Donkey Kong Country: Difference between revisions

I haven't heard of the N64 being compared/confused with this game, so this seems like a cool tidbit to include somewhere: https://archive.org/details/nms-33/page/56/mode/2up
Tag: Mobile edit
(I haven't heard of the N64 being compared/confused with this game, so this seems like a cool tidbit to include somewhere: https://archive.org/details/nms-33/page/56/mode/2up)
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'''''Donkey Kong Country''''' is a side-scrolling [[Genre#Platform|platform]] game for the [[Super Nintendo Entertainment System]] released in November 1994. It was developed by [[Rare Ltd.|Rareware]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[banana hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]].
'''''Donkey Kong Country''''' is a side-scrolling [[Genre#Platform|platform]] game for the [[Super Nintendo Entertainment System]] released in November 1994. It was developed by [[Rare Ltd.|Rareware]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[banana hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]].


The player controls Donkey Kong and Diddy Kong (each with their own strengths and abilities) as they travel throughout a variety of linear levels in different environments. Gameplay features include the ability to ride [[Animal Friends|a variety of other animal characters]] after freeing them, the ability to pick up and throw [[Barrel]]s to defeat enemies and uncover hidden passages, and puzzles involving moving throught gauntlet of moving suspended barrels. ''Donkey Kong Country'' also encourages players to find all [[Bonus Area]]s hidden in the game's level to get 101% [[completion]], a feature its sequels would greatly expand upon.  
The player controls Donkey Kong and Diddy Kong (each with their own strengths and abilities) as they travel throughout a variety of linear levels in different environments. Gameplay features include the ability to ride [[Animal Friends|a variety of other animal characters]] after freeing them, the ability to pick up and throw [[barrel]]s to defeat enemies and uncover hidden passages, and puzzles involving moving throught gauntlet of moving suspended barrels. ''Donkey Kong Country'' also encourages players to find all [[bonus room]]s hidden in the game's levels to get 101% [[completion]], a feature its sequels would greatly expand upon.  


The game reintroduced the ''[[Donkey Kong (franchise)|Donkey Kong]]'' series (alongside the [[Donkey Kong (Game Boy)|1994 Game Boy game]] released a few months prior) after a nearly decade-long hiatus, and in doing also introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that most of the following ''Donkey Kong'' games as well as Donkey Kong's appearances in ''[[Super Mario (franchise)|Super Mario]]'' spin-off titles would build upon. The game's success spawned multiple sequels and spin-offs, a [[Donkey Kong Country (television series)|40-episode 3D animated series]], a [[Donkey Kong Country (novel)|chapter book adaptation]], manga adaptations in ''Super Mario''-related publications such as [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-kun]]'', and other merchandise. ''Donkey Kong Country'' was notable because of its pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations<ref>''Donkey Kong Country'' instruction booklet, page 32</ref>, inspiring future video games to do the same. ''Donkey Kong Country'' was followed by two sequels: ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' in 1995 and 1996.
The game reintroduced the ''[[Donkey Kong (franchise)|Donkey Kong]]'' series (alongside the [[Donkey Kong (Game Boy)|1994 Game Boy game]] released a few months prior) after a nearly decade-long hiatus, and in doing also introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that most of the following ''Donkey Kong'' games as well as Donkey Kong's appearances in ''[[Super Mario (franchise)|Super Mario]]'' spin-off titles would build upon. The game's success spawned multiple sequels and spin-offs, a [[Donkey Kong Country (television series)|40-episode 3D animated series]], a [[Donkey Kong Country (novel)|chapter book adaptation]], manga adaptations in ''Super Mario''-related publications such as [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-kun]]'', and other merchandise. ''Donkey Kong Country'' was notable because of its pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations<ref>''Donkey Kong Country'' instruction booklet, page 32</ref>, inspiring future video games to do the same. ''Donkey Kong Country'' was followed by two sequels: ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' in 1995 and 1996.
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|style="text-align:center"|[[File:Rambi DKC sprite.png]]
|style="text-align:center"|[[File:Rambi DKC sprite.png]]
|style="text-align:center"|[[Rambi]]
|style="text-align:center"|[[Rambi]]
|Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden [[Bonus Level]]s.
|Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden [[bonus room]]s.
|align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|align="center"|[[Manic Mincers]]
|align="center"|[[Manic Mincers]]
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|style="text-align:center"|[[File:Winky DKC sprite.png]]
|style="text-align:center"|[[File:Winky DKC sprite.png]]
|style="text-align:center"|[[Winky]]
|style="text-align:center"|[[Winky]]
|Winky has a high jumping ability that allows him to reach higher areas, namely Bonus Levels. Winky can defeat most enemies by jumping on them, including [[Zinger]]s.
|Winky has a high jumping ability that allows him to reach higher areas, namely bonus rooms. Winky can defeat most enemies by jumping on them, including [[Zinger]]s.
|align="center"|[[Winky's Walkway]]
|align="center"|[[Winky's Walkway]]
|align="center"|[[Rope Bridge Rumble]]
|align="center"|[[Rope Bridge Rumble]]
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|style="text-align:center"|[[File:Banana Bunch DKC SNES.png]]
|style="text-align:center"|[[File:Banana Bunch DKC SNES.png]]
|style="text-align:center"|[[Banana Bunch]]es
|style="text-align:center"|[[Banana Bunch]]es
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in bonus rooms and hidden areas.
|-
|-
|style="text-align:center"|[[File:DKC Giant Banana.png]]
|style="text-align:center"|[[File:DKC Giant Banana.png]]
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|style="text-align:center"|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|style="text-align:center"|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|style="text-align:center"|[[KONG Letters|K-O-N-G Letters]]
|style="text-align:center"|[[KONG Letters|K-O-N-G Letters]]
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" bonus room challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
|}
|}


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|style="text-align:center"|[[File:TNT Barrel DKC.png]]
|style="text-align:center"|[[File:TNT Barrel DKC.png]]
|style="text-align:center"|[[TNT Barrel|TNT Drum]]s
|style="text-align:center"|[[TNT Barrel|TNT Drum]]s
|TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.  
|TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a bonus room.  
|-
|-
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
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|style="text-align:center"|[[File:Barrel DKC.png]]
|style="text-align:center"|[[File:Barrel DKC.png]]
|style="text-align:center"|{{conjectural|[[Roulette Barrel]]s}}
|style="text-align:center"|{{conjectural|[[Roulette Barrel]]s}}
|Appearing in certain [[Bonus Level]]s, Roulette Barrels float in the air in groups. Depending on the challenge, they may switch between displaying different items which stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch an Extra Life Balloon around in a shell game-type manner where the final location must be guessed.
|Appearing in certain [[bonus room]]s, Roulette Barrels float in the air in groups. Depending on the challenge, they may switch between displaying different items which stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch an Extra Life Balloon around in a shell game-type manner where the final location must be guessed.
|-
|-
|style="text-align:center"|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
|style="text-align:center"|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
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A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.
A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.


Most levels have [[Bonus Level]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% [[Completion|completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.
Most levels have [[bonus room]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the bonus rooms, entering every bonus room is required for 101% [[Completion|completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.
 
{|border="1"cellspacing=0 cellpadding=2 class="dktable-brown"align="center"style="background:whitesmoke"width=99%
{|border="1"cellspacing=0 cellpadding=2 class="dktable-brown"align="center"style="background:whitesmoke"width=99%
!colspan=5 style="background:saddlebrown;color:white"align=center|<big>Levels and Bonus Areas</big>
!colspan=5 style="background:saddlebrown;color:white"align=center|<big>Levels</big>
|-
|-


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!width=5%|#
!width=5%|#
!width=35%|Level
!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
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!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
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!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
!width=35%|Level
!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
!width=35%|Level
!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
!width=35%|Level
!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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!width=5%|#
!width=35%|Level
!width=35%|Level
!width=10%|Bonus Areas
!width=10%|Bonus rooms
!width=30%|Type of level
!width=30%|Type of level
!width=20%|Music theme
!width=20%|Music theme
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A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"/>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''.<ref>Ayden_ (July 5 2017) .[http://www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes]. ''Jeuxvidéo.com''. Retrieved July 31, 2017)</ref><ref>Gregg Mayles (@Ghoulyboy). [https://twitter.com/Ghoulyboy/status/639226685213265924 Twitter post on September 2, 2015]. ''Twitter''. Retrieved July 31, 2017)</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"/>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''.<ref>Ayden_ (July 5 2017) .[http://www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes]. ''Jeuxvidéo.com''. Retrieved July 31, 2017)</ref><ref>Gregg Mayles (@Ghoulyboy). [https://twitter.com/Ghoulyboy/status/639226685213265924 Twitter post on September 2, 2015]. ''Twitter''. Retrieved July 31, 2017)</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>
When ''Donkey Kong Country'' was demonstrated at Summer {{wp|Consumer Electronics Show|CES}} 94, [[Nintendo of America]] had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming [[Nintendo 64|Ultra 64]] in order to further impress those who would not believe that it was capable of running on a 16-bit console.<ref>''Nintendo Magazine System (UK) Issue #33, page 57. "''Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!''"</ref>


Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>
Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>
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*''[[Donkey Kong Country Returns]]'': Many elements from the original version return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country Returns]]'': Many elements from the original version return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Mini Mario & Friends: amiibo Challenge]]'': [[Barrel Cannon]]s and [[Blast Barrel]]s, as well as [[Mine Cart|minecarts]], have roles in [[Mini Donkey Kong]] and [[Mini Diddy Kong]]'s stages, respectively. Along with a cover of "[[DK Island Swing]]", heard in Mini Donkey Kong's levels, there is also a cover of the Bonus Level theme from ''Donkey Kong Country'', which plays in Mini Diddy Kong's stages.
*''[[Mini Mario & Friends: amiibo Challenge]]'': [[Barrel Cannon]]s and [[Blast Barrel]]s, as well as [[Mine Cart|minecarts]], have roles in [[Mini Donkey Kong]] and [[Mini Diddy Kong]]'s stages, respectively. Along with a cover of "[[DK Island Swing]]", heard in Mini Donkey Kong's levels, there is also a cover of the bonus room theme from ''Donkey Kong Country'', which plays in Mini Diddy Kong's stages.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
*''[[Super Mario Party]]'': When Diddy Kong gets Donkey Kong as an ally, the latter says, "Diddy! We're on another adventure together!" referencing this game.
*''[[Super Mario Party]]'': When Diddy Kong gets Donkey Kong as an ally, the latter says, "Diddy! We're on another adventure together!" referencing this game.
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