This page explains in detail the interactions between the Donkey Kong series and the Super Smash Bros. series.
Super Smash Bros.[]
January 21, 1999
Super Smash Bros. features from the Donkey Kong series:
- 1 playable character (Donkey Kong)
- 1 boss character (Giant Donkey Kong)
- 1 stage (Congo Jungle)
- 1 item (Hammer)
- 3 music tracks
Donkey Kong[]
In-game bio:
Donkey Kong and Mario started out as arch-rivals, but they've patched things up in recent years. These days DK spends his time searching the jungle for bananas instead of kidnapping beautiful maidens. In the past few years, other members of the Kong family have cashed in on DK's fame as well, including his favorite nephew, Diddy.
Works:
- Donkey Kong (NES)
- Donkey Kong Country (SNES)
- Mario Kart 64 (N64)
Donkey Kong is one of the eight starting characters in Super Smash Bros. and he's the only one representing the Donkey Kong franchise; he's based on his look from the Donkey Kong Country series, but has an original 3D model.
He enters the arena by bursting out of a Barrel labeled “DK”, just like in Donkey Kong Country when a DK Barrel is found by Diddy Kong after Donkey Kong has been defeated. However, he comes out of the barrel on his own, as opposed to the Country games where the barrel must be thrown by another Kong and broken for the Kong to come out.
His basic moveset is a combination of strong attacks, referencing his strength, and gorilla-like slaps, but most of them aren't based on any specific game. His forward throw have him picking the opponent up and carrying him/her around before tossing him/her. This seems to reference his ability to effortlessly carry barrels on his back in Donkey Kong Country or him carrying Pauline in the original Donkey Kong game.
Special moves:
- Neutral - Giant Punch: When pressing the button, Donkey Kong swings his arm charging the punch, then when pressing again he punches. This attack doesn't seem to reference any specific game, but DK did perform an upward punch on Kaptain K. Rool in Donkey Kong Country 2.
- Up - Spinning Kong: Donkey Kong spins around with his arm stretched dealing damage and hovering in the air. This move may be based on Dixie Kong's ability to hover by spinning her ponytail, but DK never used such a move himself.
- Down - Hand Slap: Donkey Kong slaps the ground, making an earthquake that sends the nearby opponents flying. This moved is based on a similar move he had in Donkey Kong Country.
Palette swaps:
- Brown Fur: 1P - Donkey Kong's default appearance.
- Black Fur: 2P - Possibly based on the fur colors of real life gorillas. It may also be a reference to Game Boy Donkey Kong, which depicted Donkey Kong with black fur, even when played on the Super Game Boy.
- Red Fur: 3P & Red Team - Possibly based on his sprite in the original arcade Donkey Kong.
- Blue Fur: 4P & Blue Team - Resembles one of his alternate costumes from multiplayer mode of Donkey Kong 64 (even though Super Smash Bros. predates Donkey Kong 64) or one of his alternate colors from Mario Golf.
- Green Fur: Green Team - Resembles his in-game sprite from Donkey Kong Land. The only Donkey Kong color change that changes his skin color entirely, it's not normally accessible via character select, only being available if Donkey Kong is on the Green Team in Team Battle.
One of his victory poses has him raise his arms and shake them them to the left, right, and right in front of his body. This is a reference to his animation when he completes a bonus level in Donkey Kong Country, although he originally clapped, shooke his hands, then raised them.
Giant Donkey Kong[]
A giant version of Donkey Kong, also referred to as Giant DK, he's fought in Stage 6 of 1P Game. He may be based on the giant form of Donkey Kong fought in the end of Game Boy Donkey Kong, but may also be a reference to King Kong. He returns in Melee and Brawl, but is considered a simple "special condition" match, because he's not named there.
Congo Jungle[]
Donkey Kong's home stage, it's based on a generic level from Donkey Kong Country, such as the wooden walkway from the Tree Top lovels, but particularly resembles the Orang-utan Gang level, due to the sunset in the background. The name of the stage is a misspelling of "Kongo Jungle", which is the name of the jungle where Donkey Kong Country takes place.
The stage features a Barrel Cannon from the Donkey Kong Country series moving back and forth below the stage, serving as a possible recover after a fall.
Hammer[]
The only item official Donkey Kong item is the Hammer from the original Donkey Kong game and it works just like it originally did: after picking it up, the character will constantly swing it, dealing great damage to whatever it touches and it will disappear after few seconds. Here, however, the holder will also constantly run.
Music tracks[]
- 6: A remix of the "Jungle Groove" track from Donkey Kong Country. It is heard in the Congo Jungle stage.
- 16: An orchestration of the music heard when a boss is defeated or when a bonus game is completed in Donkey Kong Country. It serves as Donkey Kong's victory fanfare.
- 26: 8-bit music taken directly from Donkey Kong, like in the original game it occurs when picking up the Hammer.
Other references[]
While Mario is considered a character from his own series, he's placed first on the character select screen, beside Donkey Kong. Considering that all characters are ordered based on their debut, Mario's placement references his debut in the original Donkey Kong.
The Barrel item, while officially an original Super Smash Bros. item, is likely based on Barrels from the Donkey Kong series: they can be picked and thrown the same way Donkey Kong does in many games. Donkey Kong is also the only character able to walk normally while holding a Barrel.
Mario and Donkey Kong's bonus stages Break the Targets and Board the Platforms are designed with red girders similar to those from the original Donkey Kong game.
Super Smash Bros. Melee[]
November 21, 2001
Super Smash Bros. Melee features from the Donkey Kong series:
- 1 playable character (Donkey Kong)
- 3 stages
- 2 items
- 10 trophies
- 5 music tracks
Donkey Kong[]
Donkey Kong returns as the only character from the Donkey Kong series. His design is closely taken from Donkey Kong 64 (other than his fur being darker, and his skin being a light yellow), while his moveset is the same with only minor changes and like every other character, he now also has a Side Special Move: Headbutt, an attack that can bury the opponent into the ground, or be a meteor smash if used in mid-air. This move however doesn't seem to reference any specific game.
His palette swaps are the same from the previous game, but now each color also has a different colored tie (brown fur-red tie; black fur-blue tie; red fur-dark ble tie; blue fur-purple tie; green fur-red tie); also his green palette swap only changes his fur's color without also changing his skin.
Stages[]
Melee features two new starting stages from the Donkey Kong series, while the Congo Jungle stage from the previous game returns as an unlockable stage.
Kongo Jungle[]
A new version of the Congo Jungle stage from the previous game, featuring a different background with a waterfall. Like the old stage, this one has a Barrel Cannon below the stage, but it also spins around while moving back and forth.
Sometimes Klaptraps, recurring enemies from the Donkey Kong Country series, jump from the faterfall causing damage to the fighters upon contact.
Jungle Japes[]
Donkey Kong's new home stage, its name comes from the first stage of Donkey Kong 64, but like all other Donkey Kong stages, it seems to be based on the Donkey Kong Country series. The central area is a redesigned version of Cranky's Cabin from Donkey Kong Country and Cranky Kong himself can sometimes be seen trough the window. The wooden platforms of the stage and the river are derived from the lakeside levels in Donkey Kong Country 3: Dixie Kong's Double Trouble. The river, unlike in the original game, can't be swam in in Melee, and moves a lot faster.
At the bottom of the stage there's a flowing river that will push away fighters that fall into it; also a Klaptrap occasionally comes in swimming, potentially damaging the characters.
Past Stages: Kongo Jungle[]
The Congo Jungle stage from the previous game returns basically unchanged, but is renamed Kongo Jungle to match the actual name of the jungle from Donkey Kong. It's unlocked after beating 15-minute Melee.
Items[]
Melee features 2 Donkey Kong items: the Hammer that returns from the previous game, and the new Barrel Cannon:
Hammer[]
The Hammer item returns unchanged from the previous game, but now there also is the undistinguishable "Headless Hammer", that once it's picked will lose its head, becoming useless, but the character holding it will still automatically run through the stage swinging the Hammer's stick. The hammer's head can be picked and thrown at the oppents. This particular hammer doesn't reference any specific game.
Barrel Cannon[]
The Barrel Cannon is a very rare item in Melee and its function is the same as its original appearance in the Donkey Kong Country series: once is thrown it spins around and whoever touches it will enter and than be shot as soon as the player presses the A button.
Trophies[]
There are 10 Donkey Kong trophies in the game. Donkey Kong's 3 character trophies, the 2 item trophies, 1 stage elements trophy, 2 trophies about Donkey Kong Country characters not in the game and 2 trophies from classic Donkey Kong characters, listed with the unrepresented series.
Additionally, Mario's character trophy includes Donkey Kong as the source game, but that's considered a trophy in the Mario series.
Music tracks[]
The game features 5 tracks from the Donkey Kong series, including two returning from the previous game and three new ones (listed in bold):
- Kongo Jungle: A cover band performance of the "DK Rap" from the opening sequence to Donkey Kong 64, with a much different assortment of instruments and rhythms from its original appearance. It is heard in the Kongo Jungle stage.
- Jungle Japes: A calm and atmospheric remix of the "Jungle Groove" track from Donkey Kong Country. It is heard in Jungle Japes.
- Kongo Jungle N64: returning from the previous game, it's a different remix of the "Jungle Groove" track from Donkey Kong Country. It's heard in the Past stage attached to it, Past Stages: Kongo Jungle.
- DK's Victory: An orchestration of the boss defeated music from Donkey Kong Country different than the one in the previous game. It still serves as Donkey Kong's victory fanfare.
- Hammer: The Hammer music from Donkey Kong already featured in the previous game, once again occurring when picking up the Hammer.
Other references[]
In his down aerial attack, Mr. Game & Watch uses the key used by Donkey Kong Jr. to free his father in the Game & Watch game Donkey Kong Jr.
Additionally, Mario's trophy indicates his game of origin as the original Donkey Kong, and also references Donkey Kong Jr. by saying that Mario once played the role of the villain.
Donkey Konga[]
December 12, 2003
The European version of Donkey Konga features "Super Smash Bros. Melee Opening" as one of the playable tracks.
Also, the "Rainbow Cruise" track featured in the European version, and the "DK Rap" featured in all versions are taken from their arrangements from Melee.
Donkey Konga 2[]
July 01, 2004
While the game doesn't feature any track from the Super Smash Bros. series, the arrangement of the "Super Donkey Kong theme" track featured in the Japanese version, is actually taken from its arrangements from Melee.
Donkey Konga 3[]
March 17, 2005
The Japanese-exclusive Donkey Konga 3 features "Super Smash Bros. Melee Opening" as one of the playable tracks. It's listed in the "Game" category and its difficulty level is 8.
Super Smash Bros. Brawl[]
January 31, 2008
Super Smash Bros. Brawl features from the Donkey Kong series:
- 2 playable characters
- 3 stages
- 2 items
- 28 trophies
- 31 stickers
- 1 playable Masterpiece (Donkey Kong)
- 14 music tracks
Playable characters[]
Brawl features two Donkey Kong characters: the returning Donkey Kong and the new Diddy Kong.
Players who hacked the game also found a package for Dixie Kong, prompting speculation that she was intended to be in the game as a playable character.
Donkey Kong[]
Donkey Kong is once again a starting character and has his moveset basically unchanged. His look, however has been updated and he looks more like his appearance in Donkey Kong: Jungle Beat(even though his fur is a lighter brown and his skin is more orange.)
He has a new up taunt which has him beat his chest, making it a possible reference to his idle animation in Donkey Kong Country.
His palette swaps are the same, but his Black coloring now has a yellow tie instead of a blue one and he has a new outfit with white fur called "Yeti DK" on the official site. This color scheme resembles Fire Mini Donkey Kong from Mario vs Donkey Kong 2.
His Final Smash is Konga Beat: Donkey Kong takes out his bongos and starts playing them and clapping, causing shockwaves that attract opponents and damage them. While doing so the announcer says "Ready? Go!" and the player has to hit the A buttons to the rythm in order to make the shockwaves more powerful. This move's name and gameplay as well as the announcer's voice reference Donkey Konga and Donkey Kong: Jungle Beat in which the player had to hit the DK Bongos controller and clap their hands to the rythm. Donkey Kong's bongos design is also clearly based on the DK Bongos, with the start button also visible. Additionally, using bongos as his special attack may be based on Donkey Kong's musical attack from Donkey Kong 64, called Bongo Blast, in which he played the bongos to destroy all enemies in the area.
Diddy Kong[]
Diddy Kong is a new starting character and is adapted into an agile and quick character, so is the exact opposite of Donkey Kong. Much like Donkey Kong, he has generic simian attacks such as using his tail to attack. His throw is based on how he throws barrels in the Donkey Kong Country series, while his Dash attack is based on his cartwheel spin attack from the Donkey Kong Country series. He also enters the stage by bursting out of a barrel, much like Donkey Kong's.
One of his taunts has him throwing his hat into the air and catching him on his head, similar to his animation from Donkey Kong Country after defeating a boss or winning a Bonus Level, but he tosses his hat only once, instead of 3 times and putting it back on his head. Another taunt has him dance in a place, a possible revision to his victory dance on the over world of Donkey Kong Country.
Special moves:
- Neutral - Peanut Popgun: Diddy shoots a peanut using his weapon from Donkey Kong 64. Unlike in the original game, the shot can be charged, but if charged too much the gun will explode. Also in the original game he used two guns at the same time while here he only uses one. Sometimes the peanut projectile breaks, releasing a small edible peanut that can restore a little amount of energy.
- Side - Monkey Flip: Diddy Kong leaps forward and grabs the opponent's face. If an attack button is pressed then, he will then punch the opponent. If the attack is pressed during the jump, Diddy will instead perform a flying kick. This move is not based on any specific game.
- Up: Rocketbarrel Boost: Diddy wears his rocketbarrels from Donkey Kong 64 and is propelled upward. While going up the move does little damage, but the initial burst is very powerful. If Diddy is hit while using the move, the barrels will fly off and move randomly around, becoming an unpredictable projectile. He can also charge the move, which was originally not possible.
- Down - Banana Peel: Diddy throws a Banana Peel on the ground, and it works just like the regular item. This move references the Kong's love for bananas as depicted in every Donkey Kong game from Donkey Kong Country onward. A giant banana peel (called Giant Banana) also is his and Donkey Kong's special item in Mario Kart Double Dash!!
- Final Smash - Rocketbarrel Barrage: Diddy flies around with his rocketbarrels and constantly shoots powerful peanuts downward with both peanut popguns. This move is a combination of his two Donkey Kong 64-based special attacks and references the actual use of the weapons in that game, where he was able to fly with the rocketbarrel and shoot peanuts at the same time with both guns.
Palette swaps:
- Red (Default)
- Yellow: Similar to his alternate outfit from the two-player Contest mode from Donkey Kong Country, although with a white cap rather than a yellow one.
- Pink: Based on Dixie Kong.
- Purple: Similar to his alternate outfit from the two-player Contest mode from Donkey Kong Country 2, but with blackish-brown fur.
- Green: Resembles one of his alternate costumes from Donkey Kong 64's Multiplayer Mode, but with reddish-brown fur.
- Blue: Resembles Kiddy Kong from Donkey Kong Country 3.
Stages[]
The Jungle Japes stage from Melee returns as an unlockable stage, while there's a new starting stage and a new unlockable one:
Rumble Falls[]
Based on Rumble Falls level from Donkey Kong: Jungle Beat, it constantly scrolls up, basically being this game's version of Icicle Mountain from Melee. The top section of the stage is based on Jungle Beat's Sky Garden level.
75m[]
A new stage unlocked after playing 20 brawls as Donkey Kong, it's a perfect recreation of the "75m" stage from the original Donkey Kong game, featuring the same platforms, enemies and items from the original game. Unlike the original game, however, it's not Donkey Kong throwing the springs, they instead directly come from offscreen. The 8-bit Donkey Kong instead occasionally walks in from the background causing damage at contact.
Melee Stages: Jungle Japes[]
The stage returns unchanged from Melee and is unlocked after fighting 10 Vs. Matches across any of the other returning Melee stages. The only notable difference is in the bottom part of the stage: due to the new swim ability, characters have more chances to survive a fall, however the Klaptrap's attack is now a powerful meteor smash, rather than just inflicting spike damage to the characters.
Items[]
The Hammer item returns unchanged from the previous games, while the Barrel Cannon from Melee is replaced with a new item:
Spring[]
Springs that propel a character upward when jumped on, they can be picked and thrown, but deal little damage as weapons. They are said to be based on the spring that Donkey Kong Jr. could jump on in Donkey Kong Jr. The trophy says that they are different items than the ones thrown by Donkey Kong in Donkey Kong, but the design was the same.
Trophies[]
There are 28 Donkey Kong trophies in the game. 4 playable character trophies (2 for each of the 2 characters), 20 other character trophies, 2 character item trophies and 2 item trophies:
Stickers[]
There are 31 stickers based on artworks from Donkey Kong games.
Note: stickers are listed based on the game of origin, not the represented character, so the list doesn't include Donkey Kong or Diddy Kong stickers that are from Mario games; for the same reason the stickers from Mario vs Donkey Kong 2 are listed in both series.
Donkey Kong Masterpiece[]
Unlocked after 10 hours of play time, it's a reproduction of the NES version of the game, thus lacking the 50m stage. To show the origin of Brawl's stage, it already starts on the 75m level with the score at 4100 points. It stops after 30 seconds of play.
Music tracks[]
The game features 10 music tracks in the Donkey Kong category, all new to the game, but there also are two Donkey Kong tracks in the Super Smash Bros. category returning from Melee. Most of these are available from the start, the only exception being Bramble Blast.
Additionally, among the Sound Effects there are the Hammer theme returning from previous games, and a new version of Donkey Kong's victory music.
Donkey Kong category:
- Jungle Level Ver. 2: A fast paced arrangement of the "Jungle Groove" track from Donkey Kong Country, different from the ones in the previous games. It is heard in the Rumble Falls stage.
- Jungle Level: Another remix of the "DK Island Swing". This remix is taken directly from the Donkey Kong Country soundtrack. It is used on the Rumble Falls stage, but can also be heard in The Jungle and part of The Great Maze in the Subspace Emissary.
- King K. Rool/Ship Deck 2: A remix of the song heard during the battle against King K. Rool in the first Donkey Kong Country, that was also remixed into the Ship Deck track from Donkey Kong Country 2. It is used on the Rumble Falls stage, but can also be heard in The Lake level of the Subspace Emissary.
- Battle for Storm Hill: Background music for the "Battle for Storm Hill" level, taken directly from Donkey Kong: Jungle Beat. It is used on the Rumble Falls stage, but can also be heard in The Lake in the Subspace Emissary, when riding the raft on the river, and while fighting dark versions of Donkey Kong and Diddy Kong in The Great Maze.
- DK Jungle 1 Theme (Barrel Blast): Background music for the "DK Jungle 1" level, taken directly from Donkey Kong Barrel Blast. It is used on the Rumble Falls stage.
- The Map Page/Bonus Level: A combination of the "Simian Segue" track and the "Bonus Room Blitz" track both from Donkey Kong Country and played respectively on the map screen and in bonus levels. These are taken directly from the original game and just played back-to-back, with one fading into the other. It is used on the Rumble Falls stage.
- Donkey Kong: A techno arrangement of the 25m level music from the original Donkey Kong. It starts with the "level start" jingle, and also features sounds from the 75m stage and the start of the sound of Mario dying. It is used on the 75m stage.
- Opening (Donkey Kong): A remix of several themes from the NES version of Donkey Kong, consisting primarily of the opening theme, the "game start" jingle, the 25m music and the Hammer theme. It is used on the 75m stage.
- 25m BGM: The background music of the 25m level, taken directly from the original arcade Donkey Kong. It is used on the 75m stage.
- Bramble Blast: Strings remix of "Stickerbrush Symphony" from Donkey Kong Country 2 which played in all of the bramble filled levels. It's used on the Rumble Falls stage and is also heard in The Lake, The Swamp, and part of The Great Maze in the Subspace Emissary. The only unlockable Donkey Kong track in the game, it's unlocked by collecting the respective CD.
Super Smash Bros. category:
- Jungle Japes (Melee): the remix of the "Jungle Groove" track already featured in the previous game. It is used in the "Melee Stages: Jungle Japes" stage.
- Kongo Jungle (Melee): the remix of the "DK Rap" already featured in the previous game. It can be unlocked by finding it in random CDs and it's used on the "Melee Stages: Jungle Japes" stage.
Sound Effects:
- Item - 131: Hammer music taken directly from Donkey Kong, and returning from previous Super Smash Bros. games.
- Fanfare - 2: A remix of the boss defeated music from Donkey Kong Country, different than the ones in previous games. It still serves as Donkey Kong's victory fanfare, but now also as Diddy Kong's.
Other references[]
Donkey Kong's Banana Hoard makes an appearance in the Subspace Emissary, where it's being stolen by Bowser's minions.
While the Subspace Emissary levels, unlike Adventure Mode levels in Melee, aren't officially based on any other game, The Jungle is the level where Donkey and Diddy Kong are introduced and represents the generic Donkey Kong Country levels, due to its jungle theme, but more specifically it features some unique gameplay mechanics based on the Donkey Kong Country games: vines that can be swung on and redesigned Barrel Cannons.
While Mario is mainly considered a character from the Mario series, the game also references his debut in the original Donkey Kong both as the game of origin in his trophy and with his Down taunt being based on his dying animation from the game.
One of the game's music tracks, Famicom Medley, is a medley of many Famicom/NES songs, and includes title screen theme from Donkey Kong Jr..
Additionally, Peach's new Red outfit may be based on Pauline from Donkey Kong.
Donkey Kong Country Returns[]
November 21, 2010
Mr. Game & Watch, a character originally from Super Smash Bros. Melee and Brawl, makes an appearance in the background of the Foggy Fumes level, where he's seen hitting a pipe with his hammer (from the Judge move).
Super Smash Bros. for Wii U and 3DS[]
September 13, 2014 (3DS); November 21, 2014 (Wii U)
Being alternate versions of the same game, these two feature mostly the same content, except for stages and trophies and including some different modes. Specifically they feature from Donkey Kong series:
- 2 playable characters
- 2 Smash Run enemies (3 if you count Green Kritters and Blue Kritters separately) (3DS exclusive mode)
- 4 stages across both versions:
- 3DS: 1 stage
- Wii U: 3 stages
- 2 items
- 1 Mii fighter costume (DLC)
- 4 Smash Tour items (Wii U exclusive mode)
- 45 Trophies across both versions:
- 3DS: 26 trophies
- Wii U: 36 trophies
- 1 playable Masterpieces (Donkey Kong) (Wii U exclusive mode)
- 19 Music tracks
Playable characters[]
Both Donkey Kong and Diddy Kong return from Brawl as playable characters.
Donkey Kong[]
Donkey Kong returns with some minor changes to his fighting style and movesets, the most notable possibly being his new dash attack being a Barrel Roll, his signature attack from Donkey Kong Country. Donkey Kong can now also perform his down special move, Hand Slap, in midair, having potential to meteor smash opponents. Another notable change is in his Final Smash, Konga Beat, that now displays the actual indicator bar from Donkey Konga to help players keep the rythm and having the potential to make the move stronger than before.
Aesthetically, Donkey Kong looks more similar to his appearance in Donkey Kong Country Returns, but that may just be because of the different graphic style of the game.
In the Boxing Ring stage, he is referred to as “King of the Jungle”, possibly referencing how he (or at least Cranky) resembled King Kong and that he lives in the jungle.
He retains all the palette swaps from the previous game, but also has two new outfits: one with yellow fur and a light blue tie, and one with pink fur and a dark yellow tie. The yellow outfit resembles Donkey Kong under the effects of Banana Juice from Donkey Kong Country Returns, and a recolor from Mario Golf. The pink outfit resembles the second player's Donkey Kong Jr. from the game Donkey Kong Jr. Math.
This game also introduces character customization, allowing to chose between a regular variation and two alternate ones for each character's moves. Donkey Kong's alternate moves are:
- Neutral:
- Lightning Punch: A faster but weaker variation version of the Giant Punch, that deals electric damage.
- Storm Punch: A faster but weaker variation version of the Giant Punch, that generates wind that pushes opponents away.
- Side:
- Jumping Headbutt: Donkey Kong jumps before performing his Headbutt attack, but its bury effect lasts a shorter amount of time.
- Stubborn Headbutt: Stronger version of the Headbutt move, but with a long wind-up time.
- Up:
- Chopper Kong: Donkey Kong spins with his hands stretched out rather than clenching his fists, launching him upwards like an helicopter, but not dealing any damage to opponents.
- Kong Cyclone: Donkey Kong spins creating a tornado that sucks opponents in, and then he attacks with a single strong punch rather than dealing many hits while rotating.
- Down:
- Focused Slap: a variation on the Hand Slap move that creates smaller shock waves, but paralyzes opponents and then sends them flying.
- Hot Slap: instead of creating shock waves, this version of the move creates flame pillars that can hit opponents in the air.
Diddy Kong[]
Diddy Kong returns with some minor changes, most notably to his special moves: his Peanut Popgun move now creates a powerful explosion when overcharged, but the peanuts no longer break producing eadible peanuts; his Rocketbarrel Boost can now be aimed at a more horizontal trajectory; his Banana Peel move can now only have one banana peel out at a time rather than two, and it disappears after being thrown twice, unlike the regular Banana Peel item that can be thrown three times.
He also received a slight redesign (like his head being smaller and the logo on his hat being different) to match his most recent appearances in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze.
In the Boxing Ring stage, he is referred to as “The Acrobat”, possibly referencing how he’s a monkey and his style of climbing. It is also shortened from the Japanese title, “南国の軽業師”. His French name, “Pirouettes et cacahouètes” is a pun on the French rhyme “Il était un petit homme” by Gabrielle Grandière.
Diddy Kong retains all the palette swaps from the previous game, but also has two new outfits: one with black fur and yellow clothes, and one with dark yellow fur and light cyan clothes with red details. The yellow outfit may resemble the vest and fur color of Cranky Kong. The cyan outfit somewhat resembles Donkey Kong Jr., having dark fur and a similar color pattern to his clothes.
Custom moves:
- Neutral:
- Exploding Popgun: a variation on the Peanut Popgun move that doesn't fire any peanuts and instead quickly explodes, damaging nearby opponents. This variation needs to be unlocked, by destroying a total of 3000 blocks in Trophy Rush in the 3DS version, and by scoring at least 150000 points in a single game of Target Blast, Stage 1 in the Wii U version.
- Jumbo Peanuts: a version of the Peanut Popgun move that fire larger and more powerful peanuts, that travel less far and more slowly.
- Side:
- Back Flip: instead of leaping forward, Diddy performs a back flip. He doesn't grab opponents at the end of the jump, but the move can still be changed into a flying kick by pressing the attack button.
- Flying Monkey Flip: a version of the Monkey Flip that jumps higher and has a stronger grab attack, but the kick is weaker.
- Up:
- Rocketbarrel Attack: a version of the Rocketbarrel Boost that deals more damage, but is harder to control.
- Rocketbarrel Kaboom: a version of the Rocketbarrel Boost that charges faster and controls better, but doesn't travel as far and the pack explodes if Diddy hits terrain.
- Down:
- Shocking Banana Peel: Diddy throws a banana peel at a more horizontal trajectory and it shocks opponents that are hit or that step on it, being more effective in the latter case.
- Battering Banana Peel: Diddy throws a banana peel straight up, and it launches straight up opponents that are hit or that step on it.
Smash Run enemies[]
This 3DS-exclusive mode features many enemies that must be fought by players, including a total of two variation of enemies from the Donkey Kong series.
Kritters[]
The basic recurring enemies from the original Donkey Kong Country trilogy, they come in two types that attack differently:
- Green Kritter: attacks by biting three times the opponent.
- Blue Kritter: attacks with a spinning tackle that can hit the opponent multiple times.
Their appearance is based on the modern design from DK: King of Swing onward, but their walking animation and the presence of green and blue ones reflects the original Donkey Kong Country (but the attack styles are different).
Tiki Buzz[]
The common flying enemy from Donkey Kong Country Returns, like in its original appearance it can be stomped on to destroy it, also using it as a trampoline.
In this game it attacks by slamming into the ground, rather than just constantly moving up and down.
Stages[]
Both versions of the game feature completely different stages. The 3DS version only features one Donkey Kong stage (Jungle Japes, returning from Melee and Brawl), which is available from the start, while the Wii U version features three stages from the Donkey Kong series, two starting stages (the new Jungle Hijinxs and 75m, returning from Brawl) and an unlockable one (Kongo Jungle 64, returning from the original Super Smash Bros. and from Melee). Overall there only is one new Donkey Kong stage in the game, and appears in the Wii U version.
Returning Stages[]
Jungle Japes returns in Super Smash Bros. for Nintendo 3DS basically unchanged from its appearance in Brawl, however the absence of the swimming mechanic reverts the river's function to how it was in Melee (but the Klaptrap still performs a meteor smash like in Brawl).
75m and Kongo Jungle 64 in Super Smash Bros. for Wii U are also basically unchanged from their previous appearances, although the latter was renamed to indicate its origin as Super Smash Bros. for Nintendo 64. It's unlocked by clearing The Original Heavyweights event.
Jungle Hijinxs[]
The only new Donkey Kong stage in Super Smash Bros. for Wii U, it's based on the first stage from Donkey Kong Country Returns and it's available from the start.
It consists of two areas, one in the foreground and one in the background, and fighters are able to go from one to the other by hopping into Barrel Cannons, mimicking the foreground/background mechanic from the original game and actually accurately riproducing the section of the game that first introduces it.
Barrel Cannons change their position from time to time, and occasionally the background area or part of the foreground area will fall down.
A Screaming Pillar also appears sometimes between the foreground and background, that can be hit by fighters using a Barrel Cannon, making it fall toward the background, damaging opponents. This is based on how the Screaming Pillar functions in the original game, where it would fall onto the stage, potentially damaging the players and enemies.
Items[]
Both Donkey Kong items from Brawl, the Hammer and the Spring, return basically unchanged.
King K. Rool Mii Outfit[]
A King K. Rool costume for Mii Brawlers was made available as DLC on July 31, 2015. It consists in a King K. Rool Hat and a King K. Rool Outfit.
Smash Tour items[]
Items take the form of trophies in the board-game like Smash Tour mode exclusive to Super Smash Bros. for Wii U. There are three types of items: red items, that take effect on the battle, blue items, that take effect on the game board, and green items, that are usable in both. The game features 4 items from the Donkey Kong series:
DK Barrel (Red): allows the user to have another one of their fighters join them in battle as a CPU-controlled ally.
Dixie Kong (Red): the user will be able to perform an extra midair jump for the duration of a battle.
Hammer (Red): The user starts battle with a Hammer.
Zinger (Blue): Places a trap on the space the user is standing on; the first opponent to walk over said trap will be launched.
Trophies[]
The list of trophies differs between the two versions of the game, with the 3DS version including 26 Donkey Kong trophies and the Wii U version including 36 trophies. 17 trophies are the same in both versions, 9 trophies are exclusive for the 3DS version and 19 trophies are exclusive for the Wii U version, so there are 45 Donkey Kong trophies in total across both versions.
Note: both versions of the game have an Alternate character trophy for each of the two fighters, therefore these are sometimes listed as appearing in both games, however since they feature completely different models, we list them as separate.
Donkey Kong Masterpiece[]
Donkey Kong returns as a playable Masterpiece in Super Smash Bros. for Wii U but this time it's available from the start. It once again is based on the NES version and starts on the 75m level, but the duration has been extended from 30 seconds to 2 minutes. The score starts at 4000, rather than 4100.
Music tracks[]
The 3DS version of the game features 3 tracks from the Donkey Kong series, all of which return in the Wii U version, that also features 16 new tracks for a total of 19 tracks.
9 of these tracks are new to Super Smash Bros. (listed in bold), with one of them debuting in the 3DS version and the other 8 debuting in the Wii U Version.
The Hammer music and Donkey Kong victory fanfare also return in the game, but they are unavailable in the Sound Test and are therefore not listed here.
3DS[]
- Kongo Jungle: A remix of "DK Island Swing" from Donkey Kong Country. Returning from the original Super Smash Bros. and Melee, it plays on Jungle Japes.
- Stickerbush Symphony: A remix of "Stickerbush Symphony" from Donkey Kong Country 2: Diddy's Kong Quest. Returning from Brawl (where it was called "Bramble Blast"), it plays in Smash Run.
- Gear Getaway: a remix of the Rocket Barrel theme from Donkey Kong Country Returns, it plays on Jungle Japes.
Wii U[]
Base tracks:
- Donkey Kong: A medley of various songs and sound effects from the original Donkey Kong. Returning from Brawl, it plays on 75m.
- Opening (Donkey Kong): A remix of the title theme from Donkey Kong, incorporating the short riff where Donkey Kong appears and the Hammer theme. Returning from Brawl, it plays on 75m.
- 25m Theme: the background music from the 25m stage of the original Donkey Kong. Returning from Brawl, it plays on 75m.
- Jungle Level: remix of the "DK Island Swing". Returning from Brawl, it plays on Jungle Hijinxs.
- Jungle Level Jazz Style: A jazz-styled remix of the "DK Island Swing" track from Donkey Kong Country. It plays on Jungle Hijinxs.
- Stickerbush Symphony: A remix of "Stickerbush Symphony" from Donkey Kong Country 2: Diddy's Kong Quest. Returning from Brawl (as "Bramble Blast") and for 3DS, it plays on Jungle Hijinxs.
- Battle for Storm Hill: taken directly from Donkey Kong: Jungle Beat. Returning from Brawl, it plays on Jungle Hijinxs.
- Gear Getaway: a remix of the Rocket Barrel theme from Donkey Kong Country Returns. Returning from the 3DS version, it plays on Jungle Hijinxs.
- Jungle Hijinxs: taken directly from Donkey Kong Country Returns, it plays on the Jungle Hijinxs stage.
- Mole Patrol: actually the track "Lift-Off Launch" from Donkey Kong Country Returns, that played on the level Mole Patrol. In this game it plays on Jungle Hijinxs.
- Mangrove Cove: taken directly from Donkey Kong Country: Tropical Freeze, it plays on Jungle Hijinxs.
- Swinger Flinger: Taken directly from Donkey Kong Country: Tropical Freeze, it plays on Jungle Hijinxs.
Unlockable tracks:
- Kongo Jungle: A remix of "DK Island Swing" from Donkey Kong Country. Returning from the original Super Smash Bros., Melee and for 3DS, it plays on Kongo Jungle 64 and it's unlocked alongside the stage.
- Jungle Level Tribal Style: A flute-based remix of the "DK Island Swing" track from Donkey Kong Country. It plays on Kongo Jungle 64 and it's unlocked alongside the stage.
- Jungle Level Ver. 2: A fast paced arrangement of the "DK Island Swing" track from Donkey Kong Country. Returning from Brawl, it plays on Kongo Jungle 64 and it's unlocked alongside the stage.
- King K. Rool / Ship Deck 2: A remix of "Gang-Plank Galleon", the theme played during the fight against King K. Rool in Donkey Kong Country. Returning from Brawl, it plays on Kongo Jungle 64 and it's unlocked alongside the stage.
- DK Rap: a remix of the infamous "DK Rap" from Donkey Kong 64. Returning from Melee and Brawl, where it was called "Kongo Jungle", it plays on Jungle Hijinxs. It's unlocked by completing a chain of 200 on Trophy Rush as Donkey Kong.
- Donkey Kong Country Returns (Vocals): a remix of the title theme of Donkey Kong Country Returns, with monkey vocals added in. It plays on Kongo Jungle 64 and it's unlocked alongside the stage.
- Donkey Kong Country Returns: the title theme taken directly from Donkey Kong Country Returns, it plays on Kongo Jungle 64 and it's unlocked alongside the stage.
Super Smash Bros. Ultimate[]
December 7, 2018
Donekey Kong Super Smash Bros.
Super Smash Bros. Ultimate features from the Donkey Kong series:
- 3 playable characters
- 4 stages
- 1 item (Hammer)
- 1 Assist Trophy (Klaptrap)
- 1 Mii fighter costume and 1 Mii Fighter hat
- 38 spirits (not counting 2 from the Mario vs. Donkey Kong series)
- 28 music tracks
Playable characters[]
Both characters from the previous games return, but there also is a new Donkey Kong character: King K. Rool.
Donkey Kong[]
Being one of the eight starting characters from the original Super Smash Bros. Donkey Kong returns as a starting character in Ultimate.
His design is only slightly changed, with his nose now being based on his appearance from Mario Party 10 onwards. He keeps the same alternate palette as the previous game.
His basic moveset received only minor changes, but his throw move now has him carrying the opponent over his shoulder, similar to his carrying animation from Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze.
Donkey Kong's Final Smash, Konga Beat, is replaced by a more straight forward move, Jungle Rush: Donkey Kong strikes a single punch, and if it hits the colors of the screen become inverted for an instant and he'll strike multiple punches at opponents, before finishing with an uppercut. This is based on Donkey Kong's attack from Donkey Kong Jungle Beat.
His Classic Mode is called "Journey to New Donk City" and it likely references a Donkey Kong Country-style adventure: the opponent in Round 1 is Diddy Kong, and then Diddy is the player's teammate for every subsequent round. The mode may also reference a return to Donkey Kong's origins, with the opponent in Round 2 being King K. Rool, who is usually the end boss of Donkey Kong Country games, then Round 5 being set in Moray Towers with the music Donkey Kong / Donkey Kong Jr. Medley, possibly to simulate level 25m from Donkey Kong (the opponents are Inklings though), and then Round 6 being set in New Donk City, where the original Donkey Kong game took place, and the opponent being Mario (with Luigi as a teammate), Donkey Kong's original nemesis. The final boss is Master Hand in New Donk City.
Diddy Kong[]
Diddy Kong returns for the first time as an unlockable character, and like all other characters he can be unlocked by either having him join the party in World of Light, playing enough VS matches or clearing Classic mode with specific characters. Specifically, Diddy is the 37th character unlocked playing VS Matches, and the seventh in Donkey Kong's Classic Mode unlock tree.
He keeps the same appearance and alternate outfits as the previous game, and his basic moveset received only minor changes, but his Final Smash move, Rocketbarrel Barrage, is replaced by a new move, Hyper Rocketbarrel: Diddy activates his Rocketbarrel Pack and dashes across the stage multiple times damaging opponents, and then ends with a powerful hit targeted at the nearest opponent.
His Classic Mode is called "Hey, Little Buddy!" and has Diddy teaming up with a different character in each Round, against villains usually with a sidekick. Round 6 is a fight against King K. Rool with a Donkey Kong teammate, then the final boss is Master Hand.
King K. Rool[]
The main villain from the Donkey Kong Country series debuts as an unlockable character in Super Smash Bros. Ultimate, after appearing as trophies and a sticker in previous games. He's the 16th character unlocked playing VS Matches, and the first character in Link's Classic Mode unlock tree.
He enters the falling while standing in a pose he makes from Donkey Konga.
He's overall a powerful but slow fighter. His moveset combines elements from his various appearances, including his Dash attack being a belly-first lunge similar to his attack from Donkey Kong Land, his Forward Smash having him wear a punching glove like his "King Krusha K. Rool" persona from Donkey Kong 64. Also he enters the stage by dropping from the sky with his arms crossed, similar to his appearance in Donkey Konga.
King K. Rool has a unique gameplay mechanic: the attacks where he uses his belly have the unique attribute "Belly Super Armor", which halves the damage taken to the belly while performing them. The belly armor can sustain only a certain amount of damage before cracking and making King K. Rool dizzy; it slowly regenerates when not used. This special attribute is based on Donkey Kong Country where the golden plates on his stomach make him invulnerable to frontal attacks.
Special moves:
- Neutral - Blunderbuss: King K. Rool brings out his weapon from Donkey Kong Country 2: Diddy's Kong Quest, and also dons the pirate hat from his "Kaptain K. Rool" persona to shoot a large Kannonball at the opponent. If the attack button is pressed before the ball disappears, the blunderbuss acts as a vacuum, sucking in opponents and then shooting them out upwards, again similar to the original game. The vacuum can also suck the Kannonball itself, in which case the weapon will shoot it back out, unlike the original game where sucking the Kannonball would clog it.
- Side - Crownerang: based on his main attack from the original Donkey Kong Country, King K. Rool throws his crown forward, which then travels back at him like a boomerang. If he fails to catch it back, the crown falls and he won't be able to use the move again until he picks it up, but other players are also able to pick it up and throw it.
- Up - Propellerpack: King K. Rool uses the propeller backpsck of his "Baron K. Roolenstein" persona from Donkey Kong Country 3: Dixie's Double Trouble! to fly upward, damaging opponents caught in its blades.
- Down - Gut Check: a counterattack in which King K. Rool puffs out his stomach, reflecting attacks back at the opponents. While this move is original to Smash, it's an additional reference to King K. Rool's frontal invulnerability from Donkey Kong Country. Klump also performs a similar move in Donkey Kong 64.
- Final Smash - Blast-O-Matic: King K. Rool stomps the ground stunning nearby opponents, and then dashes forward, catching opponents in front of him; a cutscene based on the Game Over sequence from Donkey Kong 64 then plays, where K. Rool is shown sitting on his throne and laughing, then pressing a button to activate the Blast-O-Matic and shoot a powerful laser at Kong Island, with the opponents standing on the eyes of Donkey Kong's statue; the beam destroys the island, causing great damage and knockback to caught opponents.
In Boxing Ring, his stage name is “The Kremling Commander”, referencing that he rules over the Kremlings as their king.
Most of King K. Rool's alternate colors seem to be based on his minions:
- Green (Default)
- Orange: Resembles Re-Koil from Donkey Kong Country 3 and Kerozene from the Game Boy Advance version of Donkey Kong Country 2.
- Blue: Resembles Krusha from Donkey Kong Country and Donkey Kong 64.
- Yellow: Resembles Kutlass from Donkey Kong Country 2 and Kopter from Donkey Kong Country 3 and Donkey Kong Barrel Blast.
- Pink: Resembles Skidda from Donkey Kong Country 3, Klump from Donkey Kong 64, and Kritters from the Game Boy Advance version of Donkey Kong Country.
- Black: Resembles Black Kritters from Donkey Kong Country.
- Brown: Resembles one of his alternate colors in DK: King of Swing Jungle Jam mode.
- White
King K. Rool's Classic Mode is called "Super Heavyweight Class" and his opponents are the heaviest characters in the game, with the final boss being Galleom.
Stages[]
The game features 4 stages from the Donkey Kong series, all returning from previous games and available from the start. The only stages that don't return are Rumble Falls from Super Smash Bros. Brawl and Jungle Hijinxs from Super Smash Bros. for Wii U, while the Kongo Jungle stage that debuted in Melee was renamed Kongo Falls, to distinguish it from its counterpart from the original Super Smash Bros.
The featured stages are therefore: Kongo Jungle, Jungle Japes, Kongo Falls, and 75m.
All stages return unchanged from their previous appearances, but with the presence of the Swimming mechanic, Jungle Japes now plays more like it did in Brawl than for 3DS.
In this game it's also possible to turn off Stage Hazards, which removes Barrel Cannons, Klaptraps, and all 75m obstacles, and makes moving platforms stationary.
Hammer[]
The Spring item is removed in Ultimate, so only the Hammer item returns.
It keeps the same function as previous games, but now when it hits an opponent, the visual effect from the original Donkey Kong will be displayed, with the original sound also playing.
Klaptrap[]
Klaptrap, the recurring enemy from Donkey Kong Country games, appears as a new Assist Trophy in Super Smash Bros. Ultimate after appearing as a stage hazard since Melee.
When summoned it runs around the stage, similar to its behavior in the original games, and then it latches on to opponents biting them. It can be damaged and eventually defeated by opponent attacks.
Mii costumes[]
The King K. Rool Hat and King K. Rool Outfit for Mii Brawlers return and are now available in the base game, but there also is the new Dixie Kong's Hat. All three items are available for purchase in the in-game shop, or given as random rewards, but Dixie Kong's Hat is also found in a chest in Adventure Mode: World of Light.
Spirits[]
The game lists 38 spirits from the Donkey Kong series. Most of them are unlockable in Spirits mode, either in Adventure Mode or the Spirits Board, where the player must win in an fight with specific conditions, simulating a fight against the spirit's character.
Alternative unlock criteria are indicated when available.
Each spirit is usually represented by artwork from their original game, but the three fighter spirits also have alternate artwork from Super Smash Bros. Ultimate itself.
The game indicates each spirit's sub-series of origin; we also indicate the specific game that originated the artwork when necessary.
Note that the game also includes two spirits from the Mario vs. Donkey Kong series (Mini Mario and Mini Mario & Hammers), but they are listed in the Mario series.
# | Name | Image | Origin | Spirit stats | Augmented fight / Unlock criteria | Notes |
---|---|---|---|---|---|---|
134 | Donkey Kong | Donkey Kong Series Donkey Kong Country: Tropical Freeze |
Fighter spirit | Clear Classic Mode as Donkey Kong | ||
135 | Diddy Kong | Donkey Kong Series Donkey Kong Country: Tropical Freeze |
Fighter spirit | Clear Classic Mode as Diddy Kong | ||
136 | King K. Rool | Donkey Kong Series DK: Jungle Climber |
Fighter spirit | Clear Classic Mode as King K. Rool | ||
137 | Donkey Kong & Lady | Donkey Kong Series Donkey Kong |
Primary (★★★★) [Grab] •Throw Power ↑ |
Vs: Giant Donkey Kong (Yellow); Ally: Peach (Red) In: 75m Music: Donkey Kong / Donkey Kong Jr. Medley •Rule: Item Tidal Wave (Barrel) •You lose if your CPU ally is KO'd •The enemy has super armor and is hard to launch or make flinch •Timed Stamina battle |
||
138 | Donkey Kong Jr. | Donkey Kong Series Donkey Kong Jr. Math |
Primary (★★★) [Grab] •Throw Power ↑ |
Vs: Tiny Donkey Kong (Yellow); Giant Donkey Kong (Yellow) In: Kongo Jungle (no hazard) Music: Donkey Kong / Donkey Kong Jr. Medley •Defeat the main fighter to win •The enemy's throws have increased power •Reinforcements will appear during the battle |
The second Donkey Kong fighter represents Donkey Kong Jr.'s father, the original Donkey Kong | |
139 | Stanley | Donkey Kong Series Donkey Kong 3 |
Primary (★★) [Shield] | Vs: Villager (Cyan) In: 75m Music: Donkey Kong / Donkey Kong Jr. Medley •The enemy starts the battle with a Gust Bellows |
||
140 | Cranky Kong | Donkey Kong Series Donkey Kong Country Returns |
Primary (★★★) [Attack] •Speed ↓ |
Vs: Donkey Kong (White) In: Jungle Japes Music: Opening - Donkey Kong •Hazard: Slumber Floor |
||
141 | Funky Kong | Donkey Kong Series Donkey Kong Country: Tropical Freeze |
Master spirit •Funky Kong's Shack |
Vs: Captain Falcon (Blue); Diddy Kong (White); Donkey Kong (Yellow) In: Kongo Jungle Music: Funky's Fugue •Item: Bullet Bill •The enemy is easily distracted by items |
The shop focuses on vehicle spirits, referencing Funky's role in the original games, where he usually provides transportation services; similarly the Bullet Bill items in the fight represent said vehicles | |
142 | Candy Kong | Donkey Kong Series DK: Jungle Climber |
Support (★★) •Critical-Health Stats ↑ |
Vs: Bayonetta (Pink) In: Kongo Falls Music: Mangrove Cove •Item: Bananas •The enemy starts the battle with a Banana Gun •The enemy has increased move speed |
||
143 | Swanky Kong | Donkey Kong Series Donkey Kong Country 2 |
Support (★) •Banana Gun Equipped |
Vs: Donkey Kong (Red) In: Kongo Jungle Music: Funky's Fugue •Item: Beastball •The enemy is easily distracted by items |
The Beastball item references Swanky Kong's ball-tossing minigames from Donkey Kong Country 3 | |
144 | Wrinkly Kong | Donkey Kong Series DK: Jungle Climber |
Support (★★) •Trade-Off Defense ↑ |
Vs: Clear Donkey Kong (White) In: Luigi's Mansion Music: The Map Page / Bonus Level (Remix) •Your jumping power decreases when the enemy's at high damage •The enemy is less affected by gravity •The enemy starts with damage but is more powerful |
The spirit battle is only available after obtaining Wrinkly Kong's spirit once; the altered gravity hazard references Wrinkly Kong's high jumping ability in DK: King of Swing | |
145 | Dixie Kong | Donkey Kong Series Donkey Kong Country: Tropical Freeze |
Primary (★★★) [Grab] • to Can Be Enhanced at Lv. 99 to Dixie Kong & Kiddy Kong |
Vs: Isabelle (Pink); Diddy Kong (Pink) In: Jungle Japes Music: Swinger Flinger •Item: Banana Peel •The enemy is easily distracted by items |
The spirit battle is only available after obtaining Dixie Kong's spirit once | |
146 | Dixie Kong & Kiddy Kong | Donkey Kong Series Donkey Kong Country 3 |
Primary (★★★★) [Grab] •Thrown Items ↑ |
Enhanced from Dixie Kong | ||
147 | Lanky Kong | Donkey Kong Series Donkey Kong 64 |
Primary (★★) [Grab] | Vs: Diddy Kong (Blue) x6 In: Kongo Falls Music: DK Rap •Item: Bananas •The enemy is easily distracted by items |
||
148 | Tiny Kong | Donkey Kong Series Donkey Kong 64 |
Support (★★★) •Easier Dodging |
Vs: Diddy Kong (Blue) In: Jungle Japes Music: DK Rap •Rule: Tiny •Hazard: Low Gravity •Hazard: Heavy Wind •Timed battle |
||
149 | Chunky Kong | Donkey Kong Series Donkey Kong 64 |
Primary (★★) [Attack] | Vs: Donkey Kong (Yellow) In: Jungle Japes Music: DK Rap •The enemy's punches and elbow strikes have increased power |
||
150 | Rambi | Donkey Kong Series Donkey Kong Country Returns |
Primary (★★★) [Attack] •Speed ↑ |
Vs: Donkey Kong (White) In: Kongo Falls (Ω) Music: Jungle Level (Brawl) •The enemy can deal damage by dashing into you |
||
151 | Enguarde | Donkey Kong Series Donkey Kong Country |
Primary (★★) [Attack] •Electric Weakness |
Vs: Corrin (Blue) In: Great Bay Music: Ice Cave Chant •Rule: Buoyancy Reduced •The enemy's dash attacks have increased power •The enemy favors dash attacks |
||
152 | Squawks | Donkey Kong Series Donkey Kong Country Returns |
Support (★★) •Fog Immunity |
Vs: Duck Hunt (White) In: The Great Cave Offensive Music: Ice Cave Chant •Hazard: Fog •Timed battle |
||
153 | Expresso | Donkey Kong Series Donkey Kong Country |
Support (★) •Trade-Off Speed ↑ |
Vs: Falco (Black) In: Green Hill Zone Music: The Map Page / Bonus Level (Remix) •Rule: Slippery Stage •The enemy has increased move speed •The enemy falls slowly |
||
154 | Winky | Donkey Kong Series Donkey Kong Country |
Support (★) •Foot Attack ↑ |
Vs: Greninja (Green) In: Mushroom Kingdom U Music: Jungle Level (Brawl) •The enemy deals damage when falling •The enemy has increased jump power |
||
155 | Squitter | Donkey Kong Series Donkey Kong Country 2 |
Support (★★) •Sticky-Floor Immunity |
Vs: Diddy Kong (Pink) In: Jungle Japes Music: Ice Cave Chant •You have reduced move speed |
||
156 | Rattly | Donkey Kong Series Donkey Kong Country 2 |
Support (★★) •Jump ↑ |
Vs: Yoshi (Crafted World) In: Kongo Jungle Music: Snakey Chantey •The enemy loves to jump •The enemy has increased jump power |
||
157 | Ellie | Donkey Kong Series Donkey Kong Country 3 |
Support (★) •Water & Ice Attack ↑ |
Vs: Squirtle (Purple) x4 In: Jungle Japes Music: Snakey Chantey •The enemy favors neutral specials |
||
158 | Professor Chops | Donkey Kong Series Donkey Kong Country Returns |
Support (★) •Stamina ↑ |
Vs: Donkey Kong (White) In: Kongo Falls Music: Jungle Hijinxs •Item: Banana Peel •The enemy can instantly escape from movement-disabling moves |
The enemy represents Super Kong, which is summoned by Professor Chops in the Super Guide mode of Donkey Kong Country Returns | |
159 | Kritter | Donkey Kong Series Donkey Kong Barrel Blast |
Primary (★) [Grab] | Vs: King K. Rool (Blue) In: Kongo Jungle Music: Jungle Level (64) •The enemy has increased defense •The enemy starts the battle with a Rocket Belt |
||
160 | Zinger | Donkey Kong Series DK: Jungle Climber |
Primary (★) [Shield] | Vs: Pikachu (black & yellow Cap) In: The Great Cave Offensive (Ω) Music: Stickerbush Symphony •Item: Unira •The enemy's throwing-type items have increased power •The enemy starts the battle with a Unira |
||
161 | Klaptrap | Donkey Kong Series Donkey Kong Country |
Primary (★★) [Attack] •Weight ↓ |
Vs: Tiny King K. Rool (Blue) In: Kongo Jungle Music: Stickerbush Symphony •Rule: Assist Trophy Enemies (Klaptrap) |
The spirit battle is only available after obtaining Klaptrap's spirit once | |
162 | Kaptain K. Rool | Donkey Kong Series Donkey Kong Country 2 |
Primary (★★★★) [Attack] | Vs: King K. Rool (Red) In: Halberd Music: Crocodile Cacophony •Rule: Invisibility •The enemy's neutral special has increased power •Stamina battle |
||
163 | Baron K. Roolenstein | Donkey Kong Series Donkey Kong Country 3 |
Primary (★★★) [Shield] | Summon using cores from Dr. Crygor, Kritter, and The Creature & Flea Man | ||
164 | Blast-o-Matic | Donkey Kong Series Super Smash Bros. Ultimate |
Support (★★★★) •Giant Killer |
Buy from Sheldon's Place for 10000 SP | ||
165 | Tiki Tak Tribe | Donkey Kong Series Donkey Kong Country Returns |
Primary (★) [Neutral] •Fire Weakness |
Vs: Diddy Kong (Green); Diddy Kong (Blue); Diddy Kong (Yellow); Diddy Kong (Cyan) In: Kongo Falls Music: Jungle Hijinxs |
||
166 | Lord Fredrik | Donkey Kong Series Donkey Kong Country: Tropical Freeze |
Primary (★) [Grab] •Weight ↑ |
Vs: King K. Rool (White) In: Summit (Battlefield) Music: Swinger Flinger •Hazard: Ice Floor |
||
167 | Kip | Donkey Kong: Barrel Blast | Primary (★) [Shield] •Jump ↑ |
Vs: Yoshi (Yellow) x4 In: Yoshi's Story Music: Boss 2 - DK: Jungle Climber •The enemies start the battle with a Rocket Belt |
||
168 | Kalypso | Donkey Kong: Barrel Blast | Support (★) •Rocket Belt Equipped |
Vs: Wendy x4 In: Kongo Falls Music: Boss 2 - Donkey Kong: Jungle Climber •The enemy starts the battle with a Rocket Belt •The enemy has increased move speed |
||
169 | Donkey Kong & Bongos | Donkey Kong Jungle Beat Donkey Konga |
Support (★★) •Perfect-Shield Reflect |
Buy from Timmy & Tommy's for 1000 SP | ||
170 | Karate Kong | Donkey Kong Jungle Beat | Primary (★★★) [Attack] •Fist Attack ↑ |
Vs: Ryu (Purple) In: Kongo Falls (Ω) Music: Battle for Storm Hill •Rule: Hard to Launch •Hazard: High Gravity •The enemy's physical attacks have increased power •Timed Stamina battle •All fighters have reduced jump ability |
||
171 | Ninja Kong | Donkey Kong Jungle Beat | Primary (★) [Shield] | Vs: Donkey Kong (Black) In: Distant Planet (Battlefield) Music: Battle for Storm Hill •The enemy's kicks and knee strikes have increased power •The enemy favors side specials |
Note: the game originally listed the Swanky Kong and Wrinkly Kong spirits before the Dixie Kong and Dixie Kong & Kiddy Kong spirits, but the order was changed with Update 1.1.0 and their numbers were swapped accordingly.
Music tracks[]
The game features 28 Donkey Kong tracks, including 19 tracks from previous games and 8 new ones (listed in bold). The only songs not returning are "DK Jungle 1 Theme (Barrel Blast)" from Brawl and "Jungle Level" from Brawl and for Wii U.
21 tracks are available from the start, while 7 tracks are unlockable, usually being given as random rewards or being purchasable from the in-game shop.
Unlike previous games, this time each track can be chosen to play on any Donkey Kong stage. Update to Ver. 8.1.0 on August 4, 2020 allowed any of these tracks to be played on Battlefield, Small Battlefield, Big Battlefield, and Final Destination stages.
Donkey Kong and Diddy Kong's victory theme returns unchanged from the previous game. Additionally, an arrangement of the first part of "Gangplank Galleon" from Donkey Kong Country is used for King K. Rool's victory theme. However these are not available in the Sound Test and are therefore not listed here.
Base tracks:
- Opening - Donkey Kong: A remix of the title theme from Donkey Kong, returning from Brawl and for Wii U.
- Donkey Kong Country Returns: the title theme taken directly from Donkey Kong Country Returns, returning from Super Smash Bros. for Wii U.
- Donkey Kong: A medley of various songs and sound effects from the original Donkey Kong, returning from Brawl and for Wii U.
- 25m Theme: the background music from the 25m stage of the original Donkey Kong, returning from Brawl and for Wii U.
- Donkey Kong / Donkey Kong Jr. Medley: medley of songs from the original Donkey Kong and Donkey Kong Jr., including specifically the "Game Start", 25m, Hammer, "Bonus Running Out", "Stage Clear", 100m, and "All Clear" themes from Donkey Kong and the "Game Start", "Stage 1", "Stage 4", "Ending", and "Stage Clear" themes from Donkey Kong Jr.
- The Map Page / Bonus Level (Remix): remix of the map theme, "Simian Segue", and the "Bonus Room Blitz" from Donkey Kong Country, therefore acting as a remix of the unlockable track by the same title.
- Jungle Level (64): remix of the Donkey Kong Country track "DK Island Swing", originally from the original Super Smash Bros., also returning from Melee and for Nintendo 3DS / Wii U, where it was called "Kongo Jungle".
- Jungle Level (Melee): remix of the Donkey Kong Country track "DK Island Swing", originally from Melee, also returning from Brawl, where it was called "Jungle Japes".
- Jungle Level (Brawl): remix of the Donkey Kong Country track "DK Island Swing", originally from Brawl, also returning from Super Smash Bros. for Wii U, where it was called "Jungle Level Ver. 2".
- Jungle Hijinxs: remix of "DK Island Swing", taken directly from Donkey Kong Country Returns, returning from Super Smash Bros. for Wii U.
- Ice Cave Chant: theme from the Slipslide Ride level, taken directly from Donkey Kong Country.
- Snakey Chantey: remix of the music of the Rattle Battle stage of World 3 from Donkey Kong Country 2, in turn based on "Gang-Plank Galleon" from the original Donkey Kong Country.
- Gang-Plank Galleon: new remix of the final boss theme from Donkey Kong Country, also considered King K. Rool's theme.
- King K. Rool / Ship Deck 2: remix of "Gang-Plank Galleon" returning from Brawl and for Wii U.
- Stickerbush Symphony: remix of "Stickerbush Symphony" from Donkey Kong Country 2: Diddy's Kong Quest, returning from Brawl (as "Bramble Blast") and for Nintendo 3DS / Wii U.
- Crocodile Cacophony: remix of Kaptain K. Rool's battle theme from Donkey Kong Country 2: Diddy's Kong Quest, also including phases from "K. Rool Returns", the title theme of the game.
- DK Rap: remix of the "DK Rap" from Donkey Kong 64, returning from Melee, Brawl( as "Kongo Jungle (Melee)") and for Wii U.
- Battle for Storm Hill: music track taken directly from Donkey Kong: Jungle Beat, returning from Brawl and for Wii U.
- Mole Patrol: the track "Lift-Off Launch" taken directly from Donkey Kong Country Returns, returning from Super Smash Bros. for Wii U.
- Gear Getaway: remix of the Rocket Barrel theme from Donkey Kong Country Returns, returning from Super Smash Bros. for Nintendo 3DS / Wii U.
- Mangrove Cove: music track taken directly from Donkey Kong Country: Tropical Freeze, returning from Super Smash Bros. for Wii U.
Unlockable tracks:
- Donkey Kong Country Returns (Vocals): a remix of the title theme of Donkey Kong Country Returns, with monkey vocals added in, returning from Super Smash Bros. for Wii U.
- The Map Page / Bonus Level: A combination of the map theme, "Simian Segue", and "Bonus Room Blitz" track taken directly from Donkey Kong Country and played back-to-back, returning from Brawl.
- Jungle Level Jazz Style (for 3DS / Wii U): jazz-styled remix of the Donkey Kong Country track "DK Island Swing", returning from Super Smash Bros. for Wii U.
- Jungle Level Tribal Style (for 3DS / Wii U): flute-based remix of the Donkey Kong Country track "DK Island Swing", returning from Super Smash Bros. for Wii U. This track is found in a chest in Adventure Mode: World of Light.
- Swinger Flinger: remix of "DK Island Swing", taken directly from Donkey Kong Country: Tropical Freeze, returning from Super Smash Bros. for Wii U.
- Funky's Fugue: Funky's Flights theme taken directly from Donkey Kong Country.
- Boss 2 - DK: Jungle Climber: second boss battle theme from DK: Jungle Climber, taken directly from the game.
Other references[]
One of the zones in Adventure Mode: World of Light is DK Island, and is based on the location from Donkey Kong Country games, including DK's treehouse, Cranky's Cabin, Caves, Funky Kong's Barrel Flights, Candy's Save Point, and the Banana Hoard, and the background music being The Map Page / Bonus Level. Spirits exclusively from the Donkey Kong series are met here, specifically Kritter, Cranky Kong, Zinger, Enguarde, Funky Kong, and Candy Kong, and then Diddy Kong is found and unlocked here.
One of Mario's character tips mentions his debut in the original Donkey Kong.
While being an original Smash item, the new Banana Gun item may originate from the general banana themes of the Donkey Kong series.
While the Pauline spirit is based on her appearance from Super Mario Odyssey and is therefore classified as a Mario series spirit, its augmented battle is based on the original Donkey Kong, referencing her debut in said game.
License[]
Copyrights for both series are held by Nintendo.