Donkey Kong Country
Sound test:
Bonus games practice:
Easy continue:
Fifty lives:
Interactive two-player game:
Hint: Mine Cart level:
Hint: Stop & Go Station shortcut: Frequently Asked Questions Published strategy guides Game Genie codes
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This FAQ is also available via FTP (ftp://ftp.netcom.com/pub/vi/vidgames/faqs/dkc.faq), courtesy of GamePro magazine's Andy Eddy.
This FAQ has three major sections:
Questions:
The "friendly" areas and the first six bosses do not count towards the percentage total. The remaining 101 areas (33 levels, 67 bonus rooms, and the very last boss in "Gangplank Galleon") each count as 1% towards the completion total.
(e.g., "Ropey Rampage" becomes "Ropey Rampage!" when all of its bonus rooms are found.)
In "Jungle Hijinks," there is a red balloon above the group of trees is just past the [K] icon. There is a second red balloon over the next group of trees beyond that, and if you move quickly you will find a green balloon over the third group of trees.
But the trees are spaced too far apart for Diddy to jump from group to group, even with a running start. Also, the second and third sets of treetops can't be reached from the ground.
How do you collect the second and third balloons? By rolling off a tree, and then jumping from mid-air... which increases the total horizontal distance which can be covered in a single jump.
In detail:
If your timing is good, you will land on the left edge of the next group of trees just in time to jump up and collect the second red balloon (before it floats away).
With practice, you will be able to jump these large gaps quickly and easily. This technique comes in handy later in the game -- there is at least one bonus room that I can't reach without it, and at least one more that is far easier to reach with this technique. But it is not stricly necessary to be able to cartwheel-jump, to get to the end of any level (or "win" the game with less than 101%).
This example, incidentally, is a good way to pick up lives very quickly. In "Jungle Hijinks"... pick up the balloon in Donkey Kong's tree-house and then these three treetop balloons, for a total of five quick lives. Then quit the level with pause- select (and re-enter to repeat as ofter as desired). I'm able to earn extra lives more quickly this way than with the "DYDDY" controller code (which is discussed later in this file).
In "Stop & Go Station", the golden letter [O] icon sits just below the level of the surrounding land, in a pit which kills Diddy or Donkey Kong should they fall into it and off the screen.
How do you go about getting the [O] without losing a life? By cart-wheeling (or barrel-rolling) into the pit, falling partway down (far enough to collect the [O])... and then jumping upwards out of the roll in mid-air, to get back onto solid ground.
In detail:
This is a move which requires some practice, but it isn't too difficult once you get the hang of it.
Again, it is not strictly necessary to be able to do this in order to "win" the game, but you can't get "101%" or pick up some of the interesting items (e.g., also the [K] in "Forest Frenzy", and many other letter icons and bananas, especially in the later parts of the game) without it.
Unrelated note: Not every item in a pit requires this strategy. Sometimes an item in a pit, especially a vertical line of bananas, is a hint that there is a hidden barrel cannon off-screen.
The code is "DYDDY" (down, Y, down, down, Y). Enter that exact sequence of directions and buttons on the controller, during the introductory screen that shows Cranky Kong turning the handle on a record player.
In order to collect lives in this special area and then take the collected lives into a game, it is necessary to perform one extra "setup" step before entering the special bonus room: first get the "GAME OVER" screen by losing your last life IN A LEVEL THAT IS COMPLETED.
(For more information on the meaning of "COMPLETED", see [NOTE 1] below.)When the "GAME OVER" screen is displayed, press "start" once to dismiss it and return to the game's opening sequence. Wait for Cranky Kong to show up. When he appears, enter the "DYDDY" code to get to the special bonus room.
(In a two-player game, the player who died last must press "start" to dismiss the "GAME OVER" screen; then "Player #1" -- the player using the controller plugged into the left-hand side of the unit -- must enter the "DYDDY" code, play the bonus games, and exit.)When the special bonus room is entered in this way -- following a "GAME OVER" screen that is due to losing your last life in a "COMPLETED" level -- it is possible to exit the special bonus room with start-select.
(For more information on start-select, see [NOTE 2] below.)When you exit the special bonus room in this manner... you will be returned to the game that you died in, on the main map screen at the level where you lost your final life.
The main map will not "forget" any of "unsaved" progress that was made before your death. Also, you will still have all of the lives and spare animal icons which you collected in the special bonus room.
(If you think you are following the instructions and still cannot get out of the special area, see [NOTE 3] below.)
This is the same controller sequence which is used in both this game and Super Mario World, to exit a level which you have previously completed. The sequence allows you to exit from anywhere in a level, even from inside its bonus rooms.
If you aren't sure you are using start-select properly, try playing the game and using it to exit any completed level. If you can exit an already-completed level with this sequence, then you are doing it properly and should be able to exit the special bonus room in the same way (...providing that you had set-up your entry to the special bonus room properly).
Following Step 6... you should be returned to the map area, back in your brand new one-player game. "Jungle Hijinks" should still show as "COMPLETED", even though you didn't "save" the game between completing that level and getting the "GAME OVER" screen. Your "life counter" should show all of the lives that you collected in the special bonus room.
(If this sequence does NOT work for you, contact me, and we will decide what to try next.)
To skip some of the first half of the level: Walk up above the entrance (bounce off the "Kritter" to get up on top of the doorway) and jump into the barrel cannon hidden at the extreme left. Jump into the overhead barrel cannon of the tree that it deposits you on. You'll be transported to the last barrel cannon sequence before halfway point of the level.
To skip most of the second half of the level: just past the continue barrel, use Diddy to bounce consecutively off a few purple "Kritter"s (in the vicinity of the second bonus room) and then off a green one while he is still standing on a small hill at the extreme right-hand end of the land area.
After hitting the green "Kritter", bounce left and up as high as possible, to land on a nearby treetop. From there it is possible to jump into a high (usually off-screen) "barrel cannon", which blasts into a horizontal sequence that ends just short of the exit.
To skip nearly the entire level: Jump over the barrel cannon that's just beyond the entrance (the one which blasts you into the first mine cart), and fall down as far to the left as possible (against the cliffside). You'll fall into an off-screen barrel cannon that deposits you in a mine cart shortly before the exit (there is one "Krash" cart coming the other way that you'll have to jump).
[Source: Dave Kliman]
To skip nearly the entire level: Walk back through the entrance door to be transported to a few screens short of the end of the level.
To skip most of the second half of the level: in the barrel cannon sequence that is just past the golden Rambi icon (which is above a rotating barrel cannon with two "Zinger"s), blast straight down from the third barrel cannon. You'll land in a sequence of horizontal-blasting barrel cannons which kick you up and out just short of the exit.
To skip about two thirds of the level: on the ledge above the entrance (where the first bonus room is located) there is a barely-visible on-screen barrel cannon above the entrance to the bonus room. (It is hard to see because it is the same color as the background.) When you jump into it, you will emerge a short distance before the end of the level.
To skip the entire level: At the beginning, use Diddy and walk to the right edge of the wooden ramp. Do a cartwheel-jump to the right and up away from the ramp's edge, above the first soon-to-be-moving platform. You will get sucked up into a hidden barrel cannon which will deposit you onto the exit ramp of the level.
[Thanks to Eric and Patrick Mulac]
To skip a few sets of mincers: head straight to the left after picking up the [N], past a single side-to-side mincer and then a "room" with three rotating mincers. Go straight across this room and through the left-hand wall. Upon entering a hidden room, go through its left-hand wall to appear in the middle of the last vertical shaft before the exit.
Upon winning the game with less than 101% complete: just at the start of the endgame sequence, Cranky says a few lines about being sure there are some things you haven't found yet.
Upon winning the game with 101% complete: at the same point of the endgame, Cranky will instead congratulate you for finding everything.
All of the rest of the endgame stays the same.
There have not yet been any solid reports in r.g.v.n about how to get there, and I personally doubt that it is present.
Note that it must be a accomplished with a single press of the "B" button at exactly the right time (I have not been able to get into the warp by constantly and furiously pressing "B").
The only paths with bends in the whole game are:
Once you have warped, it is not possible to get back to the early levels of the game -- except by winning the entire game, which returns you to "Jungle Hijinks". (Since the intervening levels are not marked as completed, the "flight path" from "Monkey Mines" to "Vine Valley" is never made available.
[Source: Patrick McBride]
GAME GENIE CODES FOR SUPER NES(tm)--FINAL VERSION (c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved. Excerpts from Game Genie(tm) Code Updates made available for the private use of Game Genie owners. NO COMMERCIAL USE WITHOUT AUTHORIZATION. This file may be freely distributed FOR PRIVATE, NON-COMMERCIAL USE as long as it is not altered and all text remains intact. Game Genie is a product of Lewis Galoob Toys, Inc., and is not manufactured, distributed or endorsed by Nintendo of America Inc. Super NES is a trademark of Nintendo of America Inc. Game titles are trademarks of their respective owners. Game Genie is a trademark of Lewis Galoob Toys, Inc. U.S. Patent No. 5,112,051. Donkey Kong Country(tm) Game--FINAL VERSION THERE ARE 2 VERSIONS OF THIS GAME. IF THE FIRST CODE DOESN'T WORK ON YOUR GAME, THEN TRY THE SECOND CODE ---------- Lives: C2C9-4E2C [Alternate: C2C1-4A9C] Infinite lives D568-C34D [Alternate: D568-C33D] Start with 8 lives DC68-C34D [Alternate: DC68-C33D] Start with 11 lives DE68-C34D [Alternate: DE68-C33D] Start with 16 lives FB68-C34D [Alternate: FB68-C33D] Start with 26 lives 7468-C34D [Alternate: 7468-C33D] Start with 51 lives 0868-C34D [Alternate: 0868-C33D] Start with 76 lives 1768-C34D [Alternate: 1768-C33D] Start with 100 lives ---------- Invincibility: EE65-C37E [Alternate: EE66-C27E] When your last Kong is hit, the other one returns--must have had both Kongs at some point in the level for code to work--reset if you get stuck. 1DCC-CA7A [Alternate: 1DCA-C2EA] Almost invincible--Switch off if you get stuck. D76B-337E [Alternate: D76C-327E] Get both Kongs back on the map screen after dying (doesn't work when you fall off screen). ---------- Number of bananas needed to win an extra life: DBC1-3D6D + DCC1-34AD [Alternate: DBC9-340D + DCC1-3D6D] 10 bananas F6C1-3D6D + FBC1-34AD [Alternate: F6C9-340D + FBC1-3D6D] 25 bananas 7FC1-3D6D + 74C1-34AD [Alternate: 7FC9-340D + 74C1-3D6D] 50 bananas 0CC1-3D6D + 08C1-34AD [Alternate: 0CC9-340D + 08C1-3D6D] 75 bananas ---------- Jumping: A081-1273 [Alternate: A086-13E3] High jump for Donkey Kong 2D81-1273 [Alternate: 2D86-13E3] Super jump for Donkey Kong 3D81-1273 [Alternate: 3D86-13E3] Mega-jump for Donkey Kong 8081-1E73 [Alternate: 808B-1AE3] High jump for Diddy Kong AD81-1E73 [Alternate: AD8B-1AE3] Super jump for Diddy Kong 2D81-1E73 [Alternate: 2D8B-1AE3] Mega-jump for Diddy Kong A08F-C273 [Alternate: A087-C3E3] High jump for all animals 2D8F-C273 [Alternate: 2D87-C3E3] Super jump for all animals 3D8F-C273 [Alternate: 3087-C3E3] Mega-jump for all animals ---------- Miscellaneous: 1D6B-3FDD + 196A-333D [Alternate: 1D6B-3D6D + 196A-3ECD] Keep animals between stages (keeping fish on a non-water stage or others on a water stage will cause problems). DD8B-C28A [Alternate: DDB0-34A4] In the 2-player team mode, the inactive player can get control at any time by pressing A or SELECT on their controller. DDB9-3DD4 [Alternate: DDB0-34A4] Pressing Start and then Select will exit any level, including those not yet completed. [Source: Joe Sewell]
When you select and start a game, you will have 50 lives. (Current reports are not clear on whether or not you must select a slot where there is a game already saved.)
This enables the sound test mode. Pressing 'select' will cause the game to cycle through the various musical selections that it plays.
[Thanks to Ian Eure]
Near the end of the level there are two side-by-side ropes. In order to get to the exit, it is necessary to get to the top of the ropes. These are "moving" ropes which carry the monkeys downwards quickly.
The key is to jump back and forth from one rope to the other, landing slightly higher each time, to reach the top. By holding down the "run" button and "up" on the control pad you will hold your position on the ropes; at least you won't lose any ground between jumps.
Following are short, semi-vague descriptions of the locations of all DKC bonus rooms and their contents.
Index:
<None>
<None>
[Thanks to: "Big Bad Harvey" for help]
[Thanks to: "Big Bad Harvey" for help]
<None>
<None>
Note: Some people report that the first-half moving platform comes to a stop and does NOT fall away. It is still possible to jump to the barrel from the stopped platform. There are two versions of the DKC cartridge; perhaps this is one difference between them.
<None>
The first bonus room is entered via a barrel cannon that's not visible because it's off the bottom of the screen. It is immediately to the right of the tree where the golden letter "O" icon is found.
The type of bonus room is a "LEVEL" (see Section BR-9 for a description of different kinds of bonus games and the names I've assigned to them). This bonus room contains the golden letter "N" icon.
It also probably contains some bananas -- but bananas are so easy to find, they are present in so many of the bonus rooms, and they are worth so little... that they aren't mentioned specifically in this list.
There are three BLAST-AROUND bonus rooms, one of which has an Expresso crate on the exit platform. Two of the three have something other than bananas to collect.
There are six BLAST-SIDEWAYS bonus rooms, five of which have something more significant than bananas to collect. (One has a letter icon, an animal icon, AND a green balloon -- but it is a very tricky one where the barrel cannons rotate very quickly.)
It isn't always possible get all three top items -- only one at a time can be collected, and the player must fall back into the barrel cannon or the bonus level is over.
In some of these rooms, the control pad does not affect the player's flight at all, and in others you can only move a little left or right on the way back down. Generally, only blasting up in the center allows the player to easily return to the barrel to try again.
There are eight BLAST-UP bonus rooms. In most cases, the most desirable top object (if any) is in the center, so that is the way to go. (In the few cases where the desired object is to the left or right, you'll see where it is on the first try, and usually be able to collect it on the second.)
For those "FIND" rooms which award balloons, I find it easier to watch the white "string" at the bottom of the balloon, than to try to watch the balloon itself. In many cases, the contrast between the string and bonus room background is greater than the contrast between the balloon and barrel.
There are eight "FIND" bonus rooms. Four award red balloons, and the remaining four each give a different reward: a green balloon, a Rambi icon, a Winky icon, and an Enguarde icon.
There are 20 bonus rooms which have been designated of type "LEVEL", but as a group they do not really have much in common. This is really a catch-all label for those bonus rooms which do not match any of the eight other common types.
The first bunch which you manage to collect (by running over it when the bananas are on the screen) will be worth one banana, the second worth two, and so on. The object of the bonus game is to pick up ten bunches (the last being worth ten bananas), at which point the "Klaptrap"(s) vanish. Then the player is rewarded with something more significant.
There are five "JUMP" bonus rooms. Three of them give red balloons for completing the game, and the other two award Rambi icons.
There are eight "MATCH" bonus rooms. Four match any animal icon (Enguarde, Expresso, Rambi, Winky). Two match red, green, or blue balloons (one, two, or three extra lives). The two others match a single banana, a bunch of bananas, a Winky icon, or a red balloon.
There are four "MATCH-KONG" bonus rooms. All four award a red balloon for winning the game.
There are five "SPELL" bonus rooms, each with a different reward. Three of the rooms play the spell game for only a single word and a single reward (Enguarde icon, Expresso icon, red balloon). Of the other two, one gives the player up to three words for each of the three colors of balloon (though any error in any word terminates the level), and the other gives four words for each of the four animal icons.
Following are short, semi-vague descriptions of the locations of all hard-to-find objects.
Locations of all animal icons and animal crates are provided, even if they are visible; locations of [K]-[O]-[N]-[G] letters are only specified in cases where they are out of sight or in bonus rooms.
Index:
Red balloon in Donkey Kong's treehouse at the beginning of the level
Hidden Steel Keg revealed after jumping down following the arrow of bananas from the second group of treetops past the treehouse.
Visible red, red, and green balloons along the treetops just past the letter [K] icon. (See section Q-3 for detailed information on collecting these balloons.)
Visible Expresso icon below the coconut-throwing "Necky" that sits a short distance past the continue barrel.
Visible Rambi crate just beyond the Expresso icon.
Hidden regular barrel revealed by jumping down and right from the tree with the [G] icon.
[N] is at the end of the first bonus room (just past the [O]).
Visible Rambi icon on treetop left and up from first swinging rope.
Hidden movable tire revealed upon landing after jumping as far as possible to the right over the "Zinger" that is just past the [N].
Hidden Winky icon revealed upon landing on hilltop a short distance past the (above) tire. The tire is needed to jump with sufficient height to reveal the icon.
Visible Enguarde icon between last bonus room and red arrow signpost.
Hidden banana room, entered by moving down through the wall under the first "Croctopus"'s area.
Visible Enguarde crate. Continue to the right of the first "Croctopus", following the floor, to reach the crate in a lower- right corner where the path turns upwards.
Red balloon on the right-hand side of the second "Croctopus" area. (Use Enguarde and pick up the balloon, then reverse direction to avoid the "Croctopus".)
Visible Enguarde crate. Follow right-hand wall downwards after the continue barrel, to pick up the crate in a bottom right corner where the path turns to the left.
Hidden Expresso icon, entered by moving to the right through a wall beside a "Chomps". The "Chomps" is in the final vertical shaft, which ends with the [N] at the top.
Visible Winky icon, picked up by a cartwheel-jump (Section Q-3) off the low-lying land area just beyond the [K].
Visible Rambi icon, just past the pit containing three "Kritter"s, that is on the land area before the [O]. (Picked up by bouncing off a "Kritter"'s head up to the treetop.)
Visible Winky crate on platform a short distance before the continue barrel.
[N] is in the only bonus room of this level.
Visible Expresso icon in mid-air a short distance before the [G] It can be reached easily when jumping with Winky, or with some difficulty by jumping with Donkey Kong only (Diddy is too short).
Visible Enguarde icon on the track a short distance before the continue barrel.
[N] is in the upper path just beyond the continue barrel. (To get there you have to push the movable tire onto the vertically moving platform, then jump up and to the right.)
Winky crate where upper and lower paths converge. (Jump onto the ledge which is on the right-hand side of the vertical path where the two rejoin, in between the two paths in height. Walk through the door to the right.)
Matt Baker tells me that there is a way to get Rambi here. He writes: "Get Winky, go back into the cave, get Winky again, get off Winky, exit cave, and get RAMBI!"
Barely-visible Expresso icon between the [K] and [O]. (Jump onto the single vertically-moving ledge with a "RockKroc"; when the ledge is at the peak of its height, jump up and left to collect the icon.)
[K] is in the first bonus room.
Hidden Winky crate on a ledge above the temple area which has the [N]. (Roll a tire onto the horizontally-moving platform that goes under a vertically-moving millstone, then bounce off the tire and onto the steps above the millstone. Continue to the right.)
Hidden [K] which is revealed by jumping down and to the right from the hill that has a coconut-throwing "Necky" standing on a tire. (Use the tire to gain enough height to expose [K].)
Hidden regular barrel to open the third bonus room, revealed by jumping down and to the left off a stair-step-like platform on which sits a coconut-throwing "Necky".
[N] is in the second bonus room.
Visible Expresso icon suspended in a pit, a short distance before the exit. (Use the cartwheel-jump -- see Section Q-4 -- to pick it up without falling to your death.)
Hidden "DK" barrel shortly before the [O].
Visible Enguarde icon at the end of the second bonus room.
Hidden Rambi icon directly above the entry door. (Bounce off Gnawty to get up on top of the door and jump up to collect it.)
Visible Expresso crate at the end of the first bonus room.
Hidden [N] just after the big hill following the second bonus room. (Bounce on a tire to get to the top of the hill, jump down and to the right to expose the icon.)
Off-screen [G] immediately before the exit. (Fall down the right- hand side of the pit immediately in front of the exit door; you will collect the [G] and be blasted back up to the exit area by an off-screen barrel cannon that sits below the [G].)
Visible Expresso crate at top of the first big hill (about 1/3 of the way past to the end of the level).
[O] is very low in the same land area as the Expresso crate, almost directly under the crate and very difficult to get to.
Hidden Enguarde icon on the left-hand side of the second big hill. (You need either Expresso or exit from first bonus room to get to the top of the hill; bounce off the movable tire onto the extreme left-hand edge of the hilltop to expose Enguarde.)
Hidden "DK" barrel on the right-hand side of the second big hill. (You need either Expresso or exit from first bonus room to get to the top of the hill; bounce off the movable tire onto the extreme right-hand edge of the hilltop to expose Enguarde.)
[G] is in the fourth of five bonus rooms, the entrance of which is pretty much directly underneath the last Manky Kong in the level.
[K] is in a hidden room through the left-hand wall at the top of the first vertical shaft in the level.
Enguarde crate in the same hidden room as the [K], through the left-hand wall at the top of the first vertical shaft in the level.
[O] is in the second bonus room, just left of the continue barrel.
Visible Rambi icon above a barrel and two "Zinger"s, just past [N].
Hidden Enguarde icon in the dark spot on the floor a short distance past (and above) the continue barrel.
Visible Expresso icon at the end of the third bonus level.
Expresso crate to the left of the entrance point.
[K] is also to the left of the entrance point.
[O] is in a hidden room through the right-hand wall just beyond the first set of barrel cannons. (After exiting the cannons, move through the right-hand wall below and right of the cannons. Go up and over to the left to collect a "DK" barrel and the [O].)
Enguarde icon in a hidden room near the top of the first vertical shaft beyond the continue barrel. (Go through the left-hand wall just short of where the "Croctopus" stops at the top of the shaft.)
Winky icon at the bottom-right corner of a loop a short distance past the Enguarde icon. (The third "Croctopus" after the continue barrel chases you to a four-way intersection and goes straight through it. You should go up, let the "Croctopus" pass, and follow him to the right and down to collect the Winky icon.)
Enguarde crate and a red balloon in a hidden room in the tunnel off of the area where the first "Croctopus" past [N] chases you. (Near the top of the third vertical shaft after the [N], go through the left-hand wall; you'll enter a hidden room with a red balloon in the top center, and the Enguarde crate at the lower left.)
Squawks crate immediately in front of the entrance point.
[G] is in the bonus room just before the end of the level. (Only Diddy can collect it, by bouncing off the "Klaptrap".)
Winky crate at the end of the first bonus room.
Hidden Rambi crate and tire at the bottom of the first
vertical shaft after the continue barrel. (After the continue barrel,
jump down and walk across to and up the stairs, past the flame
on / flame off oil barrel, and to the edge of the platform.
Instead of jumping across the vertical shaft, jump down into
it. You will land next to a Rambi crate and tire.)
[Thanks to Eric and Patrick Mulac]
[N] is in the last bonus room.
Hidden [G] shortly before the exit. (Jump down and to the right off the big oil drum that's at the extreme left-hand edge of the platform with the exit, to expose it.)
Off-screen Winky icon on the right-hand side of the platform that is beside the barrel cannon which leads to the third bonus room.
[O] is in the second bonus room.
A visible Expresso icon is also in the second bonus room.
[N] is on a ledge way down off the screen, against the left-hand wall of the second set of elevators past the continue barrel. (From the continue barrel, pass the first pair of elevators to get to a steel barrel on a small land area. Walk off the right-hand end of this land area and fall against the left-hand wall of the pit, to land down on the [N]'s ledge.)
Enguarde crate in a hidden room that is just left of the entrance. (Go through the left-hand wall from the starting position, to enter the hidden room and pick up Enguarde.)
A second Enguarde at the extreme right-hand edge of the area that is directly to the right of the continue barrel. (From the continue barrel, head right past two mincers, then continue to the right where a trail of bananas heads upwards. Head downwards shortly afterwards, under two mincers, and then upwards to the Enguarde crate.)
Rambi icon in a hidden room in the second half of the level. (From the continue barrel, pass two vertically moving mincers then head upwards. Pass one horizontally-moving mincer in a horizontal shaft, then head upwards. At the top of a vertical shaft, there is a "room" with three mincers rotating in a big circle. The top center of this room has a fake wall which permits entry to the hidden room with the Rambi icon.)
Visible Rambi icon in the first bonus room.
Off-screen Enguarde icon on a low track. Immediately after passing the [O] icon, do not jump out of the cart at the next break in the track. The cart will fall down to a hidden track, and you'll go right through an Enguarde icon.
Visible Enguarde icon at the bottom of the screen, under the highest of a set of three small platforms a distance past the [K]. (I don't know how to collect it without dying.)
[O] is hidden in the platform immediately before the continue barrel. (You can bounce high off the tire to the left of the platform, in order to land hard and expose the [O].)
[N] is in the first bonus room, which is below a set of four falling platforms most of the way to the end of the level.
There's a steel keg hidden in the floor on the last platform of the level (just past the first bonus room entrance), but it can only be exposed by exiting the first bonus room.
Enguarde icon suspended high in mid-air, just before the continue barrel. To collect:
Jump off the moving platform just before it gets to the hanging wooden platform with a kritter walking back and forth on it. As you fall, follow the banana trail and you will land in a barrel cannon which will shoot you up in the air and into a fuel barrel. Once you get the fuel barrel, fall back onto the moving platform.
Do not jump onto the kritter on the hanging wooden platform. Instead, stay on the moving platform. It will continue up and off of the track, then to the right, and finally down, passing across the Enguarde icon. You can then jump off the moving platform and walk to the continue barrel.
[Thanks to Eric and Patrick Mulac]
Rambi crate a short distance beyond the [K].
[G] is at the end of the level inside the open doorway a short distance before the exit. (It's on the side of the hill which has a "DK" barrel and TNT barrel.)
Visible Rambi icon below a drum, about 1/4 of the way through the level.
[K], [O], [N], and [G] (all four) are located in the first bonus room of the level.
Visible Expresso crate at the end of the first bonus room of the level.
Visible Expresso icon near the exit of the first bonus room (on the second land area past the continue barrel).
[K] is in the first bonus room (entered via a barrel cannon in a pit a very short distance beyond the entrance) between the last pair of horizontally-blasting barrel cannons in the bonus room.
[N] is in the second bonus room, on the third platform that you can jump to in the dark.
Visible Expresso icon in the second bonus room on the next platform after the [N].
Off-screen Winky icon on the middle of three falling platforms that are under a long platform between the [K] and [O].
(From the [K]: head to the right until you reach the second adjacent pair of short stable platforms, on a slightly different level from each other. They are the fourth and fifth non-falling/moving platforms beyond [K]. To the right of this pair, there is a falling platform followed by a "Necky", and then a long stable platform with a barrel on its left-hand edge.
Jump onto (or past) "Necky", but do not land on the platform with the barrel. Instead, fall under its left-hand edge. You'll land on a falling platform a short distance below. Jump quickly to the right to the next falling platform, which is where the Winky icon is located; and then jump to a third platform which will take you upwards, back onto the long stable platform above you.)