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![]() Dixie on a rope while avoiding a Buzz. | |
World(s) | Primate Plains |
Type | Mill |
Music Theme(s) | Mill Fever |
Animal Buddies | Squawks the Parrot |
Bonus Room(s) | 2
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Enemies Encountered | Buzzes, Re-Koils, Sneeks, Bristles |
Game(s) | Donkey Kong Land III
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Miller Instinct (スコークスの水車小屋 Sukōkusu no Suishagoya in Japan) is the twelfth stage in Donkey Kong Land III and the sixth and final in Primate Plains. It comes after Riverbank Riot and before the boss battle with Arich.
Overview
In this stage, Dixie and Kiddy appear in yet another mill stage. This stage luckily has the aid of their parrot buddy Squawks on whom they must turn into at the start of the stage. As this place almost lacks moving platforms, they need their parrot buddy Squawks to help them out by flying to the top. To make things a tad bit trickier, Buzzes, Re-Koils, Sneeks and Bristles also appear as hazards to Squawks. There are many dead ends near the end of the stage, making it like a maze.
Trivia
- This stage's name is a portmanteau on the fighting game by Rare; Killer Instinct.
Donkey Kong Land III Worlds and Stages | |
---|---|
Cape Codswallop | Red Wharf • Seabed Shanty • Ford Knocks • Total Rekoil • Koco Channel • Liftshaft Lottery • Barbos Bastion |
Primate Plains | Coral Quarrel • Minky Mischief • Jetty Jitters • Black Ice Blitz • Riverbank Riot • Miller Instinct • Bleak Magic |
Blackforest Plateau | Rocketeer Rally • Vertigo Verge • Polar Pitfalls • Surface Tension • Tundra Blunda • Redwood Rampage • Arich Attack |
Great Ape Lakes | Jungle Jeopardy • Footloose Falls • Deep Reef Grief • Karbine Kaos • Simian Shimmy • Rockface Chase • Krazy KAOS |
Tin Can Valley | Tropical Tightropes • Clifftop Critters • Rickety Rapids • Bazuka Bombard • Ugly Ducting • Stalagmite Frights • K. Rool Duel |
The Lost World | Whiplash Dash • Kuchuka Karnage • Haunted Hollows • Rainforest Rumble • Barrel Boulevard • Ghoulish Grotto • K. Rool's Last Stand |