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Donkey Kong Country 2: Diddy's Kong Quest
DKC2.jpg
North American boxart of the game Donkey Kong Country 2: Diddy's Kong Quest for SNES.
Developer(s) Rareware
Publisher(s) Nintendo
Main Development Staff {{{devteam}}}
Platform(s) Super Nintendo Entertainment System, Game Boy Advance, Nintendo Wii, Nintendo 3DS, Nintendo Wii U, Nintendo Switch
Release Date(s) SNES
USA November 20, 1995
Japan November 21, 1995
Europe December 14, 1995

Game Boy Advance
Europe June 25, 2004
Japan July 1, 2004
USA November 15, 2004

Virtual Console
Europe May 16, 2007
USA May 21, 2007
Japan October 23, 2007
South Korea November 25, 2008
Genre(s) Platformer
Ratings ESRB: ESRB K-A.png Kids to Adults
Mode(s) Single player, Multiplayer (2)
Media(s) SNES ROM Cartridge[1], GBA ROM Cartridge, Downloadable Media (Nintendo eShop[2])
Input(s) SNES Controller, GBA Buttons

Donkey Kong Country 2: Diddy's Kong Quest (スーパードンキーコング2 ディクシー&ディディー, Super Donkey Kong 2: Dixie & Diddy in Japan[3]) is a platformer game developed by Rareware and released by Nintendo for the Super Nintendo Entertainment System in 1995. It is the sequel to the original Donkey Kong Country, and the predecessor to Donkey Kong Country 3: Dixie Kong's Double Trouble!. It takes place shortly after Donkey and Diddy Kong's triumph over King K. Rool in the previous game.

The game features are improved from Donkey Kong Country's, with better graphics, more enemies and animal buddies, harder stages and additional depth. Its soundtrack is also widely praised. It was commercially successful selling 4.37 million units.[4]

It also had a Game Boy semi-sequel, called Donkey Kong Land 2. It was released in 1996 and had Diddy and Dixie Kong as the stars. A remake of the game, just called Donkey Kong Country 2, was released for the Game Boy Advance in 2004.

The SNES version of Donkey Kong Country 2 was re-released on the Virtual Console for the Nintendo Wii in Europe on May 16, 2007, in North America on May 21, 2007, and in Japan on October 23, 2007. However, the service was discontinued on the Wii in January 2019.

The same game version was available on the Nintendo 3DS via the Virtual Console in Europe on March 24, 2016, in Japan on April 6, 2016, and in North America on April 14, 2016. The game was also available through the Virtual Console on the Nintendo Wii U in Europe on October 23, 2014, in Japan on November 26, 2014, and in North America on February 26, 2015. The SNES version of the game was re-released again on the Nintendo Switch Online[5], an online subscription service for the Nintendo Switch, worldwide on September 23, 2020.

Story

The beginning is based on the Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet[6]. It would be later slightly modified and used as the Game Boy Advance remake's opening. The opening can be viewed here.

It was a relaxing, sunny day on Donkey Kong Island. Funky Kong is seen surfing and then falling off his board. He asked for Donkey Kong to join him, but the hero simply continues lounging. Cranky Kong goes up to him and complains how he never took breaks, "whisking off maidens and throwing barrels seven days a week", but Donkey ignores him, confident that he is a hero and that King K. Rool is gone for good. Cranky soon leaves.

Meanwhile, above, Kaptain K. Rool, aboard his vessel, The Flying Krock, commands his minions to invade the island and take Donkey captive so that his next attempt at stealing the banana hoard will not be a failure and the hero will never mess with his plans again. Donkey, still lounging, did not notice the attack until Kutlasses ambushed him and took him prisoner. Kaptain K. Rool assures Donkey Kong that he will never see his precious island or his friends again.

Kaptain K. Rool's kidnapping note found in the stage Pirate Panic, in the SNES version. The note is slightly different in the GBA version, and can be found only once in a new game file.

Later and back on the island, Diddy, Dixie and Cranky Kong find Donkey missing, along with a note. It reads:

Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard!
Kaptain K. Rool[6]

At this point, Wrinkly, Funky and Swanky Kong come to the scene. Cranky suggests to give up the hoard, but Diddy insists that Donkey Kong would be furious if he lost his bananas after all trouble recovering them at the last time. Diddy and Dixie Kong ride to Crocodile Isle via Enguarde the Swordfish, and then start their quest.

Diddy's big Kong quest would take him and Dixie all over enemy territory, the Crocodile Isle. There, they find the Gangplank Galleon docked onto the shore. They would next travel to the lava cave of Crocodile Cauldron, the swamps of Krem Quay, the amusement park Krazy Kremland, the scary forest Gloomy Gulch, the K. Rool's Keep, and finally, The Flying Krock.

Once the two heroes are done with their first battle with Kaptain K. Rool, Donkey is freed and punches the Kaptain out of The Flying Krock and into the sea.

Kaptain K. Rool, however, gets his revenge by relocating himself to the Lost World. Once he is defeated a second time, Diddy and Dixie Kong win once again. Then, all of the Kongs go off the Crocodile Isle and see it sink underwater with K. Rool escaping.

Overview

Gameplay

Artwork of Diddy and Dixie Kong using the new "team-up" ability.

The player controls Diddy Kong, near unchanged from the previous game, but given some new animations to adapt to new gameplay elements. A new character, Dixie Kong, replaces Donkey Kong. Diddy retains his cartwheel move and agility making him the faster of the two, can climb and swim faster, jump higher and farther, however Dixie can whip her ponytail similar to Donkey Kong's roll, hold barrels above her head like Donkey. She also has a very useful ability: she can use her ponytail like a helicopter and lower her falling speed via her Helicopter Spin move, allowing the Kongs to reach farther areas than before. Momentum is still keep by defeating multiple enemies in succession with roll attacks. Dixie and Diddy have a new "team-up" ability, usable only when both Kongs are present, allowing the primates to ride on one another. The hero on top can be thrown as a weapon against regular enemies or used to reach items and high areas. Both characters can also use the "roll-jump" move, where they can roll towards pits and quickly jump during the same move, allowing them to collect items inside pits, reach hidden areas and jump across large gaps.

Stages generally were made less explorable and more straightforward. More ropes and such have been added, and the Kongs can now climb horizontal ropes as well. Many new types of barrels have been implemented, and most of the barrels from the previous game return as well (Vine Barrels, Steel Kegs, and Stop & Go Barrels were removed). Animal Crates return, though Kongs can now directly transform into animal buddies via Animal Barrels. Swimming returns, with the ability to get on land and return to water between sections of stages.

Modes

In the selection screen of game files in the SNES version of Donkey Kong Country 2, the player can manage until three game files, and change game options of sound and language. This game version possesses similar modes to the previous game. These modes are only accessible after picking a new game file.

  • One Player Mode: is exactly the same as Donkey Kong Country's, the first player controls both Diddy and Dixie Kong.
  • Two Player Team: where the player one plays as Diddy Kong, and the player two as Dixie Kong. With both main characters being present, the current main player is the only one who can make inputs and change places. If their character is defeated, the game will pause and wait for the next player to take over by pressing the "Y" or "Start" button. After losing one extra life, positions will change even if both characters are not present. Completing a stage will also change the positions of characters.
  • Two Player Contest: is a mode where both players take turns to complete single stages. The player one controls Diddy and Dixie Kong wearing their original colors, and the player two controls Diddy and Dixie Kong wearing purple. The letter fonts in the maps will be in yellow and purple colors for player one and player two, respectively. Losing one extra life or completing stages will change players' turns.
  • Music Test: is a secret mode in the SNES version. In the mode selection screen, the player must highlight Two Player Contest and press the "Down" button five times to access the Music Test. Once found, the player can listen and scroll back and forward through all game music themes.
  • Cheat Mode: is unlockable in similar way to the previous mode. The player must access and highlight Music Test, and press the "Down" button five times. This mode allows the player to enter inputs and activate cheat codes to start off a new game file (see Cheat Codes section below).

Main menu screen in the GBA version.

The Game Boy Advance version of Donkey Kong Country 2 added some new options.

  • Start: where the player can manage three game files, and access options of audio volume and cheats (see Cheat Codes section below). After picking a new game file, the player must choose between 1 Player and 2-Player Team modes, and input a name by using until three letters.
    • 1 Player: very similar to the One Player Mode in the SNES version, where the player controls both Diddy and Dixie Kong in the main game.
    • 2-Player Team: similar to the Two Player Team in the SNES version. However, after changing positions or harming the current main character, the game will pause and prompt the player to press the "Start" button to continue, probably waiting for the current player to pass the GBA handheld away to the next one. Losing one extra life will change positions even if both characters are not present. Completing stages will not change the positions of characters. The game will also track the number of completed stages by each character. It is possible to decrease one character's counter by replaying and completing a cleared stage with the opposite character, except for cleared boss stages.
  • Diddy's Dash: a mode where the player must complete regular stages quickly. It is possible to play in single player or multiplayer (by using a Game Link Cable[7] with another GBA). The player must choose between worlds and all their stages, except boss stages, and try to beat Cranky Kong's times. Diddy Kong is the only playable character, and DK Barrels on the ground are replaced by crates and floating DK Barrels are missing. Using jumps, roll attacks or some animal buddies to defeat two or more enemies in succession will temporarily freeze the clock. Bonus Rooms are not accessible, and Star Barrels, Warp Barrels and special items are not present in the stages. New checkpoints are set by lines of stars. If Diddy is harmed or falls into pits, he will instantly return to the beginning of the stage or previous reached checkpoint, allowing the player to continue on. If the player fails to beat Cranky Kong's time, the old primate will mock them and give some tips to complete the stage quickly. It is possible to restart or quit stages by pausing the game.
  • Bonus Games: option where is possible to play some unlockable minigames during the main game.
    • Expresso's Racing: a minigame Cranky Kong runs in the main game where Kongs can cash in their Golden Feathers for stats to level up Expresso II to race against other Expressos. In the Bonus Games menu, it is possible to play the minigame in single player or multiplayer (by using a Game Link Cable with another GBA) in all tracks from the main game, set the number of laps, set stats balance between racers, and check the player's best lap times in each track. However, it is not possible to power up the player's Expresso by using Golden Feathers like in the main game.
    • Funky's Flights: a minigame that allows Kongs to use the Gyrocopter to navigate mazes and do tasks for DK Coins. In the Bonus Games menu, the minigame can played in single player or multiplayer, and each mission from the main game can be accessed, with the player setting a best time record for each task.
    • Bag a Bug: a minigame accessed in every Klubba's Kiosk for five Banana Coins after the first time playing it in the main game. In the minigame, Diddy Kong or Dixie Kong must catch many fireflies when they land, and avoid to be hit by Klubba within one minute. Being hit by Klubba's club will make the player lose all the collected fireflies. After twenty seconds, a Invincibility Barrel will appear. The rewards include bananas and extra life balloons. In the Bonus Games menu, it is possible to play the minigame for free and only by using Diddy Kong. The player can set new records for numbers of collected fireflies between game files.

Characters

Kongs and Allies

  • Diddy Kong: he is the sidekick and best friend of Donkey Kong, as well as the first playable character in Donkey Kong Country 2. Similar to the previous game, Donkey Kong Country, Diddy is capable of running faster, jumping higher and executing cartwheels.
  • Dixie Kong: she is the girlfriend of Diddy Kong and the second playable character in the game. Dixie can use her ponytail to grab objects and execute the Helicopter Spin, a move which allows her to glide in the air and descend slowly.
  • Cranky Kong: also returns, with a new look, giving more cryptic tips and making cheeky commentaries. He manages a Monkey Museum, present in each world of the game, except The Flying Krock. He gives hints once more, but this time there is the option to choose which hint for the stages in a world, though some of them come at a small fee of Banana Coins. Cranky's other major role is the counting of DK Coins for his Video Game Heroes contest.
    In the GBA version, the Monkey Museum is renamed Cranky's Hut. Cranky Kong also runs the Expresso Racing minigame. The minigame can be accessed only after the player picking the option "Cranky's Surprise" in the Cranky's Hut and receiving one Golden Feather from Cranky, and they have collected other three feathers in any stages to power up Cranky's new Expresso. Besides accessing tips of stages, the player can freely power up Expresso, and control him during races of three laps in each location of the Cranky's Hut. By winning races at the first place, the player will earn golden trophies and DK Coins. Also in the GBA version, by pressing the "Start" button in any map, pressing the "L" button in the pause screen, and picking the option "Cranky's Help" in the next screen, the player can access again all tips viewed once in the Cranky's Hut, separated by worlds. By pressing the "Start" button in any map, pressing the "L" button in the pause screen, picking the option "Bonus Games" in the next screen, and then picking the option "Expresso Racing", the player can check stats and best lap times of all tracks of the minigame.

Artwork of Funky Kong, with his updated look.

  • Funky Kong: returns from the original Donkey Kong Country, with his new flight service, Funky's Flights II, in each world of the game, excluding the Lost World, by employing the Biplane Barrel. Though the first use in each location requires payment of two Banana Coins, each use after is free. In the SNES version, the Biplane Barrel is the only mean to leave worlds, besides defeating bosses.
    However, in the GBA version, the flight service is different. After visiting any location of the Funky's Flights II, jumping inside the Golden Barrel and completing a specific mission by piloting a Gyrocopter once, the player can use this vehicle, instead of a Biplane Barrel, for free at any time. The player can only summon Funky Kong's Gyrocopter by pressing the "Start" button in the world maps, pressing the "R" button in the main pause screen and then picking the option "Gyrocopter" in the next screen. Also in the GBA version, by completing a mission in each location once, the player can earn DK Coins. By pressing the "Start" button in any map, pressing the "L" button in the pause screen, picking the option "Bonus Games" in the next screen, and then picking the option "Funky's Challenge", the player can check stats and times of all missions of the Funky's Flights II.
  • Wrinkly Kong: replaces Candy Kong from the previous game as the one responsible for saving the game. She manages the Kong Kollege, location present in each world, except the Lost World. By the player paying Bananas Coins, she also gives game hints somewhat like Cranky, but they are more general and about characters' abilities, animal buddies and bosses. In the SNES version, in most of locations, the player can save the game once for free. Each subsequent save will require paying two Banana Coins.
    In the GBA version, the Kong Kollege is not required to save the game. The player can save at any time by pressing the "Start" button in any map, and picking the option "Save Game" in the pause screen. Also in the same version, if the player visits any Kong Kollege and picks the option "Homework", Wrinkly will give the Scrapbook, allowing to collect Photographs through the game. By completing any of the fifteen pages of the Scrapbook with Photographs, visiting a location of the Kong Kollege, and picking the option "Check Homework", the player will receive DK Coins. By pressing the "Start" button in any map, pressing the "R" button in the pause screen, and picking the option "Wrinkly's Help" in the next screen, the player can access again all tips viewed once in the Kong Kollege, organized by worlds. The Scrapbook can also be accessed in the same screen by picking the option "Scrapbook" below "Wrinkly's Help".
  • Swanky Kong: is another new addition to the family, hosting a quiz show minigame named after him, the Swanky's Bonus Bonanza, present in each world, except The Flying Krock and the Lost World. In the minigame, the player must answer three series of three questions for location about the game Donkey Kong Country 2. The player must pay one, two and three Banana Coins for each series of questions to play, and they can earn red, green and blue extra life balloons, respectively. Answering wrong requires to pay again for another attempt. Once a series of questions is done, it cannot be played again. Completing all minigames in each location of the game is required to increase the completion rate percentage.
    In the GBA version, when revisiting cleared boss stages, Swanky Kong will prompt the player to pay ten Banana Coins for the attempt of defeating the boss within a time limit, setting a record and earning some extra lives. It is not possible to replay these boss stages outside this mode.
  • Donkey Kong: he is the grandson of Cranky Kong, and the current leader of the Kong Family. After the gorilla, alongside Diddy Kong, recovering their Banana Hoard during the events of the game Donkey Kong Country, Kaptain K. Rool and the Kremlings kidnapped Donkey, demanding the hoard as ransom. Diddy and Dixie Kong denied the request and decided save the hero themselves invading the Crocodile Isle.
  • Candy Kong: only cameos as Swanky's assistant at the Bonus Bonanza in the GBA version. She has no other major role.
  • Klubba: is a Kremling who guards the entrances to the Lost World via Golden Barrels in the Klubba's Kiosks, present in every world, except Gangplank Galleon and The Flying Krock. However, Klubba will only let the heroes to access a specific stage of the Lost World if he is paid with fifteen Kremkoins per location. Players can unlock these stages at any order.
    In the GBA version, after unlocking a stage in the Lost World, all previously unlocked stages can also be accessed by any paid location of the Klubba's Kiosk. In the same version, Klubba also hosts a minigame called Bag a Bug, where the player has to collect many fireflies under one minute, while avoiding Klubba's cub. After playing the minigame for free at the first time, the player must pay five Banana Coins to play it again. The player can earn bananas and extra life balloons by winning the minigame. Picking the option "Fight" in the Klubba's Kiosk will always trigger Klubba to hit and kick out the Kongs, having no big consequences for the player. Klubba can also be related to Kudgel, the third boss in the game.

Animal Buddies

  • Rambi the Rhinoceros: returns from Donkey Kong Country, nearly unchanged, also appearing in the very first stage as he did before. However, he is no longer capable of open entrances to Bonus Rooms by standing nearby them, like in the previous game. He retains his very strong horn, and ramming ability, capable of defeating regular and stronger enemies, such as yellow Zingers and not angry Krunchas. Rambi can also jump and bounce on all enemies safely, except angry Krunchas, taking damage instead. By holding the "A" button in the SNES version or the "R" button in the GBA version, it allows the animal buddy to use a supercharge and run attack, defeating all enemies on his path and breaking through hidden entrances to Bonus Rooms.
  • Enguarde the Swordfish: also returns, with no notable changes aside from a supercharge attack, like Rambi. He keeps his ability of remaining still without sinking when underwater, and the player still can control him to swim at straight lines by using the directional buttons. Enguarde's supercharge move also allows him to charge forward and defeat enemies on his path at a straight line and open hidden entrances to Bonus Rooms in underwater stages.

Artwork of Rattly the Rattlesnake, a new animal buddy.

  • Rattly the Rattlesnake: a new animal buddy who acts much like Winky the Frog from Donkey Kong Country, meaning he can jump very high. The animal buddy's jump attack can also defeat yellow Zingers and not angry Krunchas. Rattly can also jump and bounce on all enemies safely, except angry Krunchas, taking damage instead. His supercharge ability allows him to jump even higher than normal. Rattly possesses a similar skill to the "Roll-Jump" move of the Kongs. By "walking" towards a pit, while falling down, he can execute a regular jump, even without standing on solid ground. It allows the animal buddy to collect items inside pits safely and jump across large gaps.
  • Squitter the Spider: is also a new animal buddy and he is a very large spider that can shoot multiple webs forward that defeat all types of enemies, except red Zingers. By pressing the "A", "R" or "L" button in the SNES version or the "R" button in the GBA version once, Squitter will release a web ball forward, and pressing the button again will turn the web into a temporary platform. The web platform allows the animal buddy to reach high places or traverse large pits. It is possible to create until two or three web platforms per time, and the distance between platforms can be controlled by using timing at the button inputs. Staying for too long over the web platforms will make them to disappear. All webs can also be shoot forward at three directions by using the "Up" and "Down" buttons. Squitter cannot jump on enemies like other animal buddies, taking damage instead. Unlike the heroes, the spider is also capable of freely walking over sticky honey in beehive stages.
  • Clapper the Seal: is other new animal buddy who appears only in specific points of the stages Lava Lagoon and Clapper's Cavern. The seal cannot be mounted by the Kongs, but when jumping on him, Clapper will breath on the water found in both stages, temporarily cooling it down and freezing it, respectively. It allows the heroes to progress safely across the water sections of these stages.
  • Squawks the Parrot: has been changed from his version seen in Donkey Kong Country. He can now carry both heroes and be directly controlled by quickly beating his wings, allowing him to ascend and traverse vertical sections of stages. The bird can also shoot multiple eggs from his beak, defeating all kinds of enemies, except red Zingers. It is not possible to prompt Squawks to drop the Kongs.
  • Quawks the Parrot: is an animal buddy who resembles Squawks a lot but possesses mainly purple feathers instead of green feathers. He is only found in the Gloomy Gulch stage Parrot Chute Panic, where there are multiple of him. Quawks can only carry the Kongs and descend, and cannot spit eggs from his beak, like Squawks. After reaching certain sections of the stage, he will automatically drop down the heroes. It is possible to slowdown his descent by holding the "Up" button. By pressing the "X" button in the SNES version or the "L" or "Select" button in the GBA version, Quawks can drop the heroes.
  • Glimmer the Anglerfish: can only illuminate dark areas much like Squawks did in the original Donkey Kong Country. The animal buddy only appears in the Krem Quay stage Glimmer's Galleon. The fish will appear after the beginning of the stage, and he will constantly follow the Kongs through all underwater section of the stage. The animal buddy does not interact with enemies by attacking or taking damage.
  • Expresso II: is an animal buddy only found in the GBA version of Donkey Kong Country 2. This bird is the new animal buddy of Cranky Kong, and he is only found in the locations of the Cranky's Hut. After finding three Golden Feathers in any stages and receiving another one from Cranky by picking the option "Cranky's Surprise" in any Cranky's Hut, the old primate will allow the heroes to use the feathers to freely power up the bird, and control him during races in the Expresso Racing minigame against other three Expressos. Expresso II possesses a total of forty slots for upgrading, equally divided into the stats Strength, Speed, Flight and Boost. During races, players must avoid being pushed by other racers, jump over elevated ground and obstacles, such as water and mud, and do not fall down into pits and spike traps. Running over red arrows will give Expresso a short boost of speed. Collecting Golden Feathers on the tracks allows Expresso II to make a short flight, and collected bird grains can also be used to give him a short boost of speed.

Enemies

"How many? I reckon they're just put fancy pictures in here to make it look good. There's only three in the game at most!"
—Cranky Kong in the Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet[8]

Diddy and Dixie encounter a diverse cast of enemies all over the island all the Kremling Krew, ranging from regular ship rats like Neeks to the chasing pirate spirit Kackle. Some of them are returning from the previous game, though slightly altered in appearance to fit the pirate theme, as well as tweaked names (except for Zinger).

Artwork of Kaboing, a high jumping enemy.

Artwork of Spiny.

Bosses

As with Donkey Kong Country, all bosses are fought at the end of each world. However, all bosses have a unique stage and not all are simply bigger versions of regular enemies. In the GBA version, when revisiting cleared boss stages, the player must expend ten Banana Coins for the attempt of replaying boss battles within a time limit, setting a new record and earning some extra life balloons. It is no longer possible to replay these battles outside the time attack mode.

Items and Objects

"I've never seen so much worthless rubbish! I'm surprised they don't give you a special "trash barrel" to haul it all around in!"
—Cranky Kong in the Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet[9]
  • Bananas and Banana Bunches: as with the previous game, are very common items. Collecting one hundred yields one extra life. And banana bunches are worth ten regular bananas. In most cases, bananas are used to indicate direction of progress through stages and locations of Bonus Rooms.
  • K-O-N-G Letters: also return, unchanged, as collecting all four, during a stage, grants one extra life. In the GBA version, by pausing the game during stages, the player can see which K-O-N-G Letters they have collected, except if all four letters are already collected.

Artwork of a treasure chest and a crate.

  • Crates: act much like DK Barrels and Vine Barrels from the previous game, where contact with anything, including the ground will break them after they are thrown. They can be used to defeat all enemies, except red Zingers.
  • Animal Crates: they return and hold animal buddies inside. The symbol on the crate tells which animal buddy the crate contains. They can be open by jump attacks or objects thrown at them.
  • No Animal Signs: have been implemented due to the new way to finish a stage. Animal buddies cannot proceed past this sign, however when they try they are turned into a prize, usually a Banana Coin or Extra Life Balloon.
  • End of Stage Targets: are located at the end of regular stages, they must be jumped on to complete stages. They can also give a prize if they are jumped on from far above, higher than a jump of the Kongs from the ground. The possible prizes are different for each stage, and always will circle through the items at certain order. The items include a single banana, banana bunch, Banana Coin, red and green extra life balloons, and sometimes, the letter "G" and DK Coin.
  • Treasure Chests: also act somewhat like barrels. When they are thrown on the ground, they bounce and lose momentum. These chests usually yield prizes when broken. Some chests need to be broken multiple times to reveal their items. They are capable of defeating all enemies, excluding red Zingers.
  • Extra Life Balloons: are unchanged, if anything they are less common due to less Bonus Rooms being based entirely on collecting one, and now have Diddy Kong's face on them instead of Donkey Kong's. Red balloons are worth one extra life, green balloons are worth two extra lives, and blue balloons are worth three extra lives. Losing all extra lives during the main game will send the player to the Game Over screen, demanding to restart the game from the beginning or continue by using a saved game file, if there is one. In the SNES version, it is possible to collect more than ninety-nine extra lives, even if the maximum counter only shows ninety-nine. However, the game does not save the number of the player's extra lives. By normal means, the player always starts a new game or continues a game file with only four extra lives in the SNES version, and they start a new game with five extra lives in the GBA version. Also in GBA version, the game does not register extra lives collected after ninety-nine, but the game files always save the current number of the player's extra lives.

Artwork of a Banana Coin, which acts as the game's main currency.

  • Banana Coins: act as the basic currency of the game, required to pay for services done by the rest of the Kong Family and allies in the game. In the SNES version, the game does not save the number of the player's Banana Coins. In the GBA version, Banana Coins are also required to play some minigames and replay boss stages. In the same version, the game files record the current number of the player's Banana Coins. The player can collect a maximum total of ninety-nine coins in both versions of the game.
  • Kremkoins: are the prize of every Bonus Room and boss stage in the game, except for the Lost World. Fifteen coins are needed to pay Klubba and able to access each regular stage in the Lost World. There is a total of seventy-five Kremkoins in both game versions. All Kremkoins (and DK Coins) must be found to reach a completion rate of 102 percent in this game.
  • DK Coins: are huge coins with the DK emblem on them. They were hidden by Cranky Kong and found in every regular stage. In the Lost World, they are found only in Bonus Rooms. At the end of the quest, Cranky tallies the collected number of DK Coins and ranks Diddy Kong with other Nintendo characters (Mario, Yoshi, and Link all make cameos) in the Cranky's Video Game Heroes contest. By pressing the "L" and "R" buttons together in any map after completing the game once, the player can access the Video Game Heroes podium and check their current placement. There is a total of forty coins in the SNES version, and sixty-eight in the GBA version, per the new sidequests and minigames. Also in the GBA version, DK Coins are called "Hero Coins".
  • Kannons and Kannonballs: are found in some of the stages. Putting a Kannonball inside a Kannon grants access to a Bonus Room. In most of stages, players must carry a Kannonball through a short section to reach the Kannon. Kannonballs can be throw against enemies multiple times, and they can defeat most of the enemies, except red Zingers. Kannonballs can also be used to harm some bosses. Some Kannon enemies are capable of shooting Kannonballs, harming both Kongs and animal buddies. In some occasions, it is possible to use these Kannonballs to open entrances to Bonus Rooms.
  • Hooks: are floating supports used for traversing pits or reaching high places. The primates hang on them automatically upon contact and move away from them by jumping.
  • Eggs: are shoot at the heroes during the battles with Krow and Kreepy Krow, the first and fifth bosses, respectively. The Kongs must avoid to be hit by eggs at any cost. However, in the first boss battle, eggs on the ground must be picked up by the primates and throw at Krow to harm the bird.
  • Hot Air Balloons: are found only in the Crocodile Cauldron stage Red-Hot Ride. They are platforms used to safely float over lava by using columns of hot gases.
  • Skull Carts: have to be ridden on the tracks of a few stages, replacing Mine Carts from the previous game. When using these vehicles, the Kongs must jump over gaps on the tracks, and avoid enemies and obstacles. In the Krazy Kremland stage Target Terror, the heroes ride multiple Skull Carts by jumping between them. In the stages Rickety Race and Haunted Hall, the primates ride a single cart through these stages, racing against Klanks and evading Kackles, respectively.
  • Golden Feathers: are found exclusively in regular stages of the GBA version. These items are used to freely upgrade Expresso II's stats in the Expresso Racing minigame in the Cranky's Hut. There is a total of forty Golden Feathers in the GBA version. By visiting Cranky Kong and picking the option "Cranky's Surprise", he will give one Golden Feather to the player. At least four Golden Feathers are needed to play the minigame Expresso Racing. Golden Feathers collected on the tracks during races in the minigame are only used by the Expressos to make a short flight.
  • Photographs: are used to fill the Scrapbook Wrinkly Kong has given Diddy and Dixie Kong to fulfill their homework. The items are exclusive to the Game Boy Advance version. When visiting the Kong Kollege, the player must pick the option "Homework" to receive the Scrapbook. In some stages, some hidden enemies with a camera icon over their heads will appear. The heroes must find these enemies and defeat them to receive their photographs. There are some photographs hidden in some stage locations represented by the same camera icon. Photographs are also earned by completing all tasks related to other members of the Kong Family in the game. After completing pages of the Scrapbook, players must return to the Kong Kollege and pick the option "Check Homework". Wrinkly will give a DK Coin for each completed page. There is a total of fifteen pages in the Scrapbook, and a total of forty Photographs to collect in the entire game. By pressing the "Start" button in any map, pressing the "R" button in the pause screen, and picking the option "Scrapbook" in the next screen, the player can access the Scrapbook and scroll through its pages. By visiting the Kong Kolleges in the worlds Krazy Kremland, Gloomy Gulch, and K. Rool's Keep, respectively, it is possible to view tips about the location of each Photograph in the game by paying ten Banana Coins per page of the Scrapbook.

Barrels

  • Wooden Barrels: return from Donkey Kong Country as base throwable weapons. When rolling across the ground, they can defeat multiple regular enemies and some stronger ones, such as yellow Zingers and angry Krunchas. These barrels can also be used in some walls for open hidden entrances to Bonus Rooms.
  • DK Barrels: return, with no difference between it and the previous game, being used to summon a defeated Kong. As throwable weapons, they have the same low durability of Vine Barrels and crates.
  • Star Barrels: are the game's checkpoints, like in the previous game. Even after leaving a stage, a checkpoint will continue activated. Star Barrels will also record the current K-O-N-G Letters collected by the player before they hit the barrels.
  • Barrel Cannons: return, with a slightly different design. They are still used as means of transportation, requiring the input from the player to shoot. They are the base for other barrel cannon types. Autofire barrels will always shoot the heroes almost instantly after going inside.
  • Bonus Barrels: are autofire barrels that act as access to some Bonus Rooms. After the heroes going inside a Bonus Room, a screen with artwork will flash showing the objective of the room. If the player completes the objetive within the time limit, they will get a Kremkoin (or DK Coin in the Lost World) as reward.
  • Warp Barrels: are invisible autofire barrels used to skip most of a current stage, and take the Kongs to a location nearby the exit. After being shoot by a warp barrel, the primates must first walk across a small room to reach their destination.
  • TNT Barrels: are rare, powerful barrels full of TNT[10]. After exploding, they release a small wave of fire, defeating enemies nearby. They are also capable of harm even the most powerful enemies in the game, such as red Zingers.
  • Golden Barrels: are used in each Klubba's Kiosk to reach a regular stage in the Lost World. After paying fifteen Kremkoins to Klubba in a location once, the heroes are free to use the barrel in that location. In the GBA version, Golden Barrels are also present in the Funky's Flights II, and they used to access missions on the Gyrocopter for free.
  • Diddy & Dixie Barrels: are barrel cannons activated only by the specific character depicted on the barrels, when he/she is in the main position. By using the "team-up" move, it is also possible to throw the second Kong into his/her respective barrel and activate it. Most of the Diddy & Dixie Barrels are autofire barrels in the SNES version of Donkey Kong Country 2. In the GBA version, every Diddy & Dixie Barrel is an autofire barrel.
  • Rotatable Barrels: are amiable barrels found in few stages. They can be rotated in eight directions. Some of them have timer countdowns to shoot or move themselves horizontally back and forward.
  • Steerable Barrels: are barrel cannons exclusive to the Lost World stage Fiery Furnace. As the name suggests, they are movable at any direction. Some of them have a timer countdown, automatically shooting the Kongs after the time is up. The primates still can be harmed by enemies when inside these barrels.

The artwork of the new Invincibility Barrel.

  • Invincibility Barrels: grant temporary invincibility for the Kongs, allowing them to walk over spikes, swim in hot water and defeat stronger enemies by using jump attacks or touching them, except for Snapjaw.
  • Animal Barrels: turn the Kongs into the respective animal buddy. If both heroes are present after the transformation, a small icon of the animal buddy will appear at the left bottom of the screen, representing the current secondary character. When that icon is on the screen, the animal buddy will able to receive damage once, losing the current main character and changing positions with the other Kong. Hitting a DK Barrel summons the defeated Kong and restores the icon. It is not possible for the player to prompt characters to change positions when they turned into an animal buddy. Reaching a No Animal Sign will revert the transformation.
  • Krochead Barrels: are unique barrels that make Krocheads to emerge from the water, allowing the Kongs to use the enemies as platforms and progress. After the primates touch the barrels, all green Krocheads nearby will emerge temporarily. These barrels only appear in the Krem Quay stage Krockhead Klamber.
  • Plus and Minus Barrels: raise and decrease the timer countdown in the Gloomy Gulch stage Haunted Hall, respectively, when running away from a Kackle's attack. It is preferable to hit most of the Plus Barrels in that stage, and avoid most of the Minus Barrels. In the Krazy Kremland stage Rickety Race, a hidden Plus Barrel can boost the speed of the Skull Cart ridden by the Kongs.
  • Check and X Barrels: they open and close wooden gates over the tracks, respectively, in the Krazy Kremland stage Target Terror. All Check Barrels in the stage must be hit by the heroes, and X Barrels must be avoided at any costs.

Worlds and Stages

The overworld map of Crocodile Isle, without depicting The Flying Krock, as seen in the SNES version.

Most of the worlds in Donkey Kong Country 2 contain locations associated to Cranky, Wrinkly, Swanky, Funky Kong and Klubba. Exceptions are: Klubba is not present in the Gangplank Galleon and The Flying Krock; Cranky and Swanky Kong are not present in The Flying Krock; and Wrinkly, Swanky and Funky Kong are not present in the Lost World.

Uncleared regular stages are marked by a Kremling icon. Uncleared boss stages are marked by a skull icon. Cleared stages are marked by the icon of the current main character beating the stages once. Cleared worlds are marked by the icon of the current main character beating the respective boss stages in the worlds once.

Similar to the previous game, an exclamation mark following the name of a regular stage or a world in the maps indicates all Kremkoins have been collected in that area. A DK Coin icon following the name indicates all DK Coins in the location have been collected.

In the GBA version, a Golden Feather icon following the name indicates all Golden Feathers in the location have been collected. In the GBA version, some stages of the K. Rool's Keep world have changed places. Also, in the same world of the same version, an exclusive boss has been added to the final stage.

In the GBA version, after paying Klubba, previously accessed stages of the Lost World can be reached in any already paid location of the Klubba's Kiosk. It is unlike the SNES version, where all stages, except Krocodile Kore, are accessible only through Klubba's Kiosks in specific worlds.

Gangplank Galleon

Gangplank Galleon as seen in the SNES version.

Crocodile Cauldron

Crocodile Cauldron as seen in the SNES version.

Krem Quay

Krem Quay as seen in the SNES version.

Krazy Kremland

Gloomy Gulch

Gloomy Gulch as seen in the SNES version.

K. Rool's Keep

K. Rool's Keep as seen in the SNES version.

The Flying Krock

The Flying Krock as seen in the SNES version.

Lost World

The Lost World, after revealing the Krocodile Kore boss stage, as seen in the SNES version.

  • Jungle Jinx (stage accessible after paying fifteen Kremkoins in the Klubba's Kiosk of the world Crocodile Cauldron)
  • Black Ice Battle (stage accessible after paying fifteen Kremkoins in the Klubba's Kiosk of the world Krem Quay)
  • Klobber Karnage (stage accessible after paying fifteen Kremkoins in the Klubba's Kiosk of the world Krazy Kremland)
  • Fiery Furnace (stage accessible after paying fifteen Kremkoins in the Klubba's Kiosk of the world Gloomy Gulch)
  • Animal Antics (stage accessible after paying fifteen Kremkoins in the Klubba's Kiosk of the world K. Rool's Keep)
  • Krocodile Kore

Stage Themes

Donkey Kong Country 2 features a total of 14 different stage environments, which all come with unique gimmicks and attributes. Below is a list of all environments and the amount of stages featuring it.

Image Type Description Amount Music theme(s)
Ship deck DKC2.png Ship Deck This stage theme is set on the deck of a pirate ship. The Kongs can occasionally enter small rooms within the ship in this setting. 4 Klomp's Romp / Snakey Chantey
Ship mast.png Ship Mast These stages take place high up in the air, where the Kongs often must progress through the location by climbing ropes, due to the stages being structured vertically. 3 Jib Jig
Ship hold.png Ship Hold These stages take place inside the ship, where reserves etc. are stored. These stages mostly take place underwater. 3 Lockjaw's Saga
Volcano DKC2.png Lava Cave These stages almost exclusively appear in Crocodile Cauldron, and are structured horizontally. Falling into the lava below makes the Kongs lose an extra life instantly. Some Krocheads also made their home in pools of lava. 3 Hot Head Bop
Mines DKC2.png Mine Shaft Mine shaft stages are prominently structured vertically, and the require tight platforming and barrel-blasting. 3 Kannon's Klaim
Swamp DKC2.png Swamp Swamps also require tight platforming with many precise jumps, since they are horizontally structured. Krocheads also pop their head out of the swamp sometimes, peeking what is above the surface. 3 Bayou Boogie
Bramble Maze DKC2.png Bramble Maze These mazes require mastery of barrel-blasting and mastery over Squawks' flight ability. These stages are one of the most challenging of the bunch. There are 4 bramble stages. 4 Stickerbush Symphony / Bad Bird Rag
Hive DKC2.png Hive These stages feature a variety of different platforming passages, and honey, which the Kongs can stick to and use to climb high areas. In the background, numerous Zingers and Zinger larvae can be seen, though they will not harm the Kongs. 3 Flight of the Zinger / Run, Rambi! Run! / Bad Bird Rag (GBA version)
Roller Coaster Amusement Park DKC2.png Amusement Park The grand attraction of this amusement park are it is two main roller coasters, which are in separate stages and are traversed with a Skull Cart. In the background, there are numerous fireworks helping to create a memorable atmosphere. 2 Disco Train
Forest DKC2.png Forest These dark stages embrace a spooky atmosphere. Tight platforming is needed to complete these locations. 3 Forest Interlude
Roller Coaster Library DKC2.png Abandoned Library This old library is haunted by Kackles. The Kongs need to escape the large ghosts by riding the roller coaster leading through this haunted place. 1 Haunted Chase
Icy Cave DKC2.png Icy Cave Cold stages which feature a lot of water and slippery ice. These caves are reminiscent of the ice caves from the original Donkey Kong Country game. 4 In A Snow-bound Land
Castle DKC2.png Castle These fearsome stages are usually difficult vertically-built locations, which feature numerous enemies and a sinister atmosphere. They are exclusively encountered near of the end of the game. 3 Krook's March
Jungle DKC2.png Jungle Although similar to the forest setting, these stages are a lot more tropical and feature a variety of different plants, such as the overgrown Venus flytraps in the background. It is also the most common of all stage environments. 5 Primal Rave

Differences between SNES and GBA versions

Differences in the Game Boy Advance version of the game include:

  • Unlike the SNES version, in the redesigned main title screen, no demo cutscene with gameplay will play by the player waiting and not making inputs.
  • There is an entirely new main menu, which gives access to the game files, Diddy's Dash, and Bonus Games with unlockable minigames added to it. After the player picking a option, Diddy Kong will be shoot from a cannon at it.
  • Diddy's Dash, a time trial mode for regular stages has been added.
  • The game has a opening cutscene, based on the SNES instruction booklet's story description of it.[6]
  • Some of the characters have gained or lost sprites of animation.
  • When compared to the SNES version, the game physics are slightly different in the GBA version.
  • The following Kong now follows the Kong in the lead more accurately, much like in the previous game's remake. They also no longer "walk" to a higher elevation to follow their jump occasionally. Both heroes also ride on the animal buddies together.
  • The main characters' hit-boxes for items are slightly bigger, allowing the player to collect more items easily.
  • The heroes are capable of climbing ropes at faster speed when compared to the SNES version. In this regard, Dixie Kong is capable of being faster than Diddy Kong when moving horizontally on square knotted ropes.
  • The Kongs have new voice clips, most of which were taken from Donkey Kong 64, and bosses, enemies, and the like have updated sound effects as well.
  • During screen transitions for completing stages or Bonus Rooms at the first time, the screen will fade in to black showing the shape of the head of the current main character. Transition screens for failing in Bonus Rooms will fade in to black and show the shape of the head of the Kaptain K. Rool. The other transition screens in the game will fade in and fade out from black showing the shape of the symbol always appearing when the main characters and enemies make contact during attacks.
  • Unlike the SNES version, the screen does not stay locked in position in some stage sections, making hidden passages easier to spot in the GBA version.
  • A exploit that allowed to obtain all seventy-five Kremkoins in the very first stage of the game was removed (see Trivia section below).
  • After releasing an animal buddy from a crate inside a stage, it is no longer possible to find another one at the same location during the same playthrough in that stage by entering and getting out Bonus Rooms. The animal crate only will reappear by restarting the stage from the beginning or a Star Barrel.
  • Pausing the game in any regular stages shows the collected K-O-N-G Letters currently, except if all four letters are already collected.
  • A Golden Feather item has been added to each regular stage, except boss stages.
  • In the maps, the name of locations followed by a Golden Feather icon indicates all Golden Feathers have been collected inside the current area.
  • Most of the End of Stage Targets circle a little faster through items.
  • All maps have been redesigned.
  • The paths between locations in the maps are now marked by banana peels. When moving between locations in the maps, it is also possible to quickly change directions.
    • In the world maps, boss stages are always marked by a skull icon, either they are cleared or not. A Kremkoin icon following the name of a boss stage, except for Krocodile Kore, indicates the stage has been cleared.
    • An exclamation mark after the name of a location of Swanky's Bonus Bonanza indicates all series of quizzes have been answered in that location.
    • An exclamation mark after the name of a location of Klubba's Kiosk indicates the fifteen Kremkoins have been paid in that location.
    • A DK Coin icon after the name of a location of Cranky's Hut or Funky's Flights II indicates the DK Coin has been earned in that location.
    • Unlike the SNES version, it is possible to change one character icon of cleared regular stage and world by replaying and completing the regular stage and boss stage, respectively, with the opposite character.
  • The Scrapbook, from the GBA version of the previous game, returns, and it can be obtained by visiting the Kong Kollege and picking the option "Homework". After that, enemies carrying photographs and hidden photographs will appear in regular stages.
  • By pressing the "Start" button on the maps, the game prompts a pause screen where the player can save the game at any time, view the number of collected DK Coins, Banana Coins, Kremkoins and Golden Feathers, and check the current percentage of completion rate of the game. In the main pause screen, pressing the "L" button prompts another screen where the player can check again tips seen in the Cranky's Huts, and view stats of minigames and regular stages. By pressing the "R" button in the main pause screen, the game prompts another screen where the player can call the unlocked Gyrocopter to move between worlds, check the Wrinkly Kong's tips already seen in the Kong Kolleges, check the Scrapbook and quit the game to the main title screen.
    • Saving the game no longer requires to visit the Kong Kollege and paying Banana Coins after the first time.
  • The interiors of Cranky's Hut and Swanky's Bonus Bonanza, and the Cranky's Video Game Heroes podium were redesigned.
    • The new minigames Expresso Racing, Funky's Flights II, and Bag a Bug, present in each location of Cranky Kong, Funky Kong and Klubba, respectively, has been added to the game. After playing a complete session of each minigame and setting a new time or score record, the game will automatically save.
    • By winning races at the first place in the Expresso Racing minigame, the player earns DK Coins from Cranky Kong.
    • In the Swanky's Bonus Bonanza, after picking a series of questions, the Kongs will jump inside a barrel and appear in another room with a large screen for showing questions and answers, and three star buttons will be on the ground. During the quizzes, the player must positionate the heroes over a star button and jump to answer questions. Candy Kong makes a cameo as game show's assistant.
  • The player can travel to different worlds for free at any time after meeting Funky Kong and completing a single mission in the Gyrocopter. The travel across worlds is made by using a Gyrocopter instead of a Biplane Barrel, like in the SNES version.
    • Completing missions in each location of Funky's Flights II rewards the player with DK Coins.
    • Funky Kong's sprite design is based off his version of Donkey Kong Country. It is unlike the SNES version of Donkey Kong Country 2, where Funky has a new sprite design.
  • To encourage players to play the new minigames, DK Coins are rewarded for beating certain minigames, raising the number from forty to sixty-eight. The DK Coins are now called "Hero Coins".
  • The Gangplank Galleon has crashed into the right side of Crocodile Isle, rather than being to the left of it. This also happened in Donkey Kong Land 2. At the same time, the Krem Quay has been moved to the left side of the island.
  • The Bonus Barrels will teleport the Kongs to Bonus Rooms, they do not shoot the primates, like all Bonus Barrels in the SNES version.
    • The screens preceding the Bonus Rooms feature extra icons and effects.
    • After opening a hidden entrance to a Bonus Room, the entrance will remain open during the current playthrough in the stage.
    • Bonus Rooms where all enemies must be defeated feature a counter showing the number of remaining enemies at the top left of the screen.
  • In the SNES version, when they are visible, Warp Barrels are themeless barrel cannons. In the GBA version, all Warp Barrels feature a "W" logo outside.
    • Similar to Bonus Barrels, Warp Barrels will not shoot the heroes, like in the SNES version. They will just teleport the primates.
    • After being teleported by a Warp Barrel, but before the Kongs get inside a small intermediary room to reach their destination in the end of the stage, there is artwork preceding that room, in similar way to Bonus Rooms. The artwork and the warp room also feature the same song themes preceding and during Bonus Rooms, respectively.
  • Invincibility Barrels no longer allow the primates to bounce on stronger enemies, such as Zingers and Krunchas, like in the SNES version.
  • Unlike the SNES version, all Diddy & Dixie Barrels are autofire barrels in the GBA version.
  • In some underwater stages where the water level changes, after reaching certain sections, it is no longer possible to return to the previous sections, like in the SNES version.
  • Cranky Kong gives commentary when a boss is defeated, much like the Game Boy Advance version of Donkey Kong Country. These cutscenes cannot be rewatched by completing the boss stages again.
  • When replaying a cleared boss stage, Swanky Kong will charge ten Banana Coins for an attempt of defeating the boss again within a time limit, setting the player's record and earning some extra life balloons. It is no longer possible to replay boss stages without paying Banana Coins and outside this mode. Completing an already cleared boss stage no longer sends the heroes to the overworld map of Crocodile Isle.
  • Overall, the music themes are the same but they were rearranged, and game graphics and sound effects are scaled down due to the Game Boy Advance's hardware limitations, when compared to the Super Nintendo Entertainment System.
  • The musics of losing one extra life and end of stage no longer change depending of the stage. The music of losing one extra life depends on which Kong is defeated for last.
  • The music theme Run, Rambi! Run! that played when King Zing chases the animal buddy in the Krazy Kremland stage Rambi Rumble was removed, and replaced by the music theme Bad Bird Rag, heard when racing against Screech in The Flying Krock stage Screech's Sprint. The rearranged version of the song can still be heard in the Music Player screen, accessible by a cheat code (see Cheat Codes section below).
  • The number of the player's extra lives and Banana Coins can now be saved in the game files.
  • In the SNES version, the player can collect more than ninety-nine extra lives, even if the maximum counter only shows ninety-nine. It does not happen in the GBA version, where extra lives collected after the ninety-nine counter are not registered by the game.
  • The Krazy Kremland stages Target Terror and Rickety Race now take place in the evening, as opposed to nighttime.
    • In the final section of the stage Target Terror, the final X Barrel is now lower and the player must avoid the barrel to keep the final wooden gate open by jumping over it. It is different from the SNES game version, where the player could avoid the same barrel by safely riding the tracks below it. However, in the SNES version, by taking the risk and jumping over the X Barrel, the player could earn a red extra life balloon. The red extra life balloon is still present over the same X Barrel in the GBA version.
    • In Rickety Race, there is now a Star Barrel at the second half of the stage. However, the Kongs will always appear from the checkpoint barrel at the tenth place in the race, making impossible to reach the first place. The same barrel can be avoided by a well-timed jump over it. In case of wanting to desactivate the effect of the Star Barrel once and get a fair opportunity of winning the race, the player will need to clear the entire stage and restart from the beginning of it. A second faster option for the same objective is to visit and leave any of the other already cleared stages of the game.
      • Also in the same stage, the hidden Plus Barrel does not provide as much speed as in the SNES version, making no longer possible to defeat Klanks by crashing against them on down hill sections of the tracks at high speed. And the Klank at the second place of the race now carries the "N" of the K-O-N-G Letters, instead of the Klank at the third place, like in the SNES version.
  • The boss King Zing requires ten hits to be defeated instead of nine hits.
  • Now there is a boss in the stage Stronghold Showdown at the end of the world K. Rool's Keep, called Kerozene.
  • In the overworld map of Crocodile Isle, even after reaching it, The Flying Krock is never visible, unlike the SNES version.
  • The SNES controller in the background of The Flying Krock boss stage K. Rool Duel was removed.
  • Unlike the SNES version, in the Lost World, completing each regular stage does not reveal rocks over water to reach the Krocodile Kore boss stage. In GBA version, after clearing all regular stages, the crocodile's head only appears open (not displaying an opening animation like in the SNES version) and the boss stage becomes accessible.
    • After paying fifteen Kremkoins at the respective Klubba's Kiosk to reach a stage in the Lost World, every unlocked stage can be accessed from any already paid location of Klubba.
  • The Star Barrel in the Lost World stage Animal Antics was moved forward to the start of the bramble area. The stage itself has been made slightly easier by that change.
  • The ending was slightly tweaked. In the original SNES version, Donkey Kong used an uppercut on K. Rool, but instead, he punches him through the window of The Flying Krock in the GBA version.
  • At Cranky's Video Game Heroes contest, in the SNES version, Sonic the Hedgehog's shoes and Earthworm Jim's Raygun can be seen beside a trash can with a sign saying "NO HOPERS" on it. In the GBA version the shoes and raygun are absent, as SEGA's rivalry with Nintendo ended a few years earlier.
  • The Kongs are shown escaping The Flying Krock after defeating Kaptain K. Rool.
  • After defeating Kaptain K. Rool for the first time, a cutscene shows the villain arriving in Krocodile Kore.
    • During the same cutscene, K. Rool falls from The Flying Krock into the sea, but he is not shown being attacked by sharks, like in the SNES version.
  • The cutscene of the roll cast of characters seen during the regular ending is more elaborated, and it does not happen in the Klubba's Kiosk. The cutscene happens in many locations of stage types. In the same cutscene, all the Kongs present in the game are not named individually.
  • During the special ending cutscene after defeating Kaptain K. Rool again in the Lost World, Funky Kong drops a bomb on K. Rool's raft as he escapes. At the same cutscene, the top of the Crocodile Isle does not explode, releasing the energy from the Lost World. The island just sinks into the sea.
  • At the podium of the Cranky's Video Game Heroes contest, Link and Yoshi have changed places.

Cheat Codes

  • In the SNES version of Donkey Kong Country 2, there are some secret codes. To input codes, the player must first select a new game file, highlight Two Player Contest, and press the "Down" button five times to reveal Music Test. Highlighting Music Test, the player must press the "Down" button five times again to reveal the Cheat Mode. All code inputs must be made while highlighting Cheat Mode. If the code inputs are correct, the player will hear certain sound effect heard when the main characters change positions. Both cheat codes can be activated together and used in the same game file.
    • By pressing "Y", "A", "Select", "A", "Down", "Left", "A" and "Down" buttons in that order, the player can start a new game file in any mode with fifty extra lives.
    • By pressing "B", "A", "Right", "Right", "A", "Left", "A" and "X" buttons in that order, the player can start a new game file in any mode where all DK Barrels will be missing, making the game harder. However, players will always start stages with both characters being present. Completing the entire game with that cheat code activated does not increase the completion rate above 102 percent.
  • In the GBA version of Donkey Kong Country 2, there are also some secret codes. To input codes, the player must pick "Options" in the selection screen of game files, and then pick the option "Cheats" in the next screen. In the following screen, the player must use letters to compose words and pick the option "END" to confirm the code. If the code is correct, the player will hear certain sound effect heard when Dixie Kong is harmed. After activating most of the cheat codes, the player can pick new or old game files. By saving the game, it is possible to apply effects of multiple cheat codes in the same game file.
    • By inputting "ONETIME", the player can access the Music Player screen, where they can hear and scroll through every music theme in the game. It includes the rearranged theme Run, Rambi! Run! from the SNES version not heard in the main game of the GBA version.
    • By inputting "KREDITS", the player can watch the game credits screen with the names of the development staff.
    • By inputting "RICHMAN", the player can start a new game with ten Banana Coins or continue a game and receive ten Banana Coins.
    • By inputting "WELLRICH", the player can start a new game with fifty Banana Coins or continue a game and receive fifty Banana Coins.
    • By inputting "HELPME", the player can start a new game with fifteen extra lives or continue a game and receive ten extra lives.
    • By inputting "WEAKLING", the player can start a new game with fifty-five extra lives or continue a game and receive fifty extra lives.
    • By inputting "WELLARD", DK Barrels on the ground will be replaced by crates and floating DK Barrels will be missing, making the game harder. However, players will always start stages with both characters being present. The effects of this cheat code are not saved by the game files. When continuing a game, the cheat code must be inputted again. And completing the entire game with this cheat code activated does not increase the completion rate above 102 percent.
    • By inputting "ROCKARD", DK Barrels on the ground will be replaced by crates, and floating DK Barrels and Star Barrels will be missing, making the game even harder. Players will also always start stages with both characters being present. The effects of this cheat code are also not saved by the game files. When continuing a game, the cheat code must be inputted again. And completing the entire game with this cheat code activated does not increase the completion rate beyond 102 percent.
    • By inputting "FREEDOM", every stage and world in the game will become cleared without collected items. It is possible to use all locations of the Klubba's Kiosk to access the Lost World without paying fifteen Kremkoins. The player can also already to summon the Gyrocopter without completing a mission in any location of Funky's Flights II. By pressing the "L" and "R" buttons together in any map, it is also possible to access the podium of the Cranky's Video Game Heroes contest.

Beta Elements

A beta version for the North American title screen of Donkey Kong Country 2: Diddy's Kong Quest for SNES, found in a German strategy guide for the game.[citation needed]

Donkey Kong Country 2: Diddy's Kong Quest was to have a lot of elements that were later scrapped out of the final version of the game. One of these was a character dubbed "Mr. X" by Nintendo Power magazine[11]. The character was a early version of the ghost enemy Kackle, information later confirmed by Steve Miles[12], the character designer and animator for the game.[13] Other element being walking and mourning sprites for Diddy and Dixie Kong.

There was also going to be a German option as a language in the North American version, but has likely been scrapped, due to time restraints.[citation needed]

There were going to be green Zingers that were also scrapped from the final release along with Flotsams sporting alternative color schemes. Also, there was to be Flitters with a purple coloration with blue wings or green wings. Also, there was to be a red and turquoise coloration for the Flitters.

Also, some stages had some changes, such as Lava Lagoon, which was to notably by the lack of lava, Parrot Chute Panic was to have Squawks instead of Quawks in it, and Web Woods lacked fog.[citation needed]

An alternative version of Web Woods was also discovered via hacking.[citation needed]

Gallery

Logos and Boxarts

Game Screens

Kongs and Allies

Animal Buddies

Bosses

Artwork of Locations

Early Concepts

Videos

Trivia

  • In the SNES version of Donkey Kong Country 2: Diddy's Kong Quest, it is possible to reveal and collect all seventy-five Kremkoins once. At the beginning of the Gangplank Galleon stage Pirate Panic, the very first stage, the player must go inside Kaptain K. Rool's cabin, but they must ignore the two bananas next to the entrance. Inside the cabin, the player must ignore the Extra Life Balloon, and leave. Again avoiding to collect the two bananas, the player must move right, go past some Neeks and collect a banana bunch above a Klomp walking back and forward over some large barrels. The player now must return to the K. Rool's cabin, still avoiding the two bananas next to the entrance. Inside the cabin, the player must collect the Extra Life Balloon now and leave. The player must avoid the two bananas again, go right, collect the same banana bunch and return to the cabin, without collect the same two bananas. Inside the cabin, one Kremkoin will appear above the K. Rool's kidnapping note. After collecting it, the player will receive all seventy-five Kremkoins. The exploit can be executed at any moment in new or old game files, and once for saved game file. This exploit is no longer present in the GBA version of the game.
  • There are unsused sprites of Diddy and Dixie Kong mourning. These sprites would have been used during the final boss fight against Kaptain K. Rool.
  • The game Donkey Kong Country 2: Diddy's Kong Quest is considered the sixth best-selling title of the SNES.[citation needed]


External Links

References

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