Donkey Kong Country: Difference between revisions

Warp Barrels didn't appear by name until DKC2; like Bonus Barrels, they were just Blast Barrels.
(Warp Barrels didn't appear by name until DKC2; like Bonus Barrels, they were just Blast Barrels.)
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|style="text-align:center"| [[File:Rockkroc DKC sprite.png]]
|style="text-align:center"| [[File:Rockkroc DKC sprite.png]]
|style="text-align:center"| [[Rock Kroc]]
|style="text-align:center"| [[Rock Kroc]]
|Rock Krocs dash back and forth rapidly while the Go Barrels are activated, 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 they activate the Stop Barrels, causing the Rock Krocs to briefly curl into a ball until the Stop Barrels turn into Go Barrels. Rock Krocs are invincible and cannot be defeated except in the Game Boy Advance remake, where Donkey Kong can Hand Slap a Rock Kroc while it is inactive.
|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 except in the Game Boy Advance remake, where Donkey Kong can Hand Slap a Rock Kroc while it is inactive.
|colspan=2, style="text-align:center"|[[Stop & Go Station]]
|colspan=2, style="text-align:center"|[[Stop & Go Station]]
|-
|-
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Three different versions are known to exist for the North American release.
Three different versions are known to exist for the North American release.
;V1.1
;V1.1
In [[Trick Track Trek]], the moving platform doesn't fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
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]]{{ref needed}})
;V1.2 ([[Player's Choice]]{{ref needed}})
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>
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>
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*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 achieve 101% completion.  
*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 achieve 101% completion.  
*Most of the music and sound effects were taken from ''Donkey Kong Land'' or downgraded for Game Boy Color. Its Forest Frenzy track was even entirely newly composed.
*Most of the music and sound effects were taken from ''Donkey Kong Land'' or downgraded for Game Boy Color. Its Forest Frenzy track was even entirely newly composed.
*The Warp Barrel in [[Mine Cart Carnage]] was removed.
*The warping Blast Barrel in [[Mine Cart Carnage]] was removed.
*The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by [[Candy's Challenge]] where Donkey Kong or Diddy must complete a challenge in each world.
*The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by [[Candy's Challenge]] where Donkey Kong or Diddy must complete a challenge in each world.
*The staff credits shows various screenshots instead of taking place in [[DK's Tree House]]. The cast of characters no longer appears in the game.
*The staff credits shows various screenshots instead of taking place in [[DK's Tree House]]. The cast of characters no longer appears in the game.
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**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
*Rock Krocs can now be defeated by Donkey Kong's hand slap move when they are curled up in a ball when the [[Stop & Go Barrels]] turn to the sign "STOP".
*Rock Krocs can now be defeated by Donkey Kong's hand slap move when they are curled up in a ball when the [[Stop & Go Barrel]]s turn to the sign "STOP".
*Some enemies come in more varieties of colors (normal Gnawties are blue, normal Kritters are purple, etc.) The original colors of some of said enemies are briefly featured in the credits.
*Some enemies come in more varieties of colors (normal 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 the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their first two worlds.
*The Blast Barrels that send the Kongs to [[bonus room]]s are replaced by the [[Bonus Barrel]]s used in ''Donkey Kong Country 2'' and ''Donkey Kong Country 3''.
**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.
**Bonus rooms now have title cards ("Find the Exit", "Stop the Barrel", etc); this is another carryover from the sequels.
*The Blast Barrels that send the Kongs near the end of the level are replaced by [[Warp Barrel]]s.
**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 the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their 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, the original barrel simply sends them 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 Drums thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*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 Drums thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
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*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.
*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.
*Some of the level backgrounds are edited:
*Some of the level backgrounds are edited:
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day doesn't change to night, unlike in the original.
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.
**Likewise, at the end of [[Ropey Rampage]], the tropical storm doesn't end.
**Likewise, at the end of [[Ropey Rampage]], the tropical storm does not end.
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
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*The game exclusively features the "Hero Mode", unlocked for getting at least a 90% [[completion]] on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Continue Barrels or DK.
*The game exclusively features the "Hero Mode", unlocked for getting at least a 90% [[completion]] on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Continue Barrels or DK.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
*The Barrel Cannons that send the Kongs to [[Bonus Area]]s are replaced by the [[Bonus Barrel]]s used in ''Donkey Kong Country 2'' and ''Donkey Kong Country 3''.
**Bonus Areas now have title cards ("Find the Exit", "Stop the Barrel", etc); this is another carryover from the sequels.
*The game has more sound effects and character voices, particularly from ''Donkey Kong 64''.
*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; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
*K-O-N-G Letters spin around as in later ''Donkey Kong Country'' games, instead of always facing the screen; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
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