Reviews from

in the past


This was actually the last mainline DKC game I played. My first was returns, as I said in my DKC1 review. I played 1 and 3 shortly after that and I played Tropical Freeze the day it released. I didn't play 2 until years later in 2018 where an Instagram account I was following was selling a CIB copy for $35. That sounded like a good deal back then, and considering it's almost $90 now it's even better now, so I bought it off them. I really enjoyed my time with it, but it wasn't until replaying it in 2022, where I truly saw it as a masterpiece. Do I still think that now? Look at my score to find out (that means yes).

Let's start with the gameplay changes. The thing you'll notice when you first start the game is you don't play as Donkey Kong anymore. You still play as Diddy Kong but replacing Donkey is newcomer Dixie Kong. The main plot this time is King K Rool is back, he has kidnapped Donkey Kong and you must team-up as Diddy and Dixie to defeat him and save DK. Pretty simple but it works. Anyways, Diddy plays pretty much the same but Dixie is a bit different. Her main gameplay change is the fact that she can glide by using her hair. This is incredibly helpful with certain segments throughout the game and because of this plus being more fun to control, I definitely prefer this duo over the first game's. I still think Diddy feels better to play as since he's still faster here and has a better roll (Dixie's roll sucks if you're trying to roll jump off a cliff) so he was my go to Kong when I had both but Dixie is still very fun to play as here due to her glide. This game did add another new big mechanic that plays a part in a bunch of levels. By pressing the A button, if you have both Kongs, you can perform a Team Up. This basically lets you throw the kong upwards in whatever direction you want, and it lets you get up to high places you normally couldn't get to or collect items up high. It's nice and quick to pull off and just adds that much more depth to the levels.

The levels themselves are better than ever here. The level design is improved, with each level feeling pretty distinct from each other. One moment you'll be riding air balloons over a pit of lava and the next you'll be racing enemies in a haunted amusement park. Levels have gimmicks but they never feel intrusive or annoying to me. The level themes are also way more interesting this time. The mains setting here is pirates and that first world makes great use of it. You had levels where you run on top of a ship, levels where you are swimming inside the ship itself and then levels where you're climbing up the top of a pirate ship. That's all the first world, and even tho it's all pirate themed, they all feel distinct. Besides that, you have typical lava stages tho they're visually appealing in this game, you have these beehive stages where honey stops you dead in your tracks, you have bayou stages..just all the level themes in this game are so much more unique compared to the 1st game. Honestly, the backgrounds used in these levels are better than the 1st game's as well, they made them really clean looking this time around.

As for the collectables, you still collect bananas..and KONG letters. Animal Friend tokens are gone which is nice because they could kinda be annoying at times. Instead of finding a bunch of random bonus rooms to 100% the game, this time you must collect Kremkoins and DK coins. Kremkoins are all found in bonus barrels, or sometimes secret walls. These both lead to the bonus area, which instead of being all lax and random like in DKC1, you have to play a bonus game whether it's collecting all the stars or defeating every enemy or just getting to the coin itself. This is more unified than how it was in DKC1 and I prefer it this way. The DK coins are always only in levels once, and they're usually just in the stages and not in the bonus rooms. Anyways, collecting every Kremcoin and every DK coin, and completing every level, gets you 102% in this game. I much prefer this over the bonus rooms in DKC1. They are much easier to find without a guide, tho I still had to look up some but that's better than almost all of them like in DKC1, and it's better for it.

Animal buddies are back and you have some returning ones plus some new ones. Winky and Expresso are gone but Rambi, Enguarde and Squawks are back. Rambi and Enguarde are exactly the same except they have a charge move you can perform to go super fast and kill any enemies in your path or to open up secret bonus rooms. You can now ride with Squawks and shoot nuts out of his mouth at enemies, so he's changed drastically. There's a new animal buddy called Quawks who is only used in one level and is purple, cannot fly upwards (only glide down) and cannot shoot nuts. He's not worth getting into since it's just a downgrade of Squawks, but the other two animal buddies are. Rattly the rattlesnake, is basically Winky but better. He can jump high, jump on normally dangerous enemies like Winky but you can also charge him up to perform a super jump. The other new animal buddy, Squitter the Spider is awesome and is my favorite buddy in the series. You cannot jump on enemies as him but you can shoot projectile webs out of his mouth and if you press the A button, you can shoot a different type of web and if you press A again..you can create a web platform to jump on. They use this a good amount in some of the stages and this mechanic just makes him super fun and interesting to use. Along with all this, there are also these animal buddy barrels that let you transform into just the animal buddy.

The bosses in this game are also a big improvement from 1. Gone are very easy bosses that feel like a big version of a normal enemy. Every boss in this game feels distinct (besides the zinger fight tho his fight was pretty fun) and aren't piss easy and also aren't super quick. They feel like actual bosses, with the K Rool fight being a standout. Definitely my favorite fight in the trilogy. While not too difficult, he's still really fun.

If you had gotten 15 Kremcoins per world, you could pay them to this fella named Klubba. Once you do, you can access a level from the Lost World, a secret super hard bonus world. These are definitely some of the hardest levels in the game, tho I must brag and say it only took me two tries to beat Animal Antics this time around. Going back to the difficulty, yeah this game can be quite tough. It's not like bullshit hard, just the levels themselves can have some very tough portions and honestly, I welcome it. I still died a bunch in this game but I think the difficulty curve is very nice. It doesn't start off hard at all, it gradually start's getting pretty tough by world 4.

The OST is a big upgrade from the first game I think and is honestly amazing. Some of my favorites were Mining Melancholy, In A Snow-Bound Land, LockJaw's Saga,Hot Head Bop, and Forest Interlude. That is not even mentioning the absolute fucking goated song that is Stickerbush Symphony which is honestly a top 5 song for me from any video game ever. It's that amazing and I've loved it before I even played this game. This is a top tier OST I think and may be the best SNES soundtrack of all time.

If I had any little nitpick about this game, it's the fact you have to use banana coins to save and move to other worlds freely. I forgot to mention this in the collectables section, but you also collect bananas throughout the stages, they're plentiful, but after saving once or using Funky's Flights in a world, you must pay each Kong coins to do either action again. Because coins are super easy to get, this wasn't an issue for me but if you reset the game, you lose all your coins (and lives) so I can see where it would be an annoying mechanic to some people.

This is peak Donkey Kong Country imo. Everything from 1 was perfected in this game and then some, and it easily has the best soundtrack in the entire series, which does play a big part in me loving this game. I have more nostalgia for Super Mario World but I cannot deny the fact that this is the better platformer on the Super Nintendo. Because of this, I do think this is the best SNES game I've played period. It's just a masterpiece through and through. Do yourself a favor and play it!

I'm going to get back to the Kirby marathon now but I do plan on replaying DKC3 in the near future so stay tuned for that whenever I decide to play it!

Donkey Kong Country 2 took everything that made its predacessor great and cranked it up to 11. I seriously mean everything. The visuals, the music, the gameplay, the levels, the story are all major upgrades from an already fantastic platformer.

While the story isn't great it is much better than the original. The original is legitamately Kaptain King K. Rool stole all of Donkey Kong's hoard of bananas. In DKC2 the stakes are raised from bananas to Donkey Kong’s life as he is kidnapped by King K. Rool. It's now up to Diddy Kong and newly introduced Dixie Kong to save the day. Dixie and Diddy are far and away my favorite two characters in the franchise so it was so much fun to have the entire game revolve around them. The gameplay is smooth and feels great even today. To be fair the original DKC also had smooth gameplay but I always found myself using the limber and quick Diddy over the lumbering DK. In DKC2 Diddy controls identically to the original DKC but now instead of a slower based powerful DK you get a second quick character in Dixie Kong. Plus Dixie comes with my favorite movement in the entire series with her hair spin which functions similarly to Peach's float mechanic in the Mario series. You will absolutely need that hairspin as this game is very difficult, especially the bonus stages. Every world out side of the first is sprinkled with a few very difficult levels which I appreciate.

The levels in DKC 2 put other platformers of this generation to shame. From a pirate ship, to a volcano, to a swamp, to a run down amusement park, to a giant castle this game takes you to many different locations that all feel fleshed out and keep the levels intersting and fresh. Not to mention they are gorgeous graphically. In my opinion it is some of the best graphics of the entire SNES library. The pirate, amusement park, and the bee hive levels absolutely pop with vibrant and beautiful color schemes. The swamp, castle, and volacono have a completely different tone with a much darker palette but equal in beauty just in a much different way. The animations on the enemies and the Kongs were top notch for the time. My favorite animation, which is also one of my favorites of all time, is when you complete a level and Diddy Kong breaks outs a boom box and starts rapping while Dixie pulls out a guitar and start slaying. It’s also very fitting that they celebrate their victory with music as this game with out a doubt has a top tier sound track of all time. As many great qualities that DKC boasts the star of the game is the abusrdly beautiful OST.

DKC2 is rightfully thought of as one of the greatest 2D platformers of all time and this is absolutely a game you should play.

My favorite 100 games of all time:
https://www.backloggd.com/u/DVince89/list/my-favorite-100-video-game-of-all-time/

Donkey Kong Country 2: Diddy’s Kong Quest (or Diddy Kong’s Quest, as I and many other illiterate 8 year olds knew it) was a game that held a powerful lustre for me as a kid. As a rascal raised on Diddy Kong Racing and attitudinal promotional artwork from Nintendo Official Magazine, I found that Diddy Kong projected untold levels of Cool that could be matched only by the almighty-90s Bart Simpson himself. Something about a baseball cap with Nintendo written on it was just so insanely Cool to me. My undeveloped baby brain could barely handle it! And he wore the cap backwards! And played the guitar while wearing his cap backwards! Oh, I wanted to be Diddy Kong so badly.

Despite being a prime child of the SNES era, I never owned a SNES. When my brother and I asked for a SNES for my birthday, my dad got us a NES by way of an honest money-saving mistake - he didn’t know the NES and the SNES were two entirely separate and incompatible computer game machines, which was a totally forgivable thing to believe in 1996. This was a long time ago, back in the days when “the Nintendo” really was just “the Nintendo” to almost everyone on the planet. Diddy Kong remained eternally out of reach.

Our friend up the road’s big brother did have a SNES though, and sometimes he let us all play it when he wasn’t calling us f#cking r#tards for not knowing about the 1-1 shortcut to Birdo in Super Mario Bros 2. He’d never let us play the good games, though - for some sadistic unknown big brother reason, we were always stuck with the Mickey Mouse platformers and Clayfighter and Mortal Kombat on the Super Game Boy. Diddy Kong’s Quest remained on the high shelves with the sticky magazines and the empty bottles of Jack Daniels that Big Brother had found in the bushes at the park, and I never plucked up the courage to take the cartridge down and replace Rocky Rodent with a game that Nintendo Official Magazine had once declared to be Certified: Awesome. All this ritual and ceremony for a video game about a monkey who played the guitar with his hat on the wrong way round only gave it more power. Diddy Kong’s Quest took up way more than 4MB of space in my soft little brain.

A few years later, I got on the internet. While scouring video game message boards in a vain attempt to find out when Super Mario 128 was coming to the Nintendo Dolphin, I found out about emulators and ROMs. A few weeks later, after workshopping a convincing story to tell the FBI when they raided my house for illegally downloading a video game, I got my first emulator and ROM - ZSNES, and my very own copy of donkey_kong_country_2_diddy_kongs_quest.zip. I played it for a couple of minutes, but was too afraid of a life spent in jail to really appreciate the momentousness of the occasion. A few days later, while looking for Bloody Roar: Primal Rage cheat codes, I discovered you could look up pictures of naked ladies on the internet. And I forgot about Donkey Kong Country 2: Diddy’s Kong Quest.

A few years later, after many Youtube-watching 12 year olds harassed @NintendoAmerica about it every day on Twitter, Nintendo released Donkey Kong Country 2: Diddy’s Kong Quest on the Nintendo Switch Online service, and a man in his thirties decided to play it for the first time. Properly, mind you. Without save states, or that really awkward rewind function - the one that’s not as useful as the rewind function that the man remembered using on ZSNES while drenched in guilt-ridden sweat during an illegal gaming session some decades prior.

Turns out that playing games properly is a fucking stupid idea. This game is a really fucking annoying piece of shit and I hate it. Diddy Kong Country 2: Diddy Kong Quest came out on the Nintendo Switch a year ago, and I’ve only just beaten it today. After much SHITting and FUCKing about how brutally unfair it is, I crawled the stupid backwards-capped guitar-playing prick Diddy Kong to a measly 40%ish completion stat. Fuck you and your game, Diddy Kong. Never meet your heroes, because you’ll only get your dick crushed by falling platforms.

It may be an annoying piece of shit, but it’s also a beautiful work of art. Beautiful in ways I probably wouldn’t have appreciated had I got it for my 9th birthday or snuck it into someone else’s SNES or tried to play it on a Compaq Presario 95’s keyboard. Elegant rotosprite work comes together with the best music that the SNES chip and David Wise were capable of to create a really unique dream-ape gamefeel. I don’t need to say much more than that about the game’s presentation - presumably most people on here have read that one Onion article that’s all like “Man Tasked With Making Score for a Monkey Riding a Swordfish Underwater Creates Transcendent Piece of Music” or whatever. Just don’t play it past the first few worlds if you want to preserve the crystalline beauty of the memory of your past. Some games are better played on your mind’s eye than a SNES.

My dad took my GBA after I beat K.Rool and put his name in for the final score

squitter the spider is actually the greatest character design in history. look at that sick cunt. look at how fucking happy he is with his sick ass shoes. hell yeah B)


A Kong-quest to find a barrel of fun! 🛢️

Donkey Kong Country 2: Diddy's Kong Quest is an absolute BANGER of a platformer that supersedes the first Donkey Kong Country in every way. One year after DKC the visuals to its challenging gameplay are amped up and lets not forget the LEGENDARY memorable soundtrack from David Wise, it's Rareware Magnum Opus on the Super Nintendo!

Moving from DK Island to Crocodile Isle was a bold move and even switching the tone to mysterious and dark I think was the right choice in making the sequel stand out. Every location from Krazy Kremland to Gangplank Ganlleon; every location feels alive and full of personality suiting both our protagonists as they maneuver through obstacles to save Donkey Kong.

That's right! Donkey Kong is nowhere to be seen almost 98% of the game. Introducing the newest addition to the Kongs is Dixie. Her ability to glide through the air adds a new dimension to the platforming, allowing for even more creative level design and traversal options. With this in mind there never felt a dull moment from beginning to end as each level and world felt expertly crafted.

One flaw that DKC had is immediately addressed here. The World bosses now offer a challenge and actually require some thinking instead of the typical jump on their head and move on. Some require you to play as animal buddies. This adds another layer of gameplay to what is already a well built system. I never felt like I was cheated at all besides 1-2 levels.

Now to my favorite part, no review of Diddy's Kong Quest would be complete without mentioning its incredible soundtrack. Composed by David Wise once again, the music is simply phenomenal, that I think is better than DKC. From the upbeat rhythms of Stickerbush Symphony to the dark melodies of Welcome to Crocodile Isle and who can forget the BANGER bonus stage music Token Tango easily top 10 for me.

Overall, Donkey Kong Country 2: Diddy's Kong Quest is a masterpiece of 2D platforming that stands as one of the greatest games ever made for the Super Nintendo. Replay value is insane as there is a secret world and motivation to continue on and collect everything from all the levels. I absolutely recommend this game!

(Emulated on Windows. Played using RetroAchievements, 80/80 collected)

Donkey Kong Country 2: Diddy's Kong Quest for the SNES will never not be a strong contender for my favorite game of all time. Going through the game on RetroAchievements only solidified that further--shoutouts to GalacticSpear, Brian, Dissection, and Tiago17 for their work. I especially liked the special challenges for individual levels, such as minimum bananas in Hot-Head Hop and Rattle Battle or, conversely, every banana in Fiery Furnace. If you consider yourself at least pretty familiar with DKC2, you should definitely give this a shot; I guarantee it'll give you a new perspective on at least some parts of the game.

so i finally beat a 2d platformer....

ill get this out of the way first. i have dexterity problems that significantly hinder my ability to play 2d games well. how it affects 2d games but not high intensity movement shooters is beyond me, but the fact is 2d platformers take a lot out of me, i dont have exact numbers but id wager beating this took me anywhere from 25-30 hours. there's also the consideration this genre has never really appealed to me, the whole "jump a lot on platforms" just never really scratched the same itches as other genres i love.

that being said, i have a lot to say about this game. there were times i was in a blind rage, calling the game dogshit and wanting to slam my controller against the wall. there were times i beat those levels and felt a triumphant victory, knowing how much i struggled with them. i think its best if i give an anecdote.

there’s this absolute fucking ass of a level called slime climb, it was incredibly hard and probably took me 2 or 3 hours to get down, the fucking bullshit piranha as well as the time trial aspect of it with the water flooding the screen constantly. complete bull, fucking awful. i finally beat it, triumphant, i hummed the little diddy dance song as he brought out his boom box as i finally did it after so fucking long. the level select screen pops back up... the level afterwards was called bramble blast. i’ve heard this name before, of course it wasn’t stickerbrush symphony, because well, it’s not named that. but i’ve definitely heard this name before. maybe it was another super famous song i heard from smash or something. curious, i click in.

my mouth literally was hung agape, i wasn't expecting the song or level that's most associated with the game, it was such a pleasant surprise. the fact that after such an intensive level there was this, a level comprised of barely any movement or platforming, more like a puzzle. that combined with the song thats super relaxing and already associated with relief because of the internet checkpoint stuff that went on a few years ago. it just felt like such a huge reward for beating that insanely difficult level before it. a friend thinks the song is in the top 3 vgm ever, and i can certainly see why. but either way, the game is littered with moments like these, insane challenges that make you question the point of this suffering, only to give you such a triumphant feeling of victory. throughout my time playing it, learning patterns and stuff, i even feel like my dexterity improved a bit, judging from the ease and elegance i could beat these levels with. there were multiple times throughout this playthrough i considered a 10, i was just having so much fun.

but the game isnt only comprised of the feedback loop of tough level/triumph. this game is exhausting. this game is frustrating. on many occassions, the game is complete bullshit. for instance, the honeycomb levels. idk if it was my controller, or snes9x, or the game itself, but i felt as though my movement was slowed considerably. the jumps i was supposed to do on the honey didnt even register at points, even though i did the correct input of "jump away, quickly return". my momentum literally returned to zero and i just fell down. i dont know what it was about those levels, but i never had any other problem like that in the game. it was so infuriating doing these levels that i caved and save stated the one with the bee chase. at the end of the day, it doesnt really matter how triumphant it feels to finally beat some of these levels. it's so tiring to do the same jumps over and over again, practicing over and over again, reloading save states just so that i can do it in one go with enough practice.

i kept asking myself, is that really worth it? the levels just keep getting harder and harder, the length and time it takes keeps getting longer and longer. the more i played this game, the more the honeymoon phase of it wore off, the more frustrated i became. by the time i got to the levels with forest interlude, i just wanted to be done. sure, there was a satisfaction i got in doing the fortress levels, especially the last one, but just as equally so there was a frustration i got with the k rool fight, or god forbid the race level before it. i did the trick where the race doesnt even start for that level, because i was just so done at that point. all the joy was sapped from this playthrough, the more i played the more i just wanted to get the review out and see the looks on my friends faces when they realized i did another secret game. it became a chore. i bullshitted the k rool fight because for the life of me i just wanted to play turbo overkill, or metal gear 1 and 2, or finish metroid 2 months late... anything but this.

and so, im kinda at an impasse. i love this game, i love the soundtrack, i love how silly (and also ugly) everything looks, i love the triumph i feel after hours of doing a stage. but i hate this game, i hate those hours in between beating the levels, i hate how long it takes me, i hate the repetitions i need to do, i hate feeling like i could play anything else, i hate that i feel like im bound to this game, forever trying to achieve the next high i get off beating a level.

i dont know what i think about this game. i dont even know if i can rate it. i mean, i like it, and ill probably think back to the triumphs rather than the frustrations. but i dont know, man. im so mixed. i could give it a 1 , i could give it a 6, a 10. i had fun p-ranking ultrakill, i had fun getting the aces on neon white. i have fun with the immense challenge turbo overkill has. sure, i get frustrated, but it's different. i might have to redo some sections for hours, like in dkc2. but i was having a blast through the process. i didnt care that ornstein and smough took me 2 weeks, it was awesome learning that. but here, there's something disgusting i feel, loading the save state, trying again and again, it's different here, and i cant explain why.

will i ever beat another 2d platformer? probably, at the very least the other 4 in this series. but i dont know, i could also just never touch this genre again. i dont know, and that really fucking sucks.

can you believe it guys? p3r, less than a week away! im so happy with this information.

Captain K Rool but seriously this is a better and more improved game but I kinda like 1 for the stage themes etc

Honest to god, Donkey Kong Country 2 is what I, personally, consider to be the peak of platforming.

The terrific level design, the animal buddies (and how they're implemented this time around), the godly soundtrack (God Bless David Wise!!!), the gameplay, etc.

There's so much here that makes it amazing, and it's a game everybody should pick up and play.

Basically the original, but better


Donkey Kong Country 2 is a marvelous game, the first game I’d already said got pretty close to perfect, and this one also almost reached it, it’s a phenomenal game.
It’s a tiny bit longer than the last game which made it even better, the graphics obviously look about the same but there’s very subtle changes and, I mean, it still is gorgeous no matter what.
The gameplay is also better here, it’s much faster thanks to the obviously more light weightedness of Diddy and Dixie compared to Donkey Kong, aside from the speed it’s still the same good ass platforming, but this time with better level design.
Of course, the best thing here again is the soundtrack, HUAAAAAAAAAAAAAAAAH, shit man it’s so good, it flows with the last game beautifully, it’s incredible man.
Also I will say, the original was already pretty difficult, but, GOD DAMN, this game is fucking tough.


Overall it’s another incredible DK platformer, nothin much else to say beyond that.
Now onto DKC 3: Dixie Kong’s Double Trouble.

The original Donkey Kong Country is an enjoyable SNES 2D platformer but its gameplay wasn’t anything too unique. Luckily, Donkey Kong Country 2: Diddy’s Kong Quest improves on nearly every aspect of the 1st entry to create a truly special experience.

When I played DKC1, I rarely ever chose Donkey Kong due to Diddy having a massive advantage in agility. In DKC2, the characters Diddy and Dixie are given much more distinctive abilities and are well balanced between speed and gliding. I really appreciate the team-up throws in the sequel as well. It’s a risk throwing around the equivalent of your healthbar, but the possibilities for shortcuts and hitting distant enemies make it worth learning how to nail the move. Even the level endings have been enhanced. Instead of simply walking off screen, the barrel strength tester offers one more trial in timing.

About halfway through DKC2’s world, the difficulty increase became one of the most apparent changes. The game has a huge amount of variety in level design, especially when you throw in all the new animal buddies. For every new game mechanic like balloons, wind, or honey, there’s always a gradual learning curve to familiarize the player. However, every level continuously combines the challenges with previous threats in a way that always keeps you prepared yet in suspense for what’s to come. With the addition of the DK and Kremcoins, the player needs to be especially attentive to notice the hidden areas and bonus barrels as well if they want to get 102%. Aside from some unclear hitboxes as a result of the pre-rendered graphics on a 2D plane, everything here is a perfect challenge.

Of course, I have to give a shoutout to David Wise’s soundtrack for this game. The songs here go beyond just setting the ambiance for the levels and overworld, and are incredible to listen to in any setting. Stickerbush Symphony and Snow Bound Land are some of my favorite themes from any game, and the credits music made me want to start playing the game all over again. Even if someone hasn’t touched the first entry or even a platformer in general, I’d recommend Diddy’s Kong Quest to anyone looking for a game that exemplifies satisfaction in skill and creativity.

Part of the Glitchwave Top 100 Project (#88/100)

Despite a notable lack of Donkey Kong himself, I’d say this is a clear improvement on the original game. The most important upgrade is the sheer amount of interesting level mechanics, which are introduced smoothly and iterated on throughout the entire game. The game is less frustrating because it’s better at teaching you through its design… and optional text tutorials.

Also, Jib Jig is a g.o.a.t. videogame song. Most of the songs are. Worth playing even just for the soundtrack.

Alright, I've always said that DKC1 is better, but I was wrong. This game is on the same level or even better in some ways.

The music is insanely good just as 1, love it.

The platforming is pretty much the exact same as 1, except Dixie has some new abilities so that's pretty fun. Plus the ability to lift up and throw the second Kong is cool.

Level design is really good though towards the end there's some pretty bullshit enemy placements and some leap of faith jumps, but it's not enough to ruin anything. The only level in this game I'd genuinely say is bad is Toxic Tower, everything else is good. Seriously Toxic Tower just blows.

There's way more secrets in this one, but honestly I can't be bothered to find them all, neat to have them though.

The boss fights in this game are awesome and a major step up from the first game, really enjoyed all of them.

This game also has much more diverse biomes than DKC1, and has more animals to use, which is always welcome, though tbh I didn't like the spider.

This game is more of DKC1 yet it expands on it in many ways and makes its own thing, and while I still prefer DKC1, which one is better could go either way. Both masterpieces in my opinion. Play them!

Still one of the greatest 2D platformers ever made. It's insanely hard but the level design is so perfect and feels much more fair than the previous entry. Once you've mastered it it's incredibly fun to blast through these levels in one go. Wonderful stage theming and the soundtrack is heavenly, David Wise's finest work. I just love everything about this game.

I won’t mince my words here: the last month has been a bit underwhelming. Don’t get me wrong, there have been some solid titles that I finally got to finish and everything’s been interesting enough to where I still wrote about it, but nothing’s quite blown my mind recently. Flywrench might have set the bar a bit too high, for better or for worse. So, it looks like it’s time for another nostalgia reset; what better way to get myself back in gear than to go back to the source? Consider this write-up a follow up to my original Donkey Kong Country piece; since I think I’ve fleshed out obstacle escalation theory a ton by this point, I’ll focus more on differences between the two games this time around.

There’s an old Eurogamer review round-up that sort of laments the lack of differences between the original DKC and Diddy’s Kong Quest, referring to the sequel as a victim of “lack of ambition.” I honestly don’t agree with this assessment; Donkey Kong Country 2 preserves much of the original design philosophy for sure, but the game’s levels are often structured so differently with so many new ideas that I find it quite baffling to describe the sequel as “not terribly imaginative.” If anything, there were so many new ideas that many of them led to a lot of dissonance regarding expectations of flow and functionality between the two games. I’ll try to go over as many of the outstanding features as I can, but first, we should address the change in scope that seems to have thrown off so many of us, myself included.

In a retrospective Retro Gamer interview, lead designer Gregg Mayles describes this best: “If we had made it speed runs again then there wouldn’t have been much scope for us to go anywhere different with it.” The focus then, shifted from a speedrunning-friendly momentum-based platformer to a platformer that emphasized exploration, all while still emphasizing fluidity through interchangeable moving parts. Mayles later adds, “[they] wanted to maintain the same ‘go first’ gameplay where all the barrels and baddies were set up so if you went first time – or got the timing right – then the levels were very fluid, but I also wanted to add something new to it. So the first one was very linear, and the second one introduced exploration.”

This is perhaps the most pronounced improvement from the original to the sequel: secret finding and completion now feels significantly more intuitive and fulfilling. While I never personally had much of an issue with exploration in the original, I have to admit that there isn’t much of an incentive trying to find bonus rooms outside of collectibles that all lead to extra lives and the thrill of stumbling upon treasure troves through tougher maneuvers. Diddy’s Kong Quest, however, shows far more focus: the usual spelling and slot minigames alongside treasure troves have been replaced with timed challenges that actively test players’ abilities as par the level’s themes: for example, the bonus area in the first half of Screech’s Sprint requires players to switch between characters to balance out cartwheel jumps and hovering, a bonus area in the windy Gusty Glade requires players to time jumps across dragonflies while being boosted by a current, and so on so forth. Moreover, secret entrances and bonus barrels are more clearly marked with elements such as stray bananas, enemy clusters guarding paths, platforms that are just off-screen, and even banana arrows redirecting players to areas of interest or spelling out button prompts to supercharge animal buddies/team throw. One particularly clever example comes in the level “Target Terror”, where an enemy throwing barrels at you in the car ahead drops to a track below the main track if you decide to make the jump, signifying for future runs that there’s probably something hidden below.

Another improvement towards secret finding comes in the form of cannonballs that have to be carried across segments of the level to activate a cannon into potential bonus sections; it’s a welcome change since it pools the difficulty into the task of ferrying the cannonball while grappling/avoiding enemies inbetween, instead of attempting to create difficulty via obscuring the bonus area entrance. Finally, the reward is also greatly enhanced: instead of more lives to throw into the fray, you receive Kremcoins that can be used to unlock guarded golden barrels by Klubba and access tougher levels in the Lost World to achieve that true ending and snag that sweet, sweet 102% completion. Again, I never found the original limited exploration in DKC to be much of a detriment, but I nevertheless believe that the exploration loop feels much more fleshed out and substantial this time around.

This layer of calculation behind the mechanics translates to practically every single one of the mechanics in the sequel, starting with the characters themselves. It’d be easy to write off Dixie Kong as a Diddy Kong clone, considering that their weight and physics are about the same and Dixie was originally created by iterating upon Diddy’s design in the first place. However, let’s consider Donkey Kong’s value as a controllable character in the original; outside of being a heavier character to one hit KO Armys, Krushas, and Klumps by jumping (Diddy must generally use barrels and cartwheels to defeat these enemies, or in the case of Krushas, often outright avoid them), as well as the abilities to hand slap the ground (not really useful in the original outside of collecting some stray items with no hints and defeating stunned Rock Krocs in one level) and holding the barrel directly above his head, Donkey Kong mostly serves as the character you play when you don’t feel like risking the more agile Diddy Kong to potential death. Diddy’s quicker cartwheel and faster jump means that he is the weapon of choice for most of the platforming in the long expanses of the original DKC, and Donkey Kong is often there just as a “back-up” second life.

In Diddy’s Kong Quest, Dixie and Diddy are stratified enough to where your second character is more than just a representation that you can take a second hit. Diddy is of course, still a pleasure to control thanks to his quick cartwheel jump providing a “low and long” form of movement, and holding the barrel directly in front gives Diddy a quick form of defense for approaching enemies. Dixie, on the other hand, snags Donkey Kong’s utility of holding the barrel directly above the character’s head and utilizing overhead throws with a bit extra. All of her moves involve her long blonde ponytail, including her ability to hover in mid air by holding down Y to slow her descent and reach dangling collectibles while more carefully maneuvering past flying obstacles. As a result, it might be easier to think of Diddy as the better character for the classic speedy platforming experience, while Dixie is not quite as agile but is extremely helpful for spanning larger gaps and taking your time while ascending/descending vertically.

Moreover, the sequel also places additional emphasis upon having both characters available to you at once. Most of this comes in the form of the team-throw: you can pick up your partner at any time and angle the throw to reach collectibles and platforms/hooks that would normally be impossible to jump to. Additionally, since Diddy and Dixie are both lightweights, Krunchas can only be defeated with the team-throw outside of barrel usage and animal buddies, since jumping onto Krunchas will just result in Diddy/Dixie bouncing off. Finally, certain barrel cannons are marked with either Diddy or Dixie’s face, meaning that you will need to either be using that particular character or throwing that particular character into the cannon to be launched. Having both characters on your screen has an inherently deeper meaning than just possessing another hit; not only will you need to pick the correct character for the best approach, you must often have both on-hand to maximize opportunities with the team-throw and be allowed access to character-coded barrels.

Regarding character control, animal buddies have also been greatly buffed. The original was admittingly a bit more wishy-washy towards usage of animal buddies; while they were intended as a power-up, levels had to nevertheless be designed without explicit usage of them, resulting in many situations where animal buddies at best felt like extraneous helpers that could sometimes help unlock secret areas and provided another hit point of health, and at worst feeling like an active detriment (ex: Rambi’s awkward size and maneuverability in Manic Mincers, or Espresso’s inconsistency safely walking over Klap Traps in Orangutan Gang). As seen previously, animal buddies like Rambi and Engarde can throw out attack hitboxes to break fake walls for secrets, but Diddy’s Kong Quest goes beyond that and often sculpts entire playgrounds for animal buddy abilities, going as far as to include animal buddy transformation barrels for particular sections.

Toxic Tower is a great example of this in action: you start with a very open and wide section that requires very high and lengthy jumps, often on Zingers, to scale the initial heights, as per Rattly the Snake’s speciality with the charged superjump. Then, the stage transitions to a more enclosed series of chambers and tight passageways, with tons of vertical navigation and roaming enemies that require Squawk’s flight and egg shots to clear. Finally, the stage’s final stretch is a straight shot up to the exit, forcing the player to rely upon Squitter the Spider to quickly create temporary web platforms to scale up the chute while pursued by the ever-rising toxic waste. As an addendum to maintaining composure with the animal buddy, “No Animal Signs” will force the Kongs to abandon that particular playstyle while often rewarding players that manage to get that far with their animal buddy intact with a reward, such as banana bunches, extra lives, or in some cases, barrels that can be used (and only appear in that particular fashion) to open up yet another secret area. The end result is yet another design tool that’s been pushed to its furthest extents so far for more varied level structures, broadly increasing the DKC toolkit while maintaining the same core principles.

On that note, Donkey Kong Country 2’s most defining experimental level design trend is perhaps its enthusiasm to dabble with verticality. While the original only had one primarily vertical level in Slip Slide Ride, the sequel happily mingles with scaling heights every other level or so, with some levels that resemble a spiraling zig-zag with interspersed horizontal platforming like Windy Well while others commit hard to a full scalar climb such as the aforementioned Toxic Tower. It seems antithetical at first to design so many vertical levels in a game that’s practically mastered its horizontal traversal with the fast cartwheel jump for maintaining momentum, but in my opinion, it’s simply a different language of platforming that builds off the same organic obstacle escalation and fluid movement, and with that different language comes a different set of tools to express the language more fluently. Skyhooks, barrel cannons, animal buddy abilities such as Rattly’s superjump and Squitter’s temporary web platforms, climbable ropes and chains, and even certain water levels that experiment with the changing height of the liquid and interspersing dry land platforms are just some of the many level elements that are utilized to aid ascending player movement, alongside the usual hazards to spur players into action such as the aforementioned rising toxic goo in Toxic Tower and the bramble walls encountered while flapping about with Squawks. Even within this new territory, DKC 2 subverts its own set expectations with two levels that force players to travel downwards, in the form of Parrot Chute Panic (which has players slowly descend a Zinger infested hive with the help of purple budget Squawks) and Black Ice Blitz (which as a foil to Parrot Chute Panic, goads players into quickly descending a slippery icy chasm to avoid being swarmed by grounded foes). Though it is easy to criticize the sequel for taking such a seemingly drastically different approach to level design, I do believe that Diddy’s Kong Quest deserves to stand on its own merits and absolutely presents a more calculated and methodical, yet just as focused platforming experience.

What stands out to me as this game’s greatest strength is that no idea is ever repeated verbatim, both within the game and with respect to the original DKC. A great way to illustrate these wrinkles that are used to diversify level navigation is through examination of the three minecart levels, which have now been rethemed as roller coasters. Target Terror has Diddy and Dixie leaping between skull cars to hit green checkmark barrels while avoiding red X barrels to open up closed gates and avoid closing already open ones. Meanwhile, Rickety Race recontextualizes the roller coaster ride as a straight up competition, incentivizing players to defeat and bypass enemy skull cars to eventually stomp the goon in first place and snag the level’s DK coin. Finally, Haunted Hall introduces the timer into the equation, and requires the player to collide into + barrels while avoiding – barrels to maintain timer longevity and avoid certain doom from the pursuing Kackles. At the end of the day, all of these examples are horizontal auto-scrollers, but thanks to the varied level objectives defining how traversal must be accomplished, the levels still feel distinct without any single one bleeding into another.

I could go on and on about the sheer amount of fresh level elements introduced in DKC 2 and just how many of them remain memorable to me, from the air draft balloons in Red Hot Ride to the rolling giant tires of Jungle Jinx to the usage of Clapper seals in Lava Lagoon purifying the lava into water and creating this mad scramble to make it in one piece to the other side before the liquid heats up again, and so on so forth. Sure, most of these elements are only present in one or two levels and could be written off as “gimmicks,” but that doesn’t take away from their value. Rare’s willingness to throw realism out the window and tinker with so many different kinds of mechanisms may seem at first quite unfocused, but by embracing experimentation that’s all designed to keep the player moving, that eagerness actually points to a deeper level of commitment that few platformers manage to effectively achieve.

Of course, there’s another piece to the puzzle that stops the game from ever feeling too stale, and that’s the theming itself. Again, Rare’s abandonment of realism is a key motivation; while the original DKC was often limited to natural landscapes and caves outside of Kremkroc Industries, Diddy’s Kong Quest commits fully to the absurdity of fighting alligator pirates in an unfamiliar land and as a result, greatly diversifies its various settings from the decks and sails of the Gangplank Galleon (a fitting beginning, considering that the previous adventure ended here), to the glowing infernal pits of Crocodile Cauldron, to the abandoned urban amusement wasteland of Krazy Kremland that nature has begun reclaiming with brambles and overgrown beehives. You don’t need me to tell you that this is one of the most richly textured games on the SNES, with plenty of corresponding level elements such as the sticky honey walls of Hornet Hole and the eerie disappearing ropes of Ghostly Grove to further sell the exoticism and accentuate the level of detail presented in each environment.

I’d be remiss though, to not spend a paragraph gushing about the soundtrack, something that I’d consider a formality at this point while praising the game. If the original Donkey Kong Country OST was a 10, then this is an 11. Not only are there practically no wasted tracks within the repertoire, but also every notable track ends up being a standout. I’m led to believe that David Wise was in a class of his own, because even to this day, the diverse and richly layered instrumentation is like no other. The whistling wind of Jib Jig, the bubbling lava of Hot Head Bop, the screams of excitement from Disco Train: the sheer attention to detail to embed all these different environmental SFX into the tracks themselves so that the effects never break your attention away from the task of platforming is incredible. It’s the cherry on top of this whole package; sure there’s a part of me that might get a little annoyed falling several stories in yet another mine shaft level, but at least I get to do it while the steel hammer samples in Mining Melancholy go for another run.

I’ll quickly address the lingering complaint that I had from the first game as well; I had previously lamented that bosses in Donkey Kong Country seemed to be a one and done affair, though the sequel does a great job substantially increasing their interactivity. Some are still a bit simple but at least have some extra steps to them: these include the first Krow fight, which you can clear by jumping on egg projectiles and then waiting for Krow to run into the held egg (though it is at least justified by being the first boss fight) and Kudgel, whose boss fight becomes a case of “jump when he lands to avoid getting stunlocked” and then ramming TNT barrels into him when appropriate. Fortunately, the highlights leave these fights in the dust. The clear standout for me here is the fight against Kleever, this giant possessed cutlass that slashes at you relentlessly while you jump to and fro between skyhooks dodging fireballs and waiting for the cannonball to respawn to get your hit in. There’s also a boss fight vs yet another giant bee, but unlike the fight vs Queen B in DKC, this King Zing fight lets you play as Squawks and shoot eggs at the giant bee’s stinger, alternating with an invincible phase where you have to dodge spikes in the closest thing resembling a bullet hell in the series and then segueing into a quickfire second phase where Squawks has to defeat an outer circle of respawning normal sized Zingers before landing the final hit.

Even the final fights vs K Rool (sorry, Kaptain K Rool) have been juiced up, with plenty more jumping and rolling to be done to dodge scores of spiked cannon balls as well as some colorful gas clouds that can mess with your control scheme or movement speed if you’re not careful. The first fight is a bit longer than previous boss fights since it serves as the final boss gauntlet, but there's at least some wiggle room since a Buddy Barrel is given to you at the start of each new phase if you've taken a hit. While the true final boss fight in Krocodile Kore more or less uses the same types of attacks as the first encounter, I appreciate that they’ve at least upped the ante with some new attack patterns and scaling everything they have to throw at you in one “phase” before letting you plug up his blunderbuss with a cannonball for good. All in all, it’s improvements across the board for bosses, and while some of them are still a bit lame, it’s a vast jump up from the one-dimensional and often palette swapped fights of the original game.

So, with all the welcome changes out of the way, do I really have any outstanding major complaints to spill? I’ll admit, I often struggle to find any substantial errs in Diddy’s Kong Quest. It’s a more difficult game for sure, but I also find it surprisingly fair: the game gives you plenty of leeway with all the bananas, KONG letters, and hidden balloons and coins to win more lives at Swanky’s Bonus Bonanza, assuming you’re playing competently enough and exploring levels to their greatest extent. Moreover, most levels are pretty condensed and usually don’t take more than several minutes to clear when carefully approached, with plenty of Buddy Barrels and the Star Barrel halfway through the level as fail-safes if you end up taking a hit or two. I’ve also found during my experience that the obstacle escalation theory continues to holds true, and that dangerous moments are often greeted with plenty of warning prior and enough time to react and adapt accordingly, with instances where I’m confronted with something that I’m genuinely not prepared for few and far between. With that said, there are a few exceptions:

- Web Woods is often cited as one of the most notorious levels in the game: the majority of this stage is spent playing as Squitter, with large stretches of abyss that have to be crossed with disposable web platforms while sniping any Zingers and Mini Nectys in the way. Upon my replay, I don’t think it’s as hard as others make it out to be, but it definitely feels a bit longer because Web Woods forces either extremely careful movement and web shots when going fast ( see Mike Kanis’ recording for an example ) or for casual playthroughs, steady and often strenuous platforming across daunting gaps while juggling enemies at the same time. I’ll concede that the level could probably be improved upon with a few smaller gaps and removing the extraneous introductory Kongs platforming section, but otherwise, I think this level serves its purpose well and just takes a bit of time to get used to. Though, I do think that putting the DK coin in the end-of-level target is pretty lazy and evil considering that the coin flashes in the display for less than half a second and you'll have to replay the whole level again if you were just a hair off.

- Screech’s Sprint is probably the most significant difficulty spike present in DKC 2 in my opinion (which is saying something considering Toxic Tower is the level right before this), and as the final level before the first K Rool fight, is unfortunately a bit of a slog and probably my least favorite level in the game. The first half of the level is solid end-game platforming through the brambles and isn’t too bad, but the second half of the level is an extremely tight race as Squawks against his goth counterpart Screech, that has to be played close to perfectly if you’re not aware beforehand of the many shortcuts hidden in the brambles since second place will result in instant death. That’s not even bringing into account the KONG letters that are all present in the race segment, or the hidden DK coin (that can at least be collected in a throwaway run). Needless to say, it’s a cool concept, but there’s not much time given for the player to scale up and adapt to the sudden rush of precision required for the race or to discover all the ins and outs of the course, so if any level in the game feels like throwing away lives and banging your head against the wall, I’d wager that it would probably be this one. Also, it overrides Stickerbush Symphony with its own theme... which isn’t a bad track, but it's automatically my least favorite track in the OST because anything that takes away from the GOAT of VGM is an instant con in my book.

- Animal Antics is generally the final level tackled by most players who are going for the true final boss fight (as the final level in the Lost World), and while I hesitate to call any single level gimmicky, I suppose this is the one that comes closest to the definition. It’s a marathon that involves the usage of all five animal buddies, which already sounds like quite an exhausting affair. However, it’s exacerbated by the fact that the first two animal buddy segments (Rambi and Engarde) are pretty straightforward by this point, but the next two right after the Star Barrel in the form of Squitter and Squawks generally take up a lot more time, especially because the Squawks segment requires you to navigate yet another bramble maze while a mercurial wind current keeps blowing you left and right and forces you to alternate between fighting the wind or fighting the controls to avoid being blown astray by the wind. The final segment with Rattly is not particularly difficult, but it sure is intimidating as hell since there are no Buddy Barrels to be found there and you’ve probably already taken a hit as Squawks, turning what should be the victory lap of a marathon into a one of the most nerve-wracking level finishers, since dying here means getting sent back to the Star Barrel and having to do Squitter, Squawks, and Rattly all over again. It probably doesn’t help that Toxic Tower utilizes the animal buddy swap formula more succinctly either, with a smoother difficulty curve to boot.

Besides these three levels though, I can’t really say that the difficulty in Diddy’s Kong Quest ever felt discouraging to me. If anything, I found my second full playthrough even more fulfilling this time around; while I was still in the process of mastering the controls during my first run, I really got the chance to flesh out my understanding of the levels during my replay and spend more time adapting and figuring out how all the different moving parts and hazardous elements fit together in different ways. With so many new combinations to consider, I could honestly keep at this for days, even weeks upon end putting my skills to the test; more depth via tighter execution barriers from tougher obstacle courses with even more secrets to explore results in a higher skill ceiling after all. It’s really quite rewarding to figure out game-plans for each level and grind out the specific inputs necessary; as Gregg Mayles put it, the fluidity and momentum is still there, just a tad bit more difficult to grasp, and that makes actually achieving it all that much sweeter.

While the jump from the original Donkey Kong Country to Diddy’s Kong Quest came with mostly scores of improvements (even if most of the improvements were over features that never genuinely bothered me in the first place), there is one quality of life issue that does weigh on my mind as an obvious area of improvement. Aside from the tracked Kremcoins and optional DK coins, a third type of collectible in the form of banana coins is also present. However, just like the lives and banana count, the banana coin count is reset whenever the system is turned off since it’s not tracked, which becomes a bit obnoxious because banana coins are mandatory whenever requesting services from the other Kongs, from asking Cranky for hints and Funky for flights to other worlds, to even saving the game itself. It’s at least slightly mitigated since banana coins are plentiful within levels and are respawned every time you revisit, and the first time visiting Wrinkly and Funky for saving and flights respectively in each area will always be free. Nevertheless, I concede that this is a bit of a barrier for newer players who feel the need to save more often or for players who don’t have as much time on their hands to commit to longer sessions to build up lives and banana coin stocks, and Rare did seem to learn from this since paying to save is limited to just Diddy’s Kong Quest in the original trilogy.

All in all, I’m not sure if I have any far-reaching takeaways to present here or if there were really any lessons to be learned in the first place, but I’m glad I finally found the time and the opportunity to come back to really flesh out my understanding of a title that once frustrated the hell out of me as a kid. Sure, I could join the never-ending debate of which title has the greater legacy or “aged better,” but at the end of the day, I don’t think I necessary prefer Diddy’s Kong Quest over the original Donkey Kong Country or vice versa; I simply think that they’re different appeals for different moods. If I want to feel good about myself and just dash through levels in my comfort zone, I’ll pick up the original and spend a couple of hours speedrunning Blackout Basement or Loopy Lights. However, if I want make my hands sweat a bit more and really put my execution to the test, then DKC 2 will be my weapon of choice and I’ll get to feel overwhelmed while the woozy arpeggios of Forest Interlude roll over me once more. Whichever one I pick, I think I’d have a pretty damn good day.

As it stands, I’m not quite ready to put Donkey Kong Country 2 on a pedestal as my favorite 2D momentum-based platformer of all time. That said, I’ll call it an “honorable draw” as Gregg Mayles stated five years ago, and it’s about time that I started being more open with myself regarding my appreciation for what Diddy’s Kong Quest brought to the table. Hopefully, all this musing about will encourage some more to do the same. Thanks for reading, everyone.

Taking any sort of dormant franchise and bringing it back into the “modern” era is always a risky move, no matter what the franchise in question is, but it was clear that Rare was able to pull this off seamlessly with the original Donkey Kong Country for the SNES. Sure, the bosses may have been lacking in plenty of areas, and there is some bullshit to be found when it comes to some of the secrets, but all of that is made up for with the game’s tight platformer, superb gameplay, wonderful gimmicks, impressive graphics for the time, and wonderful music, tying everything up together in one, banana-flavored package that many have enjoyed ever since it had initially released. Not only that, but the game was also extremely successful, selling over 9.3 MILLION copies, so it was clear that both Rare and Nintendo needed to keep this money train rolling with a sequel of some kind. However, this is the part of Rare’s life as a company where they were going to go through a bit of character development: they were sitting on a gold mine with this property, so they couldn’t just hash out something cheap and terrible like they did with Battletoads. They needed to make sure that this game was better than the rest, the true king of the jungle, one that can stand amongst the greatest of the greats, and personally, if you were to ask me, I think they succeeded in doing that and then some with Donkey Kong Country 2: Diddy’s Kong Quest.

While I did get the original DKC as one of the first games on my SNES, and I would go onto playing it a lot because of that, I initially didn’t get DKC2 for quite some time, even though I was well aware of it existing for a while. It was only when another video game convention managed to roll through my town a good couple of years ago that I was able to snag myself a physical copy of the game to try it out, and HOT DAMN, I definitely should’ve hopped on it a lot sooner before then. The original game was already great enough as is, but this game manages to take everything that game did, expand upon it, and improve upon every criticism that I could have with that game, making for what I would say is not only a perfect sequel, but also a masterpiece of the platforming genre.

The story is just that little more complex when compared to the extremely simplistic premise of DKC 1, where while relaxing on the beach, Donkey Kong is suddenly ambushed and kidnapped by a group of Kremlings, who take him to the dastardly Kaptain K. Rool. Shortly after this, he then sends a message to the other Kongs, saying that if they want to ever see DK again, they need to give him the banana hoard that he failed to get from the previous game, which the Kongs refuse to give up, so it is up to Diddy Kong now, alongside his girlfriend Dixie Kong, to travel through the lands of Crocodile Isle, save DK, and defeat Kaptain K. Rool once and for all. It is still a very basic premise, one that decided it wanted to be even more like Mario and involve a kidnapping of some kind, but it is still an effective story, and not gonna lie, having the main character of the previous game be the one that needs rescuing in this is a bit of a nice twist.

The graphics are pretty great, looking on par with the original game in many different aspects, but also expanding on the visuals with much more creative environment, character, enemy and boss designs, with great animations paired right alongside them as well, the music is fantastic once again, having plenty of incredible tracks that range from the menacing and exciting like this one, to the much more calm and serene like this one, all of which are an absolute joy to listen to even after all this time, and the gameplay/control is just as tight, fun, and masterfully put together as last time, not only providing plenty of fun levels and gimmicks for you to mess with ahead, but also plenty of challenges ahead that will make you feel like a true champ for conquering.

The game is a 2D platformer, where you take control of either Diddy Kong once again or Dixie Kong, go through many different worlds of varying shape and size, each having a very different, unique theme that makes them stand out from each other, while also not feeling like complete copies of what came before in the previous game, defeat plenty of enemies using various techniques while gathering plenty of different bananas, collectibles, animal buddies, and power-ups along the way to help you out, run into many other members of the Kong family such as Funky Kong, who is STILL the coolest motherfucker on the planet, Wrinkly Kong, the one that reminds you of all the horrible teachers that you had back in school, and Swanky Kong, the one that will prove to you just how much of a dumbass you really are, who will each help you out in their own way (except for Cranky again, who I’m surprised hasn’t dropped dead from a heart attack at this point), and take on plenty of bosses who, unlike the last game, are not only very fun to fight, but also have a level of creativity to them that makes taking them each on feel incredibly fun and rewarding. As any good sequel does, this game takes all the great elements from the previous game and retains all of their great qualities, while expanding on them just enough to make it even better than before, and trust me, back when I first played this a long time ago after only having the original game some time, I was FLOORED by just how massive the jump in quality really was, despite not being all too clear by just looking at it.

For starters, since he is now the damsel in distress of this game, you can’t play as DK anymore, which does kinda suck, but hey, at least you still get to play as Diddy Kong, who still plays just as wonderfully as he did in that original game, being very nimble and quick. Not only that, but we now also have Dixie Kong in the crew, who when you start to play as for the first time, you will decide from there on out to ONLY play as Dixie Kong whenever you get the chance, because she is AWESOME in this game. Not only does she have all the same strengths (and weaknesses) as Diddy Kong, but she can also twirl around in the air with her hair, allowing her to safely glide over plenty of obstacles, which, by default, makes her the better character to play as. It’s just like when you discover how Peach can float in Super Mario Bros. 2: it is just broken enough to where you will stick with it for the whole game, and you will accept no other alternatives……….. except when you are forced to.

The game features just as many different kinds of levels as you would find in the original game, this time featuring plenty of new, creative gimmicks that do make it feel a lot more exciting and fun to play. Of course, at first, you just get your standard kinds of levels, where you just run through, jumping on enemies, collecting things, and watching Diddy perform a rap at the end of the stage, just as a means of getting you back into the groove of things, which it manages to do so very smoothly. This then leads onto the levels then quickly spicing things up, with levels where you will have to change the temperature of the water via some magic seals, making it so that you gotta make a mad dash through before you end up dead, levels where you have to ascend up a pirate ship quickly before the water catches up to you so that the piranhas will eat you, levels where you will have to maneuver on hot air balloons to catch hot steam over molten lava, and even levels where you are riding a roller coaster while being chased by a creepy spector, needing to hit checkmark barrels to open gates to avoid your own ghastly demise. Those are only just SOME of the gimmicks that you will encounter with the levels in this game, and they are much more fun to mess around with this time, making the game feel more like a proper evolution of what came before it other then just a simple retread.

This can also be seen in the game’s difficulty, because this game is HARD AS FUCK, even more so compared to DKC 1. Sure, there are plenty of easy levels that you will run into that will take no time to beat, but even by the second world of the game, you will be running into plenty of tricky platforming challenges, enemies that you can’t take out as easily as you would like to, gimmicks that push you to the limit in many different ways, even forcing you to play as certain animal buddies in some levels, and then you add getting the collectibles on top of that, and that adds a whole nother layer to the difficulty in many different instances. This even extends further beyond what you would expect to see from traditional video game difficulty, which can be seen with the simple aspect of saving the game, where you initially can save the game normally once in each world, but then after that one time, you then have to pay banana coins each time, making it so that you will now focus on collecting these things much more in levels, which can lead to plenty of other roadblocks as well. Hell, if that doesn’t convince you enough, how about the fact that there is an enemy in this game who, if he touches you, can zap away your lives from your life counter until you ultimately have nothing left? That is just one of the many cruel ways that this game can fuck you over if you aren’t ready.

However, with all that being said, the harsh difficulty that the game presents you with is one of the reasons why the game is so fantastic to begin with. It truly feels like you are being presented with a challenge, where the original DKC could be seen as the training grounds for you to get used to how this kind of game works and what it could throw your way, and now this game is the true test of everything you have learned, throwing whatever it can at you to kill you, while also giving you everything that you need to conquer every single challenge you face. It never feels unfair in that regard, which makes playing through these levels much more fun, especially whenever you do eventually succeed in beating some of these challenges, as the wave of satisfaction washes over you, making you feel like you truly have accomplished something here today, and that feeling carries out through most of the game.

But of course, what would a DKC game be without having some sort of collectible, and this game has plenty of them for you to find. There are still the many different bonus areas you can find, each giving you a Kremkoin for beating them, as well as the new DK coins that you can get in each level, which if you get enough of them, you can place yourself amongst the others in the Video Game Heroes Contest, allowing you to beat out Mario, Yoshi, Link, and even non-Nintendo characters like Sonic and Earthworm Jim. It’s a pretty cute easter egg to get, and it does prove once and for all that DKC is better then all of those other games, and you can’t change that fact no matter what you say. That’s not all the reward you can get though, as with the Kremkoins in hand, you can then gain access to the Lost World, a bonus world of the game that houses some of the hardest levels in the entire game, such as one level where you have to complete multiple sections as each of the animal buddies that you found throughout the whole game. Needless to say, these levels are no joke, but again, completing them only adds to the satisfaction you feel throughout, and helps you stand on top as the best Video Game Hero of all time.

Overall, if I haven’t made it clear enough at this point, this is a near-perfect sequel to the original DKC in just about every way, and one of the best games that you could find from the SNES era, not only providing many more fun levels to run through, exciting boss fights, incredible music, and gameplay that is as fresh and tight as ever, but it also provides quite a hefty challenge that feels oh so satisfying to overcome, leading to plenty of neat rewards waiting around the corner. I would absolutely recommend it, not just for those who played and loved the original DKC, but also to anyone in general, because it is just that damn good to where if you haven’t tried it out at least once, then do yourself a favor and load it up, possibly with a friend to join you, and get ready to have a blast. satisfied sigh... man, it felt great to revisit this game again after so long, and it really has me looking forward to what comes next in this series. I mean, come on, how could they possibly screw it up at this point now?............... oh right, with a stupid little fuck named Kiddie Kong, that’s how.

Game #586

The Donkey Kong Country games are truly devoid of merit. If you shill this terrible generation of Donkey Kong madness, you are stupid! Yes, I know. That's insulting, but it's also the truth

Hey you! Like Donkey Kong Country? The first game was a little bit archaic for my taste. But when Nintendo released Donkey Kong Country 2 in 95 I think the series really came into its own, commercially and artistically. The whole game has really challenging platforming, and an angelic ost that really gives the game a big boost. It's been compared to Super Mario World, but I think DKC2 has more satisfying platforming. I think this game is Rare's undisputed masterpiece. A game so good that most people don't even think about the level design. But they should! It's not just a game about monkeys, It's a personal statement about the developers themselves.

Well, I didn't commit any crimes to play this one, but it's pretty good!

Not that Diddy's Kong Quest isn't worth breaking into any homes for, but I didn't play this one back in the day, so I don't quite have the same level of freakish reverence for it. In fact, I don't think I knew anyone who had a copy. This released in late 1995, and while it sold quite well, everyone on my block was a bit pre-occupied with the PlayStation, which released only a few months prior. We were all piling into one kid's house to play Destruction Derby and suck down secondhand smoke, we didn't have to time for any Kong's quest.

It's a shame, though, because I'm sure I would've loved this just as much as the original had I played it in 95. After all, it is largely the same game with a few tweaks and refinements. I did not bother at all in my review for Donkey Kong Country to talk about how these games play, and that's mostly because I assume everyone here has touched one at least once. And if you haven't... the hell are you doing? Reach out and touch Kong.

Diddy Kong is the best 2D platformer character to control from a base level. While other characters like Zero or Alucard have multiple extension options that mingle with their enemies in fascinating ways, Diddy is just pure fundamental controls, looking to perfectly preserve momentum. And if you charge forward with him, every single level in DKC2 not focused on swimming or an animal buddy can be adeptly handled with him weaving through stages in a beautiful, seamless chimpy charge. The way that DKC2 organizes its levels to play with this, placing enemies that Diddy juuust has time to either avoid or use to extend a cartwheel, is absolutely immaculate. On that merit alone, the game is superb and deserves play.

But DKC2 isn't satisfied with this. If Diddy's technical ceiling is too high, Dixie exists to help ease you in and find new ways to abuse levels. Every high ground now becomes a new vantage point to blaze through levels from, and her obvious strengths are well taken into consideration. Teaming up is required to plunder every secret, making maintaining both kongs paramount in a way that DKC1 simply never achieved, and DKC3 perhaps was a bit too overzealous to toy with. Animal Buddies are given their own unique sections, and each one combines a level of absolute freedom with a new level of trepedation, having either very obvious horizontal or vertical strengths with great weakness in the other deparment in the case of Rambi, Enguarde, and Rattly, or having incredible versatility but being terribly pressured up close in the case of Squawks and Squitter. AND there's the incredible amount of character work and writing and world design to make everything feel so vibrant and lived in and funny and the bosses don't suck anymore!

DKC2 is the golden standard I judge all other 2D platformers on. It's scary at first, it rewards you for mastery pretty quickly, it makes you feel in control of your own destiny at all times, only challenging you to maintain it in the roughest of circumstances. Is it flawless? Nah, Glimmer's Galleon ain't the best and camera tracking on Squitter specifically wasn't given the most elegant solution. But it's a lot damn closer than anything else in its genre has gotten, and also I really like it!

This game substantially improves on just about all the foundations laid out by DKC1, but it's also a motherfuck of a lot harder, especially the nightmarish final few stages. While the level design is notably better and less plain than the previous game, it can really get,,just, so frustrating. Haven't caught myself yelling at a game in a long time up until now.

In spite of the frustration though, this was an all-around blast and a far more rewarding experience. Pretty much every aspect of the final product is just astonishing, and to me it all indicates a hell of a well-deserved reputation.

I could talk about the OST as well, but it speaks for itself. Absolutely one of the greatest game soundtracks of all time, and a wonderful helping of ethereal bliss. Seriously, give this game a go.

donkey kong country 2 has some of the best aerial control of any platformer of the era, and it's weird that such a seemingly minute piece of the game would be its defining feature for me, but more than anything else this time around i appreciated that about it. a firm improvement over its predecessor with more intent behind the level design and articulated platforming concepts, diddy's kong quest is the one of its trilogy i'd full agree on the "classic" status it's garnered. i'm admittedly not as hot on the original as some are and 3's... definitely not for me, but 2 strikes a perfect balance with its comfortable difficulty and general flow.

the visual design is a lot more realized and dynamic, and an even more incredible soundtrack provides a deeply relaxing and memorable experience throughout the adventure. the game loses me sometimes with some of its lesser gimmick levels and some of the really vertically-inclined levels that feel like trial and error as opposed to genuine fresh test of the skills, but make no mistake; donkey kong country 2 is a FINE title with a lot to offer. though you hardly needed me to tell you that.

Near perfect sequel to DKC. Music is fantastic, the level themes of pirate ships and spooky forests are fun, and the secret world is lots of fun!


this game asks a lot of you, both mentally and physically, but pushing through to at least the standard ending is pretty rewarding. not every level or boss is a winner, having to use a currency to save is just unnecessarily punishing, the lives and checkpoint systems feel almost cruel if you aren't playing on something that allows you to use save states, but i think what does work REALLY works. don't feel bad for using save states your first playthrough (or even just in general lol), it's a game that honestly gets better the more you play it

This somehow had better level design but more frustrating moments than 1, i do not understand this game

I do know that it's good though

Look, if even Drake is willing to sample this game's soundtrack, you know it's fire.

Game's pretty damn good, too. Best DKC game.

Im too sick to give a full review of this. But this was always one of my favorite games of all time and now I finally did the full 100% completion. Usually games suffer when trying to go for 100% but I think this gets even better. I cant believe how great this is, its still so definitive to me!