. Donkey Kong is stronger and slower than Diddy and can perform a unique move, the [[Hand Slap]]. The move allows Donkey Kong find hidden items or objects in the ground or on treetops, but it can also be used to defeat enemies.
[[File:CrankyCabin.png|200px|thumb|The special area, Cranky's Cabin.]]
The other members of the [[Kong Family]] clan in these special areas which assist Donkey and Diddy while they are adventuring.


*'''[[Cranky's Cabin]]''': This area is run by [[Cranky Kong]], who the heroes meet here to hear him talking about some random hints and random rambling about how the 8-bit era was better than the 16-bit era. There is one Cranky's Cabin in every world.
Another difference between the two Kongs is how they pick up and throw barrels. When Diddy picks up a barrel, he holds in front of him, protecting himself from enemies in the way. Donkey Kong holds a barrel over his head, which leaves him vulnerable to enemies in the front. Donkey Kong can throw barrels slightly farther than Diddy, allowing him to hit an enemy from a distance. When the barrel hits into an enemy, it breaks. If the Kongs throw a [[Iron Barrel|steel keg]] against a wall, they can jump on the barrel and balance on it as it rolls along.
*'''[[Candy's Save Point]]''': This area is run by [[Candy Kong]]. The Kongs can travel here in any world to save their game for free. In the Game Boy Color remake, this area is replaced by Candy's Challenge where the monkeys have to go through a Bonus Level and collect a golden coin. In the Game Boy Advance remake of the game, the area is replaced by '''[[Candy's Dance Studio]]''', where Candy hosts a dance [[mini-game]], which can be won to earn collectibles.
{{br}}
*'''[[Funky's Flights]]''': In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world. In the Game Boy Advance remakes, the area is replaced by '''[[Funky's Fishing]]''', where Funky hosts a fishing mini-game along with having the Jumbo Barrel. In the game, the Kongs must catch fish while riding on Enguarde to win prizes.
===Modes===
When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong. The game keeps a score for both players, to keep track of how many levels they have completed.
{|class="wikitable dk"
|-
!Icon
!Title
!Description
|-
|style="text-align:center"|[[File:DKC one player icon.png]]
|'''One player'''
|A single player controls both Donkey Kong and Diddy Kong.
|-
|style="text-align:center"|[[File:DKC two player contest icon.png]]
|style="white-space:nowrap"|'''Two player contest'''
|Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow.
|-
|style="text-align:center"|[[File:DKC two player team icon.png]]
|'''Two player team'''
|Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.
|}
{{br}}


==Items and Objects==
==Characters==
===Collectibles and Mechanisms===
===The Kongs===
During their adventure, Diddy and Donkey run in a variety of collectibles and objects, some helpful, and some harmful. Many of these objects are listed below.
There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the [[#Supporting location|supporting locations]].
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable dk" style="width:100%;text-align:center"
|-style="background:yellow;"
!colspan=3 style="background:saddlebrown;color:white"|Playable
!Image
|-
!Name
{{content description|dk=yes|
|image1=[[File:DK DKC sprite.png]]
|name1=[[Donkey Kong]]
|description1=The main character of the game, Donkey Kong is stronger and heavier than his partner, Diddy Kong, and can defeat stronger enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.
|image2=[[File:Diddy DKC sprite.png]]
|name2=[[Diddy Kong]]
|description2=Diddy is the best friend and sidekick of Donkey Kong. While he is not as strong as his partner, Diddy is faster, but his light weight prevents him from being able to defeat more powerful enemies in a single jump.
}}
|-
!colspan=3 style="background:saddlebrown;color:white"|Supporting
|-
{{content description|dk=yes|
|image1=[[File:Candy Kong DKC sprite.png]]
|name1=[[Candy Kong]]
|description1=Candy is the love interest of Donkey Kong. She hosts a different location in each three versions of the game. In the original version, she operates [[Candy's Save Point]], where the Kongs can go to save their game progress.
|image2=[[File:Cranky Kong DKC sprite.png]]
|name2=[[Cranky Kong]]
|description2=Cranky Kong was the original Donkey Kong from the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game. He resides at [[Cranky's Cabin]], where he provides various pieces of advice to Donkey Kong and Diddy along their adventure. Cranky regards himself as the greatest video game hero, and does not believe the Kongs can complete their adventure without his assistance.
|image3=[[File:Funky Kong DKC sprite.png]]
|name3=[[Funky Kong]]
|description3=Funky Kong operates a flight service at [[Funky's Flights]], where he allows Donkey Kong and Diddy to use the [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]] that they have already visited.
}}
|}
 
===The Good Guys===
Aside from the supporting Kongs, Donkey Kong and Diddy Kong are also assisted by [[Animal Friends]] during the game. Each Animal Friend is imprisoned within an [[animal crate]] depicting a silhouette of their face. The Animal Friends only appear in certain levels, and the Kongs cannot take them to other levels. Every Animal Friend has their own unique abilities.
{{content appearances|dk=y|wikitable=y|
|image1=[[File:Rambi DKC sprite.png]]
|name1=[[Rambi]]
|description1=Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden [[bonus room]]s.
|firstlevel1=[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|lastlevel1=[[Manic Mincers]]
|image2=[[File:Enguarde DKC sprite.png]]
|name2=[[Enguarde]]
|description2=Enguarde appears in most of the underwater levels. With his sharp bill, Enguarde can defeat most aquatic enemies in his path.
|firstlevel2=[[Coral Capers]]
|lastlevel2=[[Poison Pond]]
|image3=[[File:Winky DKC sprite.png]]
|name3=[[Winky]]
|description3=Winky has a high jumping ability that allows him to reach higher areas, namely bonus rooms. Winky can defeat most enemies by jumping on them, including [[Zinger]]s.
|firstlevel3=[[Winky's Walkway]]
|lastlevel3=[[Rope Bridge Rumble]]
|image4=[[File:Expresso DKC sprite.png]]
|name4=[[Expresso]]
|description4=Expresso has the ability to run fast and to glide across the air, although he cannot attack enemies. Due to his long legs, Expresso is unaffected by Klaptraps moving under his legs.
|firstlevel4=[[Temple Tempest]]
|lastlevel4=[[Misty Mine]]
|image5=[[File:Squawks DKC sprite.png]]
|name5=[[Squawks]]
|description5=Squawks only appears in the level Torchlight Trouble, where he holds a lamp to light the path forward for the Kongs. Squawks is the only Animal Friend that the Kongs cannot ride and the only one without an animal token. Squawks cannot be defeated by any enemy.
|firstlevel5=[[Torchlight Trouble]]
|lastlevel5=-
}}
 
===Enemies===
Various types of enemies appear throughout the levels, attempting to get into Donkey Kong and Diddy Kong's way. The [[Kremling]]s are the main enemies of the game.
{|class="wikitable dk"width=100%
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Bad Guys'''
|-
!width=16%|Image
!width=10%|Name
!Description
!Description
!width=7%|First level appearance
!width=7%|Last level appearance
|-
|-
| align="center" |[[File:BananaSprite65.png]]
|style="text-align:center"|[[File:Army DKC sprite.png]]
![[Banana]]s
|style="text-align:center"|[[Army]]
|These are the most common items in the game, and appear almost everywhere in every level (excluding boss levels). They are very similar to [[coin]]s from the ''[[Mario (series)|Mario]]'' series, as collecting 100 of them gives the Kongs an extra life.
|An armadillo enemy that rolls up into a ball and charges at the Kongs to attack. Donkey Kong can defeat them from either a jump or roll attack. If Diddy either jumps or cartwheels into a curled up Army, the enemy is forced out of its curled posture. Diddy can defeat Army if it is not curled up.
|-
|style="text-align:center"|[[Ropey Rampage]]
| align="center" |[[File:BunchoBanana65.png]]
|style="text-align:center"|[[Platform Perils]]
![[Banana|Banana Bunch]]es
|These items are very similar to bananas, except that they are worth ten bananas rather than one. Although they are very common, they are usually harder to find then normal bananas and can sometimes be hidden in hard to reach places. Ten of these equal an Extra Life.
|-
|-
| align="center" |[[File:RambiToken65.PNG]]
|style="text-align:center"|[[File:Gnawty.png]] [[File:Gnawty-brown-DKC.png]]
![[Animal Tokens]]
|style="text-align:center"|[[Gnawty]]
|These items are special tokens in the shape of the game's various Animal Friends (excluding [[Squawks the Parrot|Squawks]]). If three of one kind is collected, the Kongs are taken to a bonus area where they must collect many smaller Animal Tokens with the animal carved in the collected tokens (e.g. If three Expresso tokens are collected, the player plays as Expresso in the bonus minigame).
|A beaver enemy that is common, but is one of the weakest enemies. They simply walk around back and forth and can be defeated from any attack. Gnawties have a rare, brown variant that ride on a [[Millstone]], and contrarily they are invulnerable to any form of attack.
|style="text-align:center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"|[[Platform Perils]]
|-
|-
| align="center" |[[File:BalloonDKC65.PNG]]
|style="text-align:center"|[[File:Manky Kong DKC.png]]
![[Extra Life Balloon]]s
|style="text-align:center"|[[Manky Kong]]
|Similar to [[1-Up Mushroom]]s from the ''Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: Red, blue, and green. The red Extra Life Balloons grant the primates with one extra life, green Extra Life Balloons give them two lives, and the rare blue Extra Life Balloons give them three lives.
|Manky Kongs are orangutans who were exiled from the Kong Family. They attack by throwing an unlimited number of barrels at Donkey Kong and Diddy. Both Kongs can defeat them by their jump and roll attack.
|style="text-align:center"|[[Orang-utan Gang]]
|style="text-align:center"|[[Loopy Lights]]
|-
|-
| align="center" |[[File:KONGDKC65.PNG]]
|style="text-align:center"|[[File:Mini Necky DKC.png]]
![[K-O-N-G Letters]]
|style="text-align:center"|[[Mini-Necky]]
|Four of these special objects are hidden in every level (excluding boss levels), and each letter put together spells the word "KONG." If the Kongs collect all four letters in a level, they are awarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and the letter G is found last. Additionally, letters much like the K-O-N-G Letters appear in certain Bonus Levels, where they must be hit in order to spell out a word.
|A small vulture that attacks by spitting nuts at the Kongs. Some Mini-Neckys move up and down while spitting nuts. They can be defeated by either a roll or a jump attack.
|style="text-align:center"|[[Vulture Culture]]
|style="text-align:center"|[[Elevator Antics]]
|-
|-
| align="center" |[[File:RambiBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Necky perched DKC.png]] [[File:Necky.png]]
![[Animal Crate]]s
|style="text-align:center"|[[Necky]]
|These semi-common crates contain Animal Friends, and are placed in both normal levels and Bonus Levels. The type of Animal Friend freed from the crate depends on the picture on the object. In the Game Boy Color remake, the crates transform the monkeys into a certain Animal Friend depending on the marking on the crate.
|A vulture enemy who either throws nuts at the Kongs from high platforms or flies across the level. The flying Neckys can be bounced on to reach higher areas.
|style="text-align:center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"|[[Platform Perils]]
|-
|-
| align="center" |[[File:TireDKC65.PNG]]
|style="text-align:center"|[[File:Slippa DKC.png]]
![[Tire]]s
|style="text-align:center"|[[Slippa]]
|Tires appear in many levels throughout the game, and they bounce the heroes to high areas. Half tires are stationary, while the other tires that are full can be pushed into different areas.
|A red coral snake that slithers along the ground in caves and other subterranean areas. They are one of the weaker enemies and can be defeated by any attack.
|style="text-align:center"|[[Reptile Rumble]]
|style="text-align:center"|[[Misty Mine]]
|-
|-
| align="center" |[[File:RopeDKC65.PNG]]
|style="text-align:center"|[[File:Zinger DKC.png]] [[File:Zinger-orange-DKC.png]] [[File:Zinger-pink-DKC.png]] [[File:Zinger-green-DKC.png]]
![[Rope]]s
|style="text-align:center"|[[Zinger]]
|These common objects appear in many levels, and the Kongs can climb up and down on them to progress. Most ropes in the game swing over wide abysses, so the primates can use them to cross the gaps. In [[Slipslide Ride]], blue and purple ropes appear that pull the heroes up and down automatically.
|Zingers are wasps and very common enemies who appear in almost every level. The Kongs cannot defeat Zingers themselves and must use either a barrel or an Animal Friend to defeat them. The Kongs must usually avoid the Zingers along the way. Zingers have a few different color variations, each with their own flight pattern: yellow moves vertically, orange moves horizontally or flies in place, pink moves in a circular path or flies in place, and green moves in a u-shaped path.
|style="text-align:center"|[[Ropey Rampage]]
|style="text-align:center"|[[Platform Perils]]
|-
|-
| align="center" |[[File:MineCartDKC65.PNG]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Aquatic Bad Guys'''
![[Cart|Mine Cart]]s
|These rather uncommon objects are seen only in mine levels, and automatically begin to move on the track when entered. The Kongs are able to jump while on them so they can head over broken part of the track. Sometimes, broken mine carts appear on the track as an obstacle.
|-
|-
| align="center" |[[File:FallingPlatformDKC65.PNG]]<br>[[File:PlatformDKC65.PNG]]
!width=16%|Image
![[Platform]]s
!width=10%|Name
|Many platforms appear throughout the game. Although most of them are stationary, some move back and fourth over gaps. Later in the game, platforms with arrows appear, and they move in the direction depending on the arrow point's direction symbol when stepped on. Other moving platforms appear near the end of the game, including one that must constantly be refueled to keep it moving.
|}
 
===Barrels===
The most common objects in ''Donkey Kong Country'' and its series are barrels. Many different barrels appear throughout this game, each having a different purpose and use. Below shows these uses on the barrels.
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
|-style="background:yellow;"
!Image
!Name
!Description
!Description
!width=7%|First level appearance
!width=7%|Last level appearance
|-
|-
| align="center" |[[File:BarrelDKC65.PNG]]
|style="text-align:center"|[[File:Bitesize.png]]
![[Barrel|Regular Barrels]]
|style="text-align:center"|[[Bitesize]]
|These ordinary barrels are very common. The barrels can be picked up and thrown at enemies to defeat them. Some barrels do not break when making contact with the ground, and can roll over many different enemies. Diddy Kong can hold these types of barrels and others as a form of defense as well.
|A small piranha enemy that like other underwater enemies, cannot be defeated by the Kongs. Enguarde can defeat Bitesizes and most other underwater enemies.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Poison Pond]]
|-
|-
| align="center" |[[File:Firebarrel.gif]]
|style="text-align:center"|[[File:Chomps.png]]
![[Barrel Cannon]]s
|style="text-align:center"|[[Chomps]]
|Another common type of barrel. They appear in almost every level, and are able to shoot the Kongs over gaps or to other Barrel Cannons. Some Barrel Cannons automatically fire the Kongs when entered, while others must be activated first. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|A large, green shark enemy that are larger than Bitesizes, but otherwise act the same, and they can also be defeated by Enguarde.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Croctopus Chase]]
|-
|-
| align="center" |[[File:StarBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Chomps Jr DKC sprite.png]]
![[Star Barrel]]s
|style="text-align:center"|[[Chomps Jr.]]
|One of these common barrels appear in the middle of every level, excluding boss levels. As their name suggests, they serve as the checkpoint for the levels. If the two heroes are both defeated anytime after breaking the barrel, they appear back in the area the Star Barrel last was when retrying the level.
|A small, blue shark enemy and a smaller variant of Chomps. They act similar to Chomps except they are smaller and slightly faster.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Poison Pond]]
|-
|-
| align="center" |[[File:DKBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Clambo DKC.png]]
![[DK Barrel]]s
|style="text-align:center"|[[Clambo]]
|DK Barrels are the most common barrels in the game, as several of them appear in every level. If one of the Kongs are missing from the group, the surviving Kong can break one of these barrels to bring their partner back. However, DK Barrels only appear in certain parts of the level. They can also be used just like normal barrels, except that they cannot roll on the ground.
|A clam enemy that attacks by spitting out pearls at the Kongs. They do not move around and are usually in a corner outside of the main path. They cannot be defeated by Enguarde.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Clam City]]
|-
|-
| align="center" |[[File:TNTBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Croctopus-purple-DKC.png]] [[File:Croctopus.png]]
![[TNT Barrel]]s
|style="text-align:center"|[[Croctopus]]
|These common barrels are much like normal barrels, however, they explode when making contact with anything after being thrown. They are often used to destroy powerful foes and break through sensitive walls.  
|An octopus enemy that quickly treads through water to hit the Kongs. The purple variants move in fixed patterns around blocks of coral reef, while the blue variants go in a set path after the Kongs once they pass them. Like Clambos, they cannot be defeated.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Croctopus Chase]]
|-
|-
| align="center" |[[File:SteelBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Squidge DKC.png]]
![[Steel Keg]]s
|style="text-align:center"|[[Squidge]]
|Another common type of barrel. They can be used much like normal barrels, but are harder to break and are silver colored. They can roll into an unlimited amount of enemies and even bounce off walls without breaking. Because of this, the Kongs are able to perform their barrel rolling move on them.
|A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They can be defeated by Enguarde.
|style="text-align:center"|[[Croctopus Chase]]
|style="text-align:center"|[[Poison Pond]]
|-
|-
| align="center" |[[File:SGBarrelDKC65.PNG]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Kremlings'''
![[Stop and Go Barrels]]
|These uncommon barrels appear in [[Stop & Go Station]], where they are used to control the lights. Go Barrels make the lights illuminating the level green, while Stop Barrels make them red. Hitting the Stop Barrels also makes the [[Rockkroc]]s in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
|-
|-
| align="center" |[[File:OFF_and_ON_Barrels.PNG|60x39px]]
!width=16%|Image
![[On and Off Barrel]]s
!width=10%|Name
|These barrels only appear in Loopy Lights and act almost like [[Stop and Go Barrels]], except the barrels affect the lighting of the stage making it harder to maneuver.
!Description
!width=7%|First level appearance
!width=7%|Last level appearance
|-
|-
| align="center" |[[File:FuelBarrelsprite65.png]]
|style="text-align:center"|[[File:Klaptrap DKC.png]] [[File:Klaptrap-purple-DKC.png]]
![[Fuel Barrel]]s
|style="text-align:center"|[[Klaptrap]]
|These barrels only appear in the level, [[Tanked Up Trouble]], but are vital for the Kongs' survival. They are needed to provide fuel for the platforms used in the said level, or otherwise they will fall off the stage if not fueled up enough. Because they are so important, they are often placed in hard to reach places.
|Klaptraps are small, four-legged crocodiles who repeatedly open and close their jaws while moving in the Kongs' direction. Because of this, the Kongs cannot attack Klaptrap by rolling into it from the front. Klaptraps can either be defeated from behind or if jumped over. Klaptraps have a rare, purple variant that jump at the same time as the Kongs do.
|style="text-align:center"|[[Stop & Go Station]]
|style="text-align:center"|[[Loopy Lights]]
|-
|-
| align="center" |[[File:JumboBarrelDKC65.PNG]]
|style="text-align:center"|[[File:Klump DKC sprite.png]]
![[Jumbo Barrel|Funky Barrel]]
|style="text-align:center"|[[Klump]]
|A type of Jumbo Barrel. The Funky Barrel can be entered in [[Funky's Flights]], where it flies the duo to any place in the island they have journeyed to. The heroes do not have to pay any fee to use it.
|Klump is a strong, burly enemy that wears military gear. Klump's helmet defends itself from Diddy's jump attack, although Donkey Kong can defeat a Klump by jumping on it. Both Kongs can use a roll attack to defeat a Klump.
|}
|style="text-align:center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
 
|style="text-align:center"|[[Platform Perils]]
==Levels==
[[File:DKIsland_DKC.png|thumb|200px|The overworld map.]]
''Donkey Kong Country'' features many levels in which the Kongs must successfully complete in order to reach the final boss, including boss levels. The levels are separated into worlds, such as the [[Kongo Jungle]], and each world features five to six levels and one boss stage. Every non-boss level is home to possibly up to five [[Bonus Level]]s, which can optionally be found to finish the game 100%, or to simply collect extra goodies such as Banana Bunches. Unlike in the [[Mario]] series, the player does not have to traverse a whole level to reach the boss. Every level also has its own theme, or "environment." For example, levels such as [[Barrel Cannon Canyon]] are marked as "Jungle" levels, as they take place in a jungle.
 
Note that the following table lists the levels in the original order on the SNES version of the game.
 
{| border="1" cellspacing=0 cellpadding=2 align="center" style="background:whitesmoke" width=99%
! colspan=7 style="background:yellow" align=center | <big>Levels and Bonus Areas</big>
|-
|-
! colspan=7 style="background:yellow" align=center | [[Kongo Jungle]]
|style="text-align:center"|[[File:Krash DKC.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Krash]]
!colspan="3" width=5%|#
|A Kritter who rides in a mine cart. Krashes ride in the opposite direction of the Kongs, attempting to crash into them. Donkey Kong and Diddy must avoid Krashes by jumping over them. In Mine Cart Madness, some Krashes are in a stationary mine carts, and the Kongs can jump on them to defeat them and take over the mine cart.
!rowspan="2" width=35%|Level
|style="text-align:center"|[[Mine Cart Carnage]]
!rowspan="2" width=10%|Bonus Areas
|style="text-align:center"|[[Mine Cart Madness]]
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 1 || align="center" | [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]] || align="center" | 2 || align="center" | Jungle || align="center" | DK Island Swing
|style="text-align:center"|[[File:Kritter DKC green.png]] [[File:Kritter-blue-DKC.png]] [[File:Kritter-red-DKC.png]] [[File:Kritter-yellow-DKC.png]] [[File:Kritter-gray-DKC.png]]
|style="text-align:center"|[[Kritter]]
|Kritters are the grunt soldiers of the Kremling Krew. They are one of the weakest enemies along with Gnawty. The color of a Kritter determines its movement behavior: the standard, green ones walk forward, the blue ones jump while moving forward, the brown ones jump vertically without moving forward, yellow ones jump left and right, and gray Kritters hop forward a few times before doing a long jump.
|style="text-align:center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"|[[Loopy Lights]]
|-
|-
|align="center" colspan="3" | 2 || align="center" | [[Ropey Rampage]] || align="center" | 2 || align="center" | Jungle || align="center" | DK Island Swing
|style="text-align:center"|[[File:Krusha DKC blue.png]] [[File:Krusha-gray-DKC.png]]
|style="text-align:center"|[[Krusha]]
|Krushas are strong, muscular Kremlings, and there are blue Krushas and the uncommon gray variant. Diddy cannot defeat Krushas without using a barrel. Donkey Kong can defeat blue Krushas by jumping on them, but performing a roll or a Hand Slap attack are ineffective. Gray Krushas are stronger than the blue ones and can only be defeated from a barrel.
|style="text-align:center"|[[Millstone Mayhem]]
|style="text-align:center"|[[Platform Perils]]
|-
|-
|align="center" colspan="3" | 3 || align="center" | [[Reptile Rumble]] || align="center" | 3 || align="center" | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:Rockkroc DKC sprite.png]]
|style="text-align:center"|[[Rock Kroc]]
|Rock Krocs dash back and forth rapidly while the Stop & Go Barrels are set to "Go", and the Kongs get injured when they come in contact with a Rock Kroc. Donkey Kong and Diddy cannot pass the Rock Krocs safely unless the Stop & Go Barrels are set to "Stop", causing the Rock Krocs to briefly curl into a ball until the Stop & Go Barrels return to "Go". Rock Krocs are invincible and cannot be defeated.
|colspan=2, style="text-align:center"|[[Stop & Go Station]]
|-
|-
|align="center" colspan="3" | 4 || align="center" | [[Coral Capers]] || align="center" | 0 || align="center" | Coral || align="center" | Aquatic Ambiance
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Obstacles'''
|-
|-
|align="center" colspan="3" | 5 || align="center" | [[Barrel Cannon Canyon]] || align="center" | 2 || align="center" | Jungle || align="center" | DK Island Swing
!width=16%|Image
!width=10%|Name
!Description
!width=7%|First level appearance
!width=7%|Last level appearance
|-
|-
|align="center" colspan="3" | 6 || align="center" | BOSS LEVEL: [[Very Gnawty|Very Gnawty's Lair]] || align="center" | 0 || align="center" | Boss arena || align="center" | Bad Boss Boogie
|style="text-align:center"|[[File:Black Drum DKC.png]]
|style="text-align:center"|[[Black drum]]
|A drum obstacle that fires out an indefinite supply of a specific enemy, such as Slippas and Gnawties. They can only be destroyed from a TNT Drum. They are a smaller variant of Dumb Drum.
|style="text-align:center"|[[Winky's Walkway]]
|style="text-align:center"|[[Misty Mine]]
|-
|-
! colspan=7 style="background:yellow" align=center | [[Monkey Mines]]
|style="text-align:center"|[[File:DKC Cannonball.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Cannonball]]
!colspan="3" width=5%|#
|Giant iron balls that fall across the screen sequentially when [[King K. Rool|K. Rool]] performs his floor-slam attack.
!rowspan="2" width=35%|Level
|colspan=2, style="text-align:center"|[[Gang-Plank Galleon]]
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 7 || align="center" | [[Winky's Walkway]] || align="center" | 1 || align="center" | Walkway || align="center" | Life in the Mines
|style="text-align:center"|[[File:DKC Coconut small.png]] [[File:DKC Coconut big.png]]
|style="text-align:center"|[[Coconut]]
|The favored projectiles of the [[Necky]] family, they may be launched straight horizontally or in bouncing arcs.
|style="text-align:center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"|[[Necky's Revenge]]
|-
|-
|align="center" colspan="3" | 8 || align="center" | [[Mine Cart Carnage]] || align="center" | 0 || align="center" | Mines || align="center" | Mine Cart Madness
|style="text-align:center"|[[File:DKC Crownerang.png]]
|style="text-align:center"|[[Crownerang]]
|K. Rool's primary weapon, his own crown. When he throws it, however, he renders himself vulnerable to stomp attacks.
|colspan=2, style="text-align:center"|[[Gang-Plank Galleon]]
|-
|-
|align=center colspan=3 | 9 || align=center | [[Bouncy Bonanza]] || align=center | 3 || align=center | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:DKC Millstone.png]]
|style="text-align:center"|[[Millstone]]
|Millstones are enormous invulnerable stone wheels ridden in by Gnawties.
|style="text-align:center"|[[Millstone Mayhem]]
|style="text-align:center"|[[Temple Tempest]]
|-
|-
|align=center colspan=3 | 10 || align=center | [[Stop & Go Station]] || align=center | 2 || align=center | Mines || align="center" | Misty Menace
|style="text-align:center"|[[File:Mincer.png]]
|style="text-align:center"|[[Mincer]]
|Mincers are spiked tire obstacles who either move in a pattern or remain in a single spot. They are invincible and must be avoided by the Kongs.
|style="text-align:center"|[[Torchlight Trouble]]
|style="text-align:center"|[[Manic Mincers]]
|-
|-
|align=center colspan=3 | 11 || align=center | [[Millstone Mayhem]] || align=center | 3 || align=center | Ruins || align="center" | Voices of the Temple
|style="text-align:center"|[[File:Oil Drum DKC.png]]
|style="text-align:center"|[[Oil drum]]
|Oil drums resemble black drums except for their wider appearance and ability to emit fire. The word "OIL" is embedded on them.
|style="text-align:center"|[[Torchlight Trouble]]
|style="text-align:center"|[[Oil Drum Alley]]
|-
|-
|align=center colspan=3 | 12 || align=center | BOSS LEVEL: [[Master Necky|Necky's Nuts]] || align=center | 0 || align=center | Boss arena || align="center" | Bad Boss Boogie
|style="text-align:center"|[[File:DKC Pearl.png]]
|style="text-align:center"|Pearl
|Projectiles shot in numbers from one to five at once in straight lines by [[Clambo]]s.
|style="text-align:center"|[[Coral Capers]]
|style="text-align:center"|[[Clam City]]
|}
 
===The Bosses===
At the end of every world, the Kongs must fight a boss, each guarding a portion of the stolen bananas. Most of the bosses are a larger version of an enemy.
{|class="wikitable dk"width=100%
!width=12%|Image
!width=10%|Name
!Description
!width=14%|Level appearance
|-
|-
! colspan=7 style="background:yellow" align=center | [[Vine Valley (Donkey Kong Country)|Vine Valley]]
|style="text-align:center"|[[File:Very Gnawty DKC.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Very Gnawty]]
!colspan="3" width=5%|#
|A giant Gnawty that jumps around, trying to hit the Kongs. Donkey Kong and Diddy must jump on it five times to defeat it. For each hit, Very Gnawty bounces and moves around faster.
!rowspan="2" width=35%|Level
|style="text-align:center"|[[Very Gnawty's Lair]]
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 13 || align=center | [[Vulture Culture]] || align=center | 3 || align=center | Forest || align="center" | Forest Frenzy
|style="text-align:center"|[[File:Master Necky DKC.png]]
|style="text-align:center"|[[Master Necky]]
|A giant Necky that creeps his head out from one of four corners of the screen, spitting large nuts at the Kongs. Master Necky spit nuts faster each time he is jumped on. Donkey Kong or Diddy can defeat the boss by jumping on his head five times.
|style="text-align:center"|[[Necky's Nuts]]
|-
|-
| align=center colspan=3 | 14 || align=center | [[Tree Top Town]] || align=center | 2 || align=center | Treetops || align="center" | Treetop Rock
|style="text-align:center"|[[File:Queen B DKC.png]] [[File:DKC Queen B. mad.png]]
|style="text-align:center"|[[Queen B.]]
|A giant Zinger who flies around the arena. The Kongs can attack her with a barrel. When hit, Queen B. temporarily turns red and moves up and down in a wavy pattern before returning normal. She must be hit five times to be defeated.
|style="text-align:center"|[[Bumble B. Rumble]]
|-
|-
| align=center colspan=3 | 15 || align=center | [[Forest Frenzy]] || align=center | 2 || align=center | Forest || align="center" | Forest Frenzy
|style="text-align:center"|[[File:Really Gnawty DKC.png]]
|style="text-align:center"|[[Really Gnawty]]
|A boss who looks and acts similar to Very Gnawty. Really Gnawty can move faster and jump a lot higher than Very Gnawty. The Kongs must jump on Really Gnawty five times to defeat it. After each hit, it performs a consecutive amount of high jumps corresponding to the total amount of times it has been hit.
|style="text-align:center"|[[Really Gnawty Rampage]]
|-
|-
| align=center colspan=2 | 16 || align=center | 18 || align=center | [[Temple Tempest]] || align=center | 2 || align=center | Ruins || align="center" | Voices of the Temple
|style="text-align:center"|[[File:Dumb Drum.png]]
|style="text-align:center"|[[Dumb Drum]]
|A giant black drum that attempts to crush the Kongs. After that, Dumb Drum sends out a pair of a specific enemy before continuing its attempt to crush the Kongs. The order in which Dumb Drum releases the enemies are: Kritters, Slippas, Klaptraps, Klumps, and Armys. The boss is defeated once the Kongs defeat every enemy.
|style="text-align:center"|[[Boss Dumb Drum]]
|-
|-
| align=center colspan=2 | 17 || align=center | 16 || align=center | [[Orang-utan Gang]] || align=center | 5 || align=center | Jungle || align="center" | DK Island Swing
|style="text-align:center"|[[File:Master Necky Snr DKC.png]]
|style="text-align:center"|[[Master Necky Snr.]]
|Master Necky Snr. is a similar boss to Master Necky except he is stronger. He spits nuts much faster than Master Necky. Each time Master Necky Snr. is hit, he spits out one more nut than the previous turn. The Kongs can defeat Master Necky Snr. by jumping on it five times.
|style="text-align:center"|[[Necky's Revenge]]
|-
|-
| align=center colspan=2 | 18 || align=center | 17 || align=center | [[Clam City]] || align=center | 0 || align=center | Coral || align="center" | Aquatic Ambiance
|style="text-align:center"|[[File:King K Rool DKC sprite.png]]
|style="text-align:center"|[[King K. Rool]]
|The final boss and main antagonist, King K. Rool has stolen Donkey Kong's banana hoard. He has a variety of attacks, including throwing his crown, jumping at the Kongs, and causing cannonballs to rain from above. After King K. Rool throws his crown, the Kongs can jump on his head to attack him, before K. Rool puts his crown back on.
|style="text-align:center"|[[Gang-Plank Galleon]]
|}
 
==Items==
{|class="wikitable dk"width=100%
|-
|-
| align=center colspan=3 | 19 || align=center | BOSS LEVEL: [[Queen B.|Bumble B. Rumble]] || align=center | 0 || align=center | Boss arena || align="center" | Bad Boss Boogie
!width=12%|Image
!width=10%|Name
!Description
|-
|-
! colspan=7 style="background:yellow" align=center | [[Gorilla Glacier]]
|style="text-align:center"|[[File:Banana DKC SNES.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Banana]]s
!colspan="3" width=5%|#
|Bananas are the equivalent to [[coin]]s from the ''[[Super Mario (series)|Super Mario]]'' series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
!rowspan="2" width=35%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 20 || align=center | [[Snow Barrel Blast]] || align=center | 3 || align=center | Snow || align="center" | Northern Hemispheres
|style="text-align:center"|[[File:Banana Bunch DKC SNES.png]]
|style="text-align:center"|[[Banana Bunch]]es
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in bonus rooms and hidden areas.
|-
|-
| align=center colspan=3 | 21 || align=center | [[Slipslide Ride]] || align=center | 3 || align=center | Ice cave || align="center" | Ice Cave Chant
|style="text-align:center"|[[File:DKC Giant Banana.png]]
|style="text-align:center"|[[Giant Banana|Giant banana]]s
|A giant banana is held by each boss. Claiming one marks the completion of one of the game's worlds.
|-
|-
| align=center colspan=2 | 22 || align=center | 23 || align=center | [[Ice Age Alley]] || align=center | 2 || align=center | Snow || align="center" | Northern Hemispheres
|style="text-align:center"|[[File:Enguarde Token Sprite SNES.png]] [[File:Expresso Token Sprite SNES.png]] [[File:Rambi Token Sprite SNES.png]] [[File:Winky Token Sprite SNES.png]]
|style="text-align:center"|[[Animal token]]s
|Animal tokens are small tokens that depict one of the Animal Friends (excluding [[Squawks the Parrot|Squawks]]). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many [[Mini Animal Token]]s depicting them within a time limit in exchange for extra lives.
|-
|-
| align=center colspan=2 | 23 || align=center | 22 || align=center | [[Croctopus Chase]] || align=center | 0 || align=center | Coral || align="center" | Aquatic Ambiance
|style="text-align:center"|[[File:DKC Mini Animal Token Enguarde.png]] [[File:DKC Mini Animal Token Expresso.png]] [[File:Mini Animal Token.png]] [[File:DKC Mini Animal Token Winky.png]]
|style="text-align:center"|[[Mini Animal Token]]s
|Hundreds of Mini Animal Tokens fill the Animal Friend-themed bonus stages. For every hundred collected, an extra life is earned.
|-
|-
| align=center colspan=2 | 24 || align=center | 25 || align=center | [[Torchlight Trouble]] || align=center | 2 || align=center | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:DKC Big Animal Token Enguarde.png]] [[File:DKC Big Animal Token Expresso.png]]<br>[[File:DKC Big Animal Token Rambi.png]] [[File:DKC Big Animal Token Winky.png]]
|style="text-align:center"|[[Big Animal Token]]s
|A single Big Animal Token is hidden in each of the Animal Friend-themed bonus stages. Collecting it doubles the held amount of Mini Animal Tokens.
|-
|-
| align=center colspan=2 | 25 || align=center | 24 || align=center | [[Rope Bridge Rumble]] || align=center | 2 || align=center | Treetops || align="center" | Treetop Rock
|style="text-align:center"|[[File:Red Balloon DKC SNES.png]] [[File:Green Balloon DKC SNES.png]] [[File:Blue Balloon DKC SNES.png]]
|style="text-align:center"|[[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|Similar to [[1-Up Mushroom]]s from the ''Super Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red [[Red Balloon|Life Balloon]]s are the most common and give one extra life, the less common green [[Green Balloon|2-Up Balloon]]s give two lives, and the rare [[Blue Balloon]]s give three lives.
|-
|-
| align=center colspan=3 | 26 || align=center | BOSS LEVEL [[Really Gnawty|Really Gnawty Rampage]] || align=center | 0 || align=center | Boss arena || align="center" | Bad Boss Boogie
|style="text-align:center"|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|style="text-align:center"|[[KONG Letters|K-O-N-G Letters]]
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" bonus room challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
|}
 
==Objects==
===Mechanisms===
{|class="wikitable dk"width=100%
|-
|-
! colspan=7 style="background:yellow" align=center | [[Kremkroc Industries, Inc.]]
!width=15%|Image
|- style=background:yellow align=center
!width=10%|Name
!colspan="3" width=5%|#
!Description
!rowspan="2" width=35%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 27 || align=center | [[Oil Drum Alley]] || align=center | 4 || align=center | Factory || align="center" | Fear Factory
|style="text-align:center"|[[File:EnguardeCrate.png]] [[File:ExpressoCrate.png]] [[File:Rambi Crate DKC SNES.png]] [[File:SquawksCrateDKC.png]] [[File:WinkyCrate.png]]
|style="text-align:center"|[[Animal crate]]s
|These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side.
|-
|-
| align=center colspan=3 | 28 || align=center | [[Trick Track Trek]] || align=center | 3 || align=center | Walkway || align="center" | Life in the Mines
|style="text-align:center"|[[File:DKC Arrow Sign.png]]
|style="text-align:center"|[[Arrow Sign]]s
|These signs indicate the Kongs are approaching the end of a stage.
|-
|-
| align=center colspan=2 | 29 || align=center | 30 || align=center | [[Elevator Antics]] || align=center | 3 || align=center | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:DKC Elevator stone 1.png]] [[File:DKC Elevator stone 2.png]] [[File:DKC Elevator ruins.png]] [[File:DKC Elevator basin.png]]<br>[[File:Platform DKC.png]] [[File:DKC Elevator track 1.png]] [[File:DKC Elevator track 2.png]]<br>[[File:Falling Platform DKC.png]] [[File:DKC Elevator arrow side.png]] [[File:DKC Elevator arrow up.png]]
|style="text-align:center"|[[Lift|Elevator]]s
|Many lifts appear throughout the game with many different designs and behaviors. Although a few of them are stationary, some move back and forth over gaps, and some move vertically. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on fuel canisters.
|-
|-
| align=center colspan=2 | 30 || align=center | 29 || align=center | [[Poison Pond]] || align=center | 0 || align=center | Coral || align="center" | Aquatic Ambiance
|style="text-align:center"|[[File:DKC Exit Sign.png]]
|style="text-align:center"|[[Exit]]s
|These signs indicate the Kongs have reached the end of a stage.
|-
|-
| align=center colspan=2 | 31 || align=center | 32 || align=center | [[Mine Cart Madness]] || align=center | 3 || align=center | Walkway || align="center" | Mine Cart Madness
|style="text-align:center"|[[File:Mine Cart DKC.png]] [[File:DKC Mine Cart tipped.png]]
|style="text-align:center"|[[Mine Cart]]s
|Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
|-
|-
| align=center colspan=2 | 32 || align=center | 31 || align=center | [[Blackout Basement]] || align=center | 2 || align=center | Factory || align="center" | Fear Factory
|style="text-align:center"|[[File:Rope DKC.png]]
|style="text-align:center"|[[Rope]]s
|Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In [[Slipslide Ride]], there are blue and purple ropes that automatically send the Kongs up and down respectively.
|-
|-
| align=center colspan=3| 33 || align=center | BOSS LEVEL: [[Dumb Drum|Boss Dumb Drum]] || align=center | 0 || align=center | Boss arena || align="center" | Bad Boss Boogie
|style="text-align:center"|[[File:Tire DKC.png]] [[File:Tire light DKC sprite.png]] [[File:Tire half DKC.png]] [[File:Tire light DKC sprite 2.png]]
|style="text-align:center"|[[Tire (object)|Tire]]s
|Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
|}
 
===Barrels===
Barrels are the most common object in the game. There are many different types of barrels in the game, each with its own purpose and use.
{|class="wikitable dk"width=100%
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Throwable barrels'''
|-style="background:#bb8855;"
!width=12%|Image
!width=10%|Name
!Description
|-
|-
! colspan=7 style="background:yellow" align=center | [[Chimp Caverns]]
|style="text-align:center"|[[File:Barrel DKC.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Barrel|Regular Barrel]]s
!colspan="3" width=5%|#
|Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
!rowspan="2" width=35%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 34 || align="center" | [[Tanked Up Trouble]] || align="center" | 1 || align="center" | Walkway || align="center" | Life in the Mines
|style="text-align:center"|[[File:Vine Barrel DKC.png]]
|style="text-align:center"|[[Vine Barrel]]s
|Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
|-
|-
|align="center" colspan="3" | 35 || align="center" | [[Manic Mincers]] || align="center" | 3 || align="center" | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:DK Barrel DKC.png]]
|style="text-align:center"|[[DK Barrel]]s
|DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
|-
|-
|align="center" colspan="3" | 36 || align="center" | [[Misty Mine]] || align="center" | 2 || align="center" | Mines || align="center" | Misty Menace
|style="text-align:center"|[[File:Steel Keg DKC.png]]
|style="text-align:center"|[[Iron Barrel|Steel keg]]s
|Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
|-
|-
|align="center" | - || align="center" | 37 || align="center" | - || align="center" | [[Necky Nutmare]] || align="center" | 1 || align="center" | Cave || align="center" | Cave Dweller Concert
|style="text-align:center"|[[File:TNT Barrel DKC.png]]
|style="text-align:center"|[[TNT Barrel|TNT Drum]]s
|TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a bonus room.
|-
|-
|align="center" | 37 || align="center" | 38 || align="center" | 37 || align="center" | [[Loopy Lights]] || align="center" | 2 || align="center" | Mines || align="center" | Misty Menace
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
|-style="background:#bb8855;"
!width=12%|Image
!width=10%|Name
!Description
|-
|-
|align="center" | 38 || align="center" | 39 || align="center" | 38 || align="center" | [[Platform Perils]] || align="center" | 2 || align="center" | Walkway || align="center" | Life in the Mines
|style="text-align:center"|[[File:Barrel Cannon DKC sprite.png]]
|style="text-align:center"|[[Barrel Cannon]]s
|These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|-
|-
|align="center" | 39 || align="center" | 40 || align="center" | 39 || align="center" | BOSS LEVEL: [[Master Necky Snr.|Necky's Revenge]] || align="center" | 0 || align="center" | Boss arena || align="center" | Bad Boss Boogie
|style="text-align:center"|[[File:Blast Barrel DKC sprite.png]]
|style="text-align:center"|[[Blast Barrel]]s
|This is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a [[bonus room]] or near the end of the level.
|-
|-
! colspan=7 style="background:yellow" align=center | [[Gangplank Galleon]]
|style="text-align:center"|[[File:Jumbo Barrel DKC.png]]
|- style=background:yellow align=center
|style="text-align:center"|[[Jumbo Barrel]]
!colspan="3" width=5%|#
|The Jumbo Barrel can be entered in [[Funky's Flights]], where it flies the Kongs to any place in Donkey Kong Island that they have visited.
!rowspan="2" width=35%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=30%|Type of level
!rowspan="2" width=20%|Music theme
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" | 40 || align="center" | 41 || align="center" | 40 || align="center" | BOSS LEVEL: [[Gangplank Galleon]] || align="center" | 0 || align="center" | Ship || align="center" | Gang-Plank Galleon
|style="text-align:center"|[[File:Star Barrel DKC.png]]
|style="text-align:center"|[[Star Barrel|Save barrel]]
|Found only at [[Candy's Save Point]], the save barrel allow the player to save their progress.
|-
|-
|}
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Triggerable barrels'''
 
|-style="background:#bb8855;"
==Characters==
!width=12%|Image
===Playable characters===
!width=10%|Name
The game features two playable characters who try to return the Banana Hoard. Below are these two characters and a description on them.
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
|-style="background:yellow;"
!Image
!Name
!Description
!Description
|-
|-
| align="center" |[[File:DKDKC65.PNG]]
|style="text-align:center"|[[File:Star Barrel DKC.png]]
![[Donkey Kong]]
|style="text-align:center"|[[Star Barrel|Continue Barrel]]s
|The main hero of the game, who has a hoard of bananas under his [[DK's Tree House|tree house]]. Donkey Kong is much stronger and heavier than his partner, Diddy Kong, and can therefore defeat more powerful enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.  
|A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
|-
|-
| align="center" |[[File:DiddyKDKC65.PNG]]
|style="text-align:center"|[[File:Barrel DKC.png]]
![[Diddy Kong]]
|style="text-align:center"|{{conjectural|[[Roulette Barrel]]s}}
|This young ape is the best friend of Donkey Kong and a hero in training who sets out with Donkey Kong to recover the Banana Hoard during the events of the game. Although he is not as strong as his partner, he is a bit faster. However, his light weight keeps him from being able to defeat more powerful enemies in a single jump.  
|Appearing in certain [[bonus room]]s, Roulette Barrels float in the air in groups. Depending on the challenge, they may switch between displaying different items which stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch an Extra Life Balloon around in a shell game-type manner where the final location must be guessed.
|-
|style="text-align:center"|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
|style="text-align:center"|[[Stop & Go Barrel]]s
|These barrels appear only in [[Stop & Go Station]], where they are used to control the [[Rock Kroc]]s' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
|-
|style="text-align:center"|[[File:Off Barrel.png]] [[File:On Barrel.png]]
|style="text-align:center"|[[On & Off Barrel|ON/OFF Barrel]]s
|ON/OFF Barrels only appear in [[Loopy Lights]] and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
|-
|style="text-align:center"|[[File:DKC Fuel Barrel 1.png]] [[File:Fuel Barrel 3 dots DKC.png]] [[File:DKC Fuel Barrel 5.png]]
|style="text-align:center"|[[Fuel Drum|Fuel canister]]s
|Fuel canisters only appear in the level, [[Tanked Up Trouble]], as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every fuel canister along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
|}
|}


===Supporting characters===
==Supporting locations==
Besides the two playable Kongs, there are also some non-playable apes who help them out in the game's [[Donkey Kong Country#Special Areas|special areas]]. The table below describes these helpers and names them.
During their adventure, Donkey Kong and Diddy Kong are assisted by three other members of the Kong Family who operate their own location in every world.
 
{|class="wikitable dk"
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
|-style="background:yellow;"
!Image
!Name
!Name
!Description
!Description
|-
|-
| align="center" |[[File:CandyKDKC65.png]]
|[[File:CrankyCabin.png]]<br>'''[[Cranky's Cabin]]'''
![[Candy Kong]]
|This area is ran by [[Cranky Kong]], who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
|Known to be Donkey Kong's girlfriend, this Kong runs [[Candy's Save Point]] (or Candy's Challenge or [[Candy's Dance Studio]] in the Game Boy Advance version). She allows the Kongs to save their game in the SNES version, play a bonus mini-game in the Game Boy Color version, or performs in a dance contest with them in the Game Boy Advance remake.  
|-
|-
| align="center" |[[File:CrankyKDKC65.PNG]]
|[[File:FunkyFlights DKC.png]]<br>'''[[Funky's Flights]]'''
![[Cranky Kong]]
|In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world.
|This old ape resides in [[Cranky's Cabin]], where he gives the heroes random hints on how to complete the game. He is convinced that he is the best video game hero, and does not believe the apes can complete their adventure without his assistance.
|-
|-
| align="center" |[[File:FunkyKDKC65.PNG]]
|[[File:CandySavePoint DKC.png]]<br>'''[[Candy's Save Point]]'''
![[Funky Kong]]
|The area is operated by [[Candy Kong]], and the Kongs can visit Candy's Save Point to have their game saved for free.
|Funky Kong runs [[Funky's Flights]] in the game's Super Nintendo and Game Boy Color version where he lends the Kongs his [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]] or [[Funky's Fishing]] in the Game Boy Advance version where he still has the same place as he did in the previous versions just with an additional fishing challenge. He can be seen holding a green surfboard, while wearing a bandanna and a pair of sunglasses.
|}
|}


===Animal Friends===
==Levels==
The supporting Kongs are not the only ones to aid Donkey and Diddy in their quest; the wildlife also help. Each [[Animal Friend]] is prisoner in a crate with their likeness on it. The Kongs can only use the Animal Friends in certain levels, meaning that the Kongs leave their helpers once they exit a level. Each buddy has different abilities, as shown below.
{{DKC map}}
Like ''[[Super Mario World]]'', ''Donkey Kong Country''{{'}}s levels and worlds are accessed from a world map. The main overworld is [[Donkey Kong Island]], where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.
 
A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.


{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse; background:white"
Most levels have [[bonus room]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the bonus rooms, entering every bonus room is required for 101% [[Completion|completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.
|-style="background:yellow;"
{|border="1"cellspacing=0 cellpadding=2 class="wikitable dk"align="center"style="background:whitesmoke"width=99%
!Image
!colspan=5 style="background:saddlebrown;color:white"align=center|<big>Levels</big>
!Name
|-
!Description
 
!First level appearance
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Kongo Jungle|white}}
!Last level appearance
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|1||align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]||align="center"|2||align="center"|Jungle||align="center"|[[DK Island Swing]]
|-
|-
| align="center" |[[File:RambiDKC.PNG]]
|align="center"|2||align="center"|[[Ropey Rampage]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
![[Rambi the Rhino]]
|Rambi is first found halfway through the first level. He is able to ram into most enemies to defeat them, and he can also break entrances to hidden [[Bonus Level]]s along with sensitive walls.
| align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center"|[[Manic Mincers]]
|-
|-
| align="center" |[[File:EnguardeDKC.PNG]]
|align="center"|3||align="center"|[[Reptile Rumble]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
![[Enguarde the Swordfish]]
|Enguarde is an Animal Friend that is exclusively found in underwater levels. The Kongs have better control underwater while riding him, and his sharp bill is able to defeat many enemies on the way.
| align="center"|[[Coral Capers]]
| align="center"|[[Poison Pond]]
|-
|-
| align="center" |[[File:WinkyDKC.PNG]]
|align="center"|4||align="center"|[[Coral Capers]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Winky the Frog]]
|Winky can defeat most enemies by jumping on them, some being ones that the monkeys cannot defeat by themselves, such as [[Zinger]]s. Winky also jumps very high, providing access to certain Bonus Levels and hidden areas. He is replaced by [[Rattly the Rattlesnake]] in ''Donkey Kong Country 2: Diddy's Kong Quest''.
| align="center"|[[Winky's Walkway]]
| align="center"|[[Rope Bridge Rumble]]
|-
|-
| align="center" |[[File:SquawksDKC.PNG]]
|align="center"|5||align="center"|[[Barrel Cannon Canyon]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
![[Squawks the Parrot]]
|Squawks is the only non-rideable Animal Friend in the game along with the only one not having his own face on an Animal Token. He assists the Kongs by carrying a lamp through the level, [[Torchlight Trouble]], which helps them see in the dark cave. He can not be hurt by enemies.
| align="center"|[[Torchlight Trouble]]
| align="center"|[[Torchlight Trouble]]
|-
|-
| align="center" |[[File:ExpressoDKC.PNG]]
|align="center"|6||align="center"|BOSS LEVEL: [[Very Gnawty's Lair]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Expresso the Ostrich]]
|Expresso has the ability to dash through areas at a fast pace because of his sneakers. He can also glide through the air temporarily, much like [[Dixie Kong]] can in later ''Donkey Kong Country'' installments. Enemies smaller than Expresso (such as [[Klaptrap]]s) can pass under his legs as well without injuring him.
| align="center"|[[Temple Tempest]]
| align="center"|[[Misty Mine]]
|-
|-
|}


===Enemies===
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Monkey Mines|white}}
====Normal enemies====
|-style=background:#D3D3D3 align=center
As with all other ''Donkey Kong'' platformers, ''Donkey Kong Country'' features many different kinds of enemies, who try to defeat the Kongs throughout every level. Below shows the enemies' names, descriptions, and first and last level appearances.
!width=5%|#
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
!width=35%|Level
|-style="background:yellow;"
!width=10%|Bonus rooms
!Image
!width=30%|Type of level
!Name
!width=20%|Music theme
!Description
|-
!First level appearance
|align="center"|7||align="center"|[[Winky's Walkway]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
!Last level appearance
|-
|align="center"|8||align="center"|[[Mine Cart Carnage]]||align="center"|0||align="center"|Minecart/Mineshaft||align="center"|Mine Cart Madness
|-
|-
| align="center" |[[File:TheArmy.PNG]]
|align="center"|9||align="center"|[[Bouncy Bonanza]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[Army]]
|An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Unlike Donkey, Diddy cannot defeat them in one jump if they are rolled up in a ball, and instead must jump on them once to release them from their attacking state. This leaves them vulnerable to jump attacks.
| align="center" |[[Ropey Rampage]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:Bitesize.png]]
|align="center"|10||align="center"|[[Stop & Go Station]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[Bitesize]]
|A piranha enemy that lives in water. They attack by simply swimming around in the water and into the monkey. These enemies can only be defeated by Enguarde the Swordfish.
| align="center" |[[Coral Capers]]
| align="center" |[[Poison Pond]]
|-
|-
| align="center" |[[File:Juniorsquirt.gif]]
|align="center"|11||align="center"|[[Millstone Mayhem]]||align="center"|3||align="center"|Ruins||align="center"|Voices of the Temple
![[Chomps Jr.]]
|A small, blue shark enemy that, like Bitesizes, swims around the underwater areas of the game. However, they are a little bigger than these fish foes, so they are slightly harder to avoid and too can only be defeated by Enguarde.
| align="center" |[[Coral Capers]]
| align="center" |[[Poison Pond]]
|-
|-
| align="center" |[[File:Chomps.png]]
|align="center"|12||align="center"|BOSS LEVEL: [[Necky's Nuts]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Chomps]]
|A large, green shark enemy. They, as their name suggests, are the bigger versions of the Chomps Jr. enemies, and take up slightly more space than them in the water. Like other underwater foes, only Enguarde can beat them.
| align="center" |[[Coral Capers]]
| align="center" |[[Croctopus Chase]]
|-
|-
| align="center" |[[File:Clampbo.PNG]]
 
![[Clambo]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Vine Valley (world)|white|Vine Valley}}
|A clam enemy that throws pearls across the area. They usually hide on the outskirts of levels to throw these objects. They can throw multiple pearls at a time. These enemies cannot be defeated in any way, even with Enguarde.
|-style=background:#D3D3D3 align=center
| align="center" |[[Coral Capers]]
!width=5%|#
| align="center" |[[Clam City]]
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:Croctopus-purple-DKC.png]]<br>[[File:Croctopus.png]]
|align="center"|13||align="center"|[[Vulture Culture]]||align="center"|3||align="center"|Forest||align="center"|Forest Frenzy
![[Croctopus]]
|An octopus enemy that quickly treads through water to hit the Kongs. The purple variants tend to move in fixed patterns around blocks of coral reef. The blue variants, however, will follow a set path in an attempt to hurt the Kongs. These enemies, like Clambos, cannot be defeated either.
| align="center" |[[Coral Capers]]
| align="center" |[[Croctopus Chase]]
|-
|-
| align="center" |[[File:Gnawty.png]]<br>[[File:Gnawty-brown-DKC.png]]
|align="center"|14||align="center"|[[Tree Top Town]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
![[Gnawty]]
|A generic beaver enemy. Like Kritters, they are very common, but are weaker than most enemies. They simply walk around in ground levels and try to hit the Kongs. All signs of attacks can defeat the gray variants, along with all Animal Friend attacks. However, the brown Gnawties are immune to all attacks, as they're fully protected by the [[Millstone]]s.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:KlaptrapDKC.PNG]]<br>[[File:Klaptrap-purple-DKC.png]]
|align="center"|15||align="center"|[[Forest Frenzy]]||align="center"|2||align="center"|Forest||align="center"|Forest Frenzy
![[Klaptrap]]
|A small crocodile enemy that acts much like Gnawties. They simply walk back and fourth through ground levels except for the fact that these enemies try to bite the Kongs with their sharp teeth. Because of this, the primates are not able to attack them with a cartwheel attack from the front, and must instead jump on them. They can cartwheel to defeat them in the back however. Purple Klaptraps will jump at the same time as the Kongs, making them more dangerous than the normal variants.
| align="center" |[[Stop & Go Station]]
| align="center" |[[Loopy Lights]]
|-
|-
| align="center" |[[File:Klumpy.PNG]]
|align="center"|16||align="center"|[[Temple Tempest]]||align="center"|2||align="center"|Ruins||align="center"|Voices of the Temple
![[Klump]]
|A strong crocodile enemy that patrols some ground levels. Because of their helmets, Diddy Kong is unable to defeat them with a jump attack, unlike Donkey Kong, and must instead defeat them with a cartwheel attack.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:KrashKlash.PNG]]
|align="center"|17||align="center"|[[Orang-utan Gang]]||align="center"|5||align="center"|Jungle||align="center"|DK Island Swing
![[Krash]]
|A Kremling that only appears riding in mine carts. They ride on the Kongs' track and race toward them to attack. The heroes have no choice but to jump with the carts to avoid them. Sometimes, the Krashes wait in stationary mine carts, which the Kongs can take as their own if they defeat the foes and hijack the carts.
| align="center" |[[Mine Cart Carnage]]
| align="center" |[[Mine Cart Madness]]
|-
|-
| align="center" |[[File:KrittersDKC.PNG]]<br>[[File:Kritter-blue-DKC.png]]<br>[[File:Kritter-red-DKC.png]]<br>[[File:Kritter-yellow-DKC.png]]<br>[[File:Kritter-gray-DKC.png]]
|align="center"|18||align="center"|[[Clam City]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Kritter]]
|The normal species of Kremlings that simply walk around ground levels to defeat the Kongs. Like Gnawties, they can be defeated by any attack. The color of the Kritter determines its movement behavior; green simply walks forward; blue jumps while moving forward; red jumps vertically, but doesn't move forward; yellow jumps left and right; gray hops forward a few times before making a long jump.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Loopy Lights]]
|-
|-
| align="center" |[[File:Krush.PNG]]<br>[[File:Krusha-gray-DKC.png]]
|align="center"|19||align="center"|BOSS LEVEL: [[Bumble B. Rumble]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Krusha]]
|A muscular crocodile enemy that cannot be defeated by any of Diddy Kong's normal attacks. While Donkey Kong can defeat the blue Krushas, he can only do so with a jump. Rolls and the Hand Slap move result in Krusha laughing at the gorilla. However, if DK does Hand Slap a blue Krusha, he gets one banana per slap. Gray Krushas are resistant to even Donkey Kong's normal attacks, and won't leave behind any bananas when Hand Slapped, but they can still be defeated by barrels.
| align="center" |[[Millstone Mayhem]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:DankyMong.PNG]]
 
![[Manky Kong]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Gorilla Glacier|white}}
|A strange ape enemy and a villainous Kong Family member that throws barrels at the Kongs to attack. They have an unlimited supply of barrels, and do not stop throwing the obstacles until defeated. Jumping and cartwheel attacks defeat them.
|-style=background:#D3D3D3 align=center
| align="center" |[[Orang-utan Gang]]
!width=5%|#
| align="center" |[[Loopy Lights]]
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:Mincer.PNG]]
|align="center"|20||align="center"|[[Snow Barrel Blast]]||align="center"|3||align="center"|Snow||align="center"|Northern Hemispheres
![[Mincer]]
|A spiked tire obstacle. They are able to move about the areas in levels, and take up much space. They cannot be defeated by any attack, and must simply be avoided at all costs.
| align="center" |[[Torchlight Trouble]]
| align="center" |[[Manic Mincers]]
|-
|-
| align="center" |[[File:MinineckDKC.PNG]]
|align="center"|21||align="center"|[[Slipslide Ride]]||align="center"|3||align="center"|Ice cave||align="center"|Ice Cave Chant
![[Mini-Necky]]
|A little vulture enemy that is, as its name states, a baby Necky. These enemies spit nuts at the Kongs to attack. Sometimes, they fly up and down to shoot nuts to different areas. They can be defeated by any attack.
| align="center" |[[Vulture Culture]] (SNES and GBA versions)<br>[[Winky's Walkway]] (GBC version)
| align="center" |[[Elevator Antics]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
|-
|-
| align="center" |[[File:Necky.png]]
|align="center"|22||align="center"|[[Ice Age Alley]]||align="center"|2||align="center"|Snow||align="center"|Northern Hemispheres
![[Necky]]
|A normal vulture enemy that throws nuts at the Kongs from high platforms or fly in place over large gaps, where they can be used as platforms to bounce on. Any attack can defeat these bird foes.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:OilDrum-Skull-DKC.png]]<br>[[File:DrumOil.PNG]]
|align="center"|23||align="center"|[[Croctopus Chase]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Oil Drum]]
|A drum obstacle that emits fire or shoots out enemies, such as Slippas or Gnawties.  Often, they must be used as platforms to cross wide gaps. They can only be destroyed by TNT Barrels.
| align="center" |[[Winky's Walkway]]
| align="center" |[[Misty Mine]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
|-
|-
| align="center" |[[File:Rockkrock.PNG]]
|align="center"|24||align="center"|[[Torchlight Trouble]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[Rockkroc]]
|A zombie-like Kremling that, when exposed to a red light, crouches into a ball, making itself look like a rock. When under a green light, they dash across areas and try to hit the Kongs. Because of their speed, they are considerably difficult to avoid when not under a red light, which can be triggered by hitting a Stop Barrel. These enemies cannot be defeated, only in the Game Boy Advance remake.
| align="center" |[[Stop and Go Station]]
| align="center" |[[Stop and Go Station]]
|-
|-
| align="center" |[[File:MilkSlippa.PNG]]
|align="center"|25||align="center"|[[Rope Bridge Rumble]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
![[Slippa]]
|A common snake enemy that slithers through cave levels and other ground areas. Like some other enemies, they hurt the heroes when touched, but can be defeated by any attack.
| align="center" |[[Reptile Rumble]]
| align="center" |[[Misty Mine]]
|-
|-
| align="center" |[[File:JellySquidge.PNG]]
|align="center"|26||align="center"|BOSS LEVEL: [[Really Gnawty Rampage]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Squidge]]
|A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They hurt the Kongs when touched, and cannot be defeated by any attack except those used by Enguarde.
| align="center" |[[Croctopus Chase]]
| align="center" |[[Poison Pond]]
|-
|-
| align="center" |[[File:ZingDKC.PNG]]<br>[[File:Zinger-orange-DKC.png]]<br>[[File:Zinger-pink-DKC.png]]<br>[[File:Zinger-green-DKC.png]]
![[Zinger]]
|A very common wasp enemy that appears in almost every level. These foes must be maneuvered around at all costs, as they fly all around certain areas of the game's levels. Their flight path often depends on the color of the Zinger; yellow moves vertically; orange moves horizontally; pink moves in a circular path; green moves in a u-shaped path. The only way to defeat them is by hitting them with barrels or Animal Friends.
| align="center" |[[Ropey Rampage]]
| align="center" |[[Platform Perils]]
|}


====Bosses====
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Kremkroc Industries, Inc.|white}}
A boss is found at the end of every world and guards a portion of Donkey Kong's Banana Hoard. Each boss (excluding King K. Rool) is a bigger version of a generic enemy and requires more work to defeat. Below lists these bosses in order of appearance and gives a brief description on them.
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|27||align="center"|[[Oil Drum Alley]]||align="center"|4||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|28||align="center"|[[Trick Track Trek]]||align="center"|3||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|29||align="center"|[[Elevator Antics]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|30||align="center"|[[Poison Pond]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|31||align="center"|[[Mine Cart Madness]]||align="center"|3||align="center"|Minecart/Walkway||align="center"|Mine Cart Madness
|-
|align="center"|32||align="center"|[[Blackout Basement]]||align="center"|2||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|33||align="center"|BOSS LEVEL: [[Boss Dumb Drum]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Chimp Caverns|white}}
|-style="background:yellow;"
|-style=background:#D3D3D3 align=center
!Image
!width=5%|#
!Name
!width=35%|Level
!Description
!width=10%|Bonus rooms
!Level appearance
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:VeryGnawty.PNG]]
|align="center"|34||align="center"|[[Tanked Up Trouble]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
![[Very Gnawty]]
|A giant Gnawty that jumps around, trying to hit the Kongs. It must be jumped on five times to defeat. Each time the foe is hit, it becomes angrier and faster than the next, making the battle progressively harder.
| align="center" |Very Gnawty's Lair
|-
|-
| align="center" |[[File:NeckyMaster.PNG]]
|align="center"|35||align="center"|[[Manic Mincers]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[Master Necky]]
|A giant Necky that creeps its head out of the four corners of the screen, spitting out nuts. The creature spits nuts faster when jumped on, but becomes defeated once Donkey Kong or Diddy Kong jumps on its head five times.
| align="center" |Necky's Nuts
|-
|-
| align="center" |[[File:ZingerQueen.PNG]]
|align="center"|36||align="center"|[[Misty Mine]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[Queen B.]]
|A giant Zinger that flies around the room. When hit by a barrel, Queen B. turns red and goes around the stage rampaging up and down, and is temporarily invincible until returning to normal. In the Game Boy Advance remake, she is often accompanied by several smaller Zingers while red, who protect her from all attacks until they are defeated. Queen B. must be hit with [[barrel]]s five times to collapse.
| align="center" |Bumble B. Rumble
|-
|-
| align="center" |[[File:ReallyGnawty.PNG]]
|align="center"|37||align="center"|[[Loopy Lights]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[Really Gnawty]]
|A foe that is very similar to Very Gnawty. However, it is much faster and has the ability to jump much higher when angry. In the Game Boy Advance remake, Really Gnawty performs one large jump after it is attacked, causing fragile stalagmites to fall from the ceiling and hurt the Kongs. When this boss is jumped on five times, it collapses.
| align="center" |Really Gnawty Rampage
|-
|-
| align="center" |[[File:DumbDrum.PNG]]
|align="center"|38||align="center"|[[Platform Perils]]||align="center"|2||align="center"|Walkway||align="center"|Life in the Mines
![[Dumb Drum]]
|A giant Oil Drum that spawns enemies after it hits the floor, attempting to crush the Kongs. If the primates manage to defeat all the enemies it throws at them, the drum explodes and is defeated. In the Game Boy Advance remake of the game, a TNT Barrel appears every time one of the five enemy groups thrown from the boss are defeated. The barrels must be thrown at Dumb Drum five times to defeat it. In all versions, enemies that Dumb Drum releases include Kritters, Slippas, Klaptraps, Klumps, and Armys.
| align="center" |Boss Dumb Drum
|-
|-
| align="center" |[[File:MasterNeckySenior.PNG]]
|align="center"|39||align="center"|BOSS LEVEL: [[Necky's Revenge]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Master Necky Snr.]]
|A similar foe to Master Necky. This enemy, however, is much stronger, and sticks his head out of the corners of the screen. He also spits nuts much faster than the latter. Additionally, whenever Master Necky Sr. takes damages, he spits out more nuts in one session, requiring the Kongs to avoid them all before they can jump on him again. The more times he's jumped on, the more aggressive he gets. Five jumps on the head defeats this enemy. In the Game Boy Advance remake, Snr. is accompanied with Master Necky in the battle.
| align="center" |Necky's Revenge
|-
|-
| align="center" |[[File:KingKroolDKC.PNG]]
 
![[King K. Rool]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|Gangplank Galleon|white|Gang-Plank Galleon}}
|The Kremling King that is responsible for stealing Donkey Kong's Banana Hoard, and the final boss. He has a variety of attacks, including throwing his crown, jumping on the apes, and causing cannonballs to rain from the sky. The Kongs can defeat King K. Rool by jumping on his head, but they can only do this while he's not wearing his crown.
|-style=background:#D3D3D3 align=center
| align="center" |Gangplank Galleon
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
|align="center"|40||align="center"|BOSS LEVEL: [[Gang-Plank Galleon]]||align="center"|0||align="center"|Ship||align="center"|Gang-Plank Galleon
|}
|}
In addition to saving at a world's [[Candy's Save Point|Save Point]], the Kongs can also use [[Funky's Flights]] to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.
*In [[Kongo Jungle]], Funky's Flights can be accessed after [[Coral Capers]], and Candy's Save Point can be accessed after [[Barrel Cannon Canyon]]. The Kongs can save after five levels.
*In [[Monkey Mines]], Candy's Save Point can be accessed after [[Stop & Go Station]], and Funky's Flights can be accessed after [[Millstone Mayhem]]. The Kongs can save after four levels.
*In [[Vine Valley]], Funky's Flights can be accessed after [[Tree Top Town]], and Candy's Save Point can be accessed after [[Orang-utan Gang]]. The Kongs can save after two levels.
*In [[Gorilla Glacier]], Candy's Save Point and Funky's Flights can both be accessed after [[Torchlight Trouble]]. The Kongs can save after five levels.
*In [[Kremkroc Industries, Inc.]], Candy's Save Point can be accessed after [[Elevator Antics]], and Funky's Flights can be accessed after [[Mine Cart Madness]]. The Kongs can save after three levels.
*In [[Chimp Caverns]], Funky's Flights can be accessed after [[Misty Mine]], and Candy's Save Point can be accessed after [[Platform Perils]]. The Kongs can save after three levels.


==Version differences==
==Differences in other versions==
===Game Boy Color===
{{see also|tcrf:Donkey Kong Country (SNES)#Version Differences}}
[[File:Necky Nutmare.png|200px|thumb|Diddy Kong in the new level, Necky Nutmare.]]
Three different versions are known to exist for the North American release.
The game was ported to the [[Game Boy Color]] in 2000. While it is a faithful conversion, there are still a few differences, some of which due to the Game Boy Color's limited capabilities. These include:
;V1.1
In [[Trick Track Trek]], the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
;V1.2 ([[Player's Choice]])
In [[Coral Capers]], there is a gap between the [[Star Barrel|Continue Barrel]] and lower platform.<ref>{{media link|DKC V1 2.png|v1.2}}</ref> Otherwise, the game is at most v1.1.<ref>{{media link|DKC V1 1.png|v1.1}}</ref>
;Japanese
*Rather than only [[Donkey Kong]] and [[Diddy Kong]] appearing on the title screen, the Japanese version of the screen includes both [[Kong]]s, as well as all five animal buddies, and a pair of [[Zinger]]s.
*On the World Map, the DK head next to [[DK's Tree House|Donkey Kong's Treehouse]] is not present.
*[[Manky Kong]] takes two hits from Diddy to be defeated, unlike in the American/European versions where either Kong can kill him in a single blow.
*The [[Rock Kroc]]s in [[Stop & Go Station]] can be defeated in the Japanese version via DK's [[Hand Slap]], whereas they cannot be defeated at all in the other versions.
*In the Japanese version, Hand Slapping three enemies consecutively would earn DK several [[banana]]s.
*Extra [[DK Barrel]]s were added to various levels:
**In [[Barrel Cannon Canyon]], an extra barrel was added near the [[KONG Letters|letter N]].
**In [[Snow Barrel Blast]], two barrels were added to the [[Barrel Cannon]] section, and one of the existing ones was moved.
**In [[Elevator Antics]], an extra barrel is present at the top of the vine leading to the first [[bonus room]].
**In [[Mine Cart Madness]], an extra barrel was added near the level's [[Star Barrel|Continue Barrel]].
**In [[Loopy Lights]], an extra barrel is present near the first [[Necky]].
*Certain levels were made easier:
**In [[Mine Cart Carnage]], some of the crashed [[Mine Cart]]s were removed.
**An extra [[TNT Barrel|TNT Drum]] was added to [[Millstone Mayhem]].
**The [[Mini-Necky]] was removed from the end of [[Vulture Culture]].
**A specific room in [[Clam City]] contains only three piranhas instead of four.
**The first [[Klaptrap]] has been removed from [[Snow Barrel Blast]], as well as one of the Neckys, and the green Zinger before the Barrel Cannon.
**One of the [[Army|Armies]] was removed from the stage, alongside the Zinger placed directly above it. Additionally, the fourth blue [[Kritter]] and another pair of Zingers were removed.
**The [[oil drum]]s in [[Oil Drum Alley]] have a longer gap between the times when they release flames, thus making them attack less frequently.
**The moving platforms in [[Trick Track Trek]] do not automatically drop at the end of their cables, giving the player more time to jump off.


*The GBC version is multilingual, and prompts the player to select a language before going to the title screen.
==Glitches==
*There are three different title screens.
{{main|List of Donkey Kong Country glitches}}
*Much like ''[[Donkey Kong Land]]'', only one Kong appears at time. The only difference is there is an additional DK Barrel if there are two Kongs, unlike ''DK Land'', which only has one Kong appearing without notice.
*The Game Boy printer can be used to print some scrapbook photos.
*Due to the graphical limitations, the stormy weather effects in the levels Ropey Rampage and Snow Barrel Blast are not present in this version.
*The level Winky's Walkway has been extended with some more enemies and a different layout.
*In the level Millstone Mayhem, the Gnawties sit on top of the millstones rather than in the middle.
*A new level called Necky Nutmare has been added in Chimp Caverns.
*The Kongs do not ride the Animal Friends; rather, they become them when jumping on the Animal Crates containing the friends.  When touched by an enemy, the animal will revert to Donkey Kong or Diddy Kong, and cannot transform again unless another crate is found.
*The Kongs do not travel between levels on the world map along dots in a straight line, but rather following paths in a similar fashion to Donkey Kong Country 2.
*Two mini-games have been added: Funky hosts a fishing game known as [[Funky's Fishing]] (which would be later reprised in the GBA port) and Cranky hosts a shooting game called [[Crosshair Cranky]].
*Two additional difficulties have been added: the first one removes DK Barrels and the other removes [[Star Barrel]]s. After beating the game in the normal difficulty, the player has to replay the game with each new difficulty in the same file to get the 101%.
*Due to the limited capabilities of the Game Boy Color, most of the music and sound effects from the Super NES version were either severely downgraded or replaced with that of ''Donkey Kong Land''.
*The Warp Barrel in [[Mine Cart Carnage]] was removed.
*A new file select screen resembling the one from ''Donkey Kong 64'' was implemented.
*The game saves automatically after completing a level.  With this, Candy's Save Point has been replaced by [[Candy's Challenge]] where Donkey and Diddy have to collect a golden [[Banana]] coin in each challenge of a world.
*The credits roll while showing various screenshots instead of [[DK's Tree House]].


===Game Boy Advance===
===Enguarde color swapping===
[[File:Hello.png|200px|thumb|The new area, Candy's Dance Studio.]]
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:
Another port of the game was made for the Game Boy Advance in 2003. It is a faithful conversion, even more so than the Game Boy Color version, since the Game Boy Advance's technical capabilities surpass that of the Super NES. Even so, the game features quite a few changes from the original. Some changes in this game include:
#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.  
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.


*An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
==Quotes==
*A "Time Attack" mode has been added, where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
{{main|List of Donkey Kong Country quotes}}
*Rockkrocs can now be defeated by Donkey Kong's hand slap move when they are curled up in a ball when the [[Stop and Go Barrels]] turn to the sign "STOP".
*Some enemies come in more varieties of colors (Gnawties are blue, normal Kritters are purple, etc.) The original colors of some of said enemies are briefly featured in the credits.
*The Warp Barrel in [[Millstone Mayhem]] has a different location, while the Warp Barrels in [[Vulture Culture]], [[Tree Top Town]] and [[Slipslide Ride]] were removed. In contrast, more Warp Barrels where added in the early levels so all levels from Kongo Jungle and Monkey Mines have its Warp Barrel. This is a carryover from the sequels, which have Warp Barrels in all levels from its first two worlds.
*When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP." In the original version of the game, as well as in the Game Boy Color version, they are simply sent to the end of the level, and not into this short area.
*From Vine Valley to Chimp Caverns, the bosses are fought a little differently: Queen B. now has several Zingers surrounding her when she gets hit and turns red, Really Gnawty makes stalactites fall from the ceiling when he jumps really high and far after being hit, Dumb Drum must have TNT Barrels thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*Oddly, Really Gnawty is now a blue beaver, as opposed to the original, where he is a red beaver.
*Some unused elements from the original that were still kept in its data were used in this port. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
*After each boss, Cranky Kong comes out and compliments the Kongs on beating the boss while criticizing the bosses.
*The game can be saved at any time or place, including halfway points in levels.  With this, Candy's save areas are replaced with [[Candy's Dance Studio|a dance studio]], with different theme music. Here, a dancing minigame can be played.
*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*The maps have been slightly redesigned. The world maps are also zoomed in more.
*Starting from Vine Valley onwards, a few of the levels have been placed in a different order; for instance, Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
*When the Kongs are at the end of the level [[Ropey Rampage]] in the Super Nintendo version, the tropical storm ends. However, this does not happen in the Game Boy Advance version.
*On the world map, the Kongs follow a pathway between each level rather than in a straight line.  However, this pathway is marked with a trail of banana peels.
*Credits taking place on [[Gangplank Galleon]] rather than [[DK's Tree House]].
*A new mode called "Hero Mode" has been added. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Star Barrels or DK.
*The game keeps track of the number of lives and bananas the Kongs have when saved, unlike in the original, which puts them back at five lives and zero bananas every time the game is reset.
*The Barrel Cannons that send the Kongs to Bonus Levels are replaced by the [[Bonus Barrel]]s used in the sequel. And before a bonus, a picture describing the type of bonus ("Find the Exit", "Stop the Barrel", etc) is featured. This is another carryover from the sequels.
*The game has more sound effects and character voices particularly from ''Donkey Kong 64''.
*K-O-N-G letters spin around as in later ''Donkey Kong Country'' games, instead of always facing the screen.
*A scrapbook, similar to the one in the Game Boy Color version, was added, in which the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to the scrapbook.
*To get the 101% the player now also has to collect all of the K-O-N-G Letters and fill up the scrapbook. In the "Hero Mode", however, the player can get the 101% the same way as in the original.
*The Two Player Contest option (while starting a new file) was removed. This option was removed in the remakes of its two sequels as well.
*[[Very Gnawty]] appears in [[DK's Tree House]] after defeating [[Really Gnawty]]. When it realizes [[Donkey Kong]] or [[Diddy Kong]] has entered the tree house, the beaver runs past them and out of the front door. This can be performed only once per file, however.


==Development==
===[[Candy Kong]]===
*"''Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!''"
*"''If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!''"
*"''Hello guys, got anything worth saving?''"
*"''Wow! You guys really came a long way! Save your game now, while you have the chance!''"
*"''Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!''"
*"''It must have been hard work for you to come all this way! Why not save your game?''"
*"''Can I help you [[Kong|monkeys]] save your game?''"
*"''How would you like a quick spin in my save barrel?''"


The leadup to ''Donkey Kong Country'''s creation started in the summer of 1993. While visiting [[Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[Tech Demo]] showing an animated, computer-rendered boxer punching. Rare was experimenting with 3D Animation at the time as they found the then-popular [[wikipedia:Digitizing|digitization]] technique too restrictive<ref name="Nintendo Power">''[[Nintendo Power]]'', Issue 64, September 1994, ''The Making of Donkey Kong Country''</ref>. Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and with the help of [[wikipedia:Genyo Takeda|Genyo Takeda]] and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20 2012)</ref>, presumably referring to the [[wikipedia:Disney's Aladdin (video game)#Mega Drive/Genesis version|popular Sega Genesis game]], which was lauded for its impressive graphics and animation. They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game<ref name="Nintendo Power"> </ref>. Rare also received several millions worth of cutting-edge [http://en.wikipedia.org/wiki/Silicon_Graphics Silicon Graphics] equipment<ref name="Nintendo Power"> </ref>, which was made possible due to Nintendo having forged a relationship with the company for the development of the [[Ultra 64]] (the Nintendo 64's prototype).
==Soundtrack==
The game's soundtrack was released in Japan under the title ''[[Super Donkey Kong Game Music CD Jungle Fantasy]]''.<ref>https://vgmdb.net/album/149</ref> This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled ''[[DK Jamz]]'', was released in the United States,<ref>https://vgmdb.net/album/15975</ref> Germany<ref>https://vgmdb.net/album/15975</ref> and France.<ref>https://www.discogs.com/Unknown-Artist-La-Bande-Originale-De-Donkey-Kong-Country/release/6927992</ref> The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.


A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"> </ref>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movement of real gorillas<ref name="Retrogamer"> </ref>, but found that the movement of real gorillas were not suited to the fast-paced platformer they wanted to make, and instead based Donkey Kong's movements on that of a horse<ref name="Retrogamer"> </ref>. The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee [[Kevin Bayliss]], was a ''[[wikipedia:Battletoads|Battletoads]]'' game<ref>[http://www.dkvine.com/interactive/forums/index.php?s=&showtopic=8373&view=findpost&p=282096 Donkey Kong Universe Forum] retrieved 09/16/2013</ref><ref>[https://www.facebook.com/groups/438525516204751/permalink/549655421758426/ Rareware Fans Unite] retrieved 09/16/2013</ref>.)
==Development==
, but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country'''s aesthetic<ref name="Nintendo Power"> </ref>. The developers also wanted the screen to be as "clutter-free" as possible<ref name="Retrogamer"> </ref>, which lead to the creation of a "buddy" character so that the player could take more than one hit. [[Donkey Kong Jr.]] was first considered for the role, but he was changed into a [[Diddy Kong|separate character]] as Nintendo felt Rare's redesign looked too different<ref name="Retrogamer"> </ref>.
The lead-up to ''Donkey Kong Country''{{'}}s creation started in the summer of 1993. While visiting [[Rare Ltd.|Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[tech demo]], tentatively called ''Brute Force'',<ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=334s The Donkey Kong Country 25th Anniversary Interview Documentary] (5m34s). ''YouTube''. Retrieved August 8, 2023.</ref> showing an animated, computer-rendered boxer fighting a prototypical version of {{fandom|killerinstinct|Orchid}}. Rare was experimenting with 3D animation at the time as they found the then-popular {{wp|digitizing|digitization}} technique too restrictive.<ref name="Nintendo Power">''[[Nintendo Power]]'', Issue 64, September 1994, ''The Making of Donkey Kong Country''</ref> Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of {{wp|Genyo Takeda}} and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">[https://web.archive.org/web/20160306023207/http://www.nowgamer.com/the-making-of-donkey-kong-country/ The Making Of ''Donkey Kong Country''] (accessed February 20 2012)</ref> (specifically referring to {{wp|Disney's Aladdin (Virgin Games)|the popular 1993 Sega Genesis game}}, which was lauded for its impressive graphics and animation hand-drawn by Disney animators).<ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=1883s The Donkey Kong Country 25th Anniversary Interview Documentary] (31m23s). ''YouTube''. Retrieved August 8, 2023.</ref> They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.<ref name="Nintendo Power"/>  
 
Rare demoed an early version of the game at Nintendo's Kyoto HQ. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D"<ref name="Retrogamer"> </ref>. However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion<ref name="Retrogamer"> </ref>.
===[[Game Boy Advance]] port===
The Game Boy Advance port of the game was coded from scratch<ref name="DK Vine">[http://www.dkvine.com/features/stamped_dkcgba.html DK Vine: The Donkey Kong Country GBA Trilogy]</ref>. The developers extensively playtested the port to make sure the physics and controls were true to the original version, though some deviations were made to improve some mechanics and the level design<ref name="DK Vine"></ref>.
 
Some of the floppies containing the original graphic assets were lost, while the surviving ones were disorganised and mostly unusable. To remedy this problem, team members ripped the sprites using an emulator<ref name="DK Vine"></ref>. Most of the backgrounds were redone from the ground up to fit the Game Boy Advance's screen resolution, scale, and color palette.


==Competition Cartridge==
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration,<ref name="Retrogamer"/> saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles, was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''<ref>Ayden_ (July 5 2017). [http://www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes]. ''Jeuxvidéo.com''. Retrieved July 31, 2017)</ref><ref>Gregg Mayles (@Ghoulyboy). [https://twitter.com/Ghoulyboy/status/639226685213265924 Twitter post on September 2, 2015]. ''Twitter''. Retrieved July 31, 2017)</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>


{{main|Donkey Kong Country Competition Cartridge}}
When ''Donkey Kong Country'' was demonstrated at Summer {{wp|Consumer Electronics Show|CES}} 94, [[Nintendo of America]] had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming [[Nintendo 64|Ultra 64]] in order to further impress those who would not believe that it was capable of running on a 16-bit console.<ref>''Nintendo Magazine System (UK) Issue #33, page 57. "''Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!''"</ref><ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=3827s The Donkey Kong Country 25th Anniversary Interview Documentary] (1h03m47s). ''YouTube''. Retrieved August 8, 2023.</ref>


A specialized competition variant featuring an assortment of random levels and a point counter was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a [[Nintendo Power]] subscriber catalogue. Due to its rarity, this version is a valuable collector's item.
Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>


==Reception==
==Reception==
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls and replayability. The [[Game Boy Color]] port was similarly praised for taking a graphically-impressive title and porting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting home console games to handhelds. The game was placed 39th in the 100th issue of ''Nintendo Power'''s "100 best Nintendo games of all time" in 1997 <ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref> and it was rated the 90th best game on a Nintendo system in their top 200 games list in 2006.
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation {{wp|Sega Saturn}} and {{wp|PlayStation (console)|PlayStation}} consoles.<ref>Jeremy Parish (August 8, 2016). [http://www.usgamer.net/articles/reconsidering-donkey-kong-country-gamings-empty-handed-bluff ''Donkey Kong Country'', Gaming's Biggest Bluff]. ''USGamer''. Retrieved September 26 2017</ref>
 
Following Rareware's acquisition by Microsoft however, ''Donkey Kong Country'' experienced a backlash, with it placing on EGM's top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), as well as on Gamespy's overrated games of all time list<ref>http://www.1up.com/do/feature?cId=3128401</ref><ref>http://archive.gamespy.com/articles/september03/25overrated/index18.shtml</ref>, although the [[Game Boy Advance]] and [[Wii]] [[Virtual Console]] versions were still positively received.


{|cellpadding="4" style="float:left; border: 2px solid black; width:100%; font-size: 100%; text-align: center; margin:5px;" class="wikitable review_template"
Following Rare's acquisition by Microsoft, ''Donkey Kong Country'' experienced a period of backlash. ''Electronic Gaming Monthly'' placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the [[Game Boy Advance|GBA]] version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.<ref>https://web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml</ref> Regardless, the Game Boy Advance and [[Virtual Console]] re-releases were still positively received.
!colspan="4" style="font-size:120%; text-align: center; background-color:silver"|Reviews
{| class="wikitable reviews"
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|-style="background-color:#E6E6E6;"
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|Comment
|Comment
|-
|-
|[[SNES]]
|[[Super Nintendo Entertainment System|SNES]]
|George Wood, Flight of Fantasies
|George Wood, Flight of Fantasies
|''n.d''
|''n.d''
|''"Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history."''
|"''Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history.''"
|-
|-
|SNES
|SNES
|Mr. Goo, Die Hard Game Fan
|Mr. Goo, Die Hard Game Fan
|100/100
|100/100
|''"When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW."''
|"''When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW.''"
|-
|-
|SNES
|SNES
|[[Nintendo Power]]
|Nintendo Power
|4.4/5
|4.4/5
|''"The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!"''
|"''The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!''"
|-
|[[Game Boy Advance]]
|Electronic Gaming Monthly
|60/100
|''"Besides the graphics, which still look good, the game has not held up well."''
|-
|[[Game Boy Color]]
|Frank Provo, [http://www.gamespot.com/reviews/donkey-kong-country-review/1900-2657317/ Gamespot]
|9.1/10
|''"Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo."''
|-
|-
|[[Wii]] [[Virtual Console]]
|[[Wii]]  
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|8.5/10
|8.5/10
|''"A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super."''
|"''A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super.''"
|-
|-
|Wii Virtual Console
|Wii
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)  
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)  
|9/10  
|9/10  
|''"Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console."''
|"''Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console.''"
|-
|-
!colspan="4" style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
|colspan=2|Compiler
|colspan=2|Compiler
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|-
|-
|colspan=2|GameRankings
|colspan=2|GameRankings
|colspan=2|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%], GBC - [http://www.gamerankings.com/gbc/370532-donkey-kong-country/index.html 90.38%] GBA - [http://www.gamerankings.com/gba/589452-donkey-kong-country/index.html 78.61%]
|colspan=2 style="background-color:LimeGreen"|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%]
|-
|colspan=2|Metacritic
|colspan=2|GBA - [http://www.metacritic.com/game/game-boy-advance/donkey-kong-country 78]
|}
|}
{{br}}
{{br}}
===Sales===
===Sales===
''Donkey Kong Country'' ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>http://www.vgchartz.com/game.php?id=3108</ref> To date, it is the best selling ''Donkey Kong'' game and overall Rare's best selling game.<ref>http://www.gamespot.com/gba/action/donkeykongcountry/review.html</ref>
''Donkey Kong Country'' ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>http://www.vgchartz.com/game.php?id=3108</ref> To date, it is the best-selling ''Donkey Kong'' game and overall Rare's best-selling game.<ref>http://www.gamespot.com/gba/action/donkeykongcountry/review.html</ref>


==References to other games==
==References to other games==
*''[[Donkey Kong (Game)|Donkey Kong]]'' - Cranky Kong is said to be the Donkey Kong from this game who fought [[Mario]] in some of his own games.<ref name="DKC Manual">''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 6. "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games."</ref> The Oil Drums from the first stage of this game were also featured in ''Donkey Kong Country'' at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that's playing the theme song for the original Donkey Kong arcade game in a background resembling the iron bars from the original arcade game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original Donkey Kong.
*''[[Donkey Kong (game)|Donkey Kong]]'' - Cranky Kong is said to be the Donkey Kong from this game who fought [[Mario]] in some of his own games.<ref name="DKC Manual">''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 6. "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games."</ref> The oil drums from the first stage of this game were also featured in ''Donkey Kong Country'' at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that is playing the theme song for the [[Nintendo Entertainment System]] version of ''Donkey Kong'' in a background resembling the iron bars from the original game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original ''Donkey Kong''.
 
 
[[File:BarrelRides65.png|200px|thumb|The barrel roll move introduced in ''Donkey Kong Country'', as seen in ''Donkey Kong Country 3''.]]


==References in later games==
==References in later games==
*''[[Donkey Kong Land]]'': The semi-sequel of ''Donkey Kong Country'' for the Game Boy, which contains gameplay elements and music remixes from its SNES counterpart.
*[[Super Smash Bros. (series)|''Super Smash Bros.'' series]]: Diddy Kong's up taunt in ''[[Super Smash Bros. Brawl]]'' and onwards is based on his victory animation from ''Donkey Kong Country''.
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'': The direct sequel, which contains many gameplay elements from its predecessor. Also, in the [[Game Boy Advance]] remake, Diddy makes a reference to the first game in the intro, stating that he did not want to surrender the Banana Hoard to Kaptain K. Rool after all that he and Donkey Kong went through to get it last time. Additionally, Winky can be seen in the background of Cranky's [[Monkey Museum]].
*''[[Donkey Kong Country Returns]]'': Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'': As with ''Donkey Kong Country 2'', many gameplay elements are reused (including the return of being able to balance the Kongs on Steel Barrels, which is absent in ''Donkey Kong Country 2'').
*''[[Super Smash Bros.]]'' series: Barrel Cannons seen in ''Donkey Kong Country'' appear here. Also, Kongo Jungle stages appear in the three games as Congo Jungle in the first ''Super Smash Bros.'' game, and Kongo Jungle in ''Super Smash Bros. Melee'' and remade in Melee Stages in ''Super Smash Bros. Brawl''.
*Most of Donkey Kong's stages in the ''Mario Party'' series, ''Mario Kart'' series, ''Mario Tennis'' series and other spin offs are based on elements from this game.
*''[[Donkey Kong 64]]'': Another installment in the series with many similarities to ''Donkey Kong Country''. It features the entire non-playable Kong cast, as well as another Jungle Hijinxs remix. In the Game Boy Color version, the Select Screen resembles the ''Donkey Kong 64'' one.
*''[[Donkey Kong Country Returns]]'': Many elements from the original return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Mini Mario & Friends: amiibo Challenge]]'': [[Barrel Cannon]]s and [[Auto-Fire Barrel]]s, as well as [[Cart|minecarts]], have roles in [[Mini Donkey Kong]] and [[Mini Diddy Kong]]'s stages, respectively. Along with a cover of "DK Island Swing", heard in Mini Donkey Kong's levels, there is also a cover of the Bonus Level theme from ''Donkey Kong Country'', which plays in Mini Diddy Kong's stages.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
 
==Gallery==
{{morepic|Donkey Kong Country}}
 
<gallery>
File:PAL DKC.jpg|The SNES PAL Boxart for ''Donkey Kong Country''.
File:DonkeyDKC.png|<center>[[Donkey Kong]]
File:Donkey Kong swinging DKC.png|<center>Donkey Kong
File:Squawks DKC.png|<center>Squawks the Parrot
File:Cranky Alt - Donkey Kong Country.png|Cranky Kong
</gallery>


==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Donkey Kong Country pre-release and unused content}}
{{main|List of Donkey Kong Country pre-release and unused content}}
 
Early previews video show minor differences, such as items in different spots, different level palettes, and the [[Krusha]] and [[Klump]] enemies being invulnerable to attacks that they are vulnerable to in the final game.
Early previews video show minor differences, such as items in different spots, different level palettes and the [[Krusha]] and [[Klump]] enemies being invulnerable to attacks they are vulnerable to in the final game.


Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
Line 774: Line 833:
==Staff==
==Staff==
{{main|List of Donkey Kong Country staff}}
{{main|List of Donkey Kong Country staff}}
''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.
''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.


The game had a team of 3 composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres" and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''[[wikipedia:Killer Instinct (1994 video game)|Killer Instinct]]'' <ref>[http://www.youtube.com/watch?v=FtTC1sRlB1c#t=0m50s Early promo video of the arcade version of Killer Instinct]</ref>). [[David Wise]] handled the rest of the soundtrack<ref>[http://web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html Rare: Scribes (December 21, 2005)] (Internet Archive link)</ref>.
The game had a team of three composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''{{wp|Killer Instinct (1994 video game)|Killer Instinct}}'',<ref>jared mckinney (August 14, 2008). [http://www.youtube.com/watch?v=FtTC1sRlB1c&t=50s Killer Instinct Arcade Promo (rare)]. ''YouTube''. Retrieved February 2, 2014.</ref> featuring a vocal sample by Robin Beanland).<ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=3030s The Donkey Kong Country 25th Anniversary Interview Documentary]. ''YouTube''. Retrieved August 8, 2023.</ref> [[David Wise]] handled the rest of the soundtrack.<ref>[http://web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html Rare: Scribes (December 21, 2005)] (Internet Archive link)</ref>


==Glitches==
==Nintendo eShop description==
{{main|List of Donkey Kong Country glitches}}
<blockquote>''After a dark and stormy night, Donkey Kong finds all of his bananas stolen by
''K. Rool and his reptilian crew of Kremlings! Armed with chest-pounding muscle, mighty barrel rolls, and awesome vine-swinging skills, Donkey Kong and Diddy Kong set out to face their adversaries!''


==={{conjecturaltext|Bonus Level Early Exit}}===
''Play solo, compete with a friend, or play cooperatively with a friend in over 100 levels filled with collectibles and hidden bonus levels.'' ''With the help of
Donkey Kong's quirky family, animal friends, and your fast reflexes, our dynamic duo will prove to be an unstoppable force.''


This glitch can only be done in the Game Boy Advance version.  The Kongs must go to the first [[Bonus Level]] found in [[Platform Perils]] and stand underneath the fourth barrel and a little to the right of it.  Now, the Kongs have to hit this barrel when the G is not showing up.  If they do it right, they will lose the bonus level as usual, but they will end up walking out early, not showing their Mini-Game defeat animation.  This can be done with either Donkey Kong or Diddy Kong.
''Time to save those bananas!''</blockquote>


==={{conjecturaltext|Enguarde Warps Colors}}===
==Gallery==
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:
{{main-gallery|Donkey Kong Country}}
<gallery>
DK Diddy Thumbs Up.png|[[Donkey Kong]] and [[Diddy Kong]]
Cranky Kong DKC.png|[[Cranky Kong]]
Candy Kong DKC.PNG|[[Candy Kong]]
Funky Kong DKC.png|[[Funky Kong]]
Rambi DKC.png|[[Rambi]]
Kritter DKC.png|[[Kritter]]
KroolDKC.png|[[King K. Rool]]
</gallery>


#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.
==Media==
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
{{main-media|List of Donkey Kong Country media}}
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.
{{media table
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
|file1=DKC SNES Theme.oga
 
|title1=Theme
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.
}}
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.
 
==Quotes==
{{main|List of quotes in Donkey Kong Country}}
 
===[[Candy Kong]]===
*''"Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!"''
*''"If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!
*''"Hello guys, got anything worth saving?"''
*''"Wow! You guys really came a long way! Save your game now, while you have the chance!"''
*''"Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!"''
*''"It must have been hard work for you to come all this way! Why not save your game?"''
*''"Can I help you [[Kong|monkeys]] save your game?"''
*''"How would you like a quick spin in my save barrel?"''
*''"I don't think [[K. Rool|he]] is, sugar. Let's get off [[Gangplank Galleon|this manky ship]]."''


==Names in other languages==
==Names in other languages==
{{foreignname
{{foreign names
|Jap=スーパードンキーコング
|Jap=スーパードンキーコング
|JapR=Sūpā Donkī Kongu
|JapR=Sūpā Donkī Kongu
|JapM=Super Donkey Kong
|JapM=Super Donkey Kong
|Fre=Donkey Kong Country
|Ger=Donkey Kong Country
|Ger=Donkey Kong Country
|GerM=-}}
}}


==Trivia==
==Trivia==
*Although the [[Gnawty|Gnawties]] seen in-game are gray, the Gnawty on the game's boxart is blue. The species eventually became blue in ''[[Donkey Kong 64]]'' and in the Game Boy Advance port of ''Donkey Kong Country''.
*This game has an adaptation in the ''[[Super Mario-kun]]'' manga with some changes. [[Mario]] and [[Yoshi]] land in the Donkey Kong Country by mistake, and Cranky Kong asks to them help Donkey and Diddy in their task to find the bananas and stop King K. Rool.
*This game has an adaptation in the ''[[Super Mario-Kun]]'' manga with some changes. [[Mario]] and [[Yoshi]] land in the Donkey Kong Country by mistake, and Cranky Kong asks to them help Donkey and Diddy in their task to find the bananas and stop King K. Rool.
*A 13-minute long promotional VHS tape was released in 1994 called ''[[Donkey Kong Country: Exposed]]''.<ref>[https://youtube.com/watch?v=Rv_YCSbWP78] DKC Exposed: The Making of ''Donkey Kong Country'' - Promotional VHS Retrieved October 5th, 2019.</ref>
*The Game Boy Advance remake of the game is the only one of the three ''Donkey Kong Country'' remakes that does not feature any new bosses.
*The Game Boy Color and Game Boy Advance remakes use some images as originally seen in ''Donkey Kong 64''.


==References==
==References==
{{NIWA|DKWiki=1}}
<references/>
<references/>


{{BoxTop}}
==External links==
{{NIWA|NWiki=1|SmashWiki=Donkey Kong (universe)#Donkey Kong Country|StrategyWiki=1}}
*[https://www.nintendo.co.jp/clvs/manuals/ja/pdf/CLV-P-VAALJ.pdf Super Donkey Kong Japanese Super Famicom manual]
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAALE.pdf Donkey Kong Country North American SNES manual]
 
{{DKC}}
{{DKC}}
{{DKC Levels}}
{{DKC levels}}
{{DKGames}}
{{Donkey Kong games}}
{{SNES}}
{{SNES}}
{{GBC}}
{{Virtual Console}}
{{GBA}}
{{VirtualConsole}}


[[Category:Donkey Kong Country|*]]
[[Category:Games]]
[[Category:Games]]
[[Category:Super Nintendo Entertainment System Games]]
[[Category:Super Nintendo Entertainment System games]]
[[Category:Game Boy Color Games]]
[[Category:Virtual Console games]]
[[Category:Game Boy Advance Games]]
[[Category:Virtual Console Games]]
[[Category:1994 games]]
[[Category:1994 games]]
[[Category:2000 games]]
[[Category:Platforming games]]
[[Category:2003 games]]
[[Category:2006 games]]
[[Category:Donkey Kong Country|*]]
[[Category:Platforming Games]]
[[Category:Player's Choice]]
[[Category:Player's Choice]]
 
[[it:Donkey Kong Country]]
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[[de:Donkey Kong Country]]

Latest revision as of 01:21, April 27, 2024

This article is about the 1994 SNES game Donkey Kong Country. For other uses of the name "Donkey Kong Country", see Donkey Kong Country (disambiguation).
"DKC" redirects here. For information about Donkey Kong Circus, see Donkey Kong Circus. For Donkey Kong Classics, see Donkey Kong Classics.
Donkey Kong Country
North American box art for Donkey Kong Country
For alternate box art, see the game's gallery.
Developer Rareware
Publisher Nintendo
Platform(s) Super Famicom/Super Nintendo Entertainment System, Virtual Console (Wii, Wii U, New 3DS), Super NES Classic Edition, Super Nintendo Entertainment System - Nintendo Switch Online
Release date SNES:
UK November 18, 1994[1]
USA November 21, 1994[2]
Japan November 26, 1994[3]
Europe 1994
Virtual Console (Wii):
Australia December 7, 2006
Europe December 8, 2006
Japan December 12, 2006
USA February 19, 2007
South Korea May 26, 2008
Virtual Console (Wii U):
Europe October 16, 2014
Australia October 17, 2014
Japan November 26, 2014
USA February 26, 2015
Virtual Console (New 3DS):
Japan March 4, 2016
USA March 24, 2016
Europe March 24, 2016
Australia March 25, 2016
Super NES Classic Edition:
USA September 29, 2017
Europe September 29, 2017
Australia September 30, 2017
Japan October 5, 2017
Super Nintendo Entertainment System - Nintendo Switch Online:
Japan July 15, 2020[4]
USA July 15, 2020[5]
Europe July 15, 2020[6]
Australia July 15, 2020[7]
HK July 15, 2020[8]
South Korea July 15, 2020[9]
Genre Platformer
Rating(s)
ESRB:K-A - Kids to Adults
(original release)
ESRB:E - Everyone
(Virtual Console release)
PEGI:3 - Three years and older
CERO:A - All ages
Mode(s) 1–2 players
Media
Super NES:
Game Pak
Wii:
Digital download
Wii U:
Digital download
Nintendo Switch:
Digital download
Nintendo 3DS:
Digital download
Super NES Classic Edition:
Built-in
Input
Super NES:
Wii:
Wii U:
Nintendo Switch:
Nintendo 3DS:
Super NES Classic Edition:

Donkey Kong Country is a side-scrolling platform game for the Super Nintendo Entertainment System released in November 1994. It was developed by Rareware and published by Nintendo. The game stars Donkey Kong and his sidekick Diddy Kong, as the two travel across Donkey Kong Island to recover their banana hoard, stolen by the Kremlings and their leader, King K. Rool.

The player controls Donkey Kong and Diddy Kong (each with their own strengths and abilities) as they travel throughout a variety of linear levels in different environments. Gameplay features include the ability to ride a variety of other animal characters after freeing them, the ability to pick up and throw barrels to defeat enemies and uncover hidden passages, and puzzles involving navigating gauntlets of moving suspended barrels. Donkey Kong Country also encourages players to find all bonus rooms hidden in the game's levels to get 101% completion, a feature its sequels would greatly expand upon.

The game reintroduced the Donkey Kong franchise (alongside the 1994 Game Boy game released a few months prior) after a nearly decade-long hiatus and, in doing, also introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that most of the following Donkey Kong games as well as Donkey Kong's appearances in spin-off games in the Super Mario franchise that titles would build upon. The game's success spawned multiple sequels and spin-offs, a 40-episode 3D animated series, a chapter book adaptation, manga adaptations in both Kodansha's Super Mario manga and Super Mario-kun, and other merchandise. Donkey Kong Country was notable because of its pre-rendered sprites that were converted from 3D CGI models on Silicon Graphics workstations[10], inspiring future video games to do the same. The first main game installment in the Donkey Kong Country series, the title was followed by two sequels: Donkey Kong Country 2: Diddy's Kong Quest, released in 1995; and Donkey Kong Country 3: Dixie Kong's Double Trouble!, released in 1996. A reboot, Donkey Kong Country Returns, was released in 2010 for the Wii and was followed in 2014 by a direct sequel for the Wii U, Donkey Kong Country: Tropical Freeze.

The game was remade for the Game Boy Color in 2000 and was also remade again for the Game Boy Advance in 2003. Both remakes feature some extra Bonus Games and the ability to save in the overworld. Donkey Kong Country was ported to the Wii's Virtual Console in 2006/2007. On November 25, 2012, Donkey Kong Country and its sequels were delisted from the Wii Virtual Console, likely due to Microsoft's desire to renegotiate licensing agreements with Nintendo before re-releasing it,[11] but on October 30, 2014, the games were relisted in Europe and Australia. Around the same time, the games were released on the Wii U's Virtual Console in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, Donkey Kong Country was ported exclusively to the New Nintendo 3DS's Virtual Console in March 2016. It is one of the 21 games included on the Super NES Classic Edition and was made available on Super Nintendo Entertainment System - Nintendo Switch Online for the Nintendo Switch on July 15, 2020.

In 1995, a specialized competition variant named Donkey Kong Country Competition Cartridge was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a Nintendo Power subscriber catalogue, and the carts have since become a collector's item.

Story[edit]

“I'll hunt them down through every part of my island, until I have every banana from my hoard back!!”
Donkey Kong

During a stormy night on Donkey Kong Island, Donkey Kong orders Diddy to guard his banana hoard for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by Kremlings, some of which he manages to defeat with his Cartwheel Attack until being overpowered by Klump. He seals Diddy in a DK Barrel and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.

The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find Cranky Kong outside. Cranky prompts Donkey Kong to check the banana cave for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.

Cranky breaks the fourth wall by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during the arcade era. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.[12]

In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the Kongs travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from Cranky, Funky, and Candy Kong, the two Kongs eventually reach a large pirate ship, the Gangplank Galleon, where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.

Gameplay[edit]

The game introduces the "tag-team" system, where Donkey Kong and Diddy Kong follow each other throughout the levels. The Kong in front is the one currently in play, while the other Kong follows behind. If the Kong in play is injured, he quickly runs off the screen, and the other takes its place. If this happens, only one Kong is on the screen at a time. If the lone Kong is injured by an enemy, the player loses an extra life and must restart the level either from the start or from the activated Continue Barrel. Any Kong that is missing can be recovered from a DK Barrel. When either the Kongs are freed from a DK Barrel, he goes behind the Kong in play. The player can press A Button to switch characters, in which case Donkey Kong high-fives Diddy to switch places with him, or vice versa.

Abilities[edit]

Orang-utan Gang
Diddy rides on a steel keg

The basic moves that Donkey Kong and Diddy can perform include jumping, rolling/cartwheeling, climbing, and swimming. The most commonly used basic abilities are the jump and roll moves, both of which allow the Kongs to cross gaps and defeat enemies. The roll and cartwheel act as the same move, but can only be used by Donkey Kong and Diddy Kong respectively. The respective Kong can perform their roll or cartwheel from a ledge to do a longer jump in midair, effective for moving across abysses. Ropes are the only object that the Kongs can climb up or down on, allowing them to reach items or higher areas. Some ropes start moving across a gap when the Kongs cling on it while some others remain stationary. The Kongs can only swim during underwater levels.

Aside from the rolling attack, the Kongs also have some different abilities. Diddy is faster and more agile than Donkey Kong, but he is not as strong, which makes it harder for him to defeat Armys, Krushas, and Klumps. Donkey Kong is stronger and slower than Diddy and can perform a unique move, the Hand Slap. The move allows Donkey Kong find hidden items or objects in the ground or on treetops, but it can also be used to defeat enemies.

Another difference between the two Kongs is how they pick up and throw barrels. When Diddy picks up a barrel, he holds in front of him, protecting himself from enemies in the way. Donkey Kong holds a barrel over his head, which leaves him vulnerable to enemies in the front. Donkey Kong can throw barrels slightly farther than Diddy, allowing him to hit an enemy from a distance. When the barrel hits into an enemy, it breaks. If the Kongs throw a steel keg against a wall, they can jump on the barrel and balance on it as it rolls along.

Modes[edit]

When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong. The game keeps a score for both players, to keep track of how many levels they have completed.

Icon Title Description
The 1 player icon for Donkey Kong in the player select screen for Donkey Kong Country One player A single player controls both Donkey Kong and Diddy Kong.
The 2 player contest icon in the player select screen for Donkey Kong Country Two player contest Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow.
The 2 player team icon in the player select screen for Donkey Kong Country Two player team Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.

Characters[edit]

The Kongs[edit]

There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the supporting locations.

Playable
Image Name Description

A sprite of Donkey Kong in Donkey Kong Country Donkey Kong The main character of the game, Donkey Kong is stronger and heavier than his partner, Diddy Kong, and can defeat stronger enemies. He also has his own move, the Hand Slap which can defeat certain enemies and reveal hidden objects.
Sprite of Diddy Kong in Donkey Kong Country. Diddy Kong Diddy is the best friend and sidekick of Donkey Kong. While he is not as strong as his partner, Diddy is faster, but his light weight prevents him from being able to defeat more powerful enemies in a single jump.
Supporting
Image Name Description

Sprite of Candy Kong in Donkey Kong Country. Candy Kong Candy is the love interest of Donkey Kong. She hosts a different location in each three versions of the game. In the original version, she operates Candy's Save Point, where the Kongs can go to save their game progress.
A sprite of Cranky Kong in Donkey Kong Country Cranky Kong Cranky Kong was the original Donkey Kong from the Donkey Kong arcade game. He resides at Cranky's Cabin, where he provides various pieces of advice to Donkey Kong and Diddy along their adventure. Cranky regards himself as the greatest video game hero, and does not believe the Kongs can complete their adventure without his assistance.
A sprite of Funky Kong in Donkey Kong Country Funky Kong Funky Kong operates a flight service at Funky's Flights, where he allows Donkey Kong and Diddy to use the Jumbo Barrel to travel throughout areas of Donkey Kong Island that they have already visited.

The Good Guys[edit]

Aside from the supporting Kongs, Donkey Kong and Diddy Kong are also assisted by Animal Friends during the game. Each Animal Friend is imprisoned within an animal crate depicting a silhouette of their face. The Animal Friends only appear in certain levels, and the Kongs cannot take them to other levels. Every Animal Friend has their own unique abilities.

Image Name Description First level Last level

Donkey Kong Country Rambi Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden bonus rooms. Jungle Hijinxs Manic Mincers
Sprite of Enguarde the Swordfish from the Donkey Kong Country SNES trilogy. Enguarde Enguarde appears in most of the underwater levels. With his sharp bill, Enguarde can defeat most aquatic enemies in his path. Coral Capers Poison Pond
Winky the Frog in Donkey Kong Country. Winky Winky has a high jumping ability that allows him to reach higher areas, namely bonus rooms. Winky can defeat most enemies by jumping on them, including Zingers. Winky's Walkway Rope Bridge Rumble
Expresso the Ostrich in Donkey Kong Country. Expresso Expresso has the ability to run fast and to glide across the air, although he cannot attack enemies. Due to his long legs, Expresso is unaffected by Klaptraps moving under his legs. Temple Tempest Misty Mine
Squawks DKC sprite.png Squawks Squawks only appears in the level Torchlight Trouble, where he holds a lamp to light the path forward for the Kongs. Squawks is the only Animal Friend that the Kongs cannot ride and the only one without an animal token. Squawks cannot be defeated by any enemy. Torchlight Trouble -

Enemies[edit]

Various types of enemies appear throughout the levels, attempting to get into Donkey Kong and Diddy Kong's way. The Kremlings are the main enemies of the game.

The Bad Guys
Image Name Description First level appearance Last level appearance
An Army in Donkey Kong Country. Army An armadillo enemy that rolls up into a ball and charges at the Kongs to attack. Donkey Kong can defeat them from either a jump or roll attack. If Diddy either jumps or cartwheels into a curled up Army, the enemy is forced out of its curled posture. Diddy can defeat Army if it is not curled up. Ropey Rampage Platform Perils
Gnawty.png A brown Gnawty. Gnawty A beaver enemy that is common, but is one of the weakest enemies. They simply walk around back and forth and can be defeated from any attack. Gnawties have a rare, brown variant that ride on a Millstone, and contrarily they are invulnerable to any form of attack. Jungle Hijinxs Platform Perils
Manky Kong in Donkey Kong Country. Manky Kong Manky Kongs are orangutans who were exiled from the Kong Family. They attack by throwing an unlimited number of barrels at Donkey Kong and Diddy. Both Kongs can defeat them by their jump and roll attack. Orang-utan Gang Loopy Lights
A Mini-Necky in Donkey Kong Country. Mini-Necky A small vulture that attacks by spitting nuts at the Kongs. Some Mini-Neckys move up and down while spitting nuts. They can be defeated by either a roll or a jump attack. Vulture Culture Elevator Antics
Necky perched DKC.png Necky.png Necky A vulture enemy who either throws nuts at the Kongs from high platforms or flies across the level. The flying Neckys can be bounced on to reach higher areas. Jungle Hijinxs Platform Perils
A sprite of a Slippa in Donkey Kong Country. Slippa A red coral snake that slithers along the ground in caves and other subterranean areas. They are one of the weaker enemies and can be defeated by any attack. Reptile Rumble Misty Mine
Sprite of a yellow Zinger in Donkey Kong Country. An orange Zinger. A pink Zinger An green Zinger. Zinger Zingers are wasps and very common enemies who appear in almost every level. The Kongs cannot defeat Zingers themselves and must use either a barrel or an Animal Friend to defeat them. The Kongs must usually avoid the Zingers along the way. Zingers have a few different color variations, each with their own flight pattern: yellow moves vertically, orange moves horizontally or flies in place, pink moves in a circular path or flies in place, and green moves in a u-shaped path. Ropey Rampage Platform Perils
The Aquatic Bad Guys
Image Name Description First level appearance Last level appearance
Bitesize, a foe from Donkey Kong Country. Bitesize A small piranha enemy that like other underwater enemies, cannot be defeated by the Kongs. Enguarde can defeat Bitesizes and most other underwater enemies. Coral Capers Poison Pond
A sprite of the enemy Chomps in Donkey Kong Country. Chomps A large, green shark enemy that are larger than Bitesizes, but otherwise act the same, and they can also be defeated by Enguarde. Coral Capers Croctopus Chase
Sprite of a Chomps Jr. in Donkey Kong Country. Chomps Jr. A small, blue shark enemy and a smaller variant of Chomps. They act similar to Chomps except they are smaller and slightly faster. Coral Capers Poison Pond
Sprite of a Clambo in Donkey Kong Country. Clambo A clam enemy that attacks by spitting out pearls at the Kongs. They do not move around and are usually in a corner outside of the main path. They cannot be defeated by Enguarde. Coral Capers Clam City
A purple Croctopus. Croctopus in Donkey Kong Country. Croctopus An octopus enemy that quickly treads through water to hit the Kongs. The purple variants move in fixed patterns around blocks of coral reef, while the blue variants go in a set path after the Kongs once they pass them. Like Clambos, they cannot be defeated. Coral Capers Croctopus Chase
A Squidge in Donkey Kong Country. Squidge A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They can be defeated by Enguarde. Croctopus Chase Poison Pond
The Kremlings
Image Name Description First level appearance Last level appearance
A sprite of a Klaptrap in Donkey Kong Country Sprite of a purple Klaptrap in Donkey Kong Country. Klaptrap Klaptraps are small, four-legged crocodiles who repeatedly open and close their jaws while moving in the Kongs' direction. Because of this, the Kongs cannot attack Klaptrap by rolling into it from the front. Klaptraps can either be defeated from behind or if jumped over. Klaptraps have a rare, purple variant that jump at the same time as the Kongs do. Stop & Go Station Loopy Lights
Sprite of a Klump in Donkey Kong Country. Klump Klump is a strong, burly enemy that wears military gear. Klump's helmet defends itself from Diddy's jump attack, although Donkey Kong can defeat a Klump by jumping on it. Both Kongs can use a roll attack to defeat a Klump. Jungle Hijinxs Platform Perils
A Krash in Donkey Kong Country. Krash A Kritter who rides in a mine cart. Krashes ride in the opposite direction of the Kongs, attempting to crash into them. Donkey Kong and Diddy must avoid Krashes by jumping over them. In Mine Cart Madness, some Krashes are in a stationary mine carts, and the Kongs can jump on them to defeat them and take over the mine cart. Mine Cart Carnage Mine Cart Madness
A Kritter in Donkey Kong Country. A blue Kritter. A red Kritter. A yellow Kritter. A gray Kritter. Kritter Kritters are the grunt soldiers of the Kremling Krew. They are one of the weakest enemies along with Gnawty. The color of a Kritter determines its movement behavior: the standard, green ones walk forward, the blue ones jump while moving forward, the brown ones jump vertically without moving forward, yellow ones jump left and right, and gray Kritters hop forward a few times before doing a long jump. Jungle Hijinxs Loopy Lights
Sprite of a blue Krusha in Donkey Kong Country A gray Krusha. Krusha Krushas are strong, muscular Kremlings, and there are blue Krushas and the uncommon gray variant. Diddy cannot defeat Krushas without using a barrel. Donkey Kong can defeat blue Krushas by jumping on them, but performing a roll or a Hand Slap attack are ineffective. Gray Krushas are stronger than the blue ones and can only be defeated from a barrel. Millstone Mayhem Platform Perils
A sprite of a Rock Kroc in Donkey Kong Country. Rock Kroc Rock Krocs dash back and forth rapidly while the Stop & Go Barrels are set to "Go", and the Kongs get injured when they come in contact with a Rock Kroc. Donkey Kong and Diddy cannot pass the Rock Krocs safely unless the Stop & Go Barrels are set to "Stop", causing the Rock Krocs to briefly curl into a ball until the Stop & Go Barrels return to "Go". Rock Krocs are invincible and cannot be defeated. Stop & Go Station
Obstacles
Image Name Description First level appearance Last level appearance
Black drum Black drum A drum obstacle that fires out an indefinite supply of a specific enemy, such as Slippas and Gnawties. They can only be destroyed from a TNT Drum. They are a smaller variant of Dumb Drum. Winky's Walkway Misty Mine
Sprite of a cannonball from Donkey Kong Country Cannonball Giant iron balls that fall across the screen sequentially when K. Rool performs his floor-slam attack. Gang-Plank Galleon
Sprite of a coconut launched by Necky and Mini-Necky from Donkey Kong Country Sprite of a coconut launched by Master Necky and Master Necky Snr. from Donkey Kong Country Coconut The favored projectiles of the Necky family, they may be launched straight horizontally or in bouncing arcs. Jungle Hijinxs Necky's Revenge
Sprite of the Crownerang from Donkey Kong Country Crownerang K. Rool's primary weapon, his own crown. When he throws it, however, he renders himself vulnerable to stomp attacks. Gang-Plank Galleon
Millstone Millstone Millstones are enormous invulnerable stone wheels ridden in by Gnawties. Millstone Mayhem Temple Tempest
A Mincer in Donkey Kong Country. Mincer Mincers are spiked tire obstacles who either move in a pattern or remain in a single spot. They are invincible and must be avoided by the Kongs. Torchlight Trouble Manic Mincers
An oil drum in Donkey Kong Country. Oil drum Oil drums resemble black drums except for their wider appearance and ability to emit fire. The word "OIL" is embedded on them. Torchlight Trouble Oil Drum Alley
Sprite of a pearl from Donkey Kong Country Pearl Projectiles shot in numbers from one to five at once in straight lines by Clambos. Coral Capers Clam City

The Bosses[edit]

At the end of every world, the Kongs must fight a boss, each guarding a portion of the stolen bananas. Most of the bosses are a larger version of an enemy.

Image Name Description Level appearance
Very Gnawty in Donkey Kong Country. Very Gnawty A giant Gnawty that jumps around, trying to hit the Kongs. Donkey Kong and Diddy must jump on it five times to defeat it. For each hit, Very Gnawty bounces and moves around faster. Very Gnawty's Lair
Master Necky in Donkey Kong Country. Master Necky A giant Necky that creeps his head out from one of four corners of the screen, spitting large nuts at the Kongs. Master Necky spit nuts faster each time he is jumped on. Donkey Kong or Diddy can defeat the boss by jumping on his head five times. Necky's Nuts
Queen B. in Donkey Kong Country. Sprite of Queen B. mad from Donkey Kong Country Queen B. A giant Zinger who flies around the arena. The Kongs can attack her with a barrel. When hit, Queen B. temporarily turns red and moves up and down in a wavy pattern before returning normal. She must be hit five times to be defeated. Bumble B. Rumble
Really Gnawty in Donkey Kong Country. Really Gnawty A boss who looks and acts similar to Very Gnawty. Really Gnawty can move faster and jump a lot higher than Very Gnawty. The Kongs must jump on Really Gnawty five times to defeat it. After each hit, it performs a consecutive amount of high jumps corresponding to the total amount of times it has been hit. Really Gnawty Rampage
Dumb Drum in Donkey Kong Country. Dumb Drum A giant black drum that attempts to crush the Kongs. After that, Dumb Drum sends out a pair of a specific enemy before continuing its attempt to crush the Kongs. The order in which Dumb Drum releases the enemies are: Kritters, Slippas, Klaptraps, Klumps, and Armys. The boss is defeated once the Kongs defeat every enemy. Boss Dumb Drum
Master Necky Snr. in Donkey Kong Country. Master Necky Snr. Master Necky Snr. is a similar boss to Master Necky except he is stronger. He spits nuts much faster than Master Necky. Each time Master Necky Snr. is hit, he spits out one more nut than the previous turn. The Kongs can defeat Master Necky Snr. by jumping on it five times. Necky's Revenge
Sprite of King K. Rool in Donkey Kong Country King K. Rool The final boss and main antagonist, King K. Rool has stolen Donkey Kong's banana hoard. He has a variety of attacks, including throwing his crown, jumping at the Kongs, and causing cannonballs to rain from above. After King K. Rool throws his crown, the Kongs can jump on his head to attack him, before K. Rool puts his crown back on. Gang-Plank Galleon

Items[edit]

Image Name Description
The sprite of a Banana from the Donkey Kong Country trilogy on Super Nintendo. Bananas Bananas are the equivalent to coins from the Super Mario series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
Sprite of a Banana Bunch from the original Donkey Kong Country trilogy Banana Bunches Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in bonus rooms and hidden areas.
Sprite of a giant banana from Donkey Kong Country Giant bananas A giant banana is held by each boss. Claiming one marks the completion of one of the game's worlds.
An animal token of Enguarde in Donkey Kong Country An animal token of Expresso in Donkey Kong Country An animal token of Rambi in Donkey Kong Country An animal token of Winky in Donkey Kong Country Animal tokens Animal tokens are small tokens that depict one of the Animal Friends (excluding Squawks). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many Mini Animal Tokens depicting them within a time limit in exchange for extra lives.
Sprite of a mini Animal Token of Enguarde from Donkey Kong Country Sprite of a mini Animal Token of Expresso from Donkey Kong Country A mini Animal Token of Rambi in Donkey Kong Country Sprite of a mini Animal Token of Winky from Donkey Kong Country Mini Animal Tokens Hundreds of Mini Animal Tokens fill the Animal Friend-themed bonus stages. For every hundred collected, an extra life is earned.
Sprite of a big Animal Token of Enguarde from Donkey Kong Country Sprite of a big Animal Token of Expresso from Donkey Kong Country
Sprite of a big Animal Token of Rambi from Donkey Kong Country Sprite of a big Animal Token of Winky from Donkey Kong Country
Big Animal Tokens A single Big Animal Token is hidden in each of the Animal Friend-themed bonus stages. Collecting it doubles the held amount of Mini Animal Tokens.
A Life Balloon in Donkey Kong Country. A 2-Up Balloon from Donkey Kong Country A Blue Balloon from Donkey Kong Country Donkey Kong Balloons Similar to 1-Up Mushrooms from the Super Mario series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red Life Balloons are the most common and give one extra life, the less common green 2-Up Balloons give two lives, and the rare Blue Balloons give three lives.
The letter K in Donkey Kong Country. The letter O in Donkey Kong Country. The letter N in Donkey Kong Country. The letter G in Donkey Kong Country. K-O-N-G Letters Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" bonus room challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.

Objects[edit]

Mechanisms[edit]

Image Name Description
Enguarde Box in Donkey Kong Country. Expresso Crate in Donkey Kong Country Rambi Crate in Donkey Kong Country. Squawks Crate in Donkey Kong Country. Winky Crate in Donkey Kong Country. Animal crates These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side.
Sprite of an Arrow Sign from Donkey Kong Country Arrow Signs These signs indicate the Kongs are approaching the end of a stage.
Sprite of a generic stone elevator from Donkey Kong Country Sprite of a generic stone elevator from Donkey Kong Country Sprite of an elevator in a ruins stage from Donkey Kong Country Sprite of an elevator in Elevator Antics from Donkey Kong Country
A Platform from Kremkroc Industries, Inc. factory stages in Donkey Kong Country. Sprite of a rail-based elevator in Trick Track Trek from Donkey Kong Country Sprite of a rail-based elevator in Tanked Up Trouble from Donkey Kong Country
A collapsible Platform in Donkey Kong Country. Sprite of an arrow-marked elevator from Donkey Kong Country Sprite of an arrow-marked elevator from Donkey Kong Country
Elevators Many lifts appear throughout the game with many different designs and behaviors. Although a few of them are stationary, some move back and forth over gaps, and some move vertically. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on fuel canisters.
Sprite of an Exit sign from Donkey Kong Country Exits These signs indicate the Kongs have reached the end of a stage.
A Mine Cart in Donkey Kong Country. Sprite of a tipped Mine Cart from Donkey Kong Country Mine Carts Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
A Rope in Donkey Kong Country. Ropes Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In Slipslide Ride, there are blue and purple ropes that automatically send the Kongs up and down respectively.
A round Tire in Donkey Kong Country. Sprite of a light, round tire from Donkey Kong Country Half of a Tire in Donkey Kong Country. Sprite of a partial light tire from Donkey Kong Country Tires Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.

Barrels[edit]

Barrels are the most common object in the game. There are many different types of barrels in the game, each with its own purpose and use.

Throwable barrels
Image Name Description
Sprite of a Barrel in Donkey Kong Country. Regular Barrels Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
A Vine Barrel as it appears in Donkey Kong Country Vine Barrels Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
Sprite of a DK Barrel in Donkey Kong Country. DK Barrels DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
A steel keg from Donkey Kong Country. Steel kegs Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
Sprite of a TNT Drum in Donkey Kong Country. TNT Drums TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a bonus room.
Enterable barrels
Image Name Description
A Barrel Cannon from Donkey Kong Country (SNES) Barrel Cannons These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. Some may also move in a specific direction as first seen in Barrel Cannon Canyon.
An auto-fire Barrel Cannon from Donkey Kong Country (SNES) Blast Barrels This is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a bonus room or near the end of the level.
Sprite of the Jumbo Barrel in Donkey Kong Country. Jumbo Barrel The Jumbo Barrel can be entered in Funky's Flights, where it flies the Kongs to any place in Donkey Kong Island that they have visited.
Sprite of a Barrel in Donkey Kong Country. Save barrel Found only at Candy's Save Point, the save barrel allow the player to save their progress.
Triggerable barrels
Image Name Description
Sprite of a Barrel in Donkey Kong Country. Continue Barrels A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
Sprite of a Barrel in Donkey Kong Country. Roulette Barrels Appearing in certain bonus rooms, Roulette Barrels float in the air in groups. Depending on the challenge, they may switch between displaying different items which stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch an Extra Life Balloon around in a shell game-type manner where the final location must be guessed.
Sprite of a stopped Stop & Go Barrel in Donkey Kong Country. Sprite of a going Stop & Go Barrel in Donkey Kong Country. Stop & Go Barrels These barrels appear only in Stop & Go Station, where they are used to control the Rock Krocs' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
Sprite of an off ON/OFF Barrel in Donkey Kong Country. Sprite of an on ON/OFF Barrel in Donkey Kong Country. ON/OFF Barrels ON/OFF Barrels only appear in Loopy Lights and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
Sprite of a one-dot fuel canister from Donkey Kong Country A three-dotted fuel canister in Donkey Kong Country. Sprite of a five-dot fuel canister from Donkey Kong Country Fuel canisters Fuel canisters only appear in the level, Tanked Up Trouble, as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every fuel canister along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.

Supporting locations[edit]

During their adventure, Donkey Kong and Diddy Kong are assisted by three other members of the Kong Family who operate their own location in every world.

Name Description
CrankyCabin.png
Cranky's Cabin
This area is ran by Cranky Kong, who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
Funky's Flights
Funky's Flights
In this special area, the Kongs can meet Funky Kong and use his Jumbo Barrel to travel to any unlocked world.
CandySavePoint DKC.png
Candy's Save Point
The area is operated by Candy Kong, and the Kongs can visit Candy's Save Point to have their game saved for free.

Levels[edit]

Kongo JungleMonkey MinesVine ValleyGorilla GlacierKremkroc Industries, Inc.Chimp CavernsGang-Plank GalleonDonkey Kong Country - New version of the DKCMap.jpg file, but this time in PNG. Thanks, Scrooge200!
Click a level icon to open the relevant article.

Like Super Mario World, Donkey Kong Country's levels and worlds are accessed from a world map. The main overworld is Donkey Kong Island, where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.

A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.

Most levels have bonus rooms in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the bonus rooms, entering every bonus room is required for 101% completion. Unlike the Super Mario series, the Kongs are not required to traverse a whole level to reach the end boss.

Levels
Kongo Jungle
# Level Bonus rooms Type of level Music theme
1 Jungle Hijinxs 2 Jungle DK Island Swing
2 Ropey Rampage 2 Jungle DK Island Swing
3 Reptile Rumble 3 Cave Cave Dweller Concert
4 Coral Capers 0 Underwater Aquatic Ambiance
5 Barrel Cannon Canyon 2 Jungle DK Island Swing
6 BOSS LEVEL: Very Gnawty's Lair 0 Boss arena Bad Boss Boogie
Monkey Mines
# Level Bonus rooms Type of level Music theme
7 Winky's Walkway 1 Walkway Life in the Mines
8 Mine Cart Carnage 0 Minecart/Mineshaft Mine Cart Madness
9 Bouncy Bonanza 2 Cave Cave Dweller Concert
10 Stop & Go Station 2 Mineshaft Misty Menace
11 Millstone Mayhem 3 Ruins Voices of the Temple
12 BOSS LEVEL: Necky's Nuts 0 Boss arena Bad Boss Boogie
Vine Valley
# Level Bonus rooms Type of level Music theme
13 Vulture Culture 3 Forest Forest Frenzy
14 Tree Top Town 2 Treetops Treetop Rock
15 Forest Frenzy 2 Forest Forest Frenzy
16 Temple Tempest 2 Ruins Voices of the Temple
17 Orang-utan Gang 5 Jungle DK Island Swing
18 Clam City 0 Underwater Aquatic Ambiance
19 BOSS LEVEL: Bumble B. Rumble 0 Boss arena Bad Boss Boogie
Gorilla Glacier
# Level Bonus rooms Type of level Music theme
20 Snow Barrel Blast 3 Snow Northern Hemispheres
21 Slipslide Ride 3 Ice cave Ice Cave Chant
22 Ice Age Alley 2 Snow Northern Hemispheres
23 Croctopus Chase 0 Underwater Aquatic Ambiance
24 Torchlight Trouble 2 Cave Cave Dweller Concert
25 Rope Bridge Rumble 2 Treetops Treetop Rock
26 BOSS LEVEL: Really Gnawty Rampage 0 Boss arena Bad Boss Boogie
Kremkroc Industries, Inc.
# Level Bonus rooms Type of level Music theme
27 Oil Drum Alley 4 Factory Fear Factory
28 Trick Track Trek 3 Walkway Life in the Mines
29 Elevator Antics 3 Cave Cave Dweller Concert
30 Poison Pond 0 Underwater Aquatic Ambiance
31 Mine Cart Madness 3 Minecart/Walkway Mine Cart Madness
32 Blackout Basement 2 Factory Fear Factory
33 BOSS LEVEL: Boss Dumb Drum 0 Boss arena Bad Boss Boogie
Chimp Caverns
# Level Bonus rooms Type of level Music theme
34 Tanked Up Trouble 1 Walkway Life in the Mines
35 Manic Mincers 2 Cave Cave Dweller Concert
36 Misty Mine 2 Mineshaft Misty Menace
37 Loopy Lights 2 Mineshaft Misty Menace
38 Platform Perils 2 Walkway Life in the Mines
39 BOSS LEVEL: Necky's Revenge 0 Boss arena Bad Boss Boogie
Gang-Plank Galleon
# Level Bonus rooms Type of level Music theme
40 BOSS LEVEL: Gang-Plank Galleon 0 Ship Gang-Plank Galleon

In addition to saving at a world's Save Point, the Kongs can also use Funky's Flights to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.

Differences in other versions[edit]

See also: tcrf:Donkey Kong Country (SNES)#Version Differences

Three different versions are known to exist for the North American release.

V1.1

In Trick Track Trek, the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.

V1.2 (Player's Choice)

In Coral Capers, there is a gap between the Continue Barrel and lower platform.[13] Otherwise, the game is at most v1.1.[14]

Japanese

Glitches[edit]

Main article: List of Donkey Kong Country glitches

Enguarde color swapping[edit]

First, the player has to go to Croctopus Chase. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find Enguarde and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:

  1. The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.
  2. While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
  3. While on Enguarde, the player can press Y Button and then A Button once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.
  4. While using Enguarde once again, the player needs to press the A Button quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.

As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press A Button twice and the Kongs should switch). Then, the player has to press Y Button and the player then has to press A Button. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again. The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.

Quotes[edit]

Main article: List of Donkey Kong Country quotes

Candy Kong[edit]

  • "Hi, I'm Candy Kong and this is my Save Point!"
  • "If you want to save your current game, just jump into my spinning save barrel!"
  • "Hello guys, got anything worth saving?"
  • "Wow! You guys really came a long way! Save your game now, while you have the chance!"
  • "Yoo-hoo, Honey Kong! Now's a good time to save where you've gotten to!"
  • "It must have been hard work for you to come all this way! Why not save your game?"
  • "Can I help you monkeys save your game?"
  • "How would you like a quick spin in my save barrel?"

Soundtrack[edit]

The game's soundtrack was released in Japan under the title Super Donkey Kong Game Music CD Jungle Fantasy.[15] This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled DK Jamz, was released in the United States,[16] Germany[17] and France.[18] The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.

Development[edit]

The lead-up to Donkey Kong Country's creation started in the summer of 1993. While visiting Rare as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of Nintendo of America saw a tech demo, tentatively called Brute Force,[19] showing an animated, computer-rendered boxer fighting a prototypical version of Orchid. Rare was experimenting with 3D animation at the time as they found the then-popular digitization technique too restrictive.[20] Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of Genyo Takeda and Shigeru Miyamoto, managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than Aladdin"[21] (specifically referring to the popular 1993 Sega Genesis game, which was lauded for its impressive graphics and animation hand-drawn by Disney animators).[22] They recommended that it should star Donkey Kong, as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.[20]

A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. Gregg Mayles cited Super Mario Bros. 3 as his chief inspiration,[21] saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.[21] The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.[21] The Kremlings originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles, was from a canceled adventure game named Jonny Blastoff and the Kremling Armada[23][24]), but were transplanted into the game as Rare found that they were a good fit for Donkey Kong Country's aesthetic.[20] The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the Super Mario games.[21] Donkey Kong Jr. was first considered for the role, but he was changed into a separate character as Nintendo felt Rare's redesign looked too different.[21]

When Donkey Kong Country was demonstrated at Summer CES 94, Nintendo of America had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming Ultra 64 in order to further impress those who would not believe that it was capable of running on a 16-bit console.[25][26]

Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with Gunpei Yokoi remarking that the game looked "too 3D".[21] However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the Hand Slap move a few weeks before completion.[21]

Reception[edit]

At the time of its release, Donkey Kong Country received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation Sega Saturn and PlayStation consoles.[27]

Following Rare's acquisition by Microsoft, Donkey Kong Country experienced a period of backlash. Electronic Gaming Monthly placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the GBA version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.[28] Regardless, the Game Boy Advance and Virtual Console re-releases were still positively received.

Reviews
Release Reviewer, Publication Score Comment
SNES George Wood, Flight of Fantasies n.d "Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history."
SNES Mr. Goo, Die Hard Game Fan 100/100 "When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW."
SNES Nintendo Power 4.4/5 "The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!"
Wii Lucas M. Thomas, IGN 8.5/10 "A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super."
Wii Damien McFerran, Nintendo Life (formerly VC Reviews) 9/10 "Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime Super Mario World, Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console."
Aggregators
Compiler Platform / Score
GameRankings SNES - 88.94%

Sales[edit]

Donkey Kong Country ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following Super Mario World and Super Mario All-Stars.[29] To date, it is the best-selling Donkey Kong game and overall Rare's best-selling game.[30]

References to other games[edit]

  • Donkey Kong - Cranky Kong is said to be the Donkey Kong from this game who fought Mario in some of his own games.[31] The oil drums from the first stage of this game were also featured in Donkey Kong Country at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that is playing the theme song for the Nintendo Entertainment System version of Donkey Kong in a background resembling the iron bars from the original game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original Donkey Kong.

References in later games[edit]

Pre-release and unused content[edit]

Main article: List of Donkey Kong Country pre-release and unused content

Early previews video show minor differences, such as items in different spots, different level palettes, and the Krusha and Klump enemies being invulnerable to attacks that they are vulnerable to in the final game.

Unused data still present on the cartridge include several sprites (including one enemy featured in the sequel), enemy palettes swaps and an early script which depicts Cranky Kong as a friendlier character.

Staff[edit]

Main article: List of Donkey Kong Country staff

Donkey Kong Country was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder Tim Stamper was the director while Gregg Mayles served as the designer.

The game had a team of three composers working on it. Eveline Fischer composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the Funky's Flights theme (a holdover from the arcade version of Killer Instinct,[32] featuring a vocal sample by Robin Beanland).[33] David Wise handled the rest of the soundtrack.[34]

Nintendo eShop description[edit]

After a dark and stormy night, Donkey Kong finds all of his bananas stolen by

K. Rool and his reptilian crew of Kremlings! Armed with chest-pounding muscle, mighty barrel rolls, and awesome vine-swinging skills, Donkey Kong and Diddy Kong set out to face their adversaries!

Play solo, compete with a friend, or play cooperatively with a friend in over 100 levels filled with collectibles and hidden bonus levels. With the help of Donkey Kong's quirky family, animal friends, and your fast reflexes, our dynamic duo will prove to be an unstoppable force.

Time to save those bananas!

Gallery[edit]

For this subject's image gallery, see Gallery:Donkey Kong Country.

Media[edit]

For a complete list of media for this subject, see List of Donkey Kong Country media.
Audio.svg Theme
File infoMedia:DKC SNES Theme.oga
Help:MediaHaving trouble playing?

Names in other languages[edit]

Language Name Meaning
Japanese スーパードンキーコング
Sūpā Donkī Kongu
Super Donkey Kong

French Donkey Kong Country
-
German Donkey Kong Country
-

Trivia[edit]

  • This game has an adaptation in the Super Mario-kun manga with some changes. Mario and Yoshi land in the Donkey Kong Country by mistake, and Cranky Kong asks to them help Donkey and Diddy in their task to find the bananas and stop King K. Rool.
  • A 13-minute long promotional VHS tape was released in 1994 called Donkey Kong Country: Exposed.[35]

References[edit]

  1. ^ Rare. Donkey Kong Country. Rarewhere (Internet Archive: Wayback Machine). Retrieved August 2, 2020.
  2. ^ http://www.youtube.com/watch?v=SbHL8-XkXMA
  3. ^ http://www.nintendo.co.jp/n02/shvc/8x/
  4. ^ Nintendo 公式チャンネル (July 8, 2020). ファミリーコンピュータ & スーパーファミコン Nintendo Switch Online 追加タイトル [2020年7月]. YouTube. Retrieved July 8, 2020.
  5. ^ Nintendo (July 8, 2020). NES & Super NES - July Game Updates - Nintendo Switch Online. YouTube. Retrieved July 8, 2020.
  6. ^ @NintendoEurope (July 8, 2020). "More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!" Twitter. Retrieved July 8, 2020.
  7. ^ @NintendoAUNZ (July 12, 2020). "More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!" Twitter. Retrieved July 12, 2020.
  8. ^ Nintendo. Family Computer & Super Famicom - Nintendo Switch Online Nintendo HK. Retrieved July 17, 2020.
  9. ^ Nintendo. NES & Super NES - Nintendo Switch Online (Shown in Copyrights) Nintendo Korea. Retrieved July 17, 2020.
  10. ^ Donkey Kong Country instruction booklet, page 32
  11. ^ Nintendo removing all Donkey Kong Country games from Virtual Console - Gimme Gimme Games
  12. ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, pages 4-7
  13. ^ v1.2Media:DKC V1 2.png
  14. ^ v1.1Media:DKC V1 1.png
  15. ^ https://vgmdb.net/album/149
  16. ^ https://vgmdb.net/album/15975
  17. ^ https://vgmdb.net/album/15975
  18. ^ https://www.discogs.com/Unknown-Artist-La-Bande-Originale-De-Donkey-Kong-Country/release/6927992
  19. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (5m34s). YouTube. Retrieved August 8, 2023.
  20. ^ a b c Nintendo Power, Issue 64, September 1994, The Making of Donkey Kong Country
  21. ^ a b c d e f g h The Making Of Donkey Kong Country (accessed February 20 2012)
  22. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (31m23s). YouTube. Retrieved August 8, 2023.
  23. ^ Ayden_ (July 5 2017). Les coulisses de Donkey Kong Country : Des gorilles et des hommes. Jeuxvidéo.com. Retrieved July 31, 2017)
  24. ^ Gregg Mayles (@Ghoulyboy). Twitter post on September 2, 2015. Twitter. Retrieved July 31, 2017)
  25. ^ Nintendo Magazine System (UK) Issue #33, page 57. "Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!"
  26. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (1h03m47s). YouTube. Retrieved August 8, 2023.
  27. ^ Jeremy Parish (August 8, 2016). Donkey Kong Country, Gaming's Biggest Bluff. USGamer. Retrieved September 26 2017
  28. ^ https://web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml
  29. ^ http://www.vgchartz.com/game.php?id=3108
  30. ^ http://www.gamespot.com/gba/action/donkeykongcountry/review.html
  31. ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, p. 6. "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games."
  32. ^ jared mckinney (August 14, 2008). Killer Instinct Arcade Promo (rare). YouTube. Retrieved February 2, 2014.
  33. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary. YouTube. Retrieved August 8, 2023.
  34. ^ Rare: Scribes (December 21, 2005) (Internet Archive link)
  35. ^ [1] DKC Exposed: The Making of Donkey Kong Country - Promotional VHS Retrieved October 5th, 2019.

External links[edit]