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Diddy: What about me?! I went with Donkey on his last adventure! Why can't I do it?!
Cranky: You? You've only been in one game, and you didn't even get your name in the title! You think that makes you a hero?
DKC2 Manual
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The second game in Rare's Donkey Kong Country trilogy for the Super Nintendo Entertainment System, released in 1995. The game was remade for the Game Boy Advance in 2004.

While relaxing at the beach, Donkey Kong is kidnapped by Kaptain K. Rool (an alter ego of the first game's villain, King K. Rool) and held for ransom for the Kongs' banana hoard. Instead, Diddy, accompanied by his girlfriend Dixie, decides to go after K. Rool and rescue DK themselves, starting by invading the Kremlings' ship and venturing through Crocodile Isle to get him back.

Diddy's Kong Quest significantly adds to the mechanics introduced in the first game. Bonuses are no longer simply free ways to gain bananas and lives, but challenges in and of themselves, offering Kremkoins as rewards, used for another introduced mechanic: A secret world. In addition, this is the game that first introduces "hero coins," giant coins with the word "DK" on them, one of which is found in each level.

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The best-selling standalone game for the SNES, with over five million copies sold, good for sixth-best-selling overallnote . Like its predecessor, Diddy's Kong Quest received a follow-up on the Game Boy in the form of Donkey Kong Land 2, the second game in the Land series. This game is unique in that it kept the names of all but two of the worlds in Diddy's Kong Quest (the two worlds in question instead had their names combined), but otherwise the levels were completely different from its SNES counterpart.

Followed a year later by Donkey Kong Country 3: Dixie Kong's Double Trouble!.


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Tropes featured:

  • Absurdly Short Level: In the SNES version, Stronghold Showdown is around two screens long; Diddy and Dixie enter the room, see Donkey Kong, and then exit as K. Rool whisks DK away. Averted in the GBA remake, which adds a boss battle to the level.
  • Accordion to Most Sailors: The accordion intro of "Gangplank Galleon" was brought back as "Snakey Chantey" in this pirate-themed sequel game, where it plays in levels taking place aboard pirate ships.
  • Action Girl: Dixie Kong. Diddy is slightly more agile, but her hair spin makes her just as capable.
  • Advancing Boss of Doom:
    • King Zing in Rambi Rumble chases down Rambi in the last section of the level, before becoming the world boss in the next stage.
    • Haunted Hall combines this with Stalked by the Bell, where the player is chased by a slowly advancing Kackle and has to collect plus sign barrels to add to the time limit and push him back.
  • Airborne Mook:
    • Zingers hover in place or patrol a set area. As an airborne Spiny, they can't be stomped by the Kongs alone, and can only be defeated with thrown objects, strong Animal Friends, or exclamation-point barrels.
    • Flitters are large dragonflies that have similar behaviors to Zingers (hovering, patrolling, or moving in one direction), but unlike Zingers, these can be stomped on by the Kongs.
    • Mini-Neckies float onscreen for a moment before divebombing the Kongs' location.
    • Kloak floats in place and throws objects and/or enemies.
  • Alluring Anglerfish: Glimmer, an animal buddy only found in Glimmer's Galleon. He follows the Kongs and shines a light forward so they can see in the darkness.
  • Ash Face: Happens to Kaptain K. Rool in the final boss battle when his blunderbuss explodes. Multiple times.
  • Autobots, Rock Out!: The Final Boss theme "Crocodile Cacophony" features an electric guitar for a portion of its melody, providing some intense rock music for the battle.
  • Back from the Dead: In Gloomy Gulch, the fifth world, you fight the ghost of Krow, the first world's boss.
  • Background Boss: Kerozene, the K. Rool's Keep boss added in the GBA version, is a giant Kremling that stands over the tower to fight.
  • Badass in Distress: Donkey Kong is normally capable of beating up K. Rool by himself, but he's been captured and tied up, leaving Diddy and Dixie to rescue him.
  • Bait-and-Switch Boss: Considering its name and level theme, K. Rool's Keep leads one to believe its boss will be K. Rool. Instead, the player gets just a cutscene in the SNES version and a different boss for the GBA version, while K. Rool waits in a secret world afterward.
  • Battle Couple: Diddy and Dixie Kong are boyfriend and girlfriend, and both of them are equally capable of fighting the Kremlings.
  • Benevolent Architecture: In many of the boss battles, weapons you need in order to hurt the boss conveniently fall near you after a certain amount of time has passed.
  • Big Boo's Haunt: Gloomy Gulch mixes this with The Lost Woods, containing ghostly enemies and obstacles (such as vanishing ghost ropes).
  • Big Damn Heroes: During the first boss fight with Kaptain K. Rool on The Flying Krock, when he gets up for the third time and it's clear that Diddy and Dixie can't quite close out the fight, Donkey Kong struggles loose and uppercuts K. Rool to deal a finishing blow.
  • Blackout Basement: An underwater version in Glimmer's Galleon. It works like Torchlight Trouble from the first scene (an animal buddy following you with a light source), with Glimmer's lantern taking the place of Squawks' flashlight.
  • Boss Remix:
  • Brutal Bonus Level: The Lost World. Access to a level can be bought for each world at 15 Kremkoins each from Klubba's Kiosk. They are much harder than the regular levels, which is saying much. Specific levels of note:
    • "Animal Antics" because of the infamous area forcing you to fly through tight bramble passages as Squawks while the constantly shifting wind keeps blowing you forward and back.
    • "Klobber Karnage," which forces you to move over large pits of spikes in barrels, trying to time the tilting of the barrel and when to shoot into another barrel to avoid hitting bees, requiring tight timing.
  • Bubblegloop Swamp: Krem Quay (the former Trope Namer), the third world, mostly consists of swamp levels that feature platforming across water using cattails.
  • The Cameo: Cranky's Video Game Heroes Hall of Fame (if the player doesn't collect enough DK Coins to bump any of them out of the top three) includes Mario, Yoshi and Link. Sonic the Hedgehog's shoes and Earthworm Jim's blaster can be seen next to a trashcan in the corner marked "No Hopers".
  • Cash Gate: To access the Lost World, Klubba needs to be paid in Kremkoins. Otherwise, trying to fight him will just have him knock Diddy and Dixie off-screen and kick them back to the world map.
  • Challenge Run:
    • In the SNES version, inputting B, A, Right, Right, A, Left, A, X (BARRAL AX) while Cheat Mode is highlighted makes all DK Barrels disappear.
    • In the GBA version, inputting WELLARD in the Cheats menu takes away all DK Barrels, while inputting ROCKARD removes both all DK Barrels and all Star Barrels.
  • Chest Monster: Klobbers disguise themselves as barrels and charge at the Kongs when approached; jumping on them stuns them so they can be picked up. Green Klobbers just bump you around, TNT Klobbers explode on contact, yellow Klobbers knock bananas out of you, and black Klobbers with red eyes knock lives out of you.
  • Circus Synths: Target Terror and Rickety Race, the skullcart-riding levels in Krazy Kremland - half-circus, half Amusement Park of Doom - are accompanied by Disco Train, a catchy techno/disco fusion, that nicely reflects the frantic nature of the levels themselves. Unfortunately it can't really be appreciated in-game, as it's obscured by the sound of grinding rails, signals and fireworks, and it doesn't help that both levels aren't exempt from the game's legendary difficulty. The ending music for both Diddy and Dixie also gets a techno treatment.
  • Cold-Blooded Torture: During the first fight against Kaptain K. Rool in the Flying Krock, K. Rool is seen beating a tied-up Donkey Kong with the butt of his blunderbuss, followed by shooting three (comically large) cannonballs point-blank.
  • Convection Schmonvection: Crocodile Cauldron, to the extent that some crocodiles can apparently lie in the lava with only their heads above the surface while Diddy and Dixie have no problem hopping on their heads, inches away from the lava. Hell, in Red-Hot Ride, hot air balloons can sink halfway under the lava.
  • Cool Airship: The Flying Krock, K. Rool's flying machine. He takes Donkey Kong away on it after Stronghold Showdown, requiring Diddy and Dixie to chase in down and fight him on it.
  • Curb-Stomp Battle: Donkey Kong takes out K. Rool in a single punch once he frees himself from the ropes.
  • Darker and Edgier: The Kremlings are pirates and are carrying weapons like cannons and cutlasses around, Donkey Kong has been kidnapped, and in comparison to the friendly jungles and temples of the original island, you're fighting on the home turf of the Kremlings this time, an island full of swamps, sunken ships, ghost-infested structures, and a castle. The game in general also has a darker and more foreboding visual and audio aesthetic.
  • Deader Than Dead: Kreepy Krow, already dead after his previous defeat as Warm-Up Boss Krow, goes poof — presumably into the afterlife for good — after being defeated again.
  • Degraded Boss: The GBA-exclusive boss Kerozene fights you with Kleevers. Unlike the Kleever fought in Crocodile Cauldron, the ones used by Kerozene can be defeated in one hit.
  • Difficulty by Region: A zigzagged example. On the standard gameplay front, the Japanese version removes some of the bees from Bramble Scramble and exactly one from Haunted Hall, making that version of the game slightly easier than any other. As a strange trade off, the quizzes were made slightly more difficult compared to the American and European releases.
  • Disney Villain Death: After K. Rool is defeated, he falls off his ship into the lake below, where he is devoured by sharks. Also doubles as Black Comedy due to the cartoonish chomping noises heard.note  It also counts as a Disney Death, since he survives.
  • Dreadful Dragonfly: The Flitters, big blue dragonflies from the Kremling Krew that patrol definite paths and hurt Diddy and Dixie should they touch the darners. Thankfully, unlike Zingers they can be easily dispatched by jumping on them, and once you get the hang of it, they more often serve as convenient one-time springboards than real threats.
  • Dummied Out: Diddy and Dixie's mourning sprites, as well as death and victory themes made especially for the final bosses.
  • E = MC Hammer: Parodied; a chalkboard at the Kong Kollege reads "9÷3=6", "8×1=9", and "4+2=5" under the title "Exam". The joke, of course, is that the Kremlings that attend the school are dumb.
  • Elevator Action Sequence: Castle Crush is this — except, as the name indicates, the player fights more against the various walls and ceilings trying to squish the player against the rising floor.
  • Evil Weapon: Kleever, the boss of Crocodile Cauldron, is a living bony fire sword. It seems to be wielded by a lava-hand at first, but starts flying around on its own halfway through the fight.
  • Excited Title! Two-Part Episode Name!: The boss levels are given this treatment in the Japanese localization.
  • Eye Pop: Comically done by Diddy and Dixie at the start of a boss fight.
  • Feathered Fiend: The Mini-Neckies, Krow, and Screech. The former two are vulture pirates in the Kremling Krew (Krow is the King Mook of the Mini-Neckies), while Screech is a mean-looking parrot who races against Squawks in the final world.
  • Five-Man Band: The Kongs form one again, like in the previous game. Diddy is now The Leader with Dixie as The Lancer, Cranky and Funky reprise their role as The Smart Guy and The Big Guy respectively, and Wrinkly replaces Candy as The Chick. Donkey Kong himself is the Sixth Ranger as he gets to Megaton Punch K. Rool in the end. Swanky doesn't count as he's not exactly helping you.
  • Game-Breaking Bug: In the SNES version, there's a bug in Castle Crush that softlocks the game, and from there can generally end in three ways: option one is nothing important happens, option two is all of your saves getting deleted, and the third option, if luck isn't on your side, can render the game cartridge itself screwed over beyond repair — thus being a literal Game-Breaking Bug. People experimenting with the bug have reported it's capable of corrupting emulators — it's not outside the realm of possibility it could have bricked an entire SNES if it did something to the ROM chips. The Wii U Virtual Console release, which stores ROM information as read-only, seems immune to this effect (though not the save file corruption/erasure). Thankfully, this bug is not in the GBA or Wii Virtual Console versions.
  • Gangplank Galleon: The first world and Trope Namer, continuing the theme of the previous game's final boss stage. Its levels include ship decks, an underwater storage area, and rope-covered masts.
  • Ghastly Ghost:
    • The Kloak enemies are ghostly waistcoats who cackle and throw basic objects at Diddy and Dixie.
    • In "Haunted Hall", Diddy and Dixie are riding a roller coaster through a giant library inhabited by a ghostly crocodile pirate named Kackle, who chases them down. As Kackle chases them, a time limit appears at the top of the screen. If time runs out, then Kackle catches Diddy and Dixie, costing them a life, and cackling as he does so. Collecting Green + Barrels adds more time to the time limit, but collecting Red - Barrels takes time away.
    • The boss of Gloomy Gulch is Kreepy Krow, the ghost of Krow, a giant Mini-Necky who served as the game's first boss. Kreepy Krow is trying to kill Diddy and Dixie as revenge for killing him, and he summons ghostly Mini-Neckies to attack them. By killing the living Mini-Necky, a barrel appears, which Diddy and Dixie can use to attack Kreepy Krow with.
  • Ghost Pirate: Kloak and Kackle are Kremling Ghost Pirates, as well as Kreepy Krow, the ghost of the first boss in the game. As you may expect, you'll encounter them within Gloomy Gulch.
  • Giant Hands of Doom: Kerozene, a boss in the GBA remake, attacks with its massive fists.
  • Giant Mook: The Krunchas are the only giant Kremlings in the game. Neither Diddy nor Dixie can damage them by themselves; it takes a barrel/cannonball, a team attack, or an animal buddy to kill them, and any ineffective attack enrages them instead.
  • Golden Ending: The true ending, only accessible by completing the Lost World, sees Crocodile Isle sinking and K. Rool escaping in a fit of Evil Laughter, with Donkey, Diddy and Dixie watching from a cliff.
  • The Goomba: Neek, the rat enemy and first enemy you encounter. They only ever move in one direction and die from any attack.
  • Grimy Water: The water in the swamp levels is extremely murky and is entirely non-swimmable unlike other instances of water throughout the SNES games. Falling into it has the same effect as a Bottomless Pit.
  • Guide Dang It!: While most of the bonus areas and collectibles aren't as obscure as the ones from the first game (it helps that Cranky gives out hints), there are still some out-there ones.
    • The hero coin in Kannon's Klaim, which is hidden not in the main level, but a bonus level (and is the only coin hidden like this).
    • The hero coin in Bramble Scramble, which expects you to jump through a fake wall of brambles. Only a stray banana and the subtle movement of the camera tips the player off. You'll find the exit to this secret area later in the level, blocked by a one-way barrel. It's possible to enter between the barrel and the bramble, but you'll likely sacrifice a Kong in the process.
    • The second bonus in Chain Link Chamber, in the door behind the Kannons. Not only does it seem just like a background element, even if you see it, you have to find a certain walk-through wall in order to reach it.
    • The cheat to unlock all 75 Kremkoins is so obtuse it wasn't discovered until several years after the fact. Somewhat justified in that it seems to be a leftover debug tool.
  • Gusty Glade: The Trope Namer level itself is in Gloomy Gulch, where wind blows the Kongs back and forth as shown by the movement of leaves; the gimmick returns in Animal Antics, which mixes this with Squawks and brambles. There's also the vertical-based Windy Well, which can also count as Gravity Screw since it involves the Kongs being blown upwards by updrafts at set areas.
  • Hailfire Peaks: Krem Cauldron, a mix of Crocodile Cauldron and Krem Quay, from Donkey Kong Land 2.
  • Haunted House: Haunted Hall is a coaster level that takes place in a haunted library.
  • Hint System: Wrinkly Kong sells gameplay tips at Kong Kollege in exchange for Banana Coins, while Cranky Kong's Monkey Museum sells hints towards the locations of DK Coins, bonus areas, and extra lives.
  • The Hedge of Thorns: The Bramble levels: Bramble Blast, Bramble Scramble, and Screech's Sprint. All three of them are covered in spiky brambles, with only a few planks as safe ground.
  • Hints Are for Losers: The manual has a section called "Cranky's Hints." There, Cranky just berates you for being so naïve and tell you to buy the upcoming Nintendo Power guide instead. It also didn't help that the credits show that the manual was made by Nintendo Power as well.
  • Hornet Hole: Krazy Kremland has a stage that is the Trope Namer, along with a few others in the same world (including the boss stage) and one more in Gloomy Gulch. These levels feature a lot of Zingers, as well as honey trails covering many surfaces that can be used to Wall Jump.
  • Hoist by His Own Petard:
    • Krow is first beaten by the very eggs he tries to throw at you.
    • You ultimately beat K. Rool by clogging his gun with his own cannonballs. This can happen to you immediately afterwards, too, since the ensuing explosions launch said cannonballs back at you.
  • Interface Screw: One of the ghost types Kaptain K. Rool fires from his blunderbuss reverses the controls if touched. Another type will freeze the Kongs, and a third type puts the Kongs into slow motion.
  • Jerk with a Heart of Gold: Klubba will be mean and threatening towards you, but if you manage to pay his toll, he will suddenly change his tune and be really nice to you.
  • Jungle Japes: Though no world proper, Jungle Jinx and Klobber Karnage from the Lost World have a jungle theme to them. Some parts of Animal Antics have this as well.
  • Kaizo Trap: After landing the final hit on K. Rool, it's possible to get hit by the cannon ball and die. Especially noticeable since the delay between the final blow and it firing is much longer than the previous attacks.
  • Lava is Boiling Kool-Aid: The red hot water in Lava Lagoon, which you must cool with Clapper's help before taking a swim.
  • Left Stuck After Attack: Kutlass will sometimes get his cutlasses stuck in the ground after attacking, giving you a brief period of time in which he can be Goomba Stomped. Green Kutlasses recover almost immediately, though.
  • Lethal Lava Land: Crocodile Cauldron is a volcano-theme world, with its levels taking place above dangerous lava pits.
  • Level Goal: Every level ends with a "Test Your Strength" Game, where your strength is determined by if you've fallen on the target from high enough. This goal also contains an item on the top that cycles between different options, requiring a bit of timing if you want a particular prize.
  • Lighter and Softer: The Game Boy Advance remake uses brighter colors and more cartoonish qualities. The ending was also slightly altered. In the original version, K. Rool falls from his ship after defeat and gets eaten by sharks, but in the Game Boy Advance remake, he falls into the Lost World and vows for revenge, which hints at getting the Golden Ending. The Golden Ending is changed, too. In the original version, K. Rool rides away in Evil Laughter as Crocodile Isle collapses, whereas in the Game Boy Advance remake, additional dialogue was added and Funky drops a bomb on K. Rool.
  • Losing Horns: An extension of the classic "wah-wah-wahhhhh" appears in Stronghold Showdown, after Donkey Kong is lifted out of the room and away from Diddy and Dixie.
  • The Lost Woods: Gloomy Gulch has many forest levels, which are darker and more dangerous than the ones from Vine Valley in the first game.
  • Megaton Punch: After Donkey Kong breaks free of his restraints, he delivers the final blow to K. Rool, knocking him through the roof of his airship and into shark-infested waters.
  • Minigame Zone: Swanky's Bonus Bonanza, where successfully beating quiz games can gain you lives.
  • Minecart Madness: Carnival versions in Target Terror and Rickety Race and a haunted version in Haunted Hall, all using a wheeled skull as a minecart.
  • Mook Maker: Kloaks sometimes throws Spinies in addition to their normal damaging objects.
  • Musical Nod: "Snakey Chantey", heard in Rattle Battle (and the SNES version of Glimmer's Galleon), starts out with a re-orchestrated portion of "Gang-Plank Galleon" from the first game.
  • Never Say "Die": Klubba can say "Try that again an' it's Davey Jones Locker f' ye! A-harrh!" if you choose to fight him at any Klubba's Kiosk.
  • Nintendo Hard: Often considered the hardest of the trilogy, which says a lot. Levels are longer and involve tougher gimmicks (especially ones where you're forced to play as an animal buddy), and the boss fights are more involved as well. Even the commercial boasts, "it's even tougher than the original one."
  • Non-Indicative Name: In the SNES version, Stronghold Showdown doesn't contain a showdown.
  • Obvious Beta: Not a huge example, but you can tell very easily that the hitboxes and physics are off in the GBA version compared to the original, such as stars in Collect the Stars bonuses being easier to get (not so bad) and some cannons in Bramble Scramble not firing you where they're supposed to (a little more overt, but still not as bad as it could have been).
  • Oh, Crap!: Diddy and Dixie's reaction to the appearance of bosses is having their eyes cartoonishly bug out of their head. Donkey Kong does it too during the final battle when K. Rool appears defeated only to get back up, though only the first two times.
  • Off-Model: The DK Coins. They look fine at a glance, but if you pay attention, you'll notice that you never see them from the back. While this works for the completely solid Kremkoins, the DK Coin's build (the letters "DK" in a hollow ring) make this stick out once you notice it. Notably, this was corrected in the third game, where it actually does do a complete rotation and lets you see the back of it.
  • One-Hit Point Wonder: A notable example happens with the rematch with Kaptain K. Rool, who is defeated with only one cannonball into his blunderbuss, but has a very long sequence of attacks before you finally get your turn.
  • Painfully Slow Projectile: In "Web Woods", two of the Kannon enemies fire cannonballs that move very slowly. Since you play as Squitter in this level, an Animal Friend with no wall-breaking abilities, you'll have to follow the cannonballs so they can break the walls for you (hinted at by arrows made of bananas pointing to them) in order to enter the level's bonus rooms.
  • Proj-egg-tile:
    • Krow's main form of attack (and also the Kongs' main form of counterattack, since they can pick up his eggs and throw them back) is to drop eggs from a crow's nest. In his rematch as a ghost, he still launches eggs, although from offscreen this time.
    • Squawks can attack by shooting eggs from his mouth.
  • Promoted to Playable: There are now sections where the various Animal Buddies outright replace the Kongs as player characters, as opposed to being Power Up Mounts (or, in Squawks's case, not even that).
  • Pun-Based Title: Diddy's Kong Quest — i.e. "conquest."
  • Punch-Clock Villain: Klubba is only threatening until you pay his toll, and then he's polite as can be. He will also comment that he hopes you take down K. Rool because he doesn't treat his crew well.
  • Rise to the Challenge: Slime Climb and Toxic Tower. The former has rising water levels that put you at risk of getting killed by Snapjaw if they catch up. The latter has a pool of acid that hurts on contact.
  • The Ruins I Caused: The 102% ending shows Diddy, DK, and Dixie watching Crocodile Isle sink into the ocean as K. Rool escapes with an Evil Laugh.
  • Save-Game Limits: In the original SNES version only. You can only save in Kong Kolleges, and while the first save in any given location is free (except The Flying Krock, which costs one coin), every save in the same location after that costs two coins. In the remake, saving can be done at any time on the map, and in the Wii U, New 3DS, and Switch ports of the original version, technically at any time via the restore point feature.
  • Schmuck Bait: At the end of Glimmer's Galleon, there are a few Puftups, which usually swell up and move around or explode into shrapnel. There is also one that isn't swollen and doesn't seem to react to you, and right above it is a Banana Coin. If you go for the coin, the fish will immediately swell up and float upward, causing you to take a hit.
  • Seadog Peg Leg: The basic Kremling enemies, Klomps, have these, fitting the general pirate motif of the game. The Kaboings have two pogo-peg legs, meaning they can only move by leaping.
  • Self-Parody: Jungle Jinx, the first Lost World level, is essentially one of the jungle levels of the first Donkey Kong Country as interpreted by the level designers on Crocodile Isle. The name is similar to the iconic first level of the original game ("Jungle Hijinxs") and the level's gimmick involves large, bouncy, rolling rubber tires, a key mechanic of the original game that is otherwise absent in this one.
  • Shout-Out:
  • Spell My Name with an "S": Most official sources (such as the soundtrack album and Super Smash Bros.) name the Brambles music as "Stickerbush Symphony", but the GBA remake's sound test calls it "Stickerbrush Symphony" instead.
  • The Spiny:
    • The porcupine enemies, literally named Spinies, hurt the Kongs if they jump on them. They can still be defeated by rolling into them from the front.
    • Kutlasses are immune to the Goomba Stomp unless they get their swords stuck in the ground. Since they hold their swords in front of them, this also means rolling into them also won't work too well.
    • Don't roll into a Klampon. Ever. They will turn around immediately to prevent back attacks, too. Some levels deviously place Klampons (immune to frontal attacks) and Spinies (immune to jumps) together in a row, forcing the player to alternate their attacks carefully.
    • Zingers take it up a notch, being unable to be injured by any of the Kongs' usual means of attack, meaning the player has to instead rely on objects like barrels and cannonballs to kill them. Red Zingers are even worse, since they don't even allow that.
  • Stealth Pun: Swanky Kong is an entrepreneur, making any business he starts monkey business.
  • Take That!:
    • In the "Cranky's Video Game Heroes" screen at the end of the game, Sonic the Hedgehog's shoes and Earthworm Jim's gun can be seen next to a trash can that says "No Hopers".
    • In the "Swanky's Bonus Bonanza" mini-game, one of the incorrect answers to the "What is the first enemy you encounter in the game?" question is "C. An ugly earthworm".
    • If you look closely on Wrinkly's promotional image, the second page on her book is a recipe for "Grammy's Worm Pie", which says "Take one ugly worm, squash it underfoot, half-bake in oven. Add groovy gravy. Don't expect to sell many, as worms are very unpopular."
  • Take That, Audience!:
    • In the SNES version, the code to start a new file with 50 lives is Y, A, Select, A, Down, Left, A, Down (YA SAD LAD).
    • In the GBA version, the code to start with 15 lives is HELPME, while the code to start with 55 lives is WEAKLING.
  • "Test Your Strength" Game: The goal posts at the end of each non-boss level are a variation of this. Jumping on the target normally completes the level as usual, but jumping on it from a high-enough height will send the barrel up the pole and win you a prize. The prizes include a single banana, a bunch of bananas, an extra life, the "G" letter of the word "KONG", a banana coin, or a DK coin. The key to getting the prize you want is to jump from the right height at the right time.
  • Timed Mission: The second half of Screech's Sprint, which kills you instantly if you don't make it to the end before Screech.
  • True Final Boss: Krocodile Kore, which is unlocked after completing every level in the Lost World. It's a remixed fight against Kaptain K. Rool, where he only takes one hit but unleashes a long volley of shots before the cannonball drops.
  • Underground Level: The various mine levels: Kannon's Klaim, Squawks' Shaft, and Windy Well. Unlike the mine levels from the first game, these involve ascending instead of going left to right.
  • Under the Sea: Interestingly, Glimmer's Galleon is probably the closest this game gets to a full example, almost every other water level being a mix of land and water gameplay.
  • Unexplained Recovery: Exactly how did K. Rool manage to come back from being munched on by sharks?
  • Unique Enemy: Quite a few — usually to serve as the particular level's gimmick:
    • The invincible Snapjaw, who serves as the enemy who hurts you if you fall in the water of Slime Climb and Clapper's Cavern.
    • Kackle, who hurts you if you mess up too much in Haunted Hall.
    • Klank, the rollercoaster enemy in the only two coaster levels, Target Terror and Rickety Race.
    • Ghostly Mini-Neckies, found only in the boss fight against Kreepy Krow.
    • Faster pink Krunchas in Castle Crush and Clapper's Cavern.
    • The extra-life-stealing black Klobbers in Chain Link Chamber, Black Ice Battle, and Klobber Karnage.
  • Victory Fakeout:
    • The fight against Kleever first appears to be a hand made of lava swinging around an evil-looking sword. The hand sinks down once the sword is hit with three cannonballs, taking the sword with it... only for it to rise out of the lava and start attacking directly. It takes three more hits to break the sword.
    • K. Rool falls down every three hits, dropping Donkey Kong and a DK Barrel from the ceiling, but he'll get back up and won't stop for real until after the ninth hit.
  • Warp Zone: Every level in the first two worlds has a hidden barrel that warps you to the end of the level, making most of the first and second worlds skippable.
  • Your Princess Is in Another Castle!: When you arrive at Stronghold Showdown, you'd be expecting a grand battle. However, all you see is Donkey Kong tied up, and you'll get a Kremkoin as if you've already won. Donkey Kong is quickly taken away by Kaptain K. Rool and you're forced to go through one more level before you can take on the Kaptain himself. In the GBA remake, Kaptain K. Rool briefly appears here, but summons the boss Kerozene before leaving.

Cranky Kong: "Now, go ahead and switch that cartridge off, so I could get some sleep! I reckon I've earned it!"

 
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Alternative Title(s): Donkey Kong Country 2

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Krem Quay

Being a swamp, a fraction of Krem Quay's levels take place in a swamp environment, with dirty swamp pits occupying a fraction of the stages, and a bramble field deep into the world. The main landmark of Krem Quay is a large shipwreck of a ship that originally belonged to King K. Rool. The ship is broken in two halves, and each half appears on either side of the world map. The remaining levels take place on either half of the shipwreck.

How well does it match the trope?

5 (2 votes)

Example of:

Main / BubblegloopSwamp

Media sources:

Main / BubblegloopSwamp

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