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{{Title|''Donkey Kong'' (universe)}}
{{DISPLAYTITLE:''Donkey Kong'' (universe)}}
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
{{Infobox Series
{{Infobox Series
|title            = Donkey Kong (universe)
|title            = Donkey Kong (universe)
|image            = [[File:DonkeyKongTitle.png|300px]]
|image            = [[File:DonkeyKongTitle.png|300px]]
|caption          = [[File:DKSymbol.svg|50px|class=invert-dark]]
|caption          = [[File:DKSymbol.svg|50px|class=invert]]
|developer        = [[Nintendo]]<br>Ikegami Tsushinki<br>Nelsonic<br>[[Rare Ltd.]]<br>[[Namco]]<br>[[Paon]]<br>[[Retro Studios]]<br>Monster Games<br>Hamster Corporation<br>Coleco<ref>[https://medium.com/swlh/how-i-spent-my-summer-of-1982-59638293f358]</ref><br>Arcana Software Design<br>Forever Entertainment<ref>https://www.bankier.pl/wiadomosc/FOREVER-ENTERTAINMENT-S-A-Rozpoczecie-kampanii-marketingowej-gry-zatytulowanej-Donkey-Kong-Country-Returns-HD-8767336.html</ref>
|developer        = [[Nintendo]]<br>[[Rare]]<br>[[Namco]]<br>[[Paon]]<br>[[Retro Studios]]<br>Monster Games<br>Hamster Corporation
|publisher        = Nintendo<br>Rare Ltd. (''Diddy Kong Racing'')<br>Hamster Corporation<br>Ocean Software<br>Atari<br>Coleco
|publisher        = Nintendo<br>Rare (''Diddy Kong Racing'')<br>Hamster Corporation
|distributor      =  
|distributor      =  
|designer          = Shigeru Miyamoto<br>Gregg Mayles (''Donkey Kong Country'')
|designer          = Shigeru Miyamoto<br>Gregg Mayles (''Donkey Kong Country'')
|genres            = Action adventure<br>Platformer<br>Puzzle<br>Racing<br>Music<br>Shooter
|genres            = Action adventure<br>Platformer<br>Puzzle<br>Racing<br>Music
|originconsole    = Arcade
|originconsole    = Arcade
|firstinstallment  = ''{{b|Donkey Kong|game}}'' (1981)
|firstinstallment  = ''{{b|Donkey Kong|game}}'' (1981)
|latestinstallment = ''{{s|mariowiki|Mario vs. Donkey Kong (Nintendo Switch)}}'' (2024)
|latestinstallment = ''[[mariowiki:Donkey Kong 3|Arcade Archives Donkey Kong 3]]'' (2019)
|interwiki        = mariowiki
|interwiki        = mariowiki
|interwikiname    = Super Mario Wiki
|interwikiname    = Super Mario Wiki
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}}
}}
The '''''Donkey Kong'' universe''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') refers to the ''{{b|Super Smash Bros.|series}}'' series' collection of characters, stages, and properties that originate from the subset of Nintendo's {{uv|Mario}} franchise that is focused on the character [[Donkey Kong]]. In this case, it is a series that was initially established by developer Rareware, then a second-party developer for Nintendo, to feature Donkey Kong alongside an extended simian cast, crocodilian enemies, and a setting separate from the primary ''Super Mario'' games. The ''Super Smash Bros.'' series therefore saw fit to categorize ''Donkey Kong'' and these related properties with its own [[series symbol]], rather than the iconic image of a [[Super Mushroom]] assigned to the "main" ''Mario'' series - much like the other Mario sub-characters, [[Wario]] and [[Yoshi]]. The first two ''Smash Bros.'' games featured [[Donkey Kong]] as the series' only playable fighter, but then would include [[Diddy Kong]] in ''[[Super Smash Bros. Brawl]]'' and subsequent ''Smash'' games, while [[King K. Rool]] would debut in ''[[Super Smash Bros. Ultimate]]''.
The '''''Donkey Kong'' universe''' ({{ja|ドンキーコング|Donkī Kongu}}, ''Donkey Kong'') refers to the ''{{b|Super Smash Bros.|series}}'' series' collection of characters, stages, and properties that originate from the subset of Nintendo's {{uv|Mario}} franchise that is focused on the character [[Donkey Kong]]. In this case, it is a series that was initially established by developer Rareware, then a second-party developer for Nintendo, to feature Donkey Kong alongside an extended simian cast, crocodilian enemies, and a setting separate from the primary ''Super Mario'' games. The ''Super Smash Bros.'' series therefore saw fit to categorize ''Donkey Kong'' and these related properties with its own [[series symbol]], rather than the iconic image of a [[Super Mushroom]] assigned to the "main" ''Mario'' series - much like the other Mario sub-characters, [[Wario]] and [[Yoshi]]. The first two ''Smash Bros.'' games featured [[Donkey Kong]] as the series' only playable fighter, but then would include [[Diddy Kong]] in ''[[Super Smash Bros. Brawl]]'' and subsequent ''Smash'' games, while [[King K. Rool]] would debut in ''[[Super Smash Bros. Ultimate]]''.
As of the release of ''Tropical Freeze'' in 2014, the series has been on hiatus and has now been largely dormant for over a decade, only receiving primary representation in the ''Super Mario'' series. Furthermore, after the release of ''Jungle Climber'' in 2007, most of the characters that aren't Donkey Kong and Diddy Kong have been on hiatus and have now been largely dormant for almost 15 years, appearing only as collectibles in the ''Smash Bros.'' series.


==Franchise description==
==Franchise description==
By the beginning of 1981, Nintendo had developed a series of cabinet arcade games that were moderately successful in Japan, but its efforts to market them to Western audiences had fallen flat. In the most spectacular representation of this performance, thousands of units of an arcade shooter named ''{{iw|wikipedia|Radar Scope}}'', the first game [[Shigeru Miyamoto]] ever helped develop, were left sitting in warehouse storage. The president of the newly founded Nintendo of America division, Minoru Arakawa, faced financial disaster, so he pleaded with Nintendo CEO Hiroshi Yamauchi to provide him with a new game that he could install as a replacement into ''Radar Scope'' machines. Miyamoto agreed to the task of "fixing" the game so it would appeal to gamers, and instead of tweaking the original, he designed an entirely new coin-op game out of the ''Radar Scope'' hardware, and created new characters that could then be marketed and used in later games. Miyamoto initially wanted to develop a game based on ''{{iw|wikipedia|Popeye}}'' franchise, but Nintendo could not acquire the license to do so in time, so he combined the dynamic of Popeye, Bluto and Olive Oyl with the feature film ''King Kong.'' This game eventually released as ''{{iw|mariowiki|Donkey Kong|game}}''.
The character [[Donkey Kong]] was introduced to the fledgling video game industry at the same time as [[Mario]], in the hugely successful 1981 [[mariowiki:Donkey Kong (game)|coin-op arcade game named after him]] that defined Nintendo's future business as a video game company. The game was created as a response to the financial failure of their 1980 arcade game ''{{iw|wikipedia|Radar Scope}}'' that left them with thousands of unsold units. Then young game designer Shigeru Miyamoto was tasked to quickly develop a game that salvaged as much of ''Radar Scope'' as possible, such as the physical cabinets and the boards inside them. The final product became ''Donkey Kong''. The game was named after the ''de facto'' villain, a gorilla (which was named after the classic 1933 movie monster ''King Kong''), instead of the player-character Mario (or "Jumpman", as he was named at the time), because designer Shigeru Miyamoto felt Donkey Kong had to be the strongest character in the love triangle displayed on-screen. The game used then-innovative techniques to tell the on-screen story of how the stubborn pet gorilla of "Jumpman" the carpenter steals away his girlfriend, [[Pauline]], and it is up to the hero to save the damsel in distress. The game became a massive critical and financial success for the company, especially in international markets where they previously struggled to get a foothold in. The success of the game prompted Nintendo to release two arcade follow-ups. The first, ''{{iw|mariowiki|Donkey Kong Jr.|game}}'' in 1982, involves the gorilla's son {{s|mariowiki|Donkey Kong Jr.}} embarking on a similar quest to free his father from the cage that Mario (in his only truly "villainous" appearance) keeps him trapped inside. ''{{s|mariowiki|Donkey Kong 3}}'', in 1983, sees Donkey Kong invade a greenhouse to eat vegetables and stir up flower-devouring insects in the process; a one-time protagonist, {{s|mariowiki|Stanley the Bugman}}, must shoot bug spray both at the bugs and Donkey Kong to protect the flowers and vegetables.


In this seminal entry, then-innovative techniques were used to tell the on-screen story of how the stubborn pet gorilla of "Jumpman" the carpenter (who would later become iconically known as [[Mario]]) steals away his girlfriend, [[Pauline]], and it is up to the hero to save the damsel in distress. The game became an unprecedented critical and financial success for the company, especially in international markets where they previously struggled to get a foothold in. This caught the attention of Universal Pictures, the rightsholder of King Kong at the time, who sued Nintendo for copyright infringement. Nintendo won the case due to being different enough to avoid plagiarism, and this court case is still being used as precedent for infringement cases to this day.  
While Donkey Kong rivals Mario relatively closely as one of Nintendo's most popular characters today, what was essentially an eleven-year hiatus awaited the character following the release of ''Donkey Kong 3'', as he never made a new "official" appearance in a release during that time period that was not some kind of port or compilation of the original games. Evidently, this was due to Nintendo's newfound focus on nurturing [[Mario (universe)|Mario's new NES-based franchise]] that exploded onto the public spotlight as a result of the world-famous, industry-defining ''{{s|mariowiki|Super Mario Bros.}}'' for the NES in 1985. Given that the seminal side-scrolling platformer had singlehandedly defined Nintendo's future styles and practices as a video game company more strongly and specifically than ''Donkey Kong'' had four years earlier, Donkey Kong was, for a time, treated as a relic of Nintendo's past; in fact, ''{{s|mariowiki|Super Mario Kart}}'', a 1992 release for the SNES, features Donkey Kong Jr. as one of the eight playable racers rather than his father. The hiatus was only partially alleviated in June 1994 when a Game Boy game titled ''{{iw|mariowiki|Donkey Kong|Game Boy}}'' was released; while technically a remake of the original coin-op, it retooled the gameplay and provided an enormous increase in stage count (from 4 to 100), making it a standalone title that is considered to be one of the best Game Boy games of all time.


The success of the game prompted Nintendo to release two arcade follow-ups. The first, ''{{iw|mariowiki|Donkey Kong Jr.|game}}'' in 1982, involves the gorilla's son {{s|mariowiki|Donkey Kong Jr.}} embarking on a similar quest to free his father from the cage that Mario (in his only truly "villainous" appearance) keeps him trapped inside. ''{{s|mariowiki|Donkey Kong 3}}'', in 1983, sees Donkey Kong invade a greenhouse to eat vegetables and stir up flower-devouring insects in the process; a one-time protagonist, {{s|mariowiki|Stanley the Bugman}}, must shoot bug spray both at the bugs and Donkey Kong to protect the flowers and vegetables. Donkey Kong would also appear in other media like {{uv|Game & Watch}} titles, television series, and many forms of merchandise.
The hiatus for Donkey Kong was definitively ended later that year, however, thanks to the efforts of the British game developer [[Rare Ltd.|Rareware]]. Rare sought out a partnership with Nintendo as a second-party developer and appealed to them with their work at Silicon Graphics using pre-rendered three-dimensional sprites. Nintendo acquired 25% of Rare's stake (which gradually grew to 49%) and commissioned Rare to develop a new game centered on Donkey Kong using this technology. Rare adopted the trade name "Rareware" and released ''{{s|mariowiki|Donkey Kong Country}}'' for the SNES in November 1994. This game was a bold reinvention of the ''Donkey Kong'' universe; a 2D sidescrolling platformer that received widespread critical acclaim and became the third best-selling SNES game in the system's lifespan. It was also groundbreaking for being one of the first games on a home console to utilize pre-rendered 3D graphics, in addition to a widely praised score by British composer David Wise. Rare debuted the familiar modern-day incarnation of Donkey Kong with this game, which included his trademark red necktie (which was actually introduced in the aforementioned Game Boy ''Donkey Kong''), and introduced a full supporting cast of expressive side-characters, animal buddies, and enemies all created by Rare during their affiliation with Nintendo. The most well-known of these new side characters is [[Diddy Kong]], Donkey Kong's "little buddy" and partner. Originally intended to be a redesign of Donkey Kong Jr., the character came into his own after Nintendo expressed concern with how drastically different his design had become. Together, the Kongs must traverse their new homeland, Donkey Kong Island, and retrieve their stolen banana board from the clutches of the Kremling leader, [[King K. Rool]].


While Donkey Kong rivals Mario relatively closely as one of Nintendo's most popular characters today, what was essentially an eleven-year hiatus awaited the character following the release of ''Donkey Kong 3'', as he never made a new "official" appearance in a release during that time period that was not some kind of port or compilation of the original games. Evidently, this was due to Nintendo's newfound focus on nurturing {{uv|Mario}}'s new NES-based franchise that exploded onto the public spotlight as a result of the world-famous, industry-defining ''{{s|mariowiki|Super Mario Bros.}}'' for the NES in 1985. Given that the seminal side-scrolling platformer had singlehandedly defined Nintendo's future styles and practices as a video game company more strongly and specifically than ''Donkey Kong'' had four years earlier, Donkey Kong was, for a time, treated as a relic of Nintendo's past; in fact, ''{{s|mariowiki|Super Mario Kart}}'', a 1992 release for the SNES, features Donkey Kong Jr. as one of the eight playable racers rather than his father. The hiatus was only partially alleviated in June 1994 when a Game Boy game titled ''{{iw|mariowiki|Donkey Kong|Game Boy}}'' was released; while technically a remake of the original coin-op, it retooled the gameplay and provided an enormous increase in stage count (from 4 to 100), making it a standalone title that is considered to be one of the best Game Boy games of all time.
Some retrospectives express doubt on whether the success of ''Donkey Kong Country'' necessarily reflected the actual quality of the gameplay itself, but regardless Rare developed and released two sequels on the SNES: ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}'', starring Diddy Kong and his newly introduced girlfriend {{s|mariowiki|Dixie Kong}}, and ''{{s|mariowiki|Donkey Kong Country 3: Dixie Kong's Double Trouble!}}'', starring Dixie Kong and a gorilla toddler named {{s|mariowiki|Kiddy Kong}}, both of which were reviewed as improvements. All three ''Country'' games were each accompanied by their respective Game Boy counterparts, the ''{{s|mariowiki|Donkey Kong Land}}'' games. This was a subseries of interquels translating the pre-rendered visuals of the SNES titles onto the original Game Boy. Rare then created the highly acclaimed and successful ''{{s|mariowiki|Diddy Kong Racing}}'' for the Nintendo 64 in 1997; the game was retooled from an N64 reboot of the ''R.C. Pro-Am'' series and featured a host of original characters starring alongside Diddy Kong, some of which would later headline their own video game series. Following this, Rare released the first fully-3D ''Donkey Kong'' title, ''{{s|mariowiki|Donkey Kong 64}}'' in 1999, a game cut from a similar cloth to their previous work on {{uv|Banjo-Kazooie}}. Meanwhile, Donkey Kong's thoroughly established resurgence in the Nintendo lineup guaranteed he would forever appear in either starring or side-roles not only in future ''Mario'' spinoffs, but in the Nintendo crossover series ''[[Super Smash Bros.]]''. However, in September of 2002, Nintendo sold 100% of Rare's shares to [[Microsoft]] and left the ''Donkey Kong Country'' brand and characters under Nintendo's full ownership.


The hiatus for Donkey Kong was definitively ended later that year, however, thanks to the efforts of the British game developer [[Rare Ltd.|Rareware]]. Rare sought out a partnership with Nintendo as a second-party developer and appealed to them with their work at Silicon Graphics using pre-rendered three-dimensional sprites. Nintendo acquired 25% of Rare's stake (which gradually grew to 49%) and commissioned Rare to develop a new game centered on Donkey Kong using this technology. Rare would go on to release ''{{s|mariowiki|Donkey Kong Country}}'' for the SNES in November 1994. This game was a bold reinvention of the ''Donkey Kong'' universe; a 2D sidescrolling platformer that received widespread critical acclaim and became the third best-selling SNES game in the system's lifespan. It was also groundbreaking for being one of the first games on a home console to utilize pre-rendered 3D graphics, in addition to a widely praised score by British composer David Wise. Rare debuted the familiar modern-day incarnation of Donkey Kong with this game, which included his trademark red necktie (which was actually introduced in the aforementioned Game Boy ''Donkey Kong''), and introduced a full supporting cast of expressive side-characters, animal buddies, and enemies all created by Rare during their affiliation with Nintendo. The most well-known of these new side characters is [[Diddy Kong]], Donkey Kong's "little buddy" and partner. Originally intended to be a redesign of Donkey Kong Jr., the character came into his own after Nintendo expressed concern with how drastically different his design had become. Together, the Kongs must traverse their new homeland, Donkey Kong Island, and retrieve their stolen banana board from the clutches of the Kremling leader, [[King K. Rool]].
Donkey Kong remained a regular in ''Mario'' games as always, and his contributions have included the full ''{{iw|mariowiki|Mario vs. Donkey Kong|series}}'' series of puzzle games that pay homage to the original ''Donkey Kong'' coin-op's scenario. The characters and setting originally introduced by Rare and associated with the ''Donkey Kong Country'' brand have also made fairly regular appearances in games published by Nintendo, but are largely developed by a variety of second-party developers: Paon developed the Game Boy Advance puzzle game ''{{s|mariowiki|DK: King of Swing}}'' and its Nintendo DS sequel ''{{s|mariowiki|DK: Jungle Climber}}'', as well as the Wii racer ''{{s|mariowiki|Donkey Kong Barrel Blast}}''; [[Namco]], meanwhile, developed all three titles in the ''{{s|mariowiki|Donkey Konga}}'' series of GameCube rhythm games that use a unique bongo drum-themed peripheral for input (a peripheral also used as a controller for the Nintendo-developed GameCube platformer ''{{s|mariowiki|Donkey Kong Jungle Beat}}'').


Some retrospectives express doubt on whether the success of ''Donkey Kong Country'' necessarily reflected the actual quality of the gameplay itself, but regardless Rare essentially became the sole shepherds of the Donkey Kong franchise during the rest of the 1990s, which included two sequels on the SNES: ''{{s|mariowiki|Donkey Kong Country 2: Diddy's Kong Quest}}'' in 1995, starring Diddy Kong and his newly introduced girlfriend {{s|mariowiki|Dixie Kong}}, and ''{{s|mariowiki|Donkey Kong Country 3: Dixie Kong's Double Trouble!}}'' in 1996, starring Dixie Kong and a gorilla toddler named {{s|mariowiki|Kiddy Kong}}, both of which were reviewed as improvements. All three ''Country'' games were each accompanied by their respective Game Boy counterparts, the ''{{s|mariowiki|Donkey Kong Land}}'' games. This was a subseries of interquels translating the pre-rendered visuals of the SNES titles onto the original Game Boy. Moving into the [[Nintendo 64]] era, Rare would first develop ''{{s|mariowiki|Diddy Kong Racing}}'' in 1997; the game was retooled from an N64 reboot of the ''R.C. Pro-Am'' series and featured a host of original characters starring alongside Diddy Kong, some of which would later headline their own video game series. Following this, Rare released the first fully-3D ''Donkey Kong'' title, ''{{s|mariowiki|Donkey Kong 64}}'' in 1999, a game cut from a similar cloth to their previous work on {{uv|Banjo-Kazooie}}. Meanwhile, Donkey Kong's thoroughly established resurgence in the Nintendo lineup guaranteed he would forever appear in either starring or side-roles not only in future ''Mario'' spinoffs, but in the Nintendo crossover series ''[[Super Smash Bros.]]'' However, in September of 2002, Nintendo sold 100% of Rare's shares to [[Microsoft]] and left the ''Donkey Kong Country'' brand and characters under Nintendo's full ownership. Several games Rare was planning to develop, including ''{{s|mariowiki|Donkey Kong Racing}}'' for [[Nintendo GameCube]], ''{{s|mariowiki|Diddy Kong Pilot}}'' and ''{{s|mariowiki|Donkey Kong Coconut Crackers}}'' for Game Boy Advance, were either retooled into different original titles or canceled outright, the first of which was unfinished before Rare was bought by Microsoft, while the last two had set release dates but ended up being unpublished. None of the Rare games except ''{{s|lylatwiki|Star Fox Adventures}}'' were showcased at E3 2002.
Throughout the 2000's, the mainline ''Donkey Kong'' series has been on hiatus not unlike the buildup to Rare's SNES trilogy. This second hiatus for the ''Donkey Kong'' franchise came to an end when Texas developer [[Retro Studios]] was approached by Nintendo and Miyamoto to produce a new ''Donkey Kong Country'' game. Having concluded their saga with the original ''[[Metroid (universe)|Metroid Prime]]'' trilogy, along with several core staff leaving the studio to pursue other interests, Retro jumped at the chance to revitalize another dormant Nintendo franchise. The result of these efforts was ''{{s|mariowiki|Donkey Kong Country Returns}}'', a return to the sidescrolling gameplay style of the ''Donkey Kong Country'' games released for the Wii in 2010. Critical reception to this game was incredibly positive, with points of praise going to the level design and challenge while criticism was aimed at the sometimes disruptive motion controls. A port of ''Returns'' by Monster Games was released for the Nintendo 3DS in 2013 featuring an easier difficulty option and additional exclusive levels. Following the Wii version's success, Retro Studios felt there were many opportunities to seize on with a sequel on more powerful hardware. As such a direct sequel, ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}'', was released for the Wii U in February 2014. Reception was far stronger to ''Tropical Freeze'' than it was to ''Returns'', with points of praise going to the more ingenious level design, impressive visuals, and musical score by original series composer David Wise. The game was re-released for the Nintendo Switch in May 2018 with a new easier difficulty and featuring Funky Kong as a playable character. Since the Switch port's release, Retro Studios has had no plans for a third ''Donkey Kong Country'' game as the team has since shifted focus to developing ''Metroid Prime 4'' for the Nintendo Switch.


Donkey Kong remained a regular in ''Mario'' games as always, and his contributions have included the full ''{{iw|mariowiki|Mario vs. Donkey Kong|series}}'' series of puzzle games that pay homage to the original ''Donkey Kong'' coin-op's scenario, particularly building on the foundation of the 1994 Game Boy version. The characters and setting originally introduced by Rare and associated with the ''Donkey Kong Country'' brand also made fairly regular appearances in games published by Nintendo, but are largely developed by a variety of second-party developers: Paon developed the Game Boy Advance puzzle game ''{{s|mariowiki|DK: King of Swing}}'' and its Nintendo DS sequel ''{{s|mariowiki|DK: Jungle Climber}}'', as well as the Wii racer ''{{s|mariowiki|Donkey Kong Barrel Blast}}''; [[Namco]], meanwhile, developed all three titles in the ''{{s|mariowiki|Donkey Konga}}'' series of GameCube rhythm games that use a unique bongo drum-themed peripheral for input (a peripheral also used as a controller for the Nintendo-developed GameCube platformer ''{{s|mariowiki|Donkey Kong Jungle Beat}}'').
The modern-day Donkey Kong seen in all ''Mario'' and ''Donkey Kong'' games since ''Donkey Kong Country'' is said to be the grandson of the original "Donkey Kong" that was featured in the classic coin-op arcade games, who is currently depicted as an elderly curmudgeon named {{s|mariowiki|Cranky Kong}}. Donkey Kong's extended family and friends, all of them simians, are collectively referred to as the {{s|mariowiki|Kong Family}}, living on an island shaped like Donkey Kong's head named {{s|mariowiki|Donkey Kong Island}}. In many games focused around the Kong Family, they square off against a group of humanoid crocodilians known as the {{s|mariowiki|Kremling Krew}}. Under the leadership of their demented monarch, {{s|mariowiki|King K. Rool}}, the crew constantly plots to steal the Kong Family's enormous hoard of {{s|mariowiki|banana}}s for unspecified reasons, and to this end they have allies of different species, such as [[mariowiki:Necky|vultures]] and [[mariowiki:Zinger|giant, spiked wasps]]. Donkey Kong, Diddy Kong, and many other Kong Family members embark on quests to defeat the Kremling Krew and protect their bananas, and the Kongs sometimes call on [[mariowiki:Animal Buddy|animal allies]] of their own.
 
Throughout the 2000's, the mainline ''Donkey Kong'' series was on hiatus not unlike the buildup to Rare's SNES trilogy. This second hiatus for the ''Donkey Kong'' franchise came to an end when Texas developer [[Retro Studios]] was approached by Nintendo and Miyamoto to produce a new ''Donkey Kong Country'' game. Having concluded their saga with the original ''{{iw|metroidwiki|Metroid Prime}}'' trilogy, along with several core staff leaving the studio to pursue other interests, Retro jumped at the chance to revitalize another dormant Nintendo franchise. The result of these efforts was ''{{s|mariowiki|Donkey Kong Country Returns}}'', a return to the side-scrolling gameplay style of the ''Donkey Kong Country'' games released for the Wii in 2010. Critical reception to this game was incredibly positive, with points of praise going to the level design and challenge while criticism was aimed at the sometimes disruptive motion controls. A port of ''Returns'' by Monster Games was released for the Nintendo 3DS in 2013 featuring an easier difficulty option and additional exclusive levels. Following the Wii version's success, Retro Studios felt there were many opportunities to seize on with a sequel on more powerful hardware. As such a direct sequel, ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}'', was released for the Wii U in February 2014. Reception was far stronger to ''Tropical Freeze'' than it was to ''Returns'', with points of praise going to the more ingenious level design, impressive visuals, and musical score by original series composer David Wise. The game was re-released for the Nintendo Switch in May 2018 with a new easier difficulty and featuring Funky Kong as a playable character. Since the Switch port's release, Retro Studios has no plans for a third ''Donkey Kong Country'' game as the team has since shifted focus to developing ''{{s|metroidwiki|Metroid Prime 4: Beyond}}'' for the Nintendo Switch. An HD remaster of ''Returns'' by Forever Entertainment will be released for the Nintendo Switch in 2025.


The modern-day Donkey Kong seen in all ''Mario'' and ''Donkey Kong'' games since ''Donkey Kong Country'' is said to be the grandson of the original "Donkey Kong" that was featured in the classic coin-op arcade games, who is currently depicted as an elderly curmudgeon named {{s|mariowiki|Cranky Kong}}. Donkey Kong's extended family and friends, all of them simians, are collectively referred to as the {{s|mariowiki|Kong Family}}, living on an island shaped like Donkey Kong's head named {{s|mariowiki|Donkey Kong Island}}. In many games focused around the Kong Family, they square off against a group of humanoid crocodilians known as the {{s|mariowiki|Kremling Krew}}. Under the leadership of their demented monarch, {{s|mariowiki|King K. Rool}}, the crew constantly plots to steal the Kong Family's enormous hoard of {{s|mariowiki|banana}}s for unspecified reasons, and to this end they have allies of different species, such as [[mariowiki:Necky|vultures]] and [[mariowiki:Zinger|giant, spiked wasps]]. Donkey Kong, Diddy Kong, and many other Kong Family members embark on quests to defeat the Kremling Krew and protect their bananas, and the Kongs sometimes call on [[mariowiki:Animal Buddy|animal allies]] of their own.
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*'''{{SSBMusicLink|6: Congo Jungle Stage|6: Congo Jungle Stage}}''': A remix of the first level music heard in ''Donkey Kong Country''. It is heard in [[Congo Jungle]], and both the music and the stage were reused in ''Super Smash Bros. Melee''.
*'''{{SSBMusicLink|6: Congo Jungle Stage|6: Congo Jungle Stage}}''': A remix of the first level music heard in ''Donkey Kong Country''. It is heard in [[Congo Jungle]], and both the music and the stage were reused in ''Super Smash Bros. Melee''.
*'''[[Victory theme#Donkey Kong Victory Theme|16: D. Kong Wins]]''': The victory theme of [[Donkey Kong]] is an orchestration of the "Boss Defeated" music or the theme played after clearing a {{s|mariowiki|Bonus Level}}, first heard in ''Donkey Kong Country'' for SNES.
*'''[[Victory theme#Donkey Kong Victory Theme|16: D. Kong Wins]]''': The victory theme of [[Donkey Kong]] is an orchestration of the "Boss Defeated" music or the theme played after clearing a {{s|mariowiki|Bonus Level}}, first heard in ''Donkey Kong Country'' for SNES.
*'''{{SSBMusicLink|26: Hammer|26: Hammer}}''': Sped-up chiptune music that occurs when a player picks up the Hammer, in homage to the music that would occur when Mario would pick up a hammer in the original ''Donkey Kong''.
*'''{{SSBMusicLink|26: Hammer|26: Hammer}}''': Sped-up 8-bit music that occurs when a player picks up the Hammer, in homage to the music that would occur when Mario would pick up a hammer in the original ''Donkey Kong''.


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
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===Stages===
===Stages===
*[[File:PastKongoJungleIconSSBM.png|right|link=Kongo Jungle (SSB)]] {{gameIcon|SSB}}'''[[Past Stages]]: {{SSB|Kongo Jungle}}''' ([[Unlockable stage|Unlockable]]): The original Congo Jungle stage from ''Super Smash Bros.'' is one of three such stages to have been ported to ''Melee''; besides a correctly spelled name, it is seemingly an exact replica of the stage, with a slightly larger size and a slight delay to the launch process of the Barrel Cannon that is underneath the stage.{{clr}}
*[[File:KongoJungleIconSSBM.png|right|link=Kongo Jungle (SSBM)]] '''DK Island: {{SSBM|Kongo Jungle}}''' ([[Starter stage|Starter]]): This stage does not represent any specific location in any ''Donkey Kong'' game, but is instead a general representation of one type of location in Donkey Kong's home jungle environment, which is on multiple wooden platforms built into the edge of a waterfall near a cabin. One type of Kremling enemy, a [[Klap Trap]], sometimes flows down the river and snaps at players as it falls off the waterfall. Like in ''Smash 64'', there is a Barrel Canon underneath the stage moving from side to side.{{clr}}
*[[File:KongoJungleIconSSBM.png|right|link=Kongo Jungle (SSBM)]] '''DK Island: {{SSBM|Kongo Jungle}}''' ([[Starter stage|Starter]]): This stage does not represent any specific location in any ''Donkey Kong'' game, but is instead a general representation of one type of location in Donkey Kong's home jungle environment, which is on multiple wooden platforms built into the edge of a waterfall near a cabin. One type of Kremling enemy, a [[Klap Trap]], sometimes flows down the river and snaps at players as it falls off the waterfall. Like in ''Smash 64'', there is a Barrel Canon underneath the stage moving from side to side.{{clr}}
*[[File:JungleJapesIconSSBM.png|right|link=Jungle Japes]]'''DK Island: [[Jungle Japes]]''' ([[Starter stage|Starter]]): This stage, though sharing the name of the first level of ''Donkey Kong 64'', more closely resembles the jungle level tileset from ''Donkey Kong Country''. It is set on multiple wooden platforms built on top of a fast-flowing jungle river, a river that makes it hard for characters to recover from if they fall in. The silhouette of [[Cranky Kong]] is seen passing by the window of a cabin in the background. Klap Traps that swim and jump out of the water to bite at players amount to very powerful stage hazards.{{clr}}
*[[File:JungleJapesIconSSBM.png|right|link=Jungle Japes]]'''DK Island: [[Jungle Japes]]''' ([[Starter stage|Starter]]): This stage, though sharing the name of the first level of ''Donkey Kong 64'', more closely resembles the jungle level tileset from ''Donkey Kong Country''. It is set on multiple wooden platforms built on top of a fast-flowing jungle river, a river that makes it hard for characters to recover from if they fall in. The silhouette of [[Cranky Kong]] is seen passing by the window of a cabin in the background. Klap Traps that swim and jump out of the water to bite at players amount to very powerful stage hazards.{{clr}}
*[[File:PastKongoJungleIconSSBM.png|right|link=Kongo Jungle (SSB)]]'''[[Past Stages]]: {{SSB|Kongo Jungle}}''' ([[Unlockable stage|Unlockable]]): The original Congo Jungle stage from ''Super Smash Bros.'' is one of three such stages to have been ported to ''Melee''; besides a correctly spelled name, it is seemingly an exact replica of the stage, with a slightly larger size and a slight delay to the launch process of the Barrel Cannon that is underneath the stage.{{clr}}


===Items===
===Items===
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*'''{{SSBMMusicLink|Kongo Jungle N64}}''': The ''Smash 64'' remix of the standard "Jungle music" heard in the original ''Donkey Kong Country''. It is heard in the same stage, [[Past Stages: Kongo Jungle]]. It is Song 27 in the Sound Test.
*'''{{SSBMMusicLink|Kongo Jungle N64}}''': The ''Smash 64'' remix of the standard "Jungle music" heard in the original ''Donkey Kong Country''. It is heard in the same stage, [[Past Stages: Kongo Jungle]]. It is Song 27 in the Sound Test.
*'''[[Victory theme#Donkey Kong Victory Theme|DK's Victory]]''': The victory theme of [[Donkey Kong]] is an orchestration of the "Boss Defeated" music or the theme played after clearing a Bonus Level, first heard in ''Donkey Kong Country''. It is Song 39 in the Sound Test.
*'''[[Victory theme#Donkey Kong Victory Theme|DK's Victory]]''': The victory theme of [[Donkey Kong]] is an orchestration of the "Boss Defeated" music or the theme played after clearing a Bonus Level, first heard in ''Donkey Kong Country''. It is Song 39 in the Sound Test.
*'''{{SSBMMusicLink|Hammer}}''': Sped-up chiptune music that occurs when a player picks up the Hammer, in homage to the tune that would play when Mario would pick up a hammer in the original ''Donkey Kong''. It is Song 76 in the Sound Test.
*'''{{SSBMMusicLink|Hammer}}''': Sped-up 8-bit music that occurs when a player picks up the Hammer, in homage to the tune that would play when Mario would pick up a hammer in the original ''Donkey Kong''. It is Song 76 in the Sound Test.


===Trophies===
===Trophies===
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
''[[Super Smash Bros. Brawl]]'' debuts the second playable character from the ''Donkey Kong'' series; these two characters occupy a column on the game's roster shared with the stars of the other two ''Mario'' subseries, {{SSBB|Yoshi}} and {{SSBB|Wario}}, which neighbors the column devoted to the core ''Mario'' series itself. {{SSBB|Diddy Kong}} and [[Dixie Kong]] were originally planned to be a tag-team fighter and the player would have been able to swap between the two during battle like in ''{{s|mariowiki|Donkey Kong Country 2: Diddy’s Kong Quest}}''. However, this idea was scrapped due to technical issues and Diddy Kong was left as a solo fighter.<ref>http://www.geocities.jp/bgrtype/gsl/words2/dairantosmabrax/smashbrothersx.html</ref>
''[[Super Smash Bros. Brawl]]'' debuts the second playable character from the ''Donkey Kong'' series; these two characters occupy a column on the game's roster shared with the stars of the other two ''Mario'' subseries, {{SSBB|Yoshi}} and {{SSBB|Wario}}, which neighbors the column devoted to the core ''Mario'' series itself. {{SSBB|Diddy Kong}} and [[Dixie Kong]] were originally planned to be a tag-team fighter that the player can swap between the two during battle like in ''{{s|mariowiki|Donkey Kong Country 2: Diddy’s Kong Quest}}''. However, this idea was scrapped due to technical issues and Diddy Kong was left as a solo fighter.<ref>http://www.geocities.jp/bgrtype/gsl/words2/dairantosmabrax/smashbrothersx.html</ref>


===Fighters===
===Fighters===
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===Stages===
===Stages===
*[[File:Icon-junglejapesmelee.gif|right|link=Jungle Japes]]{{gameIcon|SSBM}}'''[[Melee Stages]]: [[Jungle Japes]]''' ([[Unlockable stage|Unlockable]]): The Jungle Japes stage makes a return appearance as part of ''Brawl''’s collection of [[Past and Melee Stages|Melee Stages]], with one primary difference: characters are now buoyant in the rushing river underneath the platforms because of the new [[swimming]] mechanic. While the river is still dangerous and carries off characters very fast, it is possible for a character that falls into it on the right side of the screen to be able to jump back out and recover.{{clr}}
*[[File:Icon-rumblefalls.gif|right|link=Rumble Falls]]'''[[Rumble Falls]]''' ([[Starter stage|Starter]]): Based on the game ''Donkey Kong Jungle Beat'', Rumble Falls is a large level, filled with ladder-like layers of platforms, in which the camera and the blast boundaries continuously scroll upwards, forcing combatants to constantly climb up while fighting, much like the [[Icicle Mountain]] stage from ''Melee''. The stage is one of few in the game to include [[Ladder (stage element)|ladder]]s that characters can climb, and also has various traps and buttons that can be hit to activate them. Once the top of the waterfall is reached in the background, the stage background fades into the starting waterfall and restarts itself.{{clr}}
*[[File:Icon-rumblefalls.gif|right|link=Rumble Falls]]'''[[Rumble Falls]]''' ([[Starter stage|Starter]]): Based on the game ''Donkey Kong Jungle Beat'', Rumble Falls is a large level, filled with ladder-like layers of platforms, in which the camera and the blast boundaries continuously scroll upwards, forcing combatants to constantly climb up while fighting, much like the [[Icicle Mountain]] stage from ''Melee''. The stage is one of few in the game to include [[Ladder (stage element)|ladder]]s that characters can climb, and also has various traps and buttons that can be hit to activate them. Once the top of the waterfall is reached in the background, the stage background fades into the starting waterfall and restarts itself.{{clr}}
*[[File:Icon-75m.gif|right|link=75m]]'''[[75m]]''' ([[Unlockable stage|Unlockable]]): An almost perfect recreation of the elevator stage in the original ''Donkey Kong'' arcade game, rendered in an identical 8-bit style. Another of a few stages that contain climbable ladders, the unorthodox, platform-packed stage includes many stage hazards: mobile fireballs, bouncing jacks across the long top platform, and the original arcade-style Donkey Kong himself at the top left.{{clr}}
*[[File:Icon-75m.gif|right|link=75m]]'''[[75m]]''' ([[Unlockable stage|Unlockable]]): An almost perfect recreation of the elevator stage in the original ''Donkey Kong'' arcade game, rendered in an identical 8-bit style. Another of a few stages that contain climbable ladders, the unorthodox, platform-packed stage includes many stage hazards: mobile fireballs, bouncing jacks across the long top platform, and the original arcade-style Donkey Kong himself at the top left.{{clr}}
*[[File:Icon-junglejapesmelee.gif|right|link=Jungle Japes]]'''[[Melee Stages]]: [[Jungle Japes]]''' ([[Unlockable stage|Unlockable]]): The Jungle Japes stage makes a return appearance as part of ''Brawl''’s collection of [[Past and Melee Stages|Melee Stages]], with one primary difference: characters are now buoyant in the rushing river underneath the platforms because of the new [[swimming]] mechanic. While the river is still dangerous and carries off characters very fast, it is possible for a character that falls into it on the right side of the screen to be able to jump back out and recover.{{clr}}


===Items===
===Items===
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====''for Wii U''====
====''for Wii U''====
*[[File:JungleHijinxsIconSSB4-U.png|75px|right|link=Jungle Hijinxs]]'''[[Jungle Hijinxs]]''' ([[Starter stage|Starter]]): Staged in the [[mariowiki:Jungle Hijinxs (Donkey Kong Country Returns)|first level]] of ''{{s|mariowiki|Donkey Kong Country Returns}}''. The stage has two layers, allowing a player to travel between the foreground and background areas via [[Barrel Cannon]]s. After doing so, the player will be covered in non-damaging flames. Attempting to use a barrel while in flames will cause an explosion, preventing stalling. While in the background, attacks will cause more knockback to compensate for the further distance from the blast lines. Occasionally, the middle part of the foreground will crumble away. {{s|mariowiki|Screaming Pillar}}s occasionally appear on the right side of the stage between the foreground and background. Blasting into it from the one side will cause it to fall toward the other side and damage anyone it hits. Only its [[Ω form]] can accommodate [[8-Player Smash]], which is columnar.{{clr}}
*[[File:KongoJungle64IconSSB4-U.png|75px|right|link=Kongo Jungle (SSB)]]{{gameIcon|SSB}}'''[[Kongo Jungle 64]]''' ([[Unlockable stage|Unlockable]]): A wooden complex in a [[mariowiki:Jungle Hijinxs (Donkey Kong Country)|jungle canopy]] from ''{{s|mariowiki|Donkey Kong Country}}'' at sunset. A Barrel Cannon hovers back-and-forth underneath the stage and will launch fighters that fall into it. A flock of [[mariowiki:Necky|Neckies]] flies in the background. This stage is large enough to accommodate [[8-Player Smash]] and is one of the possible stages to appear in Level 3 of [[All-Star Mode]] as a [[home stage]] for Diddy Kong. Its [[Ω form]] is columnar. Its [[Ω form]] is a floating platform. It is one of four stages from the original ''Super Smash Bros.'' to be in ''SSB4'', with the other three being [[Peach's Castle]], [[Hyrule Castle]], and [[Dream Land (SSB)|Dream Land]]. Of the four, Kongo Jungle 64 is the only stage available in the base game.{{clr}}
*[[File:KongoJungle64IconSSB4-U.png|75px|right|link=Kongo Jungle (SSB)]]{{gameIcon|SSB}}'''[[Kongo Jungle 64]]''' ([[Unlockable stage|Unlockable]]): A wooden complex in a [[mariowiki:Jungle Hijinxs (Donkey Kong Country)|jungle canopy]] from ''{{s|mariowiki|Donkey Kong Country}}'' at sunset. A Barrel Cannon hovers back-and-forth underneath the stage and will launch fighters that fall into it. A flock of [[mariowiki:Necky|Neckies]] flies in the background. This stage is large enough to accommodate [[8-Player Smash]] and is one of the possible stages to appear in Level 3 of [[All-Star Mode]] as a [[home stage]] for Diddy Kong. Its [[Ω form]] is columnar. Its [[Ω form]] is a floating platform. It is one of four stages from the original ''Super Smash Bros.'' to be in ''SSB4'', with the other three being [[Peach's Castle]], [[Hyrule Castle]], and [[Dream Land (SSB)|Dream Land]]. Of the four, Kongo Jungle 64 is the only stage available in the base game.{{clr}}
*[[File:75mIconSSB4-U.png|75px|right|link=75m]]{{gameIcon|SSBB}}'''[[75m]]''' ([[Starter stage|Starter]]): A construction site from the original ''{{iw|mariowiki|Donkey Kong|game}}''. The eponymous ape periodically moves into the foreground and summons bouncy pixelated springs that cause damage on impact. Unlike in ''Brawl'', the beams in the upper right corner of the stage are not walk-off platforms, removing the opportunity to [[camp]]. It is one of the largest stages in the game and supports [[8-Player Smash]]. Its [[Ω form]] is a floating platform like [[Final Destination]].{{clr}}
*[[File:75mIconSSB4-U.png|75px|right|link=75m]]{{gameIcon|SSBB}}'''[[75m]]''' ([[Starter stage|Starter]]): A construction site from the original ''{{iw|mariowiki|Donkey Kong|game}}''. The eponymous ape periodically moves into the foreground and summons bouncy pixelated springs that cause damage on impact. Unlike in ''Brawl'', the beams in the upper right corner of the stage are not walk-off platforms, removing the opportunity to [[camp]]. It is one of the largest stages in the game and supports [[8-Player Smash]]. Its [[Ω form]] is a floating platform like [[Final Destination]].{{clr}}
*[[File:JungleHijinxsIconSSB4-U.png|75px|right|link=Jungle Hijinxs]]'''[[Jungle Hijinxs]]''' ([[Starter stage|Starter]]): Staged in the [[mariowiki:Jungle Hijinxs (Donkey Kong Country Returns)|first level]] of ''{{s|mariowiki|Donkey Kong Country Returns}}''. The stage has two layers, allowing a player to travel between the foreground and background areas via [[Barrel Cannon]]s. After doing so, the player will be covered in non-damaging flames. Attempting to use a barrel while in flames will cause an explosion, preventing stalling. While in the background, attacks will cause more knockback to compensate for the further distance from the blast lines. Occasionally, the middle part of the foreground will crumble away. {{s|mariowiki|Screaming Pillar}}s occasionally appear on the right side of the stage between the foreground and background. Blasting into it from the one side will cause it to fall toward the other side and damage anyone it hits. Only its [[Ω form]] can accommodate [[8-Player Smash]], which is columnar.{{clr}}


===Items===
===Items===
{{main|Item}}
{{main|Item}}
*'''{{b|Hammer|item}}''' (battering): A large mallet from the original ''{{iw|mariowiki|Donkey Kong|game}}''. The player who picks it up enters a state of constantly swinging it, inflicting damage to opponents who make contact with its head. However, the '''Hammerhead''' occasionally falls off, leaving the user vulnerable as they swing a useless stick. Other players can pick up the Hammerhead and throw it as a powerful projectile. The length of the attack is much shorter than it was in ''Melee'' and ''Brawl''.
*'''{{b|Hammer|item}}''' (battering): A large mallet from the original ''{{iw|mariowiki|Donkey Kong|game}}''. The player who picks it up enters a state of constantly swinging it, inflicting damage to opponents who make contact with its head. However, the '''Hammerhead''' occassionally falls off, leaving the user vulnerable as they swing a useless stick. Other players can pick up the Hammerhead and throw it as a powerful projectile. The length of the attack is much shorter than it was in ''Melee'' and ''Brawl''.
*'''[[Spring]]''' (throwing): a purple spring from ''{{iw|mariowiki|Donkey Kong Jr.|game}}'' It is a bouncy projectile the fighters can hop on. If it falls on its side after being tossed, it will bounce opponents from the side, like the [[Bumper]] item. The base and top of the Spring is more stylized than before, with a yellow ring-like pattern on it.
*'''[[Spring]]''' (throwing): a purple spring from ''{{iw|mariowiki|Donkey Kong Jr.|game}}'' It is a bouncy projectile the fighters can hop on. If it falls on its side after being tossed, it will bounce opponents from the side, like the [[Bumper]] item. The base and top of the Spring is more stylized than before, with a yellow ring-like pattern on it.


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*{{GameIcon|SSBB}}'''{{SSBUMusicLink|Donkey Kong|Stickerbrush Symphony}}''': An arrangement of "Stickerbrush Symphony from ''Donkey Kong Country 2: Diddy's Kong Quest''. Returns from ''Brawl''.
*{{GameIcon|SSBB}}'''{{SSBUMusicLink|Donkey Kong|Stickerbrush Symphony}}''': An arrangement of "Stickerbrush Symphony from ''Donkey Kong Country 2: Diddy's Kong Quest''. Returns from ''Brawl''.
*{{GameIcon|SSB4}}'''{{SSBUMusicLink|Donkey Kong|Gear Getaway}}''': An arrangement of the music in Gear Getaway from ''{{iw|mariowiki|Donkey Kong Country Returns}}'', and "DK Island Swing" from ''Donkey Kong Country''. Returns from ''Smash 4''.
*{{GameIcon|SSB4}}'''{{SSBUMusicLink|Donkey Kong|Gear Getaway}}''': An arrangement of the music in Gear Getaway from ''{{iw|mariowiki|Donkey Kong Country Returns}}'', and "DK Island Swing" from ''Donkey Kong Country''. Returns from ''Smash 4''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Donkey Kong Country Returns (Vocals)}}''': A vocal arrangement of the title theme from ''Donkey Kong Country Returns''. Returns from ''Smash for Wii U''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Donkey Kong Country Returns (Vocals)}}''': A vocal arrangement of the tile theme from ''Donkey Kong Country Returns''. Returns from ''Smash for Wii U''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}''': A Jazz-influenced arrangement of "DK Island Swing" from ''Donkey Kong Country''. Returns from ''Smash for Wii U''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Jungle Level Jazz Style (for 3DS / Wii U)}}''': A Jazz-influenced arrangement of "DK Island Swing" from ''Donkey Kong Country''. Returns from ''Smash for Wii U''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Jungle Level Tribal Style (for 3DS / Wii U)}}''': An arrangement of "DK Island Swing" led by a shakuhachi flute. Returns from ''Smash for Wii U''.
*{{GameIcon|SSB4-WiiU}}'''{{SSBUMusicLink|Donkey Kong|Jungle Level Tribal Style (for 3DS / Wii U)}}''': An arrangement of "DK Island Swing" led by a shakuhachi flute. Returns from ''Smash for Wii U''.
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==Games with elements appearing in the ''Super Smash Bros.'' series==
==Games with elements appearing in the ''Super Smash Bros.'' series==
{{main|Donkey Kong (universe)/Elements appearing in the Super Smash Bros. series}}
{{main|Donkey Kong (universe)/Elements appearing in the Super Smash Bros. series}}
The ''Donkey Kong'' universe has media represented throughout the ''Super Smash Bros.'' series with a total of 23 games. The latest game represented in this universe is ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}'', released on February 13, 2014.
The ''Donkey Kong'' universe has media represented throughout the ''Super Smash Bros.'' series with a total of 22 games. The latest game represented in this universe is ''{{s|mariowiki|Donkey Kong Country: Tropical Freeze}}'', released on February 13, 2014.


==Trivia==  
==Trivia==  

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