As is the custom, this month the lines have changed. Let’s get to know the crew quickly before the meeting begins:
- Drop. Alana Hagues – DKC veteran, KONG confident in command
- Commander Jim Norman – DKC veteran, KONGExtremely knowledgeable
- Ens. Ollie Reynolds – DKC to recruitscripted KONG
- Ens. Gavin Lane – DKC to recruituCONgruously
Alana: Good day everyone, team! I believe you all enjoyed the sights of the island? Are we all included?
Ollie: Ensign Reynolds reports for duty!
Jim: Yes, yes, Captain!
Gavin: Yes sir.
Alana: Excellent, excellent. It’s been a few weeks since we’ve sat together like this, crew, so just to remind you, we’re all friends here. Be honest, but kind.
Now, Donkey Kong Country, hey? Arguably one of the games that put Rare on the map – a visually unique, perfectly simple yet cool classic of the SNES era. But I hear there was a bit of… discontent among the crew. Ensigns Lane and Reynolds, how have you managed to stay away from the country’s charms all these years?
Gavin: Back then, I… well, I played… I never had a Super NES. I was a Mega Drive kid, you know, Captain. It wasn’t until many years later that I went back and tried Nintendo’s 16-bit catalog.
Alana: It’s okay, Lane. You recognized your mistake and solved it in the best possible way. Now, Reynolds?
Ollie: So, I will say that I have dabbled in the game here and there, albeit very briefly, over the years. I played Donkey Kong Country Returns and Tropical Freeze well when they were released, so there must have been moments where I thought, “Hmm, let’s try the original ‘Country’.” However, admittedly, I’ve only just sat down and played the whole thing.
Alana: Good, good. Sometimes it’s hard to come back, but it’s commendable that you tried more than once. Commander Norman, I understand you have a bit more experience with Donkey Kong Country, correct?
Jim: That’s right, Captain. I first rodeo, this ain’t. I didn’t have a SNES either — I’m afraid he’s a little older than me — although my uncle does did i have one and have very fond memories of blasting DKC at his house whenever i could (at least “drilling” as much as a little kid can). Armed with those memories, I raced through the first few levels on the SNES Mini a few years ago and then again on the NSO when it launched.
Alana: No shame, Norman. The SNES is also older than me, though I’m afraid if we dwell on age we might cause more unrest. Let’s deal with that later. Reynolds, given your love for DKC Returns and Tropical Freeze, what did you expect to see coming back to the SNES original and how does it compare?
Ollie: Having seen quite a bit of the game through videos and screenshots even before Returns launched, I had a pretty good idea of how it would play before diving into it. It’s definitely the forefather of Retro Studio’s platform games in the sense that it plays very similarly with the same level structure and objectives. I don’t think it’s aged as well as some of the other key SNES titles, but it’s still a lot of fun and looks absolutely stunning.
Alana: We don’t have a CRT on board to test it, but I’m sure those visuals look consistent better on the old screen… (um, there’s no time for nostalgia, Alana, pull yourself together.)
Ensign Lane, I know you have little experience even with Retro Studio games, but I am aware of your love for Rare. What did you expect from your first DKC raid?
Gavin: I expected… hmm. Given the love many people have for this game (and the dev staff’s crossover with Banjo-Kazooie, a game I absolutely adore), I was expecting something to rival the 16-bit giants. Maybe not in the same league as your Mario Worlds or Links to the Pasts, but something very good.
Alana: I sense a little hesitation in your last words, Lane?
Gavin: … Permission to speak freely, Captain?
Alana: Permission granted.
Gavin: In a game so loved by millions, I don’t think I’ve ever encountered so much… ‘BS’. sir.
Alana: Interesting. Reynolds, Norman, are you aware of this, um, BSwhat does lane mean?
Jim: Before we toss the flag overboard, Captain, I have to admit that I can see some of the… that too. There are still things to like about the original Country experience, but something about this gameplay just didn’t feel right. I’m starting to think maybe he hasn’t aged Enough as I expected.
Ollie: Forgive me Captain, but I will need some elaboration on this so called ‘BS’ before I can comment.
Alana: Of course. Ensign Lane, do you have any examples?
Gavin: To me, these are design decisions where the player has little or no chance to advance without falling first. Yes, yes, games like Dark Souls and countless squillion roguelites are built around failure, but if you’re skilled enough, you could, in theory, beat a boss or get through a run on the first turn. With DKC it seemed almost impossible. The sprites are huge and beautiful looking – I can only imagine how amazed I would have been if I had seen them in 1994! – but one result is that the visible track head is significantly limited compared to other side platforms. More than once I ran forward only to crash into a crocodile or off the edge of a cliff.
Alana: There is… some of that, yes. I certainly struggled with mine carts, but I actually enjoy the precision platforming aspect of them. It feels like you have to build momentum and rhythm to get through each level, and I appreciate that. Ensign Reynolds, do you have an answer to Lane’s problems?
Ollie: Valid points, certainly, and this ties into my earlier comment that the game hasn’t aged as well as other SNES titles. However, I don’t think it was that much of a problem for me. I agree that the larger sprites and lack of any decent view of the road ahead can be a bit unnerving at times, but I think the game compensates by being pretty forgiving overall. The difficulty isn’t a patch on Returns or Tropical Freeze (except maybe the mine cart sections), so I haven’t had much trouble.
Jim: Sounds like a ‘Skill Issue’ if you ask me. The problem is that I’m in the same boat. I made my way through the lines like those with the carts in the mine beige NSO has rewound before, but there’s no way I wanted to do that this time — those wheeled crocodiles come out of nowhere, I tell you!
Alana: Now, Norman, remember we’re all friends here – although I appreciate the recognition.
Gavin: It’s okay, Captain. I fully admit I struggled with this one. Maybe it comes down to the size of the character sprites and hitboxes, but I had a hard time knowing if my monkey was going to hit an enemy from above or take a hit. Sometimes I’d slash an enemy almost from the side while jumping and they fell – other times, bye bye Diddy.
Alana: Diddy deserves better and more than a little death.
Let’s put the negativity behind us if we can, team, and talk about something we can as about the game. Ensign Reynolds, I’ll start with you.
Ollie: I mentioned earlier that the game looks stunning. There is one level called ‘Gang of Orangutans’ (I think) and the multicolored sunset in the background is really something else. love it The sprites are obviously exceptional as well, and I actually think Retro’s decision to lean more towards a cartoon aesthetic was a mistake. The original game, like the entire ‘Country’ trilogy on the SNES, is beautiful.
Alana: Commander Norman, is there anything you would like to add or anything else that stands out to you?
Jim: I support everything visually and still have a particular soft spot for the swing swing. But I’ll also throw a bone in the soundtrack. Sure, it might not be as dense as we’re used to seeing today (it can be a little stop and go at times), but almost every single theme is a belter. Everyone mentions that first water level for good reason.
Alana: David Wise has cooked up some magic. The water level here is generally very good – Clam City is excellent. The music only adds to that. Certainly better than many other water levels from the SNES era. Ensign Lana, do you have any positive thoughts about DKC?
Gavin: The sound was excellent, you can’t go wrong with DW. The visuals certainly looked amazing on the CRT, with the rendered ghosts blending in nicely with the surroundings. Loved the little bits of humor with Cranky and that DK arcade inspired intro. And I really like the momentum you mentioned. In fact, maybe that’s the source of my problems – I felt like I was given the tools but not the opportunities to use them. Whenever I made some steam like Diddy, I would have to stop to go through some tedious part of the barrel or avoid a clean fall. The levels were so linear compared to something like Sonic and even Mario that I felt like I never had a chance to express any creativity or enjoy myself. It was very stop and go.
Sorry, positive! I liked the ‘EXIT’ signs because they reminded me of Castle of Illusion.
Alana: … Then you are right. Nobody likes Animal Buddies?
Gavin: Ah yes, Enguarde and the frog dude were the highlights. I liked his big red, er, ribbed bag? And DK64 gave me the love for Rambi.
Ollie: Yes, absolutely. The riding of various such animals seems like something that should have been saved for the sequel; you don’t usually see this sort of thing in the first entry. The fact that Rare was able to add these mechanics, along with everything else, was remarkable. Very cool.
Jim: Being able to move enemies out of the way like a swordfish is a core memory from the first time you play this game. Extremely satisfying.
Alana: Great, we love to hear that animals love each other.
Well, I believe we should make like Expresso and leave Donkey Kong Country behind. This time we managed to avoid a rift in the team, fortunately. Now, for our next mission, I am told that Ensign Lane is taking command again. Is this a mutiny, Ensign?
Gavin: By no means, Captain! Only according to the protocol. If the crew likes it, I’d suggest investigating WarioWare, Inc. I believe some of my colleagues are not familiar.
Jim: It will be another first for me. Ready to set sail!
Ollie: I’ve played multiple WarioWare games, but never the first one! This is becoming a bit of a habit…
Alana: Well then, I think it’s time for a lesson on the nonsense at the beginning of the GBA. We go further and higher – especially the latter for some crew members.
Donkey Kong Country – Recruitment Report
Promoted officer: | Lieutenant Ollie Reynolds | Lieutenant Gavin Lane |
---|---|---|
The best part: | Visuals, water levels | Music, frog |
Worst: | ‘Stop & Go Station’ |
I feel closed in and confined all the time |
Would you play again? | In no time | Um, is it paid? |