Code Usage Notes
01 Tire Bounce
King K. Rool Hops
- Triggered whenever a Kong's feet lands on a tire
- Triggered whenever a Kong bounces off a tire, whether it's the feet or the head
- Trigerred when King K. Rool is leap-frogging
02 Steel Keg Clang
Mine Cart Clang
- Triggered every time a Steel Keg hits a wall or the ground
- Triggered when the wheels of a Mine Cart hit the rails after a jump or a drop
04 Barrel Cannon Shot
King K. Rool's Cannons
- Triggered whenever a Kong is shot out of a cannon automatically
- Triggered whenever the player presses the Y or B button to have the cannon shoot
- Triggered after King K. Rool hits the ground to drop cannonballs from above
06 Klaptrap Bite - Triggered every time a Klaptrap closes its mouth in a clap-like fashion
07 Extra Life Lost - Triggered to described that a player just lost a life
- Denoted as a balloon being popped
08 Universal Object Hit
Nut Bounce
King K. Rool Lands
- Triggered whenever a Kong hits an enemy with a jump, a roll attack or DK's Hand Slap
- Triggered whenever a Kong hits an item cache with a jump or DK's Hand Slap
- Triggered whenever a Kong hits an animal crate with a jump
- Triggered whenever a coconut by a Necky, Master Necky or Master Necky Sr. hits the ground
- Triggered whenever King K. Rool's feet touch the ground after a jump or leap-frogging
0A Bonus Reveled Chime
Cheat Code Chime
- Triggered the instant a wall is broken by means of a barrel or a Kong ramming the wall via cannon shot
- Triggered after a player successfully inputs a button sequence to enable a special feature
- Foreground element, triggered alongside Code 0B
0B Bonus Reveled Chime - Triggered the instant a wall is broken by means of a barrel or a Kong ramming the wall via cannon shot
- Triggered after a player successfully inputs a button sequence to enable a special feature
- "Quiet" version of Code 0A, background element, triggered alongside Code 0A
0C Rambi's Heavy Landing - Triggered whenever Rambi's hooves touch the ground after a jump
- Echoed version of Code 0D
0D Rambi's Heavy Landing - Triggered whenever Rambi's hooves touch the ground after a jump
0E Queen B. Buzzing - Repeats every few seconds as long as Queen B. is unharmed
0F Queen B. Death
Zinger Death
- Triggered whenever Queen B. is hit by a barrel thrown by a Kong
- Triggered the instant a Zinger is hit by the following:
1) A barrel thrown by a Kong
2) Rambi's horn
3) Winky's legs
10 Rambi Panting - As long as Rambi is inactive and without a rider, SFX is triggered every few seconds
11 Crate Cracked - Triggered whenever an animal crate or a blank crate is hit by the following:
1) A jump attack by a Kong or DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) While swimming by simply "touching" the crate by a Kong or while riding Enguarde
4) Rambi's horn
5) Winky's legs
12 Donkey's Tarzan Yell - Low pitch version of Code 13, containing only the first two notes
- Usage unknown
13 Donkey's Tarzan Yell - Triggered after a few seconds of inactivity as Donkey Kong
14 Barrel Breaking
TNT Explosion
- Triggered the instant a barrel hits an enemy, the ground, the wall or another barrel
- Triggered whenever a Kong touches a floating DK Barrel
- Used as part of the TNT Explosion sequence
15 Barrel Breaking
TNT Explosion
- Triggered the instant a barrel hits an enemy, the ground, the wall or another barrel
- Triggered whenever a Kong touches a floating DK Barrel
- Used as part of the TNT Explosion sequence
- Low pitch version of Code 14
16 Winky's Ribbit
Diddy Is Clueless
- As long as Winky is inactive and without a rider, SFX is triggered every few seconds
- SFX is also triggered whenever a Kong riding Winky is immobile
- Triggered after a few seconds of inactivity as Diddy Kong
18 Clambo Shoots A Pearl - Triggered whenever Clambo spits a pearl
19 Army Charge
Croctopus Charge
Dumb Drum Producing
- Triggered whenever an Army or Croctopus starts to roll, signaling a charge
- Triggered whenever a Dumb Drum is producing an enemy to release
1A TNT About To Explode - BETA SFX, UNUSED
- After five seconds of hissing, the TNT barrel explodes
- To be triggered whenever a Kong gently puts down a TNT barrel
1D Slippa Death - Triggered the instant a Slippa is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
1E Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
20 Banana Bunch Collect - Triggered whenever a Kong touches a Banana Bunch
- Used primarily as a counting machine
21 Banana Collect - Triggered every time a Kong touches a single Banana
22 Banana Bunch Complete - Triggered after the first nine bananas in the bunch have been tallied
- Triggered whenever a Kong defeats a yellow-colored enemy
- Mainly used as a way to close the tally on a Banana Bunch
26 Barrel Cannon Load
Barrel Reload
Mini-Drum Emitting
Dumb Drum Emitting
- Triggered the instant a Kong touches a barrel cannon or jumps into one
- Triggered whenever a Barrel is ready for throwing by a Kong or a Manky Kong
- Triggered whenever a Mini-Drum or Dumb Drum releases an enemy
27 Rambi Footstep - Triggered whenever the player moves a Kong riding Rambi
- Piece 1 of 4
28 Millstone Rolling
Expresso Pecking
- Triggered whenever a Gnawty operates a Millstone, cannot be interrupted
- As long as Expresso is inactive and without a rider, SFX is triggered every few seconds
29 Rambi Footstep - Triggered whenever the player moves a Kong riding Rambi
- Piece 2 of 4
2A Rambi Footstep - Triggered whenever the player moves a Kong riding Rambi
- Piece 3 of 4
2B Rambi Footstep - Triggered whenever the player moves a Kong riding Rambi
- Piece 4 of 4
2C Fuel Unit Used - Triggered every time a unit is lost while riding a Fueled Platform
- Backup SFX, rarely used
2D Switch Barrel
Game Resume
- Triggered whenever a Kong touches a Go Barrel to make it Stop
- Triggered whenever a Kong touches an Off Barrel to make it On
- Triggered whenever a player presses START to resume playing
2E Candy's Kisses - Triggered whenever Candy Kong's heart smacks a Kong
2F Extra Life Gained - Triggered to describe that a player just earned a life, repeated if necessary
31 Here's Your Prize
Fuel Tank Collected
Time's Up
- Triggered after the last letter in the spelling wheel is counted in the Spelling Bee Bonus Game
- Triggered a few seconds after collecting 10 Banana Bunches in the Klaptrap Bonus Game
- Triggered whenever a Kong touches a Fuel Tank to replenish the Fueled Platform
- Triggered during the Animal Bonus Game, to show that time is up
32 Diddy Kong Landing
Rockroc Footsteps
Expresso Footsteps
- Triggered whenever Diddy's feet touch the ground after a jump
- Triggered whenever a Rockroc is running
- Triggered whenever the player moves a Kong riding Expresso
34 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- Low pitched version of Code 1E
35 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- "Quicker" version of Code 1E
36 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- High pitched version of Code 1E
37 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- Higher pitched version of Code 1E
38 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- Very high pitched version of Code 1E
39 Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- Highest pitched version of Code 1E
3A Rambi's Horn Object Hit - Triggered whenever Rambi's horn hits an enemy, an animal crate, barrel or breakable wall
- Max high pitched version of Code 1E
3B Extra Life Gained - Triggered to describe that a player just earned a life, repeated if necessary
- Duplicate of Code 2F
3D Thunder And Lightning - Triggered exclusively in Ropey Rampage, to show the jungle is having a dark and stormy night
3E Diddy Kong Talking - Triggered whenever Diddy Kong is released from a DK Barrel
3F Donkey Kong Talking - Triggered whenever Donkey Kong is released from a DK Barrel
40 Donkey At The Edge - Triggered the instant Donkey stands at the edge of a walkable platform
41 Diddy At The Edge - Triggered the instant Diddy stands at the edge of a walkable platform
42 Donkey "Ow!"
Klaptrap Death
- Triggered whenever Donkey archs back during his tilt animation
- Triggered whenever Donkey is hit by Cranky's cane
- Triggered the instant a Klaptrap is hit by the following:
1) A regular jump attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
43 Diddy "Ow!"
Diddy Is Hit
Gnawty Death
- Triggered whenever Diddy archs back during his tilt animation
- Triggered the instant Diddy touches an enemy
- Triggered the instant a Gnawty is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
46 Donkey Is Hit - Triggered the instant Donkey touches an enemy
47 Mini-Necky Spit
Army Death
- Triggered whenever Mini-Necky spits a nut
- Triggered the instant an Army is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
48 Klump Death
Manky Kong Death
Donkey Fouled Up
- Triggered the instant a Klump or Manky Kong is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
- Triggered by Donkey Kong palming his head (during a Bonus Fail moment)
49 Winky Is Hit
Kritter Death
Kritter Switch
- Triggered the instant a Kritter, Kutlass or Kopter is hit by the following:
1) A regular jump or roll attack by a Kong (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
- Triggered the instant Winky touches an enemy (Code is called twice)
- Triggered when a Kong touches the Kritter emblem during the Spelling Bee Bonus Game
4A Cranky's Rocking Chair
Cranky's Phonograph
- Triggered by Cranky rocking his chair
- Triggered during the intro of Donkey Kong Country Title Screen
4D Donkey Kong Landing
DK's Hand Slap Attack
- Triggered whenever Donkey's feet touch the ground after a jump
- Triggered whenever Donkey's hands pound the ground during DK's Hand Slap
4E Clambo Shuts Shell - Triggered every time a Clambo closes its mouth
4F Letter K - Triggered by a Kong touching this Golden Letter (also occurs during the Spell KONG Bonus Game)
- Triggered as the letters are being counted for an extra life
50 Letter O - Triggered by a Kong touching this Golden Letter (also occurs during the Spell KONG Bonus Game)
- Triggered as the letters are being counted for an extra life
51 Letter N - Triggered by a Kong touching this Golden Letter (also occurs during the Spell KONG Bonus Game)
- Triggered as the letters are being counted for an extra life
52 Letter G
Pause Game
- Triggered by a Kong touching this Golden Letter (also occurs during the Spell KONG Bonus Game)
- Triggered as the letters are being counted for an extra life
- Triggered whenever the player presses START to pause gameplay
53 Krusha Death
King K. Rool Death
Rambi Is Hit
- Triggered the instant a Krusha is hit by the following:
1) A regular jump on a Blue Krusha by Donkey Kong (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
- Triggered whenever King K. Rool is hit by a jump attack from a Kong
- Triggered the instant Rambi touches an enemy (Code is called twice)
54 King K. Rool Footstep - Triggered whenever King K. Rool runs the floor
55 King K. Rool Footstep - Triggered whenever King K. Rool runs the floor
- Low pitched version of Code 54
56 Rambi's Horn
King K. Rool Isn't Dead Yet
- Triggered whenever a player presses the Y button to attack with Rambi or when Rambi is close to a "touchable" object
- Triggered to denote King K. Rool is recovering
57 Enguarde's Nose
Squidge Attacks
- Triggered whenever a player presses the Y button to attack with Enguarde or when Enguarde is close to a "touchable" object
- Triggered every time a Squidge pokes while swimming
58 Bonus Fail
Winky's Legs Object Hit
Rambi's Hooves Cache Hit
Very Gnawty Landing
Really Gnawty Landing
Switch Barrel Revert
- Triggered during bonus games, whenever a Kong makes a mistake, happens in Roulette, Spell KONG, or Spelling Bee
- Triggered whenever Winky's legs hit an enemy
- Triggered whenever Rambi's hooves land on a visible or hidden item cache with a jump
- Triggered whenever the feet of Very Gnawty or Really Gnawty touch the ground after a jump
- Triggered after a switch barrel has not been touched for a number of seconds
59 Feathers Flapping
Tossing Nuts
Common Throwing
Diddy Throws Cap
- Triggered every time a Necky or Mini-Necky is flying
- Triggered every time a Necky is tossing coconuts
- Triggered whenever a player presses the B button repeatedly to flap Expresso's wings while in the air
- Triggered whenever a Kong throws an object, usually a barrel
- Triggered by Diddy Kong tossing his cap to the ground (during a Bonus Fail moment)
5A Flame Rises - Triggered whenever a flame rises from an Oil Drum
- High pitched version of Code 5B
5B Flame Rises - Triggered whenever a flame rises from an Oil Drum
5C Flame Rises - Triggered whenever a flame rises from an Oil Drum
- Low pitched version of Code 5B
5D Diddy Needs Rescuing - Triggered when Donkey is near a DK Barrel containing Diddy Kong
5E Donkey Needs Rescuing - Triggered when Diddy is near a DK Barrel containing Donkey Kong
5F Animal Jump
Mine Cart Jump
Enguarde's Nose Object Hit
King K. Rool Lives
- Triggered whenever a player presses the B button to have an animal (except Enguarde) or mine cart jump
- Triggered whenever the player moves Winky
- Triggered whenever Enguarde's nose hits an enemy
- Triggered after King K. Rool wakes up and stands
60 Animal Token 1 - Triggered by a Kong touching the first in a three-set series of Animal Tokens
- Each Animal Token has its own tally mark, to prevent confusion
61 Animal Token 2 - Triggered by a Kong touching the second in a three-set series of Animal Tokens
- Each Animal Token has its own tally mark, to prevent confusion
62 Animal Token 3 - Triggered by a Kong touching the third in a three-set series of Animal Tokens
- Each Animal Token has its own tally mark, to prevent confusion
63 Common Laughing - Triggered by the following:
1) Whenever a Kong hits a Krusha with a jump or roll attack, or by DK's Hand Slap (accompanied by Code 08)
2) Whenever Very Gnawty or Really Gnawty touches a Kong
3) After Very Gnawty or Really Gnawty is hit by a Kong
4) During the title screen, after Cranky Kong tosses a TNT Barrel to Donkey's boom box
64 Donkey Kong Landing
DK Hand Slap Attack
- Triggered whenever Donkey's feet touch the ground after a jump
- Triggered whenever Donkey's hands pound the ground during DK's Hand Slap
- Pitch variation of Code 4D
65 Switch It Up - Triggered whenever the player presses either the A or SELECT button to switch Kongs during gameplay
66 Mini-Necky Death
Master Necky Death
Master Necky Sr. Death
Expresso Is Hit
Squawks Is Released
- Triggered the instant a Mini-Necky is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
- Triggered whenever Master Necky or Master Necky Sr. is hit by a jump from a Kong
- Triggered the instant Expresso touches an enemy (Code is called twice)
- Triggered after a Squawks Animal Crate is opened
67 Necky Death
Master Necky Spit
Master Necky Sr. Spit
- Triggered the instant a Necky is hit by the following:
1) A regular jump or roll attack by a Kong, or by DK's Hand Slap (accompanied by Code 08)
2) A barrel thrown by a Kong
3) Rambi's horn
4) Winky's legs
- Triggered whenever Master Necky or Master Necky Sr. spits a nut
6E Zinger Buzzing - Repeats every few seconds as long as a Zinger is not harmed
73 Extra Life Chime - Triggered whenever a Kong touches a Red, Green or Blue Balloon
74 Extra Life Lost - Triggered to described that a player just lost a life
- Denoted as a balloon being popped
- High pitched version of Code 07