<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> //344567.top 2025-06-16T13:10:41Z en <![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Nintendo has confirmed that we'll be getting a Donkey Kong Bananza N♍intendo Direct later this week, on Wednesday, June 18 at 6am PT, 9am ET, and 2pm BST. This was confirmed by a post sent oജut to Nintendo Today app users (so me, and about five others).

Nintendo is very serious about the 澳洲幸运5开奖号码历史查询:Nintendo Today app that we all clowned on when it was the big final reveal in a 澳洲幸运5开奖号码历史查询:Nintendo Direct this year. Last week the company announced that brand new 澳洲幸运5开奖号码历史查询:Switch 2 exclusive Splatoon game – titled Splatoon Raiders – via the app, and now Nintendo has confirmed the next Nintendo Direct is on the way this week. T♊his time, it's focused on the Switch 2's first big ꦚgame releasing after its launch; Donkey Kong Bananza.

The post reads: "Tune in on Wednesday, June 18 for a livestreamed Donkey Kong Bananza Direct," which is pretty vague as far as N🔯intendo Direct announcements go (at least compared to the previous Direct Tweets). The app gives no word of what♛ aspects of the game it will go over, or how long the presentation will be, however, a it'll run for around 15 minutes – roughly the same length as the Mario Kart World Direct earlier this year.

There were previously rumours of a Nintendo Direct happening this week, with Nintendo typically holding an event in June. These were furthered over the weekend by Red Dead Redemption actor Rob Wiethoff saying 澳洲幸运5开奖号码历史查询:some "exciting news" was coming this week, leading some to believe ꦏa Red Dead Redemption 2 port for Nintendo Switch 2 was on the way, which would make sense to be announced in a potential Direct. However, I'd be shocked if Red Dead makes an appearance in a Donkey Kong Direct, unless Bananza is going to go in some wild dir🐠ections.

Mario Kart World could be due a Donkey Kong-themed expansion, fans theorize, with the bizarre lack of DK love in the Switch 2 racer leaving players suspicious.

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//344567.top/games/donkey-kong/donkey-kong-bananza-is-getting-its-own-dedicated-nintendo-direct-this-wednesday-with-roughly-15-minutes-of-information-about-the-next-big-switch-2-game/ 7BZ7deYPLpcWPLXxWFAHp4 Mon, 16 Jun 2025 13:10:41 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> 澳洲幸运5开奖号码历史查询:Mario Kart World released last week alongside the Nintendo 澳洲幸运5开奖号码历史查询:Switch 2, and while people are loving it (we gave it a 4.5/5 in the GamesRadar+澳洲幸运5开奖号码历史查询:Mario Kart World review), if you're like me you're no doubt outraged that Donkey Kong only has one of 澳洲幸运5开奖号码历史查询:Mario Kart World's Outfits. Despite his own game coming next month with 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza, and 澳洲幸运5开奖号码历史查询:his big redesign the big ape only gets one new fit. To put that into context, three of the babies hᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚღᩚave five each. Even Lakitu has more than Donkey Kong, and that dude sucks!

However, Mario Kart fans think there's a reason for this, and that it could signal a potential Donkey Kong expansion coming to Mario Kart World. In a post on a user has run down the strange omissions in the game. For example, Diddy Kong (who also 澳洲幸运5开奖号码历史查询:got a redesign, despite not being in World ꦓor Bananza) is absent, as are all the other members of the DK crew.

The other points include that the majority of DK content found in Mario Kart World is based on the original arcade game, with DK Space🍌port basically being a remake of it in racetrack form, and there being a ton of pixelated DK stickers. And somehow in the massive soundtrack the game has, the only DK song is the theme from the Mario Kart 7 track DK Jungle, despite other spinoffs getting tunes. They also note that there are not really any jungle tracks in the game, outside of Dino Dino Jungle (and even then, that got remixed into a laboratory this time around).

Potential DK Bananza spoilers ahead based on a Nintendo Korea leak.

Now this could either be compelling evidence or a list of things for DK fans to be bummed out by. But what I think is most interesting is that out of the main cast, the only other character to only get one extra outfit is Pauline. And if a 澳洲幸运5开奖号码历史查询:leaked image from Nintendo Korea is anything to go by, Pauline will hav🧜e a major role in Donkey Kong Bananza.

Whether it's a full-blown expansion or just some Bananza themed costumes (where are my guy's dungarees!), I could absolutely see a DK-themed update coming to Mario Kart World after it releases. Alternatively, there could be a special outfit unlock for players who purchase Bananza, similar to the one we had with Super Mario Galaxy and Mario Kart Wii back in the day.

Mario Kart World repeats Mario Kart 8's most annoying problem as Nintendo's seemingly hiding all-important stats for characters and vehicles.

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//344567.top/games/donkey-kong/mario-kart-world-could-be-due-a-donkey-kong-themed-expansion-fans-theorize-with-the-bizarre-lack-of-dk-love-in-the-switch-2-racer-leaving-players-suspicious/ 9fuGS6BiwcigQnr24vniUb Thu, 12 Jun 2025 16:35:32 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> One of the hot topics among Nintendo fans this year has been Donkey Kong's new redesign. When 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 was first unveiled back in January, the澳洲幸运5开奖号码历史查询: tiny snippet of Mario Kart World gameplay had a new design for the big ape that was more in-line with the version seen in The Super Mario Bros Movie. Then the澳洲幸运5开奖号码历史查询: Nintendo Switch 2 Direct showed us what Nintendo was cooking with the new design, with the reveal of 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza.

, Donkey Kong (▨and Zelda, Mario, Pikmin, the list goes on) creator Shigeru Miyamoto was asked about the new design, and revealed just why it was time for Rare's DK to move over. "When we were talking about trying to create new versions, evolving Donkey Kong, we created the🐻 game called Jungle Beat," Miyamoto explained, adding, "With the technology that was available at the time, we were able to make Donkey Kong more expressive."

However, DK's expressions were clearly not quite cartoonish enough, as Miyamoto said, "going back to the design that Rare came up with, we reevaluated; what can we do with the design to make it more expressive? And then when it comes to the movie, we decided to move forward with this new generati💧on Donkey Kong design."

Expressiveness seems to be a high priority for Donkey Kong at Nintendo, as Masahiro Sakurai used the character's segment in the to show off how expressive the new fighters were. Plus, the person behind his Rare redesign – Kevin Bayliss – has 澳洲幸运5开奖号码历史查询:been a vocal supporter of the new design, saying "His face is way more expressive now – it's really ace!"

Even if he isn't confirmed for Mario Kart World or Donkey Kong Bananza yet, Nintendo 澳洲幸运5开奖号码历史查询:has also redesigned Diddy Kong, on the sly.

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//344567.top/games/donkey-kong/donkey-kong-creator-shigeru-miyamoto-explains-the-big-apes-redesign-was-all-in-service-of-making-him-more-expressive/ Q4S7HRzwXWPKrajcKT3dea Wed, 21 May 2025 15:29:37 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza is 澳洲幸运5开奖号码历史查询:my most anticipated game of this year, but myself and other fans of the series have been asking one question. Not the 澳洲幸运5开奖号码历史查询:mystery of the Kong family tree 🍸(which is alsoဣ important), but rather, where the hell is Diddy Kong?

Not only has Donkey Kong's pal (nephew? Again, deepest lore) not shown up in any trailers for Bananza; he's also been nowhere to be seen on Nintendo 澳洲幸运5开奖号码历史查询:Switch 2 with 澳洲幸运5开奖号码历史查询:Mario Kart World – the game that has the 澳洲幸运5开奖号码历史查询:cow and a dead fish as playable characters – not featuring him.

But a spark of hope was felt within the Donkey Kong community yesterday, as a user on Reddit spotted that Nintendo updated a thumbnail on the OG Switch's Nintendo News app featuring Donkey Kong and Diddy Kong. Where the original thumbnail used their designs that have𒀰 been present since Rare redesigned DK and created Diddy in 1994, the update changed it to that new DK we've seen in Bananza as well as a brand new render showing a fresh Diddy Kong design.

from

Diddy's redesign isn't quite as drastic as Donkey Kong's, as he still looks the same ♔size, has his potbelly, and wears his t-shirt and hat. However, the Rare Donkey Kong characters' retractable teeth are gone, with Diddy's teeth now being visible, and he now has a space between his eyes, resulting in a more expressive design.

Also of note is he no longer seems to have the Nintendo logo on his hat, which takes away the existential implication tha🐓t Diddy is aware of his creator.

Diddy's new design looks more in-line with his cameo in The Super Mario Bros. Movie, which gives us a clue of wha𓃲t Dixie and Chunky Ko♈ng may look like in this new style too, should they make a return to the series.

Naturally fans are excited about this new design, as not only does it mean Diddy hasn't been forgotten, but it brings up the possibility that Diddy could show up in Bananza. Among the fans of this design are Kevin Bayliss, the former Rare designer who was responsible for the original Donkey Kong redesign (who has been outspoken about 澳洲幸运5开奖号码历史查询:his love of his new design), as well as the creation of Diddy Kong to round out the D.🥂K. Crew.

, saying, "Thank you Nintendo for improving y💎our Diddy Kong character, and being sympathetic towards my original design. They both now look better than ever. I can now rest in peace."

He adds: 🐻"All h🍎e needs now is a racetrack, and a massive Pig in a purple cape to challenge him to a race!" in reference to the N64 classic, Diddy Kong Racing, which we can only hope comes back some day.

Diddy Kong isn't the only classic character who may appear in Donkey Kong Bananza, as Nintendo Korea accidentally posted a potential spoiler in their upload of the game's art.

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//344567.top/games/donkey-kong/after-being-mia-from-mario-kart-world-and-donkey-kong-bananza-trailers-nintendo-confirms-diddy-kong-is-still-kicking-with-a-new-design-his-original-creator-says-looks-better-than-ever/ KSC7rUskm7LgQQxTkP5rWS Fri, 16 May 2025 12:21:11 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Eagle-eyed sleuths online have noticed that Nintendo has listed 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza among its "local multiplayer games" section on the My Nintendo Store, leading to speculation of a co-op mode 💟in🐼 the upcoming platformer.

The upcoming 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 exclusive was spotted by a user () sitting in the , next to the very-obviously-multiplayer 澳洲幸运5开奖号码历史查询:Mario Kart World and the mouthful that is "Super Mario Party Jambor🌜ee – Nintendo Switch 2 Edition + Jamboree TV." Meanwhile, the actual lis🐲ts the players as "TBD."

While it gives no indication of what this multiplayer mode could be, it does help strengthen one of the biggest mysteries about the game. Nintendo has remained quiet about who is developing Donkey Kong Bananza, but the main guess is 澳洲幸运5开奖号码历史查询:Nintendo EPD Tokyo, which has developed every 3D M🅠ario game since Galaxy with produ💙cer Yoshiaki Koizumi.

One detail about the console 3D Mario games created within that time is that they all feature some form of multiplayer mode. The Galaxy games allowed the second player to use a pointer to collect and fire star bits, Odyssey let another player control Cappy independently of Mario, and Bowser's Fury let a second player take the role of Bowser Jr. Considering we've seen Donkey Kong with a purple rock companion (who already had 澳洲幸运5开奖号码历史查询:an interesting detail leak about them), there's a chance it could take on the role of the multiplayer helper see🦄n in previoꦿus games.

Of course, there's also the posღsibility that Nintendo has somehow hidden a super-elaborate, fully-blown co-op mode where two Donkey Kongs (or Diddy, who has yet to be seen in the new game) can travel th🎉e world together. But I think it's best to be realistic about these sorts of things.

Switch 2 fans are so desperate for news they've already decoded Donkey Kong Bananza's secret banana alphabet, which I didn't even know existed

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//344567.top/games/donkey-kong/nintendo-website-sparks-hope-donkey-kong-bananza-might-have-multiplayer-which-would-be-even-more-evidence-that-the-mario-odyssey-team-could-be-making-it/ DYpdTK7yySrveKF3PPYC5A Fri, 09 May 2025 10:06:43 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> People learning fantasy languages is nothing new; for example, there are more enthusiasts who can speak Star Trek's Klingon fluently than there are for some actual languages. And, well, there's no sign of it stopping: Ahead of the upcoming 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 game, YouTuber 2Chrispy posted a video titled "," in which they – surprisingly – decode the ancient monkey scrolls of 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza.

During the reveal trailer for the game during the 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 Direct, 2Chrispy noticed that some of its signs had some banana-based glyphs, and after poring through the 澳洲幸运5开奖号码历史查询:Nintendo Treehouse, gameplay clips, and the 澳洲幸运5开奖号码历史查询:Nintendo Today app, they managed to put some things together.

Starting with the Chip Exchange sign, which features a big banana chip and these glyphs, 2Chrisp𝓰y was able to figure out the word "exchange" (two ♍vowels!).

They then used the letters to cross-reference other signs in the game. And while some of these translations were built from guesses using words with the identifiable letters, so far𓄧, it's making total sense.

At the end of their almost month-long endeavor, and just under two months away from Donkey Kong Bananza's July 17 release date, 2Chrispy managed to narrow down most of the banana alphabet (or Bananabet, as they call it),๊ with only five letters to꧃ go for a complete set (B, J, Q, V, and Z, to be exact).

Of course, there's always the chance Nintendo reveals some more signs and letters ahead of Bananza's release, so there's still a chance for the full alphabet to be translated before launch.

If not, it'll be sorted at ⭕launch, and we can all have the chance to read banana language.

Donkey Kong isn't the only title gracing the Switch 2 this year; be sure to check out our list of 澳洲幸运5开奖号码历史查询:upcoming Switch 2 games.

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//344567.top/games/donkey-kong/switch-2-fans-so-desperate-for-news-theyve-already-decoded-donkey-kong-bananzas-secret-banana-alphabet-which-i-didnt-even-know-existed/ Ggicrb6CGLz5syXhrGSmbG Mon, 05 May 2025 16:17:40 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> As the minutes before the Nintendo Switch 2's full reveal counted down, to fill the silence before the oncoming storm a colleague turned to me: "what game would truly sell you on the new console?" I sat down, leant back in my large gaming chair, and I looked out of the window at the sunny streets. "A followup to Super Mario Odyssey," I replied cooly. With that, the monkey paw curled. It became a fist. And then DK himself walloped me. Because, reader, Donkey Kong Bananza is that Super Mario Odyssey 2.

After all, the king of swing and the mustachioed plumber share plenty of history. Arguably it's their first feud in the original Donkey Kong back in 1981 that made Nintendo the company it is today. It is perhaps only fitting that when Mario takes a break to cruise the highways of 澳洲幸运5开奖号码历史查询:Mario Kart World, that DK, tie flapping in the wind, should launch into the spotlight, beating his chest. From the way 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza looks to be evolving the exploration-based platforming that Super Mario Odyssey managed to redefine, to the superstar simian's movement mechanics, the link between the two games feels almost as clear to me as the one between 澳洲幸运5开奖号码历🎶史查询:The Legend o🐼f Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom.

Ape escape

Donkey Kong mid-punch in Donkey Kong Bananza, his fur and the mud around him matching the arc of his swipe to give a real sense of momentum

(Image credit: Nintendo)

Ever on the hunt for bananas, Donkey Kong comes upon a huge haul on Ingot Isle – shiny, "tasty" golden bananas that shimmer like diamonds, the source of a new resource called Banandium. Yet, before he can dig in, theಌ villains at VoidCo simultaneously suck the loot into a strange storm-bringing orb while smushing the island deeper💝 underground. Clinging his paws to the shiny bananas he so craves, DK is flung into the destruction.

Yet, as he uses his fists to go deeper to recover his banana motherlode, he uncovers new biomes beneath the rocks. Each area is a sandbox style level, throughout which loads of golden bananas are tucked away, rewardin♎g player curiosity as you poke and prod – or rather, smash and pummel – at the wide, densely designed levels. If something causes you to scratch your gorilla-chin in curiosity, it's always well worth checking out.

It's obviously a similar set-up to 澳洲幸运5开奖号码历史查询:Super Mario Odyssey. There, uncovering Power Moons, Ma꧋rio pauses in the aiꦡr as he holds them up with the on-screen text "You got a moon" alongside pithy text describing the moon's challenge such as "Flooding Pipeway Ceiling Secret". Here, Donkey Kong smashes each golden banana into bits, with the camera pausing on the destruction with the text "Oh, banana!" followed by a similar description, like "Through the Banana-Mining Belt" before he gobbles up that sweet, sweet, Banandium.

Donkey Kong Bananza screenshot of DK riding in a train kart on a rail

(Image credit: Nintendo)

In Super Mario Odyssey, Mario uses Cappy to break apart the rules of the platforming stages laid out before him – empowering him to make mind-boggling leaps of faith, spinning and leaping off his hat to gain lots of air. Donkey Kong Bananza has a similar philosophy, but revels in a much more hands-on approach for DK. Yes, he can roll around in a ball, and climb up almost any surface he wants, but he can also pull out chunks of the level a🌳nd use his fists to destroy and reshape the world around him. He can create tunnels, punch around obstacles, and even pull out chunks of stage to 'turf surf' on top of.

The destruction adds an almost 澳洲幸运5开奖号码历史查询:The Legend ♏of Zelda: Tears of the Kingdom approach to puzzle solving. You might come across a concrete wall that DK can't smash with his fists, but a nearby bit of Boom Rock can explode it – revealing a Golden Banana. Yet at the same time, approach from another angle, and DK can circumvent the blockage entirely, using his paws to smash through to the prize. This ape thinks outside the box. I do worry about whether the possibility to smash through problems will diminish challenges that are set out, but Nintendo hasn't let me down so far with similar approaches in other game🃏s.

DK punches through gold Banandium chunks in Donkey Kong Bananza

(Image credit: Nintendo)

A detailed map is another way Bananza diverges from Odyssey, with it displaying any destructive alterations DK has made to the stage in real-time. It can also all🍎ow you to see points of interest where you've yet to quite literally leave your mark. The destruction creates more verticality to the stages by design too. DK can punch in any direction, always able to ascend or descend as long as he's not hitting upon bedrock or the mysterious, purple-glo𝄹wing voided terrain. Even a leap from up high will end with DK leaving a crater behind him where he lands.

"The underground is odd but beautiful here."

Golden bananas, then, might end up a bit more hidden than Odyssey's power moons, but a handy clap allows DK to highlight banana treats like a kind of snack sonar through walls. It also brings any loose Banandium – that stuff is everywhere – into his waiting mouth.﷽ Likewise, DK and new buddy Odd Rock (who is, how do I put this, a talking odd rock) can whistle to mark the way ahead – handy if you get lost in a cavern of your own creation. There's moments of loudness to pulling things apart punctuated by quieter melodies.🧜 It makes for a warm tone.

Donkey Kong tunnels through rock with his fists in Donkey Kong Bananza

(Image credit: Nintendo)

While chowing down on natural resources and accruing Golden Bananas is clearly the point of Donkey Kong Bananza, the exact relationship the items have on progress compared to Super Mario Odyssey has yet to be determined. Donkey Kong finds himself descending a layer at a time, progressing by finding and destroying the Void Stakes left by VoidCo in order to dive even deeper. In the first proper layer we've seen, the Lagoon Layer (with its dazzling blue sky actually, somehow, being the sea itself – the underground is odd but beautiful here), there's multiple Void Stakes you can smash up to progress. Which means, interestingly, alternative ways to go deeper to new levels. What tha🅷t means in play remains to be seen, but it's a new approach we've seen from Nintendo🦄 in how levels are connected.

What is clear is how much Donkey Kong Bananza rewards clever use of its movement to reach oodles of secrets. From the golden bananas themselves to collectible fossils, and even challenge levels and friendly apes to uncover (yes, Cranky is back), there's loads packed into every dense level before you even get into tearing it apart with your bare (erm, monkey) hands. I've never been the biggest Donkey Kong guy, but as a lover of 3D platformers Donkey Kong Bananza is shaping up to be an adventure that doesn't just ape the joyous feeling of discovery I last felt with Super Mario Odyssey, but to genuinely evolve the 🎀concept. Oh🅰, banana!


Yes, we've gone hands-on with the game already! Donkey Kong Bananza is the most fun I've had with Switch 2 yet thanks to its gleeful, chest-thumping destruction

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//344567.top/games/donkey-kong/donkey-kong-bananza-feels-like-a-sequel-to-super-mario-odyssey-to-me-and-it-couldnt-be-in-better-monkey-paws/ wcqaP5tksAV6Ra2Hyp7XJZ Fri, 11 Apr 2025 14:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The澳洲幸运5开奖号码历史查询: Nintendo Switch 2 Direct finally arrived, and with it came a wealth of knowledge regarding the new console from澳洲幸运5开奖号码历史查询: Nintendo – including a first look at some new 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 games coming, like 澳洲幸运5开奖号码历史查询:Donkey Kong Bananza.

Donkey Kong Bananza is kind of a big deal to longtime fans of Nintendo's iconic series for various reasons, including the fact that it stands as 澳洲幸运5开奖号码历史查询:the second 3D platformer entry in 44 years and just how visually striking it is, especially when regarding the titular character himself as well as his expressi💫ve redesign – one that veteran Kevin Bayliss himself approves of, and a new that sees the DK mastermind reacting to the revamped design proves as much.

"His face is way more expressive now," writes the original character designer in response to a fan's own excitement about the new Donkey Kong. "It's really ace!" Commenters see series players agreeing with Bayliss' thoughts while also praising his design – the one that started it all. "He may have a redesign, but you can still see some of the old design in him," reads one. "This could not have been possible without you! Than🌺k you for this peak design!"

It's certainly a fun new look for the beloved character, and it's made all the better thanks to Bayliss' official seal of approval. While the trailer unveiled the fresh design, there's even more yet to come from Nintendo during today's 澳洲幸运5开奖号码历史查询:Nintendo Treehouse Streams, including a whopping seven hours of gameplay – plenty of time to become acquainted with the Donkey Kong redesign before Bananza's quickly approaching release on July 17.

The new game will drop just a month after Nintendo's upcoming console's hotly anticipated release itself, which is set for June 5. As for 澳洲幸运5开奖号码历史查询:Switch 2 pre-orders, they're scheduled to begin going live next week on April 8 – but anyone hoping for an early invite from Nintendo will need to tick off a certain number of requirements from the company as a result of its 澳洲幸运5开奖号码历史查询:plan to combat Switch 2 scalpers, including a Nintendo Switch Online membership.

Searching for more? Here are some of the most exciting澳洲幸运5开奖号码历史查询: upcoming Switch 2 games to look forward to.

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//344567.top/games/donkey-kong/donkey-kong-veteran-gives-bananzas-character-redesign-his-official-seal-of-approval-praising-the-new-switch-2-games-look-its-really-ace/ inAiZBQEYRqhZeHXMRuDPS Thu, 03 Apr 2025 09:01:54 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The big, final reveal in today's 澳洲幸运5开奖号码历史查询:Nintendo Switch 2 Direct news was🧸 the long-awaited announcement ♑of a new Donkey Kong game in the form of Donkey Kong Bananza.

The game is a particularly colorful take on the Donkey Kong series with what I've gotta say is a much more wildly colorful visual style than I'd expect, complete with a new design for the titular gorilla that's in keeping with 澳洲幸运5开奖号码历史查询:his controversial, newer look.

Whatever yourꦍ feelings about the look, though, the platforming looks sublime. We see DK sprinting through giant, open-ended environments that seem to let you climb pretty much anything and dig through the world almost Minecraft-style. As Switch 2 producer Kouchi Kawamoto says in an the increased power of Switch 2 is what allows DK Bananza to let you "experience the exhilaration of being able to destroy anything you want in the game without restrictions."

As the tone of this write-up might indicate, I think it looks great, and it's all the cooler to see with how long it's been since DK's one and only previous 3D platforming adventure in Donkey Kong 64, which launched way back in 1999. Recent years have been pretty dry for any flavor of game starring the character that effectively launched Nintendo's ascent in the vi🐎deo game world, and seeing him come back for something this prominent in the Switch 2's early life is very cool to see.

Donkey Kong Bananza launches July 17 on Switch 2. This is just one of many 澳洲幸运5开奖号码历史查询:upcoming Switch 2 games detailed today, and it looks like t🍒he🏅 new console will have no shortage of software in its first year.

Nintendo Switch 2 Direct reveals Hyrule Warriors: Age of Imprisonment, a Legend of Zelda spin-off set before Tears of the Kingdom.

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//344567.top/games/donkey-kong/donkey-kong-bananza-launches-on-switch-2-this-july-as-just-the-second-3d-platformer-in-the-characters-44-year-history/ qD7jJSzbafrbqArRxN4C3b Wed, 02 Apr 2025 14:16:45 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Pokemon Red and Blue are probably the Nint🧸endo Switch Online additions G🧔ame Boy fans are most eager to see, but Nintendo's just brought the monochrome portable's greatest sleeper hit to the retro library with the release of Donkey Kong. Plus, they're pairing it with a similarly underappreciated Game Boy classic in Mario's Picross.

Donkey Kong, often referred to as Donkey Kong '94 by fans, is a sort of reimagining of the original 1981 arcade game. The game begins with remakes of the same four stages that made up the entirety of the arcade cabinet, but oncꦑe you've cleared those the game moves to a Super Mario Bros. 3-style world map that gives you access to a t𝓰otal of 101 stages - a 2425% increase in content over the original game.

From here, Donkey Kong '94 transforms into something oཧf a puzzle platformer, where you've got to locate a key and figure out a way to carry it to a locked door at the end of each level. The game combines the basic mechanics from the original Donkey Kong with the ability to grab and toss objects ala Super Mario Bros. 2, and even introduces an array of acrobatic moves the likes of which wouldn't really be associated with the plumber until Super Mario 64 a couple of years later.

But here on Game Boy in 1994, Mario's already able to do sidehops and backflips, and can even perform handstands and walk upside-down - using his feet to kick away dangerous projectiles coming down from above. The more puzzley nature of the levels measures the pace of the game, but all these additional moves give you ꦑdelightfully intricate and skill-driven ways to complete each stage.

For me, Donkey Kong '94 is genuinely one of the 澳洲幸运5开奖号码历史查询:best Game Boy games ever made, and certainly the greatest GB title that doesn't say "Zelda," "T🎀etris," or "Pokemon" on the box. The basic gameplay here lives on in the Mario vs. Donkey Kon♎g series, but none of those successors have quite managed to live up to the OG.

Then there's Mario's Picross. This is a puzzle game built around nonograms - or picture crosswords - which are little logic puzzles where you have to paint a little p🐻ixel-grid picture based on clues about how many squares need to be filled in on each column and row. If you've played any Picross game, you know how engaging these little logic 🌊puzzles can be, and Mario's Picross is an excellent take on the format.

Both games are now available as 🌄part of Switch's Game Boy library, available on the basic tier of Nintendo Switch Online.

Take a running jump at the 澳洲幸运5开奖号码历史查询:best Mario games of all time.

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//344567.top/games/donkey-kong/forget-pokemon-red-and-blue-nintendos-finally-brought-the-secret-best-game-boy-game-to-switch-an-expanded-version-of-donkey-kong-with-2425-percent-more-levels/ 9sqy2KzSZCs348cYf6pDu9 Fri, 07 Mar 2025 16:57:04 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> For the better part of 44 years, Nintendo's 1981 arcade classic Donkey Kong was understood to have a single, definitive endpoint: a "kill screen" where a bug ensures that Mario will inevitably die before you can complete the level. But now speedrunner Kosmic has figured out that this supposed kill screen 🐻doesn😼't have to be the end.

The original arcade version of Donkey Kong takes place across fo꧒ur stages that lo𝓡op in various configurations of increasing difficulty. Those loops are displayed in-game as levels, and once you reach level five the difficulty has essentially peaked - you just keep repeating the same loop over and over again.

Excellent Donkey Kong players register their high scores in level 22, which is where the kill screen♍ occurs. The bonus score timer overflows - below goes into much more detail on how this bug works - leaving you with just a few seconds to clear the stage. That's not nearly enough time to get Mario to th💮e top of the screen, so you simply die here over and over until you run out of lives.

The kill screen occurs on the barrel stage, which requires you to climb up a b☂unch of ladders and run across several slanted girders to reach the end. But there's actually another path to the end - an absurdly precise trick that lets you take advantage of a glitch to climb up a broken ladder all the way to the top of the stage.

Players theorized that this ladder glitch coul🔯d be used to beat the kill screen stage before the timer runs out , but the timer still wasn't quite long enough to let you beat the stage, even when creating what amounted to a tool-assisted speedrun.🔴 But Kosmic wasn't aware of that fact when he started testing the theory, and his own TAS worked. He climbed up the glitched ladder and beat the kill screen.

What changed between 2013 and 2025? Nothing more than simple chance. Donkey Kong's timer isn't actually a consistent clock, as it instead ticks down each time the titular gorilla rolls a barrel at you. These barrel tosses happen at essentially random intervals, and if you happen to get really, really lucky, the delay between the throws will slow down the timer long enough for ꦿyou to execute the glitch and climb to the top of the stage.

"In order to have time to beat the kill screen," Kosmic explains in the video, "you need [Donkey Kong] to do a pretty good initial delay, which he'll do about a third of the time. Then you need to roll a 1 in 32 chance that he does an additional long delay. And that's as🦂suming you play perfectly."

Hitting those odds at the end of a 🍸grueling, multi-hour high score attempt would be troubling enough, but successfully executing the ladder glitch under those conditions would effectively be impossible. The ladder glitch requires you to hold down for four frames, then tap up on the next frame. A human speedrunner can certainly do that trick once, but executing it over and over again fast enough to climb this broken ladder before the timer runs out would be functionally impossible.

"Let me be clear," Kosmic asserts. "This will not happen for real. To make it to the top you need to do the broken ladder climb trick 90 times, and that's not just getting the inputs 90 times in a row. You have to do 🍬them as fast as possible, bac𒆙k to back, perfectly. If this is still sounding even remotely possible to you let's just consider the sheer speed of it: you need to do 12 of these climbs per second."

The only way to do that would be precisely programming your inputs into an emulator, which is essentially what Kosmic did to finally get past the kill screen. There are a few more stages past there, before the timer once again becomes too short. This time, however, time runs out on the rivet🦄s stage, which has no equivalent glitch to bypass. For now, this is the "true kill screen" of Donkey🌠 Kong.

There is, in theory, one way you▨ could get past the old killಌ screen without making a TAS of your own. Those delays between Donkey Kong's barrel tosses could, in theory, continue indefinitely, giving you enough time to beat the level normally without even needing to do the ladder glitch. Kosmic estimates that the odds of this happening are around 1 in 40 octillion.

It took 490 days, but the Super Mario Bros speedrun world record is now 4 frames better – and just 18 frames away from literal perfection.

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//344567.top/games/donkey-kong/after-44-years-donkey-kong-player-discovers-that-the-legendary-kill-screen-isnt-really-the-end/ E5ZarC4ZsDWBxH8LRDrbq7 Mon, 03 Feb 2025 19:36:51 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> To all the aspiring artists out there, the designer behind 澳洲幸运5开奖号码历史查询:Donkey Kong shares some words of wisdom.

Kevin Bayliss, art director at Rare and an art designer on Donkey Kong, Diddy Kong, Battletoads, and more, shows u🎉s that "you don't have to be an amazing artist 💫to get a career."

He shows off of Donkey Kong and points out why some of his design decisions were made. DK doesn't have a neck because Bayliss wasn't very good at drawing them🧜, "so I just drew a head basic🔴ally in his stomach."

That's not the only shortcoming on Donkey Kong, : "Unfortunately, when I designed him, because he basically had BATTLETOAD eyes, it is hard to give Donkey Kong any expression ot🦂her than 'annoyed' - this is something I take a little more into consideration when creating characters today!"

澳洲幸运5开奖号码历史查询:Donkey Kong has had a redesign in footage from 澳洲幸运5开奖号码历史查询:Mario Kart 9 that brings him more inline with his fi🐻lmic counterpart. Not everyone likes the new style, though: "DK ain't look right," writes one unsettled viewer.

Bayliss also , Diddy Kong was inspired by the Coco Pops monkey. "When I was a kid I loved this character,ಞ but I wasn't allowed to have the cereal because according to my parents it was just full of sugar. (What did they know?)," he tweets. "W🥀ho'd have guessed that many years later, that same little monkey on my TV screen inspired me to create DIDDY KONG?"

It's strange to think about a time before Diddy Kong. He's been around since 1994, just before I was born, and now I feel weird that the Coco Pops monkey is also o⛄lder than me. My favorite cereal is the Lion bar one. So sugary, but so good.

Bayliss says good art design in games "comes down to your id꧑eas and if you can put your ideas across. Not how well you can draw a face, how well you can draw a fish, how well you can draw a banana. It all comes down to 'is the idea 🐬any good?' We'll get somebody good to model it, to draw it properly when the time comes. But the drawings are just concepts."

So, don't let ൲any perceived lack of ꧂ability hold you back. Make that concept art and spread your wings.

In the meantime, if you're a fan of Rare and other companies like it, check out our list of all the 澳洲幸运5开奖号码历史查询:best retro games you can play.

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//344567.top/games/donkey-kong/donkey-kong-designer-reveals-his-biggest-problem-with-his-rare-redesign-and-explains-how-his-childhood-breakfast-cereal-ban-shaped-diddy-kong-too/ WzMc5JXjy7mwfsk7X66DCY Mon, 27 Jan 2025 17:37:23 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> For 29 years, classic SNES platformer Donkey Kong Country 2𝔉: Diddy's Kong Quest has held a secret - a hidde💫n cheat code that had never previously been revealed to the world. But now, it's finally gone public.

Donkey Kong Cou༺ntry 2 lets you quickly exit any level you've previously complet♊ed by pausing and then hitting the select button. It's a handy way to get back to the world map, but it only works on completed levels.

The newly discovered code lets you exit any level, even incomplete ones, by pausing and hitt🌊ing right + Y, left + A, up + B, and down + X in that order. A sound will play and you'll suddenly find yourself back on the world map. I've double-checked that it works on my original SNES cart, and if you want an easy way to try for yourself, it also works with the version of DKC2 included in Nintendo S♒witch Online's library of SNES classics.

The code was discovered by Alex 'H4v0c21' Corley, who tells that he was "casಞually scrolling through some disassembled code […] when I saw code that essentially did nothing but loop꧃ and waste CPU time." Corley thought that was an odd issue to find in developer Rare's "extremely optimized" code. This eventually led him to decode the button inputs, and tried using them at the in-game cheat menu to no result.

"As a last resort, I opened a SNES emulator where I could see the memory being accessed," Corley﷽ explained. "I played around in the game and noticed it was being accessed when the game was pause🌱d. So I did the unthinkable and tried to enter a cheat whilst paused, and the rest is history."

Apparently a handful of other romhackers have run across this cheat in the past, but word of its existence never escaped those small circles. Certainly, you wouldn't find it on GameFAQs or even more in-depth repositories of obscure classic g🏅ame i🅺nfo like prior to Corley's discovery. It's no surprise that somebody managed to uncover this secret - it's only surprising that it's taken this long to finally spread across the internet.

The 澳洲幸运5开奖号码历史查询:best SNES games of all time hold up in a big way. 

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//344567.top/games/donkey-kong/after-29-years-donkey-kong-country-2-players-have-just-discovered-a-brand-new-cheat-code-in-the-snes-classic/ NeecQWGo5HeNRKu48z4UmM Fri, 08 Nov 2024 21:56:10 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> A new Donkey Ko🅰ng trademark suggests the series could finally be making a comeback.

According to a tweet by Kremling Kampaigner, Nintendo has updated the trademark related to the Donkey Kong franchise. But this isn't merely an extension of an existing trademark that's approaching its expiration, it's a brand new one with additional clauses. Amongst the lengthy technical jargon, the phrase "downloadable programs for portable and🉐 electronic consoles" appears, implying that the long-running series could be making its way to Nintendo Switch. 

Following the tweet, fans have already been speculating what could be in store for the series. "Donkey Kong 64 on Expansion Pack seems like a super safe bet," sꦜays Twitter user . "We had it on Virtual Console, and there are currently n🧔o more announced games for the N64 app." , on the other hand, wants only one thing: "Pls let there be a new Donkey Kong Country, pls let there be a new Donkey Kong Country."

Despite being one of Nintendo's most iconic characters, it's been several years since we've seen Donkey Kong in his own game. The series' latest entry was Donkey Kong Country: Tropical Freeze which launched for the Wii U in 2014 and was ported to the Switch in 2018. In our review of the Switch version, we said, "Donkey Kong has never looked so good". While another slice of Donkey Kong action is well overdue,♏ the new trademark could, of course, not amount to anything,🔴 so you're best off not going ape until we get official word from Nintendo. 

In other news, a recent Retro Gamer interview revealed that Donkey Kong only got his own original Game Boy spin-off became it was 澳洲幸运5开奖号码历史查询:too h꧅ard to port Donkey Kong Country to the handheld. And in 2024, visitors to Japan's Super Nintendo World will be able to get up close and personal with the mighty gorilla in the park's huge new 澳洲幸运5开奖号码历史查询:Donkey Kong expansion.

There are plenty of great games in store for Nintendo's handheld. See them all in our guide to 澳洲幸运5开奖号码历史查询:upcoming Nintendo Switch games for 2022 and beyond. 

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//344567.top/new-donkey-kong-trademark-suggests-the-series-could-be-making-a-comeback/ MzpB3PnmpPQbKpUdSUfC2f Mon, 04 Jul 2022 13:14:15 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Donkey Kong Land owes its existence to Battletoads and the chaꦰllenges of trying to port Donkey Kong Country to Game Boy.

Rare cofounder Tim Stamper approached programmer Paul Machacek about creating a Game Boy po♛rt of Battletoads in 1991. As Machacek explains in issue 235 of Retro Gamer, "he actually asked me to port the in-production NES game. I suggested that🐼, as I’d have to write everything from scratch anyway, if we did some extra design work, we could have a new sibling title for limited extra effort."

That experiment paid off, leading to solid sales for Battletoads on Game Boy. But if converting an NES gജame to the portable basically required starting over to make a w▨hole new game, that would be doubly true for Donkey Kong Country, a technologically advanced game released years later on the superior SNES hardware.

As Machecek explains, "in 1994 when🎃 Tim asked if I’d do a DKC port, I argued the same case and he agreed, although the ‘bit of extra 🏅design work’ would clearly be more substantial here."

So Donkey Kong Land became it🔜s own, new title, built out of the artwork rendered for the original SNES game. Of course, the new game still suffered some cutbacks - only one character on screen at a time, limited bonus areas, and fewer ridable animals - but it expanded on the previous game💖's level design and introduced some stages, like Gangplank Galleon, that would be further explored in the proper numbered sequels.

Nintendo's portable would eventually get its own complete port of DKC when the game hit Game Boy Color in 2000, but technical limitations mean💃t that we got a much more interesting follow-up years earlier.

There's much more on the creation of Donkey Kong Land and the world of classic gaming in issue 235 of Retro Gamer - .

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//344567.top/donkey-kong-got-his-original-game-boy-spin-off-because-it-was-too-hard-to-port-donkey-kong-country/ Aqhf88mYeVuXTjxyBbJfHo Fri, 01 Jul 2022 20:32:41 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The genesis of any game, particularly in the early days of its development, always begins with conce♚ptual drawings, sketches and inks. So when Nintendo approached Rare and asked it to create a game that would have 'better graphics than Aladdin' you could argue that it was effectively asking Rare to outdraw Walt Disney. That's like trying to beat Hulk Hogan in an arm wrestle. 

"We were experimenting with a very early form of 3D technology before Donkey Kong Country (DKC) began, but actually trying to implemen༒t an ambitious method into a real game situation was difficult," recalls lead designer Gre♐gg Mayles. 

"At the time, software houses outside Japa🍸n were producing graphics that were considered superior to those produced inside Japan. Nintendo visited us and we demonstrated a proprietary graphics system that we were toying with, which became ACM [Advanced Computer Modelling]. As a result they asked us to do a game using th🎉e Donkey Kong character." 

Going ape

Donkey Kong Country

(Image credit: Nintendo)
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(Image credit: Future)

If you want in-depth features on classic video games delivered straight to 𓆏your doorstop, today. 

Facing a tight schedule, while trying to fully come to grips with this new technology, a team of 12 people were assigned to the game – the most that Rare had ever assembled for one project. It's believed that the team i🗹nitially went to the nearby Twycross Zoo to study gorillas to ensure Donkey Kong looked and moved believably, but Gregg admits that the truth was a little less colourful. 

"Yes, we did go to the zoo and observe the gorillas, but found that when they did move it was completely unsuitable for a fast-paced video game, so all of the animation had to be done by hand," he says. "We went through about 15 different versions of how DK could move. DK's movement in the final game is based loosely on how a horse moves, but I recall laughing at some of the other animal-themed attempts – including a rabbit and ൩a frog." 

Donkey Kong Country was praised for its stunning looks. The characters of Donkey and Diddy looked solid, crisp and innovative – a result of the new process of 3D game design. "The use of 3D modelling was an alien concept to us (and the industry) at the time. Once the character was modelled in 3D we could view it at any angle and render 0out the frames of 3D animation that were then converted to 2D images. Previously, animation was extremely labour-intensive and required great artistic skill to get the angles and lighti🐷ng correct. This new computer assisted method enabled us to produce animation quicker, to a higher standard and with a previously unseen realistic look," recalls Gregg. 

Donkey Kong Country

(Image credit: Nintendo)

He admits that Rare turned to Kong's mean master for inspiration when considering how the game and its level construction should play out. "For me, Super Mario Bros.🍒 3 was the ultimate pinnacle for 2D platform game🐟s. We wanted the same kind of structure, but we also wanted it to be extremely flowing – where a skilled player could move effortlessly through the levels at great speed," says Gregg. 

"The stages were pai𒊎nstakingly arranged so that the player could 'go first time' past obstacles (ie if there was a swinging rope then when it came on screen it was swinging towards you so you could jump onto it straight away). Watching a skilled player in full flow on levels such as Barrel Cannon Canyon is probably the best example of this. If you time every✨thing correctly, you can get through the level efficiently and impressively." 

Rare needed to ensure that its dazzling duo would be framed inside a suitably striking world. As the Donkey Kong universe – save for a few ladders and girders – hadn't really been explored in any great detail, Rare had the chance to leave a significant mark on the series. It introduced a number of new Kong's into the game and even smudged things up by supplanting a brand new Donkey Kong 🤡into the lead role. 

"We initi♊ally wanted to include DK Junior as Donkey's sidekick," says Gregg. "Diddy Kong was our update of Junior, but Nintendo felt that the character was too different and either wanted Junior to be included in his original look or the name of our new character to be changed. We felt that our new character perfectly suited the updated universe of Donkey Kong so we kept our character and gave him a different name. We had a sheet of paper that we passed around where potential names were scribbled down. Some were hilariously bad: Diet DK, DK Lite and Titchy Kong. We settled on Dinky Kong, but after legal advice decided to change it to Diddy." 

Donkey Kong Country

(Image credit: Nintendo)

Each of the game's wonderf𓆏ully diverse levels served up something completely unique. From Endor-esque tree houses to an exhilarating Indiana Jones mine cart parody, the exhausting level of detai♛l and variety of its stages really helped to set it apart from its peers. While the game feels effortlessly fluid, Gregg admits that the memory-hungry 3D tools that they used to fashion its complexity proved painstaking to wield.

"The backgrounds were the bane of the project," he admits. "The memory used by this single screen was more than the whole cartridge! The only way to have large backgrounds in that era was to ensure that elements of the background repeated. We wanted a background that looked natural and didn't appear to repeat, but achieving this was far from straightforward. We used a very slow method of cutting up elements of the single-screen environment by h🍌and and the🌠n arranging them so that they repeated, but the key was to do it so the backgrounds retained as much of the 3D-modelled quality as possible, while trying to disguise the repeated elements." 

Donkey Kong Country is renowned for introducing a buddy system into its gameplay, a feature that Rare would continue to tweak throughout the series. Gre💝gg explains how the unique tagging system came about. "The second character was initially designed as an 'extra hit'. If the player had both characters and the leading one was hit, the second one could continue and the play♚er would not die," says Gregg. 

"An early decision was made to keep the screen as clutter free as possible, so that ruled out an energy bar. It had to be visual. Basing it on Mario's 'big Mario returns to little Mario' system we thought a second character could perform this function, look visually impressive and give the player a feeling that they were not alone in the game. As we developed the game and its sequels further, the second character became more of an integral part of the games rather than just being 🌺an extra hit." 

Monkey business

Donkey Kong Country

(Image credit: Nintendo)

Nintendo is known to be extremely shielding towards its IPs, so handing over one of its most iconic franchises is something that you'd exp꧑ect would attract a tremendous amount of protocol and interference from the game giant, but Gregg says this wasn't the case. 

"Nintendo were extremely busy at the time so we were left to ourselves," he says. "It was an unprecedented thing for them to do, entrusting one of their most prominent and fondly remembered IP's with a🌌 relatively small and unknown UK development house. I was young and naive enough not to realise just how crucial this game was for Rare – all I wanted to d𒁃o was create a game that could be remembered. Miyamoto provided us with some suggestions for DK's look and it was a sketch of his that included the tie." 

Ironically, mirroring the wall of doubt that Donkey Kong faced from its American distributors back in 1981, Rare's treatment of the series was met with similar misgivings, when the team travelled to Kyoto to💞 unveil the game to it's original creators. "We made a ♛memorable visit to Nintendo's HQ in Japan. I was surprisingly calm at the time, despite it being my first visit to what many would class as the Mecca of video games," says Gregg. 

"We were there to demo an early version of the game to the people that created the original character. It was the first time m꧑any of the people at Nintendo had seen the game, and our radical approach with the graphics didn't initially go down too well. Mr Yokoi [Game Boy creator] remarked that 'It looked too 3D'. Miyamoto was much quicker to appreciate what we had done and gave his approval. Mr Miyamoto and his staff used their unparalleled experience to give us some input on how we could smooth out a few rough edges and suggested that DK would look good with a hand-slap move. We thought this ♊would be cool too, so even though we were only a few weeks away from the deadline we included it." 

Donkey Kong Country

(Image credit: Nintendo)

"Ni𒐪ntendo were extremely busy at the time so we were left to ourselves🦹."

Gregg Mayles

DK Country was released during a period of shift in the industry. It could have easily been drowned out by the noise made by the gigantic visual leap that ﷽32-bit gaming had made. Thankfully, DK Country's release proved to be just as seismic. Selling over 8 million copies, it became one of the biggest-selling 16 bit games of all time. Gregg remembers the first time they showcased the game. 

“The conference built up to DKC’s announcement at the very end,” he says. “People we🍌re expecting something big, but they thought it was going to be about the N64. The game looked spectacular and I heard people around me saying that Project Reality (N64’s development name) looked great. Then when it was announced it was a SNES game, there was a moment’s stunned silence before everyone started clapping (apart from me, who was wondering how we were going to finish it on time). I think I had a few celebratory beers during the Nintendo party that 🌠followed.”

When asking Gregg how he reacts when people tell them that they actually prefer Donkey Kong Country to Miyamoto’s Super Mario World, he says he feels honoured but is quick to jump to Mario’s defence. “I think the st𒈔yle of play is very different; Super Mario World was sublime and intricate, best appreciated at a slower speed, whereas Donkey Kong Country was extravagant and brash, better played at a faster rate,” he explains. “If I was honest though, I would say Mario is the better game. My personal opinion is that DKC2 was a better game than DKC as we tried to incorporate more of the intricacies that made Mario so compelling but at the same time retaining our desire for fast, fun gameplay."


This feature first appeared in 澳洲幸运5开奖号码历史查询:Retro Gamer magazine. For more excellent features, like the one you've just read, don't forget to subscribe to the print or digital edition at .  

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//344567.top/the-making-of-donkey-kong-country/ XYb9tUEKh5nXyjzVFVhfVM Tue, 22 Jun 2021 14:36:24 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Concept art of 澳洲幸运5开奖号码历史查询:Super Nintendo World has🔯 appeared online and shows a small glimpse of a Donkey Kong-themed area in the pa💫rk. 

In a tweet shared by , we can see illustrations of how the theme park in Universal Studios Japan was intended to look. As we can see from this 澳洲幸运5开奖号码历史查询:Super Nintendo World tour many of the elements of the concept art made it into the actual park from Yoshi’s Ad⛦venture to the large Warp Pipe that visitors walk through to get into the attractions.

The interesting part of this concept art is the Donkey Kong-themed doorway hiding just behind the archways holding up Yoshi’s adventure. Aꦺccording to , the sign above the Donkey Kong archway resemble꧒s the logo from Donkey Kong Country Returns, which was a game released on the Nintendo Wii, Wii U, and Nintendo 3DS in 2010. 

This may not be a surprise for many fans of the bongo-loving ape, as there have been several hints towards his introduction into the park even before Super Nintendo World had even opened its gates. It started with the same Twitter account spotting a series of Donkey Kong-themed stickers buried in the Universal Studios Japan’s visitor app, as well as the sharing some leaked concept models of the D🌌onkey Kong area. 

Super Nintendo World had a rocky start after having to delay its opening date several times due to the COVID-19 pandemic. The theme park just a few short months after opening for the first time due to a State of Emergency being introduced in the Osaka Prefecture in Japan - where the park is located - due to ܫa rise in COVID-19 cases. 

If there’s any good news about Super Nintendo World though, it’s that fans won’t necessarily have to travel to Japan to experience it, as Universal Studios are currently in the process of building a 澳洲幸运5开奖号码历史查询:replica park in their Orlando studios and a smaller version of Super Nintendo Land at their Hollywood location too. Howeve🌱r, again due to꧂ the pandemic, some of the construction has experienced some delays. 

To see even more of what the park has to offer, you can check out most of Super Nintendo World in these 20 new videos.

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//344567.top/super-nintendo-world-leaked-concept-art-shows-another-glimpse-of-donkey-kong-area/ Cv4RBPGAhxWrhzAv3Urr2i Thu, 27 May 2021 11:39:41 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]>

Rare veteran and Donkey Kong Country artist Kev Bayliss recently unva🦩ulted a collection of concept art for the original and 💛iconic Donkey Kong Country, including sketches of Donkey Kong himself. 

"I was given the opportunity to recreate Shigeru Miyamoto's Donkey Kong character for the game," Bayliss says of the sketches. "I really didn't think there was anything wrong with the Donkey Kong character in the first place, but when I got the cha🅺n𒈔ce to recreate him, I was really excited about it."

Compared to Miyamoto's design, Bayliss' first take on Donkey Kong was deliberately more "boxy" to make him easier to fit and animate on Donkey Kong Country's 2D axis. Consequently, ol' DK came out extra thicc. There's a huge difference compared to the faxed Nintendo documents which Bayliss and Rare used as a reference, which depict a muc🌼h more cartoony Kong. This is also among the first examples of Donkey Kong's iconic hairstyle, which has become a staple of his design.

Bayliss also experimented with distinctly Battletoad-esque designs for Donkey Kong, and other characters got a similar treatment in their drafts, like the Kremling crocodiles and Rambi the rhidocerus. Aesthetꩲically, Donkey Kong and Battletoads could hardly be more different despite their 2D roots,ꦓ and it's wild to see one filtered through the art style of another.

"It's con🧜cept art, but it's old-school concept art," Bayliss concludes. "It's what was needed back in the day. I don't think you'd be wowing anybody nowadays with this kind of concept art, but it just shows you that it's all about the ideas really, not your skill level." 

A few decades later, Donkey Kong's next appearance may be at Nintendo's upcoming theme park.

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//344567.top/original-donkey-kong-country-drafts-reveal-the-characters-that-might-have-been/ X5u7XiRPKGdPcAqJDmcQBk Tue, 19 Jan 2021 20:57:49 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Following the Super Nintendo World Direct last ꧒week, Universal Studios Japan has updated their app so that it now has a Super Nintendo World tab. Dataminers were quick to investigate the app and uncovered a number of hints towards a Donkey Kong themed area coming to the park.  

Originally announced in a tweet from @KRoolKountry, the Donkey Kong fan shared a number of stickers supposedly found in the app which further hint towards Donkey Kong’s in𝐆volvement in the park. The stickers feature not only Donkey Kong but ꦺalso Diddy Kong, a DK barrel, and Rambi the Rhino.  

Thanks to a video tour of the Super Nintendo World app by GameXplain, we can see what features the app has to offer. By launching🌠 the Super Nintendo World tab in the standard Universal Studios Japan app, visitors then have access to a map of the park, the story of the park, and other visitors' rankings whilst in the park. 

Although there’s no Donkey Kong area on the map at the moment, we are able to see where Miyamoto visited during the direct including Peach’s Castle, The Koopa Troopa Power Punch, and Bob-omb Kaboom Room. We can also see the Piranha Plant Nap Mishap on the map which Mi🅰yamoto passed but didn’t want to show to the public just yet.

The Unofficial Universal Orlando Podcast

(Image credi🎃t: The Unofficial Universal Orlando ꦰPodcast)

We were given an early indication that DK would be joining Super Nintendo 🐭World as early as 2019 when shared photos of what seems to be concept models of the ♛park. With no official confirmation, we can only speculate that this is what a Donkey Kong area would look like if Universal were to include one.

As the countdown to Christmas continues, why not have a look at our 澳洲幸运5开奖号码历史查询:best gifts for gamers

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//344567.top/super-nintendo-world-hints-donkey-kong-will-appear-at-the-park/ 6oZnTSPZgvTUmaNzqmwifb Tue, 22 Dec 2020 15:24:55 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Donkey Kong Country 2: Diddy's Kong Quest is at last coming to Switch as part of Switch Online's Sওeptember 2020 selection of new NES and SNES games.

Nintendo revealed the new games late 🐈Tuesday evening in a tweet. Other SNES games being added to Switch Online include the puzzler Mario&apo✤s;s Super Picross and beat-em-up The Peace Keepers, while SCAT: Special Cybernetic Attack Team is bolstering the NES catalog. All of the above will be available to Switch Online subscribers starting Wednesday, September 23.

The sequel to Donkey Kong Country, which was 澳洲幸运5开奖号码历史查询:added to Switch Online in July, follows Diddy Kong and Dixie K🧔ong on their journey to rescue Donkey Kong from the clutches of King K. Rool. Like its predecessor, Donkey Kong Country 2 is extraordinarily challenging, though it's generally agreed upon that the sequel doesn't feel quite as unfair as the first. Better yet, Dixie Kong&apoꦏs;s more nimble movement and hovering ability made the gameplay more diverse.

Now that Switch Online is getting one of the SNES's finest games, you might be thinking of grabbing a subscription if you haven't already. If so, you can sign up for $4/£3.49 a month, $8/£7 every three months, or $20/£18 a year. That gets you not only the new gam🏅es for September, but over 50 other NES games and over 30 other SNES games, some with enhancements like save states and bonus items.

Looking for more to play on the go? Don't miss our round-up of the 澳洲幸运5开奖号码历史查询:best Switch games Nintendo has yet to come out with.

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//344567.top/donkey-kong-country-2-is-coming-to-switch-online-this-month/ 7YvDYAwmFPQAGmTcFmCR88 Wed, 16 Sep 2020 02:49:48 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The 💜Super Nintendo classic Donkey Kong Country will soon be playable on Switch, headlining a new batch of NES and SNES games coming to the Switch Online subscription servi🦹ce July 15.

Also coming to the SNES selection of games is 1994's Natsume Champi🌼onship Wrestling. Meanwhile, the Switch Online's NES categ🌳ory is getting the 1990 dark fantasy RPG The Immortal.

Do be warned, Donkey Kong Country is punishing. I came home from Japan early this year with a Super Famicom and a copy of DKC, hoping to reinvigorate my love of the 16-bit era. Confident that my muscle memory from childhood would power me through the game, I found myself a broken man a couple of hours later having not even made it to the second world. Be prepared to die a lot, and resist the urge to throw your Switch at the TV𓃲.

If you want to play Donkey Kong Country on Switch but aren't subscribed to Switch Online, you can buy a subscription for $4/£3.49 a month, $8/£7 𒉰every three months, or $20/£18 a year. Obviously, you get access to online multiplayer on the Switch, but you&aposꦚ;ll also have immediate access to a pretty generous selection of NES and SNES games, including most of the classics as well as plenty of more niche titles. For retro gaming fans, it's more than worth the entry price.

Find out where we ranked Donkey Kong Country in our list of the 澳洲幸运5开奖号码历史查询:best SNES games, and while you're at it check out our definitive ranking of the 澳洲幸运5开奖号码历史查询:best NES games.

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//344567.top/donkey-kong-is-coming-to-switch-online-this-month/ XnfuWQXtymczGBePSa7CVc Wed, 08 Jul 2020 02:35:20 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The Donkey Kong Country series has been a platforming staple since its beginnings on the SNES, and the latest instalment 澳洲幸运5开奖号码历史查询:Donkey ♚Kong Country: Tropical Freeze has now arrived on Switch. This means you can take on its many stages packed with tons of collectibles while on the go, which has got to help the daily cꦗommuteꦫ breeze by!

There are four KONG letters to find across each level in Tropic🦹al Freeze, but the trick is t🔯hat you have to get them all during one run - they reset each time you load the level. Several puzzle pieces can also be found in each level, and these collectibles will unlock bonus levels and game art, respectively. Follow our guide and you'll be well on the way to finding them all.

Table of Contents: 

Lost Mangroves

1-1: Mangrove Cove 

Puzzle Piece #1

After sliding 🤡down the water slide at the beginning of the level, swim down to the left. When y🍌ou near the wreckage, it will move, revealing your first puzzle piece.

Letter K

Just a bit further ahead is a KOꦡNG letter you can't miss. Simply scale the short trees🧸 to reach it.

Puzzle Piece #2

When you see this hanging plant enemy, speed past h𝓀im to make him lunge down. Jump atop the grass he's stuck to and ride it to the swinging platform you just passed. From here, jump to a treetop with a yellow plant - slam near it, and it will spit out another puzzle piece.

Puzzle Piece #3

When you lower two platforms by grabbing rings from the sand, y🅺ank one last ring from the top platform. This spawns a winged banana. Collect the bananas it generates before they disappear to earn a puzzle piece.

Puzzle Piece #4

You'll soon encounter another hanging plant enemy. A💦fter he pulls back from an attack, slam the ground under him♈ to reveal a hidden area. There's a puzzle piece down here.

Puzzle Piece #5

Once you've freed Diddy, turn back around to the hanging plant. Use Diddy's jetpack♍ to get atop it, then jump to the platform to the left. This reveals another puzzle piece.

Letter O

When you get back outside, move to the rightmost raf🐟t. From here, you can spot the next KONG letter under some plants. To reacꦬh it, you'll need a nice long jump plus Diddy's jetpack boost.

Puzzle Piece #6

As you blast your way up the tree with barrel cannons, lo♚ok for this rotating ring of goodies. Time your shot right to nab the puzzle piece when you fly by.

Letter N

The next KONG🦂 letter is found along the same path. When you reach this alternating barrel cannon, choose the left side to grab the letter.

Puzzle Piece #7

Af⛦ter the next checkpoint, you'll come to a stack of crates. Smash through the right side to find a hidden area with several Tutorial Pigs. Collect all the banana bunches they toss at you to earn a puzzle piece.

Letter G

When you reach this series of💯 swinging planks, stop at the helmeted pengui✤n. Knock him down, then throw him at the target you just jumped past. This spins around the platform, making the KONG letter accessible.

Puzzle Piece #8

From the platform with the KONG letter, jump left to the higher swinging plank. Jump left again to reach a🐲 cannon barrel that takes you to a bonus room. Collect every banana within the time limit to earn another puzzle piece.

Puzzle Piece #9

Before finishing the level, head to the right to find a thorny pit. Hover across it and pull the ring from the sand to nab the level&aꦦpos;s last puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-2: Shipwreck Shore 

Puzzle Piece #1

From the start of the level, move🀅 left. Smash the boxes here♉ to reveal a ring; yank it from the sand to earn a puzzle piece.

Puzzle Piece #2

W✨hen you reach the boat, dive into the water and move right. Under the ship is a puzzle piece.

Letter K

You'll spot this atop a swinging crate when you board the ship. Move to the right and hop atop the large crate with the snowflake design. Fro༺m here, you can use Dixie's twirl jump to rea𝕴ch the swinging crates and the letter.

Puzzle Piece #3

Along the deck is a trap door. Slam through it to enter a bonus room. Collect all the bananas before time🐠 runs out to earn another puzzle piece.

Letter O

After lea🤡ving the boat, you'll cross some hanging crates. Dixie's jump ඣwill help you reach the letter floating above them.

Puzzle Piece #4

After the checkpoint, you'll reach some more hanging g♑rass. Grab on and climb to the left, then jump to the rock to reveal a hidden space with a puzzle piece.

Puzzle Piece #5

When you reach this plant above the water, slam to reveal a hanging bag. Knock down the helme﷽ted penguin on the next ledge, then chuck him at the🅠 bag to reveal the puzzle piece.

Puzzle Piece #6

When you reach the swimming section, br💙eak the second set of planks and head left. Collect the circle of bananas over here to earn a puzzle piece.

Letter N

You can't really miss this one. S🌺imply swim along the path t𝐆o spot it.

Puzzle Piece #7

There are several crates in the water here. Bust themꦫ all up to re🐻veal another puzzle piece.

Puzzle Piece #8

Just past the checkpoint is a shark--you're going to have to dive into t🌺he water and run from him to get this one. Swim to the lower right corner to discover a chest behind the underwater plants. Open it to reveal a puzzle 𝔍piece.

Puzzle Piece #9

When you start riding the raft, watch for these columns of bananas. Slam the boat to launch yourself into the✨ air--grab them all tꦓo spawn a puzzle piece.

Letter G

Keep💮 riding the raft, and look for more hanging grass. Sꦦlam the raft to launch yourself to it and grab the KONG letter above.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-A: Zip-Line Shrine 

To access this level, you have to find the secret exit in 1-2: Shipwreck Shore. From the trios grasshoppers atop the crates, swim straight down, using Dixie's twirl to break the current. This will lead you 👍to a portal to the secret exit.

Puzzle Piece #1

When you reach the fi𝓀rst zip-look, look for a trap door nearb🥃y. Slam through to find a hidden tunnel containing the puzzle piece.

Letter K

You can't miss the KONG letter after the second set of zip-lines. Simply 𒐪use the nearby springboard to reach it💦.

Puzzle Piece #2

Just before the checkpoint is a buried ring. Yank it free to spawn some ban💞anas; collect them before t😼hey disappear to earn another puzzle piece.

Letter O

Hard to miss this one too. When you jump to the leaning platforms, simply jump back to reach i🧸t. Watch out for the mosquito, though!

Letter N

You'll collect this automatically along a ♏zip-line.

Puzzle Piece #3

After the KONG letter, pull the nearby ring up to spaw🐷n a cannon barrel. Take it to a bonus room. Here, you must collec🌄t all the bananas before time runs out. Do so to earn another puzzle piece.

Puzzle Piece #4

You'll see this as you blast th💞rough a series of barre൩ls. Time your shot right when moving up and down to grab the piece in the air.

Letter G

You'll spot this hovering underneath a tilting platform. You'll have to bounce atౠop the owl enemies' heads to reach it.

Puzzle Piece #5

Just ahead is this swinging vine. Pull theܫ ring from the ground nearby so spawn a few bunches of bananas. Grab them to spawn one last puzzle pi꧙ece.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-3: Canopy Chaos 

Puzzle Piece #1

Near the level start is a target covering a cave entrance. Stun the tur🃏tle nearby and throw him into the target to open the way. Inside, yo🅰u must collect all the bananas before time runs out to earn a puzzle piece.

Letter K

Just ahead is a KONG letter that moves in synch with the platform below. Ti𓂃me your jump from the nearby vine toꦐ grab it.

Puzzle Piece #2

When you grab Cranky from the barrel, take🔯 a leap of faith into the next thorn pit. Bounce across to have the rock wall move away, revealing a hidden puzzl♛e piece.

Letter O

The next KONG letter can be spotte🍌d as you climb the next serꦦies of platforms. You can't miss it.

Puzzle Piece #3

When you reach the top of the same set of platforms, use Cranky's cane t𝔍o bounce to the highest one. Pull the ring here to reveal the piece on a thorny platform nearby.

Letter N

You'll spot this while scal♉ing a set of vines above som✨e spikes. Time your jumps around the mosquitoes to grab it.

Puzzle Piece #4

Immedia🍌tely after is a turtle. Stun him, then chuck him at the nearby hanging bag to earn a puzzle piece.

Puzzle Piece #5

After the next checkpoint is a series of treetops and slugs. Bounce up to this rock wall, and it will part, revealing 🔯another puzzle piece.

Puzzle Piece #6

When you reach this bird enemy🙈, use Cranky's cane to bounce to the treetop above. From here, jump left into a cave to reveal another timed challenge. Collect the bananas before time expires to earn a puzzle piece.

Letter G

Just past the propelle🍨r ahead is a vine. Climb it to reach the last KONG letter in this stage.

Puzzle Piece #7

The final 💯puzzle piece is by the level exit. Smash the nearby crate to reveal a springboard. Use it to reach the platforms above, where the piece lies.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-B: Busted Bayou 

To reach this level, you must find the secret exit in 1-3: Canopy Chaos. It's found by the normal exit. Use Cranky's cane to bounce up the platforms in the room to the upper rigꦿht. In this new area, bounce to the portal to reach the secret exit.

Puzzle Piece #1

Start this (g🦩orgeous) level by headingꦫ left. This little area will spit you back out, along with a puzzle piece.

Puzzle Piece #2

To the right is this scaffoꩵlding. Roll into the base to reveal a hidden tunnel with a plant. Slam it to make it spit out another puzzle piece.

Letter K

Immediately after is this pair of balanced platforms. Time your jumps as they rise and sink to reach the KONG letter here🐬.

Puzzle Piece #3

Soon after, you'll see a ring in the ground. Yank it to spawn a stalk, then climb that to a swinging vine. Use this to reach a high, ꧙hidℱden platform where the puzzle piece sits.

Letter O

When you spot the next KONG letter, look for a short vine you 💜can pull. Do so to create p🍸latforms that help you reach the letter above.

Puzzle Piece #4

Right after is a grassho♈pper bouncing on a cracked block. Slam through to reveal a ring; pull it to spawn a winged banana. Collect the bananas it spawns before they fly away to earn another puzzle piece.

Puzzle Piece #5

When climbing the long, long vine down, stop when꧋ t💎he branches cover almost the entire screen. After a moment, they will part, revealing two rings of bananas. Collect these to spawn a puzzle piece.

Puzzle Piece #6

After climbing down the long, long vine befor🔥e the checkpoint, head left. Leap to the short vine here to spawn a puzzle piece and the platforms necessary to reach it.

Puzzle Piece #7

Just past the checkpoint is a ri🦋ng in the ground. Yank it out to spawn a stalk and an out-of-reach puzzle piece. Pullꦫ the nearby short vine to create a platform that you can use to reach the piece above.

Letter N

Soon after, you'll see another ring just past some disguised bushes. Pull it make the branch you're standing on curl upwards. Dash along before it moves back down, then leap to the KONG 𓄧letter at the end of the branch.

Puzzle Piece #8

When you reach the propeller platform, pull the ring at its top. This changes the layout ඣof the platforms ahead and spawns some bananas. Grab them all - you'll have to roll - before the platforms shift to spawn another puzzle piece.

Puzzle Piece #9

Near the end of the level is a ring you 𓆏must pull to progress. This spawns a barrel cannon, a stalk, and several bunches of b❀ananas. Collect them before time runs out to earn one last puzzle piece.

Letter G

The last KONG letter is right by the level exit. Grab the short vine to spawn some💛 platforms to help you reach it. The tilting area doesn't help.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-4: Trunk Twister 

Puzzle Piece #1

By the Diddy Kong barrel is a trap door. Slam through to find another timed room. Collect t♍he bananas within the limit to win a puzzle piece.

Letter K

Shortly into the mine cart ride, 💞you'll spot this along the tracks. ﷽Jump up to safety at the last moment to grab it.

Puzzle Piece #2

Past the KONG letter is a pair of dragonflies. It's tricky, but you'll have to bounce atop them to reach th♛e puzzle piece above.

Letter O

After the checkpoint are some spinning blades. Duck under them, then pop up immediately after to grab t🔜his.

Letter N

When you reach this rising platform, lꦕet yourself drop 🌟to the next rail--don't jump!--to grab the KONG letter here.

Puzzle Piece #3

After passing a series of fiery plane propellers, let yourself roll off this platform too. By not jumping, you'll reach a 😼lower ledge with another puzzle piece.

Letter G

Soon after, some crates will slide toward you. Time a jump off the second one to grab the fourth 𓆉KONG letter.

Puzzle Piece #4

When you drop into the sec🙈ond area, let yourself roll of the sinking boat. This takes you to a lower rail where you can duck under some blades and acquire another puzzle piece.

Puzzle Piece #5

Before leaving𒈔 the level, swim under the plane🌸 to find one last puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

1-K: Swinger Flinger 

This level is unlocked once you collect every KONG letter in Lost Mangroves.

Puzzle Piece #1

The first puzzle piece is at the second rolling platform. You'll have to time your jump tಌo grab it and land sa✤fely on the other side.

Puzzle Piece #2

Just after, there's a ring in the g𒅌round under a poison vine. Yank it up to discover a second p💞uzzle piece.

Puzzle Piece #3

The next piece is easy to spot, but hard to grab. You'll have to bounce back off the owl to return safely to🦹 a vine.

Puzzle Piece #4

As you climb the group of four vines, look for a bunch of bananas. Grab it, and mor⛎e will spawn collect these as they turn into banana medals, and puzzle piece will eventually spawn.

Puzzle Piece #5

At the level's end i⛎s a purple ornament. Slam near it to reveal the last puzzle piece.

Jump to Section: 

Autumn Heights

2-1: Windmill Hills 

Puzzle Piece #1

At the start of the level is a pile of logs--slam them to r🎉eveal a ring. Yank it out to pull up a barrel. Head left, then chuck this at the target to open a bonus room. Collect the bananas before time runs out for your first puzzle piece.

Letter K

Near the start of the level, y🅷ou'll see this atop an owl betw🌌een two windmills. Time your jump off his head to nab it.

Puzzle Piece #2

The pair o🦩f windmills also holds some bunꦜches of bananas. Collect them all to earn a second puzzle piece.

Puzzle Piece #3

You'll next come to a windmill🥂 with some penguins aboard. Take them out to earn another puzzle piece.

Puzzle Piece #4

Just past the checkpoint, you can slam this stein to spawn some bananas. Collect them beꦿfore they disappear to earn a puzzle piece.

Puzzle Piece #5

Past the next checkpoint is a hanging bag.🌄 Bounce from the fire-spitting pig to the Diddy barrel above, then chuck it at the bag to reveal a puzzle piece.

Puzzle Piece #6

Just ahead is a pile of leaves. Roll through them to reveal a ring--pull it up to reveal a hidden tunnel below. Slam through the trap𒐪 door to enter and grab the puzzle piece down here.

Letter O

You'll find this inside the windmill beyond. Si💮mply jump the right-side cog platforms to reach it.

Puzzle Piece #7

In the same area, head to the upper left corner to find a bonus room. Collect the bananas in hereജ before time expires to earn another puzzle piece.

Puzzle Piece #8

After the gondola ride is a windmill with several bells. Slam them all to spawn a puzzle 💟piece.

Letter N

Now leap the KONG letter nearby. Be sure to jump back before the platform collaps🍌es!

Letter G

You♊'ll get the last KONG letter by default when you blast through some barrel cannons.

Puzzle Piece #9

After bouncing around the windmill blades during the barrel cannon section, pause at this pair. When the puzzle piece swings into view, time your sh𒉰ot to grab it out of the air.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-2: Mountain Mania 

Puzzle Piece #1

After acquiring Rambi, backt♚rack to the first section of spikes. Charge across tꦰhem and bust through the Rambi block here to reveal secret area harboring a puzzle piece.

Letter K

When you reach the stack of Rambi blocks, use th💃e walrus enemy to bounce atop them. From here, you can leap to the first KONG letter.

Puzzle Piece #2

Now bust up the Rambi blocks to reveal a trap door, then slam through to reach a bonus room. Grab the bananas before time expires ওto earn a puzzle piece.

Puzzle Piece #3

When you spot these twin platforms, jump to them to spawn circles of bananas. Colle🎐ct them🤪 before they disappear to earn another puzzle piece.

Letter O

Past the checkpoint is a swinging crate𒅌. You can grab the KONG letter while riding it.

Puzzle Piece #4

In the next section are ♚several dangling bells Rambi can destroy. One con🎉tains a puzzle piece.

Puzzle Piece #5

During the segm𒀰ent with the collapsing bridges, quickl👍y slam this stein to reveal a puzzle piece.

Letter N

You can leap to this while charging across the collapsing bridg💦es. Bounce to it via the walrus enemies.

Puzzle Piece #6

Near the end of the bridges is a blue flame. Gr꧃ab the banana bunch, single bananas, and banana medals around him to spawn a puzzle piece.

Puzzle Piece #7

Immediately past the bridges is another stein. Slam it for another puzzle piece𒆙.

Letter G

During the mountain collapse section, look for this l💖ast KONG letter in a tunnel. Bounce off the rat enemy to reach it.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-3: Horn Top Hop 

Puzzle Piece #1

There's a hanging bag at the start of the level. You can use the nearby helmeted penguin to gꦑet it. Alternatively, leap up the falling leaves to find a ring--yank it up to acquire a b꧅arrel. Toss this at the bag to spawn a puzzle piece.

Letter K

Use the ai𒈔r from the giant horn to grab th💧is KONG letter and proceed further in the level.

Puzzle Piece #2

Take out the fire-snorting pig an🐽d grab onto the hanging grass. Climb to the left to find a hidden ledge where a puzzle piece hides.

Letter O

You have to bounce off♎ the fire owl to reach this one. Time your jump just right to dodge his flame🐭s and grab your prize.

Puzzle Piece #3

Near the end of the same area, loo✅k for this lower 🎉boardwalk. Jump there to enter a bonus room. Collect the bananas inside before time runs out to earn a puzzle piece.

Letter N

You'll spot this one soon after the next checkpoint. Sim๊ply bounce off the shielded owl to get it.

Puzzle Piece #4

After the following checkpoint is a pile of leaves--roll through to reveal a windy crack. A helmeted penguin and a puzzle piece will pop through alternately. Time a roll to 🥀grab the piece when it emerges.

Letter G

The final letter appears just beyond. You'll have to ride the wind up, then🐟 bounce off of the pengu๊in that emerges to reach it.

Puzzle Piece #5

Inside the final wind chamber is a circle of hanging grass. Grab on, then collect the bananas arouꦗnd the perimeter to sp൩awn a final puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-4: Sawmill Thrill 

Puzzle Piece #1

Start the level by heading left. Move into the hollow tree here to reveal some hanging grass. Climb up to reach a hidden puzzle piec🌠e.

Letter K

When you enter the saw mill proper, jump from the first 🐠split log to reওach this KONG letter.

Puzzle Piece #2

Just after the first log, you can duck under a second one. Do so to gr🍌ab the puzzle piece inside.

Letter O

When you move through this giant hollow log, jump the middle platform to grab the KONG let🧔ter.

Letter N

Jumping dur🐻ing the water section causes you to dive for a moment. 🌳Time this to actually dive under the second owl and grab the submerged KONG letter.

Puzzle Piece #3

When you spot this shack above the track, leap up🤪 to enter it. There'🎀s a puzzle piece inside.

Puzzle Piece #4

Just before leaving the w💛ater, use a jump to sink under the owl and enter a bonus room. Collect the bananas here before time expires to earn another puzzle piece.

Puzzle Piece #5

This one'ꦿs a bit tౠricky. While running from the giant saw blade, you have to leap across the platforms it creates to reach this.

Letter G

At the end of the giant saw blade section, you'll be leaping across some loosely flying tracks. Jump from the last one at the last mome൩nt to ♉grab this final KONG letter.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-A: Crumble Cavern 

To access this level, you must find the secret exit in 2-4: Sawmill Thrill. When riding down the large hill at🍸 the level's climax, do not jump. Instead, let yourself roll off onto an owl's head. Bounce from here to a lower track that leads to the secret exit.

Puzzle Piece #1

When you reach this tilting roc💞k, jump back to the vine on the left. Swing across and useꦫ the owl's head to bounce to a ledge holding the puzzle piece.

Letter K

When you see the KONG letter above, use the enemy to bounce to the vines overhead. Now yo꧅u can reach your prize.

Puzzle Piece #2

There's a cannon barrel under the right lip of the next platform. Drop to itᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ to be sent to a bonus room. Collect t🌼he bananas within the time limit to earn a puzzle piece.

Puzzle Piece #3

Just ahead is a🧸 hanging bag. Stun the helmeted peng🍒uin you just passed, then toss him into the bag to free a puzzle piece.

Puzzle Piece #4

When you reach this moving cannon barrel, time your shotඣs to grab all t🃏he bananas. This spawns a puzzle piece.

Letter O

Past the checkpoint is a set of sturdy and rotting vines. Swing🍌 across them, and bounce off the owl to grab the KONG letter he's carrying.

Puzzle Piece #5

When the path splits via cannon barrels, take the upper path. When you reach the first barrel that moves left to right, time a shot to the high, left barrel. This takes you to a bonus room. Collect the bananas♔ there before time runs out to earn another puzzle piece.

Puzzle Piece #6

After the next check🅰point you'll encounter some fire owls. Jump back to the left above the first one to spot a puzzle piece in the air. Leap from the vine to grab it

Puzzle Piece #7

Immediately after, you'll reach another set of bananas ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚabove a moving cannon barrel. Just like before, grab them all 𒊎to earn a puzzle piece.

Letter N

When inside the first barrel cannon that falls with the stalactite, fire at the last moment to grab the KONG letter out of the aไir.

Letter G

During the level's 🥂climax, you'll ride a barrel cannon as it spirals upwards. Time a shot to grab this KONG letter during the first pass.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-B: Rodent Ruckus 

To access this level, you need to complete the previous secret level 2-A: Crumble Cavern.

Puzzle Piece #1

At the beginning of the level, use a short jump to reach the ledge under the walkway. This leads to a bonus💝 room. Grab the bananas inside before time expires for a puzzle piece.

Letter K

The first KONG letter appears by a cheese wheel. Time 🍨your descent to grab it from below.

Puzzle Piece #2

Soon after, some cheese blocks will descend on ropes. A puzzle piece trails b🐻ehind a smaller one--fly up to grab it.

Letter O

The next letter appears 🦩shortly after. Fly up to it after the rodents toss the block of cheese across you✱r path.

Puzzle Piece #3

There's a trail of bananas when you start the dark aꦕrea with spotlights. Grab them all to spawn a puzzle piece.

Letter N

You'll catch a glimpse of this dur💃ing the spotlight segment. After the light passes, you'll have to drop into the darkness to grab it.

Puzzle Piece #4

This one also appears briefly in the light. Dip into the dark൲nes✃s again to grab it.

Letter G

This one's tough--you have to grab it while the𓃲 giant cheese wheel passes over you. Stay in the crevice to safely get it.

Puzzle Piece #5

Before leaving the level, leap from the balloons to the right. There's a smaller p🏅latform over here that holds another puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-5: Alpine Incline 

Letter K

The first KONG letter appears shortly into the rope bridge. Bounce up t💖he enemies or use Dixie's twirl to 🍬reach it.

Puzzle Piece #1

As👍 you climb the balloon platforms past the checkpoint, collect each bunch of bananas that spawns. This generates a puzzle piece.

Puzzle Piece #2

Soon after, you'll reach a trio of shielded owls. Bounce atop them to collect the three banana medals and earn a puzzle pi♍ece.

Letter O

This appears when riding the balloon upwards. Simply jump to it before hopping into the nಌearby barrel cannon.

Puzzle Piece #3

Ther🌳e's a well-hidden barrel in the balloons above the next chec♈kpoint. Leap from the nearby vine and use Dixie's twirl to reach it, and you'll discover a bonus room. Collect the bananas here before time runs out to earn a puzzle piece.

Puzzle Piece #4

Soon after, you'll see the next puzzle piece under a platform. To get it, jump to the next mov♍ing platform--it will sink under your weight. Duck under the propellers to safely grab the piece.

Letter N

This app♒ears atop another platform soon after. Use Dixie's twirl to reach it.

Letter G

The fourth KONG letter can be found during the segment with all the moving balloons. You'll have to bounce off of a balloon, then off 𝔍of a flying penguin to reach 👍it.

Puzzle Piece #5

Bounce past the level exit to find another bonus room. Collect the bananas within the time limit once again for a final pu༺zzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

2-6: Wing Ding 

Puzzle Piece #1

𒊎When you enter the first building, bust through the door ✅on the lower level. Slam through the trap door on the other side to reveal a hidden tunnel containing a puzzle piece.

Letter K

This is fou⛎nd at the end of the first vine section. Lea🔯p from the final vine to grab it.

Puzzle Piece #2

Just after the checkpoint is a fish-firing enemy. Useꩵ this ammo to bounce to the rickety platform above. From here, you can jump to a bonus room barrel. Collect all the bananas before time runs out to earn a second puzzle piece.

Letter O

During th♌e second vine section, you'll approach an owl with the KONG letter on its head. Time your release to bounce off him and return safely to the vine.

Puzzle Piece #3

Before hopping to the third vine section, look to the bottom of the screen for a hard-to-spot platform. Drop down there to find a bonus room. Collect📖 the bananas inside🌠 before time expires to earn a puzzle piece.

Letter N

During the third vine section, this appea🐎rs on a lower vine. Carefully drop down to grab it.

Puzzle Piece #4

After passing the next checkpoint, move ahead then double back to jump to this ledge. Up here is a barrel cannon that blasts ꦚyou intꦿo a hidden tunnel. Quickly grab the puzzle piece and get back up--the ground here collapses!

Puzzle Piece #5

In the final area, the tower starts collapsing. Move to the ledge abov💎e the fish-firing penguin to find a trap door. Slam thr🔯ough to find a hidden area where the puzzle piece waits.

Letter G

Make your way to the upper right corner (directly 🍸above the trap door) to find the last KONG letter above a rickety platform.

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2-K: Bopopolis 

This level unlocks once you've collected every KONG letter in Autumn Heights.

Puzzle Piece #1

Near the level start is a cluster of owls and꧃ bananas. Collect all the fruit to ✃spawn a puzzle piece.

Puzzle Piece #2

The next puzzle piece is very tricky to obtain. You'll have to quickly roll of the edge to grab it before it vanishes, then use 🌺your jump to bo൲unce to safety. Alternatively, you can spend a life just leaping into the pit for it.

Puzzle Piece #3

When you land on this pillar near the big owl, pause a moment. To get the puzzle piece under the next ꩵplatform, you must roll fo൩rward and jump as the pillar you're standing one collapses forward. Alternatively, you can sacrifice another life for it.

Puzzle Piece #4

When you reach this trail of flames and owls, wait just a second longer to jump. An owl will rise fr🦂om below carrying the next puzzle piece.

Puzzle Piece #5

When you reach this barrel cannon by the spinning wheel, quickly launch yourself upwards and get ready--the puzzle piece will appear very quickly, and only once. Drop down when it appears and use your bounces to ge♍t back to safety.

Jump to Section: 

Bright Savannah

3-1: Grassland Groove 

Puzzle Piece #1

When you reach this pair of trees, use the branches to reach the upper left platform. Grab the banana here to summon a 𝔍winged banana. Grab the bananas it trails before they vanish to earn a puzzle piece.

Letter K

When you see the KONG letter above, r𒐪oll through the grass patch beneath it to summon platform. Now you can reach it.

Puzzle Piece #2

When you reach the helmeted penguin in front of this tree, roll through him and the grass to reveal a ring. Yank it to pull up a puzzle pie♉ce.

Puzzle Piece #3

When you reach the rolling cogs and hanging gra🍃ss, jump up and climb left. There's a plant up here you🥀 can slam to reveal a puzzle piece.

Puzzle Piece #4

Just after the last piece, you can spot this swooping chicken below. Drop into the cannon barrel❀ he's guarding to be launched into a cliff face, revealing a puzzle piece.

Puzzle Piece #5

When you reach the checkpoint, make a long jump to your left to find a patch ofꦓ grass. Roll through it for another puzzle piece.

Letter O

As you cross the giraffe necks, banana med🐟als and a KONG letter will pop up. Time your jumps to grab these goodies.

Puzzle Piece #6

Stay on the final giraffe neck and sh♎immy up and down to collect the bananas in its range. This generates another puzzle piece.

Puzzle Piece #7

After launching to the next area, scale the branches to this top one where a cog ro♛lls about. Gather the banana bunches here to spawn another puzzle piece.

Letter N

Before leaving the branches, look the next KONG letter on a pl🍸atform ahead.🉐 Get a nice long jump off the branches to reach it.

Puzzle Piece #8

On the very next platform, roll through the brown hanging grass to summon a giraffe neck--climb it to reach a bonus barrel. Collect the bananas inside before🎀 time expires for a puzzle piece.

Letter G

You'll spot the final KONG letter when crossing the giant serpent. Bounce from the owl's head when the serpents are lowered to safe🍨ly grab it.

Puzzle Piece #9

As you cross the second serpeꦑnt, a winged banana will fly into view. Collect iℱts trailing bananas before they vanish for the final puzzle piece.

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3-2: Baobab Bonanza 

Puzzle Piece #1

When you r🗹each two banana rings near the waterfalls, lean the flo🤪wer and jump to collect them all. You'll get a puzzle piece for it.

Letter K

You can spot the first KONG letter right after꧒. Bounce off the🦄 walrus enemy to reach it.

Puzzle Piece #2

When you yank the ring to summon more plants, st♓un and pick up the helmeted penguin. Takeꦇ him to the target to your upper right and throw him through to reveal a bonus room. Inside, collect the bananas before time expires to earn a puzzle piece.

Letter O

The next KONG letter is just past the ch💖eckpoint. Drop down when the spiky fruit is clear to grab it.

Puzzle Piece #3

Immediately after the letter is a ring. Yank it up to discover some bananas. Grab the🐎m before they disappear to earn a puzzle piece.

Puzzle Piece #4

After picking up Dixie💫 from the ba🎐rrel, use her twirl to reach the spot where the spiky fruit you just past was rolling from. There's a puzzle piece up here.

Letter N

This one's tricky. You'll have to bounce off the fire owl when he's not lit to safely acqui🔯re it.

Puzzle Piece #5

When you reach the trio of waterfalls, p✨ause a moment. Bananas 🍸will start coming down the falls. Collect them all for a puzzle piece.

Puzzle Piece #6

There's a plant by the next scaffolding. Slam it to spawn some bananas--collect these before they vanis💧h for a puzzle piece.

Letter G

This is found when running from the giant fruit. When you leap to the hanging grass, let yourse🦩lf fall low enough to grab this before climbing up.

Puzzle Piece #7

This one's tricky, and requires Trixie. While running from the giant fruit, you must grab every banana bunch and banana medal. If you do this, a puzzle p♊iece will appear just as the level wraps up.

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3-3: Frantic Fields  

Puzzle Piece #1

After acquiring Rambi, backtrack to the boardwalk you just leapt from. Bust through the Rambi block here to disco🎃ver a bonus room. Collect the bananas inside before time expires to earn a puzzle piece.

Puzzle Piece #2

Past the next tree is another Ramꦦbi block. Bust🥃 through to find a hidden puzzle piece.

Letter K

Directly above🍨 is a penguin enemy you can use to reach a﷽ KONG letter.

Letter O

As you cross the next section 💟of platfor🎐ms, leap up to collect another KONG letter.

Puzzle Piece #3

On the very next hill is a rꦕing. Yank it up to unearth a puzzle piece.

Letter N

Wh🐽en you reach the windy flag section, keep an eye out for this as it flies by. This is your only chance to grab it.

Puzzle Piece #4

When you reach thဣe nꦯext checkpoint, look left to spot a puzzle piece on a small, distant ledge. Use Rambi's charge jump to reach it.

Puzzle Piece #5

When crossing the broken bridges, a bonus barrel will quickly fly by--hit it to reach a bonus room. There, collect all the bananas before time runs out for a final puzꦏzle piece.

Letter G

If you hold onto Rambi until the final platform of this🎶 section, you can cross the thorns to grab the final KONG letter𓆉. Alternatively, you can dip down and use Dixie's twirl to return to safety.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-4: Scorch 'N' Torch 

Puzzle Piece #1

When you re𒁃ach the trio of fires, use the water balloons to put them out. Roll through the grass here to unearth a puzzle pie꧋ce.

Letter K

When you see the first KONG🌠 letter above, q💞uickly use the nearby tree branches to reach it before they burn up.

Puzzle Piece #2

Just before the checkpoint is a sinkin🧸g tall tree. As it falls, leap up its branches and grab each banana to generate ꦅa puzzle piece.

Puzzle Piece #3

Further ahead is a burning bush atop a trap door. Douse it with a water balloon, then slam through to reach a bonus room. Collect the bananas in time for a 🗹puzzle piece.

Puzzle Piece #4

When you see this ring atop hot coals, be ready to move quickly🧸. Yank it out and move away bef💛ore being burned to grab the puzzle piece that appears.

Letter O

Im💦mediately after is a burning vine. Douse it with a water balloon, then climb on to ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚreach the letter above.

Letter N

The next KONG letter comes quickly after. While the trees, sink ride the branches until the last⛄ second to grab it before jumping to safety.

Puzzle Piece #5

On the top branch of the very next tree is a puzzle piece. Keep scalin🤡g the branches to grab it.

Letter G

The final KONG letter floats in the middle of some falling fireballs. Time your run to dash through and jump to it in between 𒐪intervals of fireballs.

Puzzle Piece #6

Immediately af꧅ter the fireballs, grab a water balloon and hop back over the stump. Douse the flames here to enter a bonus room. Collect the bananas within the time limit to earn a puzzle piece.

Puzzle Piece #7

Skip the level exit 🤡and head to the patch of grass to the right. Roll through it to reveal a puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-5: Twilight Terror 

Puzzle Piece #1

Before ta🃏king off in the rocket barrel, dive into the water. Swim down𒊎 and to the left to find a bonus room. Collect the bananas inside before time expires to earn a puzzle piece.

Letter K

The KONG letter appears during the first string🦩 of bananas.

Puzzle Piece #2

You'ღll next approach a string of bananas and banana medals. Collect them all to spawn a puzzle pi✨ece.

Letter O

When a fish with a banana bꦿubble pops up, stay low. Fly under the next rock a✱rch to grab this.

Puzzle Piece #3

After the giant fi༺sh shoots up some banana medalꦺ bubbles, stay low again. There's a puzzle piece under the next arch.

Puzzle Piece #4

When yཧou pass by the fish nets, keep an eye for this high one. Zip up and over it to grab the pu🀅zzle piece.

Letter N

Almost immediately after, you can grab a KONG🐭 letter atop another fish net.

Letter G

After the next checkpoint, some fish will shove bubbles in🧔to the air. The last one contains the fourth KONG letter.

Puzzle Piece #5

Before leaving 𒈔the level, dive into the water and swim down to find a clam shell against the rocks. Slam into it to earn the final puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-A: Rickety Rafters 

To access this level, you must find the second secret exit (there are two) in 3-5: Twilight Terror. First, you must take Dixie all the way to the end of the level. Then, instead of using the exit barrel, dive down into the water. S♊wim down and to the right to find a portal shooting out a current. Use Dixie's twirl to swim through and reach the secret exit beyond.

Puzzle Piece #1

When you reach the owl, take him out and drop to the platform below. Slam through the trap door here to enter a bonus room. Collect all the bananas within the time limit to earn a puzz🔯le piece.

Letter K

Right after🍌, you'll have to bounce off the flying chicken to grab ꦕthis KONG letter.

Puzzle Piece #2

Proceed to these two vines. Pulling the second one opens a trap door below. Drop through into a bar𒀰rel cannon to be launched into another puzzle 🦄piece.

Letter O

Just after, you'll have to bounce off the owl's head to grab another KONG lette𒊎r.

Puzzle Piece #3

When you reach some hanging grass, grab on and climb to the left. Up here, you can grab a hidden vine that opens a secret room🌄 containi🍰ng a puzzle piece.

Letter N

Right after, time your shot out of the barrel cannon to bounce off the chicken and grab the floating 🍸KONG letter.

Puzzle Piece #4

When you reach this barr💝el cannon by a large tree, pause a moment. See that really well hဣidden vine in the treetop? Hold the grab button when you leave the cannon to grab hold of it and spin the tree around, revealing a tricky puzzle piece.

Letter G

When you pass the two columns of flames, quickly climb up the vine and jump to the upper platform. From here, you 🗹can reach the last KONG letter. Alternatively, you can take a hit and ride the top platform right through th🧜e flames.

Puzzle Piece #5

Before taking the ba🍸rrel cannon out of this section, roll through the grass in the lower area to unearth a puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-B: Bramble Scramble 

To access this level, you must find the first secret exit (there are two) in 3-5: Twilight Terror. When ꦚyou approach the first building, fly up to the portal in the open attic. Here, you must use Dixie's twirl or Cranky's cane to reach the secret exit barrel.

Puzzle Piece #1

When you jump onto the first vine platform, another one appears to your left. Jump 💜to this, then to another platf꧑orm to reach a ledge with a plant you can slam for a puzzle piece.

Letter K

You'll spot this ꦏone no problem. Bounce off the plant when it𓂃s mouth is closed to grab it.

Puzzle Piece #2

Just after the KONG letter is this plant. Grab the banana bunch, and a string of bananas will appear. Grab them to generate♕ a puzzl🍬e piece.

Puzzle Piece #3

Before jumping into the ba🐻rrel cannon, look left for a vine hidden in the treetop. Pull it to activate a new barrel cannon that launches you into the background. Use the hanging grass here to collect the bananas and avoid the wheel-riding rats, and you'll ear🤡n a puzzle piece.

Puzzle Piece #4

When you cross the leaves after the first checkpoint, bounce off the second owl to reach a hಌidden ledge which leads to a bonus room. In here, you must collect every banana before time expires to earn a puzzle piece.

Letter O

This appears atop anotꦕher snapping plant. Leap to it when its mouth is safely closed, then leap to the platform above for safety.

Puzzle Piece #5

Before returning to solid grounওd, ♐stop at this plant. See that lone banana? Drop down over it to land in an unseen barrel cannon which blasts you into a tricky puzzle piece.

Puzzle Piece #6

When you drop int💮o an area with fie🐼ry porcupines, move left--the brush will clear and reveal a hidden plant. Slam it and collect the bananas it spits out before they disappear to earn a puzzle piece.

Puzzle Piece #7

When you pass the platform that moves up into spikes, jump to the upper right section of those spikes. The brush clears here too, revealing a bonus room. ♕Collect the bananas before time runs out to earn a puzzle piece.

Letter N

Immediately after 𝔍is a character barrel. Use it to s𒉰ummon Cranky, then use his cane to bounce on the brush and grab the KONG letter below.

Letter G

You'll next spot this letter between two owls. To get it, use a light bounce--do not gain extra air by ju🔯mping!--to the smaller owl. This will get you the letter, and another small bounce will get you to the next plant.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-6: Cannon Canyon 

Puzzle Piece #1

Ri🐭ght at the level start, bounce off the penguin onto this upper ledge. Enter the bonus room up here, and collect the bananas within the time limit to earn a puzzle piece.

Letter K

You'll easily spot the first KONG letter. With a well timed jump, you can leap over the eওxp♔losive bundle here and grab it.

Puzzle Piece #2

Pause when you reach the double ropes--the 👍puzzle piece will descend on the right side in a moment. Time your shot to grab it.

Letter O

This i♛sn't even a challenge. When you see the KONG letter, simply jump up to the platforms and grab it.

Puzzle Piece #3

Now carefully drop onto the enemy carrying the watermelon bomb below. After knocking him out, quickly grab the bomb and move left. Place it by the target to have it explode and reveal another bonus room. Once aܫgain, collect the bananas in꧋ time for a puzzle piece prize.

Puzzle Piece #4

Finally, slam the trap door by where the watermelon bomb guy was patrolling. 🧔Yep, that's three collectibles in one sm꧟all area!

Letter N

As soon as you lan𓄧d in the river cannon, fire yourself forward. This is the only🧸 way to catch the KONG letter the fish up ahead is carrying.

Letter G

The timing on the final KONG letter is tricky.♌ You have to fire just after the explo𒀰sives before it passes.

Puzzle Piece #5

Before exitin༒g, drop off the left side of the final platform where the lone banana is floating. This drops you to an unseen barrel cannon that launches you into the final puzzle pie♚ce.

澳洲幸运5开奖号码历史查询:Back to list of levels

3-K: Precarious Pendulums 

This level unlocks once you've collected every KONG letter in Bright Savannah.

Puzzle Piece #1

When you reach the second purple ornament, slam it to summon some bananas. Grab them before they disappear to ea🌞rn a puzzle piece.

Puzzle Piece #2

At the second moving barrel cannon🌜, wait for the cannon to align left. Fire off to grab a ꧙previously unseen puzzle piece.

Puzzle Piece #3

The third puzzle piece is tricky to grab. You must leap straight up fro🧜m the sinking platform to grab it when it passes overhead.

Puzzle Piece #4

To get this, you'll have to execute a big, well🙈 timed rollinℱg jump off the pendulum to the piece's left.

Puzzle Piece #5

Your best bet to grab the final puzzle🌼 piece is to just sacrifice a hit when the spiked end of the pendulum creates a plat🔥form under the piece. Alternatively, you can bring Cranky along for the whole level and use his cane to safely grab the piece.

Jump to Section: 

Sea Breeze Cove

4-1: Deep Keep 

Puzzle Piece #1

Swim to the far right of the first body of water. Swim under the rock and up under the pier to reach๊ the chest here. Slam it to summon bananas, then grab them before they disappear to earn a puzzle piece.

Letter K

Now swim straight down from the chest to find a KONG letter guarded by two fish. Slam through them to grab your p✱rize.

Puzzle Piece #2

In the upper right corner of the next area is a sunken ship. Swim into it, and it w🉐ill disperse, revealing a puz🎉zle piece.

Letter O

The next KONG letter is tricky. You'll have to time your stroke just right to grab it away from the 🃏rotating blade.

Puzzle Piece #3

Just beyond is a larger spin🎀ning blade--note the cracked wall to its lower right. Slam through this to enter a bonus room. Collect every banana before time runs out to earn another puzzle piece.

Puzzle Piece #4

After slamming thrꦉough the cracked block, slam into the cracked panel beneath it. This reveals a hidden🔯 chamber containing a puzzle piece.

Puzzle Piece #5

When you swim through this chamber with the bobbing roof piece, take note. In a short while, you'll activate three lights to open the path forward. When you do, return here, and this bobbing piece will have sunk, revealing a secretꦰ passage. The puzzle piece is up there. Note: This passage is also the level's secret exit.

Letter N

This KONG letter is surrounded by some fish just afte꧟r the next checkpoinꦜt. Slam through them to grab it.

Puzzle Piece #6

When you reach the massive blade machine, swim to the bottom of the room. Slam th♏rough the cracked blocks here to reach a hidden grotto. Collect the bananas in here while avoidin𝔍g the electric eel to generate a puzzle piece.

Letter G

In the fina𓆏l water jet tunnel, keep an eye out for this last♕ KONG letter. You'll have to grab it as you fly past in the current. Alternatively, Dixie's twirl can help you backtrack to it.

Puzzle Piece #7

Before leaving the level, smash into the cracked block at the bottom of the room. This leads to last-minute bonus room. Collect the bananas inside before time expires f🐓or a final puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

4-A: Rockin' Relics 

To access this level, you must find the secret exit in 4-1: Deep Keep. To do so, swim to the area shown with the bobbing roof piece, and take note. In a short while, y🧔ou'll activate three lights to open the path forward. When you do, return here, and this bobbing piece will have sunk, revealing a passage to the secret exit. You'll need Dixie's twirls to make it there, ༒though.

Puzzle Piece #1

After theꦇ first spiky ball is a trap door. Slam through it to reach a bonus room. Collect every banana inside before time expires to earn a puzzle piece.

Letter K

The first KONG letter is under a platform in the second body of water. Dive in, then use a d❀olphin jump to grab it.

Puzzle Piece #2

When you swim under the first building, you'll approach a current generator that creates whirlpools. Grab the ba💧nanas around it to generate something of your own--a puzzle piece.

Puzzle Piece #3

Immediately past the checkpoint is a bouncing 🃏boat. Grab the bananas on deck to spawn puzzle piece.

Puzzle Piece #4

When your reach the body of water with the spiky balls and hanging grass, dive i🤪n. Swim down to discover a cracked bl𒐪ock--slam through to find a hidden area. Collect the bananas here for a puzzle piece.

Letter O

Directly above is the next KONG letter. To get it, you'll have to carefully run along the bouncing p🔯lanks when the balls are in 🐲the air. Alternatively, you can try to drop down onto the letter from above.

Puzzle Piece #5

I🐭mmediately after, dive into the next body of water. Under the leftmost dock is a well hidden bonus barrel some metal deb𓂃ris. Use it to reach a bonus room--collect the bananas there within the time limit to earn a puzzle piece.

Puzzle Piece #6

Under the next flooded building is another whirlpool generator. Grab the bananas aro🔯und it while avoiding the spiked enemies to spawn another puzzle piece.

Letter N

After the checkpoint is another bouncing boat. Time your bounce to grab the KONG🎃 letter out of the air and avoid the flames.

Puzzle Piece #7

Immediately after the boat are to seesawing planks. Grab the bunch of ba🦄nanas on the first one to spawn cont🔯inuing strings of bananas. Collect all these before they disappear to earn a puzzle piece.

Puzzle Piece #8

💫After the trio of bouncing spiky balls, you'll approach this barrel cannon. Ignore it and dive into the water to find a puzzle piece in some sea grass.

Letter G

The final KONG letter appears en route to the level exit. When you see it in the string of bananas, time your shot to avoid the spiky bal💎ls▨ and grab it.

Puzzle Piece #9

At the 🌠level exit, time your shot to fire over the barrel into the opposite cannon. This will then fire you under the𝓀 level exit, into a previously unseen puzzle piece.

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4-B: Shoal Atoll 

To access this level, you must find the secret exit in 4-A: Rockin' Relics. To get there, proceed until you reach the trio of bouncing spiky balls. You'll have to use Cranky's cane to bounce up them 💟and reach that vine above. That will give you access to the portal and the level's secret exit.

Puzzle Piece #1

The bridge at the s𒉰tart collapses, but if you move fast enough and jump far enough, you can actually get to the ledge on the other side. Slam the ch🥂est here to spawn some bananas, then grab them before they disappear for a puzzle piece.

Letter K

Bounce on the penguin✅s at the level's start to grab 💝this.

Letter O

When the path splits, tak𝐆e the upper path to find this.

Puzzle Piece #2

In the room where you acquire the red key, swim to the upper left corner to find a bonus room. 🅰In here, you must grab the bananas before time runs out to earn aܫ puzzle piece.

Puzzle Piece #3

In the room with the yellow chest, look for this wooden chest in the bottom left. Slam it to reveal𓂃 a puzzle piece.

Letter N

In the room with the green chest is an electric eel. Take him outꦰ and grab the KONG letter he was guarding.

Puzzle Piece #4

Collect every banana on your wౠay down to the blue chest𒐪 to earn this.

Letter G

You can grab this in the current tunnel after opening the b𒈔ig door.

Puzzle Piece #5

Slam the treasure chest on the other side of the level exit to re🐈vealไ the final puzzle piece.

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4-2: High Tide Ride 

Puzzle Piece #1

It's hard to see, but there's a bonus barr꧒el right under the first platform of the level. Ro🍸ll into it to reach a bonus room. Once there, collect all the bananas before time expires to earn a puzzle piece.

Letter K

When the path forks, take the upper rail. From here🌊, you can leap off and grab the first KONG letter.

Puzzle Piece #2

After the first pair of sharks, there's a puzzle ⭕piece beyond a short gate. A quick hop over th😼e gate will let you grab it, and a second jump will get you back onto the main rail.

Puzzle Piece #3

When you reach the trio🐼 of rails, collect the three strings of bananas that appear. This will generate a puzzle piece along♔ the tracks.

Letter O

When the path becomes two rails, hop to the left one. From here, you can ꩲjump the gap and grab the next ♊KONG letter.

Puzzle Piece #4

More strings of bana🀅nas will appear during the section with the wooden palettes. Collect them all to again generate a puzzle piece on the rail.

Puzzle Piece #5

As the puzzle pieces along the track approaches, a wall will lower into place, blocking it off from you. Stay on your current track! The wall will lower at the last second--a short🌸 hop will get you over the gap and at the piece.

Letter N

This one's hard to miss. Just leap over the flames to💟 grab it.

Letter G

🔜When crossing the multiple tracks, keep an eye on the second from the left. That's where the last KONG letter appears.

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4-3: Amiss Abyss 

Letter K

When you first dive into t♌he water, disperse the fish near the planks--their glow will make the stingers to your upper left retract. This allows you to grab the KONG letter they were protecting.

Puzzle Piece #1

When you pass the multiple puffer fish, look for♎ a section above blocked off by planks. Bust through and grab the circle of bananas here for a puzzle piece.

Puzzle Piece #2

Right after the checkpo♏int are some ledges. Stun the nearby helmeted penguin, then carry him up there. Toss him to bust through the target and find a bonus room. Collect the bananas here within the time limit to earn a puzzle piece.

Letter O

Just after is the s💜econd KONG letter. Use the springboard to reach it.

Puzzle Piece #3

As you dive, you'll find some jellyfish circling a spiky bit of rock. Navigate around them to grab a puzzle piece in the upper r﷽ight corneꦯr.

Puzzle Piece #4

You'll 🗹soon find a circle of jellyfish around a circle of bananas. Collect the fruit to earn a puzzle piece.

Letter N

To the upper right of the same jellyfish is th✤e next KONG letter.

Puzzle Piece #5

When you see these bananas at the surface, use dolphin jumps to grab them all. A puzzle p🍰iece appears when you do.

Puzzle Piece #6

At the next checkpoint is a hanging bag. In a moment you'll spot a helmeted 𒁏penguin. Stun and throw him into the bag to 𒁃release some bananas. Collect them before they disappear for a puzzle piece.

Puzzle Piece #7

Yo✃u'll spot the next puzzle piece as you slide down into the water. Use a dolphin jump to ge💦t it.

Puzzle Piece #8

When following the fish around the stinger-covered circles, head to the bottom of the second circle. You can actually enter here to discover a ring of bananas. Collect them for a puzzle p﷽iece.

Letter G

You can grab the final KONG letter wꦉhen swimming through the stiಞnger tunnel near the level's end.

Puzzle Piece #9

Before leaving t🍷he level, bust through the planks on the right side of the room to find a bonus room. Collect the bananas here before time runs out for a puzzle piece.

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4-4: Irate Eight 

Puzzle Piece #1

At the start of the level, climb the vine up instead of down to find a bonus room. Collect all the bananas inside before time expires to ear𒀰n a puzzle piece.

Puzzle Piece #2

When you reach the cluster of mines, trigger one, then back off. When the group detonates, they create a hole in the💟 block above. Swim there to find a secret alcove; grab the banana bunches for a puzzle piece.

Letter K

Just a▨fter, a pair of mines orbit the first KONG letter. Swim swiftly between them to grab it.

Puzzle Piece #3

When escaping from the octopus,🦩 ♛look for this cluster of spikes. The wall to the right will actually pull back if you swim there. Do so to find a puzzle piece beyond.

Letter O

When riding the barrel cannons, you'll spᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚot this along your trajectory. Fire when your current barrel is level with the letter to grab it.

Puzzle Piece #4

When the octopus pokes his tentacles through the sea wall, look for this pair of rotating ones. Swim into that lit alcove to reach a bonus r𓄧oom. Collect the bananas there before time runs out to win a puzzle piece.

Letter N

The third KONG letter is guarded by some puffer fish. Carefully swim between them tဣo grab it.

Letter G

The final KONG letter appears during the second octopus escape. Look for it on the right side of the screen, then quickly grab it b🦂efore the ink catches you.

Puzzle Piece #5

During the same escape, keep to the right side of the screen when the oct🦄opus throws multiple tentacles at you. This wall retracts too, reve🔯aling the final puzzle piece.

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4-5: Sea Stack Attack 

Letter K

When you cross the hanging gra🍬ss, you'll spot this between two fire owls. Drop between their attacks to grab it.

Puzzle Piece #1

Immediately🙈 after the hanging grass, use Dixie's twirl to reach a bonus room directly above where you just where. Collect the bananas here before time expires to win a puzzle piece prize.

Puzzle Piece #2

There's a ring i🐼n the sand just after the checkpoint. Pull it up when the spike paddle is stopped to discover a puzzle piece.

Letter O

When you see the next KONG letter near a sea stack, pause a moment. You need to let the stack sink, then jump at the last moment to grab itꦫ.

Puzzle Piece #3

Just beyond is a stack of crates atop a platform, and right after that is an enemy that tosses watermelon bombs. Grab one, then throw it atop the platform. I𝔍t will destroy the crate, revealing a puzzle piece.

Letter N

Whe♚n crossing the large section of sea stacks, you'll spot this above. 🦋Use the penguin or his fish arrows to bounce up to it.

Puzzle Piece #4

When you get in the alternating cannons, pass yourself back and ꧃forth to grab all the banana medals. This generates a puzzle piece in their place.

Puzzle Piece #5

After the next checkpoint is aཧ series of platforms. Use the archer penguin to bounce to this upper plank. From here, you can left into a bonus room. Collect the bananas inside before time runs out, and you'll get another puzzle piece.

Letter G

The final KONG letter is 🌠on the outer side of the very next spike paddle. You can gr💞ab it when the paddle is in its resting position.

Puzzle Piece #6

On the very next platform, use watermelon bombs to clear the large cꦜrates. There's ꦇa puzzle piece hiding inside one.

Puzzle Piece #7

To reach ౠthe exit, you have to slam through some crates. Go down the right side to uncover one last puzzle piece.

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4-6: Current Capers 

Puzzle Piece #1

There's a string of bananas along ꦰyour dive into the water. Grab them all for a puzzle piece.

Puzzle Piece #2

When you generate a whirlpool early on, spiky balls and bana꧋na medal bubbles will encircle you.ཧ Grab the medals for a puzzle piece.

Letter K

You'll easily spot the fi𝓰rst KONG letter guarded by a long stinger. Swim up when the sti𒁏nger moves to grab it.

Puzzle Piece #3

To the left of the꧟ checkpoint is a ledge. Use a long rolling jump to reach it, then use Dixie's twirl or Cranky's cane to get on the high platform over there. Slam the chest atop it for a puzzle piece.

Puzzle Piece #4

When swimming through the square currents, move into the centre cylinder in the second curܫrent. Grab the bananas inside for a puzzle piece.

Letter O

Pop into the little alcove i𒁏n the very next current for a KONG letter.

Puzzle Piece #5

Right after the next checkpoint is a trio of stingers. Swim into the alcove above the third to enter a bonus room. In here, you must collect every banana before time runs out🅠 to earn a puzzle piece.

Letter N

Immediately after is a grotto full of stingers.♓ Swim to the KONG letter when they're parted to ꦑsafely grab it.

Letter G

During the final section, carefully swim down to grab this off the row of spinning blades. Don't waste too much time 💫though--the blades slowly move together here.

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4-K: Spinning Spines 

Puzzle Piece #1

When you encounter this enemy, ta🐓ke him down by rolling when his weapon is raised. Beat him, then slam the purple ornament for a puzzle piece.

Puzzle Piece #2

When you sp♒ot this, wait for the bee to move toward you. Bounce off of him to sa🐬fely grab the piece.

Puzzle Piece #3

During the section where everything sinks🐽, you'll have to jump left across the moving platforms to grab this.

Puzzle Piece #4

You'll spot thi🐷s by a trio of owls shor🍌tly after. Get a good bounce off the last one to grab it.

Puzzle Piece #5

While the lava rises, you'll come to a barrel cannon that fires three directions. Quickly fire left to 𝓀grab the last puzzle pi🧸ece.

Jump to Section: 

Juicy Jungle

5-1: Harvest Hazards 

Puzzle Piece #1

Above the charact🌞er barrel is a blue plant. Slam it f🐼or a puzzle piece.

Letter K

Immediately beyond is the first KONG letter. Use go💯od bounces off the fruit to grab 𓃲it.

Puzzle Piece #2

Right after the letter is a set of harvesters. Wait by the rightmost one--⛦it alternates between extending a harvester and a bonus bar𓆏rel. Hop in to reach a bonus room, then collect the bananas in time for a puzzle piece.

Puzzle Piece #3

When you see this fruit-carrying🅠 enemy, note the rings of bananas above. Bounce off the fruit to grab the bananas and spawn a puzzle piece.

Letter O

When you spot the next KONG letter, let your platform roll off the rail. Jump as it falls to grab the ☂letter.

Puzzle Piece #4

You'🐼ll spot this barrel above you later on. Leap up the platforms to reach it, and you'll be taken to a bonus room. Collect the bananas before time runs out for another puzzle piece.

Letter N

You'll have to ride your platform across the whole row of temporary rails to 🐠reach the third KONG letter🍎.

Puzzle Piece #5

A puzzle hovers above the following checkpoint. Bust up the crate so that the fruit carrier has more room to move, then bounce off him to grab i🉐t.

Puzzle Piece #6

The n𒐪ext puzzle piece appears above a lift just after the checkpoint. Jump to it when your platform is at its peak.

Letter G

You'll spot the final KONG letter during so✱me scrolling platforms. Keep jumping in place close enough to grab it.

Puzzle Piece #7

Immediately after is this rotating drum. Gather ♛the string of ba🥃nanas it passes to spawn a puzzle piece.

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5-2: Reckless Ride 

Puzzle Piece #1

Turn left at the very start of the level to enter ꦬa bonus room. Collect every banana in time to win a puzzle piece.

Puzzle Piece #2

You'll approach a string of bananas by some large fruit. Collect tꦍhem all to spawn a puzzle piece.

Letter K

This is found undeꦺr an arch once the camera angle changes. Swing dow🐬n to grab it.

Puzzle Piece #3

Once the machine goes away, you'll be near a string𓆉 of bananas and some owls. C🌳ollect the bananas to generate a puzzle piece.

Letter O

The next KONG letter appears rඣight after the machine knocks over an arch. Swing down as the arch falls to grab it.

Puzzle Piece #4

When you see a fruit ring with a bunch of bananas, grab th🐈at bunch. This spawns more bananas and a puzzle piece.

Letter N

This appears between two crushers in the next section. Fl𝔍y up to grab it.

Letter G

After the machine spills three rounds of fruit, ♎it 💯will knock over a water tower. Quickly swing down to grab the KONG letter that appears inside it.

Puzzle Piece #5

At the level exit, a bonus barrel appears in the head of 𝄹the machine. Use Cranky's cane, Dixie's twirl, or a well timed rolling jump off the right platform to reach it and be sent to a bonus room. Collect the bananas in time for a final puzzle piece.

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5-3: Fruity Factory 

Puzzle Piece #1

Undꦺer the first plant enemy is a trap door. Slam through to find a puzzle piece in a hidden room.

Puzzle Piece #2

At the first conveyor belt, use a watermelon to get on the higher platform. From here, bounce off a penguin to the moving platforms carrying the watermelons. Make your way left to find a b🐻onus room. Collect the bananas there within the time limit to earn a puzzle piece.

Letter K

When you pass by the first KONG letter, jump to the higher conveyor belt. Bounce off the fire owl when ꦡhe's not lit to grab it.

Puzzle Piece #3

Jump atop the second drill, then jump left. The wall will move, revealing a♈ hid🙈den room with bananas and a puzzle piece.

Letter O

This appears over the second set of fruit blades. Get a good jump off the last platform to grab it before landing in the barrel cannon. Dixie's twirl mꦡakes this much eas🃏ier.

Letter N

When running from the vertical blade, quickly drop to theܫ first pendulum to grab the KONG letter under ൲the walkway.

Puzzle Piece #4

At the next checkpoint, cross the conveyor belts and circle back across the upper platforms. Take oꦉut the enemy, then slam the plant for a puzzle piece.

Letter G

When you see this, time your jumps across the movin🅰g stacks oಞf watermelons to grab it.

Puzzle Piece #5

During the final segment, chunks of fruit fly upwards. Keep an eye on the left side of the scree🍸n, then get a good jump to the puzzle piece when it appears.

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5-A: Beehive Brawl 

To access this level, you must find the secret exit in 5-3: Fruity Factory. To find it, proceed to the checkpoint by this trio of platforms. Get a nice rolling jump off the top platform to the right, and the wall will pull back, revealinᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚg a portal to the secret exit.

Puzzle Piece #1

To the left of the level start is a floor of spikes. Use Cranky's cane to hop across this and grab hold of a vine. This spawns some bananas--grab them before t🥂hey disappear for a puzzle piece.

Letter K

The first KONG letter appears atop one of the grass-covered beehives. Leap off the top to gra🧸b it.

Puzzle Piece #2

Leap to the hanging grass to the upper 🍌left of the very next beehive to find a bonus room entrance. Collect the bananas inside within the time limit for a puzzle piece.

Puzzle Piece #3

When you ride a swinging beehive to 𓃲some hanging grass, grab hold and move left. There's a puzzle piece nestled up here.

Letter O

You can't miss this one atop s𒉰ome spikes. Use Cranky's cane to grab it, or perform a well executed rolling jump to snatch it up.

Puzzle Piece #4

When you reach the next checkpoint, climb the hanging grass toꦚ the left to reach another bonus room. Collect the bananas in time for another puzzle piece.

Puzzle Piece #5

After riding the bees carrying grass, you'll be dropped off at this platform. Move forward to have the wall move, revealing a puzzle pi🍌ece.

Letter N

Th🌃is is hanging from some honey during the second bee ride. Time your descent to grab it out of the air.

Puzzle Piece #6

After ꦅthe next checkpoint is a series of swinging beehives. Work your way to the upper left to find a plant, them slam it to spawn some bananas. Collect them be💜fore they disappear to earn a puzzle piece.

Puzzle Piece #7

Now head for the bottom right. See that𝕴 ꦇcannon barrel by the tree? Leap to it, and the series of cannons will shoot you into another puzzle piece.

Letter G

Wh⛄ile riding the bouncing beehive, look for this final KONG letter. As 💙the beehive sinks down the honey, jump off at the last second to grab it.

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5-4: Panicky Paddles 

Puzzle Piece #1

When you return to dry land, use Dixie's tw🧸irl to reach this chest on a trap door. Slam it to reveal a winged banana, then collect the bananas he trails for a puzzle piece.

Letter K

You'll spot this under some moving trap🌸 doors. Time your slam t🍃o drop onto it safely.

Puzzle Piece #2

Now dive into the water below. Grab the strings of bananas while avoiding the ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚshark to earn a p🔯uzzle piece.

Puzzle Piece #3

In the next area are spikes bouncing on tr๊ap doors. Slam through to the lowest one to enter a bonus room. Collect the bananas before time runs out for another puzzle piece.

Puzzle Piece #4

At your next opportunity, dive into t🍌he water. Swim left through the tunnel to find a puzzle piece down here.

Letter O

This KONG letter can be a bit tricky to grab. When you ꧒seღe it, you'll have to grab it off the trap door before another spike ball tumbles down.

Puzzle Piece #5

When you reach the part where you have to get a watermelon bomb over trap doors to a target, di♚ve in𓂃to the water. Swim down and collect the bananas to reveal the puzzle piece.

Puzzle Piece #6

When you reach this watermelon bomb-tossing enemy, stand on the trap door. When he throws the bomb there, slam🌺 through to drop it below, then use it to bust through the target and into another bonus room. Collect the bananas in time for another puzzle piece.

Puzzle Piece #7

Immediately after, dive intℱo the next body of water. Swim down to grab the puzzle piece guarded by a shark.

Puzzle Piece #8

Pay attention when moving throu⛦gh the barrel cannons--this vertical row of paddles holds ♛a puzzle piece. Fire when it's exposed to snatch it out of the air.

Puzzle Piece #9

When swimming against the current containing spiky b🍷alls, swim down into this brick wall. It will move away, revealing the final puzzle piece.

Letter N

After clearing the current, dou💎ble back across the top🐼 part to grab the KONG letter you passed.

Letter G

The final KONG letter is the biggest pain. You'll have to drop through, then recover with Dixie's t♛wirl to grab it.

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5-B: Jammin' Jams 

To access this level, you must find the secret exit in 5-4: Panicky Paddles. When you reach the final body of water, dive in. Swim down anಌd use Dixie's twirl to beat the current and reach a portal to the secret exit.

Puzzle Piece #1

After the first set of barrel cannons is 🌞a fruit-carrying baddie. Use him to bounce and grab the circling bananas for a puzzle pie🥂ce.

Letter K

When you spot this, hop up and bounce off th𓆉e helmeted penguin or the archer's fish arrows to reach i🦩t.

Puzzle Piece #2

Now bounce to the platform on the left. From here, you can jump to some hanging grass on the si🎉de of the crusher. This leads to a bonus room--collect the bananas in time for another puzzle piece.

Letter O

This is easy to spot, but tricky to grab. The best strategy is to wait for the spiky balls to clear, dip down, then use 🦩Dixie's twirl to return to the platf▨orm above.

Letter N

During the next series of cannons, time your shot to꧃ grab this KONG lette🧜r above.

Puzzle Piece #3

When you reach the long vine, climb up instead of down. Jump into the alcove on the right to enter a bonus room. Once again, collect the bananas before time runs out for another puzzle p♏iece.

Puzzle Piece #4

After crossing the shifting platforms and hanging grass, bounce off the fruit-carrier and double back. Leap to the left p๊latform withဣ the plant, then slam it for a puzzle piece.

Puzzle Piece #5

Uܫnder the final trio of crushers 𝓰is a ring. Quickly pull it up while they're retracted to receive a watermelon bomb. Throw it at the cracked crusher you just passed to reveal the final puzzle piece.

Letter G

During the final ca༒nnon sequence, you'll have to time𓆉 your shot just right to grab the last KONG letter.

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5-5: Jelly Jamboree 

Puzzle Piece #1

At the very start of the level, roll 🎶left into the jelly cube to free a puzzle piece.

Puzzle Piece #2

Bounce along until you spot this hanging grass. Climb and sla🌄m the plant up th🤪ere for another puzzle piece.

Letter K

Time your shot out of the first can♓non to grab this KONG letter.

Letter O

Blue jelly cubes work like swit🌊ches. Hit this one to get the higher of the tw𝓡o pink jelly cubes, then use it to bounce to the KONG letter.

Puzzle Piece #3

Just beyond is a big owl. Pound him three times, then drop to the hard-to-spot cannon beneath him. ✨This takes you to a bonus room--collect the bananas before time expires to earn another puzzle piece.

Letter N

Bounce left of the next checkpoin✨t to grab this KONG letter.

Puzzle Piece #4

You'll soon approach 🍰two blue jelly cubes. Use the first to activate the second, then use the second to get a green cube set up (green bounces you higher). Now use the green cube to reach the puzzle piece high up on this platform🔯.

Puzzle Piece #5

As you bounce along the cubes at the next checkpoint, two groups of bananas appear. Grab them all to spawn a puzzleও piece.

Letter G

After swinging from a vine, you'll land on some green cubes. Bounce on the right to pop the final KONG letter ou🥀t of the left.

Puzzle Piece #6

Immediately after is a helmeted penguin. Stun him, pick him up, then hop to the jelly cubes. Chuck him into the ha🐼nging bag here for another puzzle piece.

Puzzle Piece #7

When you bounce to this platform, sl🌊am to make the plant underneath spit out the final puzzle piece.

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5-6: Frosty Fruits 

Puzzle Piece #1

When you spot these two littl💟e ice cubes, slam through to ent꧋er a bonus room. Collect the bananas in here before time runs out two win a puzzle piece.

Letter K

This one's not hard to get. When you see it above🐽, use the bouncy pads nꦺearby to reach the top of the ice block.

Puzzle Piece #2

By the checkpoint is an ice cube. Slam through, then yank up the ring it was blocking. This summons a winged banana--collect the banana꧑s it trails to earn another puzzle piece.

Letter O

When you spot this one, you'll have to jump from the popsicle you'ಌre on at the last moment to grab it.

Puzzle Piece #3

After pulling the vine to activate a popsicle platform, pause a moment. Instead of jumpi♍ng off, roll into the little alcove underneath the following platform to find a secret tunnel containi💛ng a puzzle piece.

Letter N

This one's not too tricky to get. When you spot it, use your jump to reach it. This saves you an extra bounce of t💃he big owl when waiting for the next platform to drop into place.

Puzzle Piece #4

When you see this, simply jump through the brick wall towards the lone banana. This drops you in a barrel cannon, where you can time⛄ your shot to grab the puzzle piece.

Letter G

ꦚYou'lܫl spot this while sliding along the ice. Jump when the drills are retracted to safely grab it.

Puzzle Piece #5

At the final stack of cubes, roll under the level exit and jump to reach a hard-to-spot platform. Here, you canꦫ drop to the final puzzle piece when the drills retract.

澳洲幸运5开奖号码历史查询:Back to list of levels

5-K: Platform Problems 

Puzzle Piece #1

When you approach this string of bananas, grab them all to generate a🔜 puzzle piece.

Puzzle Piece #2

N🥀ote the wall to the upper left of these platforms. Looks a little suspicious, eh? From the vertical platform, get a good rolling jump to that wall--it will pull back, revealing a puzzle piece.

Puzzle Piece #3

This is found at the wall of 𒉰quick platforms. Jump from the upperꦑ left one to grab this from its alcove.

Puzzle Piece #4

While ridi♋ng the platform past the trio of owls, hop off and use them to reach this puzzle piece.

Puzzle Piece #5

When you see medals above a🗹 trio of owls, bounce off them to ꦰgrab the medals. Get all three, and a final puzzle piece appears.

Jump to Section: 

Donkey Kong Island

6-1: Homecoming Hijinks 

Puzzle Piece #1

After the first series of cannons, jump left off the dock to a hidꦰden bonus barrel. When it takes you to the bonus room, col♕lect the bananas before time expires to earn a puzzle piece.

Letter K

The first KONG letter is just past the checkpoint. Get a rolling jump to the owl, then b🦹ounce off him to grab it.

Puzzle Piece #2

After dashing through the spike tunnel, climb down on this hanging grass. Grab the puzzle piece down here, then qui𝕴ckly climb back up before the grass fallsꦚ.

Letter O

When you see this under the owl, take him out, then drop into the letter and the barrel cannon below to r🐭eturꦿn to safety.

Puzzle Piece #3

After the ne꧟xt checkpoint, use this tough enemy to bounce up to ♔the hanging grass above. Follow it to a chest you can slam for a puzzle piece.

Letter N

After your next cannon ride, quickly run along this icy plank before it drops, then leap ahead 🌌to the letter.

Puzzle Piece #4

As you climb the next section of icy grass, leap right into this 🥀wood panel. It will pull back, revealing a puzzle piece.

Letter G

The only real way to grab this is by using Dixie𒁏's twirl. Drop down, then recover to the small ledge o൩ver the flame.

Puzzle Piece #5

At the level's exit are two s🦩now platforms. Let one fall, and a barrel cannon appears with the last puzzle piece. Jump in to grab it and finish the stage.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-2: Seashore War 

Letter K

The first KONG letter is easy to♈ spot. Bounce off the penguin archer's ammo to reach it.

Puzzle Piece #1

You can raise the first boat by pulling the ring in the deck. Do so to reveal a puzzle piece, then slam through the trap doors to ge♉t it.

Puzzle Piece #2

Slam the very ne🍸xt plant you see to spawn a cannon barrel. This will take you to a🃏 bonus room--collect the bananas there within the time limit for another puzzle piece.

Letter O

When you spot this KONG letter circled by fla🍃mes, pull the nearby ring to raise the boat up to the letter. At max height, you can leap between the flames ღto grab it.

Puzzle Piece #3

Soon after, you'l💝l see circling bananas above an iceberg. Jump to collect these and spawn a puzzle pi🉐ece.

Letter N

When you see this, simply scramble up the vine to grab it while avoidꦛing the circling flame.

Puzzle Piece #4

ꦜShortly after is a tough enem💫y. Take him out with a watermelon bomb, then slam the cracked ice behind him to access a bonus room. Collect the bananas here within the time limit to earn a puzzle piece.

Letter G

Wh🌳en you see the final KONG letter, us𝓰e the ring at the front of the ship to raise it. Quickly grab the letter before the ship sinks again.

Puzzle Piece #5

After the next checkpoint, use the jumping enemy to bounce to this upper ledge. Slam the plant here for ꧟one more puz꧟zle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-3: Aqueduct Assault 

Puzzle Piece #1

When the first aqueduct slide off to the left, jump back across♉ its supports to the barrel that appears. This takes you to a bonus room--grab the bananas here before time expires for a puzzle piece.

Letter K

Immediately after, lꦍet this aqueduct slide away so you can drop through the KONG letter and into the cannon below.

Letter O

When you spot this, bounce o𒐪ff the owl to grab it.

Puzzle Piece #2

Shortly ♓after, you'll come to a ring of bananas. Use the penguin archer's ammo to collect them and spawn a puzzle piece.

Puzzle Piece #3

Proceed to the next helmeted penguin. Stun him, then take him back to the platform you just left. T🅘oss him through the target here to reveal a puzzle piece.

Puzzle Piece #4

After the checkpoint, you want to stay on the second ice sheet a bit past the cannon. When you do, you'll spot a second cannon and a puzzle piece you can leap to♐.

Letter N

When you spot this KONG lettꦡer, stay atop the ice block to grab it out of the꧋ air.

Puzzle Piece #5

There's a plant by🎐 the very same ice block. Slam it for the final puzzle piece.

Letter G

Move quickly along thꦦe final collapsꦆing aqueduct to grab this.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-4: Blurry Flurry 

Puzzle Piece #1

Proceed right, and y𓂃ank up꧒ the first ring you see for a puzzle piece.

Puzzle Piece #2

Now grab the character barrel and head back the way you came. Use the barrel to bust through the target and enter a bonus room. Collect the bananas inside before time expire𒅌s to earn another puzzle piece.

Puzzle Piece #3

There are two rings of bananas upon entering the ice tunnel. Steer low into the first, then high iཧnto the second to grab them all and earn a puzzle piece.

Letter K

Stay low 🦩going through the i💎ce tunnel to grab the first KONG letter.

Puzzle Piece #4

During your first big dip down is a string of bananas. Collect every one to spawn a puzzl💜e piece.

Letter O

The next KONG letter appears after🐠 a series of snowball cannons.

Puzzle Piece #5

When the ice parts for you the second time, a string ꧙of bananas appears. Collect th🐼ese to receive a puzzle piece.

Letter N

Immediately after, steer upwards to grab the next KONG letter above a snowꦺ mound.

Puzzle Piece #6

This one is really tough to get. In this se♌ction, snowballs, banana medals, and bananas will pop up. You have to grab all the medals and bananas t🍃o earn the puzzle piece.

Letter G

This is among a string of banaꦡnas in the next ice tunnel.

Puzzle Piece #7

Do a💎 rolling ⭕jump right past the level exit to find a trap door. Slam through to reach a bonus room. Collect the bananas inside before time runs out for a final puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-5: Forest Folly 

Puzzle Piece #1

Slam the first plant🧸 you see to spawn some bananas. Grab them before they disappℱear for a puzzle piece.

Letter K

Time your jump to grab this🧔 when the snowflakes are clܫear.

Letter O

When you 🌟grab onto the circle of grass, keep yourself in front to grab the KONG letter.

Puzzle Piece #2

On the very next springboard, slam when facing left to be launched into a barrel cannon. This takes you to a bonus room--gather the bananas before time expires for another p🎃uzzle p▨iece.

Puzzle Piece #3

When you reach this trio of vines, move back and forth across them to collect every banana. This gets you🌊 another puz🅺zle piece.

Letter N

When traversing this pair of springboards, slam off the second as soon as it clicks in place facing right. This🎀 will launch you into the KONG letter before it goes away.

Puzzle Piece #4

This appears during the barrel cannon segment. Wait un🤪til it aligns with the third cannon to fire and grab it out of the air.

Puzzle Piece #5

Take out the tough enemy pas☂t the next checkpoint by rolling into him when his weapon is raised. Then slam the bucket behind 💛him to release a winged banana. Grab the bananas it trails to earn a puzzle piece.

Letter G

The only way to grab t♍he final KONG letter is to use Dixie's twirl to slip und🍬er the platform and recover.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-6: Cliffside Slide 

Puzzle Piece #1

After clearing the first platform, roll into the right side of its base to fin🎐d a secret compartment holding a puzzle piece.

Letter K

Bounce off a penguin dur🥃ing the first avalanche to grab this KONG letter.

Puzzle Piece #2

Afte൲r the first checkpoint is a big enemy who sends ice fish along the floor. Use these to bounce up to him, take him out, then move left to reveal a s🐎ecret area. Pull the ring here for a puzzle piece.

Letter O

Immediately after is ano꧒ther of the same enemy. Use his fish to bounce up to𒀰 the KONG letter.

Puzzle Piece #3

After climbing the hanging grass in the second avalanche, us❀e the spring pad to the right to bounce atop the grassy platform. Up here is a plant you can slam for another puzzle piece.

Letter N

Bounce off the owl on your way through the same a🧔valanch💫e for the next letter.

Puzzle Piece #4

J🌜ust after the next checkpoint, bounce off the fire owl🧔 to the secret area to the upper left. Slam the plant here for a puzzle piece.

Puzzle Piece #5

During the final avalanche, a plant atop a pla꧙tform goes by. Slam it for oneꦡ last puzzle piece.

Letter G

Immed🐈iat🐭ely after, bounce off the penguin archer to the right to nab the last KONG letter.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-7: Frozen Frenzy 

Puzzle Piece #1

After moving th๊e p♕anels off of the drum, roll left off of it to nab the first puzzle piece.

Letter K

Right after, bounce off the owl to grab the first KONG lettꦚer.

Puzzle Piece #2

A few jumps later, and you'll reach these icy platforms with moving zappers. Slam through the icy trap door here to reach a bonus room. Collect the bananas here in time to earn a puz🦂zle piece.

Letter O

ꦇG👍et a good jump over the oscillating zapper near this letter to grab it.

Puzzle Piece #3

When you reach this row of bananas and zappers, carefully jump and gather the bananas to ea𒉰rn a puzzle piece.

Puzzle Piece #4

After cl𒐪earing the next seesaw, look down 🎐to spot a hard-to-see barrel. Drop into it to reach another bonus room. Again, gather the bananas before time expires for another puzzle piece.

Puzzle Piece #5

To the upper left of thesꦍe vines isও some hanging grass. Get to the checkpoint, then leap back across the vines to safely reach it. This leads to a seesaw atop the vines where a puzzle piece hides.

Letter N

When you spot this, bounce off the walrus 🃏enemy, then the bat ♋to reach it.

Letter G

Wh♋en you see the final KONG letter, simply bounce off the penguin to grab it.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-A: Dynamite Dash 

To access this level, you must find the secret exit in 6-7: Frozen Frenzy, and you'll need Cranky to do it. To find the exit, proceed to the area shown above, then use Cranky's cane to reach the seesaw hoᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚlding the vines. Use the cane again t﷽o cross the spiked platforms and reach the portal to the secret exit.

Puzzle Piece #1

Proceed until this pair of dynamite switches. Collect the bananas and medals a🎃top both to spa🍒wn a puzzle piece.

Letter K

To get this KONG letter, 🌠you'll have to jump up as its neighbouring dynamite switch sinks down.

Puzzle Piece #2

When you hit the checkpoint, a string of bananas will appear by the ledge yo⛄u just left. Follow them down to previously unseen barrel🐼 cannon--this takes you to a bonus room. Inside, collect the bananas before time expires for another puzzle piece.

Puzzle Piece #3

When you see this wheel of hanging grass, leap up and grab on. Collect theꦆ bananas here to spaꦬwn a puzzle piece.

Letter O

When moving through the barrel cannons, time yourꦗ shot to grab this KONG letter outᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ of the air.

Puzzle Piece #4

When you see this cracked ice block, slam through it, then slam throuꦬgh the trap door beneath. You'll wind up in another bonus room. Collect the bananas before time runs out for another puzzle piece.

Puzzle Piece #5

During the next dynamite sequence, an icicle will drop to the left of the wooden platform. Drop into it, then♛ move right to find a hidden room. Pull the ring here for a puzzle piece.

Letter N

During the next dynamite sequence, move quickly across the hanging grass to grab the KONG letter before the gra😼ss falls away.

Letter G

During the climax, the final KONG letter will fall away from you. Drop--don't jump--from your current vine to grab🍸 it.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-B: Icicle Arsenal  

Letter K

When you spot this, let yourself fall throw🌃 the ice shelf over top it to land atop your prize.

Puzzle Piece #1

When you reach the hanging grass, 🦩climb to your left to find a plant. Slam it🧸 for a puzzle piece.

Puzzle Piece #2

To the right of the chꦿaracter barrel is a hanging bag. Throw th𝓰e barrel into that bag for a puzzle piece.

Puzzle Piece #3

Take out this big enemy by rolling into him when his weapon is raised. When he's gꦜone, pull the ring he was guarding for a puzzle piece.

Letter O

When moving through the barrel cannons, pause at t✤he last one. Fire when the KONG letter appears to grab it out of the air.

Puzzle Piece #4

Immediately after, take out the bomb-carrying enemy. When the bomb detonates, it w𝕴ill cause a new platform to crash down. Hop up there, then bounce off the penguin to the hanging grass in the upper left. Follow this to a cannon that takes you to a bonus room. Collect the bananas here before t💜ime runs out to win another puzzle piece.

Puzzle Piece #5

Right after, you'll pull a ring and ride another plank upwards. Jump to the scaffolding on the left to find a hidden room. Colle﷽ct tꦑhe ring of bananas here for a puzzle piece.

Letter N

When you spot the next KONG letter, m🧔ake your way to the tilting rock on the right. Bounce off the penguin, then off the owl to grab your prize.

Puzzle Piece #6

At the next bit of hanging grass, slam the plant to spawn a cannon. This takes you to another bonus ro🦩om. Once again, collect the bananas before time expires for a puzzle piece.

Puzzle Piece #7

At the pair of vertical patches of ha⛎nging grass, cling to the left and clim⛄b straight up. As the wall sinks, a puzzle piece will be lowered to you.

Letter G

The final KONG letter will sink wit𝄹h the ice as your cannon moves back and forth. Shoot to the next one, then shoot up again to grab it.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-8: Meltdown Mayhem 

Puzzle Piece #1

After pounding the drum to open the way forward, head back to the left. The wall here has moved too, allowing you to enter a bonus room. Collect the bananas inside bef♒ore time runs out for a puzzle piece.

Letter K

When you see the fir꧑st KONG letter, bounce off the penguin to grab it.

Letter O

When you s🐽ee the next one, charge forward to gra🤡b it before the platform sinks.

Puzzle Piece #2

The very next Rambi block you bust through 🐽releases some bananas. Gather all of these 🌄to generate a puzzle piece.

Puzzle Piece #3

J🍬ust past the checkpoint is a plant. Slam it to grab the puzzle piece it contains before♌ the platform sinks.

Puzzle Piece #4

When you reach this set of platforms, charge forward into the brick cube. The wall will pull back, revealing another puzzle 💯piece.

Puzzle Piece #5

Soon after, you'll be on some r🧔ising volcanic rocks. Grab all the bananas and bananas medals up here to spawn one more puzzle piece.

Letter N

When you spot this KONG letter, wait on the ice above it. When the i♏ce gives out, grab the letter, then bounce off the owl to the nearby barrel.

Letter G

Jum🦂p up to grab this whꦇen running from the lava wave.

澳洲幸运5开奖号码历史查询:Back to list of levels

6-K: Slippy Spikes 

Puzzle Piece #1

The only way to grab the first puzzl🧜e piece is with Dix൩ie's twirl.

Puzzle Piece #2

Pull the ring o♚ut of the ice at the end of the fir♔st bobbing platform to summon a second puzzle piece.

Puzzle Piece #3

While climbing the swinging൩ hanging grass, you'll see this purple ornament atop the column. Leap to the right grass, then back left to reach it. Slam it to release some bananas--gather these🅷 before they disappear for another puzzle piece.

Puzzle Piece #4

When moving through the bobbing ice sheet and hanging grass, leap back to the top of the platform you left and collect the stﷺring of bananas up there. This will start a chain reaction of more strings of bananas. Collect all of these for another puzzle piece.

Puzzle Piece #5

You can grab the final puzzle piece while moving down the slidওe at the level's end.

Jump to Section: 

Secret Seclusion

These final levels are unlocked only when you've conquered every Kong temple, unlocked by collecting all KONG letters in ꦯthe game. These are the most challenging stages the game has to offer. We'd recommend bringing Dixie along in each of these stages, as her twirl ability can really🃏 save your skin a lot of times. In some cases, you can't even get the puzzle piece without her.

7-1: Levitation Station 

Puzzle Piece #1

As you leap across the blocks at the be𝕴ginning of th๊e level, pause a moment before the third--the puzzle piece will appear in the clouds beneath it. Swoop under with Dixie's twirl to grab this.

Puzzle Piece #2

When the blocks start to assemble and reassemble into platforms, fo🎀llow the upper path. You'll be able to grab th🌜e puzzle piece up here.

Puzzle Piece #3

Immediately after is a ring of bananas💖 around a block. Collect these to spawn a second ring--collect these too to receive a p🌌uzzle piece.

Puzzle Piece #4

As you fall through the tower, several medals will appea▨r. Collect all of these to spawn another puzzle piece.

Puzzle Piece #5

As you bounce along the owls near the end of the level, the fin𝐆al puzzle piece appears between two spike blocks. A careful bounce will get you to it.

澳洲幸运5开奖号码历史查询:Back to list of levels

7-2: Rocket Rails 

Puzzle Piece #1

This appears atop a tall block at the beginning of the level. Dixie's twi🌼rl will get you to it.

Puzzle Piece #2

Whe🦹n you land in the mine car🦂t, there will be a flying fish with the puzzle piece just ahead. Roll of the rails to get it, then bounce back to safety.

Puzzle Piece #3

When you land in water, climb out and move left. Slam the♛ purple ornament here for a puzzle piece.

Puzzle Piece #4

In the next indoor sect🅠ion, you'll spot this under a platform. Dixie's twirl is the only way to get iꦉt.

Puzzle Piece #5

There's a string of bananas under the falling blocks in the rocket barrel section. Collect them all to generate a final⭕ puzzle piece.

澳洲幸运5开奖号码历史查询:Back to list of levels

7-3: Crazy Clouds 

Puzzle Piece #1

When you spot this blue rock, make sure to grab every banana on your way up 🐠the wind current t♔o spawn a puzzle piece.

Puzzle Piece #2

You'll spot this between two fire owls soon after. Use Dixie's twirl to reach them when they're unlit🐼, then bounce over for the piece.

Puzzle Piece #3

When you spot this l𝔍one purple ornament, slam it. Grab the bananas that appear before they go away for a puzzle piece.

Puzzle Piece #4

Later, there's another lone ornament atop a propeller. Slam this f🐠or another puzzl🍌e piece.

Puzzle Piece #5

During the final plane ride, the last puzz𝔉le piece appears over a spike cube. Leap up for it while zipping past.

Congratulations - you've collected every KONG Letter and Puzzle Piece in Donkey Kong Country: Tropical Freeze.

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//344567.top/donkey-kong-country-tropical-freeze-kong-letter-and-puzzle-piece-locations-guide/ TuS6neJBVNBBhcVCETajnh Fri, 04 May 2018 16:20:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> There’s a brilliance in Nintendo’s strategy to remaster and re-release games from the Wii U back catalog for the 澳洲幸运5开奖号码历史查询:Nintendo Switch, because it resurfaces excellent titles like Donkey Kong Country: Tropical Freeze. Most people missed out on Donkey Kong: Tropical Freeze the first time around because it was a Wii U exclusive, but what you (and I) missed out on is a gem of a 2D platformer that’s widely regarded as one of the 澳洲幸运5开奖号码历史查询:best Wii U games ever. Thankfully it’s an experience that translates beautifully to Switch, whether you’re going portable at 720p or full TV mode at a wonderfully colour-popping 1080p full HD resolution. Donkey Kong has never looked so 🔯good. 

You can read our full Donkey Kong Country: Tropical Freeze review below, but it’s a 2D platformer that excels at being just that. You side-scroll through a variety of stunning levels, which aren’t all frozen wildernesses as the title suggests, but instead flow from underwater idylls marred by giant octopus tentacles, to seriously hot levels bombarded by falling volcanic matter, and forest realms where you ride on the back of your e✤ver-faithful rhino, Rambi. It doesn’t exactly break the platformer mould, but thanks to an increasing variety of enemies and challenges, it never feels dull. And boy does it help that it looks fantastic and is best played with the soundtrack on full blas🅺t. 

For this port, Switch exclusive features aren’t plentiful, but when the original game is as good as Donkey Kong: Tropical Freeze, why mess with what’s already a top notch game? What you do get though is Funky Kong. The fan favourite character spawned all the memes as soon as the game’s ‘Funky Mode’ was announced, and although he’s brilliant, Funky basically takes the difficulty level of Tropical Freeze all the way down. He’s basically an easy mode. With Funky, you get extra health hearts, he can use his surfboard to stand on spikes unharmed, and even gets a jump boost and slow landing with a surfboard spin. You can get all that with Donkey Kong, but you’ll have to find a barrel first that gives you Diddy Kong for the jump and health, or Dixie for the slowed landing and health. Funky Kong is the entire package from t⭕he start. 

Although this is ultimately a better looking version of the Wii U classic with Funky Mode thrown in for added fun, the Switch version of Donkey Kong: Tropical Frꦺeeze is proof that even Wii U games can age like fine wine. Th🅠is is a beautiful, smooth experience when taken out and about on the Switch, and only gets better when you whack it on the big screen. You’ve got no excuse to miss out this time around on Tropical Freeze. 

Original Wii U review

Seeing everything there is to see in Donkey Kong Country: Tropical Freeze is a privilege, not a right. While some platformers present their content to you on a silver platter, daintily spoon-feeding each ﷽level into your eager mouth, Tropical Freeze tells you to go out into the snow barefoot, run around, and find your own damn stages. And as someone who's always loved DK's run-'n'-jump franchise, I wouldn't have it any other way. This demanding 2.5D sequel on th🅷e Wii U might refuse to go easy on you, but if you can handle some trial-and-error punishment, progressing through this frosty jungle is a gratifying delight.

Unlike Hell, Donkey Kong Island has frozen over, courtesy of the arctic Viking animals known as Snowmads. Donkey Kong makes tracks to reclaim his banana-laden home, with Diddy in tow--and this time, Dixie and Cranky Kong are joining the fun. If you played Donkey Kong Country Returns on the Wii U or 3DS, then you've got a good idea of what to expect from Tropical Freeze: vibrant graphics, catchy music, precision jumping, and more secrets than Cranky could shake a walking stick at. Oh, and a 🦩few levels so difficult that they make you want to rip your fur off with duct tape, just to feel alive again. But don't worry--that challenge is a good thing, because Tropical Freeze is difficult for all the right reasons.

First off, you've got far more control over the Kongs this go-around. No more awkward Wiimote waggling to perform the ♚most basic of moves--Tropical Freeze ditches motion controls entirely, which is a godsend when traversing over the trickier chasms and collapsible platforms. And with three piggy-backing buddies to choose from, you set the pace of your play. Diddy's jetpack is great for beginners who need a little leeway o🍒n their jumps, Cranky Kong's invincible cane bounce is unwieldy but invaluable once mastered, and Dixie's extra mid-air lift is a happy middle ground between the two. Usually, you're given your pick of the three; this creates an awesome dynamic where you can experiment with everyone or endeavor to truly master one Kong.

All the backup Kongs get a chance to shine in the inventive levels, which stay varied from start to finish. No imaginative gimmick gets reused, save for the prerequisite mine cart 🦩and rocket stage--and contrary to what you might expect, Tropical Freeze isn't a game composed entirely of snow levels. The six islands (with more awaiting completionists) unite a ton of nifty themes, from savannah brushfires to sinking ships, and the difficulty scales up at just the right pace. That said, the challenge starts pretty steep as it is, with hidden exits and devilishly shrouded collectibles showing up even in the first level.

That challenge is perfectly encapsulated by Tropical Freeze's boss fights: grueling, but never insurmountable. You might expend upwards of ten lives figuring out how to reach a single checkpoint or overcome a single patterned attack from a boss, but you'll collect 1-Up balloons like candy, softening the blow of each fatal learning experience. Tropical Freeze has a helpful item shop stocked with extra lives, additional hearts, and one-time life savers, but there𒆙 aren't any permanent upgrades--just Band-Aid items to help mend the damages of a single level.

Pro(ish) Controller

I played throug🍸h the majority of the game using the Pro Controller, which felt comfortable🧸 even in the trickiest of platforming sections. But I have one minor quibble: Why can't I remap the controls to my liking? Tropical Freeze refuses to let you recreate a SNES controller layout with the D-pad, Y to roll, and B to jump; I was forced to use the joystick instead. Again, it's a trivial complaint, but it seems silly to make configuring a truly old-school control scheme impossible.

Unlike the generous New Mode in the 3DS port of Returns, DK and his cohorts can only survive a mere two hits in Tropical Freeze. You'd think this would make each stage feel like a treacherous slog, but it somehow has the opposite effect: Tropical Freeze forces you to improve at such a drastic pace that you have no choice but to get better. Soon enough, you'll be cruising past obstacles you once found overwhelming, and it feels pretty awesome when you feel your skill increasing with each level. If you're determined to collect every last puzzle piece and KONG letter, your journey won't end until you've achieved nothing less than platforming expertise.

Alas, this kind of exacting difficulty translates miserably in co-op play, which boils down to two kinds of experiences: a frantic circus of same-screen confusion, or the second player sacrificing almost all their agency by hopping on DK's back. The latte🔴r is nice for your lesser-skilled sibling or parent, letting them play along by shooting enemy-stunning projectiles. But true 🉐cooperative play is so discombobulating that it just doesn't feel worth it, especially in the later worlds.

The benefits of Tropical Freeze being on Wii U are subtle, but they're definite there. At first glance, Tropical Freeze looks like a slightly more polished version of Returns--which isn't a knock, because that game w♐as gorgeous to begin with. But when you take the time to examine the smaller features, particularly when you're not the one playing, the graphics really start to shine, with impressive depth and detail to each backdrop. As for the GamePad, it might as well not exist. Tropical Freeze makes zero use of the second screen beyond off-TV play, though that in no way detracts from the experience.

Tropical Freeze is a bit like Cranky Kong himself: it expects and demands so much from you, but always with your best interests at heart. Those not looking for a challenge have virtually no reason to play this game--but frankly, it wasn't made with them in mind anywa🎉y. Tropical Freeze caters to plaౠyers who derive fun from overcoming adversity, which the game offers in near endless supply. If you can fall down a pit 16 times and still eagerly drift down on your 17th balloon, this is the Donkey Kong you're looking for.

If you crave a challenge, Donkey Kong Country: Tropical Freeze will bring out the best of your platforming abilities. Those expecting a cakewalk will feel like they slammed headfirst int꧋o a brick wall of difficulty.

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//344567.top/donkey-kong-country-tropical-freeze-review/ Dp4T9rUTrwdRgrMbXYH9oE Tue, 01 May 2018 13:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Killer robots. They’re a bit of a cliché, aren’t they? Well, trust Nintendo to put a new ꦿspin on things – in Tipping Stars, Mario’s clockwork ‘bots (known as ‘minis’) are less intent on destroying the world and more on destroying themselves. They’ll walk blindly off sheer drops, plonk themselves into spikes or even walk straight into the fiery attacks of a Piranha Plant. In short, they’re useless, and that’s where you come in.

Of course, this is familiar stuff for anyone who’🍷s played any of the Mario vs Donkey Kong sequels. As ever you’re tasked with re-jigging the environment to coerce your troop of mechanical dunces to safety, gobbling up as many collectables as possible along the way. It plays a bit like a level editor (stay with me, it’s more fun than it sounds) except with the added pressure 🦂of having to babysit some idiot robots.

To begin with this boils down to little more than creating and removing bridges, compli⭕cated slightly by the fact that you only have a finite amount of building pieces to go around. This forces you to scrap bridges you’re done ☂with to make sure you don’t run out later on. It’s simple stuff, but materialising a bridge just below clockwork Princess Peach before she plummets to a spiky demise, is properly satisfying. Equally, when you mess things up at the last minute, it’s infuriating, though that’s never the game’s fault, and the small-scale levels ensure it doesn’t take long to rectify your mistake.

I wouldn’t mind the option of getting the minis to move a little faster though. Occasionally I’d set up a route for them and have to twiddle my thumbs while they made their way to the exit. Still, this is a minor complaint and one that’s soon ma🉐de redundant as later levels throw plenty at you to keep you on your toes.

Mario's sonic megamix

This little box is basically just a shout-out to the game’s lovely music. It takes classic Mushroom Kingdom earworms (particular kudos to World 4-1’s subtle use of the Super Mario Bros underground theme) as well as original tunes, and remixes them so that they sound as though they’re be🐲ing parped out by a 1950s fairground ride. It’s like all the fun of being at an amusement park without squawking toddlers hyped up on candyfloss or post-rollercoaster adolescents barfing all over the place.

Central to that is a whole bunch of new takes on Mushroom Kingdom enemies. It’s interesting to revisit foes you’ve beaten a gazillion times over in other games in a brand new context. You may know how to time your run under a Thwomp perfꦯectly in a Super Mario game, but that’s not so simple when character movement is out of your control. Maki🏅ng puzzles out of usually insignificantly simple enemies is a clever move, and one that leaves you feeling underpowered despite your omniscient viewpoint.

One of the best new baddies comes at the end of each World in the form of freakish demon-monkey-robot-things (yes, that’s their official titl🗹e, honest) w🐻hich possess one of your minis, sending it on a destructive spree. It adds a sense of urgency to an otherwise fairly sedate game, an excellent replacement for the duff boss fights the series has previously offered. I’m looking at you, Mini Land Mayhem.

Often, the enemies are the least of your concerns, with the task of getting a mustachioed ‘bot from A to B being the biggest challenge. Each World opens with the introduction of a new concept (incl༺uding reversible conveyor belts, vertical elevators, and classic Mario pipes) and combines these with previous additions to b🍰uild increasingly complex environments. If that sounds daunting, don’t worry; the learning curve is incredibly smooth. Finding a way through the level rarely takes more than a few attempts, but doing so while collecting every last collectible – necessary to snag those elusive gold trophies – will tax even the sharpest minds.

It’s worthwhile taking the time to collect those trophies too. Gather enough and you’ll begin to unlock bonus levels, some of which made me mutter some seriously rude words. They’re head-scratchingly clever as well as maddeningly tricky.𝔉 Trophies also reward you with stars, and these offer unlockables in the game’s in-built level editor.

There’s a pretty solid selectio𝔉n of parts to start with, but stars provide you with more complex mechanics to play with, such as character-specific goal doors, or those pesky demon-monkey-robot-things. The interface is solid, if a little cumbersome to navigate at times, though certainly not enough to stop the most dedicated fans building crazy labyrinthine death traps for their minis to explore. Even better, with the new community features, these can be shared between users, who can rate the best ones. At the time of writing, I wasn’t able to try this out, but I have a lot of faith in t🃏he Nintendo community to build some cool levels (and probably some shaped like genitalia) to keep me playing long after I’ve exhausted the in-built content.

Although it remains a simple - and for the most part unchanged - concept, the Mario vs. Donkey Kong formula has been honed to near-perfection over the years. Tipping Stars is far from revolutionary, but for quick bursts of ac﷽tion-puzzling, there’s little better. While the cast of robotic minis might be brainless, the game they star in is anything but.

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//344567.top/mario-vs-donkey-kong-tipping-stars-review/ aCyjBQgCPW3TXvFgqF5cJT Thu, 05 Mar 2015 14:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Though Mario and Zelda have long since supplanted him in terms of sheer popularity, Nintendo would be nowhere without the early success of Donkey Kong and his titular arcade debut. The game turned heads (and raked in quarters) all around the world with its novel concept and aggressive cartooniness. The massive success made the stubborn ape a consta🔜nt in Nintendos pantheon of franchises from then on.

The past three decades saw coin-op peers like Q*bert and Mappy fade from relevance, but Donkey Kong persists in the recent Donkey Kong: Tropical Freeze and upcoming appearances in Mario Kart 8 and Super Smash Bros. in 2014. A lot can change in 30 years, though, and for Donkey Kong, the passing of time has seen a surprising number of v❀ariations on the timeless notion of "big, fat, hairy ape." The persistent simians journey began back in 1981...

Like a lot of cabinet art from the era, Donkey Kong's promised the chance to play with c🤪olorful characters for a paltry 25 cents--but compared to the primitive graphics of the day, this wasn't another case of false advertising. The trio of characters within the game actually bore a striking resemblance to the figures pictured on the side, even if Donkey Kong looks a lot more affable here than he does with that pixellated grimace plastered to his face.

DK seems a bit more rooted in reality, and after seeing him wearing a tie for so long, its weird to see him without it. His nudity is much more noticeable now. By co𝓰mparison, Mario looks a bitꦰ more cautious and less confident in his "Jumpman" days--though in his pre-Super form he could die by falling just a few feet, so it's understandable.

With Donkey Kong's sequel, Nintendo shook things up by giving the hero role to DK's previously unknown son, casting Mario as the villain. And with this change came a striking transformation to Nintendo's cab♒inet art; while the original game provided a pretty straightforward depiction of the actual action, Donkey Kong Jr. went for a much more stylized approach with thick lines, strangely appealing color choices, and facial expressions ripped right from the pages of Japanese manga.

Perhaps the vibrant look was meant to further appeal to kids that were already pulled in by the more childlike protagonist. The bright colors explained the plot of freeing your papa, then unleashing bitter ape retribution on his captor, but there was a little more to it than that. Framing the art with a smiling ape border softens DKs once villainous demeanor, making Nintendos newfound mascotꦇ more likeable in the process.

From the start, Nintendo wasn't shy about cashing in on their arcade sensation. Here we have not one, but two Game & Watch variants of Donkey Kong Jr., both of which feature the same cutesy art as the original DK follow-up. Donkey Kong would later go on to be muscled out of the Donkey Kong Country t♍rilogy, so it's interesting to see just how little of an active role he played in the many versions of the original's sequel.

Game & Watch Donkey Kong Jr. also offers one of the most dickish portrayals of Mario to date, while Donkey Kong II evokes imagery of King Kong's failed American tour, including the broken ch🌊ains. Pretty brazen, especially considering Universal's lawsuit concerning DK's similarities to King Kong wouldn't be decided in Nintendo's favor until 1984.

The bizarre black sheep of the original Donkey Kong trilogy, Donkey Kong 3 sees DK return to the role of the bad guy, only now hes given up on finding interspecies love and is illegally squat in a greenhouse. Donkey Kong still menaces players from the top of the screen, but the means of defeating him have changed drastically. Stanley the Bugman (looking very much like a younger, clean-shaven Mario💛 with a dye job) is tasked with blasting DK in the butt with clouds of pesticide.

DKs demeanor is likely the most evil in his long history, harboring deadly insects and changing up his hairstyle a bit. The gameplay was a strange, Galaga-style shooter that would eventually be remembered as one of Nintendo's oddest one-offs, and DK would thankfully drop hi♑s spiky-headed punk look for future games.

Donkey Kong Classics cover delivered some di𒀰stinctly ꧂non-Japanese versions of the Donkey Kong crew, who end up looking a lot like their ill-conceived cartoon versions (even if Mario's cartoon wouldn't come to TV sets for another year). More importantly, though, the artist behind this box art doesn't seem to understand the intent of either game.

Any Donkey Kong veter𒆙an can tell you Mario can't actually use the hammer to smash DK's brains in--even getting that close is courting death. A🧸nd why Donkey Kong Jr. would be delighted by this act is even more questionable. Honestly, that pained, sorrowful look on DK's face makes it hard to imagine Mario as anything but the villain of both games. Was Nintendo trying to tell us something?

1994 was a huge year for Donkey Kong, though the Game Boy reboot and its confident title could never stand a chance against the Super Nintendo's similar attempts to make DK relevant for the go-go '90s. Eve꧟n so, Donkey Kong GB was first to the scene🥂, and this portable game finally gave DK a piece of apparel to cover up his shameful animal nakedness: the now-standard monogrammed red tie.

While Mario once again takes the role 🐬of the hero, this cover art pushes him to the background. Mario looks like a blustery, violent jerk next to Donkey Kong's genial goofiness and semi-responsible fatherhood. Its meant to be a reference to the arcade originals art, but DK comes off a lot better this time (even if hes still a kidnapper).

In the face of escalating console technology, Nintendo stuck to its 16-bit guns an🐬d, with the help of UK developer Rare, reinvented Donkey Kong for the MTV generation. Donkey Kong Counᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚtry has a visual flair that says, "Hey! We made this game with computers!" The flashy look meshed well with the tie-centric redesign of DKs Game Boy title from earlier in the year.

Given the CGI rendering standards of 1994, Donkey Kong could honestly look a lot worse, but even with this design being tied to certain technical constraints, it's the one Nintendo's basically stuck with ever since. Its no doubt thanksꦿ to the tremendous success of Donkey Kong Country and its many sequel, though 2 and 3 greatly diminish his role, making him the kidnapping victim for a change. Still, as time goes by, it's becoming increasingly bizarre to see this product of mid-90s technology dropped into games with real-time visuals that handily outclass Rare's pre-rendered relics.

Donkey Kongs new look went pretty much unchanged when he began appearing m𝄹ore and more in the many Mario spin-offs. Meanwhile, Rare took a brief break from the family of apes to make so🌼me other titles for Nintendos next-gen machine, the N64. Rare returned to the jungle with Donkey Kong 64, a divisive game that made some alterations to DK that arent obvious in the cover art.

Kong still looks pretty goofy, though he looks much better when compared to his new pals Lanky and Tiny. DK64 also marked the first time Kong ever needed a gun, as he added the Coconut Shooter to his arsenal of barrels. But the biggest addition to Kongs style was likely the unforgettably bad DK Rap from the start of the game. If you know the wordꦇs, .

Nintendo waited a whole decade to follow up on the 1994 Donkey Kong reboot, and the cover art of Mario vs. Donkey Kong features one of DKs most conceptually strange designs to date. Here, Donkey Kong is a 2D approximation of a 3D render of a 2D character. And if you couldn't follow that, it means that this hand-drawn DK keeps the menacing, sunken eyes and beℱak-like muzzle of his 1994 Rare redesign.

To make things even more confusing, the art within Mario vs. Donkey Kong consists of pre-rendered 2D sprites, so it's strange that Nintendo would even go with b꧅ox art like this to begin with. And the look was maintained across several sequels and downloadable si🌸de games. This odd bit of design shuffling is fitting for a game developed in America based on Japans interpretation of a British reboot to the original Donkey Kong.

Over the years, Nintendo has barely budged from Rares mid-90s redesign that defined Donkey Kong for a new generation, but the little-known DK: King of Swing was somehow granted a little more leeway than other post-2000 ape adventures. This Game Boy Advance oddity tried to marry DK's pre-rendered look with that of the old arcade art♛, and succeeded for the most part. And while this trend wouldn't last, Nintendo was confident enough in their longtime character to brand this game's title with the initials "DK" rather than spelling it out for prospective buyers. The game was developed by Paon, one of Nintendos lesser known Japanese dev partners, which may explain the change in look. Paon made several more Donkey Kong titles, starting with a King of Swing sequel, Jungle Climbers. However, those later games stuck very close to Countrys established look, which may indicate that Nintendo viewing the King of Swing look as a mistake.

Donkey Kong Country returned in Donkey Kong Country Returns, a game that very closely adhered to the style Rare solidified in 1994. That design choice continues with the Wii U🙈 follow-up, Tropical Freeze. DK's first official HD game drops the gorilla into a very Dreamworks-y world that remains linked to Rare's handiwork--even if that developer hasn't been affiliated with the series since the dark days of Donkey Kong 64.

Still, the current developers at Retro Studios do what they can when saddled with Donkey Kong's somewhat dated redesign. He may keep some of the attributes implemented to keep him expressive under the constraints of decades-old pre-rendered CGU, but DK still manages to look a lot warmer and fuzzier than he did in his former lifeless, plastic incarnations. Even though 20 years have passed since the SNES original, Donkey Kong doesnt show any sign of abandoning the design that made just as big of a splash♐ as his arcade debut.

That brings all of you today, when DKs look is pretty much set. What do you think of it being the design for the last two decades? Do you miss his ♒old arcade look? Let us know in the comments!

And if you're looking for more, check out 澳洲幸运5开奖号码历史查询:the history of Donkey Kong and the top 7 most distu🦹rbing things about the Mu💦shroom Kingdom.

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//344567.top/evolution-donkey-kong-design/ 7aXsVEQSLRXoDuizaEqERM Wed, 26 Feb 2014 20:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> A version of this article originally posted in August of 2012.

It's on like...

Donkey Kong is one of Nintendo's oldest franchises, and one that's come back into prominence with a new Wii U release. When you think about it, DK is arguably Nintendo's second most famous character (don't tell Link I wrote that). But do you really know Donkey Kong?

Hes starred in some of ♏the most popular games ever made, but 𒀰much of his history is unknown to casual fans. What's the reactionary gorilla been up to all these years and what are the strangest parts of his lineage? Click onward to see where it all began...

When first we met

In 1981, toymaker Nintendo had barely dipped its toe into the emerging Japanese gaming market, but was ready to head to America. As the legend goes, the publisher repurposed some unpopular arcade cabinets to house a game created by a young artist named Shigeru Miyamoto who was overseen by the man that would eventually build the Game Boy, Gumpei Yokoi. Introducing an actual plot to gaming, the silly but simple tale follo💫wed a carpenter's pet gorilla stealing the workman's girlfriend. Thus Donkey Kong was born.

Despite the odd concept, the game became a monster hit around the world. The game basically invented the platformer, but back then arcade titles were inventing genres left and right. The real reason it's forever lodged in the minds of the players worldwide is the compelling narrative hook, memorable music, and colorful, cartoony graphics that have aged gracefully. But even though his name was on the marquee, it was Jumpman (soon to be renamed Mario) that became the real star, ♑pushing DK into th﷽e background.

Neither Monkey Kong nor King Kong

Still argued about to this day, fans aren't totally sure why a huge gorilla is named Donkey. Aꦇ commonly held belief that Donkey Kong is a mistranslation of Monkey Kong, but . According to creator Shigeru Miyamoto, the "Donkey" name was intentional, meant to reference the stubborn nature of the ape.

No matter the source of his first name, it was DK's last name that got Nintendo in trouble with Universal Studios. T﷽he movie company claimed the game infringed on its King Kong copyright, with both the🃏 plot and title. Seemingly the big studio thought it could intimidate Nintendo into settling, but N's legal team didn't falter. After proving that Universal didn't even possess the rights to King Kong, the court sided with Nintendo, a big victory on its road to US expansion.

Save papa!

When 🗹it was finally time for the apes big sequel, Donkey Kong didn't return the conquering hero in his second adventure. Unpredictably, he's the damsel in distress, caged by Mario and assisted by his son, the titular Donkey Kong Junior. To this date gamers have yet to meet Junior's mother, but at the time we were too busy trying to save papa to notice.

Perhaps intended to play against player expectations at the time, seeing Mario as whip-wielding jailer o🐭ut to kill a baby gorilla is a little jarring these day. It's a risk that Nintendo wouldn't take again with its mascot. In fact, Donkey Kong and 🦩his nemesis would part ways for a good while after this game.

Forgotten enemies

After he was finally freed by his son, Donkey Kong's third arcade title had him returning to his destructive ways. This time the imposing beast avoided Mario--he was enjoying new found success in Mario Bros--and forcefully took over a strangers green house. The only person to come to the aid of the defenseless pla𝓰nts was the now-forgotten Stanley the Bugman.

Ditching platforming to become a Galaga-styled shooter, Donkey Kong 3 is 𝕴a strange asterisk in the ape's 🌸career. For as cool as he is, Stanley is an unneeded Mario replacement, though I do appreciate the little dance he does after winning. Looking back, this era represents a strange mood swing for players. After they pitied DK in the second game, they were now expected to shoot him in the crotch with bug spray.

In Country

Following DK3, Kong was mostly limited to appearing in arcade ports while Jr. oddly joined the roster of Super Mario Kart instead of him, something that wouldnt be repeated in future Kart games. Then 1994 saw him return in a huge way that included a new, red necktie. Fans first saw DK at his most villainous in💟 the stupendous Game Boy remake of the arcade original. Then Kong got a console series all his own thanks to some tech wizards in Northern England.

Donkey Kong Country made DK the hero for the first time ever as he chased down his stolen bananas all over a garden paradise. It gave DK a new personality and heroic identity, forgoing his unpredictable nature, bestowing a new voice and purpose. Featuꩵring then-stunning CG graphics, DKC convinced many that the next generation consoles weren't needed as long the SNES could create such dazzling games.

Enter Diddy Kong

Originally designed as a new take on Donkey Kong Jr., Nintendo rejected Rare's redesign f💝or the character, causing Rare to repurpose that look for Diddy Kong, an entirely new sidekick. The little monkey stuck close to his elder throughout DKC, even in the perilous underwater and mine cart stages, and he garnered a powerful fan base of his own. By the time the sequel rolled out, Diddy had usurped DK in the leading role.

Despite having his name in the title, Donkey Kong was shoved to backgro༺und once again, getting captured in both sequels with Diddy and his girlfriend Dixie taking over as the main character. But even if he wasn't always playable, Country successfully returned Donkey Kong to a place of prominence in Nintendo's pantheon. Soon he was on friendly terms with Mario in the plumber's many spin-offs, including Mario Kart, while Diddy went to headline a racer of his own.

Donkey Kong Country may have put DK in the center stage again, but it also created a question of identity that Nintendo still hasn't fully explained. DKC introduced a whole family of new Kongs, including the crotchety (but lovable) Cranky Kong. The aged ape claimed to be the original arcade Don⛄key Kong that kidnapped Pauline. If🤡 that's true, who's the Donkey Kong in DKC and what happened to DK Jr.?

When Rare was in charge of the DK mythology Cranky sometimes said he was DK's father and other times claimed tꩵo be his grandfather, while Nintendo at first ignored the backstory entirely when Donkey Kong appeared in other games. Cranky being DK's father makes more sense, since that would mean DK is an adult version of Junior, but in his more recent appearances overseen by Nintendo, Cranky is clearly identified as DK's grandfather. So whaಞt happened to Junior? He hasn't been seen in years and if his dad is approximately 97 in ape years, how old can he be? And for that matter, why hasn't Mario aged at all in the intervening years? Perhaps these are things the world isnt meant to know.

Too much of a good thing

After ruling the sales charts in the second half of the SNES's lifecycle, Rare moved on to the N64 and became one of, if not the dominant developer for the system. Rare used the console to introduce multiple new stars, includi﷽ng Banjo-Kazooie and Jet Force Gemini, before returning to DK in Donke💫y Kong 64. Sadly, even though the game was well made, its formula had gotten stale.

Aside from the so-bad-it's-good rap that 𝓀starts the game, the real problem with DK64 is that it buried players in collectibles. After unlocking the five different playable characters, each has different colored coins to collect along with Golden Bananas, Crystal Coconuts, keys, rolls of film, headphones, and medals that are scattered in every single stage. Rare was famous for using tons of hidden collectibles to extend playtime, but DK64 took that to such ludicrous extremes that numerous players rejected it. After DK64, many gamers needed to take a break from the ape's world.

Adventures that were never meant to be

Donkey Kong 64 ended up as Rare's last 🦩hurrah with the primate, despite having several games prepared for Nintendo GameCube. Pictured above is Donkey Kong Racing, one of the first titles shown for GC and even advertised on the North Aꦉmerican packaging for the system. That and two other DK games were cancelled when Rare was purchased by an unlikely corporate suitor.

Following the success of Country, Nintendo became part owner of Rare, but when the N64 went to pasture, Nintendo chose to sell its stake in Rare to Microsoft. Once MS got Rare working on titles for the Xbox and its successor, Nintendo cancelled multiple Donkey Kong titles that suddenly were missing a developer. At first it was unclear to fans who owned what characters after the sale, but eventually all the Country characters be💝longed to Nintendo. Unsurprisingly, the publisher took the ape back into the first party fold at that⛦ point.

Team player

Overseen by Nintendo once more, Donkey Kong entered a transition period during the GameCube years. He continued to appear alongside Mario in sports and racing games, but his solo releases were scattershot. While appearing in a couple portab♈le adventures, DK was tethered to a clunky peripheral on the GameCube, starring in a series of games that were only playable using an oddball bongo drum controller.

The three Donkey Konga games--one of which never left Japan--are cute, but the pop-heavy track lists are too shallow, barely cracking 30 songs per entry and failing to take advantage of the huge backlog of classic Nintendo music at the devs' disposal. Even weirder was Jungle Beat, a standard platformer that you controlled only with the bongo⛦s. It's a physically taxing game, but if you're in good enough shape to keep up with the beat, it's pretty fun. Still, the bongo years will mostly be remembered as one of the weirdest chapters in DKs history.

An old grudge flares up

After all that time as a leading man, it seemed like DK had left behind his kidnapping ways, but when Pauline returned to Marios side, so too did DKs dark side. In each of the Mario vs. Donkey Kong games, Kong flies into a jealous rage and steals something, either new toys or Pauline herself. Early in the series, Mario chased DK himself, but by the later entries the plumber uses toys do most 💛of the work for him via Lemmings-inspired games.

DKs actions in this series makes me 🍌wonder just how smart he really is. In the Country games hes intelligent enough to converse with other characters and seems like a good guy. But Mario vs. Donkey Kong has DK acting so erratic, stealing things and creating deadl♚y traps for Mario and his Minis. Perhaps simply seeing Mario brings out the worst in DK, causing some wild reaction in him that he cant control. Of course, by the end of each subseries entry, Mario and Pauline ultimately forgive Donkey Kong, happily friends once again--until the next time DK loses his mind.

Back where he belongs

The Wii spent much of its lifetime free of the dominant ape. 2007 saw the release of the quickly forgotten Barrel Blast and most of his other appearances were limited to ports and supporting roles in Mario sports games. That changed following DKs surprise appearance as the final boss in the Punch-Out!! remake, and DKs momentum continued into a revival man💟y kids of the 1990s had been yearning for. Picking up where Rare had left off with DK64, Metroid Prime devs Retro Studios returned the primate to honor with Donkey Kong Country Returns in 2010.

A striking and p𝕴roudly 2D throwback, DKCR was a fitting tribute to what was so great about the series Rare made famous, incorporating the iconic music and other cute references to previous DKC entries. However, Nintendo held back on the greater Kong family, as only the indispensable Cranky Kong appears alongside DK and Diddy. Fans loved to see the primates reunited, with over five million copies sold attesting to Country's continued popularity. With sales like that, it wasn't a shock to see the game ported to the 3DS in 2013.

Frozen bananas

And that brings us to today and DK's arrival on the Wii U. The DKC series is stronger than ever in 澳洲幸运5开奖号码历🦹史查询:Donkey Kong Country: Tropical Freeze It brought Donkey, Diddy, Cranky, and the returning Dixie into🐠 HD, with their fur looking particularly shiny. And the game's punishing nღature shows the ape hasn't gone soft in his old age.

And that's just the start of a 2014 full of gorilla love on the Wii U. Donkey and Diddy are both confirmed for the , on top of DK being a racer in 澳洲幸运5开奖号码历史查询:Mario Kart 8. Even if Nintendo is going through a bit of a transition these days, it looks like Donkey Kong will be a constant no m💦atter what else changes.

How high?

No matter where he ends up next, Donkey Kongs legacy at Nintendo seems more secure t꧂han ever. After dozens of starring roles and cameos, what are you🔜r favorite memories of DK? Tell us in the comments.

Need to know more about Mario? Read the top 7 most disturbing thin🔯gs about the Mushroom Kingdom and see the history of gamings favorite brother in 澳洲幸运5开奖号码历史查询:Luigi: A life in shadow.

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//344567.top/history-donkey-kong/ bP2zNdBZrPj4fJ5q7pznVD Fri, 21 Feb 2014 21:37:44 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> For years, Cranky Kong has berated me from the sidelines, prattling on about how easy I've got it and how shameful it is that I need his advice and/or item supply. I was beginning to think that the wrinkly old gorilla was all talk--but judging from my hands-on time in 澳洲幸运5开奖号码ജ历史查询:Donkey Kong Country: Tropical Freeze, the geez🌞er can still hop and bop with the best of 🐠'em.

Cranky is the third buddy in Tropical Freeze, joining Diddy and Dixie as DK's sidekicks in the Retro Studios-made sequel. Like DKC Returns, this is still a lovingly difficult platformer, overflowing with devilishly tricky jumps and carefully hidden secrets (the latter of which constantly triggered my OCD tendencies to find everything in a given level). Diddy🌳's got a jetpack and Dixie can get airborne with her ponytail--so what's Cranky's gimmick? Turns out, that cane is𝄹 good for more than simply shaking at Donkey Kong during a cantankerous rant.

Like another certain 澳洲幸运5开奖号码历史查询:anthropomorphic curmudgeon, Cranky Kong can utilize his cane as a pogo stick, bouncing on enemies' heads and dangerous terrain alike. His special ability is especially handy in spike-filled levels; I narrowly avoided death by bramble pit thanks to Cranky on numerous occasions. It's definitely more difficult t♛o pair up with Cranky, given that his lack of air maneuverability makes precision jumps even more demಞanding. But if you can master the timing of his nimble cane jumps, teaming up with Cranky Kong may be the quickest way to blast through levels.

Of course, I got to see much more than just Cranky. Check out the following screenshots (and don't forget to maximize them) for additional info!

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//344567.top/cranky-kongs-still-got-it-donkey-kong-country-tropical-freeze/ kdCGqgB3mjgSKxZUFTF3Pd Wed, 18 Dec 2013 18:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> If you were as inactive as I was growing up, then summer wasn’t a time for swimming or sunshine. That season away from school was for playing games, and that was just as true for vacations. I played a number of portable games on family vacations, but none are as memorable as the Game Boy’s Donkey Kong was in the summer of 199❀5. I picked it up at age 13 looking to enjoy a simple port of an arcade icon on the Game Boy’s spinach green screen. Instead🍸 the game threw 100 new stages at me, all steeped in the classic gameplay you expect from a core Mario title. It’s just the type of game worth rediscovering this summer.

The opening of the game was cleverly paced to play into my expectations of a straight recreation. The first four stages were nearly identical to the original’s, and when I dropped the large ape from the top of the building, I thought I was done, and then Donkey Kong shock♎ed me by standing up and stealing Pauline all over again. To my confusion Mario chased the ape into the big city to begin a chase that would last me t⛄he entire vacation.

Unlike Mario’s more famous sidescrollers, this Donkey Kong took follow the lead of the original and boxed in the player within an enclosed area. You had to find the key and transport it to the exit or, during a boss fight, fi꧃nd the way to break past DK’s d💟efenses. It wasn’t about running forward towards a goal any more. It was about determining the strategy for a given stage and traversing the area as smartly as possible.

However, smarter exploration doesn’t mean the game cut out♌ the platforming g🉐ameplay. Nope, this time Mario had a bigger move set than he had in the preceding Super Mario World. His standard jump might not have been as high as before, but now he could do back flips, handstands into higher jumps, and even a triple jump that the plumber would use again in Super Mario 64.

Additionally Mario could climb vines, spin on suspended ropes, and pick up items and enemies, a trick he borrowed from Super Mario Bros. 2. The simple Game Boy graphics betrayed the deep controls the Mario dev team had cooked up ཧfor Donkey Kong. Once players learned Mario’s new moves, a moderately skilled player could blast through the four opening stages in less than 30 seconds.

You learn the new moves through experimentation that’s encouraged as the stage💦s progress. The levels were designed to slowly amp of the difficulty for players, pushing them to learn the limitations of this unique version of Mario. The challenge of each stage ratcheted up gradually, adding new enemies and new moving parts with each stage. Nintendo is known for expertly pacing the difficulty of its games, and Donkey Kong lives up to that legacy.

The game is currently available on the 3DS’s Virtual Console, and it’s easily worth the few dollars Nintendo is charging for it. Game Boy games have a reputation for being overly simple or poorly made, and on the surface this looks like a lazy arcade port. But if you can get past those assumptions like I did in 1995, you’ll find what is easily one of the 澳洲幸运5开奖号码历史查询:best Game Boy games of all time.

Like pirates, funny things and blowing stuff up? Play Age of Booty

Looking for stuff to play outside of the stuff we already tell you to play on a daily basis? You're in luck! Every Saturday we'll recommend an older game for you to check out, complete with a story on how we found the game and why we recommend you play it.

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//344567.top/wish-donkey-kong-was-20-times-bigger-play-donkey-kong-game-boy/ bWKjzuRD3EptcG2F4TTawm Sat, 10 Aug 2013 17:00:32 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Donkey Kong Country seemed to be a forgotten series of Nintendos until the franchises blockbuster comeback on the Wii with 澳洲幸运5开奖号码历史查询:Donkey Kong Country Returns. Now just a few weeks after that sidescrolling, banana-collecting adventure was remade for the 3DS, dev𓃲eloper Retro Studios has a brand new journey in Donkey Kong Country. However, this time the developers seem to be in a much more experimental mood for the Wii Us Donkey Kong Country: Tropical Freeze.

As the name suggest, DKs newest challenge on his island paradise is an army of artic animals that are out to conquer the Kongs lovely landmass. The controls from the previous game are back, meaning you use the Wii Nunchucks analogue stick to move, the A bu🍬tton on the Wii Remote to jump, and waggling those two controllers to attack. Though we arent in love with that set-up, the update to the graphics cushioned the blow some. The Wii Us HD graphics look fantastic on not just the characters, but on the diverse settings of the levels.

And the game takes great pains to take the camera all over the stage via the many more cinematic moments peppered through the stages we played. Run and jump platforming made up the majority of the ꦗaction, but every now and then DK would hop into a cannon barrel that would blast DK all over the stage. The scenes reminded us of Sonic the Hedgehog bouncing around a stage, but we had some control of the ape during the action. After a comeback, some time off, and the reported returns of Dixie Kong and composer David Wise, the writer of many of the most iconic songs in the series. Tropical Freeze definitely seems more ambitious than simply recapturing the magic of the 1990s. Well have a better chance of judging when its released this November.\

Keep reading to learn more about the games with the accompanying annoted slides.

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//344567.top/donkey-kong-pummels-penguins-frosty-island-adventure/ oAtszNPXhsoTH28j6EayPe Wed, 12 Jun 2013 07:32:37 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> It had to happen eventually. Donkey Kong Country returns is vine-swinging onto the Wii 🅘U, with more banana-collecting, ridiculously challenging 2.5D platformer goodness. At this morning's Nintendo Direct, the follow-up to Donkey Kong Country Returns was announced for Nintendo's next-gen platform. Titled Tropical Freeze, the Wii U game is slated for release this year.

But it's not just Donkey and Diddy this time around. Pony-tailed, pink-clad Dixie Kong is back as a playable character, able to glide across chasms with her ꦬhelicopter hair spin. It’s unclear whether or not you can pair Diddy and Dixie together a la Diddy's Kongquest, or if Donkey remains the primary Kong--but either way, we're gleefully happy to see Dixie's triumphant return.

Tropical Freeze keeps the same visual style of DKC Returns, with little details like DK's bristling fur really popping off the screen with the Wii U's graphical power. But it also takes a page from DKCR 3D, with the same layered, parallax stage design and the ability to switch camera angles at a whim. It's supremely satisfying watching DK blast from barrel to barrel as the camera pans around the gigantic ജtree he's scaling.

Your favoriꦅte (or most hated, depending on who you ask) level archetypes are back, like minecart stages and typical jungle romps. But Tropical Freeze brings back something that was sorely lacking from DKCR: underwater stages. No longer will the Kongs immediately perish if they touch water--expect more of the same dreamy ocean levels as the SNES entries.

Two-player co-op also makes a return, letting you tag-team your way through the particularly tricky stages. We can't wait to get our hands on Tropical Freeze; luckil𝔍y, we won't have to wait long, as the game will be in our hands♒ before 2013's end. Check back for more of our impressions of DKC TF as they develop.

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//344567.top/donkey-kong-country-tropical-freeze-news-release-date/ kiLEsdchAz5NkToPNa5hbc Tue, 11 Jun 2013 14:50:20 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> If only all handheld ports could be this good. Donkey Kong and his pal Diddy swing onto the 3DS with an overhauled version of the Wii's Donkey Kong Country Returns, a loving tribute to the Super Nintendo series of old. If you haven't yet played this nostalgic 2.5D platformer, this is the version to own. It fixes most of the original game's problems, though admittedly introduce🎀s a couple others in the process.

The premise remains the same: a volcanic eruption awakens mischievous Tiki spirits, who immediately hypnotize the denizens of the jungle and command them to steal the 🐎Kong's banana hoard. Such thievery doesn't fly in Donkey Kong's house, so he and Diddy set out to reclaim his banana stash one bunch at a time. What follows is a run-and-j🧔ump romp around Donkey Kong Island, stomping on foes and narrowly avoiding bottomless pits.

Despite the fact that you won't be rolling through waves of Kremling enemies, as in the original games, everything else about Returns 3D captures the brilliance of Rare's 16-bit classics. The ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚlevel variety is incredible, both visually and mechanically; no two stages look alike, and they all introduce a new mechanic or combine old ones to ramp up the difficulty.

"...Returns 3D ꧂captures the brilliance of Rare's 16-bitꦏ classics."

There's secrets aplenty hidden in each stage, offering an added layer of challenge for those hardcore enough to chase 100% completion. Longtime DKC fans will also applaud the soundtrack, which delivers arranged versions of the 16-bit tunes in all their ethereal, melodic ♎glory. Gameplay-wise, this is the kind of platformer that teaches you as you go, easing you into intimate familiarity with the controls then rigorously testing your newly developed skills.

In fact, the controls are the most significant improvement in Returns 3D. Without any Wiimote/Nunchuk nonsense to deal with, your hands will be blissfully unburdened by any frustrating waggle controls or unreliable inputs. Playing on the 3DS feels as close to the SNES experience as possible, with either the joystick or D-pad guiding Donkey Kong's fluid movement. The other major upgrade stands out as 🐈soon as you boot up the game: the already-gorgeous graphics have gotten a coat of 3D paint, which m🐓akes the lush backdrops and colorful enemies pop right off the screen. The stages' parallax scrolling looks particularly stunning on the 3DS, with a number of delightful focal point switcheroos.

"...your hands will be blissfuꦏlly unburdened by any frustrating waggle controls or unreliable inputs."

Though the 3DS version of Returns looks fantastic, the increased depth of field does present a few trifling issues. With the 3D cranked all the way up, any sharp movement of your hands will play tricks on yo🐼ur eyes with a shift in perspective. That doesn't seem like a big deal until you accidently fall to your de⛦ath, all because your grip twitched while leaping over a particularly harrowing chasm. Maximum 3D will also occasionally cause some disorienting artifacting with objects at the edge of the screen, though you aren't likely to notice these visual irregularities too often.

New Mode is another huge change, though it won't be as noticeable for those that haven't played the Wii version. The remarkable difficulty of the console version remains fully intact in Original Mode, but New Mode offers an inviting alternative for players who don't feel like dealing with old-school trial-and-error platformin💃g. This mode gives DK and Diddy an additional point of health, as well as access to a plethora of life-preserving items (at a reduced price) in Cranky Kong's shop.

"...New Mode offerᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚs an inviting alternative for players who don't feel like dealing with old-school trial-and-error platforming."

While New Mode seems like it was made as the answer to those who lamented the Wii version's challenge, it doesn't completely solve the difficulty curve problem. Though it's easier to stock up on new items like pit-escaping balloons and life-saving potions, and you can equip three items instead of one, they're still only single-use safeguards. Even with a full inventory, some levels--particularly those of the auto-scrolling minecart and rocket variety--a🍒re still liable to drive casual platformer fans up the wall. Of course, die enough times and you'll be given the patronizing option of employing the silver-backed Super Kong to beat the level for you. New Mode may take the punishing edge off Returns' infamous obstacle courses, but the uninitiated should know that it's still damn difficult when compared to the average platformer.

Returns 3D also offers co-op via local wireless play, which requires two copies of the game. Unfortunately, this two-player option doesn't capture the hot-seat-style action of the SNES trilogy. Both players take control of their own Kong, but withou༒t Diddy's jetpack assistance on hovering jumps, Donkey feels substantially more vulnerable. On the flipside, Diddy is almost too powerful, able to sail over gaps with his jet propulsion or pepper distant enemies with his long-range peanut gun.

"[Returns 3D is𝄹] still damn difficult when compared to the aver✱age platformer."

With save data, it's the complete opposite--Donkey is the one with all the power and saved progress, while the Diddy player will retain nothing from their previꦫous adventures. Though the inclusion of a co-op mode is nice perk, it's not all that appealing unless you have a dedicated co-op partner, like a sibling or a roommate, who can play alongside you at a moment's notice.

If you're unwilling to chew through a dozen lives before finally progressing past a tricky stage, this may not be the game for you. But the bottom lineꦅ with Donkey Kong Country Returns 3D is that the positives undoubtedly outweigh the negatives. With its vis♏ual splendor and gratifying, old-school gameplay, this is a fantastic platformer that makes the most of the 3DS. It may test your patience from time to time, but the satisfaction of conquering every last bonus barrel and KONG letter is ultimately worth it.

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//344567.top/donkey-kong-country-returns-3d-review/ sDeWUuso58Q67o4jauKMXR Fri, 17 May 2013 16:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]>

Would you pay $10 for a one-note puzzle game? If the answer is yes, there's a chance you'll dig Minis on the Move, a downloadable 3DS title that's quite unlike its predecessors. But if you're going into this with expectations exceeding a glorified iOS game, you may be left wanting. Though Minis is a satisfactory puzzler, it's hard to recommend it over the wealth of eShop games that don't revolve around mechanics which are over💦 20 years old.

There's a reason the core gameplay feels so ancient: Minis is essentially a retooled, Mario-branded version of Pipe Mania, a tile-ba♋sed puzzle game that requires major planning skills and some minor dexterity. In each of the game's four modes, your task is essentially the same: create a conduit from point A to point B by placing fixed bits of pathway on a grid. Besides some nifty springboard, rotating, and conveyer tiles, this is functionally the same game as the 1989 classic, with wound-up, mechanized Mario characters in place of the slowly moving green ooze.

"..🐈.Minis is essentially a retooled, Mario-branded version of Pi🔯pe Mania..."

This is a stark departure from the Lemmings-style gameplay of the previous Mario vs🔯. Donkey Kong games, and for many, it's liable to be disappointing. Rather than being a 2D brain-tickler that evokes the beloved Donkey Kong on the original Game Boy, Minis is nothing more than the sum of its stages. You're presented with puzzles, sans any context or continuity, and all that's left to be done is solve them. Compared to the innate charm of most Mario games, Minis can’t escape feeling somewhat hollow.

The gameplay is entirely touch-controlled, via the aerial view on the 3DS' bottom screen; your only inputs involve dragging and dropping pieces to make a path, or tapping your cutesy automaton (a miniaturized Mario, Peach, Toad, etc.) to give them a short speed boost. The latter sounds like a useful mechanic, but it comes at a cost: When nudging your little mech for🤪ward, they'll make a high-pitched squeal as they get into gear. At best, this is mildly annoying; at w𝕴orst, as when using Peach or Pauline, their repetitious yelps sound uncomfortably suggestive.

"You're prese൲nted with puzzles, sans any context or✱ continuity, and all that's left to be done is solve them."

You'll first get your bearings in Mario's Main Event, which eases you into the mechanics of the tile-based action. Though the first few stages are brain-dead easy, things start to pick up when you realize that failing to use your allotted tiles before your supply fills up spells instant defeat. Add to the fact that your Mini will naively waltz to its deathꦗ if left unattended, and the pressure to lay out a safe path starts to build. Those looking to get the most out of the game will chase after the three coins strewn about each level before heading for the exit, many of which will be hovering in fiendishly out-of-the-way locations.

It creates an anxious sort of puzzle experience, combining the forethought of your visualized path with the randomized nature of the tiles you have to work with. Is it fun? Sometimes--but when the pacing starts to feel frantic and disorganized, there's no joy to be had in finally solving a troublesome stage. Thankfully, these levels feel more like a prelude to Minis' standout mode: Puzzle Palace, where you must devise a safe route using a fixed set of given tiles. In this mode, you'll have all the time in the world to plot out the best path, which may initially seem impossible. Because there's no built-in hint system, getting stuck is about as fun as staring at a crossword puzzle you can't solve. But when you do finally devise the correct course, you'll bea🉐m with satisfaction as your Mini marches to its goal.

"...getting stuck is about as fun as s♎taring at a crossword puzzle you can't solve."

Racing against the clock is the theme of the other two modes: Many Mini Mayhem, which has you micromanaging the movement of multiple Minis, and Giant Jungle, where your Mini must traverse a multi-screen grid wi🎃thin a very strict time limit. Alas, you're likely to abandon these modes within minutes, as they're downright stressful to play without really feeling like a test of brainpower or skill. Collecting all the coins in any given level will reward you with a star; amass enough stars, and additional, short-lived minigames will be unlocked, alongside some bland collectibles. These are enjoyable when you first try them, but they don't amount to much more than three-minute high score attempts. You can also design and share your own levels via StreetPass, though it remains to be seen if player creativity will match or outdo professionally m𒈔ade puzzles.

As a whole, Mi﷽nis on the Move feels𝐆 like a bit like a bait and switch, ensnaring gamers familiar with the franchise's established gameplay, only to deliver something unexpected and not entirely satisfying. With over 150 stages--some fiendishly tricky--and a modicum of variety, there's enough here to keep your gray matter occupied for a dozen or so hours. But those expecting something more than a simple procession of puzzles, ones that could operate on any non-3D system, should stay away. If you're in the mood for charming brainteasers, your eShop money would be much better spent on Mole Mania or Pushmo.

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//344567.top/mario-and-donkey-kong-minis-on-the-move-review/ RRa2p6UamaU62T2KAS57HG Wed, 08 May 2013 16:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Donkey Kon♔g Country Returns on the Nintendo Wii was an excruciatingly difficult platformer featuring Nintendo's famous red-tied Kong and his partner Diddy. Now the game is coming to the Nintendo 3DS with all new features to transition the side-scroller to a more pleasant handheld experience.

The first thing the developers added to the portable 3D version of the game was the less challenging New Mode. The ad🐈ded difficulty ꧋setting increases the number of hearts from two to three, giving you a total of six hearts if you have Diddy with Donkey. Players also have more options when they go to Cranky Kong's item shop. Three new items have been added to give players a little bit of breathing room. Likely the most useful is a green balloon which can carry players back up after falling into a bottomless pits. Plus, Donkey Kong can now equip DK barrels that can be used to summon Diddy at any time, and the Crash Guard potion allows you to take three total (formerly fatal) hits during mine kart challenges.

The 3DS version has also added eight new levels to the end of the game. Unlocking the secret Golden Temple level from the original game now opens up a world above the clouds. Each stage represents the different environments around the 🀅original game's island with appropriately challenging platforming. Donkey Kong Country Returns will also feature co-op over Wi-Fi but will keep the characters within the confines of the shared screen (the same as the original couch co-op). Donkey Kong Country Returns 3D will hit stores on May 24 on Nintendo 3DS.

Want to see the 3DS version in actio𒁏n? Check out the Donkey Kong Country Returns 3D gameplay in the video below.

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//344567.top/donkey-kong-country-returns-3d-preview-screens-details/ LB5Dfj6BxxjafzEnBhgTbm Thu, 18 Apr 2013 17:00:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]>

Nintendo has announced release dates for 3DS exclusives 澳洲幸运5开奖号码历史查询:Donkey Kong Country Returns 3D and 澳洲幸运5开奖号码历史查询:Lego City Undercover: The Chase Begins.

The former will hit the US and Europe on May 24, while the latter will release in North America on April 21 and across Europ🐼e five days later.

澳洲幸运5开奖号码历史查询:Announced last month, Donkey Kong Country Returns 3D has been described by Nintendo as a "built from the ground up" remaster of the 2010 Wii game by Metroid Prime developer Retro Studios. According to the Australian classification board, it’s being handled by Minnesota-based studio Monster Games, which previously collaborated with Nintendo on 澳洲幸运5开奖号码历史查询:Pilotwings Resort for 3DS and the Excite series.

TT Games developed Lego City Undercover: The Chase Begins is a prequel to Wii U game Lego City Undercover, which hit the US earlier this month and launches in Europe on March 28. We called that game a Wii U exclusive that console owners can be proud of in our 澳洲幸运5开奖号码历史查询:Lego City: Undercover review.

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//344567.top/donkey-kong-country-and-lego-city-3ds-dated/ iWpNjEYkAGG5GCoaAjkoZD Mon, 18 Mar 2013 13:27:19 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> ****UPDATE**** Nintendo got back to us with the following ofꦍficial reason for the games' removal:

"From time to time, our software lineup changes for various reasons. There are currently over 350 classic Virtual Console titles available for purchase in Wii Shop Channel. We’re confident that consumers will find something they will e🍃njoy."

Oh, various reasons! Glad that'👍s cleared that up.***UPDATE E🅺NDS***

Donkey Kong Country returns... to the ether next week, as all thre♕e classic ওSNES platformers will be pulled from the European Wii U Virtual Console. According to a news update on the console's online shopping page, you still have until the 25th of November to buy Donkey Kong Country, Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong 3: Dixie Kong's Double Trouble.

We have contacted Nintendo to ask why the titles are being removed and will update this story when we hear back. Presumaby a license has run out, or (more excitingly) there's an HD collection heading to Wii U that they want everyon💛e to buy instead of the cheapy Virtual Console versions. Stranger things have happened.

Don't forget, all your Wii Ware and Virtu♒al Console titles are playable on Wii U, so if you can imagine a point in time where you'd want to play one of these SNES classics on your shiny new machine, you'd better get downloading these pronto. However, they are limited to being played on the TV screen (at present) and with old Wii control peripherals, so don't sell your old Classic Controller just yet.

Source:

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//344567.top/donkey-kong-country-titles-about-be-removed/ JYK9Ff7VYpLxUzCaUFNpMf Mon, 19 Nov 2012 10:56:26 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Price: $3.99
Size: 38 blocks
First released: June 1994

When we first heard the 3DS would offer downloadable Game Boy titles, the first thing that澳洲幸运5开奖号码历史查询:came to mindwas this exceptional remake/sequel to the original Donkey Kong. While the first few minutes are a straight up recreation of the iconic opening DK levels, the game quickly escalates into a full-on puzzle platformer. By the end, you’ll have solved 101 levels filled with moving platforms, treacherous pitfalls, vici🌳ous enemies and, of course, a tie-wearing, barrel-tossing ape.

Gameplay is a mix of classic Donkey Kong, Donkey Kong Jr and, of all things, Super Mario Bros 2. Each level is cleared by carrying a large key to a locked door (a la Mario 2), but the process of getting to said door unfolds like a ramped-up Donkey Kong, with pulleys, platforms and one-hit kills. Now, if Mario were as feeble as he was in the original DK (where all he could do was hop, and a simple fall would end him), these challenges would be impossible; that’s why Mario’s abilities have been substantially enhanced, making him capable of backflips, handstands and other acrobatic feats that have since been made part of his usual repertoire. His deep well of moves, combined with the increasingly devious puzzle layout, make this one of the tightest, most direct and enjoyable Mario game🧸s of all time.


Above: As with most Nintendo-published Game Boy games, the music is worth listening to

The only real downside to this game is that it’s the black and white Game Boy version. As longtime gamers know, Donkey Kong helped launch the, a Super NES cart that let you play GB games on you💞r TV, and in doing so tossed a bit of color into the mix. However, certain games (like Donkey Kong) were developed to take specific advantage of the Super Game Boy, benefiting from even more color and occasionally better sound and graphics. From a pure gameplay perspective, the two versions are identical; it just would have been nice to have the option to choose between color or black and white.

For 💫$4.00, this is an absolute must-buy. It may not look like much, but Nintendo squeezed every possible drop of gameplay from this basic idea and stretched it across hours of non-stop fun. Everything just feels right; the jumps, the speed of Mario’s fall, the satisfying crunch of smashing DK in the face… it’s all spot-on. If you love games like N+ and Super Meat Boy, but wish they weren’t ⭕so ball-bustlingly difficult, Donkey Kong could be the slower-paced, reasonably challenging answer for you.

Jul 13, 2011

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//344567.top/donkey-kong-review/ 8Tw5XARXgYMR6bNedfmeUF Thu, 14 Jul 2011 00:42:55 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The original Donkey Kong Country came around just as the Super NES was beginning to show its age, and through clꦉever graphical trickery, it was able to make 16-bit technology seem more advanced and exciting than it actually was. The hoopla surrounding DKC’s release led to eight million copies sold worldwide, and a string of sequels that raked in crazy numbers for several years afterward. In other words, Donkey Kong Country was a pretty big deal for Nintendo.


Above: And who could forget the 12-minute VHS tape shipped to Nintendo Power subscribers?

But since the early 2000s, Donkey Kong hasn’t mattered much. It’s been nothing but Mario cameos and weird spin-offs like Konga and King of Swing, leading many of us to wonder if we’d ever see a return to the bounce-heavy, bonus room-fil⛦led splendor of the game that kick-started DK’s career. We’re happy to say after years of waiting, DKC Returns ticks most of the boxes you’d expect and stands as a strong, recommendable lesson in classic game design – with a few issues that irked us enough to take notice.


Above:Easy you two, you’re in a mostly great game

Before we go into what doesn’t work, let’s start with what dev꧋eloper Retro Stud𝓰ios (known for Metroid Prime) got right. First off, the general formula of a solid side-scroller is intact, complete with themed worlds, demanding jumps and pattern-based, increasingly challenging boss battles. Unlike Epic Yarn, which made it impossible to die, DKCR really makes you work for each level and will tax even the most skilled SNES-era gamers.

But we expect that. If you’re going to make a new DK side-scroller, it better get the side-scrolling part down pat. It’s the attention to detail that Retro brings from its work on Metroid Prime that rea💫lly sells the experience – trees sway in the 🌱breeze, birds hurriedly flap away from loud noises, chunks of the level crack and shift as you run by… it all makes for a thoroughly vibrant world, much more fetching than the lifeless CG backgrounds of the SNES games.


Above: Lots going on, lots to look at, lots to avoid

It’s not just for show though. Every level has multiple ways to interact with the foreground and background, be it pounding the ground to fire a canon, ౠblowing petals off flowers to reveal health or smashing crumbly towers down with Rambi the Rhino. With all the aforementioned vibrancy plus all these ways to alter the environment, DKC Returns does an excellent job of keeping things interesting, even though you’re technically just moving to the right. It also plays with your expectations every few levels, switching things up so you never quite have a chance to get bored with the presentation.


Above: The sun-soaked beach level has a distinct look – plus those scurrying ants are another example of Retro’s attention to small details


Above: Later you’ll see a very Limbo-like level, with stark machinery and smoky air


Above: This beach level sends waves crashing down your throat, which can only be avoided by hiding behind these rock formations


Above: There are rocket-powered levels that require constant acceleration/deceleration, and are full of one-hit-kills


Above: Here you’ll scream across the ocean on top of a whale, as the classictrack plays. A bit too hectic of a level for that song, but it’s a nice inclusion


Above: As with prior DKC games, there are tons of hidden bonus rooms to find in each level. They tend to repeat, though


Above: The camera zooms in and out a lot too. This camera pulls out the farther away you get from the worm boss

With such visual diversity between the levels and all that swanky stuff going on in the environment, plus the expected intense platforming, what’s not to like? Do we sound like giant babies if we say the game is actually too hard? We’ll explain why on the next page.

Yes, we think DKC Returns is hard. However, not in a fun, challenging, “one more time” kind of way, but in a frustrating, unclear and often misleading way that is unlike any prior Donkey Kong adventure. Why Retro filled the game with death-laden trial and error sections that break up the typical, bouncy DKC momentum is beyond us.𝔉 The original games were tough at times, but never like this.

So, that flawless mine cart run up there – pretty slick, huh? Yeah it looks cool when you see it all laid out, but keep in mind you cannot make one single mistake. Any hit,ꦿ any missed jump is a death, and you’ve got to do it again. These cart levels in DKCR approachlevels of annoyance, as they repeatedly fail to give you any clues as to what the correct action should be. Jump? Duck? Dodge that or land on it? The only way you’ll know for sure is to try, and probably die in the process.

This extends to other levels too – there are several points in the game that never clearly illustrate what you can and can’t jump on, or which crumbling pillars you should bother standing on and so forth. Initially we took these unavoidable deaths as part of the old-school design, and figured the game just plain ol' tough. But whenwe'd rack up 20-30lives in a couple of levels, then lose them all in the next, it was clear Retro expected us to die over and ov𒀰er again, and that’s not something DKC (or similar Mario-type games) are known for. It’s fun to die in Super Meat Boy – that’s part of the experience. But Nintendo platformers? Since when are they crushingly hard because of le꧂vel design?


Above: Oh, right. That’s probably not helping

Yes, waggle. It’s here in a big way and there’s no getting around it. Jumping and grabbing are still button presses, but to bust out a long jump (w🐭hich you’ll constantly need), you have to waggle the remote to send DK into a roll, then jump out of the roll for an increased leap. Delegating such an important platformer staple – the long jump – to waggle is a huge mistake, and leads to numerous “WHY DIDN’T I EFFING LONG JUMP?” moments. You should never, ever question the controls in a platform🔯er, and with all the waggle going on, you can never be sure if that sixth death was because of the controls or your own poorly timed jump. Introducing that possibility of mechanical error makes the already tough levels even more annoying when you lose.


Above: There’s a second option, and it’s just as bad

T🌊his sounds like damning stuff, but we c🌺ame to a weird middle ground by the end of the game. For every crappy checkpoint, undeserved death and tortuously repetitive boss, there was an equally excellent counterpart, some legitimately cool or tough section that made us feel like atomic supermen for overcoming. There’s also an interesting quest to take up after the ending has wrapped up, so those still obsessed with collecting every KONG letter and puzzle piece will have plenty to do.

The original DKC marked the first appearance of Diddy and Cranky Kong (among other, more forgettable characters). Both are present in DKC Returns, but in an oddly diminished capacity. Diddy, for instance, is always on DK’s b🍸ack. When you’re hit, he leaves, and you play as DK solo. Originally you’d actually switch to Diddy, but now it’s all DK. We’re not torn up about it, as Diddy is extremely useful on DK’s back, thanks to his hovering jet pack ability that lets you alter jumps in mid-air for a last-second save. However, this ability is so useful and ultimately crucial to certain areas, thܫat it makes playing as solo DK twice as hard and half as fun.


Above: Who would’ve thought Diddy would be so indispensible?

The other option is to grab a friend and play some co-op, in which case pl🦹ayer two handles Diddy directly. The catch is that you’ll really want to use that hover jump, which means Diddy will sit on DK, immobile and only able to fire a peanut꧅ gun at enemies. Not how we’d want to spend our two-player time.

Then there’s Cranky, who used to complain about how good games used to be “in his day,” and how today’s newfangled 16-bit machines were no good. He’s still here, still in a rock🥃ing chair and still full of complaints, but they’re extremely lame, groan worth jokes that never elicit a laugh.


Above: The living end

On the other hand, Retro did a fantastic job paying homage to the brilliant soundtrack first created by David Wise in 1994. There are tons of retro tracks taken from the first DKC, so if you remember that OST well (and澳洲幸运5开奖号码历史查询:so many of us do), then you’re in for a treat.

Is it betterthan...

澳洲幸运5开奖号码历史查询:New Super Mario Bros Wii?Yes. Even though we’ve spent a good deal of time complaining about the difficulty, we still preferhaving a h𒊎ard timeto the training-wheels gameplay of New SMB Wii. Othꦗer than a few levels near the end, we never once felt challenged. Furthermore, the vibrant world of DKC Returns completely outclasses the comparatively sparse NSMBW, and at least the bosses of DKCR aren't complete wastes of time.

澳洲幸运5开奖号码历史查询:Kirby’s Epic Yarn?No, though this is kind of a toss-up. Epic Yarn definitely holds your hand (you can’t even die), but the amount of creativity, infectious charm and easygoing gameplay outweighs the lack of a hardcore angle. Conversely, DKCR will hand you your ass and then follow it up with a pain in⛎ the ass boss, so which one is "better" is p✨robably dependent on your mood.

澳洲幸运5开奖号码历史查询:Sonic 4: Episode I?Yes, in this reviewer’ꦐs eyes. Both are valiant throwbacks to classic ‘90s titles, yet both suffer from misremembering what made their originals such mainstream successes. If I personally had to pick a favorite, it’d be DKCR for having a few fewer cheap deaths and (comparatively) much better boss fights. And even though Sonic 4 isn’t “done,” we can assume Episode II won’t be drastically different. This also depends on your childhood allegiances - did you go Sega or Nintendo?

Just for you,Metacritic!

Donkey Kong Country Returns isa lush, vibrant re-imagining of the DKC franchise, but a barrage of cheap deaths, uneven difficulty and iffy motion controls keep itfrom matchingRetro Studios'previous amazing🌃 work with Metroid

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//344567.top/donkey-kong-country-returns-review/ XTCQgv8G65j3rDzmagkyG3 Sat, 20 Nov 2010 02:03:52 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> The NES version of Donkey Kong is a port notorious for what it lacks. Besides cutting out some animations, the original game featured 4 different stage layouts, one of which is commonly called the 🌠“cement factory” or “pie factory” due to the look of the conveyor-bound objects that move around the bottom portio𒀰n of the stage. For whatever reason, this stage was completely cut from the NES edition of the game. It’s a puzzling omission to this day: the hardware was certainly capable of rendering it adequately, so why excise it? The make matters worse, most re-releases of the game are based on the NES version rather than the original arcade edition, leaving a new generation of gamers without any appreciation for the cement factory.

The situation has changed, however… but only in Europe. While Japanese players are receiving a special edition of Super Mario Bros. with their Super Mario 25th Anniversary Edition Wiis, European consumers are getting something completely different pre-installed: a port of the NES Donkey Kong. But unlike the special edition Super Mario Bros., there’s more to this than just some graphical changes – Nintendo has finally seen fit to port and add the cem🐎ent factory level to the game, as well as restore several of the missing anim𝓰ations. Take a look starting at about the 58 second mark in this video:

It’s still not 100% arcade accurate (Donkey Kong doesn’t move around on the top level of the stage like he does in the arcad🐭e game), but it’s still nice that Nintendo put in the effort to♌ mend a port that’s nearly 30 years old.

So Japan gets Super Mario Bros., and Europe gets a significantly improved edition of NES Donkey Kong. What do North Americans get pre-installed on special edition red Wii consoles? Unfortunately, the answer i🔥s “diddly squat.” At least we can hold out hope for a Virtual Console re-release…

Nov 16, 2010

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//344567.top/europe-gets-exclusive-perfect-version-of-nes-donkey-kong-in-its-mario-25th-anniversary-wiis/ bqVG3sZfn69TfobQ5yiPRm Wed, 17 Nov 2010 04:43:34 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> To help quash fears that the Wii's new Donkey Kong Country Returns will cater to the casual crowd, Nintendo has ඣreleased yet another trailer showcasing some of the game's more heated and hardcore moments.

Mecha-chickens? Killer drums? Desperate platforming sequences and precision barrel blasting? Now this is the sadistically unforgiving Donkey Kong I remember – albeit with a fresh paint of coat𝔍 and a some intriguing new ideas from developer Retro Studios.

Could this be the Wii's penultimate platformer? We'll have to wait until November 21st to get it on like...wait...澳洲幸运5开奖号码历史查询:can we still say that?

Nov 16, 2010

Donkey Kong Country ဣReturns: New trailer is a thrilling hardcore gift to your mid-90s self
Mine carts evolved


It's just not worthy of the♉ “Country” name without all of this


It's tight like copyright

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//344567.top/new-new-donkey-kong-country-returns-trailer-cranks-up-the-heat/ Jvqd5rsJRrML3R7NyW4PGd Wed, 17 Nov 2010 03:25:36 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> An important thing to learn as a re👍viewer is to review the game you have, not what you want it to be. Despite Mario vs Donkey Kong: Mini-Land Mayhem being the third game in the series to be on the DS, we still hoped it would be a spiritual sequel to the arcade classic Donkey Kong, with Mario jumping his way through devilish platforming puzzles. Instead we%26rsquo;re given more of the same puzzle adventures featuring Mario and his ♓tiny doppelgangers, but when we got used to that idea, it wasn%26rsquo;t so bad after all.

The set-up is pretty much the same as previous entries, as Mini-Land Mayhem begins with the confused ape Donkey Kong getting pissed about not getting some toy, which leads him to kidnapping Mario%26rsquo;s special friend Pauline. Instead of Mario taking on the gorilla himself, he sets loose his army of wind-up toys to save the day. The Mi🍌ni-Marios only walk in straight lines, so the player needs to guide them through obstacles through their journey.

As we began it was a little too easy. A stage starts with the Minis on one side and the door on the other. Once you start them going, they keep walking and you use the familiar red girders of the arcade original to make a path for them towards the door using only the touch screen. The Minis march at a leisurely pace, so it%26rsquo;s not too much of a rush to set up the paths, but it does take some quick thinking to make sure all the little guys make it safely to the exit. The whole adventure is helped along by a great soundtrack filled with classic Mario s🌼ongs that have been redone.

Fortunately MvDK:MM (that%26rsquo;s not too complicated, huh?) is more diverse than just setting up girders, with new enemies, items, even diffe🐎rent Minis entering the mix at a steady rate. Soon enough some very quick stylus reflexes are needed, with some quick switching back and forth between tools to securely get the Marios where they needed to be. After the rather simple beginning, we were pleasantly surprised to see how much more complex the gam𓆉e had become without us noticing.

In spite of that, it never really felt challenging enough. First off, up until some pretty late puzzles, every area just felt really small, cramped even. If all you wanted was to beat the level, skipping all the collectible coins, cards and other items, the path was pretty clear. In fact, we p𓂃icked up all the items in virtually every stage just to keep things interesting, though even that felt too simple most of the time.

On t🍷op of that, even with the later complexity, it often felt too shallow for a retail game. And when we reached the end of the normal game and its 72 levels, we weren%26rsquo;t feeling too great about Mini-Land after such a brief play through. After the credits wrapped, we were pleasantly surprised to see the game keep going with an expert mode opening up. Each level had been remixed with new and more difficult settings, and we finally felt a real challenge in the game. By the time we beat it a second time and got the %26ldquo;real%2🧔6rdquo; ending, we were feeling a bit more satisfied.

In the end, Mini-Land Mayhem isn%26rsquo;t that different from the previous games in the series, and those looking for a spiritual Donkey Kong sequel should instead download Super Meat Boy on XBLA. Still, MvDK:MM is a consistently fun time filler that keeps the series%26rsquo; above-average quality streak alive. It may not be the best 🐎Mario or Donkey Kong game this year, but out of the few big DS releases this holiday, it%26rsquo;s one of the better ones.

Nov 15, 2010

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//344567.top/mario-vs-donkey-kong-mini-land-mayhem-review/ cnKT7vjGEje86Lg8T9A58i Tue, 16 Nov 2010 03:35:28 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Todays dose of "huh?" comes from Nintendo, which has suddenly decided to file a request with the US Patent and Trademark Office for th💧e phrase "It's on like Donkey Kong." The phrase has been in the popular vernacular for several years, so why Nintendo would want to register it now is... oh wait, Donkey Kong Country Returns comes out this month. There you go.


Above: Could clever teesbe on their way out??

๊Nintendo'sofficial definition of "It's on like Donkey Kong🎃"

And then for comparison's sake,:

Should Nintendo successfully register the trademark (which still must be approved), it could chase down anyone who uses the phrase for financial or personal gain - kind of likewith "That's Hot." But, is this really that iꦆmportant? Do you need to control every single aspect of your brand's existence? Do you really want the phrase to now be "It's on like Donkey ꧑KongTM?" Whaddya think?

Concerning games, DKCR releases on November 21st. I've had several hands-on sessions with the upcoming Wii game and I gotta say,澳洲幸运5开奖号码历史查询:it's pretty damn cool. Expect a full review near that release date!

November 10, 2010

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//344567.top/nintendo-trying-to-trademark-its-on-like-donkey-kong/ kPKqVY5ufnxwUmJcmc4ZJL Thu, 11 Nov 2010 02:38:14 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> We got a strange little screenshot bundle today featuring a tidal wave of celebratory DK deliciousness, some of which was… surprising, to say the least. Half of the folder’s contents we expected, but the other half were completely out of the blue and should warm the hearts of damn near anyone who owned a SNES. They also sent our imaginations reeling (You’ll have to澳洲幸运5开奖号码历史查询:click to the next pageto see whatI mean)...



This isn’t to say we’re not giddy to see spankin’ new pics of the Donkey and Diddy’s colorful reunion. It’s gorgeous. Truly, a glorious return to DK form after years of little more than bongo-bangin’ and party game appearances. Let there be no doubt: Donkey Kong Country Returns easily sits atop GR’s must own list of 2010, and the classically inspired gameplay even managed to win over the notoriously coldhearted Brett Elston during澳洲幸运5开奖号码历史查询:💜a recent preview of🐓 the first five levels, which these screenshots elaborate on beauꦚtifully.


Above: Diddy, quite carelessly, firing off his jetpa🍸ck right on Donkey Kong’s head


Above: Wii Carty!


Above: A barrel-blastin’ stage is also a Country requirement


Above: The daring ape escape Mr. Elston spoke about in澳洲幸运5开奖号码历史查询:our latest preview


Above: Neither Limbo nor Sin City.But these Suset Shoressilhouettes do containa couple of "perspective" puzzles


Above: That’s one way to elude Tidal Terror

You want to see all of today's shots bigger than life?澳洲幸运5开奖号码历史查询:Head here.After that? 澳洲幸运5开奖号码历史查询:Click on over to the next pageto see the unexpected shots we received today. Old Sch🍰oolꦰ DKC fans are in for a real treat…

Lo and be✃hold,almost half of todayᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ’s screenshots came with a wonderful little surprise: Classic pics from Donkey Kong’s greatest games! You see, GamesRadar wasn’tembettering up the internetyetwhen Donkey Kong was originally blowing minds back on pre-GameCube platforms, thus we don’t have a lot of shots archived from those games unless we capture them ourselves (or steal them, assuming someone on the internet has more time to make old-school screenshots than we do).


Above: Roots

You might find this hard to believe, but our daily schedule doesn’t leave a lot of time for replaying the Donkey Kong Country series. Plus, it’s very, ahem… “Rare” for publishers to pass along big, new shots from old games. Obviously, GamesRadar knows full well that “what’s come before” is crucial to understanding why the new stuff matters. Old gamers get to relive fond memories and younger plaﷺyers endure a little history lesson disguised as an editorial feature(use dick jokes and Twilight references and they won’t know they’re learning!) So, thanks to w🐭homever sent these to me today, we can take a bold look at Donkey Kong’s visual legacy!

Donkey Kong |1981


Above:You know this. It's in your DNA

Donkey Kong burst onto arcade floors everywhere in 1981, and nothi♌ng’s been the same since. Designed specifically to appeal to American audiences, the success of, essentially, the first platformer ever eventually made househo❀ld names out of both Nintendo and Mario.


Above: DK never gets credit for being quite the matchmaker

The smash hit was followed up by Donkey Kong Jr., which turned DK Sr. into the damsel in distress, and an NES release. And as much as we appreciate these screens: C’mon, Nintendo… no love for澳洲幸运5开奖号码历史查询:Donkey Kong 3?

Donkey KongCountry | 1994


Above: Rambi the Rhino will be rideable in Returns! This caption brought to you by the letter R!

After years of co-star status Ninten𝐆do put Donkey Kong into the incredibly capable hands of Rare. Using a Silicon Graphic🧸s workstation, the UK developer managed to pump “3D” into the SNES during a time when CD technology had declared the platform dead and Pixar’s Toy Story was melting the minds of the general public with what pixels could pull off.

DK’s transformation into sidescrolling star once again put him back in the spotlight after a decade without a starring role. Nintendo rewarded Rare by purchasin🌟g a giant stake in the company. Rare rewarded Nintendo by selling 8 million copies of Donkey Kong Country. Possibly not in that order…

Donkey KongCountry 2 | 1995

Following the success of the original, Diddy’s Kong Quest traveled from the jungle to the ocean. Although, strangely enough, without a ꦛplayable Donkey Kong? Spiritually in tune with Donkey Kong Jr., young Diddy was charged with rescuing DK from captivity, and he received help from blonde bombshell, Dixie Kong.


Above: I wish I was in Dixie, hooray, hoor… Wait, don’t type that! BAD FINGERS

David Wise returned to compose the music, and with unforgettable tracks like “Stickerbrush Symphony,” it’s still widely regarded today as one of the greatest VGM soundtracks ever made. People didn’t seem to mind the missing monkey, and the payoff was similar to the previous game: Donkey Kong Country 2 became the second highest selling game of 1995, and the s💙ixth best seller on the SNES altogether.


Above: Giant memorable bosses are a staple of the series

Donkey KongCountry 3 | 1996


Above: Because if you're not fighting a giant spider, are you sure you're playing a videogame?

And here’s where the luster wore off, as it tends to do with the third entry in annually released sequels. Even without the ability to play as Donkey or Diddy Kong, replaced this time by the universally🔥 beloved Kiddy Kong, DKC3: Dixie Kong’s Double Troublewas still largely indistinguishable🌌 from the two previoustitles. And it certainly didn’t helpthat the game now had to go up against a full swing competition involving both the Saturn and PlayStation.


Above: I was joking up there. Everybody hates Kiddy

To its credit, Donkey Kong Country 3 was far more open-ended in the way players could tackle levels, and aꦰlso came with a couple of nifty additions like hidden coin puzzles and progress tracking, but it was pretty clear that the once mighty DKC star was entering a descent. That said, the game still received favorable reviews and moved millions of cartridges. Barring the GB ports and rereleases, the Country then went underground for almost fifteen years…


Above: BACK!

Which brings us to Donkey Kong Country Returns! It’s not just a clever name; it’s essentially the first true sequel to the original. DK’s got new moves, Diddy’s grown a jetpack in the meantime, and they’ve been tossed into brilliaꩵntly realized levels colored with more vibrancy than most games bother to attempt these days. The fact that a mere crop of pixilated screenshots could send an extremely busy adult into the diatribe you see abov🥀e is a testament to the lasting legacy Donkey Kong and his Country has left on gamers of my generation.


Above: Can't wait

But what doesit all mean?

Perhaps that's all these screens were meant to do… or do we have unlockable classic titles to look forward to when DKCR arrives on US shelves November 21st?! (Knowing Nintendo, probably not. But that’d be awesome). Whatever, they’re all on the Virtual Consolealready anyhow.Grab a fresh ‘nanner to remove the bad taste left in your mouth by Donkey Kong 64 and Barrel Blast… Donkey ๊Kong Country Returns is the real deal. Get excited.

Oct 14, 2010

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//344567.top/new-screens-honor-the-legacy-of-donkey-kong-country-but-why/ no3cKqDispZeyAVUM9yjh5 Fri, 15 Oct 2010 06:46:00 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> King of Kong: A Fistful of Quarters is wi𝄹thout question the best videogame film of all time. The documentary told the David and Goliath-level struggle over who holds the record for official highest score in Nintendo’s arcade classic Donkey Kong. Billy Mitchell, the mullet-wearing arcade master and the first person to ever , had held it for decades, but when challenger Steve Wiebe topped it, Billy’s friends at Twin Galaxies, the official high score keepers for all games, chose to not recognize the score. King of Kong followed Wiebe’s adventure to make that score official.In the years since filming ended the rivals have traded the top spot, with Billy regaining the high score last month. And today, and he’s the King of Kong once more.

Submitted last month, Wiebe’s score of 1,064,500 was officially recognized, putting him about 2,000 over Billy’s old score. But don’t set that score in stone just yet, as the high score has been in a state of flux since King of Kong was released. In case you didn’t see the movie (you should rent it right now, or watch on Netflix Instant), Billy and Steve have been trading the position for some time, and this could be another situation where Steve finally pulls out a win, only for Billy to come back and reassert his claim. And let’s not 🎀forget, a surprise outsider who briefly held the honor and is now at third place.


Above: Steve’s finest hour in King of Kong

The real question is when and how will this all end? As arcade fans know, Donkey Kong, like most old games, has a kill screen, a point at which the levels can repeat no further. That m♒eans that theoretically there’s a limit to how many points can be scored. But what is the ceiling? It’s possible Billy Mitchell knows but isn’t sharing. In the past when he’s beaten a high score, Billy immediately stops playing so his competitors won’t know what his highest possbible score could be. Maybe we’ll see him and his intimidating mullet pop up soon, and he’ll score 1,064,600. Only time will tell, but in the meantime let’s celebrate everyman Steve Wiebe and his achievement.

Bonus: Here’s the awes⛎ome History of Donkey Kong extra from the King of Kong DVD.

Sep 20, 2010

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//344567.top/donkey-kong-high-score-once-again-belongs-to-steve-wiebe/ 59vizqQGVtkmHEgYjXaN6L Tue, 21 Sep 2010 05:56:08 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Donkey Kong Country: timeless platforming classic that set Rare on the road to super-stardom, or wildly overrated plod-’em-up which only got the attention it did thanks 🧸to some pretty, pseudo-3D graphics? It’s a debate that has raged inconclusively for the last 15 years, and this rebirth will give another generation a crack⛦ at answering it.


Above: If one of the apes runs out of hearts, he’s whisked away and crammed into a DK barrel farther down the level. Or maybe they do actually die, but there’s an infinite number of Diddy Kongs waiting to be de-barrelled at any given moment. What a ghastly thought

The truth? It’s probably som♔ewhere in the middle. All the 96% scores Donkey Kong Country sucked up up🌜on release look a little ‘enthusiastic’ in the cold light of 2010, but going back to the SNES original now, it’s clear that as a game it still holds up today. So much so that Retro Studios (the same team that turned Samus inside-out for its Metroid Prime Trilogy, remember) has decided to leave the DKC template largely intact. Ironically, given the amount of attention it garnered the first time out, the only thing that’s been drastically overhauled is the visual style. It’s out with the dated wireframe models and in with a softer, more traditional cartoon style.


Above: Diddy Kong’s got a jetpack that allows him to hover in mid-air. Donkey Kong can take advantage of this during a two-player game by latching on and taking control of both characters. What does the player controlling Diddy do during these moments? Have a good cry, probably

Although Donkey Kong Country Returns isn’t the head-turner the original was back in the day, there’s still plenty of visual trickery to tickle your eyes pink – such as swarms of butterflies that swoop in and out of the screen, or a sunset level shot entirely in silhouette. In another section, a barrel launches DK into the background, but this barely fazes the hairy-knuckled one. He simply dusts himself off and continues his quest by running along the distant curvature of the backdrop. A continuation of the SNES series? 𒉰Yes. But you try asking a Super Nintendo to replicate these aesthetics – it’ll be reaching for its eject button in seconds.


Above: A textbook example of DKC Returns’ difficulty. This pirate ship lobs bombs at your doorstep with chilling accuracy. Roll, DK, roll!


Above: Ah, where would DKC be without the mine cart levels? The name ‘Rickity Rails’ suggests that the mines’ maintenance budgets are still a bit stingy

Get past Donkey Kong Country’s shiny new face and you’ll find another more familiar one smiling back at you. The original outing was never the world’s most complicated game - the bits where you had to predict your trajectory of flight from one floating barrel to another were about as taxing as it got. Donkey Kong Country Returns keeps things as simple as they always were – aside from the odd bonus room and a scattering of collectables, there’s nothing to distract you from the monℱkey work of running from left to right, hopping and bopping everything that crosses your path.


Above: Barrels come in all kinds of shapes and sizes. Expect the full gamut of Wii motion gestures to be explored


Above: Lovely sunset. Not only are the silhouetted graphics pretty neat, it’s also kinda romantic, don’t you think? No? Oh

The only functionality change of note – and we’re not sure it’s a good one – is the addition of a few motion controls. DKไ’s rolling motion is now activated by shunting the remote to the side, and certain platforms can be beaten into submission with your ape-hands by shaking the controllers up and down like some kind of enraged primate. These gestures are a little too indulgent and counter-intuitive for our tastes. Shaking to roll in particular was a real pain – it wasn’t quite precise enough for the pixel-perfect platforming that DKC demands of you, and on a few occasions we cartwheeled our way right into a p🌃it o’ spikes. And believe us, we’d never intentionally hurt Diddy Kong…


Above: Looks like Diddy’s left land-lubber DK high and dry here. Maybe there’s a switch up ahead that’ll let the Donkster re-join the party…?

Speaking of Diddy Kong, he’s the reward for whoever picks up the dreaded second controller (surely remote roulette is the only fair way to decide which of the players suffers this dire fate?). That’s right – it’s another 2D platform game on Wii with a co-operative mode shoehorned into it. Which leads us to wonder exactly where Donkey Kong Country Returns is going to slot into the Wii’s games library. New Super Mario Bros Wii comes from a more distinguished lineage, Wario Land: Shake it! is p🎃rettier, and Kirby’s Epic Yarn is fresher and more stimulating. Heck, it might n💟ot even be the best 2D Donkey Kong game on the Wii – Jungle Beat is a pretty hard act to follow.


Above: What does DK need that many bananas for, anyway? In our experience, if you buy more than three bananas at any one time, at least one of them’s going brown

Donkey Kong Country Returns is a modest offering 🔴with the admirable if unoriginal aim of capturing the magic of a bygone era. And while we’re still a little unsure as to how well it will stand out on the Wii, we must admit we’re looking forward to revisiting the series, if only to settle that 15-year-old debaꩲte…

Aug 4, 2010

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//344567.top/donkey-kong-country-returns-first-look/ V4japGkZpsH5jsHm2ZS85T Thu, 05 Aug 2010 05:18:17 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Short of Shigsy stepping off the stage to give us a sensual backrub and a sirloin steak during his Zelda presentation, there ain’t much more Nintendo could have done to win us over at this year's E3. We’ll admit it: we’ve fallen for the company all over again. And that’s due𝓀 in no small part to the triumphant return of a certain tie-sporting simian.

Yup, the Kong has returned to his glorious 2D roots after 14 years in the wilderness. Below, we reveal the little things we already love abouthiscomeback that make us happier than a 25-foot gorilla on a vacation in New York, with a hot blond🍒e and banana split the size of a Buick.

F*CK. YES.🃏 If there’s anything that can endear us to the semi hated chump of a ch🔯imp, it’s the power of flight and a helluva lot of rocket fuel.


Above: Eight giant tentacles are no match for some jet pack lovin'

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//344567.top/e3-2010-6-reasons-we-already-love-donkey-kong-country-returns/ TWqKqTTr4MS5gc9pwSPdZc Thu, 17 Jun 2010 21:16:36 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Glory be! Fifteen years of DK irrelevance has fina🎐lly come to an end! Shit yes, in one of the hi⛎ghlights of Nintendo’s E3 2010 press conference it was announced that Donkey Kong Country will return in… Donkey Kong Country Returns (Tentative title? Hope not!)

The Mighty Kong hasn’t been seen on a🐻 console starring in a true action game since Donkey Kong 64, let alone a sidescoller, which he’s been playably absent from for over a decade and a half! In the recent years, Rare’s spit-curl revamp of the gaming’s first primate has, sadly, been relegated to kart racers, clap simulators and pretty much solely responsible for keeping the GameCube Bongo peripheral on life support.

But who cares?! That’s all over now. And we’re ready to embrace the ape once again after watching DK and Did🐼dy careen through all manner of, barrels, vines and mine cart levels to the tune of David Wise’s timeless Donkey Kong Country theme that hasn’t left o𒅌ur heads since 1994.

Obviously, GR’s stable of old farts went nuts for the hyper-colorful, 2.5D platformer wonderfully reminiscent of gaming days of yore. But it’s not as if nothing’s changed. The all too brief look from the conference saw DK vine-swingin’ and barrel-blasting like the old days, but you can also see the guy do a double fist𝓀ed ground-pound on a thorny reptile boss.


Above: Punch-Out!! was just practice

Come to think, Diddy look to𒅌 be very equipped as well. Not only can he and DK work together to enact a vicious roll charge, but if you look closely ಞduring the vine swinging portion of the trailer, you can see the red-capped one clearly has a jetpack! Now, if you’ll excuse us, this bad boy is comingfor the Holidays, but it'splayable on Nintendo’s E3 showfloor right now!

Jun 15, 2010

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//344567.top/e3-2010-donkey-kong-country-returns/ KDLFMP63U89gHmx5zXG3NB Wed, 16 Jun 2010 01:40:45 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements.

May 7, 2010

Game: Donkey Kong Country

Song: Aquatic Ambiance

Composer: David Wise


Above: Aquatic Ambiance from Donkey Kong Country

First introduced in the Coral Capers level of Donkey Kong Country, Aquatic Ambiance is a fittingly impressive track for the澳洲幸运5开奖号码历史查询:best water level of all time. This is soft music done right. Soothing and smooth without being the least bit boring, Ambiance perfectly complements the flowy serenity of DKC's underwater levels. In the video below,Ken Lobbeven explains that the first DKC water level is meant as a easygoing reward for players after they've braved a difficult level (Reptile Rumble isn't that tricky, but OK), so Aquatic Ambiance was specifically crafted to be relaxing🌳 and mellow.


Above:Ken Lobbtries to explain how good the DKC soundtrack is whileinterviewer dude spazzes out

While Aquatic Ambiance has beenmany times, still nothing compares to the original mix.How can you improve upon thosebloopy bubble sounds and tinkly keyboardnotes that strike just the right balance? Donkey Kong Country is known for its standout soundtrack, and Aquatic Ambiance is the standoutwithin its many stellar tunes.


Above:The understated elegance of its melody lends itself to thepiano too

澳洲幸运5开﷽奖号码历史查询: Game music of the day: Donkey Kong Coun♔try 2
The genius of David Wise, plus OCR album Serious Monkey Business


澳洲幸运5开奖号码🍌历史🎃查询:Game music of the day: Link's Awakening
"Tal Tal Mountain Range" by Totaka/Hamano



澳洲幸运5开奖号码历史查询: Game music of the day: The OneUps
Versatile, talented and easily the most proficient game ban﷽d

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//344567.top/game-music-of-the-day-donkey-kong-country/ uN7GY7yHo8yxsB64pvMzFf Sat, 08 May 2010 06:53:12 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements.

March 17, 2010

Game: Donkey Kong Country 2

Song: Stickerbrush Symphony

Composer: David Wise


Above: "Stickerbrush Sympony" from DKC2

David Wise was, for all intents and purposes, the music man at Rare for more than two decades. Odds are you know and love not one, but dozens of ℱtracks brought into existence by this talented composer; he's responsible for Donkey Kong Country (series), Wizards & Warriors (series), RC Pro-Am, Battletoads, Starfox Adventures and the NES con🐓version of Marble Madness among many, many others.

Wise has said DKC2 falls in his "experimental Paris phase," and there's defini🌸tely something about Stickerbrush that makes us picture the regal City of Light overrun wꦜith sticky, itchy, scratchy brambles. The mood is right in between somber and inspirational, as if it's calling us to action but we're too caught up in thought to comply. Of course, in-game it's just background music for a.



Above you'll find the "illegal" remix of Stickerbrush from Team Genius, whichꦦ incorporates some salty lyrics about how theylike to play.If you'd prefer something much more elaborate (like say, the entire game's soundtrack), definitely check out OverClocked ReMix's "Serious Monkey Business" remix album - complete with a remix from Dav💎id Wise himself!

The best part?, soඣ you haveಌ next to no excuse for sitting this one out.


"Tal Tal Mountain Range" by Totaka/Hamano


Eight aural accounts of videogame music keepཧing꧑ it in the family

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//344567.top/game-music-of-the-day-donkey-kong-country-2/ WG46zRcgibRNpczxFusGBA Thu, 18 Mar 2010 00:51:12 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]> Are you a seasoned Jungle Beater? Then New Play Control Jungle Beat is like having your dog’s legs amputated: it no longer runs and bounds as it should, but you’re still left with a recognizable lump 🐽of pooch to love and pat. Jungle Beat was designed to show off the GameCube bongo peripheral, a simple input respected with intelligent, simple design; design that was never intended to be sprinted through with aꩵn analog stick.

So sprint through with an analog stick you shall. At best, this revamped Beat plays like a forgiving Mario: gaps and wall jumps that were carefully passed with a bongo are rinsed by a button tap. At worst it renders certain mechanics pointless – intensively bashing the right bongo to escape an avalanche is now as easy as holding the analog stick. And the ferocious drum roll to pick up speed ꦯduring the ox-riding ski jump? Noticeably abs🌟ent. Once sturdy set pieces are rendered depressingly hollow.

So it isn’t that game we knew and loved, but is it a game you can know and love? Although they may now be bongo-free, the ideas still drip Nintendo magic. Then again, what do you expect from EAD Tokyo, the magic factory behind Mario🅺 Galaxy? Beat is perhapꦗs more interesting now as a Galaxy prototype. Not only are there clear audio and visual echoes (down to the bee sound effects), but Beat’s gleeful turnover of ideas reeks of Galaxy’s scattershot fun-bursts.

Jelly trampolines! Firefly platfoꦺrms! Chicken punching! Ox riding! Parachuting! Bubbly swimming! Pineapple throwing! Nintendo should lend a copy of this to ExciteBot devs Monster to show them how ‘joyously madcap’ actually works. And while initially designed to be dashed through in a hyper sugary rush, it survives repeat play with a sharp combo system (limper with analog control, but still decent) and banana-snatching for end-of-level medals. You see, Klonoa, games needn’t stop at four hours.

It’s not quite the game you remember, but💟 who pays for what they clearly remember? New is good. Purists can trawl through the eBay mire for a proper copy, but this’ll ꧅do for newbies. Not bongo- fun, but still fun. You can scratch that opening remark. If no-legged dogs were as naturally good as this, dogs wouldn’t come with legs.

June 3, 2009

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//344567.top/new-play-control-donkey-kong-jungle-beat-review/ iGZ3Zrijzcc8CCmevw4kCh Wed, 03 Jun 2009 22:57:20 +0000
<![CDATA[ Latest from GamesRadar+ in Donkey-kong ]]>

Donkey Kong Banana Kingdom looks like a spiritual sequel to Jungle Beat, a brilliant 2D-style platformer on GameCube ma🍰de unique by its use of the Bongo controllers.

Donkey Kong will hit Japanese arcades housed in a huge three-player arcade cabinet. With nothing but two buttons on the control panel of the cabinet, a similar control style to Jungle Beat, which saw players hit the button repe♓atedly to🌠 run left and right.

The three player functionality will presumably allow players to co🐼mpete in what looks like a series of mini-games.

Above: There's been no word on whether Banana Kingdom will feature a "Eat DK's head" minigame amongst its collection, but we're crossing our fingers

Unfortunately, thedoes𓄧n't offer much firm info for us English-spea🅰kers due to a lack of plaintext for Babelfish to work its magic on.

Capcom was not available for comment but we'll keep chasing🎶.

February 20, 2007

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//344567.top/donkey-kong-returns-to-the-arcades/ cw38rLDCvehTLUznzFnnkX Wed, 21 Feb 2007 04:11:09 +0000