Donkey Kong 64

Donkey Kong 64

With the last installment seeing its release in 1996, Rare’s Donkey Kong Country trilogy served as both the pinnacle of 2D platforming and its swansong. During that time, Super Mario 64 was released as a launch title for the Nintendo 64. As the first successful fully three-dimensional platformer, it changed the direction of AAA gaming forever. While it is speculated that Nintendo’s landmark title may have resulted in Donkey Kong Country 3 enjoying less critical favor than its two predecessors, it was a success in its own right. Even so, Super Mario 64 made it clear that 3D was in, and it only made sense to adapt Donkey Kong Country to the new rubric. Gregg Mayles, who had served as the lead designer for Donkey Kong Country and its first sequel, led the effort to turn this possibility into a reality.

Development of this game began in 1997. It was originally slated to be released on Nintendo’s proposed 64DD (DD being short for “Disk Drive” or “Dynamic Drive”). The 64DD was intended to be a peripheral for the Nintendo 64 capable of reading magnetic disks and acting as an enabling technology platform for the development of new applications. It even boasted dialup connectivity in an age when the idea of connecting home consoles to the internet was in its infancy. However, development moved to the base console when the 64DD was delayed numerous times before being cancelled outright for international markets.

In the meantime, Mr. Mayles had acted as the lead designer and co-director of Banjo-Kazooie, which would become Rare’s first 3D platformer. Following the trail Super Mario 64 blazed, that game demonstrated Rare’s aptitude in platforming after dabbling in other genres with Blast Corps, Goldeneye 007, and Diddy Kong Racing – not a mean feat given the sheer number of developers who failed to adapt to these uncharted waters. Demonstrating they were every bit Nintendo’s equals in terms of 3D platforming, fans eagerly awaited a new Donkey Kong game more than ever – and that is exactly what Mr. Mayles and his team intended to give them.

With many developers transitioning from the Banjo-Kazooie team, they were determined to bring Donkey Kong into the third dimension. In fact, the game was so ambitious that the team allegedly ran into memory problems while programming it.

Expansion Pak

According to programmer Chris Marlow, a bug which caused the game to freeze after playing it for a significant length of time arose during development. It couldn’t be resolved without using the Nintendo 64’s Expansion Pak – an upgrade that provided an extra four megabytes of RAM (random-access memory). However, his story was disputed by artist Mark Stevenson. While such a bug did exist, according to Mr. Stevenson, the Expansion Pak wasn’t the solution to that problem. Regardless, Rare, at a great expense, made the decision to bundle each copy of the game with the memory upgrade.

Despite this setback, development of the game proceeded smoothly, and the project was completed in 1999. Keeping in line with the Nintendo 64 branding, the game was named Donkey Kong 64. Like Banjo-Kazooie, the game was met with a warm critical reception, being considered the single most ambitious title on the Nintendo 64 at the time. Review outlet IGN took note of the sheer amount of content and dubbed Donkey Kong 64 Rare’s War and Peace. With these sentiments having been expressed just one year after the release of The Legend of Zelda: Ocarina of Time, can Donkey Kong 64 truly be considered one of the platform’s all-time greats?

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Donkey Kong Land III

Donkey Kong Land III

Donkey Kong Country 3 was released in November of 1996. Although it received positive reviews, its sales figures were noticeably less than those of its direct predecessor. This is largely because it had the misfortune of being released in the shadow of Super Mario 64 and the 3D revolution it kickstarted. Regardless, as Rare had much success in the Game Boy market with their Donkey Kong Land series, it only made sense for them to make an equivalent game for the concluding Donkey Kong Country trilogy installment as well. This game, entitled Donkey Kong Land III was released in October of 1997 in both North America and Europe. Japanese enthusiasts would receive a color update for this game in 2000, which utilized the abilities of the then-newest Game Boy model. Donkey Kong Land III was widely praised with some calling it the best game in the Donkey Kong Land trilogy. Was the game the power move its Super NES counterpart managed to be?

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Donkey Kong Land 2

Donkey Kong Land 2

Donkey Kong Country 2 was released in November of 1995. Much like its predecessor, it was a critical and commercial success. It became the sixth bestselling game on its platform, the Super NES. In fact, it was the single bestselling game on that console to not be packaged with the system. Meanwhile, developers at Rare had another success on their hands in the form of Donkey Kong Land, a Game Boy counterpart to the original Donkey Kong Country. As Donkey Kong Land sold over three-million copies, a sequel was inevitable. The game was finished and subsequently launched in North America in September of 1996 before seeing a broader release in Japan and Europe the following November. With Donkey Kong Country 2 being a massive improvement over its direct predecessor, how does its Game Boy counterpart fare?

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Donkey Kong Land

Donkey Kong Land

In the year 1994, the Twycross, England-based developer Rare put the finishing touches on Donkey Kong Country. Their game saw its release that autumn, and it quickly became one of the SNES’s bestselling titles. While the company had success developing games for the NES, Donkey Kong County was what put them on the map for many an enthusiast thanks in part to their close collaboration with Nintendo and the eye-catching presentation courtesy of the then-state-of-the-art Silicon Graphics workstations they employed.

However, as Rare co-founders Tim and Chris Stamper helmed the development of Donkey Kong Country, a second team formed to create another game starring the title ape. Nintendo’s Game Boy was released in 1989 and had become the single most successful handheld console to date. Realizing the potential of the handheld device, this second team sought to create a game for that platform. Created with the same Silicon Graphics workstations and Advanced Computer Modeling technique they utilized to develop Donkey Kong Country, this game was completed in the summer of 1995.

Named Donkey Kong Land, the game received fairly positive reviews with many critics praising its graphical presentation. It was eventually awarded the title of “Best Game Boy Game of 1995” by both Electronic Gaming Monthly and GamePro. Having moved more than three-million units, Donkey Kong Land ensured that Rare had a bestselling game in both the home console and handheld markets. With a high standard to live up to, how does Donkey Kong Land compare to its 16-bit counterpart?

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Donkey Kong Country

Donkey Kong Country

After receiving an unlimited budget from Nintendo, the company that revitalized console gaming in North America with the Famicom (the Nintendo Entertainment System/NES abroad), the Twycross, Leicestershire-based developer Rare created several games for them. The company’s first game for Nintendo, Slalom, which was originally released in arcades under the Vs. System, proved a modest hit. From there, they developed various games utilizing famous film licenses such as Beetlejuice and A Nightmare on Elm Street, but it was their original property Battletoads that would cement themselves as a force to be reckoned with.

Then, in 1990, the successor to Nintendo’s Famicom console, the Super Famicom, was released. It would see its international debut the following year as the Super Nintendo Entertainment System (SNES). Rare had been quite prolific throughout the third generation of console gaming, but after the SNES saw its release, they decided to limit their output. To this end, they invested the money they made from their various NES games in Silicon Graphics (SGI) workstations. These devices were notable for their ability to render 3D models in an era when such a thing was unheard of. It proved to be quite the financial risk, as each workstation cost £80,000 apiece. In doing so, Rare became the most technologically advanced developer in the United Kingdom. Rare tested the technology by creating an arcade installment of Battletoads before beginning work on a boxing game they named Brute Force.

Meanwhile, Nintendo was in a heated console war against the Sega Mega Drive (Sega Genesis in North America). Sonic the Hedgehog, Sega’s answer to Nintendo’s Mario series, had become a smash hit, and won the Genesis many fans in the process. Some of those fans included Disney animators, who lent their talents to Virgin Games to create an adaptation of Aladdin. It was notably the very first game to ever feature hand-drawn animation. Realizing they needed to think of something quickly to remain relevant, Nintendo, impressed with Rare’s work on Brute Force, bought a 25% stake in the company, which eventually increased to 49%.

Now part of a second-party developer for Nintendo, Rare founders Tim and Chris Stamper were contacted by Nintendo with an interesting proposal. Released in arcades in 1981, Donkey Kong was Nintendo’s breakthrough hit, turning them into one of the industry’s most respected developers. Despite this, it was the then-unnamed Mario, not the title character, who ended up becoming synonymous with the company. This may have been justifiable as Mario was the player character while the game itself had been named after its antagonist. Even so and with the exception of scattered cameo appearances and a Game Boy remake of the arcade original, the title character hadn’t been used at all since Donkey Kong 3, which itself fell into relative obscurity following the infamous North American video game crash of 1983. As journalist Jeremy Parish writing for USGamer pointed out, it was “quite an ignominious twist” for one of the medium’s most recognizable characters.

On the back of this, Nintendo wished to revive Donkey Kong for a modern audience, and the Stamper brothers were to do just that. Development began in August of 1993 with an estimated development budget of $1,000,000 and a team of twelve. The creator of Donkey Kong, Shigeru Miyamoto, did not work on the game directly, but he ended up contributing ideas throughout the development process. This game was to be a side-scrolling platformer, as much of the staff had grown up playing Super Mario Bros. and its sequels. Finally in November of 1994, Rare completed their work. It was called Donkey Kong Country (Super Donkey Kong in Japan), and it set a record upon its release for the most man hours ever invested in a video game’s development at 22 years. The game was highly acclaimed and a commercial success, selling seven-million copies worldwide in four months. As the third-best selling game in the SNES’s library, how does Donkey Kong Country hold up?

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A Question for the Readers #11: “Well, YOU have a gambling problem!”

What’s better than playing a fun video game? The answer is playing a fun game within a video game. If an arcade or casino exists in a game, you can bet that the programmers took the time to implement several minigames for the player to check out. Sometimes, the staff may be taken aback when players begin dedicating more time to these minigames than the larger one they paid actual money for.

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