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Angry Aztec

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Angry Aztec
Angry Aztec.png
Angry Aztec in Donkey Kong 64.
General information
Located Kong Island
Appearances
First appearance Donkey Kong '94 (1994)
Latest appearance DK: King of Swing (2004)

Angry Aztec (also known as Desert and Wild West World) is a desert in Kong Island where it served as the fifth location in Donkey Kong '94 (starring Mario) and the second location in Donkey Kong 64 & DK: King of Swing (starring Donkey Kong).

This location contains sand, pyramids, tunnels, oases, temples, rocks, cactus trees, mining and an active hurricane.

History

In Donkey Kong '94 named Desert, it was explored by Mario as the fifth stage of the journey to rescue Pauline from Donkey Kong's hands. It was here that the plumber had to use the Super Hammers to break the walls of the tombs, discovering puzzles that are complex in most stages and of course he meets the overalls 3 times until he defeats him.

In Donkey Kong 64, Donkey Kong & Diddy were given access to enter a part of it when they had 5 Golden Bananas. Here DK & Diddy receive their instruments at Candy's Musical Shop, rescue Lanky & Tiny in separate temples and Diddy faces Dogadon.

In DK: King of Swing named Wild West World, is the second time that DK explored it again as second location of the journey to recover the medals for K. Rool. He had to climb a canyon full of Neckies, walked in a cactus woods, messed with the mining mechanisms and risked himself in the middle of the hurricane until facing Fire Necky.

Profiles

Donkey Kong (Game Boy)

  • Super Game Boy Player's Guide (page 37): That ape has has reakky got Mario steamed now! Donkey Kong has stuck Mario in a vast desert. Mario's never been so hot! He can find the Super Hammer in this sandy wasteland proving once again that the best things often come from the worst situtions.

Donkey Kong 64

  • Instruction booklet bio from Professor Cranky Kong (page 20): I hate the scorching heat and frequent sand storms of this level. Stir in a bunch of patrolling Kritters and vicious Klaptraps, and it makes me glad that I don’t need to leave my cozy lab. An ancient civilization built many mysterious temples here, which now make more-than-suitable prisons for that fool Lanky and Dixie... er, I mean Tiny Kong. Seek out the help of Candy Kong for the first time, and don’t forget me, of course!
  • Nintendo Player's Guide (page 37): Through a stone door on the Heights of DK Island lie the remnants of na ancient civilization. With whipping sandstorms, dangerously shifty footing and a population of surly Kremlings, this Sandy getaway won't be a vacation.

Stages

Donkey Kong (Game Boy)
Stages Description Enemies
5-1 (DKGB).png
5-1
Mario has the advantage of picking up and releasing the Super Hammers because they always spawn in the same place. None
5-2 (DKGB).png
5-2
Here Mario must climb up to get the Super Hammer, destroy the stone blockade to get the key and leave. Miira
Skeleton
Furafurawā
5-3 (DKGB).png
5-3
In this level, Mario will have to make a bridge, activate the lever for elevators go down and get the key. Skeleton
5-4 (DKGB).png
5-4
Donkey Kong will make a tremor to knock Mario down (when he is on the ground or climbing) and make everything fall (bricks, jars and tombs). But what makes all this more complicated are the tracks that transport him to the spikes. None
5-5 (DKGB).png
5-5
Mario must take the key to throw on conveyor belt and quickly go get it before it disappears. Bowbow
5-6 (DKGB).png
5-6
Donkey Kong Jr. controls the lever in this stage to activate the conveyor belts. Then Mario must rush with the Super Hammer to break the brick blockade on conveyor belt on left side, turn on the lever, rush with the Super Hammer to the conveyor belt on the right side and break the brick blockade where the key is. Donkey Kong Jr.
Sairesu
Fireball
5-7 (DKGB).png
5-7
Mario must enter the pyramid from above, go down to break the brick blocks with the Super Hammer, go up again to get the key and go down to the exit. Arumajiron
5-8 (DKGB).png
5-8
The scheme for this stage is the same as for 25m. Fireball
5-9 (DKGB).png
5-9
Here in this stage, Mario must activate the levers several times to get the key and find the exit. Because several of them activate the elevators, bridges and passage blocks. None
5-10 (DKGB).png
5-10
In this stage, there is a puzzle that Mario needs to solve to reach the exit above with the key. He will have to figure out the order to place the bridges, ladders and trampolines. None
5-11 (DKGB).png
5-11
Since the lever below connects the two passage blocks together with the bridge, Mario will have to place a block on one of the passage blocks to get the key. Sukōpī
5-12 (DKGB).png
5-12
Tsutan'ōmen
Donkey Kong 64
Kongs Golden Bananas
Donkey Kong (DK64).png
Donkey Kong
Free the Llama in the DK's Pad challenge.
Free Lanky in the llama temple.
Win a Bonus Barrel (if you activate the switch in the llama temple).
In five doored temple
Take the Blueprint from Kasplat (yellow hair) and give it to Snide.
Diddy Kong (DK64).png
Diddy Kong
Free Tiny in the cold temple.
Beat a Necky's challenge (if Diddy pass through the totem sun 3 times).
Push the 4 gongs.
In five doored temple
Take the Blueprint from Kasplat (red hair) and give it to Snide.
Lanky Kong.png
Lanky Kong
Hit an enemy Necky 5 times in the Cold Temple.
Win a Bonus Barrel on Llama Temple (after playing the instrument at the Music Pad).
Play a memory game at the llama temple.
Win a Bonus Barrel in five doored temple
Take the Blueprint from Kasplat (blue hair) and give it to Snide.
Tiny Kong (DK64).png
Tiny Kong
Defeat Klaptraps in the cold temple.
In Llama Temple
In five doored temple
Winning the slide race and collecting 50 coins.
Take the Blueprint from Kasplat (purple hair) and give it to Snide.
Chunky Kong.png
Chunky Kong
Place the vases on their corresponding pad.
Defeat Klaptraps in the cold temple.
Win a Bonus Barrel.
Win a Bonus Barrel in five doored temple
Take the Blueprint from Kasplat (green hair) and give it to Snide.
DK: King of Swing
Stages Description Enemies
Necky's Canyon.png
Necky's Canyon
As the name implies, this stage is full of Neckies. This stage introduces rocks for DK to attack enemies with, cracked pegs that fall when touched and a Booster Barrel to travel it.
  • DK Medal: Inside the barrel below a Necky.
Necky
Cactus Woods.png
Cactus Woods
Here there are 3 parts where DK must attack the Flippers, dodge the Zingers and be careful with the Click-Clacks.
  • DK Medal: In a bonus stage where a Bonus Barrel is on left side in the first part above.
  • Crystal Coconut: Inside the second barrel in the second part.
Flitter
Zinger
Click-Clack
Madcap Mine.png
Madcap Mine
Here it contains 3 parts where DK must operate the levers with pegs, climb tracks with moving pegs and pull the levers to bring up the selection of pegs.
  • DK Medal: In a bonus area where a Bonus Barrel is on the left side in the last part above.
  • Crystal Coconut: Inside a barrel in the last part.
Flip-Flap
Neek
Treacherous Twister.png
Treacherous Twister
Here it contains 2 parts where DK must take down the Kritters and try to hold a set of moving pegs.
  • DK Medal: Inside a barrel in the first part.
  • Crystal Coconut: At the end of the last part.
Kritter
Fire Necky's Nest.png
Fire Necky's Nest
In this battle, Donkey Kong must defeat Fire Necky by hitting him with rocks to recover the gold medal. Nenhum

Gallery

Pictures

Interest Points