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|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 | |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 | |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 | ||
|publisher = Nintendo<br>Rare Ltd. (''Diddy Kong Racing'')<br>Hamster Corporation<br>Ocean Software<br>Atari<br>Coleco | |publisher = Nintendo<br>Rare Ltd. (''Diddy Kong Racing'')<br>Hamster Corporation<br>Ocean Software<br>Atari<br>Coleco | ||
|distributor = | |distributor = | ||
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|originconsole = Arcade | |originconsole = Arcade | ||
|firstinstallment = ''{{b|Donkey Kong|game}}'' (1981) | |firstinstallment = ''{{b|Donkey Kong|game}}'' (1981) | ||
|latestinstallment = '' | |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]]''. | ||
==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}}''. | 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}}''. | ||
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 | 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 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. | ||
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 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. | ||
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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]]. | 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]]. | ||
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 | 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 shepards 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. | ||
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}}''). | 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}}''). | ||
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 | 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 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 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. | ||
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. | 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. | ||
{{clr}} | {{clr}} | ||
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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 | ''[[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]] | *[[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}} | ||
*[[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}} |