[2] In Contest, each player controls their own set of Kongs but with different colors to differentiate between players and take turns playing each level as quickly as possible; the objective is to complete the most levels in the fastest time. [24] The team's mentality was to attempt to compress SGI visuals and implement them even if it seemed impossible. Wise noted that when he composed video game music in the 1980s, he was limited by the NES's technological restrictions. [19] For instance, he created Funky Kong by taking Donkey Kong's model and adding teeth, sunglasses and a bandanna. In certain levels, the player can gain assistance from the Kong's five "animal buddies" found by breaking open unique crates. [78] Alexi Kopalny from Top Secret thought the game's visuals were superior to those of Doom and described them as "witchcraft". [43] Exposed also features gameplay tips and interviews. [72] Oxford was one of the retrospective critics who appreciated its fast-flowing gameplay, writing that its levels featured a "surprisingly oppressive" atmosphere which eschewed other platformers' idyllic backdrops. It's something they haven't seen enough of, in terms of breakthrough components, that advances the state of game-play, visuals and audio". [32] The title screen theme, added towards the end of development, is a remix of Nintendo's original Donkey Kong theme and was written to demonstrate how Donkey Kong had evolved since his debut. No comments. [34][32] Wise composed "Aquatic Ambience" after he realized he could use the Wavestation,[29] and considers the track his favorite in the game and its biggest technological accomplishment in regards to the audio. Ranked #184 All-time among Glitchwave users. And of course, here’s to hoping more games in the series are on the way. And even emailing almost daily with Tim Stamper right up until the end. Though it didn’t reinvent the wheel for platformers, Donkey Kong Country nevertheless provided players with a smorgasbord of intriguing levels that took place everywhere from rainy jungles to underwater labyrinths to dank caves – the latter of which popularized the series’ trademark palm-sweating mine cart rides. After you’ve finished up the originals, you can look into Donkey Kong Country Returns (Wii, 3DS) and Donkey Kong Country: Tropical Freeze (Wii U, Switch) to get the full experience of this wonderful Nintendo franchise. [21] The staff made Donkey Kong Country a side-scrolling platformer because they had grown up playing Nintendo's Super Mario games and wanted to deliver their own "modern" take. [32] The minimalist "Cave Dweller Concert", which features only a marimba, drums, and synths, was influenced by Stamper, who wanted the track to be abstract and reflect the feeling of uncertainty associated with exploring dark caves. Each animal can be found in an appropriately themed level: for example, Enguarde, a swordfish that can defeat enemies with its bill, can only be found underwater, while Squawks, a parrot that carries a lantern, is found in one cave level. Each level on the map is marked with an icon: unfinished levels are marked by Kremlings, whilst completed areas are marked by Donkey or Diddy. [20] The move made Rare the most technologically advanced developer in the UK and situated it high in the international market. Donkey Kong Country was the first Donkey Kong game that was not produced or directed by Shigeru Miyamoto, the character's original creator. [53] Conversely, the visuals of the Game Boy Color version were more warmly received by critics, considering the console's meagre hardware capabilities. According to Gregg Mayles, having two players on a single screen was challenging, while split-screen multiplayer was unfeasible. [24] King K. Rool and the Kremlings were originally created for Jonny Blastoff and the Kremling Armada, a cancelled adventure game Rare planned for Macintosh computers. [74][68] Garnier gave particular praise to the soundtrack's diversity, lauding the rhythmic oscillation between levels and distinctive sound effects, in which some add "perfectly" to the game's darker environments. According to Gregg Mayles, Nintendo was impressed, though Yokoi said that he was concerned the game was "too 3D" to be playable. It has been ported to numerous platforms, including Game Boy handheld consoles and digital distribution services. [22] Naming the character was a challenge,[22] and Mayles dropped his preferred "Dinky Kong" following copyright problems with Dinky Toys. Donkey Kong Country is a platform video game developed by Rare that was originally published for the Super Nintendo Entertainment System. [17][108] Rare also continued to support the Donkey Kong franchise with games such as the Donkey Kong Land trilogy—which condensed Donkey Kong Country's platforming for the handheld Game Boy[109]—and Donkey Kong 64 (1999). It was released in November 1994 to acclaim and sold 9.3 million copies worldwide, making it the third-bestselling SNES game. [22][23] The first demo was playable by November 1993. When development of Donkey Kong Country began, Steve Mayles reworked the Kremlings for the Donkey Kong universe. "[47] The emphasis on Donkey Kong Country's SGI-rendered visuals built anticipation for the release. So grab a snack, pull up a chair, and join the conversation! Levels were designed using Post-it Notes that the team pieced together. Next is another Klump, followed by two grounded Tire leaps onto another arrow platform, which you jump off of to the next one, and the next one, and the next one to the solid ledge. When you reach the end of this set of arrow platforms, jump on Klump if you are Donkey Kong, or roll through him if you are Diddy Kong. [5][7] Each section of the map has one boss at the end, which must be defeated to advance through different parts of the overworld. Donkey Kong Country war im Jahre 1994 ein wirklich revoltionäres Spiel. It was also the first Donkey Kong game neither produced nor directed by creator Shigeru Miyamoto, though he contributed design ideas. [14], In 1985, brothers Tim and Chris Stamper, British developers who previously founded the British computer game studio Ultimate Play the Game, established Rare to focus on the burgeoning Japanese video game console market. [22] Donkey Kong Country spawned two sequels for the SNES: Donkey Kong Country 2: Diddy's Kong Quest was released in 1995 to critical and commercial success and Donkey Kong Country 3: Dixie Kong's Double Trouble! [33] He originally had "all these wild visions of being able to sample pretty much everything", but could not due to memory restrictions. [56] However, it features downgraded graphics and sound,[47][56] the former due to the GBA's lack of a backlit screen. [48] The Exposed VHS tape also contributed significantly to the hype[49] and Nintendo would repeat the strategy with future releases such as Star Fox 64 (1997). Journalist Jeremy Parish, writing for USGamer, described this as "quite an ignominious twist" for what had been once been one of the most recognizable video game characters. [104], This article is about the video game. With his banana hoard stolen by the crocodile-like Kremling gang, Donkey Kong and his nephew Diddy set out on an adventure to defeat the Kremling leader King K. Rool and retrieve his hoard.. [24] Donkey Kong originally had only three fingers per hand, but a fourth was added when Nintendo informed Rare that individuals with three fingers are commonly associated with the yakuza in Japan. 1-K Platform Panic . [24] At the time, Donkey Kong Country had the most man hours ever invested in a video game, 22 years. The main obstacle here are the many black, moving platforms scattered all over the level. [29][34] Stamper was also the driving force behind incorporating sound effects in the music, as he wanted them to play in levels but was limited by the SNES hardware. We start the K levels on a good note by getting all the puzzle pieces...yay. Wurden alle Geheimräume eines Levels aufgesucht, so erscheint hinter dem Levelnamen ein Ausrufezeichen (! The Kremlings were originally to use realistic weapons, such as guns, but this conflicted with the game's lighthearted tone. Reviewers commended the fluid and fast-paced gameplay of both versions,[69][56][70] although some considered the Game Boy Advance graphics disappointing. Nintendo and Rare called the technique for creating the game's graphics Advanced Computer Modelling (ACM). [10][11] However, the Kongs persevere, defeat K. Rool, and reclaim the banana hoard. [31] Rare allocated 32 kilobits to Wise. [37] It was one of the earliest video game soundtrack albums released in the United States. The player can use each animal for the entirety of a level unless they are hit by an enemy. The Donkey Kong Country GBA Trilogy", "1UP's 2005 list of the 10 most overrated games", "17 videogame soundtracks ahead of their time", "Videogames Vie for Online Eyes: Sega, Nintendo, Acclaim Finding Target Audience in Front of Computer Screen", "Donkey Kong Land Review (3DS eShop / GB)", "Why King K. Rool is dominating Smash fans' attention, and affection", "Nintendo plans to release Donkey Kong Country Returns 3D on May 24", "Test du jeu Donkey Kong Country sur SNES", "Donkey Kong Country for Game Boy Advance", "E3 2010: Shigeru Miyamoto Likes Donkey Kong Country After All", "3DS Virtual Console gets SNES classics – Earthbound Donkey Kong Country, more", "Diddy Kong joins Smash Bros. Brawl roster", "Year of the Monkey: Going ape over Donkey Kong's 25th birthday", "Donkey Kong Country, Streets of Rage, New Adventure Island, The Legend of Kage", "Donkey Kong Country Review (GBA) review", "The Donkey Kong Timeline Is Truly Disturbing", "I only added teeth, bandana and shades to the DK model back in '94, but I still get to claim Funky as mine He looks much better now, btw", "Aping Mario? Hop the Zinger, and grab the Barrel to throw at the grey Krusha … Donkey Kong wurde … Nintendo Donkey Kong Country Returns, Wii, Nintendo Speicherkarte, Platform, E (Jeder) gebraucht 29, zzgl. [22][24] Gregg Mayles initially intended for the partner to be Donkey Kong Jr. and created Diddy Kong as a redesign of the character. [21] Wise noted this was a challenging, time-consuming process. Genre : Platform. [57] In September 2012, the game was delisted from the Virtual Console catalogue; the exact reason is unknown, though Kotaku's Jason Schreier noted it may have been related to licensing issues with Rare. Adventure X Nintendo X Platformer X Switch X XCI XCI Post a Comment. [6] The player is given a number of lives, which are lost if both Donkey and Diddy come into contact with an enemy or fall into bottomless pits. [18] Adapting to the cutting-edge SGI workstations was difficult;[20] Steve Mayles said they had "a really steep learning curve". The ability to jump in midair while rolling was implemented because the developers found it was easy to accidentally fall off a ledge while rolling. Steve Mayles contributed his mouth, which formed the basis for the other character designs. The campaign included downloadable video samples of the game, a trivia contest in which 800 people participated, and an hour-long online chat conference attended by 80 people, in which Lincoln, president Minoru Arakawa and vice president of marketing Peter Main answered questions. [80] At review aggregator GameRankings, the SNES version received an 89% score, the Game Boy Color version 90%, and the Game Boy Advance version 79%. Nintendo veröffentlichte Donkey Kong Country 2: Diddy’s Kong Quest 1995 als Fortsetzung von Donkey Kong Country. [51] One level was redesigned while another was added. [18], To showcase the graphical fidelity and immerse the player in the game, Rare chose not to include a heads-up display, with information such as the player's banana and life counts only appearing when relevant. Rare also attempted to keep the look of the levels consistent so completely different landscapes would not be right next to each other. Released 1994. [2][3] Both playable Kongs can walk, run, jump, roll, pick up and throw certain objects, while Donkey can pound the terrain to defeat enemies or find items. [14][101] He was allegedly quoted as telling Electronic Games magazine in 1995 that "Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good". [24] The team planned to have Donkey Kong wear a hard hat in mine levels, but this was replaced by Squawks the Parrot due to palette limitations and animation problems. Last Edited: 30 Mar … According to the Los Angeles Times, Nintendo spent US$16 million on Donkey Kong Country marketing in America alone; at the time, significant game releases typically had a much smaller average marketing budget of US$5 million. An early example of the platform game genre, the gameplay focuses on maneuvering the main character across a series of platforms to ascend a construction site, all while avoiding or jumping over obstacles. Donkey Kong Country was key in maintaining the SNES's popularity when players were moving to more advanced consoles, such as Sony's PlayStation. [38], Nintendo published Donkey Kong Country for the SNES in November 1994. [13] Aside from occasional cameo appearances in other games and a 1994 remake of the original Donkey Kong for Nintendo's handheld game console, the Game Boy, the Donkey Kong character had not been seen in video games for nearly a decade. ). [21] Donkey Kong Country was the first Donkey Kong game that was neither directed nor produced by franchise creator Shigeru Miyamoto,[2] who was working on Super Mario World 2: Yoshi's Island (1995) at the time. Single-player, multiplayer. Size : 6,90 Gb. [43] It is the only video game listed in Time's top ten "Best Products" of 1994. [47], In 2000, Rare developed a port of Donkey Kong Country for Nintendo's Game Boy Color (GBC) handheld console. The campaign ran from the game's release in November 1994 until April 1995. [4] In retrospect, Nintendo Life's Alex Olney said the pioneering graphics would survive the test of time,[7] while Oxford was more sceptical, saying that despite the "unholy coupling" of Donkey Kong Country's pre-rendered graphics and the SNES processor, the game featured a variety of "paper thin" backgrounds. [79] Shortly before the release of Donkey Kong Country 2, Chet McDonnell from Next Generation wrote that Donkey Kong Country featured the best graphics on a home console, bolstered by the "superior" colour palette of the SNES. Gregg Mayles found the change useful, so he incorporated it into the level design. [21] Rare avoided mentioning that Cranky was the original Donkey Kong in the game and marketing materials, fearing that Nintendo would disapprove of the idea. Region: Free-Region. Donkey Kong Country is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). Donkey Kong Country Returns Wiki Guide. If you enjoy this game then also play games Mario vs. Donkey Kong and Donkey Kong 64. [103], The success of the game re-established the Donkey Kong series as a popular Nintendo franchise. [104] In addition to starring in Donkey Kong Country 2, Diddy Kong featured in his own spin-off, Diddy Kong Racing (1997) for the Nintendo 64. The franchise consists mainly of two game genres, but also includes additional spin-off titles of various genres.. And the Indiana Jones films utility similar to Deluxe Paint ], simultaneous cooperative gameplay was but! 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