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Donkey Kong Country (old style)

Items and objects

Collectibles and mechanisms

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.

Image Name Description
File:BananaSprite65.png Bananas These are the most common items in the game, and appear almost everywhere in every level (excluding boss levels). They are very similar to coins from the Mario series, as collecting 100 of them gives the Kongs an extra life.
File:BunchoBanana65.png Banana Bunches 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.
File:RambiToken65.PNG Animal Tokens These items are special tokens in the shape of the game's various Animal Friends (excluding 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).
File:BalloonDKC65.PNG Extra Life Balloons Similar to 1-Up Mushrooms 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.
File:KONGDKC65.PNG K-O-N-G Letters 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.
File:Rambi's Animal Crate DKC.png Animal Crates 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.
File:TireDKC65.PNG Tires 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.
File:RopeDKC65.PNG Ropes 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.
File:MineCartDKC65.PNG Mine Carts 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.
Platforms 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.


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.

Image Name Description
File:BarrelDKC65.PNG Regular Barrels These ordinary barrels are very common. Steel-ringed regular barrels can be thrown at enemies, rolling along the ground if need be, to defeat an enemy or to open a secret passage.
File:VineBarrelDKCsprite.png Vine Barrels Vine barrels act as regular barrels, except they break instantly when making contact with the ground, rather than rolling.
File:BarrelCannonPlainDKC.png File:BarrelCannonAutoDKC.png Barrel Cannons 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.
File:StarBarrelDKC65.PNG Star Barrels 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.
File:DKBarrelDKC65.PNG DK Barrels 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.
File:TNTBarrelDKC65.PNG TNT Barrels 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.
File:SteelBarrelDKC65.PNG Steel Kegs Another 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.
File:SGBarrelDKC65.PNG Stop and Go Barrels These barrels appear only 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 Rockkrocs in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
60x39px On and Off Barrels 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.
File:FuelBarrelsprite65.png Fuel Barrels 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.
File:JumboBarrelDKC65.PNG Jumbo Barrel The Jumbo Barrel (aka 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.


Playable characters

The game features two playable characters who try to return the Banana Hoard. Below are these two characters and a description on them.

Image Name Description
File:DKDKC65.PNG Donkey Kong The main hero of the game, who has a hoard of bananas under his 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.
File:DiddyKDKC65.PNG Diddy Kong 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.

Supporting characters

Besides the two playable Kongs, there are also some non-playable apes who help them out in the game's special areas. The table below describes these helpers and names them.

Image Name Description
File:CandyKDKC65.png Candy Kong Known to be Donkey Kong's girlfriend, this Kong runs Candy's Save Point (or Candy's Challenge in the Game Boy Color version, 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.
File:CrankyKDKC65.PNG Cranky Kong 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.
File:FunkyKDKC65.PNG Funky Kong 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

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.

Image Name Description First level appearance Last level appearance
File:RambiDKC.PNG 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 Levels along with sensitive walls. Jungle Hijinxs Manic Mincers
File:EnguardeDKC.PNG 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. Coral Capers Poison Pond
File:WinkyDKC.PNG Winky the Frog Winky can defeat most enemies by jumping on them, some being ones that the monkeys cannot defeat by themselves, such as Zingers. 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. Winky's Walkway Rope Bridge Rumble
File:SquawksDKC.PNG 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. Torchlight Trouble Torchlight Trouble
File:ExpressoDKC.PNG 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 Klaptraps) can pass under his legs as well without injuring him. Temple Tempest Misty Mine


Normal enemies

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.

Image Name Description First level appearance Last level appearance
File:TheArmy.PNG 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. Ropey Rampage Platform Perils
Bitesize.png 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. Coral Capers Poison Pond
File:Juniorsquirt.gif 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. Coral Capers Poison Pond
Chomps.png 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. Coral Capers Croctopus Chase
File:Clampbo.PNG Clambo 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. Coral Capers Clam City
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. Coral Capers Croctopus Chase
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 Millstones. Jungle Hijinxs Platform Perils
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. Stop & Go Station Loopy Lights
File:Klumpy.PNG 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. Jungle Hijinxs Platform Perils
File:KrashKlash.PNG 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. Mine Cart Carnage Mine Cart Madness
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; brown jumps vertically, but doesn't move forward; yellow jumps left and right; gray hops forward a few times before making a long jump. Jungle Hijinxs Loopy Lights
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. Millstone Mayhem Platform Perils
File:DankyMong.PNG Manky Kong 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. Orang-utan Gang Loopy Lights
File:Mincer.PNG 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. Torchlight Trouble Manic Mincers
File:MinineckDKC.PNG 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. Vulture Culture (SNES and GBA versions)
Winky's Walkway (GBC version)
Elevator Antics (SNES and GBA versions)
Necky Nutmare (GBC version)
Necky.png 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. Jungle Hijinxs Platform Perils
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. Winky's Walkway Misty Mine (SNES and GBA versions)
Necky Nutmare (GBC version)
File:Rockkrock.PNG 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. Stop and Go Station Stop and Go Station
File:MilkSlippa.PNG 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. Reptile Rumble Misty Mine
File:JellySquidge.PNG 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. Croctopus Chase Poison Pond
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. Ropey Rampage Platform Perils


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.

Image Name Description Level appearance
File:VeryGnawty.PNG 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. Very Gnawty's Lair
File:NeckyMaster.PNG 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. Necky's Nuts
Necky's Revenge (GBA only)
File:ZingerQueen.PNG 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 barrels five times to collapse. Bumble B. Rumble
File:ReallyGnawty.PNG 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. Really Gnawty Rampage
File:DumbDrum.PNG 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. Boss Dumb Drum
File:MasterNeckySenior.PNG 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 Snr. 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. Necky's Revenge
File:KingKroolDKC.PNG King K. Rool 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. Gangplank Galleon