Donkey Kong Land

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Template:MoreImages Template:Infobox Donkey Kong Land, Known in Japan as Super Donkey Kong GB, is a video game developed by Rareware for the Game Boy. Released in 1995, it is a handheld follow-up of Donkey Kong Country, and the game's pseudo sequel. The game is also one of the few Game Boy games to feature a specially colored cartridge (yellow), which is also used on the two sequels, Donkey Kong Land 2 and Donkey Kong Land III. It is one of the first games to feature Super Game Boy special features, including a rendered jungle border across the television screen. It was also released for the 3DS's Virtual Console in Japan on April 2, 2014, in Europe on October 16, 2014 and in Australia on October 17, 2014.

The game is often mistaken as a Game Boy "port" of Donkey Kong Country. Although it is true that the two games play the same using the same engine, the storyline is different and Donkey Kong Land has different levels, enemies, and bosses from the ones featured in Donkey Kong Country.

Story

According to the game's instruction booklet, the story takes place after the events of Donkey Kong Country, where Donkey Kong and Diddy Kong are discussing about their latest adventure to Cranky Kong. Cranky admits that the adventure was more successful than he thought, although claiming that it was only because of the "fancy graphics" and that "Kids'll buy anything nowadays". After Cranky goes on about the games of his time, the two other Kongs try to convince him that it was not only fancy graphics that made Donkey Kong Country great, but that it "was just plain fun". However, this did not convince the old ape, so Donkey and Diddy decide to have an adventure on an 8-bit system, with King K. Rool stealing the Banana Hoard again. Once the bet is decided, Cranky Kong arranges everything and calls King K. Rool to come and take the hoard overnight. Afterward, the two heroes decide to rest for the adventure ahead of them.

Gameplay

File:DKLTitleScreen.png
The title screen for Donkey Kong Land, as seen with the Super Game Boy adapter.

Donkey Kong Land is a 2-D platformer, designed for the Game Boy. Because of the Game Boy's limitations, the game offers less than its 16-bit predecessor. On the level select screen, names of the stages are no longer present, and the levels themselves have very few Bonus Levels, usually only having one or two. Additionally, after the Kongs find all the Bonus Levels in an area, an exclamation point appears above the level's circular marker in the overworld.

The game is divided into four worlds, each with seven normal levels, with the exception of the game's first world, Gangplank Galleon Ahoy!, which contains a total of nine. A boss level also appears in each world and must be completed to progress. Though most levels are unlocked after beating its previous level, some levels can be accessed before later levels. This can be done by finding rare, barrel-shaped bombs inside some levels and blasting away large boulders. With these boulders destroyed, a passageway to a certain level can be found. Unlike in Donkey Kong Country, the Kongs will be able to travel freely to any level without any assistance, as they can simply journey world-to-world on foot.

File:JungleJauntDKLHalfway.png
Donkey Kong near a checkpoint.

Like in most platformer games, the goal is to reach the end of the level, without being defeated by an enemy or falling into a trap. The Kongs must make their way through each level carefully, or else an enemy may attack. When this happens, one of the Kongs in the group will run away. With one hero remaining, the player must be careful, as losing both Kongs can end the level in a loss. Luckily, missing Kongs can be recovered by using Buddy Barrels, common barrels found in every level. A few continue points, usually one or two, appear in levels as well. If touched, the Kongs will appear back at the last continue point upon losing the level. Each level ends with a small portal, which the player should jump into to exit the level. Sometimes, levels may have more than one portal.

Playable characters and abilities

As in the game's prequel, Donkey Kong and Diddy Kong are the only playable characters. The stats of these apes both vary, just as in the previous game. Donkey Kong, the leader of the group, does not have as much speed as his partner, Diddy, nor can he move quite as fast. He is, however, much stronger and is the only character able to beat the powerful foes, Krushas, without using a TNT Barrel. Diddy, on the other hand, is much smaller than Donkey Kong, and can get through tight areas more easily.

The basic ability, jumping, can be done by both Kongs to defeat enemies, cross pits, or to simply jump to access higher areas. Both Kongs also have the ability to roll or cartwheel into foes. This can defeat the enemies much more easily than jumping on them, and it also gives the heroes an extra speed boost. Sometimes, the Kongs will find themselves requiring to cross a wide abyss too large to jump over. With their cartwheel and roll moves, they can perform a super-jump, making them roll over the gap and jumping in mid-air for an extra boost. Bouncing on a tire can give them an extra boost in the air as well.

Diddy Kong climbing.

Though not used as much as jumping and rolling, the Kongs can also climb ropes and swim through water. To climb, the heroes must simply jump up and touch a rope. Climbing can be useful when crossing large gaps, though it can only be done on ropes. Jumping rope-to-rope is common in some levels, but luckily, the Kongs have no trouble in grabbing onto other ropes. During underwater levels, the apes will also use their ability to swim. Tapping the A Button while swimming can make the Kongs move higher as they slowly float downwards. When the Kongs swim, they will not have as much control as on land, and as a result they should be careful.

Animal Friends

Donkey Kong riding on Expresso.

Unlike Donkey Kong Country, Donkey Kong Land is filled with very little Animal Friends, a total of only two. In fact, Animal Friends seldom appear in most levels. The Animal Friends here are unable to shoot through barrels, and they will suddenly drop to the ground once these obstacles are approached. Still, they can be a big help in the Kongs' quest with their different abilities. Below shows the capabilities and appearances of both Animal Friends in the game, Rambi the Rhino and Expresso the Ostrich.

Image Name Description
Rambi Rambi the Rhino The rhino buddy first appears in the level Jungle Jaunt. He is able to charge into enemies to easily defeat them. Rarely, Rambi is able to break through certain walls to create an opening to a Bonus Level. Because of this, Rambi is quite an important friend, and he is needed to complete the game 100%.
No image available Expresso the Ostrich The ostrich buddy is the other Animal Friend in Donkey Kong Land. First appearing in a Bonus Level located in Deck Trek, Expresso is able to help the Kongs cross wide abysses with his useful flying abilities. Strangely, this helpful capability is never used to find any Bonus Levels, but is instead used inside them. Out of his four appearances, three of them take place in a Bonus Level. Expresso is able to defeat enemies in this game, unlike in Donkey Kong Country.

Levels

Levels and Bonus Areas
Gangplank Galleon Ahoy!
# Level Bonus Areas Type of level Music theme
1 Jungle Jaunt 2 Jungle Jungle Jaunt
2 Freezing Fun 1 Snow Snowy Pig Wings
3 Simian Swing 2 Jungle Jungle Jaunt
4 Deck Trek 2 Ship Gangplank Galleon Ahoy!
5 Rope Ravine 2 Snow Snowy Pig Wings
6 Tyre Trail 3 Jungle Jungle Jaunt
7 Riggin' Rumble 2 Ship Gangplank Galleon Ahoy!
8 Congo Carnage 2 Jungle Jungle Jaunt
9 Arctic Barrel Arsenal 2 Snow Snowy Pig Wings
10 BOSS LEVEL: Wild Sting Fling 0 Ship K. Rool's Acid Punk
Kremlantis
# Level Bonus Areas Type of level Music theme
11 Tricky Temple 1 Temple Ancient Beaver Bop
12 Kremlantis 0 Underwater ruins Kremlantis
13 Reef Rampage 0 Coral Aquatic Ambience
14 Snake Charmer's Challenge 1 Temple Ancient Beaver Bop
15 Chomp's Coliseum 0 Underwater ruins Kremlantis
16 Nautilus Chase 0 Coral Aquatic Ambience
17 Swirlwind Storm 1 Temple Ancient Beaver Bop
18 BOSS LEVEL: Seabed Showdown 0 Underwater ruins K. Rool's Acid Punk
Monkey Mountains and Chimpanzee Clouds
# Level Bonus Areas Type of level Music theme
19 Pot Hole Panic 2 Cave Cavey Cavey
20 Mountain Mayhem 2 Mountain Monkey Mountain
21 Track Attack 2 Clouds Chimpanzee Clouds
22 Spiky Tyre Trail 2 Cave Cavey Cavey
23 Sky High Caper 1 Clouds Chimpanzee Clouds
24 Landslide Leap 2 Mountain Monkey Mountain
25 Collapsing Clouds 2 Clouds Chimpanzee Clouds
26 BOSS LEVEL: Mad Mole Holes 0 Caves K. Rool's Acid Punk
Big Ape City
# Level Bonus Areas Type of level Music theme
27 Balloon Barrage 2 Skyscraper Big Ape City
28 Kong Krazy 1 Blimp Blimp Off
29 Construction Site Fight 2 Construction site Great Girder Grapple
30 Fast Barrel Blast 2 Blimp Blimp Off
31 Skyscraper Caper 1 Skyscraper Big Ape City
32 Button Barrel Blast 2 Construction site Great Girder Grapple
33 Oil Drum Slum 2 Skyscraper Big Ape City
34 BOSS LEVEL: K. Rool's Kingdom 0 Blimp K. Rool's Acid Punk

Items

Many items can be found around Donkey Kong Land, and each help the duo complete levels or defeat enemies. Each item has a different purpose.

Image Item Effect
The sprite of a simple banana from Donkey Kong Land. Bananas Bananas are the most abundant items in the game. They appear all over the game's levels. Collecting 100 of these common items can give the heroes an extra life.
The sprite of a Banana Bunch from Donkey Kong Land. Banana Bunches Banana Bunches appear often in levels. They are just like normal bananas, though they are worth a total of ten bananas, instead of one.
A Barrel in Donkey Kong Land. Barrels These wooden kegs are very rare items, found in only three levels. They can be thrown to defeat even the strongest kinds of enemies, as well as bust open walls.
A Buddy Barrel from Donkey Kong Land. Buddy Barrels Buddy Barrels are the game's most common kind of barrel and have a DK logo on them. If one of the Kongs are missing, likely from being hit by an enemy, these barrels will contain the lost hero. Because of this, Buddy Barrels are very valuable during gameplay.
No image available TNT Barrels TNT Barrels are found often in levels and can be thrown at enemies to defeat them. However, these types of barrels are much more explosive, and can blast away strong foes. They can even blast away Oil Drums.
File:Kong Tokens DKL.PNG Kong Tokens Kong Tokens are another common type of item in the game. They are found all over every level, mainly in Bonus Levels. Once the Kongs collect some of these special coins, they can exchange them for extra lives in certain Bonus Areas.
No image available Extra Life Balloons Extra Life Balloons are also important items in Donkey Kong Land. If they are collected, the Kongs will gain an extra life, keeping them away from a Game Over. These balloons fly away fast, so the Kongs must make sure they act fast to get them.
File:K-O-N-G Letters DKL.PNG K-O-N-G Letters K-O-N-G Letters are one of the game's most vital items. Every level has four of these letters (spelling "KONG") scattered throughout them in order. Each letter must be collected for the Kongs to save their game. Additionally, in the level, Kong Krazy, these items can be used as platforms.
File:Checkpoint DKL.PNG Continue Point This item replaces the Star Barrel from Donkey Kong Country. When touched, it automatically saves the player's progress at that point into that level. Continue Points appear in every level and can be found more than once in a level.

Enemies and hazards

Donkey Kong near the enemy, Nemo.

Donkey Kong Land is filled with only twenty different enemies and hazards, although most first appeared in the prequel to the game, Donkey Kong Country. Enemies listed below in bold are those who have already appeared in this previous game in the Donkey Kong series. The table also lists the first and last level that these enemies and hazards have shown up in. Noticeably, many of these foes have stayed in throughout the whole game, not making a final appearance until the levels of the last world, the Big Ape City. Swirlwinds can also help the Kongs on their quest, other than harming them.


Image Enemy/hazard Description First level appearance Last level appearance
An Army from the game Donkey Kong Land. Army Whenever the Kongs approach an Army - which is a small and unforeseeable armadillo enemy -, it starts attacking by retracting into its shell and setting off in a small ball-roll towards the monkeys. This action will harm the heroes whether they stay in the armadillo's way, so it's better to jump and stomp on it before it's too late. However, while the armadillo is rolling, only Donkey Kong can grant its doom with only one stomp; Diddy Kong needs to jump on the animal two times, first while it's rolling, then when it's standing on foot, in order to ground it permanently. This means that the Army is extremely vulnerable when not rolling. Tyre Trail Button Barrel Blast
Chomps, an underwater enemy from Donkey Kong Land. Chomps Jr. Chomps Jr. is the younger version of the "ape-eating shark"[1] under the name of Chomps. It swims in the mysterious waters of Kremlantis, sometimes aimlessly, other times from side to side. It is a threat for the Kongs; when the monkeys come in contact with a Chomps Jr., they will get hurt. The Chomps Jr. sharks also appeared in Donkey Kong Country, where the only way to bash them was by using Enguarde the Swordfish; since Enguarde is not present in Donkey Kong Land, and the game not featuring any other way to defeat underwater creatures, there is absolutely no way to kill a Chomps Jr. Chomp's Coliseum Oil Drum Slum (Bonus Level)
File:Clambo DKL.png Clambo Clambos have changed drastically in this game from their very first appearance, in Donkey Kong Country. They do not not spit dangerous pearls anymore, and have a larger shell. They resemble clams with large shell spans. Given the fact that they open and close their shells repeatedly, and also that Clambos often stand in narrow passages underwater - not to add that they are harmful -, it is obvious that the Kongs may not easily pass them. Clambos cannot succomb. Nautilus Chase Nautilus Chase
File:Fangfish DKL.PNG Fangfish A large bass even bigger than Chomps, although it has the same attack pattern. It is invulnerable, as there is nothing that can defeat a marine creature. It takes large spaces in water, and the heroes must swim carefully near a Fangfish. Kremlantis Kaos Oil Drum Slum (Bonus Level)
A Gloop in Donkey Kong Land. Gloop Gloop is yet another underwater enemy, and swims just like Chomps and Fanfish. This species is the smallest one out of all the fish encountered in Donkey Kong Land, but nevertheless it still cannot be attacked in any way. Gloops look just like moorish idols. Kremlantis Kaos Oil Drum Slum (Bonus Level)
The Gnawty in Donkey Kong Land. Gnawty Gnawties are naughty beavers who don't seem to be so respectful to the heroes. Although they can hurt the Kongs just by touching them, Gnawties seem to be the weakest baddie in the game; they can be grounded by any attack pattern of the monkeys. They usually have a set path, but can also be found walking aimlessly, similar to Goombas. Freezing Fun Oil Drum Slum
File:Hogwash DKL.PNG Hogwash Hogwashes are eccentric enemies encountered mostly in the sky and snow levels. They are flying pigs that either have a path to follow, or fly without remorse straight. It is possible to collapse the Hogwashes by any attack method. Freezing Fun Skyscraper Caper
Klaptrap's sprite from Donkey Kong Land. Klaptrap Very small crocodiles that crawl fast on the ground. Neither Donkey nor Diddy can roll/cartwheel over a Klaptrap, because its teeth are harmful (oddly enough, not even their back is safe). A single stomp on its top is necessary in order to make the enemy tumble. Expresso the Ostrich can simply avoid Klaptraps - the bird's feet are very long and skinny, making it impossible for the crocodile to reach Expresso's body, and hurt him. Riggin' Rumble Skyscraper Caper
The Kritter Kremling sprite from Donkey Kong Land. Kritter A Kritter is a generic Kremling pedestal found in most of the levels in the game. Kritters are as vulnerable as Gnawties (meaning that every attack pattern is reccomended to make them dissapear), and they also harm the Kongs by simply walking into them. The game also features jumping Kritters; there is no real change between Kritters that went afoot and hopping Kritters, yet the latter ones only stomp on the heroes. Jungle Jaunt Oil Drum Slum
Krusha, as he appears in Donkey Kong Land. Krusha Krusha absolutely deserves its name, as it is a very strong Kremling who does not let himself down by any of the Kongs' attack methods, except for Donkey Kong's stomp. There is also another way to crush the Krusha: by hurling any type of barrels at it. When Donkey or Diddy Kong roll into a Krusha, it will push them back and start laughing at them. But this strong Kremling's way to attack monkeys is identical to that of a Kritter's. Tricky Temple Oil Drum Slum
No image available Mincer Indestructible mechanichal obstacles that resemble tires with spikes. They just pivot while floating in the air (or underwater) in a set path (either in circles or straight from one point to another), and make it harder for the heroic apes to pass them. Mincers usually appear in Bonus Levels, guarding several bonuses. Deck Trek Button Barrel Blast (Bonus Level)
This is a nut-spitting bird named Mini-Necky in Donkey Kong Land. Mini-Necky A precious little vulture birdy that surprisingly spits nuts at the Kongs. Mini-Neckies flap their wings while standing still in the air and do their job described earlier. The Kongs can either roll or jump or them, although they must be careful - the birds spit the harmful nuts periodically. Not only the nuts can hurt the heroes, but also Mini-Neckies themselves are perilous. Deck Trek Fast Barrel Blast
Necky, a vulture enemy from the game, Donkey Kong Land. Necky In this game, Neckies are not seen very often; they are even rarer than their smaller counterparts, the Mini-Neckies. The only Neckies in the game only stay on the top of small hills and cover themselves with one wing. When they see the Kongs, Neckies start throwing nuts all over the place. These nuts are very easy to dodge, however. The monkeys can ground those vultures by rolling over them or stomping them. Congo Carnage Pot Hole Panic
File:Nemo DKL.PNG Nemo Nemos are enormous nautili that act just like the Croctopi in Donkey Kong Country. Nevertheless, they are more agile enemies, as they are capable of chasing the monkeys even in very narrow paths underwater. Before pursuing the Kongs, Nemos stay inside their shells, inertly. After sensing the apes, Nemos will burst out of their shells and will start to chase them. They can't be killed whatsoever. Nautilus Chase Nautilus Chase
No image available Oil Drum Oil Drums are rare obstacles in the game. Not only that they can hover in the air immobile, serving as platforms; some of them host dangerous flames of fire that burst out of them and retract from time to time. Because of this, the monkeys have to leap from one drum to another platform (or just jump over them if the drums are on the ground) fast in order to escape being burned. An Oil Drum can be destroyed with a TNT Barrel. Landslide Leap (Bonus Level) Oil Drum Slum
The sprite of a Slippa from the game, Donkey Kong Land. Slippa Slippas are coral snake-like reptiles that crawl on the ground. They can be defeated by absolutely any attack pattern the Kongs use, only they are harmful if touched on one of their left or right sides. They are mostly encountered in jungles, temples, caves, city slums or on board the Gangplank Galleon. Jungle Jaunt Oil Drum Slum
Sprite of a basket of snakes Slippa Jar An infinite amount of Slippas can come out of a Slippa Jar, which replaces the enemy drums from Donkey Kong Country. They are vases that always shake and throw Slippas out. The Slippa Jars themselves are only dangerous when they roll on the stairs towards the Kongs. Otherwise, they can be even used as platforms, and when the monkeys stay on them, Slippas won't come out. Slippa Jars can be broken with TNT Barrels. Snake Charmer's Challenge Snake Charmer's Challenge
Flapper sprite Snapper Snappers are invulnerable enemies that live in the waters of Kremlantis. When a Kong approaches a Snapper, the clam-like enemy will start to swim downwards while snapping, hence its name. They are usually found blocking small paths, and the Kongs may avoid the Snappers while they go down. However, the monkeys must be quick, because the mollusks will swim back to their initial point. Kremlantis Kaos Chomp's Coliseum
No image available Swirlwind Very strange enemies called Swirlwind spin in the temple levels. They resemble small tornadoes, and they are harmful to the monkeys when they are touched by the sides, yet also helpful to reach higher areas, as Swirlwinds send the Kongs up high when they bounce on them. When a hero is close to a Swirlwind, the tornado will start to chase him; bouncing on a Swirlwind also makes it move. Swirlwinds cannot be ended in any way, although they can be lured to pits. Snake Charmer's Challenge Swirlwind Storm
Zinger the wasp in Donkey Kong Land. Zinger Finally, the wasp creatures named Zingers appear in almost every level of Donkey Kong Land. They fly just like Mincers (from one point to another, in circles, or just flap their wings in the air while standing). They display some spikes on their back, however, no part of their body is vulnerable to the Kongs, instead of just their back. Nevertheless, unlike Mincers, Zingers can be grounded with any type of barrel. Freezing Fun Oil Drum Slum


Bosses

Throughout the Kongs' quest, they not only find the enemies listed above, but also several bosses, who require a little more skill to beat. Each boss appears at the end of all the game's worlds, and must be defeated to allow the heroes to progress.


Image Boss Description Location Level name
Wild Sting from Donkey Kong Land. Wild Sting Wild Sting The first boss of the game, encountered on Gangplank Galleon. It is a flying stingray, which must be stomped by the Kongs several times in order to defeat it. The attack pattern of Wild Sting is pretty simple and repetitive - it constanly swoops down at the monkeys, and goes faster each time it gets damage. Gangplank Galleon Ahoy! Wild Sting Fling
Giant Clam Giant Clam The Giant Clam is the second boss in the game. It is fought underwater, and continously shoots pearls at the Kongs. During the combat, the heroes need to stand every time near the large clam found at one of the corners of the screen, wait for the Clambo to spit a pearl, dodge it and let the helping clam do its job by rebounding the pearl back to the boss. The pearl will then hit the Clambo; it needs to be hit several times in order to fall down. Also, it is important to know that the helping clam will change its position everytime Giant Clam is hit. Kremlantis Sea-bed Showdown
The enemy boss Hard Hat from Donkey Kong Land. Hard Hat Hard Hat is a mad mole fought in a cavern at the edge of Monkey Mountains. This cavern is small, and consists of an arena whose ground is dug up in three holes, from which the boss comes out. The battle with Hard Hat is similar to a "whack-a-mole" game; the small creature surprises the player by popping out of one of the three holes, looks cautiously at the Kongs, then takes off the mine helmet he wears on the head and, to show his bad tantrum to the monkeys, hurls the dangerous helmet at them. While the mole's head is discovered, the Kongs need to carefully dodge the mine helmet and then stomp on the boss's baldness. After being hit, Hard Hat will enter back in his den and burst out of another hole. The procedure must be repeated until Hard Hat is defeated. Monkey Mountains/Chimpanzee Clouds Mad Mole Holes
File:DKLKingK.RoolSprite.png King K. Rool The king of the Kremlings is the very last boss of Donkey Kong Land. He appears to be much smaller than in Donkey Kong Country, but nonetheless, he offenses the Kongs just like he did before. First of all, it is clear that Hard Hat had a very similar battle style. King K. Rool throws his crown at the heroes, which inflicts damage to them. While the Kremling does not have his crown on the head, Donkey or Diddy need to stomp him, and repeat this every time until K. Rool falls beaten. Big Ape City K. Rool's Kingdom


Staff

Main article: List of Donkey Kong Land staff

Main Programming

  • Paul Machacek

Support Programming

  • Steve Patrick
  • Oliver Norton

Scenery

  • Dean Smith

Sprite Graphics

Additional Graphics

  • Neil Crook

Glitches

Main article: List of glitches in Donkey Kong Land

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If Donkey or Diddy hits an enemy and gets knocked back with no visible ground below, the game will mistake the player for falling into a pit and will count it as an instant death, even if both Kongs are present.

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In some levels, particularly jungle levels, there are Neckys that sit on platforms and spit nuts, hoping to hit the Kongs when they're below him. However, if Necky is on the top of the screen, the sound effect of spitting nuts can be heard, but no nuts are actually fired.

Reception

On release, Famitsu scored the game a 24 out of 40. Donkey Kong Land received a 71% at GameRankings.

Beta elements

Main article: List of Donkey Kong Land beta elements

Several creatures and characters who were originally going in this game were abandoned for unknown reasons. These creatures and characters included a fish enemy named Pucka, an unnamed Kong who wore a hat and a what appears to be a baby ram named Ram Bunkshus. All these unused characters were first advertised in an old issue of Nintendo Power, which included pictures of them.

Gallery

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References


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