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(GBA)

Release Date: 6th June 2003
Developed By Nintendo
Publisher: Nintendo

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Review: Donkey Kong Country (GBA)


Going bananas!

There are certain videogames throughout history that are remembered for very specific traits. With Donkey Kong Country that would have to be the advancement in 2D visuals on 16-bit hardware. Around 1994, there was definite emphasis on rendered computer-generated 3D imagery, as it became more and more widespread and filtered into entertainment media such as videogames. Donkey Kong was one of the first to properly utilise it and Nintendo were very keen to showcase Rare's seemingly impossible work on their Super Nintendo hardware.

Now, this historic title is revived for a fresh audience on Nintendo's more advanced handheld platform. But has it withstood the tests of time? Gamestyle took it for a test run...

Unfortunately, any praise thrown at Donkey Kong Country at the time, should really have only been for technical competence. DKC is an extremely well manufactured game, featuring lush visuals, absolutely brilliant sound and music, and some of the smoothest 2D animation you're likely to ever see. So why are the game's mechanics stuck in a pit of frustration and incompetence?

It's not that the game is badly designed; it's just that it is so one-dimensional. Progress through its scrolling platformed levels is maintained through trial-and-error - more so than Gamestyle has ever seen. Enemies will jump down from beyond your visual range without warning, usually knocking you down in the process and forcing a level restart. Platforms and hazards will turn up, move, and disappear in unpredictable ways that you can only navigate once you know what is going to happen - from failing the first time(s). You don't even get a chance to remedy dangerous situations on the fly, because one hit will see you out of the game. Although credit is due to the ingenious way you gain an extra chance, by freeing your monkey-pal 'Diddy Kong' from one of the barrels strewn about the levels, enabling you to take two hits before dying. Switching between the two active characters (leaving the other to trail behind you) does little to affect movement. Diddy is only slightly less able to dispatch some of the bigger foes, but that about covers it. An oversight for more innovative level structure maybe?

The inclusion of lives is a pointless one, too. Losing a life sends you back to the map screen, ready to start the level again. Losing all lives prompts you to restart from your save point, which is no different from losing a life. Even the halfway checkpoint that every level has is remembered after losing all lives, so there is really no need for them at all.

The frustration of some of the later levels is likely to send you ape. There is practically no way of getting through them all on the first try, so you are forced to expend your (limitless and pointless) lives on getting through the tough, artificially lengthened bits, relying on memory and patience. This frustration is enhanced by the graphical representation of the levels themselves: with the semi-3D "natural look" the platforms all have, it is sometimes difficult to see exactly where the edge of ledges start and finish, leading to unnecessary death by falling.

The controls (which have tried to copy the Mario 'hold-button-to-run' method) don't work as well as they could either. The B-button activates a rolling manoeuvre, but also needs to be held down to stay running. This little roll can be dangerous before edges of platforms, and perhaps a separate button could have been utilised for this other function instead. Needless to say, although this organic feel to the game does make it far less precise, it doesn't stop the flow or the feeling of solidity, and bouncing off of enemy heads is still as satisfying as it needs to be.

With the fundamental platforming feeling somewhat rudimentary and flawed, it is lucky that in virtually every other respect Donkey Kong Country delivers by the barrel-load. Bonus stages are hidden throughout levels, those infamous barrels are back in various incarnations (from cannon, to pick-ups and weapons), boss fights are a joy to participate in and show real inventiveness, and then there are the mini-games...

From the gloriously rendered jungle island map screen, to the localised level select screen, and into the sub-characters' welcoming huts where these distractions are introduced. There are two mini-game types that you will stumble across at varying difficulty levels each time. They aren't essential to progress but are ideal to simply monkey around in, and break up the often frustrating proper levels.

The dancing mini-game was probably one of the earliest examples of the rhythm action genre. As your monkey of choice gets down to the beat, a string of symbols representing the face buttons of the GBA will appear at the top of the screen. Pressing them in time with the music will award points and a high score will add to your life total and credibility. It is somewhat basic, however. The pace and rhythm doesn't really change and the music here is a little basic (but still charming). Furthermore the response sound plays when you press the button rather than in time with the music, so if you are out of time it can be difficult to correct it again as the music is drowned out by the offset sound. It's only a minor issue in this otherwise welcomed distraction.

The second is a fabulous fishing game. Using left and right to move your boat, and the A-button to reel the hook in, you must snag various fish and literally flick them into the boat, trying to earn 'kombos' for getting multiple fish at a time. It really is one of the most addictive mini-games ever, due in part to the great use of inertia and randomised fish placement.

There are so many great ideas thrown into this wonderful little title, that it is almost a shame that the main levels are so frustratingly badly designed. It could have been an absolute classic, a gem of a game, rather than a precursor to the ways of Crash Bandicoot. The characters feel very alive, the levels span and scroll beautifully, the themes and objectives vary, always keeping you interested (when it isn't sending you bananas), and many of the game's levels are extremely addictive (due more to the need to get through them, than the joy of actually playing them), that you will want to see it through to its clichéd ending, to find those lost bananas and generally bring peace back to the lazy world of Donkey Kong's everyday jungle life.

And we thoroughly suggest you give it a go. A game of this overall technical sheen that can really make you smile and take notice doesn't come along every day... in fact it comes along every nine years. If you've not sampled it before, now is the time.


Rating: 7 / 10


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