
Welcome aboard once again for this edition of Catch-up Crew, the series where the senior staff of the USS Nintendo Life do what every good crew should do on a seat-of-your-pants cosmic adventure - adjourn to the observation lounge for a conference.
Yes, we're back at the table to discuss a classic video game that at least one of us hasn't ever played. Last month we looked at F-Zero X. This time, we're heading further back - Rareware's Donkey Kong Country for the Super Nintendo is the subject of illumination. Available to play on Switch for anybody with a Nintendo Switch Online subscription, will it hold up nearly 30 years on from its 16-bit debut?
As is customary, the ranks have shifted this month. Let's meet the crew quickly before the meeting commences:
- Capt. Alana Hagues - DKC veteran, KONGfident in command
- Cmdr. Jim Norman - DKC veteran, KONGsiderably well-versed
- Ens. Ollie Reynolds - DKC recruit, KONGscripted
- Ens. Gavin Lane - DKC recruit, inKONGruous
Alana: Good day to you all, crew! I trust you’ve all been enjoying the island’s sights? Are we all accounted for?
Ollie: Ensign Reynolds reporting for duty!
Jim: Aye aye, Captain!
Gavin: Yessir.
Alana: Excellent, excellent. It’s been a few weeks since we’ve sat down together like this, crew, so just to remind you all, we’re all friends here. Be honest, but be nice.
Now, Donkey Kong Country, hey? Arguably one of the games that put Rare on the map – visually unique, perfectly simple, but a stone-cold classic of the SNES era. But I hear there’s been some… discontent among the crew. Ensigns Lane and Reynolds, how have you managed to stay away from the Country’s charms for all these years?
Gavin: Back in those days, I erm…, well, I played a… I never had a Super NES. I was a Mega Drive kid, you see, Captain. It wasn’t until many years later that I went back and sampled Nintendo’s 16-bit catalogue.
Alana: That’s okay, Lane. You recognised your mistake and resolved it in the best way you could. Now, Reynolds?
Ollie: So, I will say that I’ve dabbled in the game here and there, albeit very briefly, over the years. I played the heck out of Donkey Kong Country Returns and Tropical Freeze when they were released, so there were certainly moments where I thought, “Hmm, let’s give the original ‘Country’ a try.” Admittedly, however, it’s only now that I’ve actually sat down and played the whole thing through.
Alana: Good, good. Sometimes it’s hard to go back, but it’s commendable that you’ve tried many times. Now, Commander Norman, I understand you have a bit more experience with Donkey Kong Country, correct?
Jim: That is correct, Captain. My first rodeo, this is not. I too did not own a SNES — it predates me a little, I’m afraid — though my uncle did have one and I have very fond memories of blasting through DKC at his house whenever I could (at least “blast through it” as much as a young child can). Armed with these memories, I then sped through the first few levels on the SNES Mini a few years back and then again on NSO when it launched.
Alana: No shame there, Norman. The SNES predates me too, though I fear if we linger on age, we may well cause even more unrest. Let’s address that later. Reynolds, given your love of DKC Returns and Tropical Freeze, what did you expect going back to the SNES original, and how does it compare?
Ollie: Given that I’d seen a lot of the game through videos and screenshots even well before the launch of Returns, I had a pretty good idea of how it might play before diving into it. It’s definitely the progenitor of Retro Studio’s platformers in the sense that it plays very similarly with the same kind of level structure and objectives. I don’t think it’s aged quite as well as some of the SNES’ other key titles, but it’s still a lot of fun, and it looks absolutely stunning.
Alana: We don’t have a CRT on board to test it out, but I’m sure those visuals look even better on an old screen… (ahem, no time for nostalgia, Alana, pull yourself together.)
Ensign Lane, I know you have little experience with even the Retro Studio games, but I am aware of your love of Rare. What were you expecting from your first DKC foray?
Gavin: I was expecting… hmmm. Given the love so many people have for this game (and the dev staff crossover with Banjo-Kazooie, a game I absolutely adore), I was expecting something to rival the 16-bit greats. Perhaps not in the same league as your Mario Worlds or your Links to the Pasts, but something very good.
Alana: I sense some hesitation in your final words, Lane?
Gavin: … Permission to speak freely, Captain?
Alana: Permission granted.
Gavin: In such a beloved-by-millions game, I don’t think I’ve ever encountered quite so much… 'BS'. Sir.
Alana: Interesting. Reynolds, Norman, are you aware of this, um, BS, Lane is referring to?
Jim: Before we throw the ensign overboard, Captain, I must admit that I can also see some of… that. There are still things to like in the original Country experience, but something about this playthrough felt a little off. I’m starting to think that it might not have aged quite as well as I had expected.
Ollie: Forgive me, Captain, but I shall need some elaboration on this so-called ‘BS’ before I can comment.
Alana: Of course. Ensign Lane, any examples?
Gavin: For me, it’s design decisions where the player has little or no chance of progressing without failing first. Yes, yes, games like Dark Souls and the umpteen squillion roguelites are built around failure, but if you’re sufficiently skilled, you could, theoretically, beat a boss or make it through a run on your first go. With DKC, that felt near impossible. The sprites are huge and lovely-looking – I can only imagine how gobsmacked I would have been seeing them in 1994! – but one result is that the visible path head is massively restricted compared to other side-on platformers. Multiple times I’d run forward only to barrel into a crocodile or off the edge of a cliff.
Alana: There is… some of that, yes. I certainly struggled with the mine cart, but I actually enjoy the precision platforming aspect of it. It feels like you have to build up a momentum and rhythm to get through every level, and I appreciate that. Ensign Reynolds, any response to Lane’s issues?
Ollie: Valid points, to be sure, and this links into my earlier comment that the game hasn’t aged quite as well as other SNES titles. However, I don’t think it was quite so much of an issue for me. I do agree that the larger sprites and the lack of any decent view of the road ahead can be a bit vexing at times, but I think the game compensates for this by being generally pretty forgiving. The difficulty isn’t a patch on Returns or Tropical Freeze (aside from maybe the mine cart sections), so I didn’t have a great deal of trouble.
Jim: Sounds like a 'Skill Issue' if you ask me. The problem is, I’m in exactly the same boat. I have worked my way through sequences like the mine cart ones without NSO rewind before, but there is no way that I was going to do that this time — those crocs-on-wheels come from nowhere, I tell you!
Alana: Now now, Norman, remember we’re all friends here – though I appreciate the admission.
Gavin: That’s okay, Captain. I fully admit I struggled with this one. Perhaps it’s down to the size of the character sprites and hitboxes, but I found it challenging to know if my ape was going to pound an enemy from above or take a hit. Sometimes I’d clip an enemy almost from the side as I jumped and they went down – other times, bye bye Diddy.
Alana: Diddy does deserve better, and more, than a little clip death.
Let’s leave the negative behind if we can, crew, and talk about something we like about the game. Ensign Reynolds, I’ll start with you.
Ollie: I mentioned earlier that the game looks stunning. There’s one level called ‘Orang-utan Gang’ (I think), and the multi-coloured sunset in the background is truly something else. I love it. The sprites are obviously exceptional as well, and I actually think Retro’s decision to lean into a more cartoon-y aesthetic was probably a mistake. The original game, and indeed the entire ‘Country’ trilogy on SNES, is gorgeous.
Alana: Commander Norman, anything to add or anything else that stands out to you?
Jim: I second everything on the visuals front and I still have a particular soft spot for the rolly momentum. But I’ll also throw the soundtrack a bone. Sure, it might not be quite as dense as what we’re used to seeing today (it can occasionally be a little stop-and-start), but almost every single theme is a belter. Everyone brings up that first water level for a good reason.
Alana: David Wise did cook up some magic. The water levels, in general, are very good here – Clam City is excellent. The music only adds to that. Certainly better than many other SNES-era water levels. Ensign Lane, any positive thoughts on DKC?
Gavin: The audio was excellent, you can’t go wrong with DW. And the visuals must have looked incredible on a CRT, with the rendered sprites blending beautifully with the environments. I liked the little snaps of humour with Cranky, and that DK arcade-inspired intro. And I really like the momentum you mentioned, too. In fact, perhaps that’s the source of my gripes – I felt like I was given tools but not the opportunities to exploit them. Whenever I built up some steam cartwheeling as Diddy, I’d have to stop to go through some tedious barrel section or avoid a sheer drop. The levels were so linear compared to something like Sonic, or even Mario, I felt I never got the chance to express any creativity or enjoy myself. It was very stop-start.
Sorry, positive! I liked the ‘EXIT’ signs because they reminded me of Castle of Illusion.
Alana: … Right you are then. No love for the Animal Buddies from anyone?
Gavin: Ah yes, Enguarde and the frog dude were highlights. I liked his big red, er, ribbit-bag? And DK64 gave me affection for Rambi.
Ollie: Yes, absolutely. Riding atop various animals like that feels like something that should have been saved for a sequel; you don't normally see stuff like this in a first entry. The fact that Rare managed to add these mechanics, alongside everything else, was remarkable. Very cool.
Jim: Being able to punt enemies out of the way as the swordfish is a core memory from the first time I played this. Extremely satisfying.
Alana: Excellent, we like to hear that the animals are loved.
Well, I believe we should make like Expresso and leave Donkey Kong Country behind. We managed to avoid a rift in the crew this time, thankfully. Now, for our next mission, I’m told that Ensign Lane is taking command again. Is this a mutiny, Ensign?
Gavin: Not at all, Captain! Just following protocol. If it pleases the crew, I’d suggest an investigation of WarioWare, Inc. I believe some of my colleagues are unfamiliar.
Jim: It will be another first for me. Ready to set sail!
Ollie: I’ve played multiple WarioWare games, but never the first! This is becoming a bit of a habit…
Alana: Well then, time for a lesson in early GBA silliness, I think. Let’s head onward and upward – especially the latter for some of the crew.
Donkey Kong Country - Recruit Report
Promoted Officer: |
Lt. Ollie Reynolds |
Lt. Gavin Lane |
---|---|---|
Best bit: | The visuals, the water levels | The music, the frog |
Worst bit: | 'Stop & Go Station' |
Feeling funnelled and confined all the time |
Would play again? | In a heartbeat | Hmm, is it paid? |
Captain's log, stardate 20249.22. One tropical away mission seems to have caused a few fractious moments for our crew, but this trip to Donkey Kong Country has certainly been eye-opening. We understand what makes some of us tick after just a few stops now, so it's time for a bit of levity after those Jungle Japes and high-speed races. Till next time...
Comments 28
Fun article. Hope to see DKC2 compared by a similar crew.
Great article, my story is similar to Ollie's since I’ve also dabbled in the game here and there, but never finished it (but unlike him I've never played the other DKC games including the Retro - with a capital R - ones yet), only watched someone playing it fully... and I can't help but agree with everything mentioned here, there's so much to like about this game, but also a lot of BS including some really obscure and/or difficult to access secrets - man am I glad that when I finally play it again and this time at least finish if not complete it there are ways to alleviate that!
This is in my top 10 games of all time, it's a great time. Glad to see it getting more recognition, with this article and the Box Art Brawl!
Hopefully someday we get a new entry in the series, it is long overdue.
I have to say, I got the Donkey Kong Country SNES trilogy on the Wii U Virtual Console in the months prior to the eShop closure.
The graphics for some reason blew my mind the same way they did in the 90s. The same thing happened when I booted up DKC on the SNES mini for the first time back on 2019 and the NSO version on its launch.
It's a game, correction: a series, that still holds up on all fronts.
Literally the only thing I had an issue with DKC were some of the secrets being VERY easy to miss. DKC2 and 3 improved this greatly to where it truly felt like you weren't paying attention if you missed a secret.
An enjoyable read!
I played dkc when it was released, and, at the time, wondered if it would rekindle my lapsed love of platformers.
Sure, it dazzled the eye and the music was whatever, but i was back to running through aLttP and topping my times in Super Punch Out! before the weekend rental period expired.
I only completed it once more, maybe a decade ago or so. It hit the same.
I don't mention of how one other major thing it changed about Rare: Nintendo had to pressure them to make a difficulty level approachable for the average person to complete.
Until then, Battletoads' infamous difficulty was about the usual for Rare (though reportedly the Japanese version was toned down quite a bit).
@MeloMan The official strategy guide even pointed out one of the bonus rooms they figured nobody was going to find on their own. In the first factory stage, there's a bonus room within a bonus room you can only unlock by getting the worst prize in the slot machine minigame. It's probably only you know about it that you might notice the visual cue.
It’s interesting to see this game compared to Dark Souls, but less fair. DKC may be a little trial and error but it makes up for it by being very generous with lives and relatively concise levels. And it’s sort of a “once you know, you know” type of game. Three years ago, I picked it up and I can still speed through it in an afternoon really quick, maybe 2, 3 hours. Given how many tough platformers there are on SNES, I’m surprised to see DKC have that reputation now.
DKC2 made me love the DKC franchise. The first DKC was good for many reasons, but DKC2 made it great. DKC3 was very well done, also. If anyone is wondering why people love DKC, the first DKC is not the place to start. The first DKC is the place to respect the beginning and appreciate how the DKC series kept getting better.
1. Nintendo Life needs a podcast.
2. This should be the Nintendo Life Podcast, this is a fabulous concept and is ripe for casting to pods.
3. Ollie - you need to play the first WarioWare. It's simple, gaming, bliss.
4. Donkey Kong Land is the greatest in the series.
Great read, I am looking forward to the next game.
This game is one of my favourites. Just a really cool game. Nice challenge and the atmosphere is so good, thanks to the great visuals and music. It is hard to find a relaxing Nintendo music mix on Youtube, without at least the song Aquatic Ambience in it.
This game was the first game I know of that tracked your completion percentage. So it's the trope namer or trope popularizer of "100%ing" a game.
Also, some of the "BS" is inoffensive to acknowledge, as the many design changes between DKC1 and 2 are acknowledgement already. For example, interrupting gameplay to go to these insufferable animal token bonus stages was jarring and was needless padding, a la Sonic bonus stages.
I love the irony of the old timers on the editorial staff being the KONGscripts here and the NL relative newbies being the leaders on this retro game.
Did @dartmonkey and @Olliemar28 discover any warp barrels? They're invisible and are only found in the first two worlds. It was a way to let experienced gamers progress faster to get to the harder parts.
@KingMike I kinda wonder if that bonus stage within a bonus stage was unused code that wasn't intended to discovered. Sort of DKC's Minus World.
As a kid I played it at my neighbors house and thought it was the greatest. I revisited it on the virtual console recently and discovered… I would not sit through this without the rewind feature 😅
For me there are very few SNES classics that really hold up. RPGs fare the best. And the two Mario platformers.
@KingMike never knew that! What’s the reward..?
A classic game,
but the bosses are appallingly repetitive.
A flaw in a game back then, unforgivable now.
And considering that Mario World was three years old by the time this game came out,
it's really strange that there are no secret levels and/or worlds.
The final world has no new backdrops, so feels a little tired towards the end.
And bizarrely the beautiful ice crystal background is used just once. Why?
My first videogame was an SNES. I remember my father showing up at lunch time in 1999 with the SNES box and 3 games - Mario World, DKC3 and Kirby Superstar. Amazing games and such a good memory. I played DKC2 next (which is still my favorite) and only got DKC later. Honestly, DKC is a little rough, beautiful and amazing for its time yes, but Rare nailed it on DKC2.
Regarding CRTs, The DKC trilogy is absolutely one that's best played with a really good CRT filter these days. The games were clearly built to take advantage of everything CRTs could offer to squeeze out those extra bits of graphics. Even the Switch's CRT filter is far better than playing it with sharp pixels.
That goes for a good chunk of the SNES's library though. The more complicated pixel art allowed for way more art tricks in that generation.
Anyways, DKC is amazing, though not as good as DKC2 (that's one that might actually hold up against ALttP / Super Metroid, with far less... 'BS' design decisions.
I always thpguth dkc looked horribly.. see the effort going into it, but the complete picture is often a mess... am intrigued by the crt remark, and since i recently got an analogizer for my analogue pocket will try that
@Thomystic I didn't stumble on any. Probably for the best!
I saved my birthday money and bought this on release. I had a VHS tape documentary/preview about it that came with one of the gaming magazines before it came out and was absolutely blown away by the graphics - I’d never seen anything like it before.
In the early 2000s I used to write reviews for a now defunct website and I reviewed this game for my application.
Needless to say I have a soft spot for DKC and give back to it regularly. Its one of my all time favourites.
@Thomystic And 101%ing at that 😆
@Dark_Isatari It's a bonus room within a bonus room. I guess the visual cue was that it doesn't have an open exit door like all other bonus rooms.
The first bonus room is a slot machine. You have to win the single banana to drop a barrel to open the second bonus room.
I recall the second bonus room was a spelling game. You spell DONKEY, KONG and COUNTRY to win one of each balloon.
I actually really like DKC's simplicity, straight forward arcade platformer design and fast paced gameplay. Something that was never really replicated in other outings. Of course DKC2 is also a fantastic game and sometime I prefer the first one and sometime I prefer the second. The third one was significantly not as good though, even though it's still an excellent game. Also the BS factor of the first game is largely exaggerated in this article.
Also I agree I would love for the next DKC entry to go back to the proper DKC art and tone down the cartoon aesthetic of the last two games. Don't get me wrong I actually think DKCTF is the best game in the entire series but really a good way to make the next game even more remarkable would be to have the artistic direction back to the snes titles.
DKCTF>DKC=DKC2>DKC3=DKCR
@link3710 I remember one bonus barrel in the jungle stage with long rope-riding sequences, as I recall, there's one bonus barrel at the bottom where maybe only a pixel or two of the barrel is even visible. I have to wonder if it was any more visible in PAL, because definitely on an NTSC CRT, it could well become completely hidden.
@KingMike As someone who originally played the games on CRT, I can confirm that it was definitely not visible on NTSC CRTs. That was weird to see during my replay. I highly doubt it would have been visible on most PAL sets either, overscan definitely was more than 2 pixels.
Love this series! I'll be a regular Catch Up Crew reader
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