Castle Crush: Difference between revisions

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'''Castle Crush''' is the thirtieth level of ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', as well as the twenty-ninth level in the same game's [[Game Boy Advance]] remake. It is also the third area of [[K. Rool's Keep]] in ''Donkey Kong Country 2'', and the second area of the world in the remake. It is one of two levels to not appear in ''[[Donkey Kong Land 2]]'', as it was replaced by [[Dungeon Danger]], a castle level without a rising floor.
'''Castle Crush''' is the thirtieth level of ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', as well as the twenty-ninth level in the same game's [[Game Boy Advance]] remake. It is also the third area of [[K. Rool's Keep]] in ''Donkey Kong Country 2'', and the second area of the world in the remake. It is one of two levels to not appear in ''[[Donkey Kong Land 2]]'', as it was replaced by [[Dungeon Danger]], a castle level without a rising floor.


This is the first castle level that [[Diddy Kong|Diddy]] and [[Dixie Kong]] venture through, and it features a gimmick not seen in any other ''[[Donkey Kong Country (series)|Donkey Kong Country]]'' game: a rising floor. The rising floor forces the [[Kong]]s to avoid all ceilings, as they can be lifted towards them and then smashed into them. As they maneuver away from any structures or ceilings that they can be smashed into, several enemies try to get in their way, including [[Kruncha]]s, [[Kutlass]], [[Klampon]]s, [[Krook]]s, [[Neek]]s, [[Spiny (Donkey Kong)|Spinies]], [[Zinger]]s, and [[Mini-Necky|Mini-Neckies]]. The [[Animal Buddy]], [[Rambi the Rhinoceros]], who is needed to access a [[Bonus Level]], can be found in this level to help the primates defeat these foes for a portion of the level. [[Squawks the Parrot]] also appears in this level, and he is required to safely grab the level's [[DK Coin]] and to reach a [[Bonus Barrel]].
This is the first castle level that [[Diddy Kong|Diddy]] and [[Dixie Kong]] venture through, and it features a gimmick not seen in any other ''[[Donkey Kong Country (series)|Donkey Kong Country]]'' game: a rising floor. The rising floor forces the [[Kong]]s to avoid all ceilings, as they can be lifted towards them and then smashed into them. As they maneuver away from any structures or ceilings that they can be smashed into, several enemies try to get in their way, including [[Kruncha]]s, [[Kutlass]], [[Klampon]]s, [[Krook]]s, [[Neek]]s, [[Spiny (Donkey Kong Country 2: Diddy Kong's Quest)|Spinies]], [[Zinger]]s, and [[Mini-Necky|Mini-Neckies]]. The [[Animal Buddy]], [[Rambi the Rhinoceros]], who is needed to access a [[Bonus Level]], can be found in this level to help the primates defeat these foes for a portion of the level. [[Squawks the Parrot]] also appears in this level, and he is required to safely grab the level's [[DK Coin]] and to reach a [[Bonus Barrel]].


The [[Super Nintendo Entertainment System]] version of Castle Crush is infamous among players for [[List of glitches in Donkey Kong Country 2: Diddy's Kong Quest#Castle Crush Glitch|a fatal glitch]].
The [[Super Nintendo Entertainment System]] version of Castle Crush is infamous among players for [[List of glitches in Donkey Kong Country 2: Diddy's Kong Quest#Castle Crush Glitch|a fatal glitch]].
==Level Layout==
==Level Layout==
===''Donkey Kong Country 2''===
The Kongs begin the level on a flat pathway surrounded by walls. Soon, a separate structure rises and lifts them off the ground, leading them up to a large group of [[banana]]s. As they are lifted higher, a Neek and a Spiny emerge from nearby alcoves to attack. A [[DK Barrel]] is located to the left of them on the other side of the wall as they encounter these foes. When the floor rises high enough, the wall blocking them from the barrel ends, allowing them to reach the barrel, which they can use to defeat a Kutlass in a narrow passage higher up. A passage is located to the left of the Kutlass, and an alternate path is to the right of it. The path on the left contains an [[Animal Barrel]], and if the heroes enter it, they are turned into Rambi. A Krook stands near the path on the right and tries to hit the Kongs with its hooks as they come by. However, the foe is soon crushed into the ceiling from the rising floor. Once the floor rises higher, the two pathways join together and the heroes are lifted into a single passage that contains a Neek, and later, a Kruncha. After the heroes pass this enemy, they are lifted into a wide, open room with Spinies on both sides of it.  
The Kongs begin the level on a flat pathway surrounded by walls. Soon, a separate structure rises and lifts them off the ground, leading them up to a large group of [[banana]]s. As they are lifted higher, a Neek and a Spiny emerge from nearby alcoves to attack. A [[DK Barrel]] is located to the left of them on the other side of the wall as they encounter these foes. When the floor rises high enough, the wall blocking them from the barrel ends, allowing them to reach the barrel, which they can use to defeat a Kutlass in a narrow passage higher up. A passage is located to the left of the Kutlass, and an alternate path is to the right of it. The path on the left contains an [[Animal Barrel]], and if the heroes enter it, they are turned into Rambi. A Krook stands near the path on the right and tries to hit the Kongs with its hooks as they come by. However, the foe is soon crushed into the ceiling from the rising floor. Once the floor rises higher, the two pathways join together and the heroes are lifted into a single passage that contains a Neek, and later, a Kruncha. After the heroes pass this enemy, they are lifted into a wide, open room with Spinies on both sides of it.  


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[[File:CastleCrush165.PNG|thumb|180px|The Kongs dodge some Zingers as they rise through the level.]]
[[File:CastleCrush165.PNG|thumb|180px|The Kongs dodge some Zingers as they rise through the level.]]
Another alcove is to the right of here with six bananas in it. The primates are soon raised high into a narrower passage with two Krooks in long, thin spaces on the sides of it. They must dodge their hook projectiles, until the foes are soon crushed by the rising floor. Farther above this area, the duo can find a pathway leading them to the east past a trio of Spinies. In a wider room higher from here, they can find four Zingers that move in circular paths and orbit bananas. Once they pass the foes, they access a wide room with another passage on the opposite side of it. There are two Klampons with a Spiny between them in this area that the Kongs must pass as they head through the room. Once they reach the passage, they are led into a higher room with a barrel at the end of it. There are two passages at the top of the room, but one, which contains a Banana Coin and a Banana Bunch, is blocked off by a Zinger, who can only be defeated with the nearby barrel. The opposite passage leads simply to a trio of bananas. Either one of the passages can be used to reach a room that contains an [[End of Level Target]]. If they hit this target, they complete the level. Additionally, they can hit the target from a high platform to win a prize from it.
Another alcove is to the right of here with six bananas in it. The primates are soon raised high into a narrower passage with two Krooks in long, thin spaces on the sides of it. They must dodge their hook projectiles, until the foes are soon crushed by the rising floor. Farther above this area, the duo can find a pathway leading them to the east past a trio of Spinies. In a wider room higher from here, they can find four Zingers that move in circular paths and orbit bananas. Once they pass the foes, they access a wide room with another passage on the opposite side of it. There are two Klampons with a Spiny between them in this area that the Kongs must pass as they head through the room. Once they reach the passage, they are led into a higher room with a barrel at the end of it. There are two passages at the top of the room, but one, which contains a Banana Coin and a Banana Bunch, is blocked off by a Zinger, who can only be defeated with the nearby barrel. The opposite passage leads simply to a trio of bananas. Either one of the passages can be used to reach a room that contains an [[End of Level Target]]. If they hit this target, they complete the level. Additionally, they can hit the target from a high platform to win a prize from it.
==Secrets==
==Secrets==
===K-O-N-G Letters===
===K-O-N-G Letters===
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*N: The letter N is located near the wall immediately before the No Animal Sign for Squawks.
*N: The letter N is located near the wall immediately before the No Animal Sign for Squawks.
*G: After the Kongs reach the final DK Barrel in the level, they encounter a Kruncha, who emerges from an alcove in the wall that contains the letter G.
*G: After the Kongs reach the final DK Barrel in the level, they encounter a Kruncha, who emerges from an alcove in the wall that contains the letter G.
===Bonus Levels===
===Bonus Levels===
[[File:CastleCrush265.PNG|thumb|180px|The Kongs search for the Kremkoin in the second Bonus Level.]]
[[File:CastleCrush265.PNG|thumb|180px|The Kongs search for the Kremkoin in the second Bonus Level.]]
*As Rambi, the Kongs must ride along the floor for a while, until they see a formation of bananas in the shape of an arrow that points to a wall. Rambi should use his special ability to ram into the wall and break it. When he enters the hole he made, he is sent to a Bonus Level, where he needs to travel upwards by being lifted by the rising floor. As he is lifted, he is required to defeat six Zingers in order to make a [[Kremkoin]] appear at the top of the area. If he manages to grab the Kremkoin within 10 seconds of starting the bonus, the Kongs earn it to travel farther through the game.
*As Rambi, the Kongs must ride along the floor for a while, until they see a formation of bananas in the shape of an arrow that points to a wall. Rambi should use his special ability to ram into the wall and break it. When he enters the hole he made, he is sent to a Bonus Level, where he needs to travel upwards by being lifted by the rising floor. As he is lifted, he is required to defeat six Zingers in order to make a [[Kremkoin]] appear at the top of the area. If he manages to grab the Kremkoin within 10 seconds of starting the bonus, the Kongs earn it to travel farther through the game.
*If the primates cross the second No Animal Sign with Squawks, they are awarded with a TNT Barrel. They should use their prize to blow away the wall to the right before the floor comes up. If they walk into the newly-created opening, they are taken into a Bonus Level, where they have to maneuver around several large structures as the floor rises at its highest speed. If they make it to the top of the area within 30 seconds without being crushed, they can find a Kremkoin to grab with the remaining time.
*If the primates cross the second No Animal Sign with Squawks, they are awarded with a TNT Barrel. They should use their prize to blow away the wall to the right before the floor comes up. If they walk into the newly-created opening, they are taken into a Bonus Level, where they have to maneuver around several large structures as the floor rises at its highest speed. If they make it to the top of the area within 30 seconds without being crushed, they can find a Kremkoin to grab with the remaining time.
===DK Coin===
===DK Coin===
*After the Kongs turn into Squawks (who is hidden through a wall right after the Star Barrel), they must fly upwards. Soon, the bird travels to the east, where, he can find a pathway leading north. Although he would normally take this route, he must instead continue east and then travel downwards through a wide passage, where the DK Coin is located.
*After the Kongs turn into Squawks (who is hidden through a wall right after the Star Barrel), they must fly upwards. Soon, the bird travels to the east, where, he can find a pathway leading north. Although he would normally take this route, he must instead continue east and then travel downwards through a wide passage, where the DK Coin is located.
===Golden Feather (Game Boy Advance version only)===
===Golden Feather (Game Boy Advance version only)===
*After exiting the second Bonus Level, the heroes should ride up to the next area above, where they can discover Klampons and Spinies. They need to let the floor rise a bit to reveal the hidden [[Golden Feather]] in the top-right corner of the area.
*After exiting the second Bonus Level, the heroes should ride up to the next area above, where they can discover Klampons and Spinies. They need to let the floor rise a bit to reveal the hidden [[Golden Feather]] in the top-right corner of the area.
===Photograph (Game Boy Advance version only)===
===Photograph (Game Boy Advance version only)===
*After the heroes turn into Squawks, they will a thin area, where they can find a few Krooks throwing hooks at them. The Krook in the middle displays a camera icon over its head, meaning that it is in possession of a [[photograph]]. If Squawks defeats it, they Kongs are given a picture of a Krook for the sixth page of the [[scrapbook]], found exclusively in the Game Boy Advance remake of the game.
*After the heroes turn into Squawks, they will a thin area, where they can find a few Krooks throwing hooks at them. The Krook in the middle displays a camera icon over its head, meaning that it is in possession of a [[photograph]]. If Squawks defeats it, they Kongs are given a picture of a Krook for the sixth page of the [[scrapbook]], found exclusively in the Game Boy Advance remake of the game.
==Gallery==
==Gallery==
<center><gallery>
<center><gallery>
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Image:Castle Crush GBA 2 65.jpg|Rambi finds the entrance to a Bonus Level.
Image:Castle Crush GBA 2 65.jpg|Rambi finds the entrance to a Bonus Level.
</gallery></center>
</gallery></center>
==Names in Other Languages==
==Names in Other Languages==
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