Donkey Kong Country 2 (Game Boy Advance)

Donkey Kong Country 2
The Game Boy Advance cover art for Donkey Kong Country 2.
For alternate box art, see the game's gallery.
Developer Rareware
Publisher Nintendo
Platform(s) Game Boy Advance
Release date Europe June 25, 2004
Australia June 25, 2004
Japan July 1, 2004
USA November 15, 2004
Genre Platformer, adventure
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
Mode(s) Single-player, multiplayer
Media
Game Boy Advance:
Game Pak
Input
Game Boy Advance:

Donkey Kong Country 2 is a 2004 remake of Donkey Kong Country 2: Diddy's Kong Quest for the Game Boy Advance. It features several differences, including the addition of photographs and extra Cranky's Video Game Hero Coins.

StoryEdit

The story is the same as the original, though an introductory cutscene is added, going over the original manual backstory and adding some new details.

 
Donkey Kong relaxing on the beach, as Cranky rambles about how he never took rest when he was younger.

Some time after the events of Donkey Kong Country, Donkey Kong is relaxing at a beach, sitting on a chair while drinking a banana milkshake. Funky Kong is busy surfing waves among the seagulls. Cranky Kong walks up to Donkey Kong and hits him on the head with his cane. Cranky asks Donkey Kong why he is sitting around if he's a "big star". Donkey Kong replies that even stars need time off. Cranky says that he never took breaks, "whisking off maidens and throwing barrels seven days a week". Donkey Kong asks Cranky to leave him alone and stop pestering him, so Cranky leaves. Donkey Kong then goes to sleep in his chair.

Above the island, Kaptain K. Rool arrives in his flying fortress, the Flying Krock, and instructs his Kremling minions to ambush and capture Donkey Kong. They succeed, and he taunts Donkey Kong by saying he will never see his home or friends again.

At night, Diddy Kong and his girlfriend, Dixie Kong, are worried because Donkey Kong has not returned. They go to the beach to investigate, and the Kongs find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:

Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard! Kaptain K. Rool

Cranky suggests handing over the banana hoard to K. Rool. Diddy refuses because of how much effort he and Donkey Kong went through to retrieve the bananas, and that he would be very upset if his bananas were stolen again. Cranky asks if they have any better suggestions, and Diddy and Dixie both say that they want to rescue Donkey Kong themselves. The two get into a brief argument with Cranky, who does not believe Diddy qualifies as a video game hero. Thus, it is up to Diddy to save Donkey, and alongside Dixie, who insists on joining him, starts his journey.

 
Donkey Kong is held captive in Kaptain K. Rool's airship, the Flying Krock

The two Kongs travel through Crocodile Isle, the home of the Kremlings. They defeat numerous enemies and collect items on their way. Diddy and Dixie first travel aboard Gangplank Galleon, a large pirate ship docked at the coast. After completing the world, Diddy and Dixie move on to the volcanic world, Crocodile Cauldron, then the swampy Krem Quay, then the abandoned amusement park Krazy Kremland, and spooky woods, Gloomy Gulch. Diddy and Dixie eventually reach the end of the sixth world, K. Rool's Keep, where they are ambushed by K. Rool's largest minion, Kerozene. After beating him, they chase K. Rool to the Flying Krock.

Aboard the giant airship, Diddy and Dixie find Donkey Kong tied up, and they battle Kaptain K. Rool. Donkey Kong eventually breaks free from his ropes, and he uppercuts K. Rool out of the roof. Kaptain K. Rool falls down Crocodile Isle and into the surrounding water. However, a waterlogged K. Rool escapes to the Lost World, where he awaits the Kongs for a final battle.

During their adventures, Diddy and Dixie can also enter the Lost World by paying a Kremkoin fee to Klubba at his kiosk. The Kongs eventually enter Crocodile Isle's power source, Krocodile Kore, where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.

From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes while sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat. In the 102% ending, Funky Kong flies over in the Gyrocopter and drops a bomb on his raft, destroying it. K. Rool vows revenge as he sinks.

GameplayEdit

AbilitiesEdit

Donkey Kong Country 2: Diddy's Kong Quest is a 2D platforming game like its predecessor, Donkey Kong Country. The player controls Diddy Kong and Dixie Kong, whose basic abilities include jumping, climbing, and swimming. The Kongs usually jump to cross gaps and grab airborne items. Either Kong can perform a mid-air jump if they cartwheel or spin off a nearby ledge, often necessary for reaching secret areas or collectibles. Like Donkey Kong Country, Diddy can perform a cartwheel attack and still retains his agility (he can jump, climb, run, and swim a bit faster than Dixie). Dixie's equivalent to the cartwheel attack is the Helicopter Spin, where she spins into an enemy. Dixie has the advantage of also being able to perform the ability in mid-air, where she whirls her ponytail to glide to nearby areas or to cross some large gaps. There are more enemies that Diddy and Dixie can defeat by their respective cartwheel or spin attack, rather than a jump attack.

If both Kongs are on screen, they can perform team up, where either Kong piggybacks on the other in front. While this slows Diddy and Dixie's movement, either Kong can be thrown to reach items or higher areas. When a Kong is thrown to a higher platform, the lead Kong automatically moves up there with them.

Diddy holds a carriable object in front of him, which includes barrels, crates, and treasure chests. This way Diddy can defeat an enemy who walks into the object. Dixie holds an object over her head with her ponytail, which defends against foes above her.

The swimming mechanic is similar to earlier installments of the Super Mario series. The player must hit  , the jump button, to advance upwards into the water. If the player does not press the button, the Kongs slowly sink to the bottom. Pressing   enables them to swim quicker, and   and   controls their ascent and descent.

ModesEdit

The Game Boy Advance version has two mode select screens: player selection (left) and a gameplay selection between the main game and two exclusive modes (right).

When starting a new file, the player has the option to choose between one or two player modes.

Icon Title Description
  1 Player The single-player mode: the player controls both Diddy and Dixie.
  2-Player Team Two players cooperatively take turns playing through the levels. The first player controls Diddy while the second player does Dixie. Players can change turns by switching the Kongs or by losing their Kongs.

Bonus GamesEdit

The Game Boy Advance version features three minigames (more specifically, Bonus Games), which can be accessed from the "Bonus Games" option of the selection menu. The minigames are also in the Kongs' adventure and are hosted by a supporting character. It also includes a time attack mode, which is somewhat a successor to DK Attack from the Game Boy Advance remake of Donkey Kong Country.

Image Name Description
  Expresso's Racing A mini-game where Expresso races against three other ostriches within one, two, three, four, or five laps. During the Kongs' adventure, Cranky Kong hosts the Bonus Game at his hut in most worlds, each having their own race. Before a race, the Kongs must power up Expresso's stats with golden feathers, which gives him a winning chance against his opponents. By completing a race, the Kongs are rewarded with one of Cranky's Video Game Hero Coins.
  Funky's Flights A series of challenges where Diddy or Dixie pilots the Gyrocopter to complete various tasks within three, five, and ten minutes, such as navigating a maze or rescuing a character. During the adventure, Funky hosts a challenge in each world and rewards a Video Game Hero Coin for each completed challenge.
  Bag a Bug Diddy or Dixie must catch as many fireflies within a minute while avoiding Klubba from swinging his club at them. During the adventure, if the Kongs play this game, Klubba only rewards them with common items (such as Banana Coins and Extra Life Balloons) instead of a Video Game Hero Coin.

Diddy's DashEdit

 
Diddy Kong racing through Hot-Head Hop during Diddy's Dash

The Game Boy Advance version has a time attack mode titled Diddy's Dash, just as Donkey Kong Country's Game Boy Advance remake had DK Attack. The player only controls Diddy, who must complete each level as quickly as possible while being tracked by an on-screen timer.

CharactersEdit

Kong FamilyEdit

Several members of the Kong family appear in the game.

Playable
Image Name Description
  Diddy Kong Diddy Kong returns from Donkey Kong Country as the main character of Donkey Kong Country 2. He retains his fast speed, strength, cartwheeling, high jumping, and agility. When he hits an End of Level Target, Diddy performs on his boombox.
  Dixie Kong Dixie is the girlfriend and sidekick of Diddy, and she is characterized as confident and brave. Dixie is noted for her Helicopter Spin ability, which allows her to glide in midair. If Dixie hits an End of Level Target hard enough, she performs on an electric guitar.
Supporting
Image Name Description
    Candy Kong Candy Kong makes a few cameos. She appears near the end of the opening cutscene, is the assistant host of the Bonus Bonanza, and appears with the Kong family in the "Cast of Characters" part of the ending.
  Cranky Kong Cranky Kong is found at Cranky's Hut. Cranky provides level hints to the Kongs at a fee, and he also hosts the Expresso's Racing bonus game.
  Donkey Kong Donkey Kong is the titular character of the Donkey Kong franchise. In the game's backstory, Donkey Kong was kidnapped and held ransom by Kaptain K. Rool and the Kremlings, who demanded the Kongs give the Banana Hoard to them. Diddy and Dixie go on an adventure to rescue Donkey Kong.
  Funky Kong Funky Kong operates a flight rental service, Funky's Flights II, which is the successor to Funky's Flights from the previous game. Funky hosts a challenge in each world, and allows the Kongs to use the Gyrocopter from the world map.
  Swanky Kong Swanky is the host of a game show, Swanky's Bonus Bonanza. In it, Swanky gives three questions to Diddy and Dixie. If they answer all three correctly, Swanky rewards them with Extra Life Balloons.
  Tiny Kong Tiny Kong makes a few cameos in the Funky's Flights bonus game.
  Wrinkly Kong Wrinkly Kong is the wife of Cranky Kong. She operates a Kong Kollege in nearly every world, and like her husband, Wrinkly provides hints and information to the Kongs. Diddy and Dixie can obtain the Scrapbook from Wrinkly, who provides hints on the photograph's location.

Animal BuddiesEdit

Animal Buddies are animals who help Diddy and Dixie on their adventure. Each Animal Buddy has its own abilities to help the Kongs find Bonus Barrels, Cranky's Video Game Hero Coins, Banana Coin, and other collectible items. There are a total of eight Animal Buddies, with one having two variations; as such, this game features the most of any Donkey Kong Country series game. Diddy and Dixie can only transform into or ride five of the Animal Buddies. Animal Buddies have a larger role than in Donkey Kong Country, because many levels cannot be completed without them, and more Bonus Levels can only be accessed by them. Some Animal Buddies can perform a super move, where they build up energy before unleashing a powerful attack.

Image Name Description First level appearance Last level appearance
  Clapper Clapper is a seal with the ability to cool or freeze water temporarily. Diddy and Dixie can get Clapper to cool the water when they jump on him. In Lava Lagoon, Clapper cools the boiling liquid into water, allowing the Kongs to swim through the water. In Clapper's Cavern, Clapper freezes the water to solid ice, allowing the Kongs to move past the Snapjaw below. Lava Lagoon Clapper's Cavern
  Enguarde Enguarde the swordfish, who first appeared in Donkey Kong Country, is an Animal Friend who appears in underwater levels. With his sharp bill, Enguarde can defeat most underwater enemies. With the Superstab, he can break open some walls. Lockjaw's Locker Animal Antics
    Expresso Expresso the ostrich is featured in the Bonus Game, Expresso's Racing. During the adventure, Expresso is owned by Cranky Kong, who wants to train him into a racing bird. Unlike other Animal Friends, Expresso does not appear in any of the main levels to help Diddy and Dixie. The Kongs must use golden feathers to boost Expresso's stats and allow him to win tougher races. Expresso's Racing
  Glimmer Glimmer the angler fish only appears in a single level, Glimmer's Galleon, where his flashlight guides the Kongs through the dark area. He is the only Animal Friend that is unaffected by enemies and stage hazards, and the only one that the Kongs cannot ride. Glimmer's Galleon
  Rambi Rambi the rhinoceros is an Animal Friend returning from Donkey Kong Country. He is a powerful ally, capable of defeating most enemies with its horn. Rambi's Supercharge ability allows him to charge fast into enemies and break some walls leading to a Bonus Level. Pirate Panic Animal Antics
  Rattly Rattly has a similar role to Winky from the previous game, as he can perform very high jumps. With this ability, Rattly can reach higher areas and items and Bonus Barrels that the Kongs cannot reach themselves. With his Superjump ability, Rattly can charge up and then perform an even higher jump. Topsail Trouble Animal Antics
  Squawks Squawks is a green parrot that flies the Kongs to higher areas. He can shoot eggs from his mouth, allowing him to defeat stronger enemies like Zingers. Squawks's Shaft Animal Antics
  A purple relative of Squawks appears in the level Parrot Chute Panic, and unlike Squawks, he can neither spit eggs nor flap higher. He only slowly descends the hive and around the Zingers. Parrot Chute Panic
  Squitter Squitter the spider can shoot web projectiles to attack other enemies as well as create temporary web platforms for moving across gaps and going up to higher areas. Unlike the other Animal Friends, Squitter gets injured if he touches an enemy. Hot-Head Hop Animal Antics

Cranky's Video Game HeroesEdit

The Cranky's Video Game Heroes ceremony features three cameos of other game protagonists, each with their own amount of Hero Coins collected.

Image Name Description
  Mario Mario is the default champion, with 67 of the 68 coins.
  Link Link is the default runner-up, with 50 coins.
  Yoshi Yoshi is by default in 3rd place, with 39 coins; if the player manages to get enough coins to reach the podiums, he consequently disappears.

EnemiesEdit

“How many? I reckon they're just put fancy pictures in here to make it look good. There's only three of these in the game at most!”
Cranky Kong[1]

The game features a handful of enemies, many of whom are Kremlings. Most of them first appear in Donkey Kong Country 2: Diddy's Kong Quest, though a few of them return from Donkey Kong Country.

Lazy Landlubbers
Image Name Description First level appearance Last level appearance
  Cat O' 9 Tails Cat O' 9 Tails are blue cats with many tails. They attack by rapidly spinning around while following the Kongs. Cat O' 9 Tails eventually get dizzy from spinning, which allows the Kongs to defeat them by jumping on them. Sometimes, as it spins, the Cat O' 9 Tails catches the Kongs into its tails and throws them upward. Mudhole Marsh Fiery Furnace
  Click-Clack Click-Clacks are large beetle enemies who move around back and forth. The Kongs can defeat a Click-Clack by jumping on it twice; the first jumps flips over a Click-Clack, allowing the Kongs to pick it up and throw it. Click-Clacks can instantly be defeated if the Kongs roll into it or throw an object at it. Mainbrace Mayhem Clapper's Cavern
  Flitter Flitters are large blue dragonflies appearing in midair. Some move back and forth whereas some others stay in one spot. Flitters are often used by the Kongs to get across gaps. Topsail Trouble Animal Antics
    Mini-Necky Mini-Neckys are small vultures who wear a bandanna. They attack by swooping at the Kongs, and can be defeated by a jump attack or if the Kongs use a held object. It is one of the two enemies to directly reappear from Donkey Kong Country, the other being Zingers. They are simply called "Necky" in the Scrapbook. Kannon's Klaim Animal Antics
  Neek Neeks are one of the weakest enemies, along with Klomps. They simply move around the ground and attempt to hit the Kongs. These enemies can be defeated from any attack. Pirate Panic Animal Antics
  Screech Screech is Kaptain K. Rool's pet parrot and a mini-boss whom Squawks races in the second half of Screech's sprint. Screech's Sprint
  Spider Spiders only appear when using the Gyrocopter. They crawl on walls, shooting webs occasionally. Aerial Loop Submerged Stint
  Spiny Spinies are spiked porcupines that attack with their sharp quills. If the Kongs jump on a Spiny, they get injured; they can defeat a Spiny with a frontal rolling attack. Glimmer's Galleon Fiery Furnace
    Zinger Zingers are large wasps and airborne enemies. They either remain in one spot or move back and forth. There are yellow and red Zingers; the yellow ones cannot be defeated by the Kongs alone, only with an Animal Friend or by throwing an object at it. Red Zingers are invincible. Gangplank Galley Animal Antics
Submerged Seadogs
Image Name Description First level appearance Last level appearance
    Flotsam Flotsams are stingrays and underwater enemies who swim around in the water. Like the other underwater enemies, they can only be defeated by Enguarde. There are both purple and yellow Flotsams: the purple ones continue moving in a single direction while the yellow ones move around from left to right. Lockjaw's Locker Animal Antics
  Lockjaw Lockjaws are piranha fish who try and bite the Kongs when they approach them. Like most other underwater enemies, Lockjaws can only be defeated by Enguarde. Lockjaw's Locker Animal Antics
    Puftup They are spiky pufferfish and underwater enemies. They inflate when the Kongs approach them, and some then explode and release spikes in four directions. Lava Lagoon Animal Antics
    Shuri Shuries are starfish and underwater enemies. Their name is a pun on "shuriken", as when the Kongs approach a Shuri, it spins around and attempts to hit into the Kongs. They can only be defeated by Enguarde. Lockjaw's Locker Animal Antics
  Snapjaw Snapjaws are purple piranha fish and the invincible counterpart of Lockjaw. They only appear in two levels, Slime Climb and Clapper's Cavern. In both levels, a Snapjaw patrols the water below the Kongs and bites them if they fall in. Slime Climb Clapper's Cavern
Kremling Kuthroats
Image Name Description First level appearance Last level appearance
    Kaboing Kaboings are a type of Kremling with two peg legs. They can only move by bouncing around: some Kaboings only bounce in place while some jump forward. There are green and gray Kaboings, and the former can jump farther than the latter. The Kongs can defeat Kaboings by jumping on their head. Gangplank Galley Animal Antics
  Kaboom Kabooms are red Kremlings who disguise themselves as a TNT Barrel, like how Klobbers disguise themselves as a barrel. Kabooms hide in their TNT Barrel, and if the Kongs approach one, it jumps out and attempts to run into them. The Kongs can defeat Kabooms by jumping on them and then throwing them like a TNT Barrel. Ghostly Grove Klobber Karnage
  Kackle Kackles are large, skeletal Kremlings who only appear in Haunted Hall. There are four Kackles, each of whom chases the Kongs throughout segments of the level. When the Kongs are chased by a Kackle, a time limit appears on top of the screen, and if it hits zero, the Kackle attacks the Kongs. Diddy and Dixie must run into Plus Barrels, which increase the timer and thus prevent the Kackle from attacking the Kongs, and avoid the Minus Barrels, which reduce the timer. Haunted Hall
    Kannon Kannons are Klumps dressed up in pirate gear. They wield a cannon that shoots kannonballs at the Kongs, though sometimes it shoots out barrels, which the Kongs can bounce on to cross large gaps. Kannon's Klaim Animal Antics
  Klampon Klampons are crocodilian enemies with large jaws, like Klaptraps from Donkey Kong Country. They attack by biting Diddy and Dixie. Hot-Head Hop Animal Antics
     
     
Klank Klanks are a type of Kremling who ride on Roller Coasters. They only appear in two levels: Target Terror and Rickety Race. In the former level, Klanks attack Diddy and Dixie by throwing barrels at them, and in the latter level, the Kongs must race past several Klanks until reaching the end of the level. Target Terror Rickety Race
  Klinger Klingers are found on ropes, chains, and pond reeds, which they climb up and slide down repeatedly. Mainbrace Mayhem Screech's Sprint
  Kloak A ghostly Kremling capable of floating in midair. Kloaks pull out random enemies, objects, and items from the air and throw them at the Kongs. Barrel Bayou Screech's Sprint
      Klobber Klobbers are enemies who wear and hide inside a barrel as a disguise. When the Kongs approach a Klobber, it gets up and starts running after the Kongs. Klobbers attempt to push the Kongs into a pit. They have two other variants: yellow Klobbers, who cause the Kongs to drop a Banana Bunch from each hit, and black Klobbers, who make them drop a Red Balloon with each hit. The Kongs can quickly regain their dropped items before they disappear. Pirate Panic Klobber Karnage
  Klomp Klomps are Kremlings with a peg leg. These enemies slowly move back and forth, and the Kongs can easily defeat them with any attack. Pirate Panic Ghostly Grove
  Klubba Klubba is a large Kremling who operates a tollbooth, Klubba's Kiosk, in nearly every world. He prevents others from entering the Lost World, but Diddy and Dixie can pay 15 Kremkoins to Klubba from each of his kiosks to access the Lost World from that location and unlock one of its levels. Klubba wields a cudgel, and if the Kongs decide to fight him, Kudgel whacks them out using his cudgel. He also hosts a firefly collecting mini-game. Klubba's Kiosk
    Krockhead Krockheads are, as their name suggests, crocodile heads submerged in swamp water and lava. They are used as platforms by Diddy and Dixie to safely cross over. Some Krockheads repeatedly emerge and then sink below, meaning that Diddy and Dixie must quickly jump from them. Green Krockheads are used as standard platforms while the red ones spring the Kongs into the air. Hot-Head Hop Mudhole Marsh
  Krook Krooks are Kremlings wearing a trenchcoat and have two hooks for their hands. They attack by throwing a hook like a boomerang at the Kongs. They can be defeated by a cartwheel or jump attack, though some are out of range and must only be avoided. Squawks's Shaft Fiery Furnace
      Kruncha Krunchas are strong, muscular Kremlings. It is invulnerable to jump attacks, and if Diddy and Dixie attempt it, the Kruncha turns bright red and moves around the area. They can be defeated if an object, such as a barrel, is thrown at them, or by team up attack. They have a more uncommon pink variant, which appears in Castle Crush and Clapper's Cavern. Gangplank Galley Clapper's Cavern
    Kutlass Kutlasses are short Kremlings who wield two large swords. If the Kongs approach a Kutlass, it chases them and attempts to slash them with their swords. If the Kutlass misses, the Kongs have a brief moment to jump on them before the Kutlass pulls its swords back up. There are yellow and green varieties, the latter of whom picks up its swords faster after attacking with them. Krockhead Klamber Fiery Furnace

Barnacled BossesEdit

Like Donkey Kong Country, a boss is fought at the end of every world after beating every stage in their respective order. Every boss level has a unique stage, a notable difference from Donkey Kong Country where every boss stage takes place between similar piles of Banana Bunches. Every boss's name in the game begins with 'K'.

Image Name Description First level appearance Last level appearance
  Krow Krow is the first boss and is a large vulture who appears at the end of Gangplank Galleon. He attacks by taking a large egg from his nest and throwing it down at the Kongs, or by bumping into his nest, causing numerous large eggs to fall. The Kongs can attack Krow by throwing a large egg at him. After taking four hits, Krow is defeated. Krow's Nest
    Kleever Kleever is the second boss and is a giant sword who appears at the end of Crocodile Cauldron. It attacks by swinging itself at Diddy and Dixie, or by launching fireballs from the lava at them. The Kongs can attack Kleever by throwing a kannonball at it. After being hit by a kannonball, hooks drop from the sky, and the Kongs must move to the other side of the arena. Kleever usually rapidly slashes itself after the Kongs. After taking six hits, Kleever is defeated, as it breaks apart into pieces. Kleever's Kiln Stronghold Showdown
  Kudgel Kudgel is the third boss, found at the end of Krem Quay. He is a large muscular Kremling who heavily resembles Klubba, except Kudgel has gray skin. Kudgel wields a large spiked club as a weapon against Diddy and Dixie. He also can jump high and cause the ground to shake from landing. The Kongs must throw a TNT Barrel to attack Kudgel, who gets defeated after taking six hits. Kudgel's Kontest
  King Zing King Zing is a large Zinger and the fourth boss, located at the end of Krazy Kremland. He constantly moves around his beehive and is fought by Squawks. King Zing's weakness is his stinger, which Squawks must spit a coconut at to attack him. After taking some hits, King Zing shoots spikes in every direction and then resumes moving around. When King Zing takes six hits, he shrinks to the size of a normal Zinger and summons other Zingers to guard him. Squawks can defeat King Zing by spitting three more coconuts while he is in this state. Rambi Rumble King Zing Sting
  Kreepy Krow Krow's ghost who appears as the fifth boss and is battled at the end of Gloomy Gulch. Here, he is fought in three sections of the stage. He sends ghost Mini-Neckies to attack the Kongs, though one of them is a normal Mini-Necky. By jumping on the live Mini-Necky, a barrel is spawned, which the Kongs must use to attack Krow. After he takes three hits, Krow is defeated again. Kreepy Krow
  Kerozene Kerozene is a massive, orange Kremling who only appears in the Game Boy Advance version, at the end of K. Rool's Keep. He attacks the Kongs with his giant hands and by breathing fire at them. The Kongs can attack Kerozene by hitting his face with a kannonball. He sometimes sends weak Kleevers to attack the Kongs. Stronghold Showdown
  Kaptain K. Rool Kaptain K. Rool is the pirate alias of King K. Rool. He is the main villain and the final boss. Kaptain K. Rool is first encountered at The Flying Krock and later at the Lost World. In the first battle, at K. Rool Duel, Kaptain K. Rool wields a blunderbuss, which he uses to shoot kannonballs and gases at the Kongs. He also dashes from one side of the arena to the other, attempting to hit Diddy and Dixie. The Kongs can attack Kaptain K. Rool by throwing a kannonball into his blunderbuss. If they do this nine times, Kaptain K. Rool is defeated. In the second battle, at Krocodile Kore, Kaptain K. Rool shoots numerous objects out from his blunderbuss. The last object he shoots out is a barrel containing a kannonball. Unlike the first battle, K. Rool is defeated instantly when the Kongs throw the kannonball into his blunderbuss. K. Rool Duel Krocodile Kore

ItemsEdit

“I've never seen so much worthless rubbish! I'm surprised they don't give you a special "trash barrel" to haul it all around in!”
Cranky Kong[2]

A variety of items and objects appear throughout the levels, and they each have a unique purpose. Due to the various additional minigames and missions, far more are present than in the original game.

Image Name Description
      Ammo packs Only appearing in Gyrocopter missions, ammo packs refill weapons.
  Bananas Bananas are scattered all over Crocodile Isle. If Diddy or Dixie Kong collect 100 of these, they get an extra life. Sometimes a trail of bananas may lead to a hidden item or path.
  Banana Bunches Like normal bananas, Banana Bunches are scattered all over Crocodile Isle. They reward ten bananas to the player, and it allows them to obtain 100 bananas quickly.
  Banana Coins Banana Coins are the currency that Diddy and Dixie use on Crocodile Isle to pay for the supporting Kongs' services. There are several of them in every level, and a few of them appear in a boss level.
  Bubbles Bubbles appear in water-filled Gyrocopter missions, where they replenish the amount of time the vehicle can stay underwater.
  Cameras Cameras give photographs that are used to fill the Scrapbook, which Wrinkly gives the Kong. There are a total of 40 photographs, and there are a few ways that the Kongs can obtain them. Some are obtained by defeating an enemy with a camera icon over its head, others are hidden in a level, and some photographs are obtained by fully completing a Kong's mini-game or challenge.
  Clocks Only appearing in Gyrocopter missions, clocks add more time.
  Cranky's Video Game Hero Coins Cranky's Video Game Hero Coins are large golden coins bearing the DK symbol. They were hidden by Cranky Kong in every level. There are 40 to collect. After beating Kaptain K. Rool, Cranky tallies up how many the Kongs have collected and ranks Diddy accordingly as a part of Cranky's "Video Game Hero" contest.
      Extra Life Balloons Extra Life Balloons come in three varieties: Red Balloons, Green Balloons, and Blue Balloons, and each type respectively rewards one, two, or three lives.
  Fireflies The focus of Bag a Bug, fireflies are captured and stored in a jar, with large amounts collected earning better-quality rewards. Getting hit by Klubba causes all to be lost, however.
  Golden feathers A golden feather is hidden in every level. Diddy and Dixie can use golden feathers to upgrade Expresso's stats in the Expresso's Racing bonus game. In the bonus game itself, they can be collected to let Expresso flap to jump farther.
  Grain Allows Expresso to boost while racing.
        KONG Letters These are a series of four individual gold tokens, each being a letter of "Kong": 'K', 'O', 'N', and 'G'. These letters are scattered at different parts of the level. Diddy and Dixie can optionally collect all of them for an extra life.
  Kremkoins A Kremkoin appears at the end of every Bonus Level challenge when the Kongs have met its objective. They must be paid at Klubba's Kiosk to enter the Lost World levels.
  Letter Kaptain K. Rool's ransom note, obtainable from his cabin once at the beginning of Pirate Panic.
  Stars Appearing in bonus stages, collecting all stars within the time limit earns a Kremkoin.
             
             
             
Trophies Seven trophies can be earned from Expresso's races, with the color depending on his placement.
  Wrench packs Only appearing in Gyrocopter missions, wrench packs refill vitality.

ObjectsEdit

MechanismsEdit

Image Name Description
          Animal crates These objects contain a certain Animal Friend whose silhouette appears on the crate. By jumping on an animal crate, Diddy and Dixie can free the Animal Friend, mount it, and continue with it in the level.
    Brambles Huge thorny vines that hurt to touch.
  Button Appearing in certain Gyrocopter missions, buttons lower the levels of water or toxic waste.
              Cargo Different objects appear as cargo in Gyrocopter missions and must be carried to a specified location using its winch.
  Crates Like barrels, crates are objects that the Kongs can carry and throw, except they are more fragile because they always break if thrown at something.
  Dash Panels Temporarily speed up Expresso in his races.
  DK statue Appearing in two Gyrocopter missions, the DK statue has been broken into pieces by the Kremling Krew and needs to be reassembled.
    Eggs Projectiles used by Squawks and Krow, as well as against the latter.
  End of Level Targets These are high striker-esque mechanisms with a landing target and a pole with a barrel roulette on top; the prizes usually include bananas, Banana Bunches, Banana Bunch Coins, or a Red Balloon. The letter G or a Cranky's Video Game Hero Coin rarely appears on the roulette. The Kongs can only win a prize if they land on the target hard enough, either by jumping from a height or by blasting from a Barrel Kannon.
  Fireballs Burning spheres launched by Kleever.
  Giant crates In Gyrocopter missions taking place in cargo holds, certain distinct-looking large crates can either be blasted through with projectiles or moved by changing the water level, depending on the mission.
  Gyrocopter A flying vehicle made by Funky Kong that can be used to navigate the island as well as perform certain missions.
  Helipads The starting and ending points of the Gyrocopter missions.
  Honey A sticky substance that prevents walking on the floor, but allows jumping up walls.
    Hooks Grabbable objects that can be hung from and jumped from. Damaging ones are thrown by Krooks.
  Hot Air Balloon Floating platforms that lift when caught in steam jets.
  Kannons Kannons fire Diddy and Dixie to a Bonus Level when a Kannonball is loaded inside.
  Kannonballs Kannonballs are objects that appear in some levels. The Kongs must carry one into a nearby kannon, causing it to glow and fire Diddy and Dixie to a Bonus Level. Kannonballs appear in some "Destroy Them All!" Bonus Level challenges, as objects that can be thrown at other enemies, and are used during the boss fight against Kleever.
          No Animal Signs Prevent Animal Buddies from crossing, but may reward the player with an item if the animal reaches the sign.
  Rings Rings appear as the focus of the first Gyrocopter mission, where they must be flown through.
  Roller Coasters Rickety skull-shaped amusement park vehicles that must be carefully ridden to avoid falling from the track.
  Ropes Unlike the previous game, ropes may appear both horizontally and vertically (often amongst each other) and take different appearances depending on the location, including normal ropes, giant typha plants, vines, and chains. A notable type are the phantom ropes who repeatedly vanish and reappear.
      Smoke Multicolored gases shot from Kaptain K. Rool's blunderbuss, with varying effects: blue smoke freezes the Kongs, red smoke slows them down, and purple smoke inverts left and right on the player's controls.
  Spike Balls Kannonballs with retractable spikes shot from Kaptain K. Rool's blunderbuss as his main attack.
  Spike Traps Clusters of wooden spikes found in the jungles of the Lost World.
  Stinger Spikes shot in several directions at once by exploding Puftups as well as the large King Zing three times after every second successful attack against him.
  Tires Enormous rolling objects that can be bounced on.
  Treasure chests Treasure chests are another object that the Kongs can carry and throw. If the Kongs hit several enemies with a chest (usually varies between one through three times), it breaks open and reveals an item such as a Banana Coin. Some chests contain a kannonball. The Kongs cannot break a chest by throwing it on the ground.
      Webs Squitter can create these as temporary platforms or projectiles, though the latter are also shot by enemy spiders.
  Wind Pushes the player in various directions.

BarrelsEdit

Barrels are prominent objects throughout the Donkey Kong franchise. Multiple variants of these objects exist, many of which are featured in Donkey Kong Country 2.

Throwable barrels
Image Name Description
    Barrels Normal Barrels appear in most levels and are objects that the Kongs can throw into other enemies. When Diddy or Dixie throws a barrel, it rolls on the ground and breaks when it hits a wall. Barrels, along with other carriable objects, can be used to defeat normal Zingers.
  DK Barrels If either Diddy or Dixie is missing, the other Kong can break a DK Barrel to free them. If both Kongs are present, the DK Barrels do not release anything. Regardless, it can be used like a normal barrel.
  TNT Barrels TNT Barrels are explosive barrels and are stronger than normal barrels. If the Kongs throw a TNT Barrel at a fragile wall, they can blast it away and create an opening. TNT Barrels can also be used to instantly defeat red Zingers.
Enterable barrels
Image Name Description
          Animal Barrel If Diddy and Dixie jump into an Animal Barrel, they transform into the pictured Animal Friend, either Enguarde, Rambi, Rattly, Squawks, or Squitter. They are similar to animal crates by allowing the player to control an Animal Friend.
  Arrow Barrels Arrow Barrels automatically launch the Kongs out in the direction they point, never turning.
  Barrel Kannons Barrel Kannons are hovering barrels that the Kongs can enter to blast into a certain direction. Their main purpose is to allow the Kongs to blast across gaps. When the player presses a button, the Kongs are blasted out in the direction that the barrel is facing. Some Barrel Kannons spin in circles while others only move in a few directions. Some Barrel Kannons and their variants give the Kongs slight control of the direction they move in upon being blasted out.
  Blast Barrels Blast Barrels automatically blast the Kongs in a direction not specified before launching.
      Bonanza Barrels Three of these barrels appear in each Bonus Bonanza, representing the respective difficulty of the quiz and the amount of Banana Coins it costs to play. Once a challenge is beaten, that barrel no longer appears in that Bonus Bonanza.
  Bonus Barrels Bonus Barrels warp the Kongs into a Bonus Level challenge, where they must complete a task for a Kremkoin. Bonus Barrels are very common and usually appear either once or twice in every level, though a few levels feature three Bonus Barrels.
    Diddy & Dixie Barrels Diddy & Dixie Barrels are a type of Barrel Kannon that only pictured Kong (either Diddy or Dixie) can enter if they are in the lead.
  Golden Barrel The Golden Barrel is a rare barrel that only appears in Funky's Flights II and Klubba's Kiosk, accessing Gyrocopter missions in the former and the Lost World in the latter.
  Rotatable Barrels Rotatable Barrels are a type of Barrel Kannon that the player can rotate in any direction. They have a countdown timer on them, and the Kongs are automatically fired out when it reaches zero.
  Steerable Barrels Steerable Barrels only appear in the level, Fiery Furnace. They are similar to Rotatable Barrels except that the Kongs move the barrel around instead of rotating it. When the time limit reaches zero, the Kongs are blasted out of the barrel.
  Warp Barrels Warp Barrels appear in early levels and act as hidden shortcuts to the end of their respective stage.
Triggerable barrels
Image Name Description
    Check and X Barrels Only appearing in Target Terror, the Check and X Barrels control whether the roller coaster's gates are passable.
  Exclamation Point Barrels Exclamation Point Barrels act like a Super Star from the Super Mario series, as they grant temporary invincibility to the Kongs. While in this state, Diddy and Dixie flash in a white color, allowing them to defeat most enemies they touch and to walk over spiky surfaces.
  Krockhead Barrels Krockhead Barrels are rare barrels that can only be found around the swamp levels of Krem Quay. When hit, they summon Krockheads from the swampy water to be used as platforms.
    Plus and Minus Barrels Plus and Minus Barrels only appear in the level Haunted Hall, and are respectively used to increase and decrease the timer. If the timer runs out, Kackle injures the Kongs. A single Plus Barrel appears in an earlier level, Rickety Race, and it has a different role of speeding up the Roller Coaster just as it hits it. In one Bonus Level, the Plus Barrel causes the Roller Coaster to go backwards.
  Star Barrels Star Barrels appear halfway through every level, and the Kongs can activate one by jumping at it. Therefore, if the Kongs lose a life and re-enter the level, they can continue from the Star Barrel.

Supporting locationsEdit

Five unique locations are hosted by a supporting character, and these areas appear in most worlds.

Name Description
 
Funky's Flights II
Funky uses this location to host a specific Gyrocopter challenge in each world. He also allows the player to use the Gyrocopter from the world map at any time after they complete the Aerial Loop challenge.
 
Bonus Bonanza
An optional quiz mini-game hosted by Swanky Kong. Diddy and Dixie have to correctly answer three questions, each being trivia related to the game, to win Extra Life Balloons. After completing a challenge, the Kongs cannot replay it.
 
Kong Kollege
An establishment run by Wrinkly Kong where Diddy and Dixie can purchase level hints. They also obtain the Scrapbook from Wrinkly and later have her grade each page filled with photographs (she rewards a Video Game Hero Coin per page).
 
Cranky's Hut
Here, Cranky Kong gives vague hints of where the Kongs can find secrets within levels, and also hosts the Expresso Racing minigame.
 
Klubba's Kiosk
A tollbooth operated by Klubba to guard others from entering the Lost World. However, at each location, Klubba allows Diddy and Dixie to enter a level of the Lost World if they pay fifteen Kremkoins to him. Klubba also hosts a minigame, Bag a Bug.

LevelsEdit

Levels and Bonus Areas
Gangplank Galleon
# Level Bonus Areas Type of level Music theme
1 Pirate Panic 2 Ship deck Klomp's Romp
2 Mainbrace Mayhem 3 Ship mast Jib Jig
3 Gangplank Galley 2 Ship deck Klomp's Romp
4 Lockjaw's Locker 1 Ship hold Lockjaw's Saga
5 Topsail Trouble 2 Ship mast Jib Jig
6 BOSS LEVEL: Krow's Nest 0 Ship mast Boss Bossa Nova
Crocodile Cauldron
# Level Bonus Areas Type of level Music theme
7 Hot-Head Hop 3 Lava Hot-Head Bop
8 Kannon's Klaim 3 Mines Kannon's Klaim
9 Lava Lagoon 1 Ship hold Lockjaw's Saga
10 Red-Hot Ride 2 Lava Hot-Head Bop
11 Squawks's Shaft 3 Mines Kannon's Klaim
12 BOSS LEVEL: Kleever's Kiln 0 Lava Boss Bossa Nova
Krem Quay
# Level Bonus Areas Type of level Music theme
13 Barrel Bayou 2 Swamp Bayou Boogie
14 Glimmer's Galleon 2 Ship hold Lockjaw's Saga
Ship deck Klomp's Romp1
15 Krockhead Klamber 1 Swamp Bayou Boogie
16 Rattle Battle 3 Ship deck Snakey Shanty
17 Slime Climb 2 Ship mast Jib Jig
18 Bramble Blast 2 Brambles Stickerbrush Symphony
19 BOSS LEVEL: Kudgel's Kontest 0 Swamp Boss Bossa Nova
Krazy Kremland
# Level Bonus Areas Type of level Music theme
20 Hornet Hole 3 Hive Flight Of The Zinger
21 Target Terror 2 Roller coaster Disco Train
22 Bramble Scramble 1 Brambles Stickerbrush Symphony
23 Rickety Race 1 Roller coaster Disco Train
24 Mudhole Marsh 2 Swamp Bayou Boogie
25 Rambi Rumble 2 Hive Flight Of The Zinger
Bad Bird Rag1
26 BOSS LEVEL: King Zing Sting 0 Hive Boss Bossa Nova
Gloomy Gulch
# Level Bonus Areas Type of level Music theme
27 Ghostly Grove 2 Forest Forest Interlude
28 Haunted Hall 3 Roller coaster Haunted Chase
29 Gusty Glade 2 Forest Forest Interlude
30 Parrot Chute Panic 2 Hive Flight Of The Zinger
31 Web Woods 2 Forest Forest Interlude
32 BOSS LEVEL: Kreepy Krow 0 Ship mast Boss Bossa Nova
K. Rool's Keep
# Level Bonus Areas Type of level Music theme
33 Arctic Abyss 2 Ice In A Snowbound Land
342 Castle Crush 2 Castle Krook's March
352 Clapper's Cavern 2 Ice In A Snowbound Land
362 Windy Well 2 Mines Kannon's Klaim
37 Chain Link Chamber 2 Castle Krook's March
38 Toxic Tower 1 Castle Krook's March
39 BOSS LEVEL: Stronghold Showdown 0 Castle Boss Bossa Nova1
The Flying Krock
# Level Bonus Areas Type of level Music theme
40 Screech's Sprint 1 Brambles Stickerbrush Symphony
Bad Bird Rag
41 BOSS LEVEL: K. Rool Duel 0 Gunship Crocodile Cacophony
Lost World
# Level Bonus Areas Type of level Music theme
42 Jungle Jinx 1 Jungle Primal Rave
43 Black Ice Battle 1 Ice In A Snowbound Land
44 Klobber Karnage 1 Jungle Primal Rave
45 Fiery Furnace 1 Lava Hot-Head Bop
46 Animal Antics 1 Jungle Primal Rave
Ice In A Snowbound Land
Jungle Primal Rave
Brambles Stickerbrush Symphony
Jungle Primal Rave
47 BOSS LEVEL: Krocodile Kore 0 Altar Crocodile Cacophony
  • 1 - Replaced a different song in the original.
  • 2 - Indicates swapped from original.

CheatsEdit

 
The Cheats menu in the Game Boy Advance version. The player is entering the "WELLARD" cheat

The Cheats menu can be accessed under Options, where the player instead inputs a cheat from a keypad of capital letters. There are nine cheats that they can enter.

Cheat Effect
FREEDOM Unlocks all levels
HELPME Start with 15 lives
KREDITS Shows the game staff credits
ONETIME Opens the Music Player menu
RICHMAN Start with 10 Banana Coins
ROCKARD Removes DK Barrels and Star Barrels
WEAKLING Start with 55 lives
WELLARD Removes only DK Barrels
WELLRICH Start with 50 Banana Coins

Differences from the originalEdit

 
The battle against the added boss, Kerozene.
  • An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual. There are some differences, most of it being dialogue:
    • Funky Kong starts off surfing the waves, but accidentally falls into the water.
    • After Cranky Kong talks with Donkey Kong, The Flying Krock hovers above Donkey Kong. Kaptain K. Rool orders his minions (a Krook, a Kannon, and a Kaboing are shown) to kidnap Donkey Kong to ensure that he does not interfere with his plans. Two ropes drop beneath the airship, and eight Klingers (four on each rope) slide down into the trees. Two green Kutlasses ambush Donkey Kong on each side and tie him up. Donkey Kong is pulled up into the airship, where K. Rool tells Donkey Kong that he will never be able to see his friends or DK Island again.
    • Diddy and Dixie ask Cranky to read the note aloud. The note is nearly identical to the one in the manual, except that the "To the yellow-bellied, land-lubbing Kong Family:" salutation was removed.
    • The manual story describes Diddy and Dixie arguing with Cranky over them rescuing Donkey Kong. It also describes Funky and Wrinkly originally not wanting to help rescue Donkey Kong. This does not happen during the cutscene.
    • At the end of the cutscene, Funky suggests that all of the Kongs should go to rescue Donkey Kong tomorrow, but Diddy insists on leaving immediately and says that Enguarde the Swordfish will take them.
  • In the original game, the last level in K. Rool's Keep, Stronghold Showdown, was a small room where Donkey Kong was found tied up and suspended, and Diddy or Dixie would do their victory dances, only to see Donkey Kong get snatched away. In the Game Boy Advance version, the level is on the castle roof, and the player must fight a new boss, Kerozene.
  • Kudgel's pants change from yellow to red, matching his artwork.
  • The game's graphics are slightly brighter because the original Game Boy Advance units do not have a backlit screen. This removes the dark atmosphere of the original version.
  • The file selection screen at the beginning now has Diddy Kong as a cursor, and in European versions, the title screen itself is the box art of Donkey Kong Land 2 (the American release has a title screen based on the box art from the original Donkey Kong Country 2, while in the Japanese version, it is based on promotional artwork of Diddy and Dixie exploring a swamp area).
  • Cranky Kong talks to the Kongs after they have defeated a boss, which also occurs in the Game Boy Advance versions of Donkey Kong Country and Donkey Kong Country 3.
  • Swanky's Bonus Bonanza is redesigned in the remake and has some new questions. Candy Kong also appears as his assistant.
  • The view from the windows in Kong Kollege is different based on the world's setting.
    • The incorrect math equations on the board were changed, and the heading was changed to "Sums".
  • A new game mode called Diddy's Dash is available from the start. In this mode, the player can only play as Diddy and must get to the end of the level as fast as possible. There are no Star Barrels; instead, multiple checkpoints are scattered throughout the stage. If Diddy gets hit by an enemy or obstacle, he instantly appears back at the last checkpoint.
  • Minigames have been added to the remake, including Bag a Bug, Expresso Racing, and Funky's Flights. Tiny Kong appears in some of these minigames.
  • Funky's Biplane Barrel is replaced with the Gyrocopter, which the Kongs can travel around the world map with for free after they have completed Aerial Loop.
  • There are more color variations for Kaboings and Flotsams than the original.
  • When the Kongs defeat Krow, his spirit, Kreepy Krow, comes out of his corpse and flies away.
  • The boss level Kleever's Kiln now has lightning effects in the background scenery.
  • Instead of just a title screen and file selection screen, a new main menu was added with three options: Start, Diddy's Dash, and Bonus Games.
  • Unlike the original game, all the levels that the player unlocks for the Lost World are accessible from any entrance to it.
 
Cranky's Video Game Heroes in the Game Boy Advance version.
  • In Cranky's Video Game Heroes, Link and Yoshi were switched to second and third place each. The "No Hopers" trash can, Sonic's shoes, and Earthworm Jim's ray gun were also removed.
  • 28 more Cranky's Video Game Hero Coins were added, bringing the total number to 68.
  • The Super Nintendo controller does not appear in K. Rool Duel.
  • The song "Disco Train", which plays on Roller Coaster levels, has been altered to remove the screaming sounds during its intermission.
  • Nearly all sound effects were changed, including the Kongs, enemies, bosses, and even effects such as explosions and wind. Some enemy voices were taken from Diddy Kong Racing, Donkey Kong 64, and the GBA version of Donkey Kong Country.
    • Dixie's sound effects were reused from Tiny Kong in Donkey Kong 64.
  • The hidden music test provides titles from the Official Soundtrack instead of identifiers over the level scenery. However, a few have slightly different spellings, such as "Snakey Chantey" to "Snakey Shanty" and "Stickerbush Symphony" to "Stickerbrush Symphony."[3]
  • Wrinkly Kong gives a Scrapbook to Diddy and Dixie as their "homework". Wrinkly asks them to fill every page with the photographs that they find.
  • A new   menu was added to the world map, allowing the player to save their game at any time, review Wrinkly's and Cranky's hints, use the Gyrocopter, check the Scrapbook, and check minigame high-scores.
  • Swanky Kong charges ten Banana Coins for rematches against a boss. After Diddy and Dixie defeat the boss, Swanky rewards Blue Balloons to them.
  • In the original game, when Dixie does her Helicopter Spin, Diddy floats behind her, motionless. In the remake, he somersaults behind her.
  • The death and end-of-level music no longer changes depending on the level. It instead changes depending on which character is being used at the time.
  • The music "Run! Rambi, Run!" that plays when King Zing chases the Kongs in the original version of Rambi Rumble was replaced by the music heard when racing against Screech in the remake. Despite this, the original music can still be heard in the Sound Test.
  • The world maps were redesigned to be larger and more zoomed in.
  • The cheat that allows the player to obtain all Kremkoins in the first level is no longer present. However, it can still be done by entering the code "FREEDOM" in the password screen.
  • The player's lives and Banana Coins are now saved, instead of losing them whenever the game is turned off after saving.
  • When Kaptain K. Rool is defeated, Donkey Kong knocks him from the Flying Krock via the cockpit, rather than shooting him through the roof. Another scene shows The Flying Krock about to crash, with Funky Kong bringing the Gyrocopter to evacuate Donkey Kong, Diddy, Dixie, and Cranky Kong from the ship just before it gets destroyed. Also, after K. Rool's fall, he is no longer chomped repeatedly by sharks after falling into the waters around Krem Quay; instead, he is shown daring the Kongs to confront him in Krocodile Kore.
    • The Krocodile Kore ending was also slightly changed. From a distance, Donkey Kong, Diddy, and Dixie witness Crocodile Isle sinking underwater. Celebratory music was added in the background, and K. Rool says that he is not through with the Kongs and that he cannot be stopped. His escape is prevented by Funky Kong, who drops bombs from the Gyrocopter onto K. Rool, who remains adamant about getting revenge on the Kongs.
  • Kaptain K. Rool now utters grunts just before his blunderbuss forcibly expels a cannonball. Originally, he only makes sounds when knocked unconscious after each phase of the final battle, which were reused from Krusha.

GlitchesEdit

Main article: List of Donkey Kong Country 2: Diddy's Kong Quest glitches

QuotesEdit

Main article: List of Donkey Kong Country 2: Diddy's Kong Quest quotes
Wrinkly Kong
  • "All those Kremlings want to do is learn how to fight and squash monkeys!"
  • "Those naughty crocodiles! All they want to learn is how to fight and squash monkeys, Tsk!"
  • "When you see Kaptain K. Rool, can you ask him if he has done his homework?"
  • "Hurry along! School is nearly finished! You need to study a little more if you're going to beat the Kremlings!"
  • "You're looking a little weary dear. Would you like to save your game?"
  • "Good luck, children."
  • "Be careful now, Kongs."
  • "Have you been to see my husband Cranky? He complains a little, but he does know everything about this island."
  • "Goodbye, dearies."
  • "Don't be a stranger now."
  • "Well! Just look at all those sums those Kremlings have done. Disgraceful!"
  • "I hope you're better behaved than those reptiles. Why I even caught one sharpening his sword in class yesterday."

References to other gamesEdit

  • Donkey Kong - Cranky makes a direct reference to this game in the intro by saying, "Whisking off maidens and chucking barrels seven days a week, I was!"
  • Donkey Kong Country 2: Diddy's Kong Quest - The remake references the original, as when the monkeys defeat Kerozene Cranky says "I bet you didn't expect that!", as Kerozene did not appear in the original; also K. Rool says "You didn't think it would be so easy did you?" as Kerozene appears.
  • Diddy Kong Racing - Some voice clips are originally from this game.
  • Donkey Kong 64 - In Funky's "Kongnapped" minigames, Tiny Kong appears. Dixie Kong's voice clips are recycled from Tiny.

StaffEdit

Main article: List of Donkey Kong Country 2: Diddy's Kong Quest staff
Head Programmer
  • C. Sutherland
Assistant Head Programmer
  • M. Wilson
Technical Programmer
  • B. Gunn
Programmer
  • T. Attwood
Characters / Animation
  • S. Mayles
Objects and Additional Characters / Backgrounds
  • M. Stevenson
Backgrounds
  • C. Gage
  • J. Nash
  • A. Smith

GalleryEdit

For this subject's image gallery, see Gallery:Donkey Kong Country 2 (Game Boy Advance).

MediaEdit

For a complete list of media for this subject, see List of Donkey Kong Country 2: Diddy's Kong Quest media.
  Snakey Chantey
File infoMedia:DKC2 SNES Snakey Chantey.oga
  Stickerbush Symphony
File infoMedia:DKC2 SNES Stickerbush Symphony.oga
  Bad Bird Rag
File infoMedia:DKC2 SNES Bad Bird Rag.oga
  Crocodile Cacophony
File infoMedia:DKC2 SNES Crocodile Cacophony.oga
  School House Harmony
File infoMedia:DKC2 SNES School House Harmony.oga
Help:MediaHaving trouble playing?

Names in other languagesEdit

Language Name Meaning
Japanese スーパードンキーコング2
Sūpā Donkī Kongu Tsū
Super Donkey Kong 2

ReferencesEdit

  1. ^ Donkey Kong Country 2 instruction booklet, page 25.
  2. ^ Donkey Kong Country 2 instruction booklet, page 15.
  3. ^ TCRF

External linksEdit