Here's one that I wanted to do for a pretty long time! It's the second game in the Donkey Kong Country trilogy! After the events of the first game, Donkey Kong has been kidnapped by Kremling leader King K. Rool, who now goes by the name Kaptain K. Rool and is now a pirate captain. It is now the time for Diddy Kong, the second banana of the first game, to shine. Joining him will be Dixie Kong, whose long hair will allow for some new twists in gameplay.
This is a 102% run and covers the Super Nintendo/Super Famicom version only. Golden Feather locations from the Game Boy Advance version as well as other GBA-exclusive stuff will not be mentioned in this blog series.
All maps by Tropicon.
Gangplank Galleon
Gangplank Galleon is now the first and easiest area in the game, now that Kaptain K. Rool wants nothing to do with it. It may not be seaworthy anymore, but it is still crawling with a few Kremlings.
Pirate Panic
Bonus Areas: Two (2)
The controls are pretty simple; as a matter of fact, they are much like the last game.
Shortly after the short drop-off at the beginning, there is an open door to the left. You'll be able to read King K. Rool's kidnapping letter as well as get an extra life. Just like in the last game, a red balloon gives you one life, a green one gives you two, and a blue one gives you three. Just be sure to grab them before they float away.
You'll encounter quite a few new enemies: such as Neeks (the rats that scamper back and forth), Klomps (the peg-legged Kremling pirates that slowly amble around), Krunchas (sky blue, muscle-bound Kremling pirates that can only be killed with a tag team attack; doing anything otherwise temporarily makes them red, faster and deadly to the touch), and Klobbers (Kremlings in barrels who will push you around, especially into pits). In these ship levels, if you jump onto an enemy, it will hit the water at the bottom of the screen and make a splash.
The bananas work just like they do in the last game: collect 100 of them for an extra life. Banana bunches are worth 10 bananas.
The banana coins can be used to purchase services throughout the game.
The K-O-N-G letters give you an extra life when all four of them are collected.
DK Barrels allow you to free your other Kong and get an extra hit, and can also be used as weapons when grabbed.
The wooden crates act much like the barrels, which can be held and thrown with the Y button.
The barrel in mid-air with the spinning stars is a continue point. In case you die at any point in the stage, you'll come back to the location of the last one you hit.
The bonus areas work a little differently than they did in the first game. The main difference is that you must complete them and collect a coin known as a Kremkoin in order to get credit; you can't just find them and attempt them this time.
The first one is just before the N. You'll see a trail of bananas leading down. Follow the trail and go right. You'll enter a barrel that takes you to the first of two bonus areas, and it's dead easy: all you have to do is jump up the barrels and get the Kremkoin at the end. This is one of three kinds of mini-game in the game known as "Find The Token!" If you get hit by an enemy or run out of time, you'll have to find and enter the bonus area again - something else that the first game didn't allow you to do.
You'll find Rambi after the first bonus area. He controls just like he did in the first game: use Left and Right on the Control Pad to move around, press B to jump, press Y to attack. You can also get off of him with the X button. Unlike the first game, he also has a super move: hold down A until he moves his front leg quickly, then let go to do a supercharge. This will allow you to enter the second bonus area, in which all you have to do is defeat the enemies as part of the mini-game type known as "Destroy Them All!"
If you find all the bonus areas in a stage, you will get an exclamation point which states that you have found all the bonus stages. There will usually be two or three bonus areas in each stage.
The DK Coin is a Hero Coin. There is one in every level, and you will have to collect them to not only get full credit for stages, but also to get 102% of everything in the game and obtain the best ending. In case you have picked one up, a DK Coin icon will pop up in the stage name whenever you hover over your potential destination.
All of the levels in the first two worlds have invisible Warp Barrels which, when found, allow you to skip straight to the end of a level. To find the one here, all you have to do is jump and tag throw your partner up at the first set of over-sized barrels in the stage.
Near the end of the level is a "No Rambi" sign. You cannot take any animal buddies past a "No" sign with their symbol it. When you move the animal buddy into it, you'll get a prize. It could be a Kong letter, it could be bananas, a Banana Coins, lives...even a DK coin in certain stages!
The strongman target is the end of the stage. Land on it from a high height when the item you want is displayed, and you will get it. If you do not jump from high enough, you will get nothing.
Mainbrace Mayhem
Bonus Levels: Three (3)
The blue beetles are Click-Clacks. If you jump on them once, you can run up to them and use them pretty much like barrels. If they hit the ground, they will get back up and move faster than usual. If you jump on them again (or twice, period), you will defeat them. If you roll or cartwheel into them, they will die in one hit.
The orange pirate Kremlings on the ropes are Klingers. These guys will climb up a little bit, slide back down and repeat the process. If you can land on them somehow, you can kill them. Thankfully, there is no horizontal variety in this game.
The bees that fly around are the Zingers. They're the same as ever, and can only be destroyed by either throwing a Click-Clack or a barrel at it, though there are other means that you'll learn later on.
The warp barrel is underneath the start, in front of the left mast. You'll have to use Dixie's helicopter spin (jump into the air and hold Y as Dixie to move around in the air more slowly) to reach it. You'll end up at the top of the level. The DK coin will be above the exit, to the right. Be sure to make a running jump to the right after you get out of the third bonus area to grab it. From there, if you just drop straight down onto the end of stage target, you'll get an instant 1-Up.
The first of three bonus areas in the stage is to the right of that. Here, you'll have to do some climbing to get to the top. In order to do that, jump into a rope and keep holding the Control Pad towards the rope, then use the Control Pad to get around. It's pretty simple, really. Hold Y to move faster. If you need to jump off, hold the direction you want to jump and press B.
As you go to the top in the first bonus stage, you'll be collecting these golden starts. You will have to collect them all to get the Kremkoin to appear and get credit for the bonus level. This is the third and last mini-game type that you will be introduced to, which is known as "Collect The Stars!"
There is a single banana in mid-air that leads to an invisible barrel cannon. Barrel cannons shoot you to places that you may or may not be able to get to normally (usually, its the latter). This one will take you to a 2-Up.
The second one introduces a new concept for the series: the cannon and cannonball. By finding a cannonball (which can be used much like a reusable barrel) and taking it to the cannonball, you can then enter the cannon to enter a bonus area. The cannonball is just after the N, and the cannon is all the way to the left after that. For this one, you'll have to use cannonballs to destroy all of the Klingers. If you can do it in the time allotted, you get a Kremkoin. Just make sure you have enough time to find out where it appears and pick it up.
You'll soon find out that Diddy and Dixie carry items like barrels, cannonballs and the like in different ways. Diddy holds things out in front of him like a shield but is hard to use against anything above him, while Dixie - who somehow has the strongest hair in the Nintendo universe for a player character at this point in Nintendo history - holds it over her head with her hair and is vulnerable to anything in front of her, even though she can hit anything by jumping into it from underneath. These differences have their obvious strengths and weaknesses, and they can come into play later in the game.
The third bonus area is just above the G. Go up to the upper-left of the ropes and float over there with Dixie's helicopter spin, then use a tag throw to get there. Once again, you'll have to collect all the stars in order to get the Kremkoin. Remember to hold Y to climb all over the ropes faster. The third bonus area will also be able to take you to the DK coin, but you can also tag throw to that area to get there even more easily.
Monkey Museum
Cranky Kong is back and giving out gameplay hints again, and this time the hints are relevant to the world you're currently in. You'll need Banana Coins to get them, but they can be useful in case you don't have a Player's Guide...or this blog series. All of the hints lead you to bonus areas, so pay attention.
If you're playing this game on Game Boy Advance, you can purchase the hints and access them again later on in your current save file.
Gangplank Galley
Bonus Areas: Two (2)
The first bonus area is at the top of the over-sized barrels at the start. One of the four chests has a randomly placed Kremkoin, and you'll have to break them on the red Zinger to get it. The Red Zingers were not in the first game, and they are completely indestructible.
Near the entrance to that bonus area is a hook suspended in mid-air. Just jump into it to hang onto it. From there, jump along the hooks to the right to get the DK Coin.
The warp barrel is also in that area. Stand on the middle barrels and tag throw straight up. You're there.
Shortly after the beginning, you'll meet a new enemy: Kaboing. This is a Kremling pirate with two peg-legs, and they're spring-loaded to allow him to bounce around. Be careful if you're going to attack.
You'll notice the sun in the background here. As you progress through the level, the sun will set, and you'll be treated to a very nice sunset. Great job, Rare, you wonderful Brits, you. Of course, if you use the Warp Barrel, you'll only see the very end of it.
The second bonus level is near the end and is above a bunch of oversized barrels that are stacked super-high. You'll have to use the invincibility barrel (the barrel with the exclamation mark on it) to blow through the enemies and get there unscathed. As long as you are flashing and the sound that accompanies keeps playing, you should have nothing to worry about. Here, you'll have to jump from one hook to another to make your way to the top and get the Kremkoin at the end.
Kong Kollege
Here, you'll meet series newcomer Wrinkly Kong, who teaches you basic gameplay hints as well as gives you the ability to save your game. The first save is always free, but every subsequent save costs two Banana Coins, and you'll have to stock up on those since the game never saves those to memory.
Controls
Control Pad:
- Left/Right - move left and right, move around on map screen and on ropes (during gameplay)
- Down - crouch
Y: press to cartwheel/tail spin, hold to run and hold barrels (release while holding a barrel to throw it)
- Hold Y in mid-air while as Dixie to helicopter spin in mid-air and slow your descent
B: jump
X: dismount from animal buddies (does not work when transformed into one)
A: select destination (map screen), tag team attack (gameplay)
- press A again to dismount
- press Y to throw your partner
- use Control Pad during throw to aim
- if you partner hits nothing, they lay on the ground; if an enemy hits them, you lose them
Select: switch between Diddy and Dixie
Start: pause
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