- ^ Nintendo Magazine System (AU), Vol. 44, November, 1996, p. 20 - "HERE COME THE KREMLINGS!: As well as plenty of the old pros from DKC2, whole new kinds of Kremling are there to be discovered, from bazooka wielding manics like the Krems to old favorites like the Krunchas and the king sized Zingers, there's enough in here to test your gameplay skills to the very limits!"
- ^ Donkey Kong Country Player's Guide, Nintendo, 1994, p. 12 - "KRITTER: Kritters come in several colors, but other than that, they basically look the same. You can take them out easily by jumping on their heads or rolling through them and bowling them over. Depending upon their color, they have different jumping abilities and patterns of movement. That's what makes them a little unpredictable. Another member of Kritter family, Krash, is the type that likes to hide out in mine carts."
- ^ Donkey Kong Country Player's Guide, Nintendo, 1994, p. 13 - "KLAPTRAP: Small in comparsion to other baddies, Klap-Traps scurry along the ground, muching on air or whatever happens to come in contact with their razor-sharp, manic jaws. They usually cover a small patch of trail, patrolling back and forth along it. A quick hop and bop does the trick."
- ^ Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, 1995, p. 15 - "KROCKHEAD: These primitive Kremlings inhabit swamps and are not quick to attack. With their springy jaws, they make great stepping stones and catapults, but be careful that they don't sink out of sight just as you're making your leap."
- ^ Gregg Mayles on Twitter (retrieved on January, 2, 2019)Media:Greg Mayles' Twitter (1, 2, 2019).png
- ^ a b c Gregg Mayles on Twitter (retrieved on May, 4, 2018)Media:Greg Mayles' Twitter (5, 24, 2018).png
- ^ Jungle scenery in Donkey Kong Countru 2Media:Jungle (DKC2).png
- ^ M. Arakawa. Donkey Kong Country 2: Diddy's Kong Quest Player's Guide. p.50 - "BARREL BAYOU: What is it about this place that Kremlings like so much?"
- ^ Donkey Kong Country 2: Diddy's Kong Quest German Player's Guide. p.46 - "BARREL BAYOU: Wo fühlen sich Kremlings am wohlsten? Genau, in stinkig dampfigen Sümpfen."
- ^ Donkey Kong Land Instruction Booklet, Nintendo, 1995, p. 14 - "KREMLANTIS: This gigantic complex of ancient ruined temples is almost completely submerged. That means that there are planty of Chomps and other biting fish swimming about, waiting to take a piece out of the Kongs."
- ^ Donkey Kong Land Nintendo Magazine System, page 13. "KREMLANTIS: Rock hewn and rock solid is Kremlantis, ancient home of K. Rool's masterful predecessors. Slight worse off for water than the good ship Gangplank, seeking as the entire kingdom is submerged! The majority of Kremlantis' wards have survived through being trapped in air pockets, though mutant winds roam freely about so beware! Of course it's inevitable that some areas are flooded by ice-water too, and it is here that DK and Diddy encounter the worst of their fears..."
- ^ Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, 1995, p. 20 - "GLOOMY GULCH: Don't count on meeting another living soul in this dilapidated ghost town, where even the ropes fade in and out of existence like phantoms. Not even the town of Tombstone was terrifying!"
- ^ Nintendo Power, Vol. 79, December, 1995, page 26 - "GLOOMY GULCH: The last stretch of road leading to K. Rool's Keep passes though the ghost town of Gloomy Gulch, and you'll be up to your hips in ghosties, beasties and bogles."
- ^ Nintendo Power, Vol. 76, September, 1995, page 26 "CAPTURED: Keep a watch out for Klobber when he's barreling ahead and the Ghost Pirate who haunts the forest shadows."
- ^ Donkey Kong 64 Player's Guide, Nintendo, 1999, p. 66 - "THE PIRATE'S HOARD: Transform into Enguarde and leap out of the water and through the star three times to open the way into the pirate's treasure room."
- ^ Bazooka: "I fought in the Kremean War, don't you know, but I've retired from the service along with 'Big Bessie'." - Donkey Kong Country 3: Dixie Kong's Double Trouble
- ^ Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, Nintendo, 1996, p. 123 - "BRIGADIER BAZOOKA BEAR: Kremean War veteran Bazooka Bear has been posted to the barracks on Mekanos to command the old artillery piece, Big Bessie."
- ^ Kevin Bayliss' like on Twitter (retrieved on October, 19, 2019)Media:Kevin Bayliss in Twitter (11, 18, 2023).png
- ^ "K. Lumsy: Sniff... K. Rool says I'm too soft to be a Kremling and I'm to stay in here until I've toughened up.." - Donkey Kong 64
- ^ Nintendo Power Magazine Vol. 126, November, 1999, p. 22 - "MEET K. LUMSY: The giant Kremling has been booted out of K. Rool's service for the crime of kindness."
- ^ Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, Nintendo, 1996, p. 64 - "LOW-G LABYRINTH: The Kremlings have somehow reduced the force of gravity in this maze, which will both slow down and exaggerate all of your movements."
- ^ "Klubba: Kap'n K. Rool treats us rotten. I hope yer scupper his plans!" - Donkey Kong Country 2: Diddy's Kong Quest
- ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, p. 5 - INTRODUCTION: The enormous bulk of Klump the Kremling landed on top of Diddy, knocking him senseless."
- ^ Donkey Kong Country Player's Guide, Nintendo, 1994, p. 13 - "KLUMP: Klump is quite a character. He's like a big, overweight drill sergeant. He's not fast — how could he be? He waddles along like a duck, blocking every ape in his path. Donkey Kong has no trouble putting Klump out of his misery, but here again, lack of size counts against Diddy as he has to hit Klump twice to off him. If Diddy jumps on Klump's head, Klump will back up and prepare for battle. Diddy can then just do a powerful cartwheel right through him."
- ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, p. 23 - MINES: The vast mines of Donkey Kong Country have been stripped of any ore they may have once contained. All the tools of the miners remain, however, from mine carts to rickety scaffolding. There are special barrels that turn the lights on and off, and risky mine elevators full of slag. Without a hard hat, mine exploration is not recommended, but Klump is not about to give up his!"
- ^ Kevin Bayliss on Twitter (retrieved on October, 19, 2019)Media:Kevin Bayliss in Twitter (10, 19, 2019).png
- ^ "Cranky Kong: Klump's hard hat protects him against your jump attack. You'll have to roll him!" - Donkey Kong Country
- ^ "Cranky Kong: Klaptrap's teeth are too big to use the roll attack! You need to jump on him!" - Donkey Kong Country
- ^ "Cranky Kong: Krusha is the toughest Kremling-- only a barrel will knock him out!" - Donkey Kong Country
- ^ "Cranky Kong: Surely K. Rool can come up with better than that, maybe a bucket or perhaps a really nasty fridge!" - Donkey Kong Country (GBA)
- ^ Donkey Kong Country 2 Instruction Booklet, Nintendo, 2004, p. 26 - CRANKY KONG: Even old Cranky Kong is getting on the entrepreneurial spirit! He's opened a small outlet where you learn more about the "history" and "culture" of Crocodile Isle."
- ^ "Cranky Kong: I reckon I'd found all the Kremkoins and completed the so called 'Lost World'. Oh well, can't expect everything from our first game, can we?" - Donkey Kong Country 2: Diddy's Kong Quest
- ^ Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, Nintendo, 1996, p. 54 - "FIRE-BALL FRENZY: The Krem Company factory operates around the clock, and Karbine is there to ensure that the Kremlings keep their noses to the grindstone. A productive Kremling is a happy Kremling!"
- ^ Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, Nintendo, 1996, p. 62 - "BLAZING BAZUKAS: Take a tiptoe through the TNT in this high-tech, high-explosive factory!"
- ^ Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, Nintendo, 1996, p. 76 - "KRACK-SHOT KROC: After the Kaos debacle at Mekanos, a subsidiary of Kremling Industries relocated to K3. Security is tight at the factory. There’s even talk about a hired gun working there."
- ^ "K. Rool: I used all of her best pots and pans to make him and then you just cast him aside as if he were a stack of empty tins!" - Donkey Kong Country 3: Dixie Kong's Double Trouble
- ^ Queen Banana Bird: "Then he commanded a bunch of his wicked Kremlings to hide the only ones that could split the crystal key - my poor children. Only all of them together have the power to break the spell." - Donkey Kong Country 3: Dixie Kong's Double Trouble
- ^ Nintendo Power Magazine Vol. 89, 1996, p. 35 - THE ARMY OF KAOS: No diabolical plan would be complete without a bevy of baddies. KAOS has an army of Kremling kreeps. These fanatical followers will obey any order given by their mechanized master of mayhem."
- ^ Character page. Nintendo.co.jp. Retrieved April 22, 2012.
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