A Fan Favorite Left Offscreen
Donkey Kong Bananza is generating real excitement, but for a specific corner of the DKC fanbase, one absence is hitting harder than any missing collectible or level mechanic: Squawks the Parrot is nowhere to be found.

Who Squawks Is and Why the Omission Hurts
Squawks first appeared in Donkey Kong Country in 1994, carrying a lantern through pitch-dark cave levels. He was not optional set dressing. He was the only way to see. That single mechanic made him one of the more memorable animal buddies in the franchise, not because he had flashy combat moves, but because his presence changed how you experienced the game’s environment entirely. Darkness without Squawks meant death. With him, it meant adventure.
By Donkey Kong Country 2: Diddy’s Kong Quest, Squawks evolved. He could be ridden directly and fired eggs as projectiles, moving from a support tool into a full playable ally. That evolution mattered to fans because it showed Rare taking the character seriously rather than treating him as a one-game gimmick. DKC3 gave him a baby version, Squitter got more spotlight in that game, but Squawks remained part of the lineup. Across three games spanning the SNES era, he built a real legacy.
Bananza arrives as DK’s first major console game in over a decade, and the stakes for long-time fans could not be higher. After years of waiting, the expectation was not just a good game, it was a return to what made the franchise feel complete. Animal buddies were a cornerstone of that identity. Rambi, Enguarde, Winky, Expresso, Squawks – they were not just gameplay mechanics, they were characters with enough personality that fans named their pets after them. Cutting them or reducing their role lands differently than cutting a random powerup.
So far, Squawks has not appeared in any footage, promotional material, or confirmed character list for Bananza. That might seem like a minor point to casual observers, but for players who grew up with the SNES trilogy, it reads as a signal about which parts of DKC’s history the developers are choosing to honor and which parts are being quietly shelved.

The Pattern Fans Are Starting to Notice
Squawks is not alone in his absence. A broader pattern is emerging around Bananza’s relationship with the Donkey Kong Country back catalog. Banana Birds from DKC3 are also missing, which stings for fans of that specific entry. Dixie Kong’s iconic hair spin, a move that defined her identity as a character distinct from Diddy, has also not been confirmed for Bananza’s roster. Each individual absence can be rationalized. Together, they start to feel like a design philosophy.
That philosophy seems to be oriented around the original Donkey Kong Country and its most iconic, broadly recognized elements: DK himself, Diddy, Rambi, the barrel cannon. It is a greatest-hits approach to a franchise that actually has a rich and varied history across three mainline SNES titles, multiple Game Boy ports, the Jungle Beat era, and the Retro Studios games. Condensing that down to the most marketable pieces is understandable from a commercial standpoint, but it leaves fans of the deeper catalog feeling like their portion of the franchise’s history does not count.
Squawks specifically represents the DKC1 and DKC2 chapters of that history – not the most niche corners of the franchise, but genuinely beloved ones. He appeared in games that sold tens of millions of copies and are still regularly cited as all-time classics. His omission is not some deep-cut reference that only hardcore fans would catch. He is mainstream DKC history. Leaving him out requires a deliberate choice, not an oversight.
There is also something specific about Squawks that makes his absence more noticeable than some other missing elements. Unlike a collectible or a hidden path, an animal buddy has to be replaced by something. If Squawks carried a lantern through dark caves, Bananza needs another solution for that same design problem. Either darkness is gone as a mechanic, or the solution is something new. Neither answer satisfies a fan who remembers the specific feel of navigating those caves with only Squawks’ glow cutting through the black.
The emotional weight here is not really about nostalgia for nostalgia’s sake. It is about what the character represented: creative use of a simple mechanic, distinctive personality in a roster of animal allies, and continuity with a franchise history that spans three decades. When Bananza sidelines that without acknowledgment, it makes the game feel less like a full DK return and more like a selective reboot with a narrower vision of what Donkey Kong Country ever was.
What Fans Are Actually Asking For
Nobody is demanding Bananza rebuild itself around Squawks. The ask is far simpler – acknowledgment, a cameo, a reference, anything that signals the developers know the full history of what they are working with. A single level with a lantern mechanic. A background appearance. The kind of detail that costs almost nothing to include but communicates everything about whether a creative team respects a franchise’s legacy or just its brand recognition.

Bananza does not need to be DKC4 to keep DKC fans happy. But it does need to feel like it was made by people who played all three games, not just the first one. Right now, the absence of Squawks – alongside other missing pieces – is making that harder to believe, and the fan communities asking about him are not going to get quieter as the release date gets closer.







