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* CrateExpectations: There are lots of wooden crates in many stages. Crates can contain things ranging from a single banana to a puzzle piece.



* FungusHumongous: Crumble Cavern has mushrooms at the size of Donkey Kong.



* SpringsSpringsEverywhere: Various objects bounce the player upwards such as flowers and balloons.

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* SpringsSpringsEverywhere: Various objects bounce the player upwards such as flowers flowers, awnings and balloons.balloons. The game has actual springboards as well.
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* ConspicuousElectricObstacle: Precarious Pendulums has electrified beams, caused by electric nodes with current flowing between them.


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* SpringsSpringsEverywhere: Various objects bounce the player upwards such as flowers and balloons.
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* TheGoomba: Tucks are the most common and (along with Dozies) weakest enemies in the game.
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* SawBladesOfDeath: Sawmill Thrill features numerous circular saws. While some do cut wood, others clearly serve as an obstacle to slice up the player. At one point, a giant saw blade chases the player.
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King Koopa Copy was cut per TRS


* KingKoopaCopy: The main villain, Lord Frederik, is a powerful warlord who leads the vikings known as Snowmads. Like K. Rool, he too is pretty tubby, but still able to put up a fight. Interestingly, he's AnIcePerson, while Bowser is PlayingWithFire.

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trope has been renamed


* BirthdayBeginning: The Snowmad attack happens on Donkey Kong's birthday. May count as a SignificantReferenceDate, as the game was released in 2014, and that year marked the 20th anniversary of the ''VideoGame/DonkeyKongCountry'' series.



* TheHerosBirthday: The Snowmad attack happens on Donkey Kong's birthday. May count as a SignificantReferenceDate, as the game was released in 2014, and that year marked the 20th anniversary of the ''VideoGame/DonkeyKongCountry'' series.
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* RoaringRapids: 4-6, Current Capers. In it, Donkey Kong and his frienda have to activate certain mechanical gizmos to open their path to the exit while dealing with both the underwater currents and the harmful objects that move due to them. A few other water levels have currents on occasion, but they are the main feature of this one.

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* RoaringRapids: 4-6, Current Capers. In it, Donkey Kong and his frienda friends have to activate certain mechanical gizmos to open their path to the exit while dealing with both the underwater currents and the harmful objects that move due to them. A few other water levels have currents on occasion, but they are the main feature of this one.
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David Wise's page got axed. Also made a minor fix.


Veteran ''Donkey Kong Country'' series composer Creator/DavidWise returned to the series to compose the soundtrack for the game, replacing Minako Hamano from ''Returns''.

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Veteran ''Donkey Kong Country'' series composer Creator/DavidWise David Wise returned to the series to compose the soundtrack for the game, replacing Minako Hamano from ''Returns''.



* BattleThemeMusic: Following the trend of ''Returns'', the bosses all have their own battle themes to stand out from the style of the SNES trilogy. In particular, Pompy, Bashmaster and Lord Fredrik employ AutobotsRockOut for their themes, whereas Skowl uses OminousLatinChanting that has been noted to bear a considerable similarity with the famous theme of Sephiroth's OneWingedAngel form in ''VideoGame/FinalFantasyVII'', Ba-Boom uses a fast-paced tribalcomposition to go along with his mischievous nature, and Fugu uses a track that borrows the musical style of the tense tracks played in ''VideoGame/DonkeyKongCountry2DiddysKongQuest (both games were composed by David Wise, so this makes sense).

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* BattleThemeMusic: Following the trend of ''Returns'', the bosses all have their own battle themes to stand out from the style of the SNES trilogy. In particular, Pompy, Bashmaster and Lord Fredrik employ AutobotsRockOut for their themes, whereas Skowl uses OminousLatinChanting that has been noted to bear a considerable similarity with the famous theme of Sephiroth's OneWingedAngel form in ''VideoGame/FinalFantasyVII'', Ba-Boom uses a fast-paced tribalcomposition tribal composition to go along with his mischievous nature, and Fugu uses a track that borrows the musical style of the tense tracks played in ''VideoGame/DonkeyKongCountry2DiddysKongQuest (both games were composed by David Wise, so this makes sense).
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* SpikesOfDoom: Many levels feature spiky hazards that must be avoided, though Rambi can destroy them in the levels where he appears. Cranky Kong can tackle them easily by jumping onto them harmlessly with his cane.

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* SpikesOfDoom: Many levels feature spiky hazards that must be avoided, though Rambi can destroy them in the levels where he appears. Cranky Kong can tackle them easily by jumping onto them harmlessly with his cane. In the Switch version, Funky Kong is immune to spikes on the ground, as he'll plant his surfboard on the spikes to protect himself; however he cannot walk or run when this happens, he will need to jump to get moving again.
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** Autumn Heights is a YodelLand take on GreenHillZone, with the hills gradually ascending into a full-on DeathMountain. Horn Top Hop mixes in some BandLand setpieces, Mountain Mania features some LethalLavaLand elements via an erupting volcano, and Sawmill Thrill gives a MinecartMadness ride through an EndlessEngine. Finally, the Rodent Ruckus level mixes MinecartMadness, BlackoutBasement, TempleOfDoom, and LevelAte, via a cheese factory. The Kongs, riding a rocket barrel, must escape a giant rolling cheese wheel (a parody of the famous boulder scene from ''Film/RaidersOfTheLostArk'').

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** Autumn Heights is a YodelLand take on GreenHillZone, with the hills gradually ascending into a full-on DeathMountain. Horn Top Hop mixes in some BandLand setpieces, Mountain Mania features some LethalLavaLand elements via an erupting volcano, and Sawmill Thrill gives a MinecartMadness ride through an EndlessEngine.EternalEngine. Finally, the Rodent Ruckus level mixes MinecartMadness, BlackoutBasement, TempleOfDoom, and LevelAte, via a cheese factory. The Kongs, riding a rocket barrel, must escape a giant rolling cheese wheel (a parody of the famous boulder scene from ''Film/RaidersOfTheLostArk'').
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** The Lost Mangroves world is a mix of BubblegloopSwamp, PalmtreePanic and DerelictGraveyard, with many decaying planes and ships.
** Rodent Ruckus mixes MinecartMadness, BlackoutBasement, TempleOfDoom, and a cheese factory. The Kongs, riding a rocket barrel, must escape a giant rolling cheese wheel (a parody of the famous boulder scene from ''Film/RaidersOfTheLostArk'').
** One level, Scorch and Torch, is set amid a brush fire, combining GreenHillZone and LethalLavaLand.

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** The Lost Mangroves world is a mix of BubblegloopSwamp, PalmtreePanic PalmtreePanic, elements of JungleJapes, and DerelictGraveyard, with many decaying planes and ships.
ships. The level Zipline Shrine also factors in some TempleOfDoom elements.
** Autumn Heights is a YodelLand take on GreenHillZone, with the hills gradually ascending into a full-on DeathMountain. Horn Top Hop mixes in some BandLand setpieces, Mountain Mania features some LethalLavaLand elements via an erupting volcano, and Sawmill Thrill gives a MinecartMadness ride through an EndlessEngine. Finally, the Rodent Ruckus level mixes MinecartMadness, BlackoutBasement, TempleOfDoom, and LevelAte, via a cheese factory. The Kongs, riding a rocket barrel, must escape a giant rolling cheese wheel (a parody of the famous boulder scene from ''Film/RaidersOfTheLostArk'').
** One Bright Savannah is mainly a pretty straightforward GreenHillZone (albeit a Serengeti Plains-themed one), but one level, Scorch and Torch, is set amid a brush fire, combining GreenHillZone bringing in LethalLavaLand elements, and LethalLavaLand.another, Frantic Fields, has you caught up in a tornado, turning the level into a GustyGlade.



** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, TheLostWoods, {{Prehistoria}}, EternalEngine and LethalLavaLand).

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** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, TheLostWoods, {{Prehistoria}}, {{Prehistoria}} / DeathMountain, EternalEngine and LethalLavaLand).
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** The Switch version allows you to access your entire inventory in the middle of a stage, meaning you no longer have to decide in advance what items to bring with you into a stage or worry about having the wrong (or no) support Kong for certain collectibles or route puzzles.

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** The Switch version allows you to access your entire inventory in the middle of a stage, meaning you no longer have to decide in advance what items to bring with you into a stage or worry about having the wrong (or no) support Kong for certain collectibles or route puzzles.secret exits (especially when the levels in question are other unsuitable for certain Kongs or don't provide many Kong barrels).
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** The Switch version allows you to access your entire inventory in the middle of a stage, meaning you no longer have to decide what items to bring with you into a stage or worry about using up the items you've brought with you.

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** The Switch version allows you to access your entire inventory in the middle of a stage, meaning you no longer have to decide in advance what items to bring with you into a stage or worry about using up having the items you've brought with you.wrong (or no) support Kong for certain collectibles or route puzzles.
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* DeadlyDustStorm: Level 3-3, "Frantic Fields". It takes place in a savannah hit by a huge dust storm that evolves into a tornado. There are dust devils that will launch the Kongs away at very high speeds, the wind grows strong enough to blow [[{{Mooks}} Snomads]] and even a full-grown Cape buffalo around (and the Kongs eventually, to the point where you can only move forward by rolling or sprinting against the wind) and ligtning begins raining down, dealing damage and destroying platforms.

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* DeadlyDustStorm: Level 3-3, "Frantic Fields". It takes place in a savannah hit by a huge dust storm that evolves into a tornado. There are dust devils that will launch the Kongs away at very high speeds, the wind grows strong enough to blow [[{{Mooks}} Snomads]] and even a full-grown Cape buffalo around (and the Kongs eventually, to the point where you can only move forward by rolling or sprinting against the wind) and ligtning lightning begins raining down, dealing damage and destroying platforms.

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Everythings Better With Penguins is now a disambiguation page.


* EdibleAmmunition: The game has the [[EverythingsBetterWithPenguins Penguin]] [[HornyVikings Snomads]] use fish as ammo against the Kongs. Dixie Kong also uses a gun similar to Diddy's that fires bubblegum (a reference to her gum-chewing IdleAnimation in ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'').

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* EdibleAmmunition: The game has the [[EverythingsBetterWithPenguins [[CartoonPenguin Penguin]] [[HornyVikings Snomads]] use fish as ammo against the Kongs. Dixie Kong also uses a gun similar to Diddy's that fires bubblegum (a reference to her gum-chewing IdleAnimation in ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'').



* EverythingsBetterWithPenguins: Tucks, Tuff Tucks, and Painguins. They make up the bulk of the Snowmad army, so maybe things ''aren't'' really better.

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* GivenNameReveal: The tutorial pig from the last game has been given the name "Professor Chops".


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* NamedInTheSequel: The tutorial pig from the last game has been given the name "Professor Chops".
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* ThrowTheMookAtThem: Certain enemies can be stunned after being hit, and the grabbed to be thrown at other enemies. The game was inspired by ''VideoGame/SuperMarioBros2'' in this regard, so it makes sense. During the FinalBoss battle, Lord Fredrik spends part of the final battle against him as a BackgroundBoss. He sends his minions to attack you, but you can toss them back at him, prompting him to jump into the foreground for a proper battle.

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* ThrowTheMookAtThem: Certain enemies can be stunned after being hit, and the then grabbed to be thrown at other enemies. The game was inspired by ''VideoGame/SuperMarioBros2'' in this regard, so it makes sense. During the FinalBoss battle, Lord Fredrik spends part of the final battle against him as a BackgroundBoss. He sends his minions to attack you, but you can toss them back at him, prompting him to jump into the foreground for a proper battle.
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* ThrowTheMooksAtThem: Certain enemies can be stunned after being hit, and the grabbed to be thrown at other enemies. The game was inspired by ''VideoGame/SuperMarioBros2'' in this regard, so it makes sense. During the FinalBoss battle, Lord Fredrik spends part of the final battle against him as a BackgroundBoss. He sends his minions to attack you, but you can toss them back at him, prompting him to jump into the foreground for a proper battle.

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* ThrowTheMooksAtThem: ThrowTheMookAtThem: Certain enemies can be stunned after being hit, and the grabbed to be thrown at other enemies. The game was inspired by ''VideoGame/SuperMarioBros2'' in this regard, so it makes sense. During the FinalBoss battle, Lord Fredrik spends part of the final battle against him as a BackgroundBoss. He sends his minions to attack you, but you can toss them back at him, prompting him to jump into the foreground for a proper battle.

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Massive example crosswicking. Finished at last. Phew!


* BigBad: The leader of the Snowmads, Lord Fredrik.

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* BigBad: The leader of the Snowmads, Lord Fredrik. After bringing an EndlessWinter to DK Island, Lord Fredrik and the Snowmads take over the island, with DK and co. having to take it back from him.



* DamnYouMuscleMemory: The game brings back the old roll mechanic if playing on the Gamepad, which means shaking the Gamepad is not only tiring but does nothing.



* GameBreakingBug: The game had a rare glitch that prevented the player from advancing to level 3-4 after completing 3-3. The path would open up, but Donkey Kong couldn't move. While this didn't happen to most people, those that encountered the glitch had no way of completing the rest of the game. Fortunately this was fixed in a patch.



* TheHedgeOfThorns: Bramble Scramble, now featuring toothy plants as well.

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* TheHedgeOfThorns: There are two bramble levels: One in Lost Mangroves and another in Bright Savannah. Cranky Kong's pogo cane lets him bounce off the thorns safely. the one in the latter world, Bramble Scramble, now featuring features toothy plants as well.



* TheHerosBirthday: The Snowmad attack happens on Donkey Kong's birthday. May count as a SignificantReferenceDate, as 2014 marks the 20th anniversary of the ''Donkey Kong Country'' series.

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* TheHerosBirthday: The Snowmad attack happens on Donkey Kong's birthday. May count as a SignificantReferenceDate, as 2014 marks the game was released in 2014, and that year marked the 20th anniversary of the ''Donkey Kong Country'' ''VideoGame/DonkeyKongCountry'' series.



* LethalLavaLand: The level "Scorch & Torch" in the Savannah. Additionally there is the Volcano on Donkey Kong Island returning from the first game.

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* LethalLavaLand: The level "Scorch & Torch" Scorch 'n' Torch, one of the levels in the Savannah. Additionally there third world, is a variant that [[HailfirePeaks mixes this]] with GreenHillZone, in that it's an African savanna that is being subjected to a pervasive brush fire. Near the end of the game, the Kongs go through a traditional volcanic level [[spoiler:when revisiting the Volcano on Donkey Kong Island returning from the first game.region of their own island]].



** 2-4, Sawmill Thrill, has [[https://www.youtube.com/watch?v=Zxjyleke4rs a track]] that only plays when you respawn from the second checkpoint. It lasts about a minute before looping, but unless you stop to listen to it instead of jumping into the minecart right away (which changes the music back to the main level music), you won't hear more than the first 5 seconds.

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** 2-4, Sawmill Thrill, has [[https://www.youtube.com/watch?v=Zxjyleke4rs a track]] track that only plays when you respawn from the second checkpoint. It lasts about a minute before looping, but unless you stop to listen to it instead of jumping into the minecart right away (which changes the music back to the main level music), you won't hear more than the first 5 seconds.



* LostFoodGrievance: We first see [[BearsAreBadNews Bashmaster]] lounging on an ice floe floating in a pool of juice while licking a popsicle. Franchise/DonkeyKong falls onto the platform, knocking the popsicle out of Bashmaster's hand and into the juice, where it is promptly eaten by piranhas. Bashmaster angrily looks at DK, who smiles sheepishly. Cue BossBattle.



* OneHitKill: Like in ''Returns'', there are levels which, at one point, have each a deadly hazard that can kill the Kongs upon contact (with the gigantic durian rolling at them in 3-2 and the tall fruit grinder approaching them in 5-2 standing out). However, unlike its predecessor, the game eliminates the instant-death vulnerability in rocket barrels and mine carts (they're given a life meter akin to that of the characters).



* RhinoRampage: Rambi, of course.

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* %%* RhinoRampage: Rambi, of course.course.
* RhymingTitle: Some of the levels have names that aren't alliterative instead, such as "Sawmill Thrill" and "Blurry Flurry".
* RoaringRapids: 4-6, Current Capers. In it, Donkey Kong and his frienda have to activate certain mechanical gizmos to open their path to the exit while dealing with both the underwater currents and the harmful objects that move due to them. A few other water levels have currents on occasion, but they are the main feature of this one.



* SeaSerpents: The are enormous, eel-like creatures leaping out of the water to give you a hard time, particularly in the level "Twilight Terror", in the African-themed Bright Savannah world. These creatures might be based on the Inkanyamba, a similarly eel-like monster from Zulu and Xhosa mythology.
* SemiaquaticSpeciesSailor: The Snowmads are a viking crew of animals from GrimUpNorth. Although the crew consists of a variety of animals, the leader, Lord Fredrik, and the {{Elite Mook}}s, the Waldoughs, are walruses.



* SequentialBoss: Every boss in the game, from the first to the last, has three phases each. Some bosses simply attack faster, but others add new attacks and two of them have to be attacked differently depending on the phase (whether stomping them or throwing an enemy at them).



* ShipLevel: The game features levels with the wreckage of several freighter-style ships mixed into JungleJapes and PalmtreePanic settings.



* SlipperyAsAnEel: There's a gigantic eel-like enemy called a Gargantuan Gill. A school of these things feature prominently in the aptly-named level "Twilight Terror", while a few more briefly appear later in the "High Tide Ride" level.



* SongsInTheKeyOfPanic: Like in ''Returns'', the music in the bonus rooms changes to a more frantic arrangement when under 10 seconds are left on the timer.
* SortingAlgorithmOfThreateningGeography: Played with. The first five main islands all start peacefully, but their following levels move onto the more dangerous areas or sections (for example, Autumn Heights start with ground-based levels, continues with cavern and mining levels at the middle of the mountain, and culminates with threatening levels at the top in the sky; once the boss is defeated, the Kongs arrive to Bright Savannah, whose first level is a lively carnival with few hazards, but once again is followed up by progressively harsher locations). The sixth island, due to being the last without counting the bonus world, is threatening from the get-go.
* SoundTest: Like ''Returns'', this game features a music selection for each world that is unlocked when that world's boss is defeated. It can be accessed within the Extras menu before resuming a playthrough.



* SpikesOfDoom: Many levels feature spiky hazards that must be avoided, though Rambi can destroy them in the levels where he appears. Cranky Kong can tackle them easily by jumping onto them harmlessly with his cane.



* TacticalSuicideBoss: Skowl and Lord Fredrik often attack the Kongs by sending mooks at them. But since the game heavily employs ThrowTheMookAtThem, the Kongs can grab one of them and then wait until the bosses are close enough to land a hit onto them.



* TempleOfDoom: The {{Brutal Bonus Level}}s you unlock for collecting all of the KONG letters in a given world, just like in ''Returns''.
* TentacledTerror: The Squiddicus is one big octopus. It actively tries to harm the Kongs in Irate Eight.

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* TempleOfDoom: The {{Brutal Bonus Level}}s you unlock for collecting all of the KONG letters in a given world, just like in ''Returns''.
''Returns'', and the complex gizmos within make them the most formidable levels in the game challenge-wise.
* TemporaryPlatform: There's a level where many platforms fall down while having a vertical position through magnetic rails but switch to horizontal position when they go through the lit segments of the rails; the huge difficulty of this level due to the requirement of quick reflexes is why it happens to be one of the game's {{Brutal Bonus Level}}s.
* TentacledTerror: The Squiddicus is one Squiddicus, the big octopus.octopus from ''Returns'', is back. It actively tries to harm the Kongs in Irate Eight.



* ThroneRoomThrowdown: Subverted. The Kongs enter the throne room of Lord Fredrik, the FinalBoss. The Kongs and Fredrik jump onto the ice floor in front of the throne, ready to fight... but then the ice gives way, and they fall through the ice into the volcano below. Fortunately, there are platforms there, and ''that's'' where the battle takes place.
* ThrowTheMooksAtThem: Certain enemies can be stunned after being hit, and the grabbed to be thrown at other enemies. The game was inspired by ''VideoGame/SuperMarioBros2'' in this regard, so it makes sense. During the FinalBoss battle, Lord Fredrik spends part of the final battle against him as a BackgroundBoss. He sends his minions to attack you, but you can toss them back at him, prompting him to jump into the foreground for a proper battle.
* TimedMission: Like in ''Returns'', all bonus rooms are timed: They must be cleared before the timer elapsed to get the room's collectible puzzle piece.
* TimeTrial: Like ''Returns'', the game features a Time Trial mode, and awards the player with a bronze, silver, gold or ''shiny gold'' medal according to the time scored. The mode is completely optional.



* UnderTheSea: Sea Breeze Cove, the fourth island. Underwater levels make a comeback after ''Returns'' opted for SuperDrowningSkills instead.

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* UndergroundLevel: Two levels in the Autumn Heights mix this trope with LevelAte, as they're calcified caverns that have ''cheese'' in many parts.
* UnderTheSea: Sea Breeze Cove, the fourth island. Underwater levels make a comeback after ''Returns'' opted for SuperDrowningSkills instead. Features include sunken mechanisms that can be activated by passing through luminous buttons, an underwater maze where the Kongs have to open chest with color-coded keys in a specific sequence, a giant squid they have to run away from (which also appeared in the previous game), and underwater currents that make navigation difficult.
* UnderwaterBossBattle: Fugu the Frightening. Unlike other underwater battles, in this one the Kongs have to keep an eye on the OxygenMeter, and collect bubbles if it's running out.
* UnderwaterRuins: The game has some rather Atlantean-looking ruins in the Sea Breeze Cove world. This being a pretty light-on-story game, their history is [[RuinsForRuinsSake unexplained]]. The first world, Lost Mangrove, is a partially-submerged DerelictGraveyard of shipwrecks and crashed planes, overgrown with vegetation.


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* TheVeryDefinitelyFinalDungeon: The game makes use of DK Island as a whole for this purpose, since the Kongs' objective beforehand was to return to it after being exiled into other islands. The homeland they grew in is now a frigid tundra where all familiar locations from the game's predecessor are now shrouded in snow and ice.
* VillainousBadlandHeroicArcadia: The game goes the FisherKing route, with the jungle paradise transformed into a SlippySlideyIceWorld by the magic of Snowmads. The game also plays this trope in microcosm with the Juicy Jungle island, where a fecund paradise of [[LevelAte gigantic fruits]] gives way to an [[EternalEngine ugly factory]] as you get closer to the Snowmad base.


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* YodelLand: After being last seen in ''Donkey Kong Country 3'', this aesthetic returns in the series with Autumn Heights, an alpine ForestOfPerpetualAutumn. Features include a village of timber-framed houses, a volcanic LethalLavaLand, a BandLand full of giant alphorns, two {{Underground Level}}s with [[LevelAte gigantic blocks of Swiss cheese]], and a [[MonsterShapedMountain mountain shaped like]] a [[OminousOwl giant owl]]. There's some truly beautiful SceneryPorn going on, too.
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Oops


* AgelessBirthday: The game starts with one for DK, before the bad guys crash the party.

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* AgelessBirthday: AgelessBirthdayEpisode: The game starts with one for DK, before the bad guys crash the party.



* CompanyCrossReference: Funky Kong's description of the Crash Guard is "Vehicle Trouble? [[VideoGame/TheLegendOfZeldaI It's dangerous to go alone]] -- take one of these!" Cranky Kong had previously referenced the phrase in ''Returns''.

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* CompanyCrossReference: CompanyCrossReferences: Funky Kong's description of the Crash Guard is "Vehicle Trouble? [[VideoGame/TheLegendOfZeldaI It's dangerous to go alone]] -- take one of these!" Cranky Kong had previously referenced the phrase in ''Returns''.

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More crosswicking. Hopefully I'll be able to continue later tonight


* IcePalace: Lord Fredrik installs one within the core of the volcano located in Donkey Kong Island, and it's from there that he's governing the island after he and the Snowmads take over. When the Kongs arrive, Fredrik makes a large leap to challenge them in battle, but due to his weight and the impact of his jump the ice floor of the throne room breaks, taking them to the red hot bottom where the boss fight starts for real.



* IndyEscape: The second level of Bright Savannah has many spiky fruits (implied to be durians) falling from baobabs. Near the end, the Kongs have to outrun a ''giant'' fruit that begins to roll onto them, and being touched by it spells insteant death.



* JungleJapes: Juicy Jungle is a mixture between this and Level Ate, due to the fruit motif. Note that this is the ''fifth'' island (most DK games usually has a jungle level in the first world). Lost Mangroves also mixes this with PalmtreePanic.

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* JungleJapes: Juicy Jungle is a mixture between this and Level Ate, LevelAte and EternalEngine, due to the fruit motif.abundance of fruits and their use to produce juice and popsicles. Note that this is the ''fifth'' island (most DK games usually has a jungle level in the first world). Lost Mangroves also mixes this with PalmtreePanic.



* KaizoTrap: Indeed, a few of the levels will pull this on you if you don't jump for the barrel quick enough.

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* KaizoTrap: Indeed, Like in ''Returns'', a few of the levels will pull this on you if you don't jump for the barrel quick enough.enough. For example, in the GustyGlade level in the third world, if you idle for too long in the last hovering rock before the exit, a lightning bolt will land onto it and destroy it, causing the Kongs to fall down and die.



* KingKoopaCopy: The main villain, Lord Frederik, is a powerful warlord who leads the vikings known as Snowmads. Like K. Rool, he too is pretty tubby, but still able to put up a fight. Interestingly, he's AnIcePerson, while Bowser is PlayingWithFire.
* KingMook: Skowl represents the owl family of mooks. Lord Fredrik, the Snowmad chief, is one among the walrus mooks.



* LevelAte: World 5, in a fruit fashion. Overlaps with EternalEngine for one level. The last level and BossBattle also overlap with SlippySlideyIceWorld, featuring a mix between regular ice, frozen fruits, and popsicles (with that last one [[LostFoodGrievance becoming important for setting up the boss fight]]).

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* LevelAte: World 5, in a fruit fashion.fashion, is a rainforest area that grows a variety of gigantic fruits and includes a fruit-processing factory that produces into juice and jelly. Overlaps with EternalEngine for one level. The last level and BossBattle also overlap with SlippySlideyIceWorld, featuring a mix between regular ice, frozen fruits, and popsicles (with that last one [[LostFoodGrievance becoming important for setting up the boss fight]]). The game also has a level in Autumn Heights where the Kongs explore a cavern with large amounts of cheese.
* LevelGoal: Like ''Returns'', the game features floating barrels with star icons to conclude a level upon contact. These barrels also act as slot machines, as several images are shown one after another, and whichever one is displayed when a Kong touches it will become their prize: A banana, a bunch thereof, a coin, a balloon, or a DK icon that allows the player to shake the Wiimote (and Nunchuk if also used) to trigger a multiplier for a randomly-selected collectible.



* LumberMillMayhem: The level "Sawmill Thrill" in Autumn Heights is a giant sawmill [[HailfirePeaks with a]] [[MinecartMadness minecart ride]] in it. Obstacles include giant saw blades (obviously), a giant saw blade chasing the Kongs cutting the track into pieces that [[ArtisticLicensePhysics somehow happen to land neatly on the track in front of the Kongs]], and flying pieces of track cut by the same saw blade that the Kongs have to jump between mid-air.
* MascotMook: The Snowmads, filling the role of the Kremlings from the original SNES trilogy and the Tikis from ''Returns''. The most common of them, in turn, are the penguin-based Tucks.



* MinecartMadness: Minecart stages return in this game but are now played in a TwoAndAHalfD perspective.

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* MinecartMadness: Minecart stages return in this game but are now played in a TwoAndAHalfD perspective.perspective to feature curving tracks and parallel rails that you have to jump back and forth between. One level in particular combines this with LumberMillMayhem.



* NewGamePlus: Completing the BonusDungeon unlocks Hard Mode, which disables all checkpoints and still forbids inventory items, but allows you to play as any of the four venturing Kongs, retains the collectible items gathered (in fact, it ''adds'' the blue-colored KONG letters), and unlike Mirror Mode from ''Returns'' it doesn't reverse the levels.
* NewWorkRecycledGraphics: The game reuses some assets from ''VideoGame/DonkeyKongCountryReturns''. It's noticeable with the sound effects, which are primarily derived from the latter game (such as DK and Diddy's voice lines, Diddy's jetpack, and the pronounced "KNOCK-KNOCK" sound of {{Goomba Stomp}}ing an enemy), and some of the character, prop and UI animations. A few of the {{Mooks}} are also {{Suspiciously Similar Substitute}}s of enemies from ''Returns''; Awks and Dozies are birdlike [[TheGoomba Goombas]] (the former a parrot, the latter a dodo) while Rawks and Sour Dodos are [[UndergroundMonkey recolored variants that actively chase the Kongs]], Tiki Buzzes and Hootzes are both flying {{Goomba Springboard}}s while Tiki Tork and Puffton both fill the niche of a flying enemy that can be stomped thrice, and Squidly and the fish fired by Archy both fly through the air from the right, ripe for the stomping, while Electrasquid and the flaming fishbones shot by red Archy are similar enemies that cannot be stomped.



** The final level before Frederik has an eerie laughter in the background. Said laughter belongs to Tiki Tong.

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** The final level before Frederik Fredrik has an eerie laughter in the background. Said laughter belongs to Tiki Tong.



* OneHitPointWonder: Now [[AvertedTrope averted]] with the Rocket Barrel and Minecart, which now take ''two'' hits (three if you bought a Crash Guard), and can also be healed if you pick up a heart. Played straight in Hard Mode, as the vehicles and your Kong do become a OneHitPointWonder.

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* OneHitPointWonder: Now [[AvertedTrope averted]] with the Rocket Barrel and Minecart, which now take ''two'' hits (three if you bought a Crash Guard), and can also be healed if you pick up a heart. Played straight in Hard Mode, as the vehicles and your Kong do become a OneHitPointWonder.have only one HP.
* OrchestralVersion: The game features rearrangements of tunes from the classic games such as "Simian Segue", "Aquatic Ambience", and "Stickerbush Symphony".



* Over100PercentCompletion: Like in ''Returns'', ompleting every level and getting all the Kong letters nets you 100%, while clearing [[spoiler:every level again on Hard Mode]] will award you with the maximum 200%! Fortunately, Puzzle Pieces and Time Trial medals don't contribute to this.



* OxygenatedUnderwaterBubbles: How could the Kongs refill their OxygenMeter without those?

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* OxygenatedUnderwaterBubbles: How could The game has such bubbles in its underwater sections, usually released from a treasure chest or a scaphander helmet. There also are continuous strems of small bubbles at some key points of the Kongs refill their OxygenMeter without those?stages.


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* PlatformingPocketPal: Like in ''Returns'', Donkey's companion is placed on his back when they're both played as in single-player mode, but they split when played as in co-op mode.
* PlayableEpilogue: The Secret Seclusion, once it's unlocked. There's also [[spoiler:Hard Mode, but there the Secret Seclusion and every other level is unlocked de facto, so it feels more like an open-ended NewGamePlus where you have to clear all levels again regardless of order]].

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Massive example crosswicking. I'll continue tomorrow. ^_^


* HundredPercentCompletion: Like ''Returns'', the game has 200% as the maximum amount. And once again, the only things that count towards completion percentage are the Kong letters (since you need them all to open all the stages), completing said stages [[spoiler:and then completing them again in Hard Mode]]. Puzzle pieces and Time Attack medals don't factor in.



* AirborneMook: Hootz and its fiery brethren.

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* AgelessBirthday: The game starts with one for DK, before the bad guys crash the party.
* AirborneMook: Hootz Hootzes are owl-like creatures that are part of the Snowmad tribe, and its either remain static in an aerial spot or move in a certain patter (back and forth in a straight line or around a circle). A fiery brethren.variant of them exists, and cannot be stomped on for obvious reasons.



* AlmostOutOfOxygen: The game adds an OxygenMeter for the first time in [[Franchise/DonkeyKong the series]]. As diving underwater, the Kongs must touch air bubbles or items surrounded by air in order to replenish the meter.



%%* AquaticMook: Various fish and sharks.

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%%* * AquaticMook: Various Finleys (large fish that come in blue and sharks.red variations), Gargantuan Gills (massive fanged fish), Gordos (indigo-colored fish with robust bodies), Fritzs (moray eels capable of producing electricity), and Mama Saws (sawfish whose noses actually look like man-made chainsaws). Finleys usually show gestures of boredom and swim in various patterns, with the blue ones swimming slowly and the red ones swimming faster; Gargantuan Gills attempt to swallow the Kongs in one bit by jumping out of the water (some of them, colored purple, even manage to chew railtracks during a MinecartMadness level); Gordos act and move similarly to Finleys, but require extra hits to be defeated; Fritzs attempt to hurt the Kongs with their bioelectricity, and can teleport between spots by creating whirlpools; and Mama Saws attempt to charge at the Kongs to harm them with thir saw-like noses.



* BattleThemeMusic: Following the trend of ''Returns'', the bosses all have their own battle themes to stand out from the style of the SNES trilogy. In particular, Pompy, Bashmaster and Lord Fredrik employ AutobotsRockOut for their themes, whereas Skowl uses OminousLatinChanting that has been noted to bear a considerable similarity with the famous theme of Sephiroth's OneWingedAngel form in ''VideoGame/FinalFantasyVII'', Ba-Boom uses a fast-paced tribalcomposition to go along with his mischievous nature, and Fugu uses a track that borrows the musical style of the tense tracks played in ''VideoGame/DonkeyKongCountry2DiddysKongQuest (both games were composed by David Wise, so this makes sense).



* BigGuyLittleGuy: Donkey Kong is the big guy to little guys Diddy, Dixie, and Cranky Kong. All three can stand on his back.



* BonusDungeon: The Secret Seclusion, which requires gathering the relics located in the Temple levels (themselves {{Brutal Bonus Level}}s) to enter, and can only be unveiled after defeating the FinalBoss and clearing the game once. It consists of three exceptionally challenging levels, and completing them unlocks Hard Mode.
* BonusStage: These are hidden within the levels, and accessing them challenges the Kongs to collect all items present; doing so will reward them with puzzle pieces.



* BrutalBonusLevel: The temples from ''Returns'' make, well, a return, and once again they can only be unlocked by gathering all KONG letters in the standard levels. They're exceptionally difficult, featuring setpieces and gimmicks that make up for more devious level designs, and anything below honed reflexes and timing results in a guaranteed death. Completing them unlocks the equally difficult Secret Seclusion levels, which constitute a BonusDungeon in their own right.



* BubblegloopSwamp: The game starts off in Lost Mangroves as the first world, which is a combination of this and PalmtreePanic. The mangroves themselves aren't harmful, some even being helpful by having platforms that grant access to higher spots, but some areas have thorny branches that must be avoided (though Cranky Kong can jump onto them safely with his cane).
* BullfightBoss: [[BigBad Lord Fredrik]] does this on occasion. Jumping on his back as he charges at you is the only way to hurt him. Towards the end of the fight, he moves slightly faster, making it harder to land on him.



* CaneFu: [[WhenEldersAttack Cranky Kong]] uses his cane in a number of offensive ways, most notably a pogo stick bounce similar to Scrooge's in ''VideoGame/DuckTales''.



* CheckPointStarvation: The K levels, as per usual. 4-B also qualifies, being the only regular level without checkpoints. [[spoiler:The three levels in World 7, Secret Seclusion, also fit. Every level in Hard Mode also becomes this.]]

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* CheckPointStarvation: CharacterSelectForcing: Though the game can be cleared by having any of Donkey's sidekicks, or even only playing as DK himself, certain secret exits that unlock hidden levels require Donkey to be accompanied by a specific sidekick (for example, an aquatic level has a secret exit obstructed by a strong water current that can only be overcome with Dixie's HelicopterHair, while a factory level has a secret exit behind a spiky path that can only be crossed with Cranky's cane).
* CheckpointStarvation:
The K levels, as per usual. 4-B also qualifies, being the only regular level without checkpoints. [[spoiler:The three levels in World 7, Secret Seclusion, also fit. Every level in Hard Mode also becomes this.]]



* CombatTentacles: Squiddicus from ''Returns'' is back, and once again it'll use its tentacles to attempt to kill the Kongs, this time underwater.
* CombinationAttack: The Kong Pow. Collecting bananas gradually fills a gauge on the HUD that, when full, allows the Kongs to transform all onscreen enemies into extra lives, recovery hearts, or Banana Coins. It takes two characters to pull off the move, though, so Donkey Kong is out of luck if he's by himself.
* CompanyCrossReference: Funky Kong's description of the Crash Guard is "Vehicle Trouble? [[VideoGame/TheLegendOfZeldaI It's dangerous to go alone]] -- take one of these!" Cranky Kong had previously referenced the phrase in ''Returns''.
* ConceptArtGallery: Like ''Returns'', this game features an art gallery that fills up as you collect puzzle pieces in the levels and grow closer to HundredPercentCompletion.



* ControllableHelplessness: A [[DownplayedTrope Downplayed]] example in the first post-game level, in which there is a section of falling platforms and there is lower gravity because of the fact. At the end of the section, there is a Barrel Cannon that will be destroyed if left alone for too long. If one lets it get destroyed, then the player has no choice but to let the Kongs fall to their doom and watch as Donkey Kong [[JustifiedExtraLives rides a balloon back to the start of the level]].



* DeadlyDustStorm: Level 3-3, "Frantic Fields". It takes place in a savannah hit by a huge dust storm that evolves into a tornado. There are dust devils that will launch the Kongs away at very high speeds, the wind grows strong enough to blow [[{{Mooks}} Snomads]] and even a full-grown Cape buffalo around (and the Kongs eventually, to the point where you can only move forward by rolling or sprinting against the wind) and ligtning begins raining down, dealing damage and destroying platforms.



* DerelictGraveyard: Lost Mangroves, the first island. A swampy island filled with shipwrecks and crashed planes.

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* DerelictGraveyard: The Lost Mangroves, the first island. A swampy island filled with world, are loosely based on the Bermuda Triangle and as a result feature a ridiculous number of shipwrecks and (mostly of more modern, UsefulNotes/WorldWarTwo-looking battleships rather than the {{pirate}}y masted ships of previous games), crashed planes.planes and abandoned submarines. One of the secret levels at the end, Crazy Clouds, features a whole graveyard of crashed planes on the side of a [[FloatingContinent floating mountain]], with a few stray propellers and other bits still, [[TemporaryPlatform barely]], airborne.
* DirectContinuousLevels: The game does this in a way. The end of each level shares the look of the beginning of the next level, subtly implying their connection to each other. Sometimes the theme of future levels are set up in earlier levels. For example, one level takes place during a storm, and lightning strikes a grassy field in the background setting it on fire. The next level takes place in the resulting brushfire.
* DoubleUnlock: Secret Seclusion, the extra world, has to be unlocked by both defeating the FinalBoss and reuniting all the relics guarded in the six main islands' respective Temples.



* EdibleAmmunition: The game has the [[EverythingsBetterWithPenguins Penguin]] [[HornyVikings Snomads]] use fish as ammo against the Kongs. Dixie Kong also uses a gun similar to Diddy's that fires bubblegum (a reference to her gum-chewing IdleAnimation in ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'').



* EternalEngine: Most of Juicy Jungle is a factory where large fruits are being mashed into juice..

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* EternalEngine: Most of Juicy Jungle is a factory where large fruits are being mashed into juice..juice, as well as used to produce giant popsicles. There's also Frozen Frenzy, which is a NostalgiaLevel based on the industrial World 7 of ''Returns''.



* FiendishFish: The game features several fishes, such as the Finleys, as enemies that damage the Kongs on contact.
* FlunkyBoss: Pompy, Skowl, and FinalBoss Lord Fredrik all summon enemies during their boss battles against DK and company.



* FreakyElectronicMusic: Invoked with the music of the level Frozen Frenzy, which is based on the Factory levels from ''Returns'' (and had employed this trope as well). The main difference this time is that, due to the cold climate of Donkey Kong Island, the theme is mixed with [[SlippySlideyIceWorld crystalline xylophone sounds]].
* FunnelCloudJourney: The Frantic Fields level starts in a windy savanna while a storm looms in the distance. Halfway through the level, you get transported to the eye of the hurricane, with floating debris serving as platforms.
* GangplankGalleon: The second level of the last regular world is set in the coastal zone of Donkey Kong Island, only now it's set in winter and the local ships are those belonging to the Snowmad tribe.
* GelatinousTrampoline: 5-5, Jelly Jamboree. It is set in a [[JungleJapes jungle]] [[HailfirePeaks containing]] a [[EternalEngine factory]] that processes the jungle's tropical fruits into large cubes of delightfully bouncy jelly.



* GreenHillZone: Bright Savannah, in an African-flavored style. Notably, it's not the first world in the game but the ''third''.

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* GreenHillZone: Bright Savannah, in an African-flavored style. Notably, it's not the first world in the game but the ''third''. Customary features include moving wooden gizmos, scarlet-colored brambles, wooden platforms surrounded by explosives, and large spiky fruits falling from baobabs. Some levels mix this trope with other settings, such as GustyGlade (in the third level, due to a large sandstorm) and LethalLavaLand (in the fourth level, due to a brushfire).



* GustyGlade: A particularly extreme example in the third level of Bright Savannah, where you have to escape a giant tornado.

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* GustyGlade: A particularly extreme example One of the levels in Bright Savannah has the Kongs deal with a streak of violent cyclones and several objects (including enemies) flying because of the strong wind gusts in the third level of Bright Savannah, where you have to escape environment. Lightning strikes are also present as a giant tornado.harmful hazard.



** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, TheLostWoods, DeathMountain, EternalEngine and LethalLavaLand).

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** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, TheLostWoods, DeathMountain, {{Prehistoria}}, EternalEngine and LethalLavaLand).



* HardLevelsEasyBosses: The bosses are no pushovers and are quite challenging, especially the last one. However, you will lose far more lives in the levels.

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* HardLevelsEasyBosses: The bosses are no pushovers and are quite challenging, especially the last one. However, you will still lose far more lives in the levels.levels.
* HeartContainer: The Heart Boost and Banana Juice from the previous game are once again available for sale in Funky's shop, with the former adding an extra heart to the Kongs' LifeMeter during a level and the latter granting a prolonged protection for a limited time (albeit nerfed from the first game).



* HornetHole: The level Beehive Brawl in Juicy Jungle is a bee colony set within a gigantic beehive. There are numerous nectar waterfalls with falling platforms, smaller beehives camouflaged with a grass layer, and bees transporting grass and dirt.
* HornyVikings: The Snowmads.

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* HornetHole: The level Beehive Brawl in Juicy Jungle is a bee colony set within a gigantic beehive. There are numerous nectar waterfalls with falling platforms, smaller beehives camouflaged with a grass layer, and bees transporting grass and dirt.
dirt (and the bees are also as big as DK himself).
* HornyVikings: The Snowmads.Snowmads, a horde of villainous FunnyAnimal Vikings that invade DK's island to claim it as their home.



* TwinkleInTheSky: Like last game, the Kongs deliver a beatdown to bosses before sending them flying.

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* TwinkleInTheSky: ATwinkleInTheSky: Like in the last game, the Kongs deliver a beatdown to bosses before sending them flying.

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* BalefulPolymorph: The [[LimitBreak Kong POW]] move turns all onscreen enemies into either Extra Life Balloons, Gold Hearts, or Banana Coins (depending on which partner DK has).


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* ForcedTransformation: The [[LimitBreak Kong POW]] move turns all onscreen enemies into either Extra Life Balloons, Gold Hearts, or Banana Coins (depending on which partner DK has).
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* HeliumSpeech: As in [[VideoGame/DonkeyKongCountryReturns the previous game]], Diddy Kong's in-game voice is pitched up significantly for unknown reasons.
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Up To Eleven is a defunct trope


* SizableSnowflakes: UpToEleven in ''Forest Folly'', where there are some eight-branched snowflakes are ''bigger than Donkey Kong'' and are hazardous to the touch. Near the end of the level, '''even bigger''' ones are seen falling from the sky and can actually ''destroy any platform''.

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* SizableSnowflakes: UpToEleven in In ''Forest Folly'', where there are some eight-branched snowflakes are ''bigger than Donkey Kong'' and are hazardous to the touch. Near the end of the level, '''even bigger''' ones are seen falling from the sky and can actually ''destroy any platform''.
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Crosswicking

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* TheLostWoods: There are two examples. Autumn Heights is a ForestOfPerpetualAutumn variant with unique features like falling leaves that can be used as platforms, chapels whose bells can be rung to trigger cetain effects, a MinecartMadness segment where the Kongs have to evade numerous trunks and round saws, and a cavern with lots of cheese. Much later in the game, the Kongs revisit a part of the Forest region from ''Returns'' once they return to Donkey Kong Island; the twist is that, like the rest of the island, it's now under an EndlessWinter, resulting in an abundance of gigantic snowflakes that are harmful upon contact.
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TRS cleanup


* AbsenteeActor: Much like the previous game, King K. Rool and the Kremlings are nowhere to be seen here.
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None


** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, LostWoods, DeathMountain, EternalEngine and LethalLavaLand).

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** Donkey Kong Island's levels mixes SlippySlideyIceWorld with the settings seen in ''Returns'' (namely, and in order of appearance, JungleJapes, PalmTreePanic, TempleOfDoom, UndergroundLevel, LostWoods, TheLostWoods, DeathMountain, EternalEngine and LethalLavaLand).
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Same reason.


!! Spoilers for all ''VideoGame/DonkeyKongCountry'' entries preceding this one, specifically ''VideoGame/DonkeyKongCountryReturns'', will be left unmarked. [[{{Administrivia/YouHaveBeenWarned}} You Have Been Warned!]]
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Disambig


* EverythingsBetterWithMonkeys: The third world boss is a [[NinjaPirateZombieRobot ninja baboon that can split into three and throw bombs.]]

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