Donkey Kong Land 2
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Donkey Kong Land 2 | |
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Developer(s) | Rareware |
Publisher(s) | Nintendo |
Release date(s) | September, 1996 |
Genre(s) | Platform game |
Mode(s) | Single player |
Rating(s) | ESRB: K-A (Kids to Adults) |
Platform(s) | Game Boy |
Media | 4-megabit cartridge |
Donkey Kong Land 2 was the 1996 sequel to the Game Boy hit, Donkey Kong Land. The game was later followed by Donkey Kong Land 3. Produced by Rareware and published by Nintendo, it was enchanced for the Super Game Boy with different shades of color, as well as a 16-bit banana border on the edges of the television screen. Like the original, it came packaged in a banana yellow cartridge. The game's name is often abbreviated DKL 2.
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[edit] Description
DKL 2 was a port to the Super Nintendo smash hit, Donkey Kong Country 2: Diddy's Kong Quest. It starred Diddy Kong and Dixie Kong as they set off to rescue Donkey Kong from Kaptain K. Rool and the Kremling Krew. While it featured the same level names as DKC 2 (except for Castle Crush, changed to Dungeon Danger; and Haunted Hall, changed to Krazy Koaster), the level layouts were brand new, as well as some of the maps.
Funky Kong and Wrinkly Kong both made their Game Boy debuts in this game. All of the animal buddies from DKC 2 returned, except for Glimmer the Anglerfish, despite his appearance in the picture used for the box art.
[edit] Worlds
Donkey Kong Land 2 is a fairly lengthy game for a Game Boy platformer, with plenty of secrets throughout the levels, making it larger than its predecessor. Overall, the game contained seven worlds: six main worlds, and a Lost World unlocked by using bonus coins, called Kremcoins, found hidden throughout the stages. These Kremcoins must be given to Klubba, a greedy Kremling guarding the entrances to the Lost World in each area. The Lost World is now accessed after Gloomy Gulch, costs 47 Kremcoins to enter, and features all of the levels in succession. The game's seven worlds, in order, are as follows:
- 1. Gangplank Galleon
- 2. Krem Cauldron
- 3. Krazy Kremland
- 4. Gloomy Gulch
- 5. K. Rool's Keep
- 6. The Flying Krock
- 7. Klubba's Kiosk/The Lost World
[edit] Bosses
Gangplank Galleon: Krow
Krow, the boss of the first world, was simply a large crow in a pirate's hat. He would drop eggs at the player, who would have pick them up and throw them at Krow. After hitting Krow a couple of times, eggs would begin to fall from the top of the screen. These would have to be avoided until one fell off that was able to be picked up and thrown at the boss. Hit Krow a total of 4 times to defeat him.
Krem Kauldron: Kleaver
Kleaver was a huge sword that would throw fireballs at your character. After throwing a couple of fireballs, he would fire a barrel which players would jump on, revealing a canonball that would have to be thrown at him. After hitting him, the player would have to escape from the now-furious Kleaver, by jumping across some krockheads. After repeating this a few times, the player becomes in charge of a cannon. As Kleaver flies overhead, the player would have to blast the cannon at him. Repeat this a couple of times to defeat Kleaver.
Krazy Kremland: King Zing
This boss was a large Zinger (wasp enemy) who would fly around in his lair. The player would turn in to Squawks the parrot and try to shoot the boss with his cocunuts as he flew round. After hitting King Zing two times, he would move around faster, and start creating zingers around himself. The player would then have to try and shoot him, while avoiding the zingers (who can also be shot and killed with cocunuuts).
Gloomy Gulch: Kreepy Krow
The boss was the ghost of the krow you encountered in world one. This time, Neckies (vulture enemies) would fly at the player in a swooping type of attack. The player would then avoid them until an egg fell, and then throw the egg at Kreepy Krow. Repeat this twice. Then, the player would be forced to climb up a rope while dodging falling eggs, while Kreepy Krow awaited at the top. Upon reaching the top, the rest of the boss fight proceeded as before, only the egg would bounce and the player would have to jump on it to stop the bouncing.
K. Rool's Keep: Stronghold Showdown
There is no proper boss in this level, but instead a scene with DK hanging off a rope, and then getting pulled along the screen by an unknown force. Once DK reached the end of the screen and had been out of the player's sight, the Diddy and Dixie would move on to the final world of the game (not including the Lost World) where K. Rool awaited.
Also, it is interesting to note that in the Game boy Advance remake of Donkey Kong Country 2, this level now has a boss called Kerozene, who is a massive kremling that throws swords around and breathes fire.
The Flying Krock: Kaptain K. Rool
The game's final boss, Kaptain K. Rool is simply King K. Rool from Donkey Kong Land and Donkey Kong Country in a different guise. Using his Blunderbuss, he would fire cannonballs, barrels and bouncing spiked bombs at the player. When he fired a barrel, the player was required to jump on it in order to release a cannonball. The player should then use this to hit K. Rool, but had to be quick or the wind would pull Diddy and Dixie towards him.
Compared to the original Donkey Kong Country 2, there are many parts of fighting K. Rool missing, and the boss fight it considered far easier to beat. Parts missing or changed include K. Rool's gas clouds, wind that now replaces K. Rool's vacuum attack from his gun, among others.
In the level before the battle with Kaptain K. Rool, there is a sort of sub-boss who must be beaten in a race. Players would be transformed into Squawks the parrot and then race a bird named Screech (who could possibly be K. Rool's parrot) through a level full of brambles and Zingers. The aim of this level was to come first place by beating Screech to the finish.
The Lost World : K. Rool
After collecting 47 Kremcoins, giving them to Klubba, and finishing all the Lost World levels, the player must fight K. Rool once more. This time, K Rool was harder to beat, but had all the same attacks as the last boss fight. He would still blast cannonballs, but normally he would shoot more of them and sometimes spiked bombs would be floating above them. Eventually, K. Rool would fire a barrel instead of a cannonball. Jump on it to release a cannonball, which is used to throw at him, then unlocking the 'special' ending .
[edit] Trivia
- Sometimes you may see the game listed as Donkey Kong Land 2: Diddy's Kong Quest. This subtitle was removed shortly before the game was released.