Showing posts with label Donkey Kong Country Returns. Show all posts
Showing posts with label Donkey Kong Country Returns. Show all posts

Friday, May 5, 2023

Tiki Tak Tribe

TIKI TAK TRIBE


The game begins with the island's volcano erupting, awakening an ancient tribe of Tikis from their slumber, who proceed to hypnotize the island's animals into serving them and bringing bananas to their king, only failing to hypnotize Donkey Kong because he was too stubborn.

These are the Tiki Tak Tribe, who functionally take over as the main villains in the place of the Kremlings. They come in multiple varieties, with multiple abilities, and are led by a group of seven generals, all based on instruments, who play a special song to brainwash their victims.

As fighters, the Tiki Tak Tribe will function with the main generals as the body but all others appearing in use during various moves, their moveset pulling from across the entire species. They will generally be small and light, but tough.

Likelihood rating: Piranha Plant clause.

Second Chance: Tiki Tak Tribe

TIKI TAK TRIBE


This is an easy one. We now have several conglomerate characters that all fit into a certain group, why wouldn't that work with the Tiki Tak Tribe. Heck, it could have worked as an echo for Tiki Tong even, but I think we can get away with not even doing that, since Tong has his hands and the banana goop stuff. I think we have more than enough to still make it work. We even have a specific group of seven that can act as our color swaps and the main body. So . . . 


YES


Here's the moveset I came up with:


Standard B: Tiki Zing

The main player will send forth a Tiki Zing to act like a sort of boomerang projectile.


Side B: Tiki Torch

The Tiki will burst into flames, causing fire damage to anyone standing too close.


Up B: Tiki Buzz

The Tiki will sprout wings and fly upwards. Tiki Boing could also work but in a different way.


Down B: Hypnotize

The Tiki will play its hypnotizing song, placing opponents in a daze for a short time.


Final Smash: Big Screaming Pillars

A pair of screaming pillars will appear behind the stage, open their mouths, and blow a powerful gust of air, blowing players toward the screen.


Entrance: They will emerge from the volcano.


Taunts: Up, several Tikis will appear and dance to the hypnotizing song. Side, the Tiki will sidle back and forth, bobbing its head. Down, the Tiki will inspect a banana.


Kirby Hat: The top of a Tiki Goon could be funny.


Kart: One based on their banana carts.

Special Move: They will play their song, and anyone caught in it will lose the ability to control their character for a short time.


Spirit Battle: All seven generals as a horde on Jungle Hijinxs.


Victory Screen: All the opponents will be seen carting bananas up to the Volcano.

Losing Screen: The generals will slump together, their instrument parts broken in stereotypical ways (strings broken, etc.)


Color Swaps: Kalimba, Maraca Gang, Gong-Oh, Banjo Bottom, Wacky Pipes, Xylobone, Cordian, and a Tiki Goon.


Thanks for reading! Next up, could result in multiple, could result in none. We will see.

Friday, February 25, 2022

Jungle Hijinxs


Donkey Kong Country Returns breathed new life into the Donkey Kong series, Retro Studios giving it a new look and a new engine, complete with the distinction of having a foreground and background section of the level to play on.

Honestly, the Jungle Hijinxs stage that appeared in Smash for the Wii U is one of my favorite Donkey Kong stages and one I was disappointed to see not return for Ultimate. I would dare say, it was the best way to represent the game and I couldn’t improve on it if I tried.

Potential theme: https://www.youtube.com/watch?v=6-Jk8SMLw3I


Wednesday, February 23, 2022

Banana Temple


Probably initially inspired by the banana trip of DK: Jungle Climber, most recent Donkey Kong games tended to feature a dream bonus level that saw Donkey and Diddy frolicking around a temple full of giant bananas.

This stage represents the general idea of those levels. It will have one main platform in the middle, the altar of said temple, but golden bananas and other fruits will be perpetually floating through the stage, forming platforms whenever they come close enough.

Potential theme: https://www.youtube.com/watch?v=CxB18Jc1Er0

Tuesday, February 22, 2022

Tiki Tong


After a long period of uncertainty, Donkey Kong Country finally found new life under Retro Studios, who put together a brand new platformer game that proved a strong success. Rather than King K. Rool as the villain, however, the new game saw the island conquered by a race of ancient tikis, awakened by a volcanic eruption.

They are led by Tiki Tong, an ancient evil who had lain dormant on the island for years before his awakening. Together, he and his soldiers hypnotize all of the animals of the island into collecting all of the island’s bananas for Tong’s own consumption.

As a fighter, he will be floaty but powerful. His moveset will pull from his own personal boss battle at the start of the game, but will also incorporate the numerous tikis that act as his minions.

Likelihood rating: Probably not

Wednesday, June 16, 2021

Modern Donkey Kong Country Ports

MODERN DONKEY KONG COUNTRY PORTS


Today, let's cover the two ports made for the recent Donkey Kong games made by Retro Studios, Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze. Returns had a port made for the 3DS, which was mostly the same, except for a new ninth world in the post-game set in the clouds. Tropical Freeze had a switch port, likewise mostly the same game, except with a brand-new Funky Mode, an easy mode that lets you play as Funky who uses is surfboard to be immune to several hazards and has unlimited spins and rolls. Both are fun, but that's about it to them.

Here's what we've got so far:


Characters:

Mario: handstand, jump, crouch, spin, spin on bar, hammer, spring, key, pick up and throw, giant, float, fly

Luigi: invisible

Wario: metal, Wario Man

Yoshi: fire breath, tongue

Donkey Kong: punch, barrel, stomp, jack, grow giant, throw enemies

Donkey Kong Jr.: hop, throw switches

Pauline

Birdo: Robirdo

Bowser Jr.: paintbrush, Klown Kar, hammer

All characters appearing in SMB2, SMW, SMW2, and SMB3

All characters appearing in the DKC series

All characters appearing in SM64

Diddy Kong

Dixie Kong

Tiny Kong

Wizpig

Taj

Timber and the other racers

Team Captains: deny, rally, bonus block, play dead, lightning, parry, bob-omb, thwomp, face off, backup, sneak attack, shell strike, aerial, melee, long range

Best Fitness Friends: rubber bands, malatone formula, doppelganger, fire punch, barrel, spin, divebomb, screech, fire, lightning, combine, laser beam, charge, cyclone, mystery box

Kat & Ana

Dribble & Spitz

I8-Volt

Nabbit

Peachette

Funky Kong: surfboard


Bosses:

King Bob-Omb

Goomboss

King Boo

Chief Chilly


Stages:

Construction Site

Big City

Forest

Ship

Jungle

Desert

Airplane

Iceberg

Rocky-Valley

All stages appearing in SMB2, SMW, SMW2, and SMB3

All stages appearing in DKC series

Palm Beach

Poison Swamp

Secret Factory

Ice Area

All locations in Diddy Kong Racing

Minions Battlefield

Dribble & Spitz Rally

Kat & Ana's Sky Patrol

Jet 18Volt

World-9 Cloud


Thanks for reading! Now, let's cover Super Mario Maker's 3DS Port!

Wednesday, December 18, 2019

Character Sheet: Tiki Tong (DK Main Series)

TIKI TONG

Here we, here we, here we go! So they're finally here, a-smashing for you. If you know their moves, you can join in too. Put your hands together if you want to clap, as we take you through this monkey roster:

1. Donkey Kong (Revision 1)
2. Diddy Kong
3. Dixie Kong
4. King K. Rool
5. Cranky Kong
6. Funky Kong
7. Tiny Kong
8. Lanky Kong
9. Chunky Kong
10. Kiddy Kong
11. Kritter
12. Krusha
13. Klump
14. Tucks
15. Tiki Tong
16. Lord Fredrik

When Retro Studios took over production of Donkey Kong Country, many elements got overhauled and many left out entirely. One such major change was the absence of DK's longtime nemesis, King K. Rool, and his Kremlings, replaced first by the Tiki Tak Tribe in Donkey Kong Country Returns, and the Snowmads in Tropical Freeze. While King K. Rool would go on to resurface in Super Smash Bros. Ultimate, some understandable trepidation was held toward these two villains as a result of this. Now however, they seem mostly accepted, so why not include them.

Tiki Tong would act here first as a representative of himself, but also as a representative of the Tiki Tak tribe as a whole. The concept I have in my head is that the main body would be made up of Tong's head and heads, with other Tikis encircling him at all times. Between them all, the Tikis have a number of abilities. Tong himself could spew lava from his mouth and used his hands to attack with all manner of slaps and swipes. His generals frequently used the ability to hypnotize others into doing their bidding. Tiki Buzzes could fly, Tiki Boings could bounce on springs, Tiki Torches and Tiki Bombers could light themselves on fire, Tiki Zings were spinning discs with razor blades around their edges, Tiki Pops could explode thanks to their bombs, and Tiki Seekers could warp around through wormholes and spit razor blades from their mouths.

Here's the moveset I cam up with:

Standard B: Tiki Zing
Tiki Tong will send out a Tiki Zing in a straight line that will extend its blades and spin rapidly, slicing up any enemy caught by it and keeping them trapped for a short period of time.

Side B: Tiki Seeker
Tiki Tong will send forward a wormhole that will go as far as directed by the player (acting much like Zelda's Din's Fire or Ness's PK Flash), and once stopped, will open up to reveal a Tiki Seeker's head that will then spit a blade at the closest opponent it sees.

Up B: Tiki Buzz OR Tiki Boing
Either one of these would probably work well and I just can't decide between them. On the one hand, Tiki Tong could be carried high into the air on ropes pulled by two Tiki Buzzes, or a Tiki Boing could appear on the ground and bounce Tiki Tong into the air. You decide.

Down B: Banana Magma
Tiki Tong will spew a river of burning lava from his mouth just like at the beginning of his boss fight. The lava will then spread along the ground, damaging all it touches.

Final Smash: Hypnotism
Tiki Tong's generals will appear in the air around him and play their song, driving all the opposing characters insane, removing control from the players temporarily, and causing the characters to charge around uncontrollably, sometimes off the edge.

Entrance: A volcano will erupt and they will emerge.

Taunts: Maybe play a little bit of their hypnotism jingle, float around and check each other out, so on.

Thanks for reading! Next up, let's cover Tiki Tong's successor, Lord Fredrik!

Tuesday, December 3, 2019

Character Sheet: Diddy Kong (DK Main Series)

DIDDY KONG

Here we, here we, here we go! So they're finally here, a-smashing for you. If you know their moves, you can join in too. Put your hands together if you want to clap, as we take you through this monkey roster:

1. Donkey Kong (Revision 1)
2. Diddy Kong
3. Dixie Kong
4. King K. Rool
5. Cranky Kong
6. Funky Kong
7. Tiny Kong
8. Lanky Kong
9. Chunky Kong
10. Kiddy Kong
11. Kritter
12. Krusha
13. Klump
14. Tucks
15. Tiki Tong
16. Lord Fredrik

He's added now and about time too and this time, he's in the mood. He can fly real high with his jetpack on. With his pistols out, he's one tough Kong. You know him, you love him, it's Donkey Kong's nephew and faithful sidekick Diddy Kong. Diddy appears in all six games, acting as Donkey's sidekick in Country, the main hero in Country 2, the damsel in distress in Country 3, a member of the team in 64, the sidekick once again in Returns, and a member of the team in Tropical Freeze.

As Donkey's sidekick, he can generally do everything Donkey Kong can, the main difference is the difference in size and strength, Diddy being the smaller, faster half of the duo. This means that most of the basic mechanics can be tied to him, plus anything new added in Country 2, like the ability to throw his companion. 64 established most of the strongest defining characteristics for the character, giving him his famous rocketbarrel jetpack, his peanut popguns, his guitar, and the ability to slam headfirst into things. He could also use his tail a bit more, so that's a thing too.

Let's see what we've got:

Standard B: Peanut Popgun
Of course, this will remain as his main ability. He will hold out his gun the way he does already and charge up before firing. I don't think the exploding mechanic was a thing, but it at least gives the move some flavor, so it could stick around I guess.

Side B: Chimpy Charge
Although so far I haven't seen any basis for his current side B (another move I expect exists because monkey), so I'm going with his 64 move Chimpy Charge. Diddy will paw the ground before charging forward at high speed and crashing into his opponent.

Up B: Rocketbarrel Pack
What else could it be? This move was so iconic in 64 that it was carried over into Returns and Tropical Freeze, not to mention its use in Smash itself. Diddy's jetpack will appear and launch him into the air. Like the popguns, there is a bit of a chance of it exploding.

Down B: Banana
Although there isn't a direct reference to his throwing out a banana, bananas of course have a lot to do with the Donkey Kong series as a whole, and most of their adventures come about as a direct result of Donkey and Diddy's love for them, so it can stay.

Final Smash: Rocketbarrel Barrage
Although I maybe could have gone with the Guitar Gazump, Dixie also played a guitar before him, so it checks out. Diddy will rocket around the stage, firing off peanuts in every direction and generally being the awesome monkey that he is.

Entrance: Pop out of a barrel

Taunts: Him rocking out to his boom box for sure, eating a banana, dancing like he does in the Konga games?

Thanks for reading! Next up, we'll cover his girlfriend Dixie Kong!

Monday, December 2, 2019

Character Sheet: Donkey Kong (DK Main Series)

DONKEY KONG

Here we, here we, here we go! So they're finally here, a-smashing for you. If you know their moves, you can join in too. Put your hands together if you want to clap, as we take you through this monkey roster:

1. Donkey Kong (Revision 1)
2. Diddy Kong
3. Dixie Kong
4. King K. Rool
5. Cranky Kong
6. Funky Kong
7. Tiny Kong
8. Lanky Kong
9. Chunky Kong
10. Kiddy Kong
11. Kritter
12. Krusha
13. Klump
14. Tucks
15. Tiki Tong
16. Lord Fredrik

He's the leader of the bunch. You know him well. He's finally back to kick some tail. His coconut guns can fire in spurts. If he shoots you, it's gonna hurt. He's bigger, faster, and stronger too, he's the first addition to our DK roster.

All jokes aside, Donkey Kong is the protagonist of the Donkey Kong franchise, so of course he was getting in. While he isn't technically the Donkey Kong of the original arcade game, and is instead said Kong's grandson (making him DK Jr.'s child, I guess), most of the concept for him still falls in line with the original. Strangely enough, most of his moveset from Smash is not present for most of the series, making me feel as though his Smash moveset was based on the simple premise of him being a gorilla and not on the actual source material.

Donkey Kong appears in all six games covered so far, though is not playable in both Donkey Kong Country 2 and 3, Diddy, Dixie, and Kiddy taking over the playable duties. In the games, he can run, jump, roll, swing, swim and all the basics. He can still throw barrels, and he can punch and kick in some of the later titles. Donkey Kong 64 gives him the ability to become invincible, use the above-mentioned coconut guns, and play the bongos for an all-out attack. He can also perform his Smash ground pound in the newest Retro Studios games, fly in a rocket barrel, and perform a series of multiple punches that likely became the basis of his new Final Smash.

Here is the moveset I came up with:

Standard B: Giant Punch
Although there isn't a really solid single example of this move anywhere in any of the games I've covered so far, he does have really strong punches that he does perform throughout, and the iconic nature of the move is just way too strong to be ignored.

Side B: Barrel
I had considered switching this out for Rambi charging around the stage, Barrels are still an important part of the Donkey Kong franchise, and Donkey throwing them is a constant move both in the arcade game and continues into the Country franchise, so, it stays. Though I imagine they'd be the smaller, gray ones of the Country games. (Simply so that if I work the move into Cranky's moveset, he can throw the arcade ones).

Up B: Barrel Cannon
Donkey Kong's premier way of crossing large distances really fast. A barrel cannon will appear over Donkey's head, the player will have a few seconds to determine the direction to fire, and Donkey will be launched in that direction. As far as I can tell, his standard Smash Up B was lifted from Dixie Kong, so she gets to keep that one.

Down B: Ground Pound
Donkey will pound on the ground, creating a bit of an earthquake, based upon his Down B in Smash and the move as it appears in Returns and Tropical Freeze.

Final Smash: Jungle Rush
While this and his other Final Smash, Konga Beat, would both work, both having a basis in the games already (Jungle Rush coming from Returns and Tropical Freeze to finish off the villains, and Konga Beat basically being the bongo move provided by Candy), I feel like Jungle Rush works best.

Entrance: He bursts out of a barrel.

Taunts: Pounding his chest for sure, maybe eating a banana, maybe playing his bongos a bit.

Next up: Let's cover his long-time faithful sidekick, Diddy Kong!

Friday, November 29, 2019

Donkey Kong Country Returns

DONKEY KONG COUNTRY RETURNS

Donkey Kong Country Returns is the first game in a revitalization of the Donkey Kong brand by Retro Studios. I would say that overhaul is a bit of an understatement for this series, as almost every element of the series has been more or less thrown out the window for this game except for Donkey, Diddy, and Cranky. Even King K. Rool and the Kremlings have entirely vanished from the map, not a small part in the "lack of relevance" many fans feared would contribute to K. Rool's exclusion from Super Smash Bros. Those fears proved incorrect, as you may know, and this series simply stands as a creative new take on the franchise.

This game features Donkey Kong and Diddy Kong adventuring once again to save their island, this time from an evil tribe of Tikis who possess the various animals living there. Both can perform much of the basics of Donkey Kong, run, jump, roll, barrel cannons, climb, swing, swim, fly around in a rocket barrrel, and all that jazz. A ground pound has been added to their moveset, a move which had been entirely absent from the series except for Smash Bros. Donkey Kong can now perform a giant punch (another absent except for Smash), and Diddy can use his rocketbarrel pack to fly around. During a quick-time event at the end of each boss fight, Donkey and Diddy can unleash a multi-punch strike on the Tiki controlling the boss, which I'm fairly certain was the inspiration for Donkey's current final smash.

Cranky is the only returning support Kong, running a shop for you to buy things, while a Tutorial Pig gives you instructions on how to play the game here and there. Rambi returns as your only Animal Buddy, charging as he always does.

Tiki Tong acts as the leader of the Tikis, a large floating head with two hands. As the leader of the tikis as a whole, he could also function as a catch-all model for all tikis, but we'll cross that road when we come to it. As a boss, he is shown to be able to spew lava from his mouth and control the other tikis, and use his hands to swipe left and right, slam them down, and clap them together. A squad of generals named Kalimba, the Maraca Gang, Gong-Oh, Banjo Bottom, Wacky Pipes, Xylobone, and Cordian (all shaped like instruments), all show the ability to hypnotize various creature.

Other tikis include the basic Tiki Goon, who move back and forth; Tiki Doom, a big version; the flying Tiki Buzz, and its giant form Tiki Tork; a flaming version of both, called the Tiki Torch and Flaming Tiki Buzz respectively; a blue version of the Tiki Torch, called a Tiki Bomber; Tiki Boing, a bouncing Tiki; Tiki Tank, a tough version of the Tiki; Tiki Zings, Big Zings, and Fireballs, who spin razor blades; Tiki Pops, who explode; and Tiki Seekers who emerge from wormholes and spit blades at you.

We have a number of new enemies, with basically no returning enemies to speak of. These include: Frogoon and Hopgoon, frogs who bounce; Chomp, basically a Piranha Plant; Snaggles, a shark that leaps from the water; Squeeklies and Buzzbites, types of bats; Awk, basically the goomba; Rawk, an Awk that will charge; Mimics, who pretend to be bushes; Snaps and Pinchlies, types of crabs; Squidlies and Electrasquids, basically bullet bills but squids; Jellybobs, electric jellyfish that leap from the water; Stilts, chickens wearing stilts; Humzees, hummingbirds that dart toward you; Toothberries and Acks, little biting tribble-like things, some trapped in cages and others stacked up; Mole Miners and Guards, who use pickaxes in the mines, using balloons to keep themselves, throwing bombs, and riding minecarts (hmm . . . close, but I think not quite); various types of chomps that spit spores and eat vines; Cobras that cling to grassy areas; Skittlers, spiders that dangle from webs and walk on the ground; Wiggler Vines that fly; Skellirex and Skullirex, dinosaur skeleton things, with Firehead Jed and Bonehead Jed being variants that ride in minecarts and sometimes spit fireballs; Pogobots, Pyrobots, Buckbots, and Bombots, all robots who perform various functions like bouncing around, blowing fire, and laying exploding eggs; Char-Chars, which are basically Lava Bubbles; and Kowalee, who is basically a Lakitu, hovering over you and dropping bombs on your head.

The handful of bosses you face in the game include: Mugly, a . . . thing who charges around at you; the Scurvy Crew, a gang of crabs who burrow around and pop up from underneath and stack on top of each other; Stu, a giant chicken inside of a soup cauldron? who will fly around and throw bombs and missiles at you; Mole Miner Max, a mole who drives a train, burrows, and throws his pickax (still trying to edge in, but still not quite I think); Mangoruby, a . . . nother thing who crawls around and shoots electricity at you; Thugly, a bigger version of Mugly who can belly flop and breathe fire; and Colonel Pluck and Stompybot 3000, a chicken driving a mech suit that can stomp, hover in the air, and drop eggs and bombs from itself. Also of note are a few minibosses like Squiddicus, a giant octopus that terrorizes a level with its tentacles; Big Squeekly, a giant bat that chases you and uses sonic bursts; and Munchers, a swarm of spider-things that basically eat an entire level behind you.

Much as with previous games, each world has its own theme but the stages within can vary greatly, though not to the same extent as previous games (most stages at least follow the theme slightly). World 1 is a jungle of course, World 2 is a beach, World 3 is ruins, World 4 is a cave, World 5 is a forest, World 6 is a cliff, World 7 is a factory, and World 8 is a volcano. This game introduced the idea of a foreground and background to each stage, a concept which was featured in the Smash for Wii U stage Jungle Hijinxs (named after the first level of the game). At the end of the game, Donkey and Diddy take the golden banana taken back from Tiki Tong to a golden temple, where upon eating from the banana, apparently go on a drug-fueled hallucination trip through a level made up entirely of different kinds of food, so that's neat.

Bananas and barrels all return, though this time they are also tasked with collecting puzzle pieces and panels that spell out the word Kong.

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, kick, punch, invincibility, pull levers, coconut gun, bongos, orange grenades, slam, ground pound, giant punch, rocket barrel, multiple punches
Diddy Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, throw Dixie, dynamite, spin with tail, bounce on tail, rocketbarrel pack, charge headfirst, peanut popgun, guitar, orange grenade, slam, rocket barrel, multiple punches
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, hang from hook, rocket barrel, boat, plane, throw rocks
Kiddy Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, hang from hook, rocket barrel, boat, plane, throw rocks
Tiny Kong: run, jump, roll, swim, throw barrels, climb, swing, flick with ponytails, teleport, fly, shrink, feather arrows, saxophone, slam, orange grenades
Lanky Kong: run, jump, roll, swim, throw barrels, climb, swing, stretch arms, multi-slap, jump rope, inflate, walk on hands, grape shooter, trombone, slam, orange grenades
Chunky Kong: run, jump, roll, swim, throw barrels, climb, swing, pick up giant rocks, punch, turn invisible, grow giant, roundhouse punch, slam, orange grenades
Cranky Kong: walking stick, dynamite, hints, museum, throw rocks, potions, shop
Candy Kong: save, musical instruments, flirt
Funky Kong: airplane, boat, weapons, boot-bazooka
Wrinkly Kong: college, hints, save, workout, ghost
Swanky Kong: quiz show, extra balloons, target mini-game
King K. Rool: throw crown, charge, jump high, cannonballs, blunderbuss, suck, various items, propeller jetpack, fireballs, electricity, KAOS, Klaptrap, shockwave slap, giant punch, bounce off ropes, Blast-o-Matic
Kremlings/Kritter: walk forward (Klomp/Kobble), jump (Kaboing/Re-Koil), ride minecart (Krash/Klank), Krusha/Kruncha/Krumple (maybe his own, run, jump, bazooka, punch, roll, orange grenades, etc.), Klump/Kannon/Kuff n' Klout? (maybe his own, blunderbuss, jump, orange grenades), hide in barrel (Klobber/Knocka/Kracka/Kuchuka/ Klasp/Kaboom), climb ropes (Klinger), Kutlass, Krook, Kloak, Kackle, Klubba, Koin, Kopter, Bazuka, Kasplat, Kosha, Robokremlings, Ghosts, Shrooms, Bones
Tiki Tong/Various Tikis: spew lava, slap left and right, down, together, hypnotize, back and forth, fly, boing, light on fire, razor blades, tank, explode, wormhole, spit blades
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
Ellie: charge, jump, pick up barrels, squirt water
Parry: mimic
<Tentative> Moles: balloons, pickaxes, burrow, train, bombs, minecarts? (sounds a whole lot of derivative. Maybe a color swap for Monty?)

Bosses:
Very Gnawty
Master Necky
Queen B
Really Gnawty
Dumb Drum
Master Necky Sr.
Krow
Kleever
Kudgel
King Zing
Kreepy Krow
Belcha
Arich
Squirt
Bleak
Barbos
KAOS
Army Dillo
Dogadon
Mad Jack
Puftoss
King Kut Out
Mugly
Scurvy Crew
Stu
Mole Miner Max
Mangoruby
Thugly
Stompybot 3000
Squiddicus
Big Squeekly

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
Cliff/Waterfall Level
KAOS Core
Jungle Japes
Angry Aztec
Frantic Factory
Gloomy Galleon
Fungi Forest
Crystal Caves
Creepy Castle
Hideout Helm
DK Isle
Jungle Hijinx
Beach Level
Golden Temple
Food-Themed Level

Items:
Barrels
Barrel Cannons
Bananas
Banana Coins
Tires
Banana Birds
Cogs
Presents
Boat
Plane
Oranges
Banana Fairy
Golden Banana
Puzzle Pieces
Letter Panels

Thanks for reading! Next time, we'll cover the game's sequel Donkey Kong Country: Tropical Freeze!