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Whenever a game succeeds to the point of no return, there's always got and I mean GOT to be a sequel. Doesn't there? So from this we gather DKC2. Again, all that I must say, I will say in the below paragraph so don't start with the "Why does the introduction paragraph have no real introduction in it?" drudgery. If you do, I might have to take you out back and hose you down with chlorine or something...
But a year had passed since the un-bridled success of DKC, and the newly-born image of Rare was prancing around in the public eye. Although some people (about three) thought this was a bad idea, the sequal to DKC was thought up. Diddy's Kong Quest was set to take the spotligh off of Donkey Kong and shift it to his little buddy and his own acquantance Dixie Kong who was a new addition to the ever-growing Kong family. DKC2 took the action off of the Kongs' island home and shifted to a far-off island upon which the Kremlings were crashing. Or Krashing, rather. The story behind Kong Quest went as follows: DK had been kidnapped by the Kremlings who were going to give him up in exchange for the banana hoard. Instead of complying by the Krems' rules, Diddy and Dixie set out on a Kong Quest to resque the ape and prove themselves videogame heroes. Ba dap pow.
The designers of the game thought that having more of the same was going to be just a gyp (praise the lord) and, so, changed everything Every Kremling was ditched for a new one and most of the animal friends were exchanged for others with the exceptions of Enguarde and Rambi. All of the Kremlings were given a 'pirate' look with lots of Arring and Ahoy, mateying and the big, bad boss K. Rool, himself was armed with a blunderbuss. Gone, was the cape and the crown, but the classic 'Rodney Dangerfield' eye remained to signify to the people that it was, indeed K. Rool they were against.
To add to the intricacy of the game, Rare included several sub-objectives. Not only did you have to rescue DK, but you also had to collect every Krem coin by completing the bonus levels in order to gain access to the Lost World and defeat K. Rool once and for all. And as if it didn't stop there, you were also to collect a DK Coin from every level in order to be graded on your performance by Cranky in comparison to Mario and Yoshi. Although this game's release was relatively quiet compared to that of DKC, it also sold tonnes of copies and was a monster success. One of the best sequals of all time had taken the law of "Sequals always suck" and run over it with industrial farm equipment. ACM's advanced technology had allowed Rare to even farther improve the graphical splender of the DK series and the term 'Dk series' became usable if you counted the '81 classic. Nobody thought it was possible to build on all this. But a little while later, Rare proved everybody wrong yet again...
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