The Toll Booth That Isn’t There
Donkey Kong Bananza has arrived with enormous ambition – destructible worlds, a bold new art direction, and a DK built for a new generation. But for a specific, vocal subset of the fanbase, something is conspicuously missing: Klubba, the hulking, club-wielding Kremling who once stood between players and the K. Rool’s Keep bonus world in Donkey Kong Country 2: Diddy’s Kong Quest, demanding hard-earned Kremkoins at his iconic toll booths. His absence is small by any reasonable measure. To DKC2 fans, it registers like a deliberate slight.

Why Klubba Mattered More Than a Minor Character Should
Klubba was never a boss. He never had a story arc. He appeared in a handful of fixed locations across DKC2’s map screen, blocked a path, took your coins, and stepped aside. By conventional game design logic, he was a gatekeeper mechanic wearing a character costume. But Rare, at the height of its SNES-era creativity, had a way of pouring personality into even the most utilitarian roles. Klubba growled. He flexed. He made vague, menacing threats before pocketing your Kremkoins and letting you through. He felt real in the way that only a character with exactly one job – done with total commitment – can feel real.
The toll booth structure in DKC2 was also genuinely clever game design. Kremkoins were earned through bonus stages, which meant accessing the K. Rool’s Keep world required thoroughness, not just speed. Klubba’s booths were a physical consequence of exploration – the game’s way of saying that secrets had weight. You couldn’t brute-force past him. You had to earn it. That loop gave the Kremkoins meaning they never would have had if they’d simply unlocked a menu option or added to a percentage counter.
Donkey Kong Bananza does have its own systems for rewarding thorough players. Banandium Gems, hidden rooms, and layered underground zones all encourage digging deeper rather than rushing forward. But none of those systems route through a character with a personality. There is no equivalent of standing in front of Klubba’s booth for the third time in a playthrough, half-amused and half-annoyed at his muscled swagger, fishing through your coin count to see if you’ve saved up enough to get past him. The mechanical function exists in Bananza. The theater around it does not.
It is worth asking whether that absence matters to anyone outside a fairly specific generational window. Players who grew up with DKC2 between 1995 and the late SNES era carry those encounters with a particular weight – the kind that comes from a game that felt, at the time, staggeringly sophisticated. Klubba was part of a texture that made DKC2 feel like a living pirate world rather than a sequence of levels. Losing that texture in a new DK game doesn’t break Bananza. But it does mark a clear line between the franchise Nintendo is building and the one Rare built three decades ago.

The Kremling Problem Nobody Wants to Say Out Loud
Klubba’s absence can’t really be separated from a larger question that hangs over the entire Donkey Kong franchise right now: where are the Kremlings? King K. Rool returned in Super Smash Bros. Ultimate to enormous fan enthusiasm in 2018, suggesting genuine appetite for the entire DKC2 villain ecosystem. Donkey Kong Bananza, however, introduces new antagonists and a new threat structure rather than returning to the Kremling empire. That is a design choice Nintendo and developer 1-Up Studio are entitled to make. It also means characters like Klubba, Kannon, Kudgel, and the rest of Kaptain K. Rool’s crew have no narrative home in which to appear.
This connects to something fans of the Rare-era DKC games have been processing for years. The transition from Rare’s DKC to Retro Studios’ Donkey Kong Country Returns and Tropical Freeze brought genuinely excellent platformers that found new visual and mechanical languages for the franchise. What they didn’t bring was the Kremlings, the Kremkoins, or the specific sense of a pirate world with internal logic and recurring characters. Bananza continues in that direction, building a DK universe that feels adjacent to but separate from the Rare era. Fans of that era are not wrong to notice.
The toll booth specifically stings because it was such a contained, reproducible idea. Nintendo didn’t need K. Rool or a pirate ship or a full Kremling army to include something like Klubba. A new character, a new currency, a gated world that required players to collect something specific from bonus areas – that skeleton was available. The decision not to use it is what lands. Donkey Kong Bananza’s design philosophy appears to favor open, layered exploration over the kind of structured, map-screen gating that defined DKC2’s pacing. Those are genuinely different approaches to the same genre, and one isn’t automatically better. But the gap is felt.
There is also the question of how Bananza handles its own bonus content and hidden rewards. The game is generous with secrets and clearly rewards players who engage with its vertical destruction mechanics thoroughly. But generosity and specificity are different things. Klubba’s booths were specific – a named character, a named currency, a named destination. The specificity made the reward feel earned in a way that finding a hidden gem chamber, however satisfying, doesn’t quite replicate. One is a system. The other is a relationship, however absurd that word sounds when applied to a Kremling with a club.
Some of this is simply the nature of nostalgia operating at full strength. The DKC2 fanbase is loud, organized, and deeply invested in a specific version of what Donkey Kong should feel like. That investment is not shared by every player picking up Bananza for the first time in 2025, many of whom have no Kremkoin-shaped hole in their experience. The game can be excellent and complete without toll booths. The frustration from longtime fans is real, but it is also a product of loving something old enough that its specific details have calcified into expectations.

A Small Absence With a Long Shadow
Donkey Kong Bananza is clearly not trying to be DKC2. That much is obvious from its first hour. The game has different priorities, different aesthetics, and a different theory of what makes exploration rewarding. If you’ve followed the broader pattern of features Bananza omits – from exclamation point barrels to other Rare-era staples – a picture forms of a development team consciously building something new rather than curating the past. That’s a defensible creative stance.
What it leaves behind is a player who still remembers feeding Kremkoins to a snarling, overdressed bouncer on a map screen, getting waved through to a world that felt like it was being kept from them specifically, and thinking that was one of the best feelings a game had ever produced. No amount of Banandium Gems quite scratches that particular itch.







