Donkey Kong Country

Donkey Kong Country is a Video game of platform left on Super Nintendo in 1994 developed by Rare and created by Nintendo. It is republished on Game Boy Advance in 2003.

History

The question of graphics

Years 1994 and 1995 mark a turning in the universe however prone to the revolutions of the video games; the era of the 32 bits is announced, Sony enters the market, the giants Sega and Nintendo works on new projects of consoles being able to manage the 3D. This last, precisely, waters the players and multiplies the advertisements concerning the nearest exit, believes one, from Ultra the 64 - renamed thereafter Nintendo Ultra 64 then Nintendo 64 - which wants to be revolutionary. But while waiting for this day, it is necessary to prove that Super Nintendo, then main of the consoles of living room, still has assets in its sleeve. Thus, at the time of the first presentation of Donkey Kong Country at the time of the living room Consumer Electronics Show of Chicago in 1994, much believed to see a play " news génération" …

Indeed, if the play preserves a structure known as in " two dimensions" , i.e. the characters present at the screen can be authorized only displacements on two axes - left/right and high/low, the entirety of the elements, the decorations to the heroes while passing by the enemies and the no-claims bonus, except some rare sprites specific have all be model in three dimensions on heavy computers before being converted into models readable by the " timide" 16 bits for one made visual near to a " vraie" 3D. This characteristic first will be a trademark of the series of Donkey Kong Country and one of the points, with the lifespan and the handiness specimens for the time, proposed by Rareware and Nintendo to promote the play, thus making the praise of the couple graphics/gameplay.

Thus, one can read this on the directions for use of the play, French version:

" Birth of Donkey Kong Country

You saw graphics of Donkey Kong Country? Incredible! Not astonishing, each image that you see with the screen was conceived on work stations Silicon Graphics Inc., these same on which were create animations of Jurassic Park and Terminator 2: Judgment Day.

to start, the graphic designers worked out " models informatiques" of each character of Donkey Kong Country. They are images in three dimensions which can be looked from every angle and in all the positions. The illustrations of this handbook show you what these models resemble on a computer Silicon Graphics. It any more but did not remain to translate these data models usable by Super BORN.

the result? Quite simply revolutionary! Of memory of bitten video games, one had never seen graphics in three so realistic dimensions! With Donkey Kong Country, Nintendo opens the doors of the 21e century to you… " ( sic )

It is true that the result with the screen is amazing: an animation without fault and very " vivante" , of the levels to varied decorations etc the whole is amplified by effects of fog or rain expensive to the console and already foreseen in Super Mario World or other plays various.

Rareware

Before developing Donkey Kong Country , the British company Rareware - called more usually Rare for reasons of convenience - especially had been illustrated on BORN with many plays. The period Super Nintendo will be more delicate, with the exit, before 1994 of only one and single play, Battletoads in Battlemaniacs which will gain a certain success. But it is indeed the development of Donkey Kong Country which makes it possible the firm to reach a comfortable row within the marks " élues" by Nintendo and to make known themselves of more many people, and to become in the years to come a true seal from quality; this point will be all the more noticed at the time of the " period Nintendo 64 " , the console being " alimentée" according to the detractors only by the licenses Nintendo and Rareware.

Development team
  • Programmer Chief: Chris Sutherland
  • Technical To program : Brendan Gunn
  • Additional Programming : Mark Wilson
  • Ancillary Software : Chris Stamper, Chris Tilston, Betteridge Mark, Oliver Norton, Mr. McLean
  • Characters: Steve Mayles, Kevin Bayliss
  • Subjects: Mark Stevenson
  • Decorations aditionnels : Adrian Smith
  • Graphics Handling : Chris Peil
  • Decorations: C. Pledge, John Nash
  • Additional Graphics : Neil Crook
  • Music/sound effects: David Wise, Eveline Fischer, Robin Beanland
  • Hardware : Pete Cox, Jerry Rogovski
  • Software Systems : Alias/Nintendo/Rare ACM, Rare Systems
  • Hardware Systems : Silicon Graphics, Rare Systems
  • Creative of the character Donkey Kong: Shigeru Miyamoto
  • Range design : Gregg Mayles
  • Realizer: Tim Stamper

Donkey Kong

Simultaneously with Rareware, the play Donkey Kong Country made " resurgir" nothing a character forgotten a long time by Nintendo: Donkey Kong . Supplanted by Mario, The Legend off Zelda or to a lesser extent Metroid, this last will make only shy persons appearances hitherto, in particular in Super Mario Kart - via her " fils" , Donkey Kong Jr. - where he nevertheless will be noticed or in Donkey Kong '94 on Game Boy, " suite" original play.

The exploitation of such a character was not done without evil, and of course modifications had to be made compared to the original model, such as one sees it in the plays of Arcade. Thus, the malicious gorilla became a being débonnaire, recluse on an island with his effigy bearing its name in the middle of companions, family and friends who train the clan " Kong" , taking care, obviously, on a banana treasure. The famous barrels are of return, modified there too - that will be the subject of a more detailed part.

After Donkey Kong Country , Donkey Kong will not be playable any more in Donkey Kong Country 2: Diddy' S Kong Quest and Donkey Kong Country 3: Dixie' S Doubles Disorder , and it will be necessary to await the Nintendo 64 so that it reconsiders the front of the scene.

Scenario

Drawn from the directions for use of the play:

" By a dark night of storm…

An apocalyptic storm falls down on Donkey Kong Island, the island of the famous monkey and its family. Very close to the tree which is used to them as house, a small monkey of the name of Diddy trembles under the flashes which tear the sky wildly, illuminating the luxuriant vegetation of the island. Planted there by Donkey Kong to assemble the guard in this night of terror, Diddy curses its fate bitterly…

The words of Donkey Kong return to him unceasingly to the spirit. " Go, my p' tit gars" , it has says to him of its condescending tone, " this night, within the framework of your initiatory course, you will have to assemble the guard on my bananas. The changing will be taken at midnight, tries not to deaden you! "

My p' tit guy. You speak. While waiting it is all alone. With for any company the innumerable threats which watch for it behind each tree enlightened by the flashes. Already, there are the Kremlings, which have sights on banana stock of Donkey Kong it larger of the island, even of the world. A true treasure of potassium and vitamin A. " Mmhh, of the baanaanes… " The thought of this yellow delight almost makes him forget the danger. But a noise in the thickets and some broken brushwood quickly bring back it made to reality.

" Qu-which goes there? " , he asks his invisible interlocutor. For any answer, grondement by thunder accompanies the furtive flash by the teeth and the eyes of the frightening reptiles carpet in the shade. Diddy jumps on the adversary with its usual attack in wheel, but is submerged soon under the number of the attackers. The enormous carcass of Klump Kremling falls down on him. Before losing consciousness, he hears a voice persiflante… " Ccc' is the small one… Put it in ccce barrel and throw it in the bushes… With us the ssstock of bananes" , then the lid is closed again on him, and the barrel is propelled in the thickets by a masterly shot. And it is the black hole.

While Donkey Kong and its close relations sleep peacefully, Kremlings charge the invaluable burden on their carts and disappear in the jungle, leaving on their furrow of the clusters of banana skins.

The next morning, Donkey Kong is awaked by insistent calls. " Silence! " , grogne it before carrying out the hour that it is. Tumbling down of its bed, it leaves at his place, descends the scale, and faces the adversary, the still embués eyes of sleep… Only one blow is enough to put it K.O. ! Opening an eye painfully, he recognizes the wrinkled face and the white beard of his grandfather Cranky Kong. At its hour of glory, it was first Donkey Kong, which fought Mario in several plays.

" Not but doesn't that go? " , the apostrophe Donkey Kong, knowing the character pertinently an impetuous bit of its grandfather.

" Will throw a glance in your banana reserve. A small surprise of attend" , the old man laughs.

Without making neither nor two, Donkey street towards the cave. There, instead of the gilded gleam of thousands of bananas, only some peelings strew the ground. With judging some by innumerable traces of step to three toes, the cave was visited by hundreds of monsters to cold blood. And it is not all…

" And moreover, Diddy disappeared! " , esclaffe Cranky. " Here what is to flee its responsibilities, species of good to nothing! From my time, one would have estimated oneself happy to assemble the guard under the rain. Ca would have been worth us some images moreover. Of course, there no would have been rain. Our processing capability was well too low for that, but… "

But Donkey Kong does not listen to it. Hagard, it contemplates with despair the empty cave. " Diddy… my p' tit guy… left… " , he deplores.

But it is seized again suddenly. " Kremlings will pay it to me! " , he vociferates. " I will pursue them in all the recesses of the island until I recovered my last banana! "

" Do not say to me that you will leave in search your pal and a mode bananes" , Cranky is ironical. " You speak about an idea for a play. Ah, it is far, the time of the beautiful captive princesses! "

" Here where that carried out it to want at all prices to copy me. Good, Diddy is far from resembling a hero of video game, but it has qualities: courage, reflexes… "

" If you want my opinion, you are neither one nor the other loans for the hours of large écoute" , Cranky stops it. " You will be never a character as popular as I was it. From my time, the kids tore off my plays like bread rolls! Let to me think that if you heading in this weak adventure, you will be able to estimate yourself happy if you sell ten specimens of them! "

This time it is too much. " What do you know with the adventure, species of old chip bag? " counteract Donkey Kong while fulminating. Then, facing the cane of the old man until planting itself under his beard: " Release to us the tennis shoes with your adventures of pre-war period, grandpa! Diddy is in danger, my banana stock disappeared, and it is necessary that I find them! "

On these words, it takes its click and its opera hats and leaves on the trace the skins bananas sown in way by Kremlings.

" Good, and well for lack of captive princess, one will seek bananes" , Cranky scoffs by seeing it disappearing. After one moment of hesitation, it encases the step to him. " Perhaps the kid will need a blow of main" , marmonne it in its beard. " The young people, I swear you… they do not respect more their aînés."

Gameplay

System of play

As specified above, Donkey Kong Country (or DKC for the initiates) is a Jeu of platform in two dimensions all that there is of more traditional; in this first episode, it will be a question of traversing a series of six worlds systematically intersected with five types of different surfaces, symbolized by distinct icons:

  • the levels itself, 5 or 6 according to the worlds have an icon opposite Kremling pointing out vaguely a death's-head at the time of their opening. Then they adopt the face of Donkey Kong or Diddy Kong according to the character having finished the level. It is a question of traversing the level, always left towards the line, never in height except in the case of uneven specific, exception of the watery levels and the level Ballade in slip . Each level comprises moreover a certain number of rooms no-claims bonus, except for the “watery” levels.

  • the “Huts of Cranky”, represented by the face of Cranky Kong make it possible to the player to listen to some councils on behalf of the ancestor, sometimes some easy ways.

  • the “Safeguards of Candy”, represented by the face of Candy Kong make it possible to the player to safeguard his progression in one of the three files available. The safeguard holds account only time of play (xx hours xx minutes) and completed percentage.

  • the “Flights of Funky”, represented by the face of Funky Kong make it possible to the player to turn over in a preceding level.

  • the surfaces of the Boss, represented by a face of kremling and thus the icon answers the same rules as that of the levels. To note that it is this icon which will be visible on the chart of the world.

After having chosen its level or a particular surface while sailing on a chart with the manner of Super Mario Bros. 3 or of Super Mario World , the play starts. It will be a question for the player of reaching the exit of the level, symbolized by a panel " Exit" while avoiding enemy and obstacles. The characteristic of Donkey Kong Country compared to the series of the Super Mario Bros. comes from the absence of Power-ups: the least impact with an enemy or a projectile is mortal. Simply, the player can have a " other chance" to continue the level after an impact thanks to the system of clever play: with the screen can appear simultaneously Donkey Kong and Diddy Kong, the two protagonists. If the playable character then is touched, he flees (in a barrel “Donkey Kong”, to see low) and the second takes his place. It is only if the latter is touched that the player will lose a life.

Moreover and in a specific way in certain levels, and sometimes while reaching a room no-claims bonus, the player can have to overlap " friends animaux" (4 chevauchables and 1 non-chevauchable) having particular aptitudes helping the player, but fleeing with the least impact with the manner of Yoshi in Super Mario World . One can consequently catch up with them them to overlap, etc again (See the heading " Characters and Ennemis" for more details). Lastly, a short note on the presence of tires with half-hidden in the ground, which make it possible to the players to rebound in the airs, and the barrels, whose role will be clarified hereafter.

One can play Donkey Kong Country according to three modes:

  • the mode Solo, only one player tries to finish the play.

  • the duet mode, each player directing Kong.
  • the competition mode, each player playing one after the other and trying to finish the levels as quickly as possible.

The choice of these modes does not involve any notable modification of the play in itself.

No-claims bonus

The no-claims bonus are very few, one counts four categories of them:

  • the Banane S exist with the unit or in mode of 5 or 10 bananas. Dispersed through the levels, they indicate the way to be followed or sometimes a secrecy. 100 collected bananas offer a life.

  • balloons of lives, which are of three kinds: red (a life grants), green (grants two lives), blue (grants three lives). They tend to fly away and become inaccessible once appeared on the screen.

  • the letters K., O., NR., G. dispersed through each level, sometimes in the rooms no-claims bonus: to have all offer an additional life with the player.

  • animal symbols, with the effigy of Rambi the Rhinoceros, Expresso the Ostrich, Winky the Frog or Enguarde the Swordfish. The meeting of three identical symbols propel the player in a zone no-claims bonus where, with controls of the animal corresponding, it can gain several lives by collecting small symbols (100 symbols for a life).

It is necessary to notice moreover the absence of any meter to the screen: data - for example the number of collected bananas appear simply when item is collected. There is neither stop watch, nor indication of score.

Barrels

The Gameplay is rate/rhythm also by an element headlight of the play, so much so that it will become a symbol about it: barrels. There are 8 different - including 6 accessible at the time of the levels and recut themselves in four categories: the barrels " saissisables" , floating barrel-guns, barrels and barrels-Kong. Often necessary to finish a level or to reach a hidden zone, here an exhaustive list:

Traditional barrels

They are the barrels most met in the play, and the first met belongs to this category. They lay out all of the capacity to be seized by Donkey Kong or Diddy Kong then launched in order to be useful as arms against an enemy or to reveal a catch wall. One meets them only in the levels " terrestres" and in the surface of the third boss. One finds remainder systematically a Barrel Donkey Kong at each beginning of combat of boss if one only enters his arena.

  • ringed Barrel: The basic barrel in oneself. It does not carry any symbol nor icon and are used especially as projectile. Launched on the ground, it will roll until reaching an obstacle - enemy or wall - and will burst then. It does not contain any no-claims bonus.

  • not-ringed Barrel: He answers the same characters as the ringed barrel, if it is not that he will even burst launched on the ground.

  • Barrel of TNT: A barrel of explosive as its name indicates it. It is announced by the letters " TNT" painted on its side and the wick on its top. Explosive, it will destroy any enemy and fact effect of bomb with delayed-action if it is posed after being raised. The explosion remains inoffensive for the launchers.

  • Barrel out of steel: Very rare, these barrels are indestructibles and roll to the manner of the ringed barrels. One can jump above and roll thus in full safety on his back.

  • Barrel of Donkey Kong (not-floating): Met on the ground, it acts like a ringed barrel. If the player directs only one character, the barrel will contain the other.

Barrels Guns

Undoubtedly the greatest idea of the play; one meets them in the levels " terrestres" especially (except for the watery level of world 4) and propel Kongs in the skies at full speed. They make it possible to cross without evil of the immense pits.

  • Canon Barrel: They do not comprise any symbol, if it is not a white steel circle around an opening. Once the player inside, the barrel reacts in two ways: or there remains motionless, awaiting the order of ejection, or it becomes moving - if it were not it before climbing inside. Consequently, its movement can be " continu" - according to a direction high/low, right left/, even a diagonal or rotating, sometimes both in same time or " saccadé" , proposing a limited number of possibilities of ejection.

  • Barrel Canon automatic: Practically always fixed, they are symbolized by a symbol of explosion on the side. They send the player and this as of their entry in the barrel in a predetermined position.

Floating barrels

These barrels, as their name indicates it, float in the airs. One finds them in any level.

  • Barrel of Safeguard: One always finds them on semi-level; if the player the breeze and if it loses thereafter a life in the level, it will take again its progression starting from this barrel. It is locatable by many stars painted on its sides.

  • Barrel of Donkey Kong (floating): It has the same characteristics as its not-floating accomplice, if it is not that it is indestructible if the player has already the two monkeys.

  • Go/Stop Barrels: One finds them only in the level " Station Fires Red and Vert" and do not have as a utility to immobilize the Kroc Rock'n'roll while revealing a red light.

  • Barrels of Fuel: They appear only in the level " Timbré" worry; and are used to give again fuel at the platform to prevent that it does not fall into the vacuum. The number of points under the word " Fuel" indicate their capacity (of 1 vacuum with 5)

  • Barrels ON/OFF: Findable only in the level " Lunatiques" lights; , they light the way (position One) making it possible to avoid the traps.

Barrels of Kong

Funky and Candy Kong have two barrels which are accessible only when one returns in their surfaces.

  • Barrel of Funky (Barrel Jumbo): This barrel in the shape of jet makes it possible to the player to return in already completed levels.

  • Barrel of Candy: A barrel similar to the barrel of safeguard of semi-level, if it is not that it makes it possible to the player to record his progression.

System of Percentage

The progression of the play is done in term of percentage; with each time a level is completed or that a room no-claims bonus is found, this percentage increases by 1%. The characteristic of the play lies in the fact that to find all the secrecies amounts having a final percentage of " 101%". The symbol " %" is then replaced by a star " *" on the screen of selection of safeguard. There are indeed 33 levels and 67 rooms of no-claims bonus, which forms a total of 100%, but one also gains 1% when the play is finished, i.e. when one manages to overcome the last boss of the play, King K. Rool.

Rooms No-claims bonus

In each level, except for the underwater worlds, two to five rooms no-claims bonus making it possible are to gain animal bananas, lives, symbols and letters composing word KONG. One reaches these rooms either by a barrel automatic gun, or via a catch wall - that one " perce" thanks to a barrel or, rarer, once propelled by a barrel gun. These rooms gather according to a small number of topics and always have as a decoration that of the level in progress. One finds then:

  • rooms filled of bananas, animal symbols or letters KONG. One them course " normalement" , while going or running, or via lianas.

  • rooms made up of three floating barrels where options ravel (bananas, lives, letters, symbols…); if the player leaps on a barrel, item posted solidifies. The meeting of three items identical saves to him.
  • rooms made up of four floating barrels among which only item voyage, more and more quickly. If the player finds the barrel in which it appeared in the last before his disappearance, it gains the no-claims bonus.
  • rooms comprising one or more - up to three - Klap-Traps; going more and more quickly as one leaps on him, it releases an increasingly large number of bananas, until its disappearance.
  • rooms where various letters and icons " Kremlings" turn in round; it is then advisable to spell the witty remark to have the no-claims bonus.
  • the rooms where a barrel gun runs from left to right and from right to left, bellow of three banana files; at the top of each file is a different no-claims bonus, one cannot choose only one of the three.
  • the rooms where a barrel gun is fixed or mobile, rotating, propelling the player in a banana pond (generally, another no-claims bonus is all at the top). With a little dexterity, the player can fall down in the barrel and thus continue his collection.
  • the rooms no-claims bonus which comprise only one case of an animal friend.
  • Lastly, a single room where it is necessary to rebound on a tire in direction of three precise places on the ground to discover the no-claims bonus of them - level " Orangutan" gang; , world 3.
it returns in the level in progress, generally close to the entry of the room no-claims bonus which then is not accessible any more (it is a specificity of this first opus, which will disappear in Donkey Kong Country 2 and Donkey Kong Country 3). It will be it again in the event of loss of life or of return in the level.

One can moreover quote the presence of four big rooms no-claims bonus " animaux" , accessible via a Cheat codes or by collecting three identical animal symbols. These rooms are not entered in the percentage of achievement. They consist of the recovery of small symbols, of which 100 grant a life. There exists moreover in each one of these rooms a hidden giant icon, doubling the number already collected and revealing a great number of small additional symbols.

Orders

The two characters airships by the player, Donkey Kong and Diddy Kong have same controls overall, namely:

  • the possibility of seizing, of moving with, of posing and of launching the traditional barrels,

  • capacity to swim out of deep water,
  • the possibility of overlapping animal friends and them of directing,
  • the possibility of running and of jumping,
  • the possibility of bending down,
  • the possibility of seizing lianas and chains to suspend themselves and balance themselves,
  • the possibility of killing the enemies of a jump on cranium.

But in parallel of that, the two characters have their own characteristics:

  • Donkey Kong is strongest of the duet; it can made kill certain enemies like Krusha or Klomp of a jump on the head, which remains inaccessible to Diddy. N the other hand, it is more massive and heavier, which penalizes it to dodge certain projectiles and at the time of the underwater phases. It can be put in " boule" as a frontal attack and allows him to take support in the vacuum to increase the distance from a jump. It has finally an attack known as " Baffe" gross; who allows him to strike hands violently the ground; this use remains anecdotic and makes it possible to kill the enemies - except Krusha- and to reveal no-claims bonus. Lastly, it transports the barrels to end of arm, which enables him to be protected from the attacks coming from the top.

  • Diddy Kong is the nimble one; it runs more quickly and further jumps than its accomplice, which is one cannot more useful in the play. In fact, Diddy remains the most used character of general manner, Donkey being useful in " appui" at the time of phases of combat or against the boss. N the other hand, this lightness and this agility penalize it against the enemies, sometimes obliged to begin again itself there with twice to cut down them. Its wheel - the equivalent of the ball of Donkey Kong- propels it quickly and far and makes it possible to destroy the majority of the enemies. Its manner of carrying the barrels in front of him and of the remainder one cannot practical any more: that makes him a shield enabling him to sink (almost) without looking at and allows him to find by accident of the secret rooms.

Let us announce finally that the player can easily pass from one Kong to the other.

Special techniques

Two special techniques are fundamental and essential if one wants to be able to recover all the objects of the play and to discover all the rooms of no-claims bonus.

  • 1. The Fall Forces

This technique makes it possible to release any object contained in a grass tuft, a trap door, or other irregularities in the ground, on which it is a question of falling down with force. To give force to a fall, i.e. to store sufficient kinetic energy to make eject the buried object, it is necessary to carry out one of these operations:

a. To remain in the air during a sufficiently long amount of time, while jumping from a sufficiently high place.

b. To remain in the air during a sufficiently long amount of time, while rebounding on one or more enemies before landing on the target.

c. To be made propel on the target using a barrel: the energy of propulsion of the barrel is thus transferred on the collision with the target.

Note that the same rules will govern the jump on the target of end of level in Donkey Kong Country 2.

  • 2. The Double Jump

This technique consists in carrying out a roulade or a wheel forwards when one is all at the edge of a pit, then jumping, although not being on the ground, once one is inside the pit, during the movement of the roulade or the wheel. It is essential to recover the objects which are inside a pit without to lose life.

Characters, additives and enemies

The world of Donkey Kong is crossed by plethora of characters having each one their function. One distinguishes three groups from them: the Kong family, " zamis zanimaux" (credited under the name " Nice the very full " at the time of the credits) and the enemies, themselves divided into Kremlings, non-kremlings and Boss.

The Kong Tribe

They are the " héros" of this adventure, but only Donkey and Diddy Kong are playable. The three other members remain specific supports, bringing councils and assistances to the player. If one can establish a pretense of relationship between Donkey and Cranky Kong, it is not known as - and this in spite of their joint name - that they belong to the same family in a strict sense of the term.

  • Donkey Kong : The hero of the play, it is a gorilla. As opposed to what its name indicates, it is not a question of same the " Donkey Kong" that the play éponyme. It is probably of a son - or a small son of Cranky Kong, which makes of him in fact either the adult version of Donkey Kong Junior, or the son of this last.

  • Diddy Kong : The second playable character by the player, it acts of a small chimpanzee. One recognizes it with his cap and his red Tee-shirt. It is considered that it is about a young admiring monkey of the force of Donkey Kong which dreams to become a hero of video game to whole share. Its par would thus have decided to take it under its supervision…

  • Cranky Kong : The Senior of the tribe Kong, it acts of a gorilla. Like it presents itself, it acts of the out-of-date version of first Donkey Kong, which threw barrels vis-a-vis Mario before being removed by this last and facing Stanley. It wears white beard, gray waistcoat, binocles and canes, and spends most clearly its time in its rocking chair, in front of its hut. He lavishes some councils with the player who comes to see it and spends his time complaining, that it is in the play or his handbook (see the section " anecdotes").

  • Candy Kong : The only girl of the tribe Kong, it acts of a gorilla slim. Equipped with a pink node with white peas in its fair hair and with a pink bikini, it holds a stand of safeguard and sends winks ignited to the character coming to see it. One can suspect a idylle or a pretense of idylle between it and Donkey Kong.

  • Funky Kong : The surfer of the tribe Kong, it is a gorilla also. A red bandana with white peas on the head, a medal gilded around the neck, of the sandals, red bermuda shorts and a board of multicoloured surfing under the arm and sunglasses compose its basic equipment. There holds the stand of the Funky Flights and remains owner of the Barrel " Jet" jumbo; allowing to visit the preceding levels.

Animal friends

Five animals come to lend strong hand to Donkey and Diddy Kong. Recluses peacefully in cases carrying their symbol, they wait until one comes to deliver them.

  • Rambi the Rhinoceros : One sees it for the first time in the first level of the play, his speciality remains the load. Once launched, there is invincible on the front it remains vulnerable for the attacks coming in its back or above him. Its horn enables him moreover to discover rooms no-claims bonus by smashing the walls, and it can rebound on the bees (or Zinger, to see low).

  • Winky the Frog : One finds it for the first time in the first level of world 2, and his characteristic first remainder the jump: it can thus reach incredible heights without dash. Moreover, it can rebound it-also on the bees.

  • Expresso the Ostrich : One finds it for the first time in world 3, and carries a double cassette: the race it remains fastest and the planed flight, which enables him to cross vast pits. Its small legs do not enable him to destroy the enemies of a jump nevertheless.

  • Enguarde the Swordfish : One finds it in each underwater level, and its sharpened nose allows him to pourfendre any enemy, except for the whirling octopuses.

  • Squawk the Parrot : Only friend not chevauchable, one finds it only at the time of one only and single level, " Fêlé" torch; in world 4. It lights the way of the player using the lamp which it transports in his greenhouses.

Enemies

Principal opponents of the play. One distinguishes three classes from them: Kremlings, non-Kremlings - still subdivided into terrestrial and underwater - and the Boss.

Kremlings
  • Kritter : It is about basic Kremling. One counts three categories of them: those which go - generally of color green or maroon, those which go while leaping ritually - of sunk red color, those which leap while being motionless - of dark color blue. A jump on the head destroys them.

  • Klump : Imposing Kremling equipped with a helmet, a girdle-cartridge pouch and heavy boots. If Donkey Kong destroys it of a jump, Diddy rebounds on its helmet but can destroy it thanks to its wheel.

  • Krash : This Kremling took possession of a carriage at the time of the levels " Carnage of the Minier" Carriage; and " Madness of the Minier" Carriage; and surveys the rails in the direction opposed to your to strike you. One can get rid some only in the level " Madness of the Minier" Carriage; , where a jump on the head makes it possible to take possession of its carriage.

  • Klap-Trap : Very small Kremling but with imposing teeth. Any frontal attack is dedicated to the failure. Usually blue, there is a version violet which jumps at the same time as you, multiplying the difficulty.

  • Rock'n'roll Kroc : Visible only in the level " Station Fires Red and Vert" , this Kremling at rest with the appearance of a rock, then is rectified abruptly to run as insane when the green light appears. It is invincible.

  • Krusha : Molosses, of which there exist two versions: the blue ones can be destroyed only by Donkey Kong if it jumps above or by barrels, the gray only using barrels.

Terrestrial enemies
  • Gnawty : It is about small beaver S pullulating on all the island. They are almost inoffensive.

  • Necky : Vultures perverts, of which there exist two categories: wheels, motionless or not and " fixes" , dissimulated behind their wings and which sprinkle the lethal nut intruders.

  • Army : An armadillo, is an armoured creature which is put in ball to attack. Donkey Kong can cut down it whatever its state, but Diddy owes the attack when it is not swell about it under penalty of seeing its attacks likely to fail.

  • Zinger : A bee bourdonnante, available in four colors: yellow, blue, red and green. Zingers reds are invincible, and one can overcome the others that with the assistance of an animal friend or thanks to a barrel.

  • Slippa : Snake S viscous often moving in band.

  • Minis-Necky : Versions " miniatures" of Necky spitting of nuts on the intruders.

  • Manky Kong : A Orang-outang which betrayed Kongs and which sends barrels on barrels to the manner of the first " Donkey Kong".

Marine enemies

Any marine enemy is mortal whatever the side by which one touches it. Seul Enguarde can compete with them.

  • Bitesize : A common Poisson, which one very often finds.

  • Clambo : A pearl-bearing Oyster which spits of the projectiles to the approach of Kongs.

  • Croctopus : A Octopus which whirls around the rocks. It remains invincible.

  • Squidge : A jellyfish with the unforeseeable movements which moves in diagonal and often in group.

  • Chomps : A Shark voracious which raffole of the monkey.

  • Chomps Jr. : The " fils" of Chomps, quite as wild.

Boss

  • Very Gnawty : A giant beaver whose jumps increase in distance after each jump on the head. 5 blows are necessary to destroy it.

  • Master Necky : A giant Vulture which one can fortunately see only the head. It spits of the Noix, and five jumps on the head are necessary to cut down it.

  • Bumble B. : Giant Zinger; five barrels are necessary to cut down it. It will be temporarily invincible after each impact.

  • Really Gnawty : Another giant beaver, of color dew this time which flies away with the sky for better crushing its enemies after each jump. Five jumps on the head are enough to cut down it.

  • Dumb Drun : A giant barrel trying to crush Kongs or, failing this, of launching on them some enemies - successively, two kritters, two slippas, two klap-traps, two klumps and two armys. After having avoided all its attacks, it will end up yielding.

  • Master NeckySr : Another vulture, purple this time. If the method to overcome it remainder the same one, it will launch more than one nut at the time of its attacks.

  • King K. Rool : The chief of all Kremlings. It has many attacks and many turns at its disposal…

Progression in the play

The play is cut out in 6 different worlds, plus a Boss of end. Once all the rooms no-claims bonus found in a level, a “!” appears at the end of its name. It should be noted that the names of level and world, following the example original names, comprise each one a pun, a Assonance or a Allitération. Here the cutting of the worlds, as well as a description of the levels met: (between bracket, the original name in English)

Jungle Kongo (Kongo Jungle)

In this first world, Donkey and Diddy make their first weapons. Caves, Jungle and deep sea await the player.

  • Jungle Jaja ( Jungle Hijinx ): The first of the levels of the play; one can find the house of Donkey Kong there - where a life is - and the famous banana reserve, which will fill completely once all the rooms found no-claims bonus. One finds there for the first Rambi time the Rhinoceros. The level has two rooms no-claims bonus and quantity of dissimulated lives.

  • Liana Madness ( Ropey Rampage ): A level of jungle under the rain, which as its name indicates it obliges the player to fly of lianas in lianas. One meets there for the first time the Army enemy. The level has two rooms no-claims bonus.

  • Devastating Reptiles ( Reptile Rumble ): The first level " souterrain" , comprising three rooms no-claims bonus.

  • Coral Madnesses ( Coral Capers ): First watery level and thus first appearance of Enguarde the Swordfish. The level does not have any room no-claims bonus.

  • Canyon of the Canon Barrel ( Barrel Canon Canyon ): An intense level, where the barrels guns reign. One can find there a barrel of TNT and two rooms no-claims bonus.

  • Cave of Very Gnawty ( Very Gnawty' S Lair ): The surface of the boss.

Mines of the Macaques (Monkey Mines)

The things become complicated slightly here, in particular because of the level " Station Fires Red and Vert" , rather delicate to negotiate.

  • Way of Winky ( Winky' S Walkway ): A level of mine where one can find there for the first time frog and the barrels producing of the enemies ad infinitum. Only one room no-claims bonus.

  • Carnage of the Mining Carriage ( Mine Because Carnage ): A level of carriage, where Kongs " sautent" at the same time as the carriage. No the room no-claims bonus.

  • Seam Spinning ( Bouncy Bananza ): A rather delicate underground level. Two rooms no-claims bonus, and Winky in a special part which is not entered like a room of no-claims bonus.

  • Station Fires Red and Green ( Stop & Go Station ): A mine where it is constantly necessary to take care to have the red light lit to maintain inert the enemies. Two rooms no-claims bonus.

  • Mill Maboule ( Millstone Mayhem ): First fascinating level places in a temple, the player faces first Krushas and with the stone wheels brought into service by of Gnawtys dedicated and crushing which approaches too near. Three rooms no-claims bonus.

  • Nut of Necky ( Necky' S Nuts ): The surface of the boss.

Valley of the Vineyards (Valley Fortifies)

After a tropical forest, here the continental forest…

  • Culture of the Vulture ( Vulture Culture ): As its name indicates it, the level abounds in Neckys and minis-neckys. Three rooms no-claims bonus.

  • City of the Summits of Trees ( Tree Signal Town ): A level contracting with many barrels guns. Two rooms no-claims bonus.

  • Forest Madness ( Forest Frenzy ): A long level of forest, with passages where, hung for a liana, it is advisable to avoid the enemies sinking on the player. Two rooms no-claims bonus.

  • Storm of the Temple ( Temple Tempest ): Second level being held in a temple, here the stone wheels continue the player in a frantic race. Two Bonus rooms, of which Expresso of present in the first.

  • Gang Orangutan ( Orang-Utan Gang ): One of the longest levels of the play, filled especially by Manky Kong. 5 rooms No-claims bonus, and Expresso.

  • Quoted of the Clams ( Clam City ): A watery world where Clambo reigns as a Master. No room no-claims bonus.

  • Bazaar of Bumble B. ( Bumble B. Rumble ): The surface of the boss.

Glacier of the Gorillas (Gorilla Glacier)

An icy zone, where the weather is capricious.

  • Snow-covered Bench of the Barrel ( Snow Barrel Blast ): A level where the Neige falls increasingly strong. 3 rooms no-claims bonus.

  • Ballade in Slip ( Slipslide Wrinkles ): Only playable level in a cave of ice, the cords are treacherous here since bringing the bellow player to the top if they are blue, if they are red. 3 rooms no-claims bonus.

  • Gone of the Glacial Era ( Old Ice Valley ): Another level of snow where this one dies out progressively. 2 rooms no-claims bonus and Expresso.

  • Race of Croctopus ( Croctopus Drives out ): The octopuses continue you frantically while some barrels automatic guns help you to take lead. No the room no-claims bonus.

  • Torch Cracked ( Torchlight Disturbs ): An underground level plunged in the darkness where Squawk comes you to assistance. First appearance also of the wheels furnished with points or " Hachoir". 2 rooms no-claims bonus.

  • Grondement of the Bridge with Cords ( Rope Bridge Rumble ): A level in the summits of trees once again. 2 rooms no-claims bonus and Winky in the first.

  • Raid of Really Gnawty ( Really Gnawty Rampage ): The surface of the boss.

Kremkrock and Kompagnie (Kremkroc Industries Inc.)

A vast factory which pours toxic products with which-good-good.

  • Gone of the Drum ( Oil Drum Valley ): First level of factory, with the oil barrels on fire. Rambi and 3 rooms no-claims bonus… with a subtlety: the third is actually behind the second it famous " 101ème pourcentage". It is necessary in the second room to free a barrel ringed by selecting three times a banana, then to make use of it to destroy the right wall and thus to reach the third room.

  • Way Tap-tap ( Trick Track Trek ): A level being held especially above the vacuum, the player crossing the pit using a moving platform. 3 rooms no-claims bonus.

  • Eccentric Elevators ( Grain elevator Antics ): A mine with coal, where the elevators go up and go down along rails. 3 rooms no-claims bonus.

  • Pond Poisoned ( Poison Lays ): A dirty and cold pond, with green water where the mincers abound. No the room no-claims bonus.

  • Madness of the Mining Carriage ( Mine Because Madness ): Second level of carriage where this time Kongs leaps out of the carriage at the time of the jumps. 3 rooms no-claims bonus.

  • Camouflaged Cellar ( Blackout Meanly ): A level which periodically dark in the most complete black. The projection must want to be careful. 2 rooms no-claims bonus.

  • Drum of Dumb Drun ( Boss Dumb Drun ): The surface of the boss.

Cellar of the Chimpanzees (Chimp Caverns)

Last world of the play, and undoubtedly hardest of all.

  • Worry Stamped ( Tanked Up Trouble ): A level taking again the same diagram as the " Way Fake-Toc" , if it is not that it is necessary to supply the fuel platform thanks to the barrels " fuel". If all the lights of the moving platform die out, this one sinks in the vacuum. A room no-claims bonus.

  • Horrible Mince ( Manic Mincers ): An underground level with Krushas and Hachoirs. Rambi and two rooms no-claims bonus.

  • Misty Mine ( Misty Mines ): A level of mine filled of fog… letters KONG are here all in the first room no-claims bonus. Two rooms no-claims bonus and Expresso in the first.

  • Whimsical Lights ( Loopy Lights ): The way is regularly plunged in the black, it is necessary to maintain the lamps lit thanks to the barrels " ON/OFF ". Two rooms no-claims bonus.

  • Perilous Platforms ( Platform Dangers ): A level of moving platforms very contracting with famous gray, almost invincible Krushas. Two rooms no-claims bonus.

  • Revenge on Necky ( Necky' S Revenge ): The surface of the boss.

Galleon of the Gang-Board (Galeon Gang-Plank)

It is the surface of combat of King K. Rool. Its ship progressively approaches the island at the time of the progression of the play, before becoming finally accessible after having completed the sixth world.

Anecdotes

  • the play will leave to Japan under the name of " Super Donkey Kong " , with menus translated into Japanese and a new screen titrates, but will have only one limited success.

  • Shigeru Miyamoto, creator amongst other things of Mario, will have very hard sentences towards this play. He will say: " Donkey Kong Country is the proof that a poor play can have success only thanks to its graphics ". This last was excused later because it was annoyed always a little that Nintendo refused the first version of the graphic engine of Yoshi Island and to try to use the graphic engine of dck the place. It is true that compared to Super Mario World , the fans point several great defects in Donkey Kong Country : linearity of the chart and the levels, few elements to the screen - the latter taking almost all the place -, renewal of the Gameplay limited enough.

  • to work out this play, Rareware will use, like known as higher, of the very powerful computers, if powerful that the British government will make an investigation into these intrigues, fearing that the computing power are not used for fine paramilitaries or terrorists.

  • Cranky Kong complains eternally in the play, until and including in the credits of end; he says in particular that he has " finished the play in one hour " and " with only one life " what remains possible but rather delicate, even for a senior player. The handbook is furnished with small annotations of its vintage, often at the foot of the page:

    • After the history of the play: " Soporific Ouaahh…, this jeu."

    • On the page of the orders: " Not but, really, what one should not see! A good play does without explanations! "
    • On the page of the no-claims bonus: " Not but it is not possible to read similar idiocies! " and " Levels of no-claims bonus? The good joke! You do not break the head to seek them… "
    • On the page describing the Kong family: " Dissatisfaction? Fortunately how I am there to distract you! "
    • On the page of the enemies: " Nails! I did not see only one of them! They had to be mistaken in handbook, ah ah ah! "

Lastly, a " page; The council of Cranky" Grandpa; he is dedicated at the end of the handbook:

" From my time one did not need all these gadgets, it is me which you say it. Young people, nowadays! … Spoiled, it is all that you are. The sound, beautiful images… PF! What counts, it is a good intrigue. Finally… if that amuses you here are… some tricks:

- With less, the secret levels do not miss in the play! Explore each level at bottom to unearth these zones where await you additional lives. Personally, I would not need any, but with you one never knows…

- Certain enemies are coriaces: they are invulnerable with certain attacks, or must be struck several times… Test various attacks! (There is even which jump to them on the head, which idea!)

- To arrive at the goal at each level, follow bananas. If you were not if feignants, you would be able to recover them all!

- And do team work, you know? There are fields where Diddy must recognize the superiority of Donkey, and vice versa… "

  • At the time of the exit of the play, CD comprising the original soundtrack was offered. The operation was reiterated later with the exit of Killer Instinct on the same console.

Adaptations and continuations

  • the play was adapted on Game Boy Color into 2000/2001. The play takes again with basic graphics the title in its entirety, but thus loses part of its interest. Some modifications are born thus:

    • Three screens different titles.

    • the screen of choice of safeguard is identical to that used later for Donkey Kong 64 .
    • Following the example series of the Donkey Kong Land , only one monkey appears now with the screen.
    • One can print some images using the Game Boy Printer
    • the level Chemin of Winky ( Winky' S Wallway ) was slightly lengthened.
    • a new level appears in the world Cave of the Chimpanzees , before the level Whimsical Lumières
    • Two mini-plays appear: a challenge of fishing with Funky - included in adaptation GBA- and a play of shooting with Cranky.
    • One can hear some melodies resulting from Donkey Kong Land .
    • Rather than to overlap the animals, the player incarnates them.
    • Two additional levels of difficulty were added: the first removes the barrels Donkey Kong, the second the barrels of safeguard.
  • a more faithful adaptation, although lower graphically is born on Game Boy Advance in 2003. Some changes take place:

    • Of the mini-plays appears, in particular a play of fishing with Funky and a play of dance with Candy.

    • Cranky comes to make some ironic remarks after a boss was beaten.
    • the charts of the worlds were redrawn.
    • a " mode; Time Attack" appeared.
    • One can from now on overcome the Krocs Rock'n'roll thanks to the attack " Baffe" gross; of Donkey Kong while they are motionless.
    • Certains enemies has different colors.
    • Of the cameras is dissiminés through the play; their obtaining makes it possible to resolve images of artworks of promotion of the play.
    • the boss have new attacks: Bumble B. are surrounded by Zinger, Really Gnawty launches stones starting from the ceiling; when with " Revenge of Necky" , they are at the beginning of combat two giant vultures. After one fell, the different one adopts the same technique of attack as in the original play. Dumb Drun as for him must be struck thanks to a barrel of TNT at the time of each round.
    • One can safeguard the play any time on the chart of the world.
    • Once Funky met for the first time, one can call upon him any time on the chart of the world.
    • the presentation of the enemies, taking place on Super Born in the house from Donkey Kong takes place maintaining on the bridge of the galleon of King K. Rool (and in the sea for the underwater enemies)
    • a " mode; hero of play vidéo" was added: the player does not control that Diddy in levels deprived of barrels of safeguard of semi-course
    • Certains levels were renamed (" City of Clams" became " Country of Palourdes" for example)
    • the barrels gun-automatics leading to the rooms no-claims bonus were replaced by barrels " B" as one will see of it in Donkey Kong Country 2 and 3 .
    • the safeguards now take account of the number of collected lives.

Comings out date

    • Japan: November 26th, 1994 (under the title Super Donkey Kong )

    • the USA: November 25th, 1994
    • Europe: November 24th, 1994
    • Japan: January 21st, 2001 (under the title Donkey Kong 2001 )

    • the USA: November 4th, 2000
    • Europe: November 17th, 2000
    • Japan: December 12th, 2003 (under the title Super Donkey Kong )

    • the USA: June 9th, 2003
    • Europe: June 6th, 2003
  • On Wii (in paid downloading):

    • Japan: December 12th, 2006

    • the USA: February 19th, 2007
    • Europe: December 8th, 2006
    • Australia: December 7th, 2006

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