: This article is about the Kremling enemies in the Donkey Kong series. For non-Kremling related enemies, see List of non-Kremling Donkey Kong enemies.
The Kremlings or Kremling Krew are the main enemies of the Donkey Kong games. They are a legion of anthropomorphic crocodiles led by King K. Rool and exist simply to get in Donkey Kong and friends' way.
The Kremlings first appeared in Donkey Kong Country in 1994, by Rareware. There, they were following the orders of K. Rool to steal Donkey Kong's famed banana hoard. The drone archetypes that appeared in this game would set a template for future Kremling designs to follow. Almost all Kremlings have a name beginning with a K, and even the exceptions have a K in some part of their name.
The Kremlings returned in 1995 with Donkey Kong Land and again in Donkey Kong Country 2: Diddy's Kong Quest. In that game, following the self-proclaimed Kaptain K. Rool's fashion sense, virtually every Kremling was dressed in pirate fatigues, some even going as far as amputating arms or legs. This trend continued into the game's pseudo-sequel Donkey Kong Land 2. It should also be noted that the game took place on Crocodile Isle, the Kremling's home island. The island was subsequently destroyed at the end of both games.
In ', K. Rool was believed to have been replaced with the robot KAOS. However, it was later found that K. Rool was the controller of KAOS, and under the persona of "Baron K. Roolenstein". In accordance with this, the Kremling designs in this game were moderately different from the designs in the earlier games. This style was kept for Donkey Kong Land III a year later.
In Diddy Kong Racing for the Nintendo 64, a sole Kremling by the name of Krunch was available as a playable character. As the story goes, his mission was to investigate Diddy Kong's visit to Timber's Island and find out if the monkey was hatching some sort of anti-Kremling plot. Krunch was set to return in Diddy Kong Pilot for the Game Boy Advance, however, the game was refit into Banjo Pilot after Rare was sold to Microsoft in 2002.
The Kremlings returned in Donkey Kong 64 in 1999. There, once again under the command of King K. Rool, the Kremlings returned to a look more accurate to the original Donkey Kong Country than DKC2 or 3. Also in this game, there were a few Kremlings that went unnamed due to the lack of a curtain call that was traditional in the Donkey Kong Country series. This includes a skeletal Kremling, a wind-up robotic Kremling, a Kremling inside a mushroom costume, a ghostly demon Kremling featured inside Donkey Kong's minecart stage, and a Kremling under a sheet with holes cut out for the eyes.
The classic Kremling designs returned in the port of Donkey Kong Country for Game Boy Color, and after that, they disappeared for a while, only warranting a brief cameo by Klaptraps in Super Smash Bros. Melee.
In 2003, Donkey Kong Country was once again ported, this time to the Game Boy Advance. This brought about the return of the Kremlings, and a year later, they appeared in the port of Donkey Kong Country 2 for the GBA, as well as the sports game Mario Power Tennis and the music game Donkey Konga. In 2005, the Kremlings returned as the main foes in DK King of Swing for Game Boy Advance, and made appearances in Mario Superstar Baseball, Donkey Konga 2 and Super Mario Strikers for the GameCube and in Mario Strikers Charged for the Wii.
Strangely, Donkey Kong Jungle Beat, the apparent successor to the Donkey Kong series on the GameCube, did not feature any Kremlings whatsoever. This is because of a decision made by the developers to give the game "fresh features".
In DK King of Swing, the name Kremling is applied only to the enemy , as the only other Kremling to appear in the game aside from them is King K. Rool; in the sequel, DK Jungle Climber, the name is once again used for the species, presumably because other Kremlings aside from Kritters (such as ) appear in the game.
The Kremlings were also a frequent part of the Donkey Kong Country TV series, once again appearing as the main villains. Strangely, they were never referred to as "Kremlings" in the entire span of the program, being solely called the names of various reptiles (salamanders, geckos, lizards, etc.).
Notable types of Kremlings Bazuka Bazukas are small red-colored (purple-colored in the Japanese version of Donkey Kong Land 3) Kremlings with large bazookas. Similar to Kannons, they fire out various types of barrels, which the Kongs can change by hitting "switches" throughout the level. Bazukas were often helpful, as the Kongs could bounce on their barrels to reach new areas. On three occasions, Bazuka was necessary to defeat Koin.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Kaboing Kaboings are Kremlings with two peglegs. These peglegs are spring loaded to allow Kaboing to jump higher. They closely resemble both Kritter and Klomp in appearance.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Kaboom Kabooms are similar in appearance to Klobbers, and in nature to Klasps. Kaboom will lie in wait for the Kongs inside a TNT barrel. If the Kongs come into contact with him, he will explode. They are distinguished from actual TNT barrels by the N being backwards on a barrel that conceals a Kaboom.
Appearances:
* Donkey Kong Country 2 * Donkey Kong 64
Kackle
Kackles are skeletal Kremling ghosts that hide in haunted houses. They are not programmed to be defeated but can only be outrun. They are exclusive, only being found in one level, "Haunted Hall". In Donkey Kong 64 another, unnamed skeletal Kremling appears. Whether this is a Kackle or a relative to them is unknown.
Appearances:
* Donkey Kong Country 2
Kannon Kannon is a cannon-carrying Kremling who according to the manual is actually Klump. He fires out cannonballs and in some cases barrels. He usually fires them straight forward, but sometimes fires them downward. In the animated series, the character Kaptain Skurvy bears a large resemblance to Kannon. Kannon is fat and easy to defeat with a bounce on the head.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Kasplat
Kasplats are burly Kremlings spread throughout Donkey Kong 64. Each Kasplat has a piece of Snide's blueprint for the Blast-O-Matic laser, and every Kong can defeat their specific Kasplat (as identified by their hair color) to retrieve the blueprint and return it to Snide in return for a Golden Banana. Prima's Donkey Kong 64 Strategy Guide incorrectly referred to Kasplat as Krusha, but the two are in fact, separate enemies.
Appearances:
* Donkey Kong 64
Klampon Klampons are the Donkey Kong Country 2 and Donkey Kong Land 2 equivalent of Klaptraps. While a bit larger than Klaptrap, they have a similar appearance and movement pattern. In the DKC2 manual, they are referred to as "Klaptrap's older brother".
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2 * Donkey Konga 2
Klaptrap Klaptraps are low-to-the-ground crocodiles that continually snap their jaws while walking around. This makes frontal attacks on them impossible. Klaptraps are very popular amongst Nintendo's second and third parties, having appeared in Super Smash Bros. Melee and Mario Power Tennis.
The Klaptrap biting noise in Donkey Kong Country was, according to the Rare scribes (May 12 2005), produced by one Mr. Peilio of Rare. He did this by banging his teeth together. In Donkey Kong 64, this sound was replaced with a more generic one.
In Donkey Kong 64, the Klaptraps reappear but in a more dog-like attitudes than in the previous games. Every time they are destroyed however, their teeth automatically come to life and attack by trying to bite the current Kong. But this is nothing on a count of that the Kong can still just easily attack and shatter them once more (the Klaptrap is killed instantly if an orange grenade is used). The game also features purple ones and a very large red one, only featured in the Creepy Castle intro. In the mini-game 'Beaver Bother', a green Klaptrap is actually controllable. Its only abilities are to jump (with A) and gnash its teeth (with B).
In the Donkey Kong Country animated series, they were used merely as ammunition that was fired from guns and acted a bit like termites.
One particularly large Klaptrap (about Diddy's size) appeared in a few episodes and was called Junior. Junior however was mostly on the Kong's side and once saved Donkey Kong from a pack of sea pirate Kremlings after Diddy helped him regain his sharp teeth.
In Mario Superstar Baseball, the river in Donkey Kong's stadium was filled with Klaptraps. If a player gets bitten by one he or she becomes slower and less manoeuverable. If a Klaptrap is hit by a baseball, the team who hit it gets a team star.
Klaptraps behave in a similar manner to the Snapjaws that featured in Donkey Kong Jr.; unlike Klaptraps, however, Snapjaws were mechanical. In Donkey Kong Country 2 and Donkey Kong Land 2, Klaptrap was replaced by Klampon, his older brother, who is almost identical in appearance and behavior. The Klampons were replaced by Krimp in Donkey Kong Country 3 and Donkey Kong Land 3.
Appearances:
* Donkey Kong Country * Donkey Kong Land * Donkey Kong 64 * Super Smash Bros. Melee * Donkey Konga * Mario Power Tennis * Mario Party 7 * Mario Superstar Baseball
Klank
Klanks are Kremlings who resemble Kutlass. They are found in the levels "Target Terror" and "Rickety Race" in Donkey Kong Country 2. Klanks ride skull-shaped roller coaster cars and attack by throwing barrels at the Kongs. Klanks come in a multitude of colors. In order to gain the DK Coin in "Rickety Race" Dixie and Diddy must defeat all 10 Klanks in the level by jumping on them.
Appearance:
* Donkey Kong Country 2
Klasp Klasps are Kremlings who look the same as Knocka, but hide in red TNT barrels. They cling onto horizontal ropes and will chase after anyone who grabs onto that rope. If the Kongs hit them, the Klasps will explode. They first appeared in Donkey Kong Country 3. They later appeared in Donkey Kong Land III, but they don't chase after the Kongs; instead, they go back and forth in a fixed pattern.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Klinger Klingers are Kremlings that are able to climb and slide down vertical ropes and chains. They first appeared in Donkey Kong Country 2, and later in Donkey Kong Land 2. According to the game's Player's Guide, Kremlings weren't natural-born rope climbers; Klingers are the only ones who are able to. Getting touched or landing on them (when their climbing hand is swinging up) will cost a character. It is possible to defeat them if timed right.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2 * Donkey Konga 2
Kloak
Kloaks are ghosts that hide in large cloaks that resemble the garb Krook wears and float through the air. They materialize items out of thin air that they use to attack. The items they throw range from treasure chests to Spiny porcupines.
Appearances:
* Donkey Kong Country 2
Klobber Klobbers are Kremlings that dress up in barrels. They first appeared in Donkey Kong Country 2, as well as in Donkey Kong Land 2 and Donkey Kong 64. When the characters ventured near them, they would pop out and attempt to push them around by knocking into them. There are four varieties: green ones just knocked a Kong around, yellow ones caused 10-banana bunches to fall from the character, red ones, also known as "Kabooms" will explode on impact, while the grey ones caused extra life balloons to fly out. Donkey Kong Land 2 only had the green and red variations. In Donkey Kong 64, they would hurt the Kongs. In DK Jungle Climber, Klobbers attack by bumping into Donkey Kong and knock him off pegs, which Klobbers can climb in this game.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2 * Donkey Kong 64 * Donkey Konga 2 * DK: Jungle Climber
Klomp Klomps are basically the Donkey Kong Country 2 (and Donkey Kong Land 2) equivalent of Kritters. There were no difference between the two, except that Klomps have peg legs and do not come in a variety of colors, only green; also, they are unable to jump as certain kinds of Kritters were.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Knocka
Knockas are Kremlings who hide in green barrels, and will charge at their foes and attempt to ram them off an edge in a similar manner to Klobber. They have mouths painted on their barrels and eye-holes. They first appeared in Donkey Kong Country 3. The Game Boy Advance port featured a TNT version in the stage Stormy Seas. These enemies are also in Donkey Kong Land III, but are named Krusha instead.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3 (as Krusha)
Kobble Kobbles are muscular Kremlings with no form of clothing who are similar to Kritters. They first appeared in Donkey Kong Country 3, but didn't appear in the later levels. They appeared more frequently in Donkey Kong Land III.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Koin Koins are Kremlings who wear helmets made of metal buckets with a skull and cross-bones image on it that carry shields made of trash-can lids with a DK Coin within it. They can only be defeated by throwing a steel barrel in a manner that maneuvers it over their head so that it collides with his vulnerable backside, the only area which remains unprotected.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Koindozer
Koindozers are Kremlings who resemble Koin, but are purple. They have no DK Coin on their shields, but will attempt to ram their foes away, possibly into an abyss. They can't be defeated, neither by a steel barrel in their backside like the Koin. The Kongs can step on their shield by jumping over them.
Appearances:
* Donkey Kong Country 3
Kopter Kopters are small Kremlings with helmets and helicopter blades in each hand. They fly through stages either in fixed patterns or downwards by spinning the blades. The blades are harmful for the Kongs to touch, but they can jump on Kopter's helmet without taking any damage. They can be defeated in Donkey Kong Land 3. Donkey Kong Barrel Blast features what appears to be an updated version of Kopter as a playable racer.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3 * Donkey Kong Barrel Blast
Kosha Koshas are small Kremlings dressed in Viking clothing that wielded giant spiked clubs. They appeared in Donkey Kong 64 and are very similar to Kutlass. They have a hard time carrying their clubs because the clubs are more than twice their size.
Appearances:
* Donkey Kong 64
Krash
Krash is a regular Kritter who attempts to drive a minecart into the players in the minecart levels of Donkey Kong Country. A muscular version attempts to club them in the minecart levels of Donkey Kong 64.
Appearances:
* Donkey Kong Country * Donkey Kong 64
Krimp
Krimp are the Donkey Kong Country 3 and Donkey Kong Land 3 equivalent of Klaptrap. They have a similar appearance and movement pattern. In gameplay, Dixie or Kiddy could attack this Kremling from behind and it would die. This is the opposite for Klampon and Klaptrap, where they would bite if attacked from behind.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Kritter Kritters are the grunts of the Kremling army. They walk on two legs and wander back and forth, though in some games they will attempt to attack. They are adorned in either gold-plated shoulderpads or skull-adorned biker jackets. Krunch was of this latter variety. In Donkey Kong Country 2 and Donkey Kong Land 2, Kritters were replaced by Klomps, who were replaced by Kobble in Donkey Kong Country 3 and Donkey Kong Land 3. The green one is the easiest to beat and the purple one is the hardest. Most of them just walk around, but some of them jump. Outside of normal Donkey Kong games, they have appeared in Mario Power Tennis, Mario Superstar Baseball, and were the goalies in Super Mario Strikers, as well as its sequel, Mario Strikers Charged.
Appearances:
* Donkey Kong Country * Donkey Kong Land * Diddy Kong Racing (as Krunch) * Donkey Kong 64 * Mario Power Tennis (cameo) * Mario Superstar Baseball (cameo) * Super Mario Strikers * Diddy Kong Racing DS (as Krunch) * Mario Strikers Charged * Donkey Kong Barrel Blast * DK King of Swing (as Kremling)
Krochead Krocheads come in the green and red variety. They both appear in Donkey Kong Country 2. The green heads act as platforms, and the red heads act as springboards. In some levels they have a habit of sinking into the lava/water, so timing jumps is crucial. Sort of like the alligators in Pitfall.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Krook Krooks are Kremlings that wear trench coats over their bodies and two large hooks for hands. They can throw their hooks at Diddy Kong or Dixie Kong which boomerang back to them. They appear in Donkey Kong Country 2 and Donkey Kong Land 2, usually in mine shafts, castle towers and bee hives.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Krumple Krumples are the Donkey Kong Country 3 and Donkey Kong Land 3 equivalent of Krushas. They are big blue muscular Kremlings that walk back and forth in various stages. If Dixie tried to attack them, she'd bounce off of him and he'd make a beckoning motion. Only Kiddy, animals, or items could harm him.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Kruncha Krunchas are the Donkey Kong Country 2 and Donkey Kong Land 2 equivalent of Krushas. They are big blue muscular Kremlings that walk back and forth in various stages. If the Kongs tried to attack them, they would get mad and turn red and run faster, plus he can take out any Kong that touches him. They could only be defeated by throwing barrels at them, teaming up and jumping on him, or performing a team throw.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Krusha Krusha are muscular Kremlings with camouflage tank-tops. These appear to be the strongest Kremlings. In Donkey Kong Country, the blue ones were immune to Diddy's own attacks. There were also grey ones that were even stronger and could only be defeated by having barrels thrown at them. They were also in Donkey Kong Land, but, perhaps due to the Game Boy's limited color display, Krushas only came in one kind, which was the weaker kind. This particular Kremling also appeared as an unlockable character to play as in Donkey Kong 64’s VS mode, becoming the first playable Kremlings in the Donkey Kong series. Like Klump, only one Krusha was featured in the TV series. This Krusha was K. Rool's bodyguard, who had a childlike IQ and enjoyed watching "Sing Along with Uncle Swampy". He became Kruncha in Donkey Kong Country 2. Donkey Kong Country 3 featured Krumple, a muscular Kremling who is very similar to Krusha. Donkey Kong 64 features a similar enemy character called Kasplat. There was a completely different enemy in Donkey Kong Land III with the same name; he was exactly like Knocka in Donkey Kong Country 3 and would hide in a barrel, waiting for a Kong to appear so he or she would be shoved.
Appearances:
* Donkey Kong Country * Donkey Kong Land * Donkey Kong 64
Kuchuka
Kuchukas are Kremlings that hide in purple barrels. While they are stationary, they will heave an endless amount of bombs at the Kongs, sometimes multiple bombs in one toss. Kuchuka cannot be picked up like most barrels, and therefore can only be destroyed with a TNT barrel.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Kutlass Kutlass is a small pirate Kremling who carries two large cutlasses (hence the name). When he sees Diddy Kong or Dixie Kong, he will charge and swing his swords, resulting in them getting stuck in the ground. This presents a moment of opportunity for the player to jump on them and defeat them. The green version can pull their swords out faster, giving the player a briefer moment to retaliate. Incidentally, the animated series also had a character named Kutlass, but he worked for Kaptain Skurvy and looked sort of like K. Rool with a lighter color scheme.
Appearances:
* Donkey Kong Country 2
Rekoil Rekoils are orange-colored Kremlings with springy tails. They jump around by bouncing off their tails and are quite common.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Rockroc
Rockroc are brown colored Kremlings that are only found in "Stop and Go Station" in Donkey Kong Country and the Game Boy remakes. They can run very fast and cannot be defeated in any way. The only way to stop them is by jumping past a switch barrel labeled Stop and Go. Note that this will only last for a few seconds before they get back up and keep running around. However, in the Game Boy Advance remake, they can be defeated by used Donkey Kong's Hand Slap on them while they're asleep.
Appearances:
* Donkey Kong Country
Kuff 'n' Klout
Kuff and Klout are large, beefy, light brown Kremlings found in Donkey Kong Country 3. As the name implies, they are found exclusively in pairs. Kuff 'n' Klout are only found in the lost world, Krematoa, where they have an entire level dedicated to them called "Tyrant Twin Tussle". Kuff 'n' Klout have two attack patterns, either charging into their foe or attempting to crush them in a dangerous game of leap-frog. Kuff 'n' Klout can only be beaten with TNT Barrels or Squitter the Spider's webs. Oddly enough, if one of the two is defeated, the other becomes completely immobilized until he disappears suddenly. The other alternative is that the remaining twin will simply charge the player until he leaves the screen or is defeated.
Appearances:
* Donkey Kong Country 3
Skidda Skiddas are Kremlings that slip and slide on the snow; they attempt to slide into the Kongs. In Donkey Kong Country 3, Skidda is a pinkish palette swap of Kobble; in the Japanese version of Donkey Kong Land 3, they are green just like Kobble. They appear in Donkey Kong Country 3 and Donkey Kong Land III.
Appearances:
* Donkey Kong Country 3 * Donkey Kong Land 3
Kremling individuals K. Lumsy K. Lumsy is a gigantic Kremling that makes his debut in Donkey Kong 64. K. Lumsy is so huge that every time he jumps up and down, the island shakes. Unlike other Kremlings, K. Lumsy is more timid and kind-hearted than his brethren. He thinks the Kongs are cute and doesn't want to harm them, so K. Rool locked him up in a portable island chained to K. Rool's ship until he learned to be more vicious. There are eight keys to the cage, each guarded by one of the world bosses. Each time one of the eight locks is opened, K. Lumsy jumps for joy, causing something to happen somewhere around the island (such as a gate rising, or a door crumbling) to open the next world. When all eight locks are opened, K. Lumsy returns the favor by (accidentally) grounding K. Rool's airship, The Flying Kroc, and later gives him an extreme beating off-screen after Funky Kong blows K. Rool out of the wreck. In one of the two hidden cinema scenes shown when the player beats the game, K. Lumsy is shown back-stroking in the ocean with several of the Kongs riding on his belly, legs and tail.
Appearances:
* Donkey Kong 64
Kaptain Skurvy Kaptain Skurvy is a pirate from the Donkey Kong Country animated series. His goal is to steal the Crystal Coconut, which, according to him, is his birthright, as declared by his great-great grandpappy. His rival in obtaining it is King K. Rool. It's later revealed that Kaptain Skurvy wants something other than the Coconut; he wants to find his long lost brother, who turns out to be Klump. After he does this, Klump tells K. Rool that he's leaving to join Skurvy's pirate crew, but K. Rool forbids it.
Appearances:
*
Kalypso
Kalypso is a Kremling debuting in the upcoming Donkey Kong Barrel Blast. Nothing is known about her, other than the fact that she is one of the first explicitly female Kremlings introduced along with Kass.
Appearances:
* Donkey Kong Barrel Blast
Kass
Kass is a Kremling debuting in the upcoming Donkey Kong Barrel Blast. Nothing is known about her, other than the fact that she is one of the first explicitly female Kremlings introduced, Kalypso is another.
Appearances:
* Donkey Kong Barrel Blast
Kip
Kip is a Kremling debuting in Donkey Kong Barrel Blast.
Appearances:
* Donkey Kong Barrel Blast
Kerozene
Kerozene is a large orange Kremling exclusive to the Game Boy Advance version of Donkey Kong Country 2. He appeared atop K. Rool's Keep. His attacks include punches, slashing with 2 large swords (that resemble Kleever), and shooting a wave of fire.
Appearances:
* Donkey Kong Country 2 (GameBoy Advance remake only)
King K. Rool
K. Rool is an obese, sometimes tailless crocodile who is ruler of the Kremling race and almost always the final boss of the games. His various guises (and thus, attacks) change from game to game. He has been himself (King K. Rool), a pirate (Kaptain K. Rool), a mad scientist (Baron K. Roolenstein), and a boxer (King Krusha K. Rool).
As King K. Rool, his attacks were more physical and direct, which included charging at the Kongs, throwing his crown, making incredible jumps to squash his opponents, which the ground-shaking landing made a barrage of cannonballs fall from the top of the area. As Kaptain K. Rool, he shot cannonballs, clouds of gas, and used his large gun as a vacuum to pull in the Kongs. He could also momentarily become invisible. As Baron K. Roolenstein, he used a jetpack, and summoned electrified lightbulb-like gadgets to electrify certain parts of the area. He also technically used KAOS to attack the Kongs. As King Krusha K. Rool, his attacks varied from round to round, but mainly involved charging the Kongs, throwing his gloves like boomerangs, and jumping to create a shockwave.
In Donkey Kong 64, K. Rool's personality was further developed. He was portrayed as a slightly sinister parody of Darth Vader and Ernst Blofeld, in the way of instilling fear in his subjects and pacing often (Vader) and deftly petting his pet Klaptrap while on his throne (Blofeld). His insanity was evident in his plot to destroy the DK Isles, as noted in Super Smash Bros. Melee.
In the animated series based off the game he plans to use the Crystal Coconut to take over Kongo Bongo (DK) Isle.
Appearances:
* Donkey Kong Country * Donkey Kong Land * Donkey Kong Country 2 (as Kaptain K. Rool) * Donkey Kong Land 2 (as Kaptain K. Rool) * Donkey Kong Country 3 (as Baron K. Roolenstein) * Donkey Kong Land 3 (as Baron K. Roolenstein) * Donkey Kong 64 (both as himself and as King Krusha K. Rool) * Super Smash Bros. Melee (in trophy form) * Diddy Kong Pilot (Cancelled) * Donkey Konga * DK: King of Swing * Donkey Kong Barrel Blast * DK: Jungle Climber
King Kut Out A giant cardboard version of King K. Rool, King Kut Out is the Kritters' last-minute attempt at preventing the Kongs from getting the seventh boss key. It is the boss of Creepy Castle. This is more of a cardboard cutout than a boss, but it can shoot lasers out of its eyes and has a high-pitched crazy laugh; it is unknown if the laugh is from a loudspeaker or the boss itself. As backup, it has exploding fish in the water, and a Kritter dressed up as a ghost. This is the only boss where all the Kongs can fight it (but not at the same time), apart from K. Rool himself.
Appearances:
* Donkey Kong 64
Klubba Klubba is a large muscle-bound Kremling that guards the gate to the Lost World in Donkey Kong Country 2. Paying 15 Kremkoins wins his favor, and access to the gate, although Kremkoins that were already collected in some bonus rounds cannot be re-collected. Players had the choice to fight him to win passage, but doing so always resulted in Klubba swinging his immense club and knocking the player back onto the world map. He reappeared in Donkey Kong Land 2, but was relocated next to Gloomy Gulch.
Appearances:
* Donkey Kong Country 2 * Donkey Kong Land 2
Kludge
Kludge is a Kremling debuting in the upcoming Donkey Kong Barrel Blast.
Appearances:
* Donkey Kong Barrel Blast
Klump Klump is a fat, bumbling Kremling decked out in military attire. His hard hat makes it impossible for Diddy to stomp him, though a frontal attack will defeat them. In Donkey Kong 64, he threw explosive oranges and could only be defeated by the DK Crew's own explosive oranges . In the animated TV series, Klump was featured, and he was K. Rool's general. In Donkey Kong Country 2 and Donkey Kong Land 2, he became Kannon, who was also featured on the TV show in the form of . He was portrayed by currently deceased actor Len Carlson. In Donkey Kong Barrel Blast, Klump returns, but wearing a barrel on his head instead of a helmet. . It was confrimed in the Donkey Kong Country manual that despite appearing in multiples in the game he is an individual kremling.
Appearances:
* Donkey Kong Country * Donkey Kong 64 * Donkey Kong Barrel Blast
Krunch
A biker-jacket wearing member of the Kremling Krew, Krunch is one of the many playable characters in Diddy Kong Racing. Before the main events of Diddy Kong Racing, Krunch was sent by King K. Rool to investigate why Diddy Kong and his friends were venturing to Timber's Island and to see if they were hatching some sort of anti-Kremling plot. Instead of antagonizing Diddy and his friends, Krunch aids them in their quest to defeat the evil alien, Wizpig.
Though people always get Krunch and Kritters confused, the basic Kremling enemy in Donkey Kong 64 bears an incredible resemblance to Krunch. Same goes with the Kremling goalies in the Mario Striker games, they also bear a resemblance. Krunch was to reappear in Diddy Kong Racing's sequel, Diddy Kong Pilot; The game was cancelled and converted into Banjo-Pilot. Recently, Krunch has appeared in Diddy Kong Racing's Nintendo DS port, Diddy Kong Racing DS.
Appearances * Diddy Kong Racing (1997) * Diddy Kong Pilot (Cancelled) * Donkey Kong 64 * Mario Power Tennis (2005) *Behind the lines in DK's stage* * Super Mario Strikers (2005) * Super Mario Strikers Charged (2007) * Diddy Kong Racing DS (2007)
Kudgel Kudgel is a large grey Kremling whose appearance was basically a palette swap of Klubba (possibly, they are brothers). As such, he appeared in Donkey Kong Country 2. His main form of attack was leaping, but he also used his club. When he landed, he would stun the Kongs and immobilize them.
Appearances:
* Donkey Kong Country 2
Robo-Kritter
A completely robotic Kritter, it is a member of Super Team in Super Mario Strikers, replacing a regular Kritter as the team's goalie. It becomes playable once the Super Team is unlocked; the Robo-Kritter also bears some minor resemblance to the unnamed, mechanical Kremlings seen in Frantic Factory in Donkey Kong 64.
Appearances:
* Super Mario Strikers
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