When is donkey kong wii coming out
Optical disc. Digital download. Wii Remote. Wii Remote and Nunchuk. Representative pictures of each world in the game. The Tiki Tak Tribe. Retrieved January 14, Retrieved October 2, Meta categories: Rewrite requested Articles that need more images Articles that need more media Pages with audio files.
In other languages Deutsch Italiano. Donkey Kong Country Returns. For alternate box art, see the game's gallery. Wii , Wii U , Nvidia Shield. ESRB :. PEGI :. CERO :. ACB :. Wii: Optical disc Wii U: Digital download. Donkey Kong. The main playable character and the one who can be controlled independently. He can perform usual actions like jumping, rolling on a short distance, and ground pounding.
Diddy Kong. The secondary character. He cannot be controlled independently except for multiplayer sessions, when he can perform the same actions as DK.
Using his jetpack, he can hover in midair shortly, allowing him to fly an extra distance after jumping.
With his Peanut Popgun , he can shoot enemies with peanuts and stun them for a brief moment. He can be used to perform the continuous Kong Roll. Cranky Kong. Runs a shop in each world of the game, except for the Golden Temple. He sells various items in exchange for Banana Coins. Like in the previous Donkey Kong Country games, Cranky starts making snide or contemptuous comments as soon as the Kongs enter his hut. Tutorial Pig. A character that pops up from the background to offer indications on how to perform certain actions, such as blowing and rolling.
He also runs the checkpoint booths. A very strong and rideable Animal Friend , surpassing the powers of Donkey Kong. Rambi can use his horn to defeat enemies and crush solid blocks depicting his face. Rambi's weakness is fire, and by touching fire, Rambi runs away. Available for hire in Cranky Kong's Shop. He warns the player about nearby Puzzle Pieces. Super Kong. Hypnotized by Kalimba. He scurries across the battle arena with his mouth open in an attempt to swallow the Kongs.
The boss is normally covered with retractile spikes, making jumping on the enemy dangerous. Mugly will slow down as it runs if the Kongs simply jump over it.
This causes the boss to retract its spikes, leaving its rear side open for a jump attack. Mugly will also jump high in the air, trying to thump the Kongs. Hypnotized by the Maraca Gang. Their main tactic is digging themselves in the sand and resurfacing one at a time to attack the Kongs. As they lunge their weapons to impale the primates, they can be jumped on to make them raise their claws above their bodies, leaving their sides open for a ground pound or roll attack.
Doing either of these will flip the enemy upside down and allow the Kongs to attack its underside, the vulnerable spot. After each member of the crew receives damage, they will return under the ground and slowly spawn from the sand in a tower formation, chasing the Kongs and trying to hurt them.
In this formation, they will eventually raise their claws and leave their sides unprotected. The Kongs should now roll into them to scatter each individual upside-down, then proceed stomping on every one of them.
Hypnotized by Gong-Oh. Stu uses its cauldron to hoard explosives. His definitory strategy is tossing bombs at the Kongs, which can be picked up as their fuse burns and thrown back at Stu to explode and damage him. At several points in the battle, Stu will draw a bulky missile with the entire floor as its explosion range. Occasionally, he will also drop a Tiki Pop. Hypnotized by Banjo Bottom. After traversing three sets of mole-infested wagons driven by the Mole Train, the Kongs arrive at the locomotive, where they face Mole Miner Max.
The boss simply pops out of the remaining wagons attached to the locomotive, and uses a pickaxe to attack. He will faint once he receives four jump hits. Hypnotized by Wacky Pipes. The body of this serpent-like creature is segmented into six electrified spheres, meant to prevent jump attacks.
However, Mangoruby will lose its power if the Kongs press on the switches scattered on the battle arena. While electrically charged, Mangoruby will give chase and try to stop the Kongs from pressing those switches. Losing its power makes the creature flee away from the Kongs and enables them to stomp on its body, breaking two of its segments with each attack.
During the final two hits, the Mangoruby will release electrical energy that moves around the spheres. Hypnotized by Xylobone. As a relative of Mugly, he uses similar tactics during the fight. These include running across the stage and quivering belly flop attacks. Thugly will slow down if jumped over, folding his incandescent shell due to inertia and leaving his rear side open to a jump attack.
He will attempt to ram its horn into the Kongs, but will crash into the wall and fall dizzy on his back, offering a chance to attack his belly side. After three hits, Thugly will morph into a second phase, when he starts spewing trails of fire, along with using the other tactics. After another three hits, Thugly will become angrier and add a fireball-spitting attack to his repertoire of attacks.
Three more hits defeat him. Thugly's Highrise. Colonel Pluck and Stompybot Hypnotized by Cordian. Fought on a motionless conveyor belt, Colonel Pluck controls his biped robot, Stompybot , used to slam the Kongs. As he slowly walks across the area, he will sometimes suddenly turn red and walk hurriedly for a brief moment.
The Kongs can slip past Stompybot when it raises its feet to walk. Stompybot 's vulnerable spot is on its underside, inaccessible due to spikes. However, Colonel Pluck will perform some brisk movements that will reveal the robot's vulnerable zone, which can now be clung to and pounded repeatedly. This heats up the machine and eventually destroys it, leaving Colonel Pluck in a flying cockpit. During this phase of the battle, Colonel Pluck will drop BuckBots as it soars across the screen, and will also attack the primates by swooping down on them.
When close to the ground, the Kongs can attack him with a jump to inflict damage. Three stomps are needed to defeat Colonel Pluck. The head of the Tiki Tak Tribe. Using a serum prepared with bananas and the combined efforts of the other Tikis, Tiki Tong empowers himself with a pair of hands. He uses them in several attack methods, such as laying them flat and sweeping them across the arena, slamming them on the ground, and powerfully clapping them to squash the Kongs.
Stomping two times on a hand's back side will destroy it. After losing his hands, Tiki Tong will head into battle using only his main body, raining down fire tikis and swooping to attack.
After a while, he will thump full-force into the ground. This creates shock waves, but also unveils the red button on his head. The Kongs must attack this portion three times to vanquish Tiki Tong. Grunt-level enemies, slowly moving back and forth on platforms. Although harmful if simply touched from one side, as they bite, Tiki Goons can be destroyed using any form of attack, such as stomping , rolling , barrel throwing, or Rambi 's strike.
Jungle Hijinxs. A larger variant of the Tiki Goon. While its behavior remains unchanged, slowly traversing patches of ground, it can be taken out with three stomps, as opposed to one. A single roll attack is also decisive. Screaming Pillar. A stone totem, initially found sleeping. As soon as it hears the Kongs, it wakes up and screams, toppling on the path.
Screaming Pillars can crush the protagonists, as well as any other creature standing right below them. However, after collapsing on the ground, they become harmless and can be jumped on and cracked open with a ground pound.
Screaming Pillar big. An airborne Tiki that flies on predetermined paths, ranging from straight lines to circles. Its lateral and bottom sides are dangerous to touch, but it can be defeated using any attack technique.
A gargantuan equivalent of Tiki Buzz. Three stomps on its body are necessary to defeat it. Alternatively, the Kongs can use any other attack technique once to achieve the same result.
Flaming Tiki Buzz. A blackened Tiki Buzz set on fire. While burning, it can only be defeated with a thrown barrel; touching one in this state is harmful. However, a blow will dissolve its flames, leaving it dizzy and as vulnerable as a standard Tiki Buzz. An enemy that is constantly covered in red flames, walking back and forth on the ground. It is dangerous to make contact with a Tiki Torch shrouded in fire, and while in this state, it can only be attacked from distance with a barrel.
The Kongs are able to put out the fire engulfing a Tiki Torch using a short blow. While extinguished, Tiki Torches become confused and open to any kind of attack. A variant of the Tiki Torch that emits blue flames.
Apart from being harmful to touch whatsoever while flaming, it can attack by shooting small fireballs from their lateral sides. Blue Tiki Bombers discharge fireballs in straight lines, while brown Tiki Bombers, which are normally found on elevated platforms, shoot them in arc-shaped lines. A blow will extinguish them, allowing the Kongs to defeat them just as Tiki Torches. A Tiki with a coil-wound body. It moves with rhythmical bounces, enabling it to attack the Kongs in the process.
Tiki Boings can be defeated using any form of attack. A sturdy Tiki reinforced with stone. Roll attacks and normal stomps do not have effect on it. Instead, the Kongs can pound the ground near a Tiki Tank to flip it over, uncovering its bottom side and allowing them to destroy the enemy with a stomp. Alternatively, a Tiki Tank can be immediately defeated with a barrel or with Rambi. A rotating disc with razors. Some Tiki Zings can be found floating in one place, other fly on set patterns, tracing straight lines and circles in the air, and might group themselves in miscellaneous formations, as seen in Clingy Swingy.
They are harmful and invulnerable to many of the Kongs' attacks, including barrel tossing, but Rambi is able to break them. Tiki Zing big. An uncommon, larger variation of Tiki Zings. It moves considerably slower and is just as harmful. However, these Tiki Zings cannot be defeated by any means of attack.
A Tiki Zing variant shrouded in flames. It spins and rotates in circles, being harmful even for Rambi. Fireballs are indestructible. A Tiki with a bowl-shaped head, carrying a flashing bomb. Tiki Bombs walk slowly in one direction on the ground; they will self-destruct moments after spawning from Stu 's cauldron. They will explode earlier if the Kongs make contact with them, and their combustion is dangerous.
Small Tikis peeking from black portals in the background. They cannot be interacted with, but will produce short blades that can hurt the Kongs. They launch the said blades towards the current position of Donkey Kong, before retreating into the portal. The Tiki responsible for transporting part of Donkey Kong's banana hoard using his airship and a rope net.
Tiki Pilot is briefly seen in the first level, Jungle Hijinxs. A green frog enemy that attacks by simply jumping in one place. Every time it jumps, the Frogoon stays airborne for a brief moment by inflating itself.
Frogoons can be flown away by any means of attack. A yellow species of frogs related to Frogoons. Instead of jumping in one place, Hopgoons use jumps to move along a path. They can be overcome with any attack. A spiky carnivorous plant affixed to a stretchy stem.
After munching air two times, Chomps will dash in the direction they are facing to attack, repeating the process afterwards.
They are not very vulnerable, as the Kongs cannot attack them with any direct move, such as stomping or rolling, but can be taken out with a barrel. A voracious shark enemy that attacks by jumping out of the water.
Every part of its body is dangerous to touch and will damage the Kongs upon direct contact. Snaggles can only be defeated with a barrel. Yellow Snaggles. A relative of Snaggles. It jumps out and drops back into the water just like regular Snaggles.
However, Yellow Snaggles will attempt a second, quick immediate attack without warning the player. These enemies can be defeated with a barrel.
A species of stout bat enemies. They fly in a straight line across the screen, their mouths being wide open. They attempt to attack by flying into the Kongs and are also able to pass by solid walls, whereas other characters are not. Squeeklys can be knocked out with any attack technique. A short, rash enemy traveling on walls and ceilings.
To move, it spins its sharp feet around the body, damaging the Kongs upon contact. They can only be destroyed with a barrel. A flightless blue parrot and a basic enemy. It walks down a path, being harmful if simply touched from behind or front. It can be defeated using any attack technique, such as stomping, rolling, barrel throwing, or Rambi's charge. A red-feathered sub-species of Awks. It will charge into the Kongs as it spots them in an attempt to attack.
However, Rawks can be defeated just like Awks. A large sub-species of Chomp. It behaves the same, but takes less time before it attacks. The developers have merged the good old features with new and fresh gameplay elements. Computer and Video Games. The game's skilful courses and challenging, inventive boss battles are a breath of fresh air amongst Wii's all-to-easy competition - and help DKCR remain a pleasingly faithful instalment in one of gaming's greatest ever series.
Donkey Kong Country Returns definitely has its faults, and we'd wager that the majority of players will never see it all the way through to the end.
Yet while the difficulty curve is ridiculous and the multiplayer is quite broken, the game's charm and mystery prevails, giving us some of the same feelings that the original releases did.
If you're looking for a serious challenge and don't get frustrated too easily, Donkey Kong Country Returns is worth a look. Edge Magazine. Retro Studios has done a fine job with the Donkey Kong Country concept, ably translating its appeal for a modern platform, but it doesn't push it much further. All this publication's reviews. User Reviews. Write a Review. Positive: out of Mixed: 15 out of Negative: 6 out of Just gonna say that I played this game when it came out and it was pretty fun, replayed it recently and its even better now.
The controls of this game are so smooth and responsive and playing the story mode is so fun. Even though some stages are really hard but I like a challenge so it's not a problem. This game is fantastic. The level design was great and the game play was great. There is tons of content in this game. Secret levels, mirror This game is fantastic. Secret levels, mirror modes, and insanely difficult time trials make this game great.
In the world maps of both games, locations are marked by buttons. Red buttons with glowing effects indicate uncleared levels.
Blue buttons indicate cleared levels. Hexagonal-shaped buttons indicate the initial level in a world. Star-shaped buttons indicate the boss level in a world. Red flags with the "DK" insignia next to the boss level indicate cleared worlds, except in the Cloud world. Map of the Factory in the Wii version. Map of the Volcano in the Wii version. Map of the Cloud in the 3DS version.
This is a very well made game, and any of the few known glitches are very rare. Here is a list of glitches in the Wii version. Donkey Kong Wiki Explore. Donkey Kong Wiki. Mario vs. Donkey Kong Mario vs. Donkey Kong 2: March of the Minis Mario vs.
Donkey Kong: Mini-Land Mayhem! Rambi Squawks Enguarde Squitter Ellie more King K. Rool Kaptain K. Rool Baron K. Roolenstein Tiki Tong Lord Fredrik more Banjo Conker Timber Brothers Bear more Administration PegasusMan Scarlet Pairo. Explore Wikis Community Central.
Register Don't have an account? Donkey Kong Country Returns. History Talk 4. Artwork of Donkey Kong. Artwork of Diddy Kong. Artwork of Cranky Kong. Artwork of Squawks the Parrot. Artwork of Krazy Kalimba. Artwork of Maraca Gang. Artwork of Gong-Oh. Artwork of Banjo Bottom. Artwork of Wacky Pipes. Artwork of Xylobone. Artwork of Cordian. Artwork of Tiki Tong , the final boss.
Mugly , the first boss, as seen in the game. The Scurvy Crew , the second boss, as seen in the game. Artwork of Stu , the third boss. Mole Miner Max , the fourth boss, as seen in the game.
Mangoruby , the fifth boss, as seen in the game. Thugly , the sixth boss, as seen in the game. Colonel Pluck , the seventh boss, piloting the Stompybot , as seen in the game. Artwork of Tiki Tong Tower. Conceptual artwork of animals hypnotized by the Tiki Tak Tribe. Screaming Pillar 's conceptual art. Frogoon as seen in the game. Rawk as seen in the game. Artwork of Tiki Zing. Tiki Doom as seen in the game. Hopgoon as seen in the game. Tiki Torch as seen in the game.
Mimic as seen in the game. Mole Guard as seen in the game. Artwork of Pinchly. Squidly as seen in the game.
0コメント