Showing posts with label Donkey Kong Country. Show all posts
Showing posts with label Donkey Kong Country. Show all posts

Saturday, August 27, 2011

Super Nintendo @ 20: My Top 20 SNES Games Part 2

Mr. Saturn's Top 20 Super Nintendo Games Part 2



15. Ken Griffey, Jr. Presents Major League Baseball - 1994 - Nintendo

The Game: It is baseball. Featuring future Hall of Famer Ken Griffey Jr.


My Take: The SNES really wasn't the console of choice if you liked sports games but occasionally a few would provide a great experience. While maybe not the most realistic or technical baseball title out there, Ken Griffey Jr. Baseball provided me and my little brother with hours of baseball action with tons of seasons played through even though there wasn't a franchise mode. It is hard to quantify why I loved this game so much in ways that non-sports fans would appreciate but a game that you put so much time in with a family member is something very good. And I gushed about it in a retro review anyways so read that.

14. SimCity - 1991 - Nintendo


The Game: The Nintendo-fied version of Will Wright's classic city building simulator.

My Take: Anyone who has gotten into any kind of simulation game can attest to the fact that sim games can be insanely addicting. SimCity for the SNES was my first experience with these games and the amount of time I spent crafting cities of various types was always fun. Even if I used the cheat to amass large amounts of money early on. The Nintendo touch added to the game also gave a charm to the SimCity experience that is tough to reproduce. Having Bowser replace the godzilla like character or even the inclusion of Mr. Wright (Nintendo's creative nod to franchise creator Will Wright) gives this iteration added charm that really holds up well.

13. Mortal Kombat II - 1994 - Acclaim

The Game: After losing Mortal Kombat, Shang Tsung returns to Outworld and schemes with the Emperor Shao Khan to lure Kombatants from Earthrealm to fight for another chance to conquer it.

My Take: Nintendo learned their lesson from the first Mortal Kombat. Blood sells and thusly SNES fans got a Mortal Kombat chock full of blood and all the fatalities a person could want. To this day, and despite having a copy of the arcade version on the PSN, this version of MKII still holds up as my favorite of the console ports. Sure it may not be the prettiest but I spent many hours playing this game and while my interest in the franchise has since cooled it still a fun game to play and see one of those so-called ultraviolent games that would have apparently turned me and others like me into sadistic murderers.

12. Street Fighter II Turbo: Hyper Fighting - 1993 - Capcom


The Game: The early '90s arcade fighting king's second go around on the SNES features faster gameplay and the ability to play as the boss characters.

My Take: My favorite of the SNES Street Fighter II variations even over Super SFII's larger cast almost entirely for I feel this got closest to matching the arcade's sense of speed. There isn't a whole lot further to say about Street Fighter II that most people don't already know. While I'm a rather casual fighting fan, games like this and Mortal Kombat II helped define an era. One that sadly we may not really see again.

11. Donkey Kong Country - 1994 - Nintendo


The Game: King K. Rool has stolen Donkey Kong's precious banana horde and it is up to DK and his protege Diddy to storm the Kremlings hide outs and get them back.

My Take: Strangely enough the first straight-up platform game on my list so far. Which is odd since my love of video games really was developed quite a bit around them. DKC coming out at the 2nd half of the SNES's lifespan was in all honesty a pretty straightforward platformer more reminiscent of early days of the genre despite the advanced graphical capabilities the game showed off. It was actually a bit refreshing to see a platformer like it but it did bring some good stuff to the table. The buddy system of using DK or Diddy made for some interesting strategy even if they weren't extremely different. The game's use of secrets while kinda pointless outside of 1-up hoarding nicely broke up any monotony. Overall it would be an above average platformer, but where this game really shone was the graphics. the SGI graphics used to bring this game to life was very eye popping at the time brought that next generation graphics feel without needing to buy an add-on. Along with the great soundtrack this all came together to create a truly memorable game. And hey I chose this over games like Final Fantasy 3 and Super Metroid and I really don't regret it.

Friday, June 3, 2011

Featured Artist: Raul Henrique

I found a great video game cover artist from Brazil on youtube recently, and he's critically undersubbed! I'll show you a few of the songs that he's covered to give you an idea of what he's capable of.

Donkey Kong Country - Fear Factory
(This is the one I found when searching to listen to this DKC song, excellent isn't it?)


Earthbound - Pokey Mean Business
(Hooray! An Earthbound cover!)


Chrono Trigger - Tyrano's Lair


Pokemon Red/Blue/Yellow - Champion Battle


Super Mario World - Castle Theme


Well, what do you guys think? He has some growing musical talent, that's for sure. Like I said, he's critically undersubbed, so if you have a youtube account, go subscribe to him!

UPDATE!!!

He thanked me for making the article about him and asked if I wanted him to cover any video game music, so I suggested the title theme to Ecco: The Tides of Time, check it out!


He told me not to expect much, but I think he did pretty well, don't you think?

Friday, March 18, 2011

Playing The Classics: Donkey Kong Country: Vol 3


The nature of this game with its funky (no pun intended) save feature and level select feature, mixed with this blogger now back in school trying to earn a new degree, makes it challenging to continue through it. The game is entertaining enough as I've said but it's just hard to get motivated to use the precious little free time I have on a game where I'll have to replay significant chunks of levels if I don't make it to the next Candy location. That said, I finally made my way back into a groove with it, despite an exam on the horizon.

I am enjoying the theme of the Industries levels. However in the second level of that world, I came across a moving-platform style level that's reminiscent of those from Super Mario World. I had a bit of an issue with these however because of a somewhat minor programming decision. Donkey Kong (or Diddy if you're leading with DK) will always follow the lead player. So when I'm riding these platforms, it's hard to realize I'm not falling off or overshooting my jump when the secondary player is moving without me even doing anything. Simply when a platform changes direction, my characters shift and it's like a minor illusion. Then I came to a point where the platform lowered onto a vulture that spits rocks. I let it ride down, assuming I'd be killing it, but nope, it goes through the platform and kills Diddy. Thats some great video game logic... Then when the track was over, I felt like the platform was going to fall so I jumped but I ill-time it. So I corrected and landed back on the platform, only to roll off the other side. Give me a break. That break came in the form of the next level before the save point, Elevator Antics. It was the right kind of challenge but I didn't have to die a billion times to make it through. A well done level.

In Blackout Basement... I was torn. On the one hand it was quite challenging and for that I saw its value. On the other hand, how annoying is it that a level is in the dark half of the time as if I was starting to blackout while playing? I think what's interesting to note as a comparison with Donkey Kong Country Returns is my post-level desire. What I mean by this is that, when I beat DKCR, I was very ready to go back in for more and replay levels. Even the really tough ones were levels I salivated for. However, with Donkey Kong Country I find myself trying to get past a level, then having no desire to return. I don't know if the levels aren't as memorable or if the controls are still just a bit peculiar for me but I definitely see a difference.

The time span between writing the above portion of this and writing the below portion has been weeks. School has attacked my free time and so I haven't been able to finish this game yet. Finally though I aim to do so, in one final post about the game. I just played my way through Tanked Up Trouble and Manic Mincers, which were challenging but do able. I feel like though, that I want this game to be over already. I hate to say that about such a beloved game, and while I am having fun, there is just something about this game that I want to be over. Maybe I want the stress of the save feature gone most. I have having to retread my steps in order to successfully start from where I once was. For example, how right now I have to finish those two levels again because I used my final life at that new level with all the smog and snakes. It's enough to pull a rage quit. If I lose more than two lives in Tanked Up Trouble it makes no sense to use the rest. I should just lost them all and start fresh. I think what frustrates me most isn't so much the sometimes awkward character control, but the lack of definition in the platforms and the feet on which my monkeys stand on.

Platform Perils.... what an appropriate name, for a fun level! Finally something challenging but fun. Tons of jumping but it's not ridiculous. You know how to do it, but can you succeed? I really enjoyed this level, despite dying a few times. Finally I made it onto a boat. Admittedly I said to myself, "another world? really?" But I was optimistic for the fact that it was on a ship. Then I realized quick it was the final boss battle. I loved the music, which was familiar from playing in the past (whether it was DKCR or DKC I don't recall). K.Rool is easily the best boss battle of the game. It took a few tries until finally I knocked his ass out. ... or so I thought ... the kredits began to roll and suddenly, as I was looking at this very screen, I was jumped by that fat reptilian jerk. So I died, and tried again. This time knowing better.

When I finally beat him after his tricky move, I appreciated the coronary he apparently had. Though all the characters in this game kind of sound like they're having some kind of physical release... Then came the very Rareware thing to do and show me all the enemies. I actually generally like this sort of thing. Having the squids chase the shark and then back again was kind of funny. I do appreciate that despite the Kremlings kind of had inspiration from the original Klap Traps from the original Donkey Kong game.

All in all, after the credits rolled and the start screen returned, I felt like it was a generally fun game. My finish percentage was 48% and a play time of 2:14. Seemed a lot longer... haha. I know there's tons of letters and secrets to be found but that's just not for me. I did appreciate the blast from the past and a look into where the roots of the banana tree that is Donkey Kong Country Returns came from. I hear the sequel is even better than the first though. Perhaps I'll have to try that in time.

Sunday, January 16, 2011

Playing The Classics: Donkey Kong Country: Vol 2

-- Part One --

So I assure you readers out there that I have been playing games lately, and Donkey Kong Country has been one of them. I just haven't played enough to really write more, until now.

One thing I really want to comment on with this game is the annoying save feature. Don't get me wrong, I appreciate it has one at all and beggars can't be choosers, but... the save feature is completely convoluted. I play X amount of levels, only to come across Dixie Kong, who is in the middle of a world. Then I come across Funky who has his nifty ship. But if I don't make it past the boss and a few more levels, then I can't save again. It seems pointless. But wait! I can use Funky to go to a previous land to save at that Dixie... that fixes it all doesn't it? Well, no. That's even more convoluted because then if you lose all your lives, you have to go back to that save point and then make your way back to the level you wanted. It just eats up extra time and is initially confusing and is ridiculously pointless. I don't know if this changed for the second or third sequels but I'm glad Retro did away with it.

Anyhow, as I furthered my way through I came across some mine cart action. I found this to be quite fun but significantly lacking in the detection aspect. Jumps I know I should have made, didn't make it. Also, the level design was kind of boring. Still, I was happy to see them and I enjoy the fact that these aspects have been a part of the series since the first one.

I don't mean to bitch some more but in relation to the save point thing, the whole map is just clunky. It reminds me of a badly done Super Mario Bros. 3 or something. Not being able to go from world to world without a boss fight or Funky is unnecessary to me. If someone would like to explain to me why this was a design choice, I'd be happy to be enlightened. I guess one thing that is nice is seeing Funky himself. While his function is kind of pointless, I like that he's there. I just wish I didn't need him to be mobile.

Eventually I made it to a forest world. There were quite a few barrel challenges which were both a little annoying and a little enjoyable. I really liked how the levels themselves looked. Being up in the treetops seems natural for Donkey Kong and his pal Diddy. One level I played had orangutans throwing barrels at me... seemed like a nice nod to the original Donkey Kong game but way to go back on your species jerks. I find it a little hard to aim the spinning barrels in those challenges but I get by eventually. In the first snow level titled, Snow Barrel Blast, I had another set of those barrels ahead of me. I kept messing up until just a moment ago when I accidentally fired myself towards the pit below only to be caught by a hidden barrel. This barrel not only shot me along the bottom, into a ton of bananas and the final KONG letter G, but it shot me to the rest of the level. I love when games have little secrets like this. It was a nice surprise that gave me a little more fire in my belly to continue forth.

And so I shall, with the next installment.

Read Part 3

Saturday, December 25, 2010

Playing The Classics: Donkey Kong Country: Vol 1

On Christmas morning, as a part of a Secret Santa thing I was participating in over at the Negative World forums, I received in my Wii the game, Donkey Kong Country. The original bananarama from the Super Nintendo back in 1994. Like an ape calling out through the jungle, it called to me and said, "You love the new one, play the original!" It called to me and so I answered. Welcome to the Playing The Classics for Donkey Kong Country.

From the get-go there's one thing to notice. The graphics are crude. I know they were good for back in the day, but they certainly do look muddy and it's a lot harder to tell what is a solid platform and what isn't. However I wont knock it for that because frankly it is insanely unfair to judge an older game by a sequel releasing sixteen years later. That'd be like a more minor version of judging Star Wars Episode 4 by Star Wars Episode 1. However in that case, the former still beats the latter. I digress, and yet I will still continue to make comparisons. There are all these synapses firing off in my head over just what Donkey Kong Country Returns borrowed from this game and the series as a whole. If you haven't, go read my Donkey Kong Country Returns Review to see what I thought about that game.

Now, in the first three levels I've noticed that while obviously the idea is the same, DKCR has borrowed some key stuff. The menu music and other tunes have already made their 16-bit presence known. The barrel throwing action has been seen plenty. Also, Rambi the Rhino has made his first appearance, acting just as I know him from DKCR. I don't know if it's a chicken or an egg story but I'm liking parts of this game because of what I know from DKCR. It feels like some sort of Grandfather Paradox though without the murder. Already too in this first 'world' of the game I played as another animal character. I played as Expresso the Ostrich. It took me a moment to put together that Expresso could fly but when I did figure that out, it was kind of fun. I wouldn't say I would have missed him in the Retro Studios sequel but perhaps it would have been fun to have some more animals besides Rambi. I'm pretty excited to get to meet the infamous Enguarde the Swordfish. I've heard a lot about him and for me as someone who has never played this game before, I feel like Enguarde is even more noteworthy than Rambi. At the least, my knowledge of Enguarde was greater anyway. The last major similarity, which I knew was a staple of the series since the beginning, was the Kong Letters. I like having those back because not only am I collect-a-thon kind of person, but they typically help lure you into certain secret or hard to reach areas, thus making you a better, or at least a more perceptive, gamer.


So I battled the first three levels, spoke with that cranky bastard Cranky, and found a hidden room or two. So far so good. Was I a fool to have dismissed this series until just recently? Probably, but only time will really tell. As you might realize, I am in the middle of Playing The Classics: The Lost Levels as well. I'll be playing both games and keeping up with those posts so don't think I'm choosing one game over the other. It's classic mayhem here at the DrFinkelstein gaming bunker... (note: Not a real bunker). Lastly, I want to wish you readers out there a Merry Christmas and a Happy Holidays.

Eat, Drink, Game, and Be Merry.


Read Part 2