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Kritter
KritterSMS
Kritter's artwork from Mario Super Sluggers.
Alias(es) Kremling
Homeland Crocodile Isle
Residence(s) Any place related to the Kremling Krew
Family Kritter family
Species Kremling
Gender Male
various members
Female
Kass
Kalypso
Affiliates Kremling Krew
Powers/Abilities Various
Enemies Kong Family
Game(s) Various games (except Donkey Kong Country Returns, Donkey Kong Jungle Beat and Donkey Kong Country: Tropical Freeze)
First Appearance Donkey Kong Country
Latest Appearance Super Smash Bros. for Nintendo 3DS / Wii U
Voice Actor/Actress Chris Sutherland (1994-2003)[1]
"My loyal reptilian subjects. This marks a glorious day history for all Kritters."
King K. Rool in the episode "Bad Hair Day" from the Donkey Kong Country animated series.

Kritters (also known as Kremlings[2][3]) are the most recurring subspecies from the Kremling population in Crocodile Isle. Various Kritters in the Kremling Krew are K. Rool's main troops and are very common in many stages.

Description[]

The common Kritters are bipeds, have vertical pupils, red eyes, yellow pectoral, arms, 4 fingers, 3 toes with sharp toenails and a tail. They come in various colors, such as: green (most common), blue, brown, yellow, gray, red or purple.

In Donkey Kong Country, Kritters from the Kremling Krew wear a set of useless shoulder pads. In Donkey Kong 64, all Kritters wear black leather vests with a human skull-and-crossbones emblem on the back, but some varieties have different additional pieces. As of DK: King of Swing, DK: Jungle Climber, Donkey Kong: Barrel Blast and Mario Super Sluggers, Kritters have spikes on their forearms, belts with a skull buckle and ocher pants.

History[]

Several elements shown in Crocodile Isle and Kremlantis that Kritter subspecies is more dominant from Kremling species with many different members and many sizes.

According to the Lost World, their history was stored in this place where several Kritter statues as a tribal society.[4] Undead pirates as Kloak and Kackle as Kritters as well. K. Rool, a pirate Kremling who founded the paramilitary pirate organization Kremling Krew becoming king of Kremlings and rule his own island, is a Kritter.[5][6][7][8][9][10][11]

The common Kritters are short-tempered with the ability to jump, punch, bite and run fiercely behind the enemy.

Skinny (most common), fat or small Kritters are weak that can be defeated by any Kong's attack. Muscular, large or burly members are quite invincible to the attacks of weak characters.

Although most of the members are male, two members such as Kass and Kalypso, are female Kritters.

In the first game, the common Kritters are the grunts of half the Kremling Krew army supervised by Klump.[12][13] The green Kritters walk, blue Kritters jump, brown Kritters jump in same position, yellow Krittes jump in diferent sides and grey Kritters walk & jump. Other green Kritters drive in the Mine Carts to attack Donkey Kong and Diddy. Rockkrocs are petrified Kritters that could not get out from one of the mines.[14][15]


In second game and third game, several individual Kritters with many sizes appeared in different functions.[16][17]


In Donkey Kong 64, the common Kritters has many different functions on Kremling Krew as troops, operators, drivers and judges. Other Kritter groups wear different outfits according to the level. Exist a Kritter chief technician which is the 4th commander of Kremling Krew.


In DK: King of Swing, the common Kritters appears as the only enemies holding the pegs, throwing the rocks and control the obstacules. As playable character in the Jungle Jam, a Kritter's Jump and Attack are 3 out of 5.


In DK: Jungle Climber, the common Kritters appears with the same function in DK: King of Swing. This time 4 volunteer Kritters are the bosses with power of Crystal Bananas.

KritterStrikersj

Mario Strikers Charged

Kritters have appeared in the Mario spin-off sports games; in Mario Power Tennis they appear in Donkey Kong's Court. In Super Mario Strikers, they are the game's goalies, the game also has a robotic Kritter as the goalie of the Super Team. They reappear as goalies in the game's sequel, Mario Strikers Charged. In this game, though, you can play as them to block Mega Strikes. Four different colored Kritters, along with King K. Rool, are playable in Mario Super Sluggers.


Mario Super Sluggers information:

Note all Kritters have the "Keeper Catch" ability, all bat left and catch right. He is a homerun hitter.
  • Green Kritter: "A brute whose glove hides his slow feet."
    • Pitch: 4/10
    • Bat: 7/10
    • Field: 7/10
    • Run: 3/10
  • Blue Kritter: "A true brute with a good arm!"
    • Pitch: 5/10
    • Bat: 6/10
    • Field: 7/10
    • Run: 3/10
  • Red Kritter: "A true brute who wields a big bat."
    • Pitch: 3/10
    • Bat: 8/10
    • Field: 7/10
    • Run: 3/10
  • Brown Kritter: "A true brute who can run a bit."
    • Pitch: 3/10
    • Bat: 7/10
    • Field: 7/10
    • Run: 4/10

Kritters cameo in the game Super Smash Bros. Brawl as two collectible trophies. Their descriptions are as follows:


Kritter2 trophy
  • Kritter's trophy description: "A member of the Kremlings. Led by King K. Rool, Kritters are the grunts of the army. They appear frequently in Donkey Kong Country in green, purple, blue, and other color variations--the blue ones 'will jump after Donkey Kong. Kritters also appear in Donkey Kong: Barrel Blast, pounding those barrels in pursuit of Donkey Kong."

TrKritter
  • Kritter (Goalie)'s trophy description: "An underling of King K. Rool and the one and only goalie of Super Mario Strikers. In other words, it doesn't matter what team you play as--your goalie is going to be Kritter. Despite being at the very bottom of the Kremling ranks, he's responsible for what many might consider to be the toughest AND most important field position."

Super Smash Bros

Kritters appeared in the game Super Smash Bros. for Nintendo 3DS in the mode Smash Run, exclusive for Nintendo 3DS version.


Super Smash Bros

Kritter's trophy at the touch screen in the Classic Mode.

In both game versions, Kritters also have a collectible trophy.

Media[]

Donkey Kong Country animated series[]

Klap-Blaster

A Kritter as seen on the Donkey Kong Country animated series.

Kritters appear occasionally in the Donkey Kong Country animated series, and were voiced by Lawrence Bayne. The Kritters in the show were accurately based off the Donkey Kong Country game, but their tails were shorter and the eyes were spread more apart. A unique Kritter called Green Kroc, who was a minion of Kaptain Skurvy, was grayish in color, somewhat like Kaboing.

Donkey Kong Country comic[]

A blue Kritter attacked Diddy and Donkey Kong in a cave in the Club Nintendo comic Donkey Kong Country. He gets scared by Donkey's huge shadow, projected onto the wall by Squawks' torch. Donkey ultimately defeats him by throwing a Barrel at him. Like every character in the comic, the Kritter was able to speak.

Profiles[]

Donkey Kong Country[]

"This run-of-the-mill green Kremling is the most common type."
Donkey Kong Country Instruction Booklet (SNES version), page 28
"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 (SNES version), page 12
"Kritters are the weakest of King K. Rool's Krocs-one jump on the head from Donkey or Diddy will do them in. Kritters come in a few different colors which relate to how the Kritters move and jump. Green Kritters, for example, walk in a straight line and don't jump, but blue Kritters hop along the ground in a straight line. Krashes are Kritters that hide out in mine carts and try to run Donkey and Diddy off the tracks in the mines."
Donkey Kong Country Player's Guide (GBA version), page 14

Donkey Kong 64[]

"Don't fear these reptilian nuisances. One hit will send them on their way."
Donkey Kong 64 Prima's Official Game Guide, page 16

DK: King of Swing[]

"King K. Rool's sidekicks. They play around with pegs and panels to block Donkey's path. Rock-thowing Kremlings are bad news!"
DK: King of Swing Instruction Booklet, page 22

Roles[]

Roles Description
Rockroc2
Rockkroc
They are Kritters that are possessed by a unknown force inside one from Monkey Mines' mines. This possession those Kritters became frightful creatures, invincible to any attack and camouflage themselves as real rock. Fortunately they are stupid by being affected for Stop & Go Barrels.[18][19][20]
Klomp
Klomp
They are pirated Kritters with one-legged Kremling grunts employed by Kaptain K. Rool and they appeared in ship levels only.
Kobble
Kobble
They are a group of Kritters representing as Kremling Kreeps soldiers and they appeared in pier levels only.[21]
180px-Skidda
Skidda
Another group of Kritters resembling the Kobbles were also unappreciated soldiers of the remaining Kremlings for appearing only in the snowy places and slipping on the ice without falling.

They can be easily defeated like any ordinary Kritter, but become more complicated and fast when sliding on cross paths.

Koindozer
Koindozer
This group was equipped with a bucket on the head and protected with a shield. Unlike the other remaining Kremlings, these pink Kritters are commanded by their cousin Koin in one of jungles from KAOS Kore.[22]
Kop
Kop
Another Kritter group from Kremling Krew who are muscular this time, served as watchmen to patrol the dark mazes in Stealthy Snoop and prevent a member of the Kong Family from reaching the finish line.

They need to be avoided by one of the Kongs because of their flashlights, because one of them will lose the challenge and one of them will call reinforcements with the portable communicator

Mushroom Kremling

Shroom Kritter

As there are many mushrooms in the Fungi Forest, blue Kritters from Kremling Krew disguised themselves as mushrooms to wait for the Kongs to come close and start chasing them.

In the nighttime, these Kritters are replaced by Kosha.

Kritter (undead)
Krossbones
These skeletal Kritters are what's left from the Kremlings in the Kremling Kuthroats era on Crocodile Isle along with Kloak and Kackle.[23]

They are found in the Fungi Forest at nighttime replacing the Klump and Creepy Castle where they are scattered.

Unlike normal Kritters that hit and bite. These attack with a nailed club to it and kick. These undead Kremlings lose their body parts by soft attacks until they are killed again

Kritter (ghost)
Kritter-in-a-Sheet
They are simply green Kritters wearing an old sheet with two eye holes to take on the appearance of a ghost. They are found only in the Creepy Castle and often do not reappear (some in other areas).

Unlike normal Kritters, they attack the Kongs simply by running behind them.

Individuals Kritters[]

Level appearances[]

Donkey Kong Country[]

Gallery[]

Pictures[]

Sprites[]

Trivia[]

References[]

  1. David Wise on Twitter, retrieved Janaury 10, 2019
  2. Barton, Jeff, Mario De Govia, and Donato Tica. Donkey Kong 64 Prima Official Game Guide. Page 16.
  3. DK: King of Swing Instruction Booklet, Nintendo, 2005, p. 22
  4. Gregg Mayle's answer accepted on Twitter, retrieved Jan 2,2019
  5. KREM QUAY: "K. Rool proves he’s pirate and not a sailor with yet another wrecked ship. Be careful or you’ll get sunk in this swamp along with it!"
    —M. Arakawa. Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, page 20 on Wayback Machine
  6. "KREM QUAY: "Yet another Kremling Galleon has sunk here in Krem Quay. Once the port of Crocodile Isle (as if anyone would really want to visit), the place is now a swamp, crawling with rats and other vile vermin. Some of the underwater action here is particularly gloomy, so you'll need a friend with a light to show you the way."
    Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet, Nintendo, 1995, page 21 on Games Database
  7. CAPTURED: "They're the same, but not the same. They're deranged, estranged, and subtly changed. K. Rool's Kremling crew show its true colors in DKC2. No longer are they merely repulsive reptiles."
    Nintendo Power vol. 76, page 26
  8. K. ROOL'S KEEP: "The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle!"
    —M. Arakawa. Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, page 20 on Wayback Machine
  9. K. ROOL'S KEEP: "Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?"
    Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet, Nintendo, 1995, page 23 on Games Database
  10. KRAZY KREMLAND: "What do the Kremlings do for fun when they aren't making the Kong Family's life miserable? They go to Krazy Kremland, the island amusement park! This area features roller coasters that not only are in extreme states of disrepair, they are also haunted!"
    Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet, Nintendo, 1995, page 21 on Games Database
  11. JUNGLE JINX: "It look like K. Rool hasn't heard about preserving the rain forests. Here he's dumping bunches of giant tires in Diddy and Dixie's path! You can time you leap over the cascading tires with Diddy, but Dixie's helicopter spin is better for bypassing the bees and barrels."
    —M. Arakawa. Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, 1995, page 46 on Wayback Machine
  12. STORY: "The enormous bulk of Klump the Kremling landed on top of Diddy, knocking him senseless."
    Donkey Kong Country Instruction Booklet, page 5 on Nintendo Japan
  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."
    —M. Arakawa. Donkey Kong Country Player's Guide, Nintendo, 1994, page 13 on Wayback Machine
  14. Gregg Mayles on Twitter (retrieved September 14, 2015)
  15. 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!"
    Donkey Kong Country Instruction Booklet, Nintendo, 1994, page 23 on Wayback Machine
  16. CAPTURED: "They're the same, but not the same. They're deranged, estranged, and subtly changed. K. Rool's Kremling crew show its true colors in DKC2. No longer are they merely repulsive reptiles."
    Nintendo Power vol. 76, page 26
  17. 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."
    Nintendo Power, Volume 89, October, 1996, page 35 on Wayback Machine
  18. ROCKKROC: "This possessed creature only appears in a couple of stage. That's plenty! When the lights in the cave glow green, the RockKrocs go crazy. They run back and forth with their arms outstretched, looking for something to grab. The only way to shut them down is to make the lights glow red. Doing so entails touching the Stop & Go Barrels as you move through the stage."
    —M. Arakawa. Donkey Kong Country Player's Guide, Nintendo, 1994, page 14 on Wayback Machine
  19. ROCKKROC: "Rock Krocs are rare subterranean Krocs that have glowing red eyes and rocklike skin. They appear in only a few corners of Kong Island. Rock Krocs run around in a crazed rampage when the cave is lit green. Activate Stop & Go Barrels in levels that the stony beasts populate to change the level's lighting to red-the Rock Krocs will become temporarily immobilized."
    Donkey Kong Country Gameboy Advance Player's Guide, Nintendo, 2003, page 14
  20. STOP & GO STATION: "This fast-paced stage is full of terror. Terror in the form of RockKrocs, thas is! With their red glowing eyes and highly erratic movements, they are probably the most frightful creatures on the island! There's an easy way to calm them down, though. Just hit the Stop & Go Barrels so they read STOP. That tells the RockKrocs what to do. They're pretty stupid. Keep hitting the Stop & Go Barrels because they quickly change back to GO."
    —M. Arakawa. Donkey Kong Country Player's Guide, Nintendo, 1994, page 48 on Wayback Machine
  21. Donkey Kong Country 3: Dixie Kong's Double Trouble! Player's Guide, Nintendo, 1996, p. 12
  22. KOINDOZER KLAMBER: "You've pushed Koin around one too many times! Now he's rounded up his cousins, the Koindozer Klan, to get even for all the DK Coins you've taken from him."
    —M. Arakawa. Donkey Kong Country 3: Dixie Kong's Double Trouble Player's Guide, page 100 on Wayback Machine
  23. Gregg Mayles on Twitter (retrieved on May 24, 2018)
  24. Steve Mayles. December 17, 2017. https://twitter.com/WinkySteve/status/942523428606799874. Twitter. Retrieved December 17, 2017.
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