Here it is: every track from the Super Nintendo version of Donkey Kong Country.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label Donkey Kong Country. Show all posts
Showing posts with label Donkey Kong Country. Show all posts
Wednesday, November 7, 2018
Donkey Kong Country (Super NES) - The OST
Here it is: every track from the Super Nintendo version of Donkey Kong Country.
Tuesday, November 6, 2018
PrinceWatercress plays Donkey Kong Country - Part 7 of 7
It's now time to finish up the last few levels and beat King K. Rool!
Misty Mine
Bonus areas: Two (2)
This stage has a lot of enemy generators. At one point midway through the level, there will be an opportunity for you to jump on multiple Gnawtys and get a few free extra lives out of it.
Some of the enemy generating Dumb Drums can be blown up with TNT barrels to reveal a path to a nearby power-up.
The first bonus area is not until right after the checkpoint. Climb down the long rope as you ride it to the right. You'll find the entrance to the first area. Go up and down the rope here to get all the Kong letters. You'll skip the aforementioned area with the Gnawtys, but you can go back to it and do it if you don't want to take Expresso with you.
Speaking of Expresso, there is a TNT right after the Expresso token. Grab it, keep it away from the Klap-Traps and the Dumb Drum, then throw it into the right-hand wall in the nearby gap. It's another "match the tokens" game.
Loopy Lights
Bonus areas: Two (2)
The purple Klap-Traps are here, and they jump when you do. Take a big jump and make your move to stomp on them.
The barrels with "ON" and "OFF" on them turn on the lights when you move into them. It really helps to keep the lights on here.
The first bonus area is in the first pit of the level. Go for the single banana in the pit and drop down in the center. If you're good enough with Barrel Cannons, you can get the K.
Some of the mid-air platforms will move back and forth; some will stay stationary.
After the checkpoint, you'll see a few gold Kritters as well as a Necky on top of a light switch barrel. Below that Necky is a barrel. Grab it, don't let it get hit by Necky's nuts, jump the gap and plant it through the right-hand wall next to the next light switch. If you're quick, you can get a 1-Up here.
After this, you'll be dodging some Zingers to get the G and contending with a Manky Kong before you make it to the exit.
Platform Perils
Bonus areas: Two (2)
Here it is: the last regular stage in the game.
You'll meet the gray Krusha at the beginning. He's so strong that not even being jumped on by Donkey Kong will hurt him. Just for that, he can keep that orange and purple camouflage unitard. I don't care if he looks like some WWE enhancement talent from the days before the Monday Night Wars (or Crush before he became a bad guy; he did wear those colors, after all). Hell, he can even wear Zubaz if he wants. I ain't even mad, bro. Of course, like any professional wrestler, he is susceptible to foreign objects, so throw a barrel at him if you find one. Otherwise, just stay away.
You'll also see the arrow platforms from Blackout Basement again, but this time some platforms point left, up or right and move in the pictured direction. The very first one moves right, and there is a hidden platform just under it. Stand on it and you will go left to the Barrel Cannon below the start, where you can enter the first bonus area and get the Kong Letters to earn a 1-Up.
You'll meet some powerful enemies here. Klumps and Armys will definitely be out in force. Be sure to have Donkey Kong around whenever you can. Thankfully, the Armys can be easily manipulated to roll off the edges of platforms. You'll also be avoiding the occasional Zinger, too.
Near the end, you'll see the gray Krushas on the arrow platforms. Be ready to throw barrels at them, and if you're worried about accuracy, use Diddy.
Stay on the last arrow platform going down after the G. You'll be able to reach a platform below that will lead to the second bonus area. It's a shell game with an Enguarde token.
Necky's Revenge
Meet Master Necky Sr. Not only does he fight like Master Necky Jr., but he does it with a bit of a twist. When you jump on him just like you did with Junior, the number of nuts he spits increases. It's almost the same battle, but you have to watch out for all the nuts that he spits, then get on the tire trampoline as soon as possible and let him have it. Five hits does the trick.
Gang-Plank Galleon
The ship has reached the island! Time to get on board and get those bananas back from King K. Rool!
At the start of the battle, King K. Rool will throw his crown. Jump over the crown and jump on his head. He will then get his crown back and run to the other side of the ship. Stay with him, and jump over the crown, which will be a little faster this time, and onto his head again. He will then run from one side to the other two times, being faster with the second charge, then throw the crown, which will be even faster. Hit him in the head. He'll do this three times, each charge faster than the last. Watch out for the crown. On the third head-bop, he changes tactics.
King K. Rool will leap to the other side of the area and cannonballs will drop down from the sky. You will want to run towards K. Rool after one cannonball hits the ground and the next is about to drop down from the sky, and the timing does take a little time to get used to. When he throws the crown, jump on his head. He'll jump to the other side again, and this time you will have to avoid two salvos of cannonballs. Be ready to jump on K. Rool's head when he throws the crown. He'll then jump to the other side again, and this time you will have to deal with three salvos of cannonballs. Jump on him when he throws the crown. This time, it's over. You've beaten Donkey Kong Country. Enjoy the ending...except that's not really the ending.
This time around, he starts jumping from one side to the other. Keep well away from him and either run or roll/cartwheel under him while he is airborne. Meet him at the other side and jump on his head when he throws the crown. He'll then jump from one side to the other twice, with the second set of jumps being a little more narrower. He will then throw the crown again. Jump on his head, and you'll have to deal with him doing that three times, with the third set of jumps being even more narrow than that of the second set. Once he throws his crown and you jump on him a third time, it's finally over. You've beaten Donkey Kong Country for real this time. Enjoy the true ending to one of the greatest games in Super Nintendo history.
PrinceWatercress plays Donkey Kong Country - Part 6 of 7
We're getting close to the end of the game...and it definitely isn't getting any easier!
Elevator Antics
Bonus areas: Three (3)
Superjumping to the right at the start will allow you to grab a rope. Climb up the rope to enter the first bonus area. Spell out "KONG" to get a 1-Up.
There is a set of three ropes with a Zinger moving up and down each of them. If you can climb to the top of the third one, jump to the right and keep going in that direction, you can enter the second bonus area. If you know what you're doing here, you can get an Expresso token and a 2-Up.
After the checkpoint, you'll start seeing the elevators. Believe it or not, these elevators are actually buckets of coal, and I had no idea about this until I wrote this guide almost 25 years after I first played the game. That's interesting.
You will have to play it smart with the elevators, as sometimes the timing on them can feel off, due to the coal elevators coming out at different frequencies at different columns. This can be very apparent when you have to deal with Zingers. Pay attention to where they go, and move where you need to.
You will have to drop down after the steel keg to get the N.
When you find the exit, stop. Take the nearby elevators down to find the third bonus area.
Poison Pond
Bonus areas: none
Welcome to the last underwater area in the game.
If you go through the left-hand wall at the start, you'll find Enguarde.
This time around, you'll have to avoid the mincers while underwater. It starts off easy at first, but it can get pretty hectic as you go through the stage and are forced to find a hiding spot to avoid a fast-moving mincer. Having Enguarde makes this a lot easier, since you can use the dash attack to get away sometimes and you can blow away any enemies that get in your path. You can also find Enguarde shortly after the checkpoint.
Mine Cart Madness
Bonus areas: Three (3)
This is the other mine cart stage in the game. Unlike the first one, where you are in the mine cart at all times, whenever you jump, you jump straight up out of the mine cart and follow it while airborne. This will allow you to perform some impressive acts of bopping enemies on the head and reaching power-ups and bonus areas.
Get ready to jump after the K. There will be a rope, and if you can grab onto it, jump to the right into the nearby mine cart. You'll be able to find the first bonus area, where you can Barrel Cannon your way to to a Rambi token and a 1-Up, if you jump at the gap where there are no bananas.
After the O, if you stay in the mine cart and wait, you can jump to a lower track that leads to an Enguarde token.
Be ready to make some crazy jumps after the checkpoint, especially after the N. If you can time your jump right, you can jump onto a tire suspended in mid-air and into a Barrel Cannon leading to the third bonus area. Match up the three barrels to the token of your choice to win.
Shortly after the G, you will have to jump on Krashs in order to get into mine carts. When you rech the track that arches up and has the Barrel Cannon below the apex, do not leap for it. Wait until you reach the end, then jump to the left off the tires to reach the Barrel Cannon and reah the third bonus area. Use the tire here to get some bananas.
Blackout Basement
Bonus areas: Two (2)
When you enter this stage, the first thing you will notice that the lights go on and off about every 1.5 seconds. Despite this distraction - and the fact that the screen is pitch black when the lights are off - the stage is not as difficult as you would think. Take your time.
After the checkpoint, be ready to take out a lot of Klumps.
Near the end, you will see aluminum platforms with a down arrow on them. Be sure to get off as they move, so you don't go down with them.
The two bonus areas are at the end. The first on eis at the end of the down arrow platforms. Ride the first one all the way down, and see if you can get the N here. The second one is to the left of the exit. Grab the steel keg next to the first bonus area, throw it into the wall, ride it to the end, and let it rebound off the wall to break open the second bonus area. It's another shell game with a 1-Up.
Boss Dumb Drum
Dumb Drum will try to pound you into the ground from above before spitting out enemies. The enemies will be two normal enemies and they will gradually get harder as you go. The more enemy waves you take out, the more times Dumb Drum will try to crush you before bringing out more enemies.
The enemies show up as follows: Kritters, Slippas, Klap-Traps, Klumps and Armys. After the fifth wave, Dumb Drum drops down and explodes.
Chimp Caverns
This is the final world in the game, and that pirate ship is getting even closer. You're almost there!
Tanked Up Trouble
Bonus areas: One (1)
This level is just like Trick Track Trek, but harder. The platform has five lights, and the more lights it has lit up, the more fuel it has. Hit the fuel barrels to light up as many lights as it shows. You'll refill all five at the beginning, but you'll soon only be able to refill three before being able to refill only one near the end. If the platform runs out of gas before you can refill and drops off the track, you lose a life. Thankfully, the site of the checkpoint provides some respite.
The lone bonus area in this stage is at the beginning. Just jump down where the track goes upwards for the first time and see if you can beat the 1-Up shell game.
Manic Mincers
Bonus areas: Two (2)
There's going to be a lot of mincers here, with a lot of them moving up and down. Be careful.
You can get Rambi after the start for an extra hit, but riding him does make you a bigger target. At least he still proves a free hit regardless.
The first bonus area is after the checkpoint. Take out the Kruncha, then use either a barrel or Rambi to take out the wall to the right. Here, you'll be stomping on three Klap-Traps for a 1-Up. After this, be on guard, for the mincer movement patterns will be a little more complex.
There are a series of ledges near the end. If you enter the left opening, you'll find a hidden room with three mincers moving up and down along with the G. Despite it being like a bonus room, it does not add to the game's completion percentage and does not have bonus area music.
The third bonus area is below the tire trampoline at the end of the stage. Use the TNT barrel from the series of ledges or use Rambi to break it open for another 1-Up shell game.
Monday, November 5, 2018
PrinceWatercress plays Donkey Kong Country - Part 5 of 7
We complete the rest of Gorilla Glacier in this entry, then head on down the mountains to the factories. It won't be long now.
Ice Age Alley
Bonus areas: Two (2)
By going left at the start past the Mini-Necky, you can get Expresso as well as the K. If you can get Expresso past the first Necky, you can more easily reach the first bonus area, where you can find an Expresso token in the center. You'll also be able to get Expresso again if you can reach the other side.
The second bonus area can only be reached if you have Expresso, which is easier said than done considering there are some Manky Kongs past the checkpoint. When you reach the Steel Keg, do not drop down to it; instead, jump to the right and float to the platform with a Barrel Cannon on it. You'll get the N and the second bonus area. Match up the three balloons to the one you want and get some more lives.
Croctopus Chase
Bonus areas: none
In this area, you will be chased by the blue Croctopuses (Croctopi?) as soon as you swim past them. You'll also meet a new enemy: Squidge, a squid that will move side to side as they go in a certain direction. Pay attention to your surroundings you aren't caught off guard by them or other enemies, as there will be some Chomps more than halfway through the stage.
If you check the wall to the right after the barrel cannons, you can get a DK barrel as well as the O.
Shortly after the N, there is a passage to the left that leads to a 1-Up as well as Enguarde. Enguarde will make it a little faster to get through the rest of the stage.
Torchlight Trouble
Bonus areas: Two (2)
The crate at the start of the level releases Squawks the Parrot, who holds a lantern in his feet and lights the path. This is his only appearance in the game, and he proves more useful in the sequels. Also, the screen is white for a brief second whenever you turn around, which can be rather irritating for some.
There are a lot of Klumps at the beginning of the stage, so it helps to play as Donkey Kong when you first enter. You should also watch out for the flames of the oil drums, too.
The first bonus area is right after the checkpoint. Grab the barrel and plow it through the wall below. Match up the stuff you want to get that item.
You'll also meet a new obstacle after the bonus area: mincers. Some of them are stationary, and others will move in set patterns, but they are all deadly to the touch! You'll also see a lot of Krunchas, so playing as Donkey Kong definitely pays off once again.
The second bonus area is right at the end. Grab the barrel just before the end and send it into the wall to the left of the exit. Use the tire trampoline in the ground in the bonus area - which is another Klap-Trap area - to get the G.
Rope Bridge Rumble
Bonus areas: Two (2)
The first bonus area is right after the green Kritter at the beginning of the stage. Just drop down into the pit to the right to enter the first bonus area. This one is easy to miss, since there is nothing that hints at where this one is. Leap to the other side with the tire trampolines and you'll be able to beat up a bunch of enemies in the stage with Winky. You'll also need Winky to get the K.
After some more pit jumping and Zinger avoiding (or Zinger stomping, if you have Winky), you'll make it to the checkpoint. Here, you'll have to deal with a lot of Kritters.
The second bonus area is after the G. In the area with the three moving platforms with tires on them, there is a lone banana in the air. Leap into it (especially with Winky) to enter and go for the animal buddy token of your choice.
Really Gnawty Rampage
This battle is just like Very Gnawty's Lair, but there is a twist. Whenever you land on Really Gnawty, he will leap high into the air in an attempt to squash, and he will be invulnerable until this stops. The more times you hit him, the more of these stomps he will attempt. When he starts making long hops, jump on his head again. Just remember that Really Gnawty makes longer hops the more you hit him, too.
Kremkroc Industries Inc.
This is where the game really heats up and pulls all the stops. Get ready.
Oil Drum Alley
Bonus areas: Four (4)
The first bonus area is right at the start. Take out the Gnawty at the start and get on the rope. When the rope stops moving to the left, jump onto the black panel on the floor. You'll find a TNT barrel. Use it to blow up the oil drum to the right and jump into the pit. By aiming up at the center, you can get a 1-Up.
The second bonus area is right after the "stairs" with the three Gnawtys shortly after the K. Turns out, this is a double bonus area. In the first bonus area, get the single banana on all three barrels. You will be rewarded with a barrel instead of a single banana this time around. Grab the barrel and jump into the right-hand wall while it is still in your hands. You'll immediately enter the third bonus area. Spell out the words "DONKEY," "KONG" and "COUNTRY" to get six extra lives.
The second half of the stage after the checkpoint will get increasingly tough, as some of the oil drums will have flames that pop in and out. As long as the flame is buried in the oil drum, you can stand on the oil drum safely. You can drop down the pit immediately after the first oil drum after the checkpoint to get Rambi and get a free hit, which will prove useful near the end where you are forced to use oil drums and tire trampolines to get over a bottomless pit. Then again, you may be faster without him. Pick your poison.
The fourth bonus area is in a wall near a floating oil drum. You can break it with a barrel yourself, or you can have Manky Kong do it for you. It's another barrel cannon aiming one where you can also get the N if you're good enough.
Trick Track Trek
Bonus areas: Three (3)
The main gimmick of the stage is the moving platform that you will be using throughout the stage. You'll be bopping off the top of enemies and avoiding some others as well as their attacks, but this one isn't too bad compared to the previous stage.
There is a warp barrel at the beginning of the stage. Just superjump to the right off the starting platform to enter it.
The first bonus area is at the end of the track after the O. Superjump to the right to get to the barrel cannon. Jump on the platform and you can use it to get all the bananas here.
After the checkpoint, enemies will be moving off platforms and drop ping down to where you do.
The second bonus area is right after the platform with the two Gnawtys on it. Right after that platform is one with a blue Kritter. Superjump to where the two Gnawtys are and jump right from there to enter the Barrel Cannon and do another Klap-Trap room for a 1-Up. This time around, the Klap-Trap jumps when you do, which can be very menacing when the Klap-Trap starts moving around very quickly.
Move to the right after the Manky Kong throws his second barrel. Stay to the left to avoid the Kruncha.
The third bonus area is at the end. Take out the Manky Kong with a cartwheel, then go to the right. You'll find a Winky Token on the platform below as well as a Barrel Cannon leading to the final bonus area here. Match up the balloons to get the amount of lives you want.
CGR Undertow reviews Donkey Kong Country
Because I'm blowing through this game at seemingly warp speed, here's a review from CGR Undertow!
Sunday, November 4, 2018
PrinceWatercress plays Donkey Kong Country - Part 4 of 7
At this point, we're about halfway through the game. Time to keep on pushin'.
Temple Tempest
Bonus areas: Two (2)
You can use the Gnawtys at the beginning of the level to get the Rambi token at the start.
The first bonus area is right after the first millstone. Grab the DK barrel, and avoid hitting the Gnawtys in your path with it. As you make your way to the right, the millstone will chase after you once you pass it. Send it into the wall, and you'll be able to jump onto Neckys all the way to the end, where you can get a 1-Up and Expresso. If you jump on all the Neckys before hitting the ground, you'll get an extra life from that as well. (This is a feature that is only in the first game of the trilogy and is not in the sequels.)
Expresso, as mentioned earlier, can float across pits by repeatedly pressing the B button. However, he cannot hurt enemies, so you want to keep away from any and all enemies while you are riding Expresso. Thankfully, this is easy (for the most part), but you will have to dismount and say goodbye when you reach the checkpoint, as you cannot take Expresso past it. Besides, Expresso can't damage the blue Kritters, anyway.
The second bonus area is right after the two Zingers in the pits. Drop down the rope where the bananas set up in the shape of an arrow pointing downwards and you'll enter it. It's another one of those Klap-Trap bonus areas.
After that, it's a frew more millstone chases and a couple more Blue Kritters until you reach the goal. If you jump to the right off the bottom of the last rope in the stage, you'll get the G.
Orang-Utan
Bonus areas: Five (5)
Assuming you didn't enter the first bonus area in the last level, this will be your (and many a gamer's, including mine) proper introduction to Expresso. There are also five bonus areas here, something that is never done in any level in this game - or the sequels - afterward.
Also, you get a pretty nice sunset as you go through the level. The colors are stunning.
If you want, you can take a steel keg ride at the beginning. It will help with taking down a lot of the enemies at the beginning faster. Be sure to take them all out, though. This will be helpful for later.
You'll find Expresso in a crate just before the checkpoint. Once you do, hit the checkpoint, then make your way back to the beginning to the stage. At the part where the Klap-Traps were, head back to where the DK Barrel is/was, then start flying all the way to the left. You'll find the first of five bonus areas. Here, you'll be spelling the names of each rideable animal buddy, and for every name you get right, you will be rewarded with the namesake's token. After you
The large token is all the way to the right. Be sure to jump around the stage and grab as many tokens as you can on your way there. Other than that, this is a pretty fun bonus area, and it is probably going to be the one where you will be able to get the most lives.
After the checkpoint, you'll meet a new enemy: Manky Kong. This Kong clan reject will throw barrels at you. Avoid the barrels, and jump on him to take him down (without Expresso, of course, you're going to need a bird to get to some more bonus areas).
The rest of the bonus areas are after the N. Once you find it, fly to the right with Expresso. At the end of a path is a barrel. Get off Expresso, then put the barrel through the wall to enter a bonus area. Use the tire to break the ground and find two banana bunches and a DK barrel.
To the right of that is a pit with a tire in it surrounded by walls. Put a barrel through the left wall to enter the third bonus area and get two more banana bunches out of the ground.
To the right still is another bonus area on the right-hand wall. Put a barrel through the left wall to enter the third bonus area and get the G out from underneath the earth.
Finally, break the wall just before the sign with the arrow pointing right. If you put a barrel through this wall, you'll be able to get Expresso again. Float over to the right and get as many bananas as possible (and hopefully get the 1-Up at the end).
And you're finally done with all the bonus areas! Get outta here and complete the rest of the game; you've done it.
Clam City
Bonus areas: none
Immediately go up after the first clam and go through the wall on the left. You'll find the K as well as Enguarde.
From here, take out any enemies that you can, and watch where the Clambos shoot before continuing, as some of them have mulitple shots that go in different directions. This is especially true after the checkpoint as well as at the end (that five-way shot is amazing!).
The three Croctopuses (Croctopi?) at the end go in rectangular patterns, even though they do not border any walls. Pay attention to your surroundings as you move past them.
Bumble B Rumble
For this one, you will want to send a barrel into Queen B (yes, that's the boss' name). When she turns red, stay away from her, and run under her if you have to. When she becomes yellow again, throw another barrel at her. She'll become red again. Avoid her again. Repeat this until she dies. As you get in more hits, Queen B will get faster, so watch out!
Gorilla Glacier
There may be snow, but there is not much fun here. Hope you know how to use Barrel Cannons by the time you reach this point. Oh, and things are going to get crazy from here on in.
Snow Barrel Blast
Bonus areas: Three (3)
The first of three bonus areas is at the start. Get on top of the igloo, keep running to the left to stay there, and jump off the Necky to get in the Barrel Cannon. If you can win the shell game here, you can get a Winky token.
Since this is a snow level, you will definitely want to watch out for the ice physics here. If you need to, jump straight up to nullify the slipping and sliding around.
After the K, you'll start seeing the Barrel Cannons. They start out simple, with the odd Zinger to avoid here and there, but after the checkpoint, it gets a bit crazy.
Also, as you move through the stage, the sky will turn gray and the snowfall will become heavier. You'll even see snow fall in the background in addition to the foreground, which is pretty amazing given how late in the Super Nintendo's lifespan this is.
At the continue point, go left. Avoid the Krusha (it's a tad hard to see him in the snow, but he's there) and drop down the pit to enter a Barrel Cannon and get shot into the second bonus area. Shoot straight up at the center to get the O.
After this, you'll be avoiding a couple of Neckys as seeing your Barrel Cannon shooting skills get put to the test. Around the N is the third bonus area. If you shoot straight down at the Barrel Cannon before the N, you can get on some platforms leading to the Barrel Cannon that will take you there. It's another one of those "use the Barrel Cannons to get to the other side, but watch your speed" areas.
After the Rambi token (take care getting it), you get a pretty insane Barrel Cannon area, made a little more pressing with the heavy snowfall. If you aim downwards on the third Barrel Cannon (or up and right in the very first), you can enter a hidden autofire Barrel Cannon that will let you skip the entire section. You'll still get the G, but if you take the hard route and make it, Zingers and all, you can get a 3-Up at the end! You choose: rewards or safety.
After that, it won't be long until you reach the goal.
Slipslide Ride
Bonus areas: Three (3)
Since this is an ice cave, you want to watch out for ice physics again.
At the beginning, use one of the Kritter to reach the blue rope. The blue ropes will slide you upwards, so you will have to hold Y, then jump off the rope and then back on again several times to reach the top. At the top, send the barrel into the left wall to enter the first bonus area. Spell "KONG" to get a 1-Up.
Also at the site of the first bonus area, if you jump straight up at the entrance, you will enter a carefully camouflaged Barrel Cannon that will warp you to the end of the stage.
The red ropes will send you downwards. At the first red rope, jump to the right between the Zingers to find a Barrel. Keep the barrel away from the Zingers (you may need Diddy for this one) as you jump back to the left, and send the barrel into the left wall to enter the second bonus area. Spell the word "Nintendo" to win another 1-Up.
From here, be careful as you make your way up, as Zingers will hound your way up. They'll also start hanging around at the tops and bottoms of ropes, too.
Shortly after the O (which is hidden in a corner somewhere, use the blue ropes to find it), there will be four blue ropes. Make your way to the top of the fourth rope, and avoid the Zingers as you make your way up the third one. You'll come across the third bonus area. Use the ropes to get all the bananas, and grab the Expresso token at the end.
After this, there will be more rope jumping (and Zinger dodging!) before you finally make it to the end.
PrinceWatercress plays Donkey Kong Country - Part 3 of 7
Our adventure continues through Monkey Mines and into Vine Valley!
Maps courtesy of DKC Atlas.
Millstone Mayhem
Bonus areas: Three (3)
By leaping off the tire at the beginning to the stage to the left, you can enter another bonus area where you can aim for a prize. The left column has a DK Barrel (which is pointless since there is another one soon after this place), the middle column has a banana bunch and the right column has the K.
The big blue muscle-bound guys are Krushas. Only Donkey Kong can defeat them with a jump on the head, but Diddy Kong must use a barrel as any and all physical attacks will not work on his end.
There is a Warp Barrel above the two TNT barrels at the start. You can only get there with Donkey and you must reach it by finding a hidden tire (which I will mention later) and getting it to where the Warp Barrel.
The brown Gnawtys on millstones cannot be defeated. Just get past them as soon as you get the chance.
Shortly after the first millstone, jump into the Barrel Cannon in the pit and land on the area with the missing title. You'll uncover a tire. Push the tire to the right and into the pit past the O, then leap up on the tire without hitting the nearby millstone to enter the second bonus area. Here, you must spell a word by hitting the letters as they flash. Here, you will be spelling "Rare." By spelling the words correctly in these types of bonus areas, you'll be able to get some stuff. Here, you can get an Enguarde token. If you hit the Kremling heads, the barrel will reverse direction, but the wheel of letters gets slightly faster.
There are hidden walls to the north, east, west and south of the start. The southern one takes you to the large Enguarde token that doubles your token count; the others lead to token caches. Be sure to hit them all up first before hitting the large token. After you hit them all, use your lunge attack to get as many tokens as you can before time runs out.
If you use a roll to move it to the left over the pit, you can use it to enter the Warp Barrel. You must have Donkey Kong to get in it; Diddy's hitbox isn't quite big enough to reach it.
After this area, there will be a TNT barrel. Avoid the Krushas and get it to the next pit with the millstone above it, and blow up the right wall. Here, you'll play another shell game with a 2-Up balloon.
The rest of the area has Slippas, moving stone platforms, more millstones, and the ability to ride Winky if you can uncover a tire and use it to reach some hard-to-get-on platforms. You will definitely want to be careful on your mad dash to the end, since there are plenty of millstones and Slippas and there will even be a nut-tossing Necky below the G.
Necky's Nuts
Master Necky Jr. is the second boss on the hit parade. To beat him, you will have to jump on the tire and jump on him after he spits a nut at you. Avoid the nut, get on the tire, and jump on him before he disappears. This is yet another easy boss, and after five hits, Master Necky will go down.
Vine Valley
Easy street is over. Your Barrel Cannon shooting skills will be put to the test like never before once you step foot in Vine Valley, and you'll also be climbing on a lot of automatically moving ropes, too. A walk in the woods is about to get hectic!
Vulture Culture
Bonus areas: Three (3)
The Mini-Neckys are smaller vultures that fly around and spit nuts at you at regular intervals. For now, these guys will fly in place; in the future, some of them will move.
You'll be using Barrel Cannons to bounce off Neckys in order to get to places.
When you see the tire, jump on the Necky that is sitting on top of it and move the tire to the right edge. Jump straight up where the line of bananas is to enter the first bonus area. Spell out the word "Kong" and get an Expresso token!
The space between the first bonus area and the Barrel Cannon that leads further into the level contains a Warp Barrel. You can use this to skip to the end of the stage. There is a catch, however: you must be playing as Donkey Kong and you must get there quickly. If you're playing as Diddy and you switch to Donkey, the barrel will show up if you made it there fast enough.
After some more Neckys and Barrel Cannons, you'll soon find a wall with some feathers on the ground right next to it. Jump on the feathers from a high enough height (use the Mini-Necky) to uncover a barrel, and ram the barrel into the nearby wall to enter the second bonus area. Here, you will see two Klap-Traps. Bounce on them enough times without getting bitten and you can get a ton of bananas from them as well as an extra life when it is all over.
Shortly after the O, Zingers will be part of the equation. You will want to time your shots out of the Barrel Cannons in order ot keep from getting stung.
Shortly after the first yellow Zinger, you will see a big perch with a Necky throwing nuts at the top. Take out the Necky, then jump to the left and onto the feathers on the ground below. Use the barrel to break the wall to the right of where the Necky was to enter the third bonus area. Here is yet another Barrel Cannon reaction area, and if you can reach the end of it, you can get the N.
After some more Barrel Cannons and some more Zingers, you'll reach the end.
Tree Top Town
Bonus areas: Two (2)
The first bonus area is to the left of the start. Go to the right to summon a Gnawty, then move to the left with the Gnawty following you. Jump off the Gnawty and into the Barrel Cannon to enter the first bonus area. Spell out the word "KONG" by leaping into the four barrels from left to right at the right times to get an extra life.
There is a Warp Barrel in the middle of the first column of the level. Landing on the Necky on the way out of the first bonus area and moving to the left will allow you to hit a hidden tire. Jump up on the hidden tire to enter the Warp Barrel and skip the majority of the stage.
Be sure to watch the skies for enemies so you aren't ambushed from above without warning.
After the first Barrel Cannon of the stage, your Barrel Cannon skills will be put to their biggest test to date. Launch yourself out with B or Y when your position is just right, and you should be able to make your way through the stage. Sometimes, you'll have to get in the first Barrel Cannon - which usually is an auto-firing barrel - at the right time so you can land inside a Barrel Cannon later in the set. There will be some trial and error in this stage, so make sure you come here with plenty of lives.
One set of Barrel Cannons near the end will have a lone banana at the bottom of the screen. When you make it to the last Barrel Cannon of that set, fire out so that you hit the banana. You'll land in a hidden Barrel Cannon that takes you to the second bonus area. If you can time your aim just right, you can get the N in the center of the area.
At the second-to-last set of Barrel Cannons, jump clear over the auto-fire Barrel Cannons when the third Barrel Cannon is low enough to make it easier to get through.
After the G, you're home free. Use the superjump to get the Expresso token if you need to, then run right to the exit.
Forest Frenzy
Bonus areas: Two (2)
The gray Kritters are much like the brown ones, but they also move forwards at the same time.
You will have to use the superjump to get the K.
After the O, you will have to move up and down the ladder to avoid all the Zingers.
The two bonus areas are not until the very end. The first one is in the field of Zingers, and you will have to pay attention to the bottom of the screen in order to find it. For best results, hang onto the very bottom of the rope to make getting into the barrel. Here, you can go for a Rambi token in another shell game.
The second bonus area is at the end of the stage. Take out all the brown Kritters, then jump onto the feathers on the ground at the very left end of the ending area. Take the barrel to the end and throw it into the last wall before the exit for another bonus area. Here, you can get a bunch of bananas as well as an Enguarde token by grabbing onto the rope here.
Saturday, November 3, 2018
PrinceWatercress plays Donkey Kong Country - Part 2 of 7
In this entry, we wrap up Kongo Jungle before heading to Monkey Mines!
Maps courtesy of DKC Atlas.
Barrel Cannon Canyon
Bonus areas: Two (2)
The Barrel Cannons are in full force! You already know what they do at this point: you jump in, and the barrel shoots you in a certain direction. The ones with the white starburst automatically aim and shoot you out upon entering; the ones that don't only shoot you out when you press B.
There is an automatic Barrel Cannon above the cave at the start of the stage that takes you straight to the letter K and also lets you skip almost half the stage.
If you can superjump to the right after the broken ground that contains a DK Barrel at the start, you can get a frog token.
The brown Kritters will make a few short bounces before jumping straight up. Watch their movements and jump on them when the time is right.
From the first three brown Kritters, you can either use the Kritters to take the much easier top path and get a Rambi token, or you can take the lower path which will give you some much needed skills on the Barrel Cannons. Take the lower path. When you reach the last normal barrel cannon, launch yourself into the wall when the next Barrel Cannon is out of the way to enter the first bonus area. Here, you can enter barrel cannons and aim and shoot when the time is right to grab power-ups. The further you go, the faster and harder it gets.
Shortly after the continue point, there is a TNT barrel. Push it through the short wall in the gap to the left to enter the second bonus area. Here, you have one shot at pressing A to get the power-up of your choice. The left column of bananas will give you an Enguarde token, the middle will give you a 1-Up and the right one will give you a banana bunch.
After the second bonus area, there are two paths again. If you take the lower path, you can get the N out of the ground, but your Barrel Cannon skills will also be put to the biggest test so far. If you take the upper path, you'll be able to skp the rest of the level.
The G will be above the trees at the exit.
Candy's Save Point
Candy Kong happens to be Donkey's "love interest," and she runs the overworld save point. Jump in the save barrel here, and all of your progress will be saved. You'll see how much time you've been playing and you will also see how much of the game you have completed.
Candy Kong would not show up again in the Donkey Kong series until Donkey Kong 64; so forgotten was Candy up until that point that when the group Kong photo render that was part of the art of the first game was re-used in the manual of the second game, Dixie Kong replaced Candy in a rather haphazard way.
Very Gnawty's Lair
Welcome to your first boss battle! When you enter a boss battle, you will break a DK Barrel, letting you start the boss battle out with both Kongs and maximizing your chances at survival.
The boss battle here is very simple. Jump on Very Gnawty's head and stay away. The more you jump on his head, the faster his jumps will become. After a couple of hits, Very Gnawty will go down.
Monkey Mines
The game was easy so far, but now it's going to get a little bit harder.
Also, a ship is approaching the island. Hmmmm...
Winky's Walkway
Bonus areas: One (1)
Welcome to the mines! Watch your step...even though it's a tad dark, there's one big bottomless pit below.
The Neckys return, and this time, some of them fly in place while others will fly up and down.
The crate with the frog on it contains Winky the Frog. Winky the Frog hops around, and pressing B to jump will allow you to bounce on enemies, including Zingers, and take them down in one stroke.
The gray barrels with the skull and crossbones on them create enemies indefinitely. Right now, they produces just Gnawtys, but they will produce other enemies in other areas.
The Barrel Cannon after the continue point leads to the stage's lone bonus area. If you have Winky here, you can grab all of the banana bunches here.
The Expresso token can only be grabbed if you have Winky. He'll even take out the Zinger for you!
Mine Cart Carnage
Bonus areas: None
There are no bonus areas here, all you have to worry about is jumping into the Barrel Cannon at the start, getting on the mine cart and staying on the tracks and avoiding all the other mine carts in your way as well as the Krashes, who are basically Kritters in mine carts.
If you leap over the Barrel Cannon at the start and stay close to the end of the platform it was on, you can automatically warp to the end of the stage. You just have to jump over one Krash.
Be ready to jump as soon as you touch the banana bunch near the end of one of the tracks. Also, you will have to jump early to get the N as well as the 1-Up that comes afterwards.
Bouncy Bonanza
Bonus areas: Three (3)
The barrel that is kept together with vines will break regardless of whatever it hits.
There is a tire that is not stuck to the ground and can be pushed around shortly after the start. If you move it all the way to the left, you can use it to get a Rambi token at the start of the stage.
Once again, you'll be grabbing a bunch of tiny Rambi tokens to get an extra life. If you take the absolute top path at the start, you will be able to get the large Rambi token to double your token count. However, you want to save that area for last or just avoid it entirely, because it takes a bit of time to reach and you do not collect any tokens on the way.
The gold Kritters jump back and forth and never stop. Be ready to jump on their heads when they reach their lowest points.
The area with the two zingers shortly after the first DK Barrel hides a bonus area. You will have to get a barrel, bring it over there, keep from hitting the Zingers with it so it doesn't break before you put it through the wall, then you will have to put it through the wall to enter. Use Diddy Kong to get this one if you can. Once again, it's time to match three things and get the thing you matched.
Afterwards, move the tire to the right to be able to bounce up and hit the checkpoint, then you can choose between the lower path and the higher path. Move the tire to the moving platform to access the higher path. At the end, drop down and to the right and you will find a hidden room where you can get Winky the Frog.
After this, it's a series of jumps and a few series of Zingers and gold Kritters. Near the end, there is a tire that you can push onto a moving platform to reach a Barrel Cannon that is in mid-air. You can also use Winky to jump up to it, but regardless of how you get there, there's plenty of bouncy tires and bananas.
Stop & Go Station
Bonus areas: Two (2)
If you go to the left back to where you entered from, you can skip the rest of the stage. Just jump over all the RockKrocs on the way to the right.
If you continue to the right from here, be sure to hit all the Stop and Go barrels so that you turn the red light on and make the barrels say "Stop," causing all the RockKrocs to curl into balls and stop in their tracks. When the green light turns on and the barrels say "Go," the RockKrocs will go back to moving back and forth very quickly.
You'll also meet the Klap-Traps for the first time in this stage. These big-mouthed lizards come from Donkey Kong Jr., and if you roll or cartwheel into them, they will bite you even if you try to hit them from behind. Always jump on the Klap-Traps to defeat them.
The first bonus area is right after the continue point. Grab the barrel, then throw it into the wall with the trapped RockKrock. Here, you can use the Barrel Cannons to get a bunch of bananas.
Right after this, there is a tire that you can push to the left. Push it all the way to the left, then jump straight up to enter the other bonus area for this stage. The right column leads to a Winky token; the others just lead to banana bunches.
PrinceWatercress plays Donkey Kong Country - Part 1 of 7
Gotta do it. Gotta finish up the trilogy.
Maps courtesy of DKC Atlas.
It's the one that started it all! It's the only game in the trilogy where you actually get to play as Donkey Kong, and being that it is the start of an epic trilogy, all the polish that is in the two sequels is not quite there yet. Nevertheless, the precedent was set here: colorful computer-generated graphics, plenty of action, and tons of bonus areas.
In this one, King K. Rool and his Kremling forces have stolen Donkey Kong's banana hoard, and DK has to get it back with the help of then-newcomer Diddy Kong.
Kongo Jungle
When you start the game, you move from the treehouse (which you cannot access on the overworld map) to Kongo Jungle. (In the Japanese version, the marker to the left of Kongo Jungle is not there in order not to confuse gamers.)
From here, it's time to head out of the jungle in search of all those bananas...
Jungle Hijinxs
Bonus Areas: Two (2)
Also known as "Jungle Japes," which was the level name in a pre-release version of the game and ended up being the name of the first level in Donkey Kong 64.
The Control Pad will let you move around. Y lets you do a rolling attack when pressed and run when held, B lets you jump, and A and Select will allow to switch between Kongs.
Y also lets you pick up a barrel and hold it when held, and throw the barrel when the button is released. By breaking the barrel with the "DK" icon on it, you can free Diddy Kong (or Donkey if he is missing in action). Both Kongs carry barrels differently: Donkey Kong will hold the barrel over his head and throw it hard, while Diddy holds it in front of him like a shield.
If you hold Down and press Y while playing as Donkey, you can do a hand slap. You can perform it in certain areas to find hidden items and also hit enemies with it to steal a banana from them if you're that desperate for an extra life.
If you go into the treehouse at the start, you can bounce off the tire in the ground to grab a 1-Up. Red balloons are worth one extra life, blue ones are worth two and green ones are worth three.
Bananas are the coins of the Donkey Kong Country series. A banana bunch is worth ten bananas, and if you collect one hundred of them, you will get an extra life.
After that, if you can somehow stay on the upper level and jump over some big gaps to get from one tree to another, you'll be able to grab two 1-Ups as well as a 2-Up. Be ready to grab them, as these - and some other extra lives - can fly up and away if you take too long to get them. The best way to get there is to do a superjump. Run to the edge, roll/cartwheel off of it and, while still holding Y and the direction you want to go, press B while dropping down. If you can do it right, you can reach the trees that you could not reach normally. This technique shows up in the sequels as well.
If you drop down to the where the down arrow made out of bananas points too and land on the broken ground there, you can grab a steel keg. You can throw it up against the treehouse, jump onto it, and ride it through parts of the stage. Jump to get off.
The beavers that move back and forth are called Gnawtys, and the green Kremlings in gold armor are Kritters. They are very vanilla enemies and can be rid of in almost anyway imaginable. Just don't run into them or let them touch you, as getting hit causes you lose one Kong (and if you just have one Kong, lose a life).
The huge Kremlings with army helmets are Klumps. Donkey Kong can jump into them, but Diddy cannot; he will have to cartwheel into them with Y to defeat them.
The K-O-N-G letters will give you an extra life if you collect all four.
The ostrich token takes you to a bonus room if you get three of them. There are four kinds of tokens: ostrich, rhinoceros, frog and swordfish, and you will meet these characters as you go through the game.
The barrel with the spinning stars is a continue point. Running through it will give you a checkpoint that you can return to if you lose a life. (If you lose all your lives, however, it won't make much difference.)
The Necky after the continue point tosses nuts around. Avoid the nuts as you try to jump onto it.
Afterwards, there will be a crate with the head of a rhino on the side. Jumping on the crate will free Rambi the rhinoceros. Jump on him, and use Y to attack and run and B to jump. Press A to dismount and continue on foot if you want to. Running into enemies or attacking them will take them out. The wall right after the next pit contains a bonus area. Unlike the sequels, all you have to do to get credit for them is just enter; you don't need to collect everything and you can spend as much time as you need to. Run to the right to collect bananas and jump to get the extra life. Also unlike the sequels, you can only re-enter bonus areas by either losing a life and returning to where the bonus area was or by leaving and re-entering the level.
Unlike the sequels, the animal buddies do not have special abilities that can be activated by holding and then releasing the A button.
When you come out of the wall from exiting that area, the wall to the right below the trees and the G holds another bonus area. Just like the first one, you have to have Rambi to use a barrel to break it open and enter it or else you won't be going in. Here, match up all the tokens that switch from one to another to get that token and "win" the bonus area.
After this point, the stage will get dark (this is for Super Nintendo only; this will not happen on Game Boy Color or Game Boy Advance due to hardware limitations). Enter the cave to get to the goal. No mini-game targets for exits here!
Ropey Rampage
Bonus Areas: Two (2)
This area will be dark and rainy when you enter.
Army the armadillo will roll at you when you get close, and stop after a couple of seconds. If you're playing as Donkey, he will go down in one hit no matter what; if you're playing as Diddy, you'll have to do it in two.
The TNT barrel will explode when it either hits the ground or a wall or hits an enemy after being thrown. Unlike the sequels, if you hold Down and let go of Y to put it down (which can be done with any barrel), the TNT barrel will shake and eventually detonate.
Be sure to handslap in the middle of tree platforms to get some banana bunches.
The ropes that swing back and forth are easy. Just jump into them when they are near you, and hold the direction you want to go and press B to jump off in that direction.
The gap after the O hides a barrel cannon that will automatically take you to a hidden bonus area in a wall. Here, you're just climbing ropes and jumping off them to get bananas and also leave. Leaping into a rope will let you grab on. Up and Down on the Control Pad will let you climb up and down, Left and Right let you switch sides, and holding Left or Right and pressing B will let you jump off in that direction. Hold Y to move faster while on the ropes.
Near the end, you will meet the bees, which are called Zingers. Do not run into them as you swing from one rope to another.
Near the end, you will see a barrel cannon in a pit. Jump into it to enter the bonus area. Pay attention to where the 1-Up is, and carefully jump into the barrel that you think has it. If you win, you get the 1-Up. If you lose, you get nothing.
Cranky's Cabin
Cranky Kong is the original Donkey Kong, and he makes fun of the modern state of gaming circa 1994 while giving you hints for the early parts of the game. (There are supposed to be hints for the current world you are in, but these hints were not programmed correctly and never show up. This leads to Cranky Kong being nearly useless in this game; in the Game Boy Advance version, this is fixed.)
Reptile Rumble
Bonus Areas: Three (3)
The snakes that move back and forth are Slippas. You can jump on them or roll/cartwheel into them, but they are more formidable when in groups.
The blue Kritters jump up and down as they move forward. Be careful when attacking them.
The wall next to the K is an entrance to a hidden bonus level. The normal barrel (which rolls across the ground when thrown) or the DK Barrel can be used to break it. Here, you can get a few bananas as well as a 1-Up. When you leave the bonus area, you will be launched out and you will run into the first of four blue Kritters in that area. To crawl into narrow corridors, just move into them with the Control Pad. Donkey will automatically get in position, and all you have to worry about is moving.
The huge platform with the DK Barrel that be can be reached with the tire trampoline has a barrel cannon to the left. Jump into it to reach the second bonus area. Jump into the nearby barrel cannon when you enter, and you will be taken to the end.
Be careful around the Zingers near the O. You can duck down in the gaps to avoid them if you need to. If you play around with the barrels, you can find out that the barrels will kill them and that they make a hilarious high-pitched buzzing sound when knocked out that sadly never got used in the sequel (which is too bad, because I like that sound).
The small chasm with the two Skippas in it after the N holds a bonus area entrance within its right wall. Once again, you will have to break that wall with a barrel to get in. Leap onto the tire to get all the bananas.
Use the two blue Kritters after the third bonus area to get the swordfish token.
Coral Capers
Bonus Areas: none
Unlike the sequels, the underwater areas in this game do not have bonus areas. I guess they didn't know how to program them in like they did in the second and third games. You also spend the entire time underwater; you don't switch between wet and dry land like in the sequels.
Press B will allow you to swim, and the Control Pad allows you to change the direction you're going.
The small fish at the beginning are called Bite-Sizes, and the purple octopus is called the Croctopus. You want to avoid the Croctopus at all costs, though if you do exlpore around them, you can find extra lives, a banana hinting a bonus cache of bananas below the floor, and other pick-ups if you're careful.
There are two points in this area where you can find a crate with a swordfish. This is Enguarde the Swordfish, and you can move in any direction with the Control Pad and press Y to stab at an enemy. Be sure you are lined up so Enguarde does not get hit. If he gets hit, he runs away, but if you're fast enough, you can get back on him.
The smaller, dark blue sharks are Chomps Jr., and the bigger, light blue sharks are Chomps. They can only be beaten by Enguarde, as are the Bite-Sizes, and they both move in predictable patterns.
To the right of the Chomps are a hidden area with an ostrich token. If you've picked up three at this point, you can play a bonus game with Expresso the Ostrich. Expresso the Ostrich only appears in this game, and you can run around with Left and Right on the Control Pad and press B to jump. Continuously press B while in mid-air to float in the direction you want to go.
You have a limited time to pick up as many tokens as you can. Every 100 tokens you grab will give you an extra life after time runs out.
If you jump over and float to the left at the start, you can find a lot of tokens that be picked up rather quickly. After that, you can go to the right, pick up as many tokens as you can, and you'll eventually be able to jump up a wall and to the right where you can find a large Golden Expresso. Running into it will double the amount of tokens you currently have. Be sure to pick it up as late as you possibly can.
Also, if you come back from the Expresso bonus stage in Coral Capers, go up after you show back up where the Continue Barrel is. If you go down, you'll go into the floor, and you'll have to swim around in order to get yourself out again. Don't do what I did.
Clambo is a clam that spits pearls out. Pay attention to how many he spits and where all the pearls go.
Funky's Flights
Here, you can go to any world you've already completed and any stage you've already completed. Just jump into the Jumbo Barrel to pick a place. It's free for the entire game, because a currency system wasn't in place until the sequels.
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