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The last installment in the SNES DKC trilogy was the best, blah blah blah, yadda yadda yadda, yak yak yak...you get the picture. Just have a look below for all the juicy Double Trouble details. How much do you expect from the introduction paragraph, anyway? If it said much it wouldn't be an introduction paragraph anymore, would it? Nope. So there.
The final chapter in the DKC trilogy was, by far, the best. Dixie Kong teamed up with Kiddie Kong, here extensively large cousin, to go adventuring in the lands surrounding Donkey Kong Island. This was all the result of the sudden disapperance of both Donkey Kong and Diddy Kong who went out camping in the woods and never returned. The third installment in the trilogy saw the whole original DK team ditched for a new one in an attempt to get a totally fresh, new game squeezed out of the Kongs. It worked. DKC3 combined the best aspects of both of its predecessors and added a few spices here and there as well. The special 'DK' coins were now required to buy a vehicle from Funky Kong and were guarded by an evil-looking Ned Kelly Kremling named Koin. Bonus level donated you bonus coins used to venture into the Lost World Kremotoa. The Kremlings themselves were, again, given an overhaul giving them a deformed look perfect for the mutated minions of a mad scientist. K. Rool was the man himself and was, again, given an alternate identity. Baron K. Roolenstein. The lead croc sported a white scientist coat and a jetpack.
Appearing as a mysterious surpriseenemy, the robot KAOS proved to be a worth-while adversary and it was found out at the end, in a final twist to the story line, that DK and Diddy were the ones within it pushing all the buttons. K. Rool had them under some kind of hypnotic party trick, aparrently. Some of the public's favourite Kongs made a return again, as well. Funky Kong and Wrinkly Kong returned, as well as Swanky Kong, out touring with a gameshow, Cranky Kong in tow as a defending champeon.
The game also featured the introduction of the Brothers Bear, a wacky collection of bears that either chose to aid, or hinder the Kongs on their troublesome journey. With the Bears, came the element that seporates DKC3 from the rest of its bretheren: The RPGing element. You were required to locate items to trade for items you'd trade for items to get items to trade for other items you could trade enabling you to gain access to an item. The game also featured three differant endings. To see each, you were required to accomplish certain end-of-game objectives. Like free the elusively mysterious banana-bird creatures, complete the Lost World and rescue DK and Diddy.
Although this game was a leap to new grounds for the Kongs, some of the familiar elements of monkeying about did return for another bout. Animal friends, a necessity to the Kongs, were of no lacking with familiar faces like Squawks the parrot and Enguarde the Swordfish assisted by newcomers like Parry the parralell bird and Ellie the elephant.  Everybody was satisfied. Although DKC3 came out around the same time as the Nintendo 64 system, the game did incrdeibly well on the market and when we play it, still we point at the PlayStation and make comments about how DKC3's graphics are better than it could ever do.
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