Donkey Kong Country: Difference between revisions

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Tag: Rollback
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===Game Boy Advance===
===Game Boy Advance===
[[File:Candy's Dance Studio.png|200px|thumb|Gameplay of the Candy's Dance Studio minigame]]
[[File:Candy's Dance Studio.png|200px|thumb|Gameplay of the Candy's Dance Studio minigame]]
Another remake of the game was made for the Game Boy Advance in 2003. It more closely resembles the original version, since the Game Boy Advance has 32-bit technical capabilities. Even so, the game features several differences from the original:
Another remake of the game was made for the Game Boy Advance in 2003, this one more closely resembling the original in terms of graphics and sound due to the system's more powerful hardware. Even so, the game features several differences from the original:


*An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
*An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
**Similarly, a post-credits scene is shown where King K. Rool forces the celebrating Kongs off his ship with the threat of using the Gangplank Galleon's onboard cannons to blow up Kong Island, with Cranky Kong while swimming back to shore criticizing this as a cheap attempt at [[Donkey Kong Country 2: Diddy's Kong Quest|setting up for a sequel]].
**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
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**The Warp Barrel in [[Millstone Mayhem]] has a different location, while the Warp Barrels in [[Vulture Culture]], [[Tree Top Town]], and [[Slipslide Ride]] were removed. In contrast, more Warp Barrels where added in the early levels so all the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their first two worlds.
**The Warp Barrel in [[Millstone Mayhem]] has a different location, while the Warp Barrels in [[Vulture Culture]], [[Tree Top Town]], and [[Slipslide Ride]] were removed. In contrast, more Warp Barrels where added in the early levels so all the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their first two worlds.
**When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP". In the original version of the game, as well as in the Game Boy Color version, the original barrel simply sends them to the end of the level and not into this short area.
**When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP". In the original version of the game, as well as in the Game Boy Color version, the original barrel simply sends them to the end of the level and not into this short area.
*From Vine Valley to Chimp Caverns, the bosses are fought a little differently: Queen B. now has several Zingers surrounding her when she gets hit and turns red, Really Gnawty makes stalactites fall from the ceiling when he jumps really high and far after being hit, Dumb Drum must have TNT Drums thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*From Vine Valley onwards, there are some changes from the original:
**The bosses are fought a little differently:  
***Queen B. now has several Zingers surrounding her when she gets hit and turns red, which all must be taken out with barrels before she can be damaged again.  The Zingers' placement changes after each hit.
***Really Gnawty, rather than making high leaps after being hit, leaps over to the side of the stage, and causes stalactites to fall from the ceiling, before leaping around again.
***After defeating the enemies that Dumb Drum drops, as it attempts to crush the player, the player must throw TNT Drums at it to damage it.
***The player battles both Master Necky Snr. and Master Necky simultaneously.  Rather than tossing an increasing number of nuts, Master Necky Snr. and Master Necky each toss a single nut at the same time, before either can be hit.  After one is defeated, the other will toss four nuts before being vulnerable.
**The levels are rearranged:
***Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
***Ice Age Alley is the fourth level in Gorrilla Glacier, with Croctopus Chase moved up to be the third.  Following Ice Age Alley is Rope Bridge Rumble, then Torchlight Trouble (the latter two having swapped positions) before fighting Really Gnawty.
***In Kremkroc Industries Inc., Poison Pond is the third stage, before Elevator Antics.  Following the latter is Blackout Basement, then Mine Cart Madness, before Dumb Drum.
***The Chimp Caverns stage order remains unchanged.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
*Some unused elements from the original that were still kept in its data were used in this remake. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
*Some unused elements from the original that were still kept in its data were used in this remake. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
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*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
**On the world map, the Kongs follow curved pathways between each level rather than in straight lines. The banana peels marking them are also clearer.
**On the world map, the Kongs follow curved pathways between each level rather than in straight lines. The banana peels marking them are also clearer.
*Starting from Vine Valley onwards, a few of the levels have been placed in a different order; for instance, Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
*Some of the level backgrounds are edited:
*Some of the level backgrounds are edited:
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.
**Likewise, at the end of [[Ropey Rampage]], the tropical storm does not end.
***Likewise, [[Ropey Rampage]] remains overcast and stormy throughout, these changes were likely made to make the levels easier to see on the original, unlit Game Boy Advance screen.  
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
**[[Slipslide Ride]]'s farthest background is now gem-filled, rather than plain purple.
**[[Slipslide Ride]]'s farthest background is now gem-filled, rather than plain purple.
*Various foreground objects were added to some level environments that lacked them (ex: temple levels with trees in front, beams in mine levels).
*Various foreground objects were added to some level environments that lacked them (ex: temple levels with trees in front, beams in mine levels).
*The cast of characters take place on [[Gangplank Galleon]] instead of [[DK's Tree House]].
 
*The game exclusively features the "Hero Mode", unlocked for getting at least a 90% [[completion]] on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Continue Barrels or DK.
*The game exclusively features the "Hero Mode", unlocked for getting at least a 90% [[completion]] on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Continue Barrels or DK.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
*The game has more sound effects and character voices, particularly from ''Donkey Kong 64''.
*The game has more sound effects and character voices, particularly from ''Donkey Kong 64'', and enemies have different sound effects when beaten, only Neckies retain their SNES sounds.
*K-O-N-G Letters spin around as in later ''Donkey Kong Country'' games, instead of always facing the screen; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
*K-O-N-G Letters spin around as in later ''Donkey Kong Country'' games, instead of always facing the screen; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
*A scrapbook, similar to the one in the Game Boy Color version, was added; the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to it.
*A scrapbook, similar to the one in the Game Boy Color version, was added; the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to it.
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*[[Very Gnawty]] appears in [[DK's Tree House]] after defeating [[Really Gnawty]]. When it realizes that [[Donkey Kong]] or [[Diddy Kong]] has entered the tree house, Very Gnawty runs past them and out of the front door. This can be performed only once per file, however.
*[[Very Gnawty]] appears in [[DK's Tree House]] after defeating [[Really Gnawty]]. When it realizes that [[Donkey Kong]] or [[Diddy Kong]] has entered the tree house, Very Gnawty runs past them and out of the front door. This can be performed only once per file, however.
*Queen B is now dizzy upon defeat in addition to moving constantly. In the original, she just occasionally moved.
*Queen B is now dizzy upon defeat in addition to moving constantly. In the original, she just occasionally moved.
*King K. Rool during his boss fight can now make yells as he's charging the Kongs. Originally, the only sound he makes is when he's hit on the head (which was reused from Krusha's defeat sound).
*King K. Rool during his boss fight can now make yells as he's charging the Kongs, his voice clips from [[Donkey Kong 64]]
*The cast of characters take place on [[Gangplank Galleon]] instead of [[DK's Tree House]].
**Only the enemies, bosses, and animal buddies are shown with their names during the cast scene, the Kongs are not listed.
**After the cast of characters finishes, the Kongs are all shown on the Gangplank Galleon contemplating their adventure, when King K. Rool forces them off with the threat of using the ship's onboard cannons to blow up Kong Island. As the Kongs swim back to shore, K. Rool promises to return as his ship sails away.  Cranky then criticizes the ending as a cheap attempt at [[Donkey Kong Country 2: Diddy's Kong Quest|setting up for a sequel]].


==Glitches==
==Glitches==
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