Monday, January 17, 2011

Donkey Kong Country 2: Diddy Kong's Quest

So today I move on from the NES and up onto the Super Nintendo with Donkey Kong Country 2: Diddy Kong's Quest.  Developed by Rare and then published by Nintendo, Donkey Kong Country 2 was released in November of 1995.  It carries on after the original Donkey Kong Country for the SNES and continues with the platforming and kremling-stomping of the first. 

The game begins with Diddy Kong on a pirate ship.  Once entering the cabin, Diddy finds a note from Kaptain K. Rool stating that he has captured Donkey Kong and he is demanding the banana horde that he failed to obtain in the last game as ransom.  Why a crocodile wants bananas I honestly don't know, but he wants them.  So Diddy and his girlfriend Dixie Kong must travel across Crocodile Island to save Donkey from K. Rool.  Each of the worlds has a few different levels until the end where each world has a boss to fight. 

So I began the first level, rolling over rats and grabbing the first DK barrel to free Dixie and continue on through the level.  So as you move forwards, the game is very kind at the beginning, at one point the game builds an A in the shape of bananas to teach you how to piggyback on one another to reach the first bonus stage.  The bonus stages are new to from Donkey Kong Country, they allow you to play a quick mini-game to grab bonus coins, which are in turn used to unlock the Lost World levels, which enable you to complete more of the game.  The first bonus stage gives you 20 seconds to "Find the Coin", which in this case simply consists of climbing a few barrels and reaching it. 

After coming out of the bonus stage, you are placed near a crate with a Rhino image on it.  Break the box and you meet the first of your animal buddies: Rambi the Rhinoceros.  Each of the animal buddies do different things that the Kongs themselves cannot, such as Rambi's super charge that lets him bust through doors.  This charge gives you access to the second bonus stage.  After exiting that one, you're near the end of the level, running past the No-Rhino sign (Rambi turns into a green balloon that gives you two extra lives) and jump on the target and watch Diddy pull out his boombox to party before the end. 


And the levels continue mostly like that, getting more difficult the further you get into the game.  The first two worlds actually give you a bit of kindness, each level having a warp near the beginning to complete it immediately... useful for speed runs or if there is a level you just don't like (me and the swimming levels). But besides the levels, there are the other Kongs who are around to give hints and help out.  There is Wrinkly Kong at Kong Kollege who can give you guidance and save your game.  There is also Swanky Kong who runs a game show where you can win extra lives.  Then there is Funky Kong who runs a flying service that can reach any world that you've already visited. 

And the final Kong, back by popular demand, Cranky Kong.  Cranky runs the Monkey Museum and is in the game mostly for comic relief.  He rambles on for a bit the first time you meet him, asking about Expresso the Ostrich (one of the animal buddies from the first Donkey Kong Country) and mentions about him being replaced by a spider.  Cranky does offer some hints about the levels in the game, giving a bit of info, but nothing all too useful. 

And another day is done and I shall move on to another tomorrow, more then likely continuing on the Donkey Kong Country line.  Adios for today though.

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