[20], Since Donkey Kong Country featured advanced pre-rendered graphics, Wise wanted to push the limits in terms of audio to create "equally impressive" music and make the most of the small space he was working with. [19] A single SGI screen took up more memory than an entire 32 MB SNES cartridge; Gregg Mayles compared it to turning a million-piece jigsaw puzzle into a 1,000 or 100 piece one. Donkey Kong Country (in Japan unter dem Titel Super Donkey Kong erschienen, abgekürzt DKC) ist ein Side-Scrolling-Jump-n-Run mit flüssig animierten, dreidimensional wirkenden Figuren und teilweise britisch angehauchtem Humor in Form von Wortspielen, comicartigen Animationen und Slapstick-Einlagen. The ACM process was handled by a designated computer that had a proprietary utility similar to Deluxe Paint. YouTuber BlobVanDam took it upon themselves to showcase how beautiful an HD release could be. [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. [63], Donkey Kong Country was a critical and commercial success upon release in November 1994. [29], Additionally, Eveline Fischer contributed seven tracks. Donkey Kong (kurz DK; jap. [81] Vera Brinkmann from Aktueller Software Markt considered the graphics the best she had seen on a home console, with particular praise for the fluid running animations. [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. [25], The level design was heavily influenced by Super Mario Bros. 3 (1988). "Super Mario World & Yoshi's Island Developer Interview", "Thanks Yes it was originally written for an internal update/progress video for KI. [5][3][6], Donkey Kong Country is a reboot of the Donkey Kong franchise,[8] set long after the events of Donkey Kong (1981) and Donkey Kong Jr. (1982). [41], An alternate, competition-oriented version of Donkey Kong Country was sold through Blockbuster Video. Donkey Kong Country has 160 likes from 166 user ratings. [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). [19] Programmer Brendan Gunn said most of the scrapped concepts were minor, and only regretted that Donkey Kong walks across "lazy" dotted lines instead of paths on the world map. Wise had to keep music consistent across the SNES's eight sound channels, noting that if there "was two minutes of music on one of these channels, there had to be exactly two minutes on the other seven channels". Following its announcement at the Consumer Electronics Show in June 1994, Donkey Kong Country was highly anticipated and backed by a major marketing campaign that cost US$16 million in America alone. [4] Marriott and Thomas concurred, opining that its hidden bonus levels add a new layer of playability through constantly arousing curiosity in the player. Flight Of The Zinger - Donkey Kong Country 2 by GilvaSunner. @NintendoAmerica liked the track enough to use it for DKC promotion at E3...Tim loved it on the promo video and wanted it on the game. 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. [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. You couldn’t escape it. Embed Code [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". [21] Gregg Mayles also wanted K. Rool and the Kremlings to seem incompetent,[21][24] similar to the villainous cartoon characters Dick Dastardly and Muttley. Cranky, who Rare considered the Donkey Kong character from the arcade games, was intended to be a character who harkened "back to the old times". When he heard Nintendo's composers create music around the NES's limitations, it encouraged him to go back and refine. [34] Funky Kong's theme had originally been written by Robin Beanland for an internal progress video about another Rare game, Killer Instinct (1994). Nun ist es an den Kongs, für Tauwetter zu sorgen! Control Donkey Kong and Diddy Kong as you travel to the jungle! [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. [18] The SGI machines required a massive air conditioning unit to prevent overheating, while the team worked in the summer heat without relief. At this point, Miyamoto made some last-minute suggestions, such as Donkey Kong's "hand-slap" move, that were incorporated into the game. [21] During visits to the Twycross zoo, Wise attempted to record real animal noises for inclusion, but they proved too quiet to be captured by his microphone. [20] Meanwhile, character voice clips were provided by various Rare employees. It also helped establish Rare as one of the video game industry's leading developers and re-established Donkey Kong as a key Nintendo franchise. [21], Steve Mayles created the other new Kong characters using the Donkey Kong model as a base. Arcade Spot brings you the best games without downloading and a fun gaming experience on your computers, mobile phones, and tablets. [21][28], As the Donkey Kong franchise did not have much of an established universe, Nintendo gave Rare freedom to expand it. 1:07. Gregg Mayles said that the team wanted moves that would be "iconic". Impressed, Nintendo granted Rare an unlimited budget. Tasked with reviving the dormant Donkey Kong franchise, Rare assembled 12 developers to work on Donkey Kong Country over 18 months. [56] However, it features downgraded graphics and sound,[47][56] the former due to the GBA's lack of a backlit screen. As such, Wise composed a "rough" track using the keyboard before transcribing the track in hexadecimal to input in MIDI. [15] Nintendo had rebuffed the brothers' efforts for a partnership in 1983, which led Chris Stamper to study the NES hardware for six months. [20], A few weeks into development, Rare, at the point when the team had established how the game would look, presented a demo to Nintendo in Japan. [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. [41] It was also one of the flagship titles of Nintendo's Play It Loud! [20][22] Tim Stamper and Gregg Mayles were the only Rare employees who had significant ties to Nintendo during the project. A landmark SNES game featuring the first 32meg cart to be released on the system. [34] The "DK Island Swing" was inspired by jungle and tropical-themed music Wise had been listening to,[29] while K. Rool's theme was heavily influenced by the work of Iron Maiden. Donkey Kong Country is a high quality game that works in all major modern web browsers. [78] Alexi Kopalny from Top Secret thought the game's visuals were superior to those of Doom and described them as "witchcraft". [31][34] Wise wanted to imitate the sound of the Korg Wavestation synthesiser. After a hiatus, during which Rare was acquired by Nintendo competitor Microsoft, Retro Studios revived the series with Donkey Kong Country Returns (2010) for the Wii and Donkey Kong Country: Tropical Freeze (2014) for the Wii U. Donkey Kong Country is a side-scrolling platform game in which the player must complete 40 levels[2] to recover the Kongs' banana hoard, which has been stolen by the crocodilian Kremlings. [22], Donkey Kong Country was developed over the course of 18 months,[20] with programming beginning around August 1993. [81][7] The game's plethora of secrets invited praise among both contemporary and retrospective reviewers: Garnier considered the game's diversity in "animal buddies" and secret collectables to be one of its main strengths, saying that the goal of attaining a 101% completion rate through finding all of the secrets adds a "delightful" replay value. [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. You know you remember Donkey Kong! They would then create the animations and render them frame by frame, before compressing them for use in the game. [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. Donkey Kong Country: Tropical Freeze "Donkey Kong Country: Tropical Freeze" macht sich bereit für sein Debüt auf Nintendo Switch! Nintendo and Rare called the technique for creating the game's graphics Advanced Computer Modelling (ACM). Ultimate", "It's Gonna Be a Video Jungle Out There : Video-game stars Donkey Kong and Sonic the Hedgehog will battle it out with new games backed by tech advances and mega-marketing", "Donkey Kong Country (SNES / Super Nintendo) Game Profile I News, Reviews, Videos & Screenshots", "Donkey Kong Country Turns 25: Gaming's Biggest Bluff", "10 Interesting Things About Donkey Kong", "The 'Donkey Kong Country' Soundtrack Is Better Than Xanax", "Donkey Kong Country Back On Wii U After Mysterious Two-Year Absence", "Six Donkey Kong Games Arrive on Virtual Console", "GameSpy's 2003 list of the 25 most overrated games of all time", "Nintendo Was Worried Donkey Kong Country Was 'Too 3D, https://en.wikipedia.org/w/index.php?title=Donkey_Kong_Country&oldid=999318382, Super Nintendo Entertainment System games, Video games with pre-rendered 3D graphics, Video games scored by Eveline Fischer Novakovic, Video games developed in the United Kingdom, Multiplayer and single-player video games, Articles containing Japanese-language text, Short description is different from Wikidata, Articles using Infobox video game using locally defined parameters, Articles using Wikidata infoboxes with locally defined images, Articles using Video game reviews template in multiple platform mode, Official website different in Wikidata and Wikipedia, Creative Commons Attribution-ShareAlike License, This page was last edited on 9 January 2021, at 15:55. The Los Angeles Times called the coinciding releases a "battle" as both advertised revolutionary technological advances (lock-on technology for Sonic & Knuckles and 3D-rendered graphics for Donkey Kong Country). [24], The player character's attacks changed considerably during development. Between January 2000 and August 2006, it was the 19th highest-selling game launched for a Nintendo handheld console in the US. [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. After finding the coconut, Donkey Kong is named the future ruler of Kongo Bongo Island. Eine sehr schöne Flash-Game-Version, selbstverständlich gratis. [21] The red tie was suggested by Miyamoto in a faxed illustration,[21][22] as he wanted the character to have a distinctive article of clothing like Mario's hat. 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. Reviewing the GBA version, Marriott felt that its visuals were "slightly above average" for the handheld console but was not as impressive as those showcased on the SNES,[69] while Eurogamer's Tom Bramwell said that the game appeared slightly "muddier" on the small GBA screen, but nevertheless looked ostensibly the same as the original. [53] Conversely, the visuals of the Game Boy Color version were more warmly received by critics, considering the console's meagre hardware capabilities. [2][43] Exposed, hosted by comedian Josh Wolf, provides a "behind-the-scenes" glimpse of the Treehouse, the Nintendo of America division where games are tested. [42] According to Bayliss, Rare spent about a month preparing for the reveal. Lucas Thomas from IGN and Scott Marriott from AllGame both commended the game's advanced visual techniques and expressed surprise that Nintendo's 16-bit system could deliver such vitality,[3][68] while GameSpot's Frank Provo felt that Donkey Kong Country's graphical prowess rivalled that of the forthcoming 32-bit consoles. After developing numerous Nintendo Entertainment System games in the 1980s, Rare, a British studio founded by Tim and Chris Stamper, purchased Silicon Graphics workstations to render 3D models. In 40 side-scrolling levels, the player collects items, defeats enemies and bosses, and finds secrets on their journey to defeat K. Rool. [21] The features were enlarged to make them clearer, while his eyes were taken from Bayliss' Battletoad designs. 2:45. [3] Conversely, Eurogamer's Tom Bramwell felt that many fans gave undue attention to Donkey Kong Country's lifespan and remarked that it became "fashionable" to dislike its graphics. [25] Donkey Kong Country was released around the same time as Sega's Sonic & Knuckles for the SNES's chief competitor, the Sega Mega Drive. Nintendo has announced that Donkey Kong Country 3 will be added to the Nintendo Switch Online subscription service this Friday. The franchise consists mainly of two game genres, but also includes additional spin-off titles of various genres.. [27] Gregg Mayles said the team did not put too much thought into creating characters, simply wanting a diverse cast. [70] Parish described Donkey Kong Country as Nintendo's "bluff" to make the SNES seem as if it could compare to the superior hardware that the PlayStation and Saturn offered. [20][105] Diddy also joined Donkey Kong as a Super Smash Bros. character in Super Smash Bros. Brawl (2008),[106] while King K. Rool debuted as a Smash character in Super Smash Bros. [89] In the United States alone, the GBA rerelease sold 960,000 copies and earned $26 million by August 2006. [40] According to Rare, the game released two weeks ahead of schedule. marketing campaign. For instance, platforms took on the appearance of trees in jungles or walkways in mines. [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. [51] One level was redesigned while another was added. Donkey Kong because he possesses the Crystal Coconut, a mystical sphere that can perform spells. [51] Provo similarly praised Rare's "valiant" effort for trying to keep the design, visuals and sound as faithful as possible with the SNES original. Gregg Mayles found the change useful, so he incorporated it into the level design. [2][43][44] Nintendo World Report's Justin Berube wrote that Exposed was "probably the first time most people outside of Nintendo learned about the [Treehouse]" and "allowed players to see a game in action at home before it was released... the path to learning about upcoming games was no longer confined to magazines". [22][23] The first demo was playable by November 1993. This online game is part of the Adventure, Arcade, Emulator, and SNES gaming categories. Donkey Kong Country is now 25 years old, yet the game is still just as fun and addictive to play now as it was when it first hit store shelves a quarter-century ago. [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. Simultaneous multiplayer also conflicted with his vision of fast gameplay. In the multiplayer modes, two players can work together cooperatively or race each other. [43] Nintendo anticipated to sell approximately two million Donkey Kong Country units in one month; Main acknowledged this was an unprecedented expectation but said "it's based on the off-the-chart reactions we've received from game players and retailers. [47], In 2000, Rare developed a port of Donkey Kong Country for Nintendo's Game Boy Color (GBC) handheld console. [43] It is the only video game listed in Time's top ten "Best Products" of 1994. Rare's relationship with Nintendo continued into the following generation and resulted in numerous critically and commercially successful games for the Nintendo 64, such as GoldenEye 007 (1997) and Banjo-Kazooie (1998). [39] In Japan, the game was released under the title Super Donkey Kong. The Kremlings were originally to use realistic weapons, such as guns, but this conflicted with the game's lighthearted tone. [24], The artists began by rendering the characters in NURBS using PowerAnimator and adding textures. 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. Each level features various items for the player to collect; these include bananas, golden letters that spell out K–O–N–G, extra life balloons, and golden animal tokens that lead to bonus stages. [90], Both contemporary and retrospective critics cohesively asserted that Donkey Kong Country's visual appeal helped increase the lifespan of Nintendo's then-fledgling SNES; Matthew Castle from the Official Nintendo Magazine noted that the game brought next-generation graphics to the console just 12 days before the rival PlayStation's Japanese launch, proving to consumers that an immediate upgrade was unnecessary. :ドンキーコング, Donkī Kongu) ist eine populäre Videospielfigur der Firma Nintendo, die titelgebender Held mehrerer, zum Teil höchst erfolgreicher Videospiele ist. 21: 21 "To the Moon Baboon" Erika Strobel: December 6, 1998 () 16: Donkey Kong thinks of making a time capsule full of the islanders' items to the Moon. Each level is uniquely themed with varying tasks such as swimming, climbing, and more! [24] At the time, Donkey Kong Country had the most man hours ever invested in a video game, 22 years. "[100] In 2019, video game historian Frank Cifaldi checked the Electronic Games issue with the Miyamoto interview and found it contained no such quote. [24], Donkey Kong Country was one of the first games for a mainstream home video game console to use pre-rendered 3D graphics,[20] a technique used in the earlier 1993 Finnish game Stardust for the Amiga. [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. Levels were designed using Post-it Notes that the team pieced together. [24], Bayliss was in charge of redesigning Donkey Kong, and wanted the design to be simplified and compact. [46], David DiRienzo, writing for Hardcore Gaming 101, described Nintendo's Donkey Kong Country promotion as "marketing blitzkrieg": "it was everywhere. Donkey Kong Country is a computer-animated television series loosely based on the Nintendo franchise Donkey Kong as portrayed in the Donkey Kong Country video game series by Nintendo and Rare.The series was co-produced by Nelvana, Medialab (Season 1) and Hong Guang Animation (Season 2), in association with WIC Entertainment, with the participation of Teletoon, and for Season 1, was … 1:27. [17][18], When the NES's successor, the Super Nintendo Entertainment System (SNES), was released in 1991, Rare decided to limit its output and, around 1992, invested its NES profit in Silicon Graphics (SGI) workstations to render 3D models. If you enjoy this game then also play games Mario vs. Donkey Kong and Donkey Kong 64. The overworld map displays an overhead representation of Donkey Kong Island and provides access to levels. With Richard Yearwood, Andrew Sabiston, Donald Burda, Aron Tager. [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. [31] Rare allocated 32 kilobits to Wise. [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. [18] The unveiling showcased various gameplay sequences and did not reveal that Donkey Kong Country was an SNES game until the end of the presentation, fooling the audience into believing that it was supposed to be for Nintendo's then-upcoming Nintendo 64. [21] However, it was easier than composing for the NES due to the larger number of sound channels. [54], Donkey Kong Country won numerous game of the year accolades. [24], Simultaneous cooperative gameplay was planned but scrapped due to time and hardware constraints. [107], Donkey Kong Country's success helped solidify Rare as one of the video game industry's leading developers. [17][19][20] Conversely, lead designer and Steve Mayles' brother Gregg Mayles recalled that it was Nintendo that requested a Donkey Kong game. by DonutDrums. [3] Marriott echoed this by criticising the game's lack of originality and Donkey and Diddy Kong's shallow range of attacking moves, while Provo, despite noting acknowledging its addictive appeal, felt it had "straightforward" gameplay. [47] It also adds bonus modes, including two minigames that supplement the main quest and support multiplayer via the Game Link Cable, as well as Game Boy Printer support. [21][24] One attack, in which Donkey Kong smashed his fist on an enemy's head to leap, was cut because it interrupted game flow. The entire characters of Donkey Kong as well as the entire franchise is back with an entirely new game play in this 1994 classic Donkey Kong Country! The Donkey Kong Country series is well known for the high quality of its music. Donkey Kong Country[a] is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). 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. [33] He originally had "all these wild visions of being able to sample pretty much everything", but could not due to memory restrictions. [45] Nintendo of America also partnered with Kellogg's for a promotional campaign in which the packaging for Kellogg's breakfast cereals featured Donkey Kong Country character art and announced a prize giveaway. [29] "Aquatic Ambience", the music that plays in the underwater levels, took five weeks to create[32] and was the result of Wise's efforts to create a "waveform sequence" on the SNES using his Wavestation. [19][32] Wise then chose samples and optimised the music to work on the SNES. [29][31] Rare asked Wise to record three jungle demo tunes that were merged to become the "DK Island Swing", the first level's track. [21], Some sources, including character designer Steve Mayles and head programmer Chris Sutherland, indicate that Donkey Kong Country's development began after Nintendo offered Rare its catalogue of characters to create a game using the SGI technology, and the Stampers chose Donkey Kong. [81][79] Pearson praised each level's unique musical theme and considered each of them an accurate reflection of their respective environments, while remarking that it pushes the SNES' audio chip to the limit, along with its graphical prowess. [20] The move made Rare the most technologically advanced developer in the UK and situated it high in the international market. [14][86] After selling 9.3 million units, Donkey Kong Country became the third-bestselling SNES game[18][87][88] and set the record for the fastest-selling video game at the time. [21] Secret areas were added while designing levels on Post-it Notes, inspired by Super Mario and the Indiana Jones films. Nintendo decided to use the track in a Donkey Kong Country promotional trailer;[35] Tim Stamper liked the track and wanted to include it in the game itself,[35] so Wise adopted it. [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%. [18], Nintendo sent a promotional VHS tape, Donkey Kong Country: Exposed, to subscribers of Nintendo Power magazine. Rare's redesign of the Donkey Kong character has been used in all future Nintendo games featuring him, including his appearances in the Super Smash Bros. series and various Mario spinoff titles. [19][24] The pre-rendered graphics allowed for a more realistic art style, so the team incorporated what would have simply been floating platforms in the Super Mario games into the surrounding environment. Cutting moves became so common that whenever one was cut Steve Mayles would play the Queen song "Another One Bites the Dust" on a CD. Some levels feature unique mechanics such as riding in mine carts, launching out of barrel cannons, or swinging from vine to vine. [83] It also received a Nintendo Power award for Best Overall Game of 1994 and two Kids' Choice awards in 1994 and 1995 for Favorite Video Game. [17] As such, it developed a version of Donkey Kong Country for the GBA, released in the West in June 2003 and in Japan the following December[53] as part of Nintendo's line of SNES rereleases for the GBA. In certain levels, the player can gain assistance from the Kong's five "animal buddies" found by breaking open unique crates. [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. [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. [5], The two Kongs travel throughout Donkey Kong Island, battling the Kremlings and their henchmen, before reaching K. Rool's pirate ship, the Gang-Plank Galleon. They will only be able to control that Kong unless they free the other Kong from a barrel. [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). [22] Naming the character was a challenge,[22] and Mayles dropped his preferred "Dinky Kong" following copyright problems with Dinky Toys. Reviewers commended the fluid and fast-paced gameplay of both versions,[69][56][70] although some considered the Game Boy Advance graphics disappointing. [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. [17] It was awarded GamePro's best graphic achievement award at the 1994 Consumer Electronics Show,[82] and won several awards from Electronic Gaming Monthly, including Best SNES Game, Best Animation, Best Game Duo, and Game of the Year, in their 1994 video game awards. Donkey Kong Country is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). [22][24] Gregg Mayles initially intended for the partner to be Donkey Kong Jr. and created Diddy Kong as a redesign of the character. [78], The GBC and GBA iterations were met with general praise. [24], Although Rare was acquired by Nintendo competitor Microsoft in 2002, the studio continued to produce games for Nintendo's Game Boy Advance (GBA) since Microsoft did not have a competing handheld. Donkey Kong eventually loses him and the baby gets in King K. Rool's hideout. The player navigates through the game via two game screens: the overworld map and a side-scrolling playfield which comprises the majority of the game. The port was developed alongside the GBC version of Perfect Dark[50] and many assets, including graphics and audio, were re-used from Rare's Game Boy Donkey Kong games.

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