Orange

"Squawk! Pick up the oranges and hold, then press to throw them."

- Squawks the Parrot

Oranges, also known as Orange Grenades, are explosive fruit and collectible weapons that appear in every level of Donkey Kong 64. They look like regular oranges but have a grenade pin on top. The active Kong can throw oranges if the player presses while holding, including while in mid-air. Oranges first appear in one of the Training Barrels, to teach the player on how to throw oranges. By default, the Kongs can only carry up to 20 oranges, but by purchasing ammo belt upgrades at Funky's Store, the limit slightly increases to 25, and then another time to 30. Oranges can defeat most enemies and knock down certain fragile walls and fences.

Klumps, Mechanical Zingers, and some Zingers attack with green oranges; Klumps throw them while the Zingers drop them overhead. Klumps are sometimes seen eating oranges from afar, which they are shown to be unaffected by, because after swallowing the orange, the Klump belches. The Kong can only defeat Klumps and Robokremlings by throwing an orange at them.

Oranges also appear as a weapon in Multiplayer mode, where they create an identical shockwave attack to that of a Kasplat's. Krusha also uses oranges as ammo for his orange grenade launcher weapon.

Other appearances
In Donkey Konga 3: Tabehōdai! Haru Mogitate 50 Kyoku, the Donkey Kong 64 artwork of an orange makes a cameo in Freestyle Zone, as one of the images that appears on screen as the player freely drums on the DK Bongos.

In Mario Party 2, oranges can be seen on the tree in the minigame, Honeycomb Havoc.

In DK: Jungle Climber, oranges appear in the Orange Picker mini-game, where the objective is for Donkey Kong to climb from oranges to earn points.

In Mario Party 4, oranges appear in the Bowser minigame Fruits of Doom, as one of the potential fruits on Bowser's list.

In Yoshi's Woolly World, orange slices appear in Bonus Games.

Trivia

 * The explosion from oranges cause the game to lag, which is compensated by speeding up the Kong. The lag can be abused to bypass the collision detection of certain walls, such as the one blocking the entrance to the Angry Aztec lobby. This is ineffective in the Wii U's Virtual Console release, which has a more consistent framerate.