All five Kongs in Donkey Kong 64: weapons, instruments and moves
Meet all five playable Kongs plus K. Rool, Cranky, Funky and Candy, with each Kong's gun, instrument and key moves.
Original 1999 Nintendo 64 release, which requires the Expansion Pak packaged with it. The 2015 Wii U Virtual Console release offers the same game; later remakes, mods and randomisers are outside this guide.
Character reference

Donkey Kong
DK is available from the start and frees Diddy in Jungle Japes. He uses the Coconut Shooter, plays the Bongo Blast, pulls levers with Gorilla Grab, launches with Baboon Blast pads and becomes invulnerable briefly with the Strong Kong barrel.
Donkey Kong with his Coconut Shooter in official Donkey Kong 64 artwork.

Diddy Kong
Diddy is fast and light. His Peanut Popguns, Guitar Gazump, Chimpy Charge, Simian Spring pads and Rocketbarrel Boost jetpack reach high ledges and switches the heavier Kongs cannot.
Diddy Kong in official Donkey Kong 64 artwork.

Lanky Kong
Lanky is rescued in Angry Aztec. He fires the Grape Shooter, plays the Trombone Tremor, walks up slopes on his hands with Orangstand, floats with Baboon Balloon pads and reaches distant targets with his long arms.
Lanky Kong in official Donkey Kong 64 artwork.

Tiny Kong
Tiny is also freed in Angry Aztec. Her Feather Bow, Saxophone Slam, Pony Tail Twirl glide, Mini Monkey barrels and Monkeyport pads let her slip through small holes and teleport between pads.
Tiny Kong in official Donkey Kong 64 artwork.

Chunky Kong
Chunky is the last Kong, rescued in Frantic Factory. He uses the Pineapple Launcher and Triangle Trample, lifts boulders, grows huge with Hunky Chunky, turns invisible with Gorilla Gone pads and breaks barriers with Primate Punch.
Chunky Kong with his Pineapple Launcher in official Donkey Kong 64 artwork.

King K. Rool
K. Rool steals the Golden Bananas, imprisons the Kongs and plans to destroy DK Isles with the Blast-o-Matic. The finale is a multi-round boxing match in which every Kong takes a turn.
King K. Rool in official Donkey Kong 64 artwork.

Cranky Kong
Cranky's lab appears in each main level. He sells potions that teach new moves for Banana Coins and runs the Jetpac machine once you own enough Banana Medals.
Cranky Kong in official Donkey Kong 64 artwork.

Funky Kong
Funky's armoury sells each Kong's fruit gun, upgrades ammunition capacity and later adds homing and sniper upgrades.
Funky Kong in official Donkey Kong 64 artwork.

Candy Kong
Candy sells the five Kong instruments and raises the number of melons (health) and instrument energy the team can carry.
Candy Kong in official Donkey Kong 64 artwork.
Why every Kong is needed
Each level hides five Golden Bananas for each Kong, and many are behind that Kong's colour-coded switches, pads or barrels. Completing the game therefore requires all five, and the final boss gives each Kong a round.
Guns and instruments
DK's Coconut Shooter, Diddy's Peanut Popguns, Lanky's Grape Shooter, Tiny's Feather Bow and Chunky's Pineapple Launcher hit matching switches. The Bongo Blast, Guitar Gazump, Trombone Tremor, Saxophone Slam and Triangle Trample clear enemies and activate music pads.
The Kong family shops
Cranky teaches moves, Funky sells and upgrades guns, and Candy sells instruments and extra melons. Wrinkly Kong's doors in each lobby give hints, while Snide trades Blueprints for Golden Bananas.
If you are stuck, switch to the Kong whose colour you see most often in the area; the solution usually belongs to them.
Picture details
Game artwork belongs to its respective rights holders.
