Donkey Kong Country 3: Dixie Kong's Double Trouble!
Ads keep the MarioWiki independent and free :)
Donkey Kong Country 3: Dixie Kong's Double Trouble! is the third game in the Donkey Kong Country game series. It is the sequel to Donkey Kong Country 2: Diddy's Kong Quest. It also has a semi-sequel for the Game Boy, Donkey Kong Land III, as well another sequel, Donkey Kong Country Returns for the Wii. The game stars Dixie Kong and her younger cousin, Kiddy Kong, as they travel through the numerous lands of the Northern Kremisphere in order to rescue Donkey Kong and Diddy Kong from the Kremling Krew and their new leader, KAOS.
A remake of the game was released for the Game Boy Advance on November 7, 2005 with new features, most noticeably six new stages and an all-new soundtrack specially designed for the Game Boy Advance sound system. It also just refers to the game as Donkey Kong Country 3 by omitting Dixie Kong's Double Trouble! Also, on December 24, 2007, the game was released on the Virtual Console for the Wii in North America. On December 25, it was released in Europe and Australia. The Wii Virtual Console release has since been delisted for unknown reasons until it and the Wii U version was released in PAL regions at the end of October 2014. It was also released on the New Nintendo 3DS Virtual Console in 2016.
Sometime after the events of Donkey Kong Country 2: Diddy's Kong Quest, both Donkey Kong and Diddy Kong suddenly go missing after they set out for a short vacation in the Northern Kremisphere. With the help of her cousin, Kiddy Kong, Dixie Kong travels across the Northern Kremisphere to search for them, while using Funky Kong's vehicles to sail over the water. Eventually, they reach Kastle KAOS, where they fight KAOS, at that time believed to be the new leader of the Kremlings. However, after it is defeated, they discover that the robot was being controlled by Baron K. Roolenstein. The Kongs fight the villain and finally find Donkey and Diddy Kong, who were being used to power KAOS.
The Kongs eventually discover the lost world Krematoa and meet the local, Boomer, who requests the Kongs to give him Bonus Coins in order to blow up boulders blocking the path of Krematoa. After finding all bonus coins and five cogs hidden in Krematoa, Dixie and Kiddy Kong give the cogs to Boomer, who then insert them in a machine in his shelter. The machine then causes the dormant volcano in the center of Krematoa to become active again, forcing K. Rool's personal submarine, the Knautilus, to emerge. The Kongs board the submarine and eventually meet Baron K. Roolenstein. They battle him a second time, but he escapes once again. Once the Kongs collect all of the DK Coins scattered around the world, they acquire the Gyrocopter from Funky Kong and soon find the Banana Bird Queen. She has been imprisoned by Baron K. Roolenstein, and can only be freed if her children, the Banana Birds, are taken to her. After rescuing the birds from several hidden Banana Bird Caves and completing a complex chain of deal for the Brother Bears inhabiting the Northern Kremisphere, the birds are united. They carry the Kongs to the queen and free her. In exchange for helping her, the Banana Bird Queen chases Baron K. Roolenstein out of the Northern Kremisphere once and for all.
Like the previous installments in the Donkey Kong Country series, Donkey Kong Country 3: Dixie Kong's Double Trouble! follows a "tag-team" system. This way, the two playable Kongs follow each other through each level. The Kong in the front of the group is the one in play. If this Kong is hit by an enemy, he or she is injured and runs away from the small group. When this happens, the lone Kong must watch out for all obstacles, as if that player is injured, a life is lost. Missing Kongs can be recovered from DK Barrels, but there are only a few of these objects in every level. When one of the Kongs is freed from a DK Barrel, he or she goes to the back of the line and follows the other Kong. At this point, the Kong in the back does not go to the front of the line unless the Kong in the lead is hit by an enemy, or if the player presses the select button on the controller.
The object of the game is to reach the end of every level, however, this cannot be done without the Kongs using some of their trademark abilities. The two Kongs, Kiddy and Dixie, both have different special abilities, although their basic abilities are mostly the same. Both Kongs are able to swim, jump, climb, and move. They can use their jumping abilities to defeat enemies or cross gaps, and also use their climbing abilities to maneuver on the game's various ropes. When swimming, however, neither of these moves can be used. Another way to attack on land besides jumping is rolling. The attack can knock foes off of the stage easily, although some enemies, such as Bristles, are almost completely immune to this attack. Additionally, if the Kongs are to roll off of a ledge and jump in mid air, they perform a super-jump. The duo is also able to balance on moving Steel Kegs, which ram into foes are they ride on it.
Both Kongs have different special abilities. The most notable ability, used by Dixie Kong, is the Helicopter Spin, which Kiddy Kong is unable to perform. This move allows Dixie to propel through the air until she hits the ground. Although Kiddy doesn't have this move, his strength makes up for the loss. He can throw barrels much faster than Dixie, as well as defeat foes that his partner cannot defeat alone. Another advantage Kiddy has is how he holds objects such as barrels. While Dixie holds objects over her head, Kiddy Kong holds them in front of his body, protecting himself. Therefore, if an enemy is to hit into him as he holds an object, it is likely that the attack won't hurt him at all, and it defeats the foe instead. Although not used too often in the game, Kiddy can also jump on water a few times while rolling. This can help the Kongs reach high areas atop the water.
There are also some moves that both Kongs are needed to use, such as the Team-up move. When using this move, one Kong picks up the other and puts them on his or her shoulders. Then, they can throw that Kong into enemies or into high areas. Because of Kiddy's weight, Dixie is hardly able to hold him. As a result, she cannot throw him too far. However, if she throws him upwards and lets him fall onto the ground, the toddler can break through the ground and find hidden items. When Kiddy teams up with Dixie and carries her, he is able to easily maneuver around, as he is quite strong. He can also throw her much farther, although she cannot break through the ground. Additionally, when both Kongs are around, Dixie can throw Kiddy into a wall, causing the toddler to bounce back. When this happens, she can jump on him as if he were a Steel Keg and ram into most enemies.
Donkey Kong Country 3: Dixie Kong's Double Trouble! is filled with various special areas, where the Kongs can meet the other Kongs and Brothers Bears around the island to help out.
Special areas in the GBA remake
Items and objects
Donkey Kong Country 3: Dixie Kong's Double Trouble! is filled with many different collectibles and objects for the Kongs to use. Below is a list of the main objects, as well as a brief description on them.
Brothers Bear items
The game features several items that must be traded between the Brothers Bears in order for the Kongs to collect all of the Banana Birds. They are required to trade if the Kongs want to complete their adventure completely. Note that some items are earned from defeating bosses and do not need to be traded with the bears. Some items must also be traded differently in the Game Boy Advance version. Below shows the items and descriptions on them, as well as what the Kongs should do with the objects.
Various barrels appear throughout the game. They are the main objects in the Donkey Kong Country series, and they have many different purposes. Below is a list of each barrel and a brief description on them.
List of levels
The game features many levels in which the Kongs must travel through to complete the game. The Kongs have to get to the end of each level, excluding the secret levels in Krematoa, in order to meet Baron K. Roolenstein at Kastle KAOS and rescue Donkey Kong and Diddy Kong. Every level, excluding boss stages and Rocket Rush, have at least two or three Bonus Levels in them, which are hidden throughout the levels. Note that the following table lists the levels in the original order on the SNES version of the game.
The game features two main playable characters who team up to save Donkey and Diddy Kong. Below is the two characters and a brief description about them.
Many other characters appear in the game to help out the Kongs. Below is a list of these supporting characters and a short description about them.
As with every Donkey Kong Country game, Animal Friends appear to help out the Kongs. Several old friends return in Donkey Kong Country 3, such as Enguarde, Squawks, and Squitter, and several new ones appear, such as Ellie and Parry. Each friend helps the Kongs in a different way, but are only found in certain levels. Below shows the game's Animal Friends, along with their abilities and their first and last level appearances.
Throughout the game, the Kongs can find several cabins that are home to the Brothers Bear. Most of these bears are facing a certain problem, and the Kongs must trade items with them to help them and earn Banana Birds. For the Game Boy Advance remake, every bear received a complete redesign and a new brother, Bachelor, also appeared.
The table below shows each of these bears and a description of them.
Many different enemies appear in Dixie Kong's Double Trouble!, each with different ways of attacking and defeating ways of being defeated. The table below list these enemies, their attacks, and their first and last level appearances.
A boss is encountered at the end of each world. Like bosses in other games, they are much stronger than normal enemies and take longer to defeat. The bosses in Donkey Kong Country 3 all have different weaknesses. The table below shows a list of the game's bosses and a brief description on them.
Players can enter codes in both the Super Nintendo and Game Boy Advance version of the game, resulting in gameplay changes.
Super Nintendo Version
Players can initiate the code-entering screen by pressing the following sequence at the file selection screen: . Some codes are permanently attached to a file if entered before starting a new game.
Game Boy Advance Version
Players can enter codes by pressing "Enter Cheat" in the "Options" menu.
Differences in the Game Boy Advance version
There are many differences between the Super Nintendo version and the Game Boy Advance version.
For Donkey Kong Country 3, Rareware's management decided to hand the game to a new set of developers. The game's graphics benefited from new compression techniques and advancements done to the ACM process.
Game Boy Advance version
As with the other Donkey Kong Country ports on the Game Boy Advance, the Donkey Kong Country 3 port was coded from scratch. Though the developers tried to be as true to the original version as possible, some changes were made to improve some mechanics and the level design. Ellie the Elephant's and the toboggan controls were specifically named by Rare employee Paul Rahme as elements the team tried to improve.
An online, Flash powered game, Barrel-Blastapalooza, was released on the Nintendo-hosted donkeykongcountry.com website to promote the Game Boy Advance release of Donkey Kong Country 3. The website's servers were eventually shut down along with the Flash game.
Dixie Kong's Photo Album
After Baron K. Roolenstein is beaten at Kastle Kaos, the player would automatically view this type of character parade at the end of the first part of the credits, showing most of the enemies and characters in the game.
For the SNES version, David Wise composed the tracks "Dixie Beat", "Crazy Calypso", "Wrinkly's Save Cave", "Get Fit A-Go-Go", "Wrinkly 64", "Brothers Bear", "Bonus Time", "Bonus Win" and "Bonus Lose" while Eveline Novakovic did the rest. David Wise composed the whole GBA soundtrack.
Pre-release and unused content
There are unused sprites in the game. They are sprites of Kracka (which were eventually used in the Game Boy Advance version) and unused sprites of Kopter (some of which were eventually used in Donkey Kong Land III).
Lose a Life and Continue
The Kongs should go to Koindozer Klamber. They need to stay at the right of the Bazuka near the Koin. Kiddy must throw Dixie above the Bazuka's cannon, making her hop and fall in the abyss. The player can move Dixie and after this, Kiddy will appear.
In many levels, it is possible to attack Koin even with the DK Coin in front it. The player must grab a Steel Keg and take it to a place where Koin is not visible in the screen and throw it in Koin's direction. The player needs to move after the Steel Keg as soon as it rolls offscreen. The Steel Keg will be seen defeating Koin.
References to other games
References in later games
Names in other languages