[18], Nintendo sent a promotional VHS tape, Donkey Kong Country: Exposed, to subscribers of Nintendo Power magazine. Each of these platforms has a white arrow painted on them, and wherever the arrow is pointing is where the platform moves upon being landed on. Test: Donkey Kong Country: Tropical Freeze (Plattformer) von Michael Krosta , 02.05.2018 Einseiter 1 2 3 Fazit Pro & Kontra So testet 4 Players [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. [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. [18] A single model took hours to render,[18] so the team would leave the computers running overnight. We start the K levels on a good note by getting all the puzzle pieces...yay. [19] Gunn added that, in addition to Stamper's pushing, the team was also under significant pressure to finish the game in time for Thanksgiving due to Nintendo's competition with Sega. Some levels feature unique mechanics such as riding in mine carts, launching out of barrel cannons, or swinging from vine to vine. The overworld also grants the player the opportunity to visit other members of the Kong family: Funky Kong operates flight services which allows the player to travel back and forth between different areas of the game, jumping in Candy Kong's "save barrels" gives the player the chance to save their progress, and encountering Cranky Kong in his cabins provide the player with tips and fourth wall-breaking humour.[5]. Adventure X Nintendo X Platformer X Switch X XCI XCI Post a Comment. The Kremlings were originally to use realistic weapons, such as guns, but this conflicted with the game's lighthearted tone. [24], Simultaneous cooperative gameplay was planned but scrapped due to time and hardware constraints. [94][95][96][97][98][99], In the years following the game's release, rumours spread that Miyamoto disliked Donkey Kong Country and found it amateurish,[14][100] provoking him to create the hand-drawn art style of Yoshi's Island. According to Gregg Mayles, Nintendo was impressed, though Yokoi said that he was concerned the game was "too 3D" to be playable. [17] According to character designer Kevin Bayliss, after a meeting, Tim Stamper informed him that Nintendo wanted to revive Donkey Kong for a modern-day audience. [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. The original Donkey Kong grows old, moves to Donkey Kong Island, and takes on the moniker Cranky Kong, passing the "Donkey Kong" mantle down to his grandson. [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. Nintendo veröffentlichte Donkey Kong Country 2: Diddy’s Kong Quest 1995 als Fortsetzung von Donkey Kong Country. Many nostalgic gamers would argue that the game is worth playing for the music alone. 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. 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.. Mit dieser Videospielserie veränderte Rareware die Spielweise von Shigeru … [15] Nintendo had rebuffed the brothers' efforts for a partnership in 1983, which led Chris Stamper to study the NES hardware for six months. Wie auch bei seinen beiden Nachfolgern ist es im ersten Teil von Donkey Kong Country nicht nötig alle Buchstaben (K-O-N-G) zu sammeln. [33] Its 1940s swing music-style soundtrack[34] attempts to evoke the environments[33] and includes music from levels set in Africa-inspired jungles, caverns, oceanic reefs, frozen landscapes, and industrial factories. Critics hailed its visuals as groundbreaking and praised its gameplay, replay value, and music. [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. [7][74][78][76], Wise's atmospheric soundtrack attracted universal acclaim. Levels were designed using Post-it Notes that the team pieced together. [31] Rare allocated 32 kilobits to Wise. As Gregg Mayles said, "it was kind of done by getting the framework in place first, and then filling the gaps in later". Donkey Kong Country was the first Donkey Kong game that was not produced or directed by Shigeru Miyamoto, the character's original creator. Here's the original version ", "Donkey Kong Country (Wii U VC) Review Mini", "Super NES Retro Review: Donkey Kong Country", "SNES Classic Edition review: Worth it for the games alone", "The 100 Greatest Video Games of All Time", "Sorry, they do talk about tech but there's nothing remotely like that in here", "Remembering Donkey Kong Country Exposed", "Donkey Kong Country (Super Nintendo) Review", "Donkey Kong Country coming to Nintendo Switch Online in July", "Stamped Out! The competition version of Donkey Kong Country is the rarest licensed SNES game, with only 2,500 cartridges known to exist. 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. It was on the cover of every magazine. It was later distributed in limited quantities through Nintendo Power. [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. Donkey.Kong.Country.Tropical.Freeze.NSW-BigBlueBox. [24], Though Nintendo is usually highly protective of its intellectual properties, it was relatively uninvolved with Donkey Kong Country, leaving most of the work to Rare. [24] The team's mentality was to attempt to compress SGI visuals and implement them even if it seemed impossible. [32], Donkey Kong Country features atmospheric music that mixes natural environmental sounds with prominent melodic and percussive accompaniments. Most Recent Government Activity: 20 days ago. [34][32] He wanted the audio to stand out from other SNES games, like the visuals. 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". Donkey Kong is a series of video games featuring the adventures of an ape-like character called Donkey Kong, conceived by Shigeru Miyamoto in 1981. Its changes include a time limit for the playable levels and a scoring system, which had been used in the Nintendo PowerFest '94 and Blockbuster World Video Game Championships II competitions. [27] Gregg Mayles said the team did not put too much thought into creating characters, simply wanting a diverse cast. [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. [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. Mayles attributed this to the shock Yokoi felt by seeing such advanced graphics. [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's audience included Miyamoto, Game Boy creator Gunpei Yokoi, and future Nintendo president Genyo Takeda. [40] According to Rare, the game released two weeks ahead of schedule. 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