Tuesday, November 26, 2019

Donkey Kong Country 2: Diddy's Kong Quest

DONKEY KONG COUNTRY 2: DIDDY'S KONG QUEST

Today, let's go over the sequel to Donkey Kong Country, Donkey Kong Country 2: Diddy's Kong Quest. This game seems generally to be considered the best of the original trilogy, and starts off the admittedly short-lived trend of taking the sidekick from the previous game, making them the star and giving them a new sidekick. The game's plot follows Diddy Kong and his girlfriend Dixie Kong as they journey to rescue Donkey Kong from Kaptain K. Rool (same guy, different title).

Diddy and Dixie act as the main playable characters this time around, both being relatively small as opposed to the obvious contrast between Donkey and Diddy. They both followed more or less the same mechanics, being able to run, jump, throw barrels, climb, swim, you know, all the main mechanics from the first game. They can also throw each other, throw dynamite, and Dixie could use her ponytail to fly through the air briefly and could also flick it as a weapon. Donkey also appears in the game, but spends all of his time tied up by K. Rool.

We have a few supporting Kongs this time around as well. Cranky returns, once again providing hints while this time running a museum. Funky also returns, once again providing the Kongs with a biplane that allows them to visit previous worlds. We also meet Wrinkly Kong, Donkey Kong's grandmother, who also provides hints while working at Kong College, and takes over Candy's place as the save point. And finally, we have Swanky Kong, who runs a quiz show where they can win extra life balloons.

The animal buddies also return, each supporting the Kongs in their own special way. Rambi, Enguarde, and Squawks all return, with Rambi and Enguarde functioning more or less the same as they did before, and Squawks now flying and carrying the Kongs through the air and spitting peanuts at enemies. New animal buddies include: Rattly, a snake coiled up like a spring who can bounce (basically replacing Winky); Squitter, a giant spider who spits web as projectiles and can then walk on the webs created by the projectiles; Clapper, a seal who can cool off boiling hot water or freeze regular water; Glimmer, an angler fish that takes up Squawks's old job; and Quawks, a second blue parrot that can't spit peanuts.

Kaptain K. Rool is the main villain of this game, King K. Rool having hung up his cape and crown and traded it out for a pirate's hat and coat. In this game, he has kidnapped Donkey Kong and is keeping him tied up in his castle (the king has a pirate ship and the pirate captain has a castle?). Diddy and Dixie fight him twice, and during those battles, he uses a blunderbuss to fire a cannonball at them. He can also use the blunderbuss like a vacuum to suck things up, including his own cannonball. He can also charge around the stage at high speed. In his second battle, he fires numerous items from his blunderbuss.

The Kremlings return again in various forms, but as I mentioned last time, they tended to simply give the same enemies different names in different games. For instance, we have: Klomp, which is a Kritter; Kaboing, which is a jumping critter; Krunchas, which are Krushas; Kannons, which are Klumps with blunderbusses; Klanks, which are Krashes; and Klampons, which are Klaptraps and do not at sound like Kremling feminine hygiene products. Some other new versions include: Klobbers, who hide inside barrels; Klingers, who climb ropes; Kutlasses, who wield cutlasses; Krooks, who throw hooks like boomerangs; Kloaks, who float around in the air and throw things at you; Krockheads, who are basically just living platforms; Kackle, a ghostly Kremling who follows you around; and Klubba, a giant muscular Kremling wielding a club who lets you take a barrel to a secret world after you pay a toll.

A few other enemies appear throughout the game, including: Neeks, small rats who more or less replace the Gnawties; Click Clacks, beetles who crawl around; Zingers, who are probably the only enemy to keep their own name; Flotsam, stingrays who float through the water; Lockjaw, biting fish; Shuri, spinning starfish; Flitter, dragonflies; Mini-Neckies, oh, hey, look, another one; Spinies, who are porcupines; Puftups, puffer fish; Cat o' Nine Tails, which is a cat with nine tails who spins around really fast; and finally Screech, a rival parrot who races Squawks at one point.

Finally, we have a handful of bosses to go over. Krow is a giant vulture who flies around and drops eggs. Kleever is a living sword who will fly around, jab and chop at you, and chuck fireballs at you. Kudgel is basically an even bigger version of Klubba who will actually use his club on you. King Zing is a giant Zinger who follows you around and shoots spikes at you. And finally Kreepy Krow is a giant ghostly vulture who spawns Mini-Neckies to attack you.

As for our stages, once again we have a variety of worlds that technically have a theme, but the stages within them are all kinds of varied. The world's themselves include Gangplank Galleon, starting from where we left off last time; Crocodile Cauldron, a volcano world; Krem Quay, an underwater-themed world; Krazy Kremland, an amusement park-themed world; Gloomy Gulch, a ghost-themed world; and K. Rool's Keep, a castle; with the Flying Krock, an airship that serves as the secret final world. Beyond that, almost every biome from the first game reappears, plus a few bramble or hive levels where Squawks needs to take you around.

Items are mostly the same. Barrels, bananas, coins, tires, all return.

All right, let's see what we've got so far:

Characters:
Donkey Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels
Diddy Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, throw Dixie, dynamite
Dixie Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, throw Diddy, dynamite, flick with hair, fly with ponytail
Cranky Kong: walking stick, dynamite, hints, museum
Candy Kong: save
Funky Kong: airplane
Wrinkly Kong: college, hints, save
Swanky Kong: quiz show, extra balloons
King K. Rool: throw crown, charge, jump high, cannonballs, blunderbuss, suck, various items
Kremlings/Kritter: walk forward (Klomp), jump (Kaboing), ride minecart (Krash/Klank), Krusha/Kruncha (maybe his own), Klump/Kannon (maybe his own, blunderbuss), hide in barrel (Klobber), climb ropes (Klinger), Kutlass, Krook, Kloak, Kackle, Klubba
Animal Buddies:
Rambi: charge forward, jump
Enguarde: swim, stab
Expresso: jump, run fast, glide
Winky: leap
Squawks: fly, flashlight, carry Kongs, peanuts
Rattly: bounce
Squitter: crawl, spit webs, walk on webs
Clapper: cool things
Glimmer: flashlight
Quawks: fly, carry Kongs

Bosses:
Very Gnawty
Master Necky
Queen B
Really Gnawty
Dumb Drum
Master Necky Sr.
Krow
Kleever
Kudgel
King Zing
Kreepy Krow

Stages:
Jungle Level
Forest/Trees Level
Mine/Cave Level
Underwater Level
Snow Level
Factory Level
Gangplank Galleon
Volcano Level
Theme Park Level
Ghostly Level
Bramble/Hive Level
K. Rool's Keep
Flying Krock

Items:
Barrels
Barrel Cannons
Bananas
Banana Coins
Tires

Thanks for reading! Next time, we'll cover Donkey Kong Country 2!

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