Retronauts - 504: Donkey Kong Country
Episode Date: January 2, 2023As the console wars heated up, Nintendo needed something big that wouldn't necessarily involve investing in new hardware that could potentially wreck the company. And that "something" arrived in the f...orm of Donkey Kong Country, a fairly simple platformer by the technical wizards at Rare that nonetheless impressed millions with its newfangled pre-rendered graphics. This week on Retronauts, join Bob Mackey, Stuart Gipp, Diamond Feit, and Henry Gilbert as the crew works up a mighty hunger for bananas and discusses the finer points of those damn, dirty apes. Retronauts is a completely fan-funded operation. To support the show, and get two full-length exclusive episodes every month, as well as access to 50+ previous bonus episodes, please visit the official Retronauts Patreon at patreon.com/retronauts.
Transcript
Discussion (0)
This week on Retronauts, we hate every ape we see from Chimpan A to Chimpanzee.
I'm the leader of the bunch.
My name is Bob.
I'm finally here to cast some pods.
And that's all the wrapping I'll be doing because on this week, our topic is Donkey Kong Country.
A very important game that we've yet to cover in 16 years of retronauts.
And we could wait another two years for its 30th anniversary, but I refuse to wait any longer
because these are some important monkeys and apes and chimps.
And I think there's a bonobo in there or something.
I don't know.
They're impossibly related, but we'll talk more about their lineage very soon.
Before I go any further, who is here with me today in the same room to talk about Donkey Kong's
country? It's me, Henry Gilbert, straightening my big red tie to show I've grown up.
It's true. That's significant. You've become a man now. Who is our UK correspondent? Very important
for this UK-based episode. Hello. I'm Stuart Jop and I'm broadcasting, not from Donkey Kong
country, but from Shunky King country. Very nice. Is Shunky King, the new name of Prince Charles?
It is, he is, yeah. I was satirizing him. He sort of has big ape-lip cans now.
So I think that's appropriate.
Yes, we are making fun of someone's medical condition.
But let's go on.
Who is talking to us from Japan right now?
Hello, it's Diamond Fight, and I'm wearing my lucky red cap.
Very nice, but it doesn't say Nintendo on it.
But you're not being a shill, and I appreciate that.
And, you know, this is just like the game itself.
This brings together Japan, England, and also the marketing of Americans.
And the American pigs.
I guess we're the Play It Loud group, putting the last bit on it.
Yes.
We just checked our levels.
I'm playing it too loud.
But, yes, Donkey Kong country is a topic.
We've mentioned Donkey Kong in the past.
I mean, very important in Nintendo history.
You know that.
I believe there's a Donkey Kong episode of Retronauts,
but this is going to be our first fully devoted episode to this game.
And for this podcast, we're limiting our discussion to the very first game and related
media.
And I'm sure we will explore the rest of this series in future episodes.
But before I go on any further, I want to know from all of you, what is your history
Donkey Kong, the character, and then later
his country. Let us
start with
Stewart. Stewart.
Hello. What's your relationship with Donkey Kong?
Have you been to Twy Cross?
I may have done, but I wasn't paying attention
if I did. If rare
were there, they were difficult to find.
You could say that they were rare
themselves.
Sorry, yeah, moving on.
My history with Donkey Kong is
I used to, when I used to rent the NES, I used to rent, also rent, Donkey Kong classics, which was a, as I'm sure you know, it was a cartridge that had both Donkey Kong and Donkey Kong country, the NES versions of them. And naturally, I wasn't able to, you know, get anywhere on Donkey Kong. I don't recall that I got past the second board, but Donkey Kong Jr. I could loop many times. It's a very easy arcade game. It's one of the rare easy arcade games, in my humble opinion.
But nowadays, I am very fond of the original.
I also had the unlicensed knock-off version of it,
I think it was just called Kong on the spectrum.
It was terrible, as you'd imagine.
But borderline unplayable.
Not as good as Donkey Kong Country, which is excellent.
I didn't actually get to play until many, many years later,
when emulation was a thing.
And I could play it on SNAS 9X and go,
oh, yeah, hang on, this is a bit good.
But I did you used to read about it in magazines and long for it.
I had a strategy guide for it for some reason
that I used to read and just
pour over and know I'm playing this
reading this is the same
so yeah it's a game that I've grown
very fond of and it's my favorite one
of the original trilogy
and probably the whole series in general
that's not to say I don't like the others but we'll presumably
get to that at some point I assume
you might be the biggest fan of the game on the podcast
but let's talk to Diamond Diamond
where do you and Donkey Kong meet
have you visited his country and
is TwiCross
on your agenda?
No, and I haven't looked up
where that is.
I'm assuming it's somewhere
in a rolling hillside
with some small,
you know, knee-high stone walls
and I don't know, a cow.
So, yeah, I'm old enough
to remember Donkey Kong being a thing
when Donkey Kong was new.
I played the arcade game.
I loved it.
I definitely played the Atari 2600 version.
I loved that one too.
It doesn't matter.
Those sounds are in my head.
For some reason,
reason, Donkey Kong and Pac-Man are like the two Atari go-to game sounds when people make movies
and things. So you still hear those sounds in productions today. I don't know why, but they're in my head
already. And, you know, Donkey Kong, if you look at the Donkey Kong overall, you know,
Donkey Kong, I think is great. Dunk Kong Jr., a lot of fun, but I don't think it's as good as
Donkey Kong. And then Duncan Kong 3 was kind of like, all right, I guess this is what we're doing
now with bugs. And so I feel like the character kind of ran out of steam there,
you know, as Duncan Kong descended Mario ascended. So, you know, when this game came
around, it's like, oh yeah, Duncan Kong. Okay. This could be okay. And I remember getting it
and it was like, this is, this is fun. I like this. So when this game came out, I played it a lot.
I have actually very good memories of playing this, like being home sick one day from school
and just devoting myself to playing
playing as much as I possibly could
so I know I eventually got 100%
or is it 101% I think but
yeah
I did eventually just completely clear this game
so I've put a lot of time into this one
and I did enjoy it very much
although I didn't really
return to the series at all so I don't know anything
about the Diddies Kongs and the
lands and
so this is like my one
and only stop in Donkey Kong country
so we have two
experts on our hands now.
Henry, how about you?
All right. So, yes, I love the Donkey Kong
series quite a lot.
I associated with childhood
wonder because I think one of the very first
video games I ever saw
other than Pac-Man was
at like three or four
at a pizza restaurant
where I grew up in Arkansas
and they had Donkey Kong. I couldn't even play it
but just, you know, the visuals,
the sounds of it and
the cabinet art is
well all just was spellbinding to me like i just fell in love with the idea of it was such a
simple idea and uh it's so easy to grasp and and donkey con junior too like i i i really loved that
i was able to play that one a little bit and that that all just flowed easily into my love
of mario and super mario brothers being the first game i truly loved but then his time went on
with donkey cong though like i i think we maybe rented the ns version of it uh and and junior but
I didn't play it all that much.
I only truly came to appreciate original Donkey Kong when playing the one of my favorite
games of all time, Donkey Kong 94, which his podcast isn't about.
But DKC, me and my brother played country a lot when it first came out.
It was a rental, though.
We didn't buy it because we did deem it to be too hard for us to beat together.
But I will say the marketing worked on us so good.
good. I like it's it's amazing to play it now and to think about like no because of the marketing
I saw something so much better than what I see on screen now even though it is the exact same
game like that that was the magic of the marketing on it and I of course though because I love
Donkey Kong the man the ape man when he was not playable in the sequel I was already like nope
not doing it didn't touch it
I didn't touch any other DKCs
huge huge mistake until
until the Wii time yes I don't know why they did that
as for me
I didn't play the original Donkey Kong or any of the
Donkey Kong games the early ones until after
Mario because some of the first arcade games I ever
played were kangaroo
Miz Pac-Man and then the original Mario
Brothers is where I really fell in love with video games
I love the original Mario Brothers so much
and only after playing
you know Super Mario and stuff that I go back
and play Donkey Kong
I was like, these games are kind of dated, but they're all right.
I hate Donkey Kong Jr., though.
When I play that again, I'm like, this hitbox is preposterous, sir.
You expect me to control this thing?
It's like a different shape no matter which way you move it.
Anyhow, yeah.
So time passes, and I forget about Donkey Kong.
He's like a reference in Nintendo games for a while.
We'll talk about that.
There's like a dormancy period for Donkey Kong.
And then, of course, yes, the console wars are ramping up.
We're all getting invested in this as young people.
And, yes, I am properly marketed to.
We'll talk about the marketing for this game.
It was laser-honed on all of us adolescents, and it worked very well.
I asked for this game for Christmas of 94, and I got it for Christmas of 94, but I made a major mistake in that I asked for Christmas.
It was on my Christmas list, but I rent games every weekend, and I saw it for rent, and I made the mistake of renting that game.
So it wasn't a special when I got it for Christmas.
I was like, I already played half of this.
Why did I rent the game?
I asked my parents for this.
You played yourself, Bob.
Yeah, big mistake.
Yes, I really did.
It was an early example of me playing myself.
but yes
I did enjoy it at the time
I have a lot of memories of like everyone I know
having this game and playing this game
but my reaction was
when I was playing it was like I like this
and it's so pretty but it's pretty simple
and I still walk away with that in my head today
like this is not the direction
game design was going
it was the direction graphics were going
but it's interesting to see this
this type of game come out in 94
with what I feel is like antiquated game design
but cutting edge
bleeding edge graphical technology technically technically and then like I dabbled a bit in renting
Donkey on country two and three again like you Henry I'm like why is the the big man not here like
what are you doing uh played a tiny bit of the 64 game and then I was completely out for returns but then
I was unemployed for a year after one up shut down and I needed money and uh Jeremy is working
for US gamer I was not working there yet and I reviewed donkey country tropical freeze and I
thought I'm only playing this because I need money but I ended up really liking that game I
like that game. I think it's a very, very good
game better than the new Super Mario
Brother series. So I love
that game and I'm waiting for the next one. But yeah, it took
me until Tropical Freeze to really like
Donkey Kong Country games. And that's
my own story. I'm with it. It's better than
the new Mario. The best new Mario Brothers
game is, I
still put it below Tropical Freeze.
Like, returns... I'm quitting. I quit.
Returns is pretty
good, but Tropical Freeze, and
that's why it's even sadder
that game is so old.
It's almost a decade old.
You know what, Tropical Freeze never asked me to blow into anything, unlike those awful Mario Man.
And none of the, like the music way better in the Tropical Freeze.
Absolutely, much better music.
So, yes, let's talk about Donkey Kong and Rare before Donkey Kong country.
So, you know, we can go over the basics.
We can be a bit reductive.
Donkey Kong, obviously, a huge hit.
It saves Nintendo's Arcade Division.
It makes Nintendo a name in the arcades.
The Famicom essentially is made to be the home Donkey Kong machine.
They make hardware for one-screen arcade games.
and they start adding chips on the cartridges to make them more, you know, bigger in scope, is what I want to say.
So, yes, Donkey Kong is basically MIA for a decade because we have Donkey Kong, we have Donkey Kong Jr., and then we have Donkey Kong 3.
And in my own, from my own experience, Donkey Kong 3 was so unloved that I only found out about it in, like, the early 2000s.
It's like, did you know there was a Donkey Kong 3?
I didn't know until maybe like 1999.
I think it was a minigame in Wario Ware or something
that was Donkey Kong 3 and I was like, what the hell is this?
I kind of like that game now.
It's kind of not Donkey Kong, but I kind of dig it.
It's okay.
There's an alternate reality where we're all playing Stanley the Bug Exterminator Sunshine or something.
It's a nice little Gallagher clone.
That's what I like about it.
I like when I play it.
But I have only pretty much every time I played Donkey Kong 3,
it's at on free play at some sort of arcade
collection and I play it for five minutes like yeah all right okay yeah just walk away like I can say
I've played it but I mean I honestly feel that Nintendo walked away from Donkey Kong because they were
like well this was our single screen experience and now Mario exists as Super Mario and that's
our scrolling game and we don't know what to do with Donkey Kong in a scrolling game quite yet
there is a very brief mention of something called return of Donkey Kong in a few pieces of
official Nintendo literature not very descriptive as to what it is just that it's coming but it never
materialized and nothing of it ever came
surfaced for the public, even with all the Nintendo leaks.
So who knows if that was just a pitch or like notes or design doc or whatever, but
at some point maybe there was a return of Donkey Kong game in the mid to late 80s
happening with the Nintendo.
Let's not forget about the promise, but eventually never resurfaced the, what was it,
Donkey Kong music school or music fun for the Famicom.
That was one of those games that's been announced and we saw an advertising.
but it's never been seen not even with all those giga leaks no one no one knows what happened to that that game yeah you know if pop I can teach us English then Donkey Kong can teach us music I technically really don't want to count those even though they do count because it's just like let's just you go to the asset factory drop some Donkey Kong things in your car to make a math game which is like we technically Donkey Kong junior math is part of the the Donkey Kong like experience but it's like that pinball NES pinball game is technically a donkey Kong game and a Mario game yeah yeah yeah
Yeah, we don't like to talk about it.
Henry, I'm sorry, I'm a little hung up on what you said about Popeye teaching English.
He has no business doing such a thing.
You would think so.
He's incomprehensible.
He talks rubbish.
Sorry, I'm moving on, moving on.
We'd have to ask a generation of Japanese children if Popeye helped him learn English any better through the Famicom game.
That game is predicated on the idea that Popeye also knows Japanese and is fluent in it.
And I've never heard Popeye dubbed in Japanese names.
Maybe it's good.
I got to give that, yeah.
He would say like It's a Dukimax or something.
It's a Degu-Mask.
Yeah, he has to go out like, yeah.
He would say, foo, foo, foo, foo, instead of whatever.
Instead of, okay, yeah, there you go.
I'm not a regular Joey Gladstone over here.
Where's Nita when you need her?
Exactly.
Exactly.
I should have her on this call.
But so, yeah, like basically between 1983 and 1993, Donkey Kong.
is a cameo. Donkey Kong
is like an Easter egg. I'm looking at like a list
of Donkey Kong appearances. He's not in his
own games, but he's in like punchout and super punch
out for the arcade. He's in Tetris.
He's an F1 race. He's in NES open
tournament golf. And yeah, just
like, just like a fun character. Remember
him? He was a big arcade guy. Now
Mario's the main man, but we
still acknowledge him. The Simpsons even
made fun of it. Like, oh, nobody wants
Donkey Kong anymore. Oh, God, that
joke is so weird. He still got
it. I love it. I'll
episode man oh my god but yeah i mean he was mainly m ia and uh the biggest role donkey kong had in a
nintendo game and this surprised me and his 11 year old is uh when a year before donkey kong country
comes out about 18 months before it comes out they need another racer in mario card and it's
donkey kong junior and it's just like it always seems so odd to me playing that game as a kid like
i guess donkey kong's here for some reason but it's donkey kong junior and i don't like that
game but he's sort of like they need another big racer and wario doesn't really exist
yet so that's the biggest donkey con a playable appearance in uh games in like a decade and it's like
it's like it's they call him donkey con but he's wearing like juniors white little like uh
yeah so yeah he's got the vest that's interesting because i'm sorry i never thought of him
as having this kind of cultural kind of drop out because they did keep him in the public eye
somehow because whenever donkong would show up i would be like oh yeah donkey con
so that that original arcade game must have been absolutely seismic to have that effect
Yeah, I mean, we do a Futurama podcast, and the first thing you see in the first episode of Futurama is a Donkey Kong parody.
That's the very first image you see.
Yeah, I would say to a generation slightly older than us, like, and for most people in the world, like the first image you thought of for video game, if it wasn't Pac-Man, it's Donkey Kong.
Like Donkey Kong is the second thing you think of not even Mario, but Donkey Kong.
Yeah, I mean, say what you will about the quality of the movie, which I'm sure is.
dreadful, but, you know, pixels, I feel like
is a great snapshot of what, like, a
an entire generation of people thought of when the video
goes, oh, we got Donkey Kong, you got Pac-Man,
you got Kubert, uh, for some reason
Cuban is sexy now. I don't know.
That's, that's Sandler for you, but, well,
I go to watch this movie.
Josh Gad fucks Kuberd.
It's true. It isn't, uh, oh my God.
It's true, yeah, it was a new
low for cinema. Uh, and
isn't, Donkey Kong isn't the new Mario
movie, right? Oh, yeah, he's played by
Seth Rogen, though he doesn't talk in the
new trail here. I hope he never talks.
Yeah. I don't want Canadian.
He's too busy blazing it.
You'll be laughing. You'll all be
laughing. He's like, hey, Mario,
I made this vase.
I think if I went down to the Spencer, I could
buy some donkey cush. I'm sure it's there.
I don't know donkey bong. Has anyone done that?
Oh, I'm sure you can get your own. If I go to
Etsy, I can get my own donkey bong.
But yeah, I mean,
it's so weird, Nintendo's biggest celebrity
before Mario is just
cameos for about a decade, but I guess that shows you how powerful Mario was and how powerful
the NES was that we don't want to really think about Donkey Kong as anything other than a
throwback. Like, oh, remember those simple primitive games from a decade ago? Well, we've moved
on. I guess, too, you know, with the way Mario was marketed so much, at the very least to
Americans, with the D-Cartoon and all the, you know, branded pastas and whatnot, that like,
if you call back to like, oh, remember when he hopped around with a monkey and also he
kidnapped a monkey and whipped him? Like,
They, you know, they probably, that, that interferes with their branding operations.
So definitely I had prized, you didn't get real Mario toys when I was a kid who could like actually like move around to be posed like a Spider-Man.
But I did have these little PVC Mario figurines.
And of the set, they had one that rep, like him throwing a fireball, him holding a mushroom,
uh, him holding a turn up that he's about to throw, uh, like from two.
And then him with the hammer.
So it's still like that that toy did reference Donkey Kong just a little bit, but there was no Donkey Kong figure with it.
Yeah, I had a few of those.
No real toys for a while, which is a real bummer.
So let's talk about Rare, Donkey Kong, MIA, but Rare, very prolific.
We covered the company back in episode 35, like eight years ago with Jazz Brignall.
He's on the episode, so check that out.
But to give a brief overview of where Rare was, they spent the late 80s and early 90s making a lot of NES games.
I believe I counted 47 releases developed by Rare
in that time period.
And every one of them, brilliant.
Yeah, yeah.
Including some good games.
They weren't all like licensed Jeopardy games.
There were some good ones in there.
And guess what?
Nintendo had a friendly relationship with Rare.
They were even publishing some rare games.
Those games include Slalom, R.C. Pro-Am and a sequel,
a Cobra Triangle, Anticipation, PinBot, and Snake Rattle and Roll.
like Nintendo liked Rare so much
they were publishing Rare games
because Rare was not a publisher at this time
and they were basically working for every
Western publisher just to make as many games as possible
because they were that talented.
Yeah, Nintendo really like those British guys
like they work with them a ton
and I think they
you know the story sounds
even at the NES days
like Cobra Triangle does like look
graphically strong for
for example or RC Program
was doing stuff you didn't see in other
NES games. It reminds me
of the tale of Star Fox as well
when we did that podcast of like that
Oh yeah, I don't, right?
Yeah, that Nintendo sees
these British developers doing things with their
technology that they didn't think was
possible and instead
of like suing them or whatever,
they're like, hey, let's work together. If you can do this
with it, let's see what else
you can do. Yeah, it's very similar to Argonaut
down to the point where this game is
made by a bunch of people in their late teens
early 20s. Donkey Kong is redesigned
by a man who was 20 years old, and that's
the design that they kept.
Unbelievable. For the rest of time.
They all sound so young to me when they tell
when I was reading about their
ages. I was like, Jesus, who would ever trust a
22-year-old to read that Nintendo would
hand over the design of like one of their
major characters to a 22-year-old
of like, eh, just to handle it. You probably
got a good idea. And now they all look great. They're
only like 50 years old now at this point.
And they weren't much older than we were when we were playing
these games. Like the people who had made Donkey Kong
country were like had like eight years on me basically when they were making it because of they
they were very prolific rare often dealt with license games uh and because of that many rare games
weren't great i mean they were work for hire and they were given some time and some money for
some projects and not enough for others there's there's spider man for game boy is all right i'd say
like better better than all the other spider man games on the game boy i don't hate the nightmare
realm street game but i think i'm in the minority in that one you know what i think that's that's a
it's a better licensed game of their steward i'm pretty i'm pretty sure that is a better one for them
but i think my own theory is that by 91 rare is turning the corner they don't want to be a
license game factor anymore they are getting into the world of like ip focused entertainment and
that's where battle toads comes in we did a whole podcast about that but battle toads feels like
rare uh sitting down and saying let's make our own like prestige not the word they was at the time
but their own prestige platformer where it's like it's not
based on anything we want to compete with the marios and sonics of the world it's going to be
our own our own IP and we want to make a like a fully realized experience not based on anything
and that's kind of what leads them into donkey on country because that's a big seller for
nintendo it's a nintendo power cover and battle toads has legs for maybe like three years
basically could i sorry can i chime in i'd be remiss and not mentioning this but
before they were rarely when they were ultimate play the game and they were a spectrum
developer and it was sort of like a return to the kind of gloria's for there because they were
kind of the spectrum developers stuff like attic attack and saber wolf and uh night law these are huge
games i mean then you play them now and they're like nothing you know or they jetpack or something
but they were really big for spectrum so it was almost like they kind of went sort of up down
them back up again which is which i find kind of interesting they like treated the nes as a kind
of as you mentioned but like licensed uh licensed games factory i guess to get the
capital they needed maybe to go to the next level, I'm not sure.
Yeah, they couldn't even make games fast enough.
I mean, there was such a hunger for NES games,
and it feels like they had maybe 10% of the American catalog was just made by rare.
I don't have the numbers in front of me, but boy, they made a lot of games.
And you wouldn't know it unless you looked at the title screens,
like developed by Rare, Co-L-T-D or whatever.
Oh, sorry, Stuart?
I just, yeah, I agree with you.
There are so many, like, I just keep thinking of more, like, popping into my head.
like stuff like beetle juice that popped into my that's rare i'm pretty sure there's so many um rare
was always a prolific uh creator like even even as resources increased and they obviously couldn't
put out you know 10 games in a year anymore they still were like they i mean in the n64 era
they put nintendo to shame with how many games they put out like they could were produce more
we can make two games a year oh sorry steward a lot of gba games as well i was just sorry i'm just
keep agreeing with you guys.
Oh, please, keep agreeing.
I love this.
But yeah, 94 would be a huge turning part for Rare.
It's when Nintendo basically turns them into a second-party developer.
Let's talk about how that happens, because despite their success with the NES,
Rare does not go all in on the S-NES, despite making this game that sells 9 million copies.
All told, they only develop three games for the Super Nintendo.
And, no, I'm sorry, I think that's, I think there's four games for the Super Nintendo.
I think it's the three Donkey Kong Country games and then Killer Instinct.
And I believe I counted 47 NES releases.
So now I'm taking you a few more.
I think there's like Battletoads for the Super Nintendo.
So maybe like five or six.
There's a couple of Battletoids games on the SNAS.
Basically 13 or 14% of what they develop for the NES.
They make for the SNS.
They don't care about the SNES that much because they're setting their sites higher
on newfangled 3D developments because the company,
their coffers are bursting by developing 50 NES games.
They have a lot of money.
And what they invest into is,
Silicon Graphics Workstations, and they want to get ahead of the curve because they're like, yeah, Super Nintendo is here and it's great.
But Project Reality is right around the corner launching in 1995, and we want to be ready for Project Reality, whatever that is.
We want to be ahead of the curve.
Isn't that wild to think that they invest that far in advance, that they're, you know, that one, that they have enough money that they can say, like, you know, we can make it till we don't need to really focus on a big thing for 93.
like let's buy these very expensive things to be ready cutting edge like stuff that only the biggest companies have they probably were one of the few people in all of england to own those sdi machines i definitely didn't have one
yeah i think you're right henry to the point where uh the the government of twi cross it's hard to say twi cross the government of twi cross was uh looking into their power usage because they're using more power than anyone else in the entire uh town what's all they said
Exactly.
What's all this then was said by a police officer or Bobby?
They're going to send you to the barrister for this one.
Yeah, they were developing things out of basically a barn in the countryside at this era.
I apologize, Stuart.
I'm sorry.
Oh, that's okay.
I deserve.
Henry's hatred is coming through.
No, I do want to say I mock British development a lot of this show.
It's fun when I come on.
I like it.
But I love British culture.
One of my favorites, like, I became a comedy nerd
because I got access to an American broadcasting, like British comedies.
Like, that's why it was Simpsons and Monty Python and Red Dwarf
and all that stuff growing up as a kid.
Like, and I love the British sense of humor a lot of the time in rare stuff.
Like, sometimes too much.
What if cranky is so silly, so silly later games.
They go way too daft.
Yeah, they even use like British colloquialisms in the titles of games like Grab by the Goolies.
Yeah, that was too far.
I would actually rather be grabbed by the Goalies than play that.
Ooh.
A lot of us would.
But yeah, so rare getting in on 3D technology, we presume that the Ultra 64 or whatever you want to call it,
it was Project Reality, then Ultra 64, then N64.
That was going to be coming out in 95.
So this was going to be the stopgap for them.
but they are experimenting with 3D modeling.
One of the first things they experiment with is the Battletoads Arcade game.
So if you watch a playthrough of it or if you play through it yourself,
you'll notice that there are 3D modeled objects, but they're not living things.
It's limited to like stationary objects and ships and things like that.
So just very basic 3D modeling, much easier to do than to try to make something like a living,
breathing creature with this early technology.
And then Rare decides to push it a bit further.
They said, you know, we've done.
this experimentation with the arcade game, the Battle Todes arcade game,
let's try to make a fighting game with these
computer-generated characters. So they make something called
Brute Force, or a demo for it rather. It would go and release, though, because
Nintendo saw footage of this game while visiting Rare. They're like,
hey, what do you got for us? And they're like, hey, check this out. And Nintendo was like,
how did you do this? And because of this demo for this boxing game that
I don't even think footage has come out of it, Nintendo buys
stake in Rare. They bought a very, very big stake
and rare. 25% initially
that would grow to 49%.
And this partnership ends in 2002.
Go back to our Star Fox
podcast because I think the partnership
formally ends like the day Star Fox Adventures
comes out or whatever or the news breaks or something
like that. A dark day on the
Nintendo forums on IGM for me.
That was a target day. Great day for the
furies. Yes, it was a great day
to be a furry in 2002.
But yeah, Nintendo was so
impressed by this. Stories
differ on this matter. Some
people said that they were given the uh you know their choice of ip to develop for and and some said
that nintendo said make a donkey con game whatever whatever the uh story is it's still interesting
that nintendo was so impressed that they bought it instantly and said like this can buy us time
in the console wars yeah it's uh that i guess that also shows you where they're at with donkey
con like you know we've seen this for years and years after the like uh miamoto and other
execs, but it sounds like he makes a lot of these
calls that he goes like, well,
I don't want to make more of this game.
So we can give that to this
B studio. Let's see what they can do. Like, I don't
want to make another Luigi's Mansion, but
if I hear a good pitch for it, or
if I think a company could do a good job with it
on the 3DS, I'll hand over
a Luigi's Mansion or I'll let them borrow
Luigi's Mansion. There's no handing over
of Donkey Kong to these guys. No, no.
I was just haunted by the terrible
thought of an alternate reality where
a rare made a Metroid game. And I just,
I don't want to think about that any further, but it's in my head now,
and now I can't think of anything else, a rare Metroid.
Oh, man, I wouldn't want to see, yeah, I wouldn't want to see Sammis with this kind of
stylized graphics.
I think it works much better for googly-eyed furry ape people.
I was going to say, I want to see, like, Ridley with big googly eyes.
Oh, God.
They probably call him, like, Fiddly Ridley or something.
Yes.
No, they try to make it funny.
They try to make Metroid funny.
Oh, no.
Some kind of rhyming scheme, I think, would be worth it.
Metroid-O-the-Ram is quite funny.
Oh, it is.
It is. It is very funny. So, yes. Also at the time Nintendo was like, yeah, this Genesis game Aladdin is making us look bad. I mean, we know how they're doing it. We need something as impressive as this. So that was part of the reason why they approached rare. They're like, Aladdin is kicking our asses. Aladdin ends up being like the fourth or fifth highest selling game on the platform, I think. It's a huge seller for Sega. It's so. That's really funny. It's so easy to forget that. That was that huge a thing. I mean, and we lived through it. And I definitely remember thinking this is.
why settled by Bob
perfectly on a retrodots of which
Aladdin is better. Thank you. But it is
why it was a childhood argument
at least for me and my pals
growing up too of which Aladdin was better.
It was just that big. It was
blowing my mind to see
the developers of Donkey Kong
in some of the articles you shared
Bob talking about like yeah
we felt the Aladdin pressure
like you never think of Aladdin
I don't think anybody thinks of the
Aladdin Genesis game as part of the
console wars and like on the level certainly not on the level of the sonic but like this was more
about combating aladdin than sonic though definitely i think the keep it loud marketers
we're like we can do better than blast processing we'll make up some bullshit uh as that's even
better than blast processing um bob can i just ask because i think i missed this one which aladdin
did you give the crown to in the end super nintendo oh yes that's the correct answer well done
Thank you.
And I believe...
Bob settled the matter.
Yes, I'm correct in all instances.
It's over now.
I believe the Genesis Aladdin is made by the UK people as well.
I think David Perry is Irish, but I think it's like a UK studio, I'm pretty sure.
Yeah, I mean, it has the UK feel of being lost in a bunch of bullshit and aimlessness.
Whoa.
Sorry.
A lot of trolling here.
But yeah, it's funny how like these British studios, I mean, not even funny, but interesting.
These British studios are like the, the, the,
hottest competitors in the console wars.
They're the ones who are doing the most with the platforms,
which is not that crazy if you think about.
That's kind of what British games always were,
like the coolest technical tricks.
Not as much in sense of game design,
but they're devoting a lot of time to
getting the most out of the hardware.
So we all live through it in case you're a young person
or older than us and forgot. There was a console
war happening, and Nintendo
needed to compete with Sega and its fast, flashy
games, even though their hardware
was technically inferior in many ways.
So this is their answer to
Sonic the Hedgehog. It's their answer to Aladdin, and it's their answer to buying two more years
of time before new consoles arrive. And we'll talk about the context of this release, but
there are so many consoles emerging at this time, and most of them are massive failures,
although they're still like delivering at a higher level of tech than the SNES, but they're
all failing miserably because they don't have good games. And half of them are from Sega.
Yes, that's true. I had an issue of EGM. It was like the 1995 game buyer's guide around this time,
and it was my only issue of EGM
and at the beginning it has this overview
of all the consoles that are currently out
and it's like seven or eight pages of like
four to a page it's insane
I and yeah like
with the console wars man it's like
I can't imagine Nintendo
ultimately wins and gets to be called
the winner without Donkey Kong country
like there's no no way
the Super NES would still be an amazing system
that we'd all remember great but
when it comes to the actual dollars
and the finger things
means the money
Nintendo wouldn't have won that
without Donkey Kong Country
Yeah, this was it
And Donkey Kong Country was given
the project named Country
because of where the development
was taking place
So that was in Twycross
I said it right that time
Apparently that was in the rural
Country City
Twycross and rural
Both hard to say
Yeah, that was in the rural
countryside
But this was before
you know
The huge rare buy-in
They moved to a much bigger studio
But this is basically
being developed out of like a barn
That was crazy
In the middle of nowhere.
And, yeah, so country makes sense.
And also, there's, like, the world and land naming conventions already for the Nintendo game.
So it makes sense to just keep that the name of the game.
Although, I believe in Japan, it's just called Super Donkey Kong.
Yes, I think, yeah.
That's true.
Yeah.
Which is a cool name.
Like, like, I would have accepted it.
I think the, I'm glad they went with DKC, because that is, it's a strong label for themselves.
But it should, I mean, by the naming convention of most of the, like, the super metroids out there.
that I suppose Super Donkey Kong
is the more logical progression
for the naming.
Yeah, but I guess they would have to keep the super
for the IP for the brand
and they would just be super from here on out, right?
Yeah, it's probably.
Wait, wouldn't Super Donkey Kong,
that's SDK, isn't that a thing?
Yeah, they can't take that.
It's already been taken
for the development kit.
That's right.
Oh, oh, you're right.
SDK made by an SDK.
It's kind of wild when you think about it.
Uroboros.
So this is a big project for Rare, obviously.
They assemble their biggest team
to date of 12 entire people
and they get to work.
Two of them were just doing this tie.
They're just working on Donkey Kong's tie.
Yes, just rendering the tie, spinning it around.
I love that. It's so, it's so
British. They're like, okay, redesign Dong Kong.
They're like, well, it looks a bit of a scroth.
To put a tie on it.
There you go. He's a proper gentleman now.
Okay, we're done.
Show it to Miyamoto.
And Nintendo was like, you guys have 18 months to do this
because we need to get this out by November of 94.
they think at this time that that's going to be the last S&S Christmas.
That will be next year, by the way.
And they'll have Donkey Kong's Country 2.
Sorry, Donkey Kong Country 2, Diddy Kong's Quest.
Oh, it's Diddy's Kong Quest?
Damn it, I got it wrong again.
I got it wrong again.
To be fair, it's stupid and it doesn't matter.
Diddy Kong's, wait, Diddy Kong's Conquest, get it like his Conquest.
Diddy is on a quest for a Kong.
Diddy's Kong quest.
Yes, yeah.
Yeah.
Now I mean the third one.
Triple trouble?
What is the third one called?
Dixie Kong's double trouble.
Oh, for the third game is Dixie Kong's double trouble.
Yeah, I know.
It's also stupid.
Because you have Dixie and Kitty.
Even Diddy is thrown away.
Yeah, Diddy just chucked in a bin.
Is there a Moxie Kong?
So, yeah, 18.
Moxy Kong.
You know what?
There probably is.
I didn't play all this spinoffs.
If we check the animated series, there's got to be.
50 Kongs that don't go mention
in the games at all. If you get all the gold
in King of Swing, you unlock Moksy Kong or something.
No thanks.
So yeah, 12 people, 18 months,
constant crunch for the team, but it's real.
They're all like super young.
They don't have families of their own.
So it's like a lot of camaraderie bonding over
like killing themselves making this game.
And apparently, I mean
it's not too surprising if you play the game,
but inspired by Super Mario,
Rare had their own approach in that
with the way the levels are laid out,
out, they're kind of like developing speed run friendly levels before speed runs are invented,
and that a beginning player could poke around in the levels, but there is a direct path
to speed through the level for any advanced player. So if you're watching someone play at an
advanced level, it's very impressive. And if you watch speed runs of this game, yes, there is a way
just to go point to point B zipping through level without stopping for a second, and every level
is designed like that. It's probably, I'm not sure if I'm getting ahead of us, but the,
the Game Boy Advance version release much later has a dedicated, like, time trial mode that
sort of exploits that where you can save your times get ranked by how fast he play and what score you get
okay yeah i didn't know that actually i didn't look into the ports of this game but i know the
game boy advanced one was like in 2003 or something like that it looks like someone threw up harrow
on the screen it's awful you know it's also funny to these different approaches because like
argonaut for star fox it sounded like nintendo just like pluck them up and like you live in
kiyoto now and just drop them there but like uh the the the rare guys got to
to do the work remotely and hearing so many of their stories like,
well, we fax this and they fax that or like a guy who only lived in the British countryside
his whole life, you know, that flies to Seattle and Kyoto to present the game to people like that.
Him describing the culture shock was very, very interesting.
And they don't they don't really name drop song to Hedgehog, but it feels a bit like that.
I mean, this is kind of a reaction to it in that like Donkey Kong is fast.
he spends a lot of time in a ball like Sonic does
and like in Sonic the Hedgehog
there are different routes through a level and some of them are a little
more challenging to get through and some of them
will push you through faster. I feel like
there's some sense of Sonic intruding on this
game's design. Getting blasted
through the barrels is a bit like being bounced around
by springs and such as well, I find.
Absolutely, I think so too. Oh yeah.
The game is embracing sort of the attitude
era of game design
and that, you know, once you
put the game in the Nintendo and
you push start, what's the first thing you
see after the logos are gone. You see an old man
remembering the past and then in comes
oh, here's the new hotness and I've got a boom box and look at me
I'm all fancy. Like that's
that's, you know, to me that's very much
in the spirit of Sonic and those advertisements
that are like, oh, that thing, those
old things, those are old. You want the new thing. It doesn't matter
if the new thing's wearing a tie or not. But like that's
the attitude, I think.
Am I, I might be wrong about this, but isn't
cranky playing the old attract music from
the original Donkey Kong as well? And then he gets
blown up on a gramophone
which I can only
I can only have one of our listeners
someday can put a retronauts on a
LP because I want to see retronauts being played
on a gramophone
or like a wax cylinder
yeah this this begins with
cranky Kong playing the donkey Kong music
and it literally begins with like a Gen X
record scratch like
this ain't your daddy's Donkey Kong
and it comes in with the boombox
and dancing like it's amazing
also to know like in late
1994 they're like
yeah grandpa get out of here
with your game from 1981
from 13 years ago.
Fuck off.
This is what's cool now.
I mean, I know that technology moved incredibly fast at the time.
And, yes, a game from 1981, very different than a 1994 game.
That's just like us saying, yeah, 2009, sit and spin.
It's 2022, and we're doing it this way.
Uncharted 2, you can't hang today.
Yes, exactly.
Yes, every, I guess you're so right.
This is all about how fast things move ahead.
Like, there is a big graphical difference between.
say Uncharted 2 and God of War Ragnarok.
But it, maybe this is just because we're old,
it doesn't feel the same as looking at Donkey Kong and Donkey Kong country.
Oh, hell no, no, no.
It's been incremental like since the PS2 almost.
Well, PS3 was a big leap.
But then since then it almost just feels like it looks slightly more photo-realistic.
I don't know.
It's crazy to me.
Like going from, I mean, we had like microcomputers jump to the N.
has jumped to the SNAS and then the N64 and that's in what like less than a decade it's kind of wild
yeah yeah especially if you play I mean we did the Final Fantasy nine episode and it was like oh
remember 10 years ago wasn't that wild and now we've had like so many more decades of
final fantasy but it's just like it was a very quaint when the 8-bit era was a decade ago and you
can like giggle at a single screen game and now we're giggling at this I giggle at you
Donkey Kong country
But one good thing Nintendo did is they stepped in and they said,
Okay, Rare, you know what you're doing, but you got to make this game less difficult
because we got phone calls about Battle Toads
We have support lines set up
So this game is still
I think it's a well-made game
It is harder than a Japanese developed
Nintendo platformer of the time would be
And I still have never finished it
I played most of it for this recording
But I tapped out when I knew I've had enough
And I think there are some good things about this game
But I feel like Diddy and Donkey
Their offensive vocabulary is super limited
and they are slippery little fuckers.
They, this, the careening off every cliff.
And I feel like your defensive, your offensive move just sends you into danger more often than it
helps you.
Yeah, it gets really bad once you can the later levels and you have the ice physics to contend with.
You can, it is so easy to just to jump on a platform and then you just slide right
the platform without doing anything else.
And then the mind card levels also bring in the, the torture of the Twitch base, like, instant
reaction you needed in Battletoads.
I mean, it's not as cruel as Battletoads, few things are.
but yeah the the mind card level still had that no i mean well also too when i played it two player
with my brother uh which is how we we played the most like we didn't realize that also kind of
f you when it comes to health because it's like we didn't catch on until a little bit in like
oh we're basically sharing a health bar like if i played this single player i could mess up once or
twice and lose ditty but if we're playing together uh we're like we neither of us can make a mistake you know
Even though Nintendo fine-tuned, the difficulty are told Rare 2, it does feel very old-school even for 94 in that.
It's a one-hit kill game.
Even by 90-91, Nintendo was like, Mario can have a mushroom in a little box that drops down if you get in trouble.
Like, there are no concessions here.
And it would have been much harder, I think, if they didn't step in and say, guys, we need to get, like, Super Mario Club in here to, like, focus group this and test this.
Because Battletoads was only tested by people who worked at Rare, and that's why it's so hard.
I think Nintendo did their normal, like, playtesting that they do with every game with this game, and I think that made it better.
I mean, difficulty subjective.
I don't find it as difficult, as you're saying, because mostly the game, like, essentially just dumps extra lives on you constantly.
And I wonder if maybe they do it because they know they need to.
Yeah.
Because while there is a safe feature, which is, you know, still quite rare by this.
win no pun intended it's only every few levels sometimes at like four or five stages you get to
save i think uh so you will have to play through some quite rough gauntlets of difficult stages because
yeah no you know what thinking about it by world two it starts ramping up to fairly difficult
kind of levels i think that level stop and go station is on world two and that's an absolute
nightmare so yeah although i will say this i do like the fact that on stop and go station when you
enter the level. If you immediately turn around and exit
again, it warps you right to the end, which is
hilarious. As if they're just going, nope.
You're just noping out of the whole level. It's great.
You can do that with the mine cart stages
as well. If you jump over the barrel that blasts
in the first mine cart, hang left, you'll hit
an invisible warp barrel, skip the whole level.
Wow. They knew.
I know way too much about the skit.
Holy shit.
Yeah, they dump extra lives on you because
yes, you're right, they know.
Battletoes was not so generous, but still like
the moment to moment frustrations, you
can try a lot, but it's a little tough.
And I think nothing gets people matter on these podcasts is when I say something is hard for
my own opinion.
And they're like, no, it's not.
You're no pro gamer.
But I will say that Tropical Freeze, it's about twice as hard as Super Mario
3D world, you know, very different games.
But it is still like harder than a Mario game.
But I think that was like the perfect balance where it just like, I wasn't expecting it
to be that challenging, but it felt a lot more fair.
And of course, there's like 20 years of hindsight after this game or so like 15 years,
rather, something like that.
I mean, even, I mean, it's something I'm used to.
That's why, like I said, it's subjective,
but even the way you bounce off enemies in Donkey Kong country is kind of weird,
because in Mario, you've got quite a lot of, you know, hang time in the air
to sort of think, okay, I'm going to land on this gun, but when I come down,
in Donkey Kong, not only do you bounce quite low,
but you suddenly start moving weirdly quickly in the air,
like the physics don't really match what you're doing.
If you hit a Mario enemy at high speed, you're going to continue being at high speed,
and if in this game you will just shift and change,
and it is unusual, and it is hard to get it.
used to. And, you know, playing it on a modern system, the messy, because you don't have the
kind of blurry edges you would get with the old television, it's a lot harder to forgive the collision
detection being slightly weird and bad. You can get hit by those things. I think they're
called clap traps, the little blue, they're taken out of Donkey Kong Jr. Those things can
feel like a dice roll to land on them. Like if you land on them slightly too far to the left, you're
going to take damage and you know now that i think about you i agree with you despite the fact that i
love this game and i probably always will i can't defend it from its uh criticisms because they're
all pretty much reasonable i had a moment of that uh when playing it just this morning of like
starting up the first stage again and i was like all right oh yeah let's roll you can go pretty
fast when you roll and as i'm just getting used to the feel of it an enemy like throws a coconut
at me and i i'm like oh right and then i you know in sonic
that type of moment happens all the time
but when you get hit in Sonic
and then it's like oh well
I stopped my momentum
that sucks and I lost all my rings
I grabbed one ring I'm fine
I'll start running again you don't
instead with DK when that happened to me
he like shook his head like I'm dead
start over the stage like
yeah the hit detection is a bit weird I mean I think what makes
it's unfair to compare this to Mario but hey
DK's in the same universe and it's published
by Nintendo but like the hit detection is so good
in those Mario games that
it you really can't do worse than that and expect me to put up with you and it's just like
I expect the same results every time I jump on a guy and that doesn't always happen to me when I play
this game I like I said I love this game and I'll get into way I'm sure but it's worth from
super Mario world came out what five years before this and is you know four years before this
and it's you know I've talked about that game on here before as how it's not my favorite
Mario I still love it it's 10 out of 10 but
But it's better than Donkey on Country
by some, in front of almost every department.
Like, so this big new Nintendo platform
are coming out.
There was definitely a lot riding on the visuals
because they were super hyped.
They were talking about how it's like the same computers
that were used to make Jurassic Park.
That was the big line that they were using, I think.
But all of it, all the magazines were just like,
look at this for Christ's sake.
Who cares how it plays?
Just look at it.
And, you know, I do think it's a good game
and I do value the simplicity of it.
I think that's kind of what makes me like it over the sequels,
which I also do enjoy,
is this game that has this kind of linear focus on getting to the end,
because while you can go for the secret, you can get 100%.
It doesn't really change the ending.
It doesn't give you access to it.
It's not like the true ending being locked behind getting 100%.
It's just the number. It doesn't matter.
Whereas the later ones are kind of like,
now you can't see the real ending unless you've done every little thing in this game,
which I don't really want to do.
But it's a good.
There's plenty of ideas and gimmicks and things,
and that's kind of, I guess, what makes it fall down over something like Mario World,
which does have its new ideas, but they're integrated very, what's the word, comfortably.
And in this, it's just like, on this level, it's just the normal platforming level,
except the lights are going to go off every five seconds.
Good luck with that.
Which is like my least favorite gimmick in the game.
It's garbage.
I don't like that gimmick.
But, yeah, Stuart, I think, like, at the time, I was surprised when I played this
and thinking, like, wow, this is very simple.
It's just thinking about running and jumping and then looking at it from like 30 years ahead of time.
It's just like, oh yeah, this game is about a bunch of variations on very specific themes, and that's how they develop the levels.
It's like, we're going to have an idea, and then on Post-it notes, we'll put down, we'll write every, or sorry, draw every version of that idea and then arrange them in the order we feel is appropriate.
And now when I look at Donkey Kong Country, it feels more like an indie game of today, like a modern indie game.
It's like, here is one basic idea we thought of and we'll do as much as we possibly can with that idea like.
Celeste or something like that
where it's just like
it's a game about running and jumping and that's it
or super meat boy or something like that you know
Donkey Kong country was the Celeste of its time
yes
in a way in a way
yeah donkey Kong country is also about
coping with depression
I had the same thought when I
you know I get depressed when I lose on my bananas
me too but then they're like
39 cents each when you go into the banana
horn at the beginning and the sad music plays
Donkey Kong just shakes his head sorrowfully it's one of the
funniest things I've ever seen
in a video game it's so stupid
but one more thought
thought about, like, simplicity and game design and how, like, it takes me aback sometimes,
especially when it's, like, a full budget, $60 release.
I remember I got a PS3 because of Uncharted 2, and every game's journalist breathlessly was
like, it's just like, I'm playing a movie.
My girlfriend was fooled.
That's how they sold the game.
If your girlfriend is fooled by a video game, then you've won.
Yeah, that ad has an age too well.
Just like, don't tell your girlfriend, it's not a movie.
She might leave me if I do.
But when I played it, I was like, okay, the next generation of games,
and it's just like all I do is shoot it guys
is like I don't upgrade my character
there's no like hit points there's no like treasure to find
it's just like no you just shoot it guys and then get better at shooting them
and I had the same reaction to that as I had to donkey on country
back in the day where it's like well this is so well made
and it looks gorgeous but I can't get over like just how simple it is
I guess I call it maybe frictionless in a sense
that you're supposed to move forward and see more of it
and go wow I'm you know I'm progressing I'm doing well I'm having fun
I guess that's why they threw in the secret
areas where you have to like spell the word
Nintendo you know but
then those secret areas are kind
of perfunctory because despite what
I said about the fact that they don't have the you know
crem coins and crap like that
all you're getting is more and more lives
eventually you've got 99 lives and you don't need any more lives
because you're essentially invincible and you don't want to collect those animal
tokens because they send you to a bonus room to get
more lives that then jumps you back at the last
checkpoint which might be halfway
back through the level again
so it almost feels like they just bolted that stuff on the top
when they made the game and went, hang on a minute.
They're going to finish this in five seconds.
Yeah, yeah.
It feels like the thrill is gone when everything you get is just an extra life.
Diamond, what are your thoughts on the difficulty?
Well, I just, so as I said, I played this game,
completed it 100% or 101% whatever it is back, back when it was new.
For the purpose of this podcast, I did, it's on the switch online,
so I got out, I replayed it.
Here's the proof.
I did indeed restore the bananas to the rightful place.
but anyone could have taken that screenshot
I don't buy it
you never played the game in your life
but I remember
as I was playing it again
I was I really felt
I was kind of surprised
at how simple
I don't I don't think this is me
like with like muscle memory
like oh this is so easy
I've done this before
it's not like me for like Mega Man 2
it's like I know every trick in Mega Man 2 at this point
it just felt
it felt very straightforward to me
like these levels
you know I guess
and I guess in the one hand
it's it's
it's not a bad decision
because if you look back at the
certainly if you look back
at 1994 oh my god
there are so many platformers being made
and a lot of them being made in the UK
no offense to do
and you know
and as Dave Rudden famously
called them like the airplane hangers
it's like you're in this gigantic space
you can go up you can go down
you can loop around
you've got to find like eight levers
or something to get to the exit
and it's just exhausting
it's like these levels are all very
it's like you know where you're going
there's no mazes
there's no teleporters
it's just like you need to go from this point
you're going from left to right no matter what
you know you might go up and down a little bit
but if that's because there's a mountain in the way
you're like you're never going to get lost in this game
even the water
even the water levels which can be a little bit frustrating
when it's like well I'm supposed to go
four directions which way do I go
even those there's not that many
there's not that many loops you can take
you're not going to you know you're never
in risk of drowning the enemies
are about as slow as you are
except for those damn octopus things
but um
don't like those
yeah
I just I felt like it was moving
it moved very smoothly
it went very quickly
I mean
this play through
it took me two hours
to finish
in game time
so I feel like
you know for a game of this era
that's that's pretty fat
I'm sure yeah
if I knew what I was doing
I'm sure you could
you could probably get the game down
I mean
when you beat it
cranky Kong tells you
I would have found all the rooms
I would have done it less than an hour
I'd be very curious
is it possible to
100% this game
in less than an hour
Or is Cranky Kong just lying?
Is he liar?
No, I can't imagine that's possible.
No, I got, I mean, they would have Cranky Kong troll you like that and tell you, like,
you can do this faster and just to torture children all over the world to try.
Something about this game that you mentioned, Diamond, about all the levels being sort of more or less left to right.
That is true.
I mean, besides the water levels, obviously, there's one level to my mind that's not like that.
which is the level of Slip Slide Ride,
which almost feels like it came out of another game
because you're going up all over the place, left, right,
climbing up like vines and such.
Oh, yeah.
But most of the game,
based on the comparison to Sonic,
it is actually a little bit like Sonic
and the fact that the first zone or the first stage
has a lot of verticality,
has a lot of hidden secrets,
like lots and lots of secrets,
like even the fact that you can ground pound
certain parts of the terrain and bananas come out.
Like, that's like something that even I didn't know about
until quite recently.
but it's like how you can roll jump across the rooftops
and get like 10 extra lives
or you can go down to the ground
you can break through the walls with Ramby
you do all this kind of stuff
and then almost as soon as you finish that stage
that drops like a stone
like it's just like okay we've done our big showpiece stage
now it's just now we're just making filler
like there's a stage called
I remember this there's a stage called Winkie's Walkway
which is funny because Winky means you know penis
and the level is about 10 seconds 15 seconds long
just run left to right and the secrets were in full view
and it's almost like they realized they hadn't got a level
and they just needed to slap one in there before it got shipped
and then towards that's how it goes on that way
and as I said I like this game
but it's incredibly linear like insanely linear
I can't think of a more linear platformer outside of something like Packland
I mean the original Mario Brothers had warp signs you know
I know it's not fair but it also is inevitable to talk about this game
and this is mirror world games but it's like
this game has this world map and it's like
the world map is almost completely
completely useless because like there is no there are no hidden exits like there are secrets
to find every level yes but there are no hidden exits there are no alternate paths you cannot
you know jump into a barrel on stage one and find yourself four stages later like there that
doesn't happen the worlds are extremely like you finish one world to get to the next world
and you know super mario world you know you went you explored through these different areas and
each individual area had multiple paths and some of those multiple paths led you to different
parts of the world entirely, like that
game has a gigantic map.
And then, like, not even talk about Yoshi's Island, which
came out a year later, which had even
even more sort of, you know, surprises in store
like that. But, though, Yoshi's Island was
completely linear. It's worth noting. They sort
of ate the structure in a way. No pun intended.
Right. Okay, that is true. They had
less of the branching paths than that one.
There were, obviously, there were loads of secrets within the
stages, like you say, sorry, I don't know, no, no, no, you're
correct. But that was
the biggest thing I thought of when I was sitting here
playing this game again with the world map, and I'm like,
okay so each time you clear a stage someone drops down a line of Cheerios and you go to the next stage
and it's like but why like you know what why is you know i feel like if if you could push a button
to leave an individual area and go back to the world map if you could if you could just do that
you wouldn't even need funkycom like that would be he his his entire his entire existence would be
you know moot if you just had a button it's like oh i want to go back to the world map okay
because i actually googled that i was like how do i go back to the world map oh i can't
I have to go to this, I have to go to this crazed ape.
And it's like, the, the GBA version, I think that GBA version dropped him entirely.
Or you can just press start and go to Funkie's flights anytime you want.
They did actually make that quarter of quality of life change.
We had to wait until Funky Mode was invented to see his full.
New Funky mode.
I want to go back to what I was saying earlier about the design and that.
I think it's okay for games to be simple, but just seeing it, a game the simple and like the blockbuster format that tick me aback.
And at the time, like, before I got this, I had just gotten Final Fantasy 3,
6 and just like, oh, the innovations and storytelling and just how technically complex all of the design is.
And yes, it's an RPG. And I played Mario World to Death. And it's just like Mario can, has like 30 verbs in his vocabulary if you combine him with Yoshi and everything he can do with all the items around him. So it just felt so simple. And I think I thought of Celeste because this game is very forward thinking in that it has coyote time. And what coyote time is, it still lets you jump after you move enough off of a clip. There's like a certain threshold in which you fall. But you can roll.
off of a cliff and still jump when there's nothing
under you. So I think they were forward
thinking and kind of inventing coyote
time in this game without naming it.
When country returns came out
I remember because I'm a big fan of this series
I remember fretting that they weren't going to nail it and then I saw
in one of the trailers he did a roll jump and I was like
they've done it. They've
absolutely got it. That is Donkey Kong country.
Especially did he? Yes, Diddy. Especially yeah.
That's his one like I feel like that cartwheel can just
move you like 30 feet over nothing
before you jump. Yeah, there's very little
between the two characters. I mean all it is I think
is that that, Diddy can do that a bit faster
and Donkey Kong can kill those army guys
who are a bit bigger than the others,
whereas he just bounces off them
and they barely even appear,
they're in like two levels,
so like, who cares?
But you're saying.
It makes you feel about like a tech demo, I think.
It's a good tech demo,
and I really, I like it a lot.
Like I say, I still think it's my favorite
based on the simplicity of it,
but I wouldn't be so bald as to say
that it wasn't probably,
I don't like using this word,
but probably objectively not as good as the second.
one in terms of what it offers the second one feels a bit like they went like okay well now we've got
that other way we can actually you know make a game yeah yeah like we've built the framework now we
can expand upon it and so what you're saying and i had a really good point earlier in that like
after that first stage the first stage is expansive there are many different approaches there's all
kinds of ideas but after that it's just like them doing their most with the single idea and then
moving on and my issue with that is like say yeah some mario levels will do that but i feel like
if you don't like that idea
you'd have nowhere else to go with your life
you need to finish that challenge
and rare has a real issue in this game
with putting the nastiest thing
like inches before the finish line
in a very cruel way
which is a Battletoads choice
they were doing that in Battletoads but they're still doing it here
just like I did all of that and you do this
to me at the end
yeah there's a level I can't which level it is
but there's an absolutely vile level
in towards the end of the game
where at the end
there's one of those
clap traps that jumps
the same time you do
and it comes out of the exit
right as you're approaching it.
You can't even see it
until you're basically on top of it
and then if you jump instinctively
you will get hit.
It's the most vile shit
I've ever seen.
Yeah, I'm not a fan of that.
...which...
...that...
...you know.
...that...
...an...
...that...
...the...
We'll talk more about the design, so we'll talk more about the design so soon. I want to get through.
the history. There's some interesting things here.
So, yes,
Miyamoto suggests the tie for Donkey Kong,
and I'm sure that's going in tandem with the
relaunch of Donkey Kong for the Game Boy,
and that he's got a tie there as well.
And, yes,
Skip Bayliss designed the Battle Toads.
So Donkey Kong shares some traits, and this will ruin
Donkey Kong forever. If you look at the newer version of Donkey Kong,
he is basically a brown battle toad.
It has ruined it for me.
I can't believe I played so.
much battle toads i've played this i have known this as the donkey kong like vision like
donkey kong even in that illumination trailer for the most reason really that debuted donkey kong
for that movie it's still the same kind of brow and face like it's it's still and it never
hit me that it's a battle to they they definitely uh go ahead stir it i was just to make a really
stupid joke to be honest go for which skin condition would we name the donkey kong battle toad after
He's scabies.
I love it.
Yes.
I mean, they've adjusted the model over time.
They make it a lot less harsh because this is very early character modeling to the point where they're kind of like sausage links jammed together and they're clipping through each other.
I think the eyes are a little less set back in his head now.
But yeah, he started life as a brown battle toad.
And I can teach you about the journey towards Diddy Kong.
And according to Greg Males of Rare, here's his quotes.
Quote, we initially wanted to include D.K. Jr. as donkey's sidekick.
Diddy Kong was our update of Junior.
But Nintendo felt that the character was too different.
Neither 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 D-DK, DK light, and Titchie Kong
We settled on Dinky Kong
But after legal advice, changed it to Ditty
Yes, there was a copyright on the phrase
on the word dinky from some toy manufacturer
and Stuart
I've been told based on some
interviews about the subject
Diddy is British slang
Is that true?
Yeah, well there's a
Oh my God, I can't believe I'm mentioning this guy
on Retronauts but there's a British comedian
or was a British comedian called Ken Dodd
who would run around with a feather duster
and he had like very prominent teeth
and he did six hour gigs
but anyway the point is
sorry this is not about Ken Dodd
The point is he had
sidekicks who he called the Diddy Man
and it's pretty un-PC, to be honest.
But that's how I know the word Diddy, basically.
I see. Okay.
I didn't know it had certain connotations.
Well, let's just think of it as a cute little ape guy then.
I mean, I guess Diddy mean small,
but when you're referring to Diddy Man,
I think what you're referring to there is,
I don't actually know what the correct nomenclature is
what we call Little People, I suppose.
Yeah, I see.
Oh, okay, yeah, okay, wow.
So, yeah, the British there.
I know we don't normally do things like that.
We don't normally, you know, do faux par that we look back on later and think,
oh, that's incredibly offensive and or racist and or sexist.
But, you know, this time we did.
Hey, same with Americans.
I was worried you're going to say it dates back to, it was made up by Jimmy Saville.
If it's any consolation, Kent or dead skeleton by now.
Yeah, so we went with, like, Diddy's been with us for a very long time.
I'm so glad it's not D.K. Jr., the D.K. Jr., he can still show up and be,
in his little onesie
in the rare times you see him
Is he like in the tennis games now or something?
He definitely was in a tennis game
I think he was put in
you know I'm just going to have to go to the Mario Wiki
when I'm saying these things
but I'm pretty sure they have put him in more stuff
lately
than you would have thought of
but for a long time he was gone
and but me as a kid I thought like
oh so he's I mean
we could go through a whole thing
about what who's related to who
and what characters are the old
versions of other characters and this but it confused me as a kid yeah i always wondered if that
was complete fan head cannon crap or if there was anything supporting that because everyone you
always used to say that cranky kong was the original donkey kong and donkey kong in this game was
donkong junior but where's the basis for that the joke that starts this is that like i mean
they've yeah there there is some of that i think if you ask me a motto he'd say that is definitely
not true but yeah i think some folks of rare did think that oh no definitely internally a rare
was yeah, Cranky Kong is the original Donkey Kong
and Donkey Kong is Donkey Kong Jr.
But I don't think they were allowed to put that down
as like the lore of the game
because I think they originally wrote like eight pages of lore
and Nintendo's like, make it a paragraph.
Donkey Kong bananas, Donkey Kong and his bananas are missing.
So I think like internally just for this game,
cranky Kong is original DK,
which is why when you visit him
and have to sit through him ranting about kids these days
before he actually gives you tips,
some of them are like, I only had one screen
and I had my life fine, everything was great.
Who needs scrolling?
I love that he's a guy
He's just me.
It's just me on Twitter.
I love it.
Yeah, I like that even before we knew
what these people were,
cranky Kong is like the original
Angry Retro Gamer.
Ah, man.
So, yeah, Junior actually barely appears
in other stuff after this.
I mean, like, he's in the N64
of Mario Tennis and not any after.
Okay.
And I think after that,
since he's in some game and watch games
that they're remade for Game
game and watch gallery he's in parts of those as well but post that other than like him as a
statue or like is a signpost in other games he is not like a playable guy in games in the last
like 20 years pretty much listeners unless he comes back unless he comes back i don't know about
those those awful march or the minis games or whatever uh he's not oh hey whoa they're not awful
they're all right uh spoken like a bruce guy you leave those minis alone but no i i like i beat
I beat three of those games.
Did we need eight of those games?
I don't know.
No.
Let me rephrase.
The first one where it's a platformer was all right.
Yes.
Except for the hideous graphics.
And then the last one where it was like PipeMania and in 3D, that was really cool.
But all the other ones were just bad version of Lemmings.
I like the DS one, okay, March of the Minis.
But yeah, I mean, also like, yeah, hey, if I can turn things around for my normal schick in this episode,
that was like Nintendo's American branch.
being shitty or worse at trying
to copy a classic British game
in Lemmings.
Yeah, NST, right?
Yep, yeah, which I don't think
exists anymore. I don't think they're
going concern anymore. Yeah. But it's
interesting.
Like, the way
this game is made is very funny
when you think of, I mean, we all know more about technology
now where it's just like,
we're going to make the most
advanced graphics with the most cutting-edge
computers in the universe. A boy,
it's like you won't even believe how powerful these are. And then
we turn them into animated gifts,
that a Super Nintendo can display.
And that's essentially the making of this game
because they pointed out in various interviews.
A screen full of rendered graphics
was essentially the size of an S&S card.
So they're making this game the same
they would make any other game,
breaking everything down into tiles
and making sure they use the tiles effectively enough
that you don't notice that it's repetitive.
Now, I noticed definitely that they had some space issues
because once you get to the winter stages,
you realize like, oh, they didn't make any new, like, winter enemies.
I'm still fighting like crocodiles and Kremlins and all the other, the gang.
It's like they can tell that they just used up all of their data here.
I think, yeah, it's like beavers, snakes and those big wasps and the necky vultures,
and I can't think of any more enemies.
Armadillos and the big fellas, that's about it, I think.
I felt like such a rube when I realized the trick of the marketing that this game did.
I mean, now it is even, uh,
Outside of the trick, that they were able to make these kind of character models and show them off and then have those basically photographs or memes, sorry, gifts like you said, Bob, exist in the game.
That is very impressive.
But the advertising where they literally say, this is on the same thing as Jurassic Park.
And then, you know, in a game of magazine or in a commercial, you see just the still image of the full thing they rendered on the computer.
Then when I played the game on my SD television as a kid, I thought, I am looking at the same image.
This is the same image.
It's moving in real time.
And this is just like the T-Rex in Jurassic Park.
One of the many, many games that benefits enormously from not being on a high-definition display, like in games that use pre-rended graphics like this.
I think that's what they call them, right?
Yeah.
You can see artifacting.
You can see, you know, it doesn't look very good.
But when you've got a fuzzy, unclear sort of display, that all burns together, all the color
burns together. Everything just looks great. And, you know, incredibly atmospheric. It's an atmospheric game.
Then when you play on a CCTV, you can see all the seams. It just doesn't really work.
Yeah, the tricks to all of these pre-ridden games is like you must have an SDTV. You must be connecting
your SNES via like the RF switch, not even just like composite cables or whatever. Because in the
cold light of 2022 on a 4K screen, you can see every bit of dithering, every bit of artifact. And you can
see like shimmering lines around the characters
that you shouldn't have seen before.
All of the tricks are on display in front of you
like the magician is unmasked.
You can see everything going on here.
But yeah, it was all a big trick.
And I remember it was like 1994.
And we were doing a class project that was like,
we're doing a fake time caps.
We're not actually going to bear anything.
But what were the three things you would put in it and why?
And one of the things I put in,
I didn't actually put it in, but say like,
oh, DocuCon Country should be in it
because they made this game with the same computers
they used to make Jurassic Park.
So I would just pair.
the PR lines to my
teacher. That's how effective this advertising
was. We were just like Bart
saying, buy me, bone, storm, or go to hell.
Exactly. We did what the commercials told us to
say. I was more polite, and it's like, this was
the brief window of time in which Jurassic Park
comparison could be made. After this, it was like, it's going to be
graphics on the par of Toy Story.
Yeah, by the time that they were marketing
the N64 was more like, it's made in the same
thing as Toy Story, which yeah, I mean, and then
same with killer instinct
a little after this.
It pretty much just was, it was
the same tech as mortal combat, except instead
of photographs of human beings and
costumes, it was photographs of
CGI models, though
I mean the CGI models were
impressive for their time, and
there is something to you. I've seen this
going around in the retro spaces recently about
how, as much as we like the aesthetic
of the sharp edges
of a pixel
graphic character,
a lot of, most of the people
who designed those were thinking,
well, we make these sharp edges
because we know exactly how they will be fuzzed up on your SD television.
It's not meant to be seen in this kind of sharp contrast.
Sometimes my friends hit me because I turn on scan lines and CRT filters when I play video games.
They don't understand like I do.
I like seeing the intent, but I'm not a CRT, a devotee.
I never want another one in my life as long as I live.
I've had enough of those heavy bastards.
But yes, the trick works very well.
And I mean, just the fact that they were able to make all of these models,
of these, a bunch of kids basically
with no training in this software.
The documentation was very technical
from an engineering perspective,
not from an artist's perspective.
I saw pictures of the manuals that are like
four feet high when you stack them all up.
No YouTube tutorials,
no helpline. They are not
just making like, you know,
eight balls floating on a checkerboard
or whatever. Like you're used to seeing an early 3D modeling.
They have to make convincing animal
characters that animate as well as cartoon characters.
And that is an achievement.
even though they're taking those models
and basically putting photographs of them
in a Super Nintendo game.
Absolutely, yeah.
I don't want to denigrate their work anybody
saying like, well, it's just really a picture.
Like, yeah, I'm not, I don't want to say that.
Rare's accomplishment for these kids on, like, machines.
Also, like, they can't, they're doing this thousands of miles away
from where, like, these machines were built in Silicon Valley.
Like, they can't talk to the people very easily to fix these things.
I guess taking aside.
issues with the gameplay that we have you can't fault the like aesthetic ultimately as it was presented
back in 1990 when it well when it came out like with that both the graphics on the sound pretty
much spectacular on the snows there was nothing like it for several i guess ironically the toy
story game that came out from travel's tales i remember the next year when the the toy story game
came to uh the genesis like some of the uh previews
were saying like, you know, finally something
that looks like Donkey Kong Country
could be on the Genesis, you know?
Don't forget Sonic 3D Flickies Island.
Oh, yeah.
You could forget.
Sorry, just kidding.
I've misread this.
I definitely forget, I meant to say.
Hey, we can remember Mario RPG.
Those are good pre-rendered graphics.
Yeah.
I still love that game so much.
Great soundtrack, too.
Oh, I love it, too.
I just wish it didn't look like that.
Yes, yeah, it could look better now.
But, I mean, Rare did take some shortcuts.
They had some ideas.
they've stole from other games in development
or other games they might have made
the Kremlings are from another project
that they were thinking of making. They were trying to get
into the point-and-click adventure space, like
a make a LucasArts style game.
They had something in the works called Johnny
Blastoff in the Kremlin Armada
and it only by hearing
British people saying Kremlin
that I realize like, oh, this is a slate against the Russians.
There are a bunch of Kremlin's
walking around. I never did either
until that just now.
And yes, a very good soundtrack on this game, because just like this game,
because just like with Argonaut Software,
they assumed, you know, of course we're going to develop the game,
but then, you know, Japan's going to compose for it.
But in this case, they said, no, you guys can do it.
And David Wise, sorry, Tim Wise, not David Wise.
Tim Wise was not working for Wair at the time.
He was a freelancer.
Like, hey, Tim, write three songs for us, three demos,
and we'll see if you're right for the project.
He does three demos, and they're like,
okay, that's the first song in the game, not write more.
Which is why the first song you hear when you play the first level,
it doesn't feel like a traditional
video game song because it's like
it's not looping yet and it starts like a whole
another like movement to it so there's like
it goes through three movements
because it's three different demos that he wrote
kind of strung together
but I just love it that
the game starts you literally explode
out of your house like a cannon ball
and you've got those increasing those
do do do do do do do do and slowly
the backing comes oh it's so good
but that first level is a masterpiece
the whole game should just be that one level
that first level
it gets the game off to a really great start
and it kind of slips up after that
but this is one of the first video game
soundtracks that's released in America
is DK Jams with a Z of course
and Square Soft in America
did start releasing Final Fantasy soundtracks in America
but these are some of the first
and then through Nintendo Power
they start releasing more of these soundtracks
through like the Play It Loud brand
which was a very short-lived brand
I think it was July 94 to September
of 96 because after that they're like
We won.
The Killer Cuts.
Yeah.
Yeah, the Killer Cuts.
That was the, yeah, I won in 96, that's what, or maybe it was early 97, the, I bought the Mario 64 soundtrack and the Wave Rates slash Mario Kart soundtrack, too.
But yeah, this was, it's still, it's nuts how long it took companies that sell music in America to understand that, like, gamers wants to play and want to buy these soundtracks, you know.
And I was a little nerd holding a, like, a.
microphone up to the TV speaker
and recording things with it.
So the Ambassadors of Funk
featuring MC Mario doesn't
count. That's a different thing, right?
No. Although I put tons of that music
in our 500 episode because it's, it rocks.
Did you put Wonder Man by
Right Said Fred in the... I don't think I
did. It's an obscure reference for you there. Okay.
I don't think I did because he's cancelled now.
Yeah, he is. Oh, God, I forgot. They're
complete twats. I forgot. I
mentioned them on a podcast
recently until a comment came in like,
Oh, right. Yeah, they suck.
But I think, too, the soundtrack, I think a lot more people learn to appreciate it who maybe missed it the next generation because they played Smash Brothers Melee a ton and the soundtrack is all over that.
And you, because Sakurai loves video game music, he showcases the, the DKC music quite a lot.
Yeah, we're not the rap yet.
That's the only song you should play in any DK level on Smash Brothers.
the UK Nintendo magazine released as a free gift
on like a cover mounted gift
a CD of the Smash Brothers orchestra concert
that took place
it was absolutely wild
I just was reminded of that
there was a thing
the Donkey Kong designs
we were talking about earlier like the new renders of
DK and the design of say Diddy Kong
Dixie Kong all the extended Donkey Kong family
do you find it as jarring as I really
when they show up in Smash Brothers
compared to all these like beautifully designed
Japanese designed
an American design game characters
Then you've just got King K. Rool
who's just a fat loser
With like bloodshot eyes
Like what's he doing there?
Actually he's my main
Obviously I play as him
Because he's me
But like come on
I remember when King K Ruhl was announced
That there was an interview
With the original designer
And he was like this was like
This was like my first attempt
Of this character
And if I had known he would have gone on
For this long
I would have come up with something better
He would have had a better name
Because his design makes no sense
Because his chest is made of gold
For some reason
but it's not armor and he's got weird
like misshapen eyes and his name is
King K Rule. Yeah, I
I mean for the longest time it felt like
Sakurai didn't want any of the
Googliad goofballs in his game and that's why
it was so much fun
when the King K Rule trailer
is one of my favorite trailers they ever did
for any smash game because
it's literally like King D-Dadee
who is voiced by Sakurai and is
his insert in that thing
they tease that oh
King K rules here and then they're like
ha ha no he's not here where you thought we were putting him in the game and then he actually just
does drop down on him like no he really is in the game and and then they did the sequel to that
with the banjo kizui one where they're just like yeah but yes they they do look wacky as hell
that trailer did it was anyone else horrified when um when they see king keral their eyes bug out
and they smashed through the glass of their house like imagine the pain i mean honestly that it just
called to mind the uncanny valley weirdness of the donkey con country cartoon show from the french
oh yeah yeah we can we can be that the french for that i have never seen that and i'm thrilled
that i've never seen it we we covered it on this podcast there's a lot of singing on that show
there's many many a song it's a musical show it really is uh diamond any thoughts on the music
we didn't even cover the underwater music which is i think the most legendary song from the
soundtrack it gets and in like the list of what are the best songs of all time of video games
especially of this era, that is one of them.
Yeah, I must say because of, because I was playing on the switch,
I wasn't really tuned into the music this much on my replay,
but I do remember having fond memories of the music when I played it for the first time,
and I agree that the first song kind of has way too much going on in it
to be a video game song, but it's also just, it's so good that you don't really care.
So I think a lot of the music is actually probably still stuck in my head a little bit,
and I just need to unlock it.
But ironically, while playing it this time, you know,
my living room while doing other things, I actually didn't listen to the music that much,
but I do have, I do have positive memories of it.
I mean, I think that they went for the more atmospheric thing here,
and then for the sequel, they went for tunes.
Like, the sequel is, like, the one that everyone loves all the music in,
because they were all just these great tunes, just like aquatic ambience,
which I think is what the Coral Capers song is called,
because it's one of the only songs in the soundtrack that's a proper actual, like, song,
as opposed to, you know, some ambient,
atmospherics and a little bit of
sort of tinkling music. So people are going to
jump down my throat for saying that
to bring it on.
I think the music in this game is pretty
ambient and just sort of about evoking a mood
and less about putting a catchy tune in your head
outside of like the first
level and the underwater level.
If you want to get another taste of this kind of
music, go and buy
the port of
Donkey Kong Country 3 on the Game Boy Advance.
It came out right at the end of the Game Boy Advance's life
because it has a completely new
redone soundtrack by David White
is they took out Evelyn Fisher's music, threw it
in a bin, set fire to the bin,
kicked the bin into a bigger bin, then set
that on fire. And then they
put all these new songs in it. And the new songs
have, for example, yodeling,
an extended pause, where
all you can hear is the wind blowing, harshly.
Then some
distant, Christmassy music that sounds like it's being
played in the next village, and you can only just hear it.
The sound
of sores, soaring.
That's another thing that he uses.
It's a very interesting soundtrack, and I recommend you play that.
Now that I think about it, the one song that stood out to me the most was when I finally got to the last boss, and it's like, it's like a pirate sea shanty, even though he's a, it's a very strange finale because you go up the mountain and I sort of, probably because I was thinking of Yoshi's Island, I assumed you would go up to the top of the island and then you would change and you'd come back down the island, but no, you go up the top of the island, then you go one square over to the ship that's always been there.
and the last stage is
there is no world
there's just one last stage
where you fight King K Rule
and yeah he's a king
but he's on a pirate ship
and yeah the music is very piratey
and you're kind of like
this is it
is this is the end
this is the end
and that music to me
struck out as kind of
it's fun
it's bubbly but it's kind of like
this is the we're finishing the game
this is the end okay
all right well I'm jumping
I think that's one of the most famous
that's one of the most famous
that's one of the most famous
dog come country songs
and it gets reused as well
quite a lot
different things. And then of course
the pirate theme they leaned into more with
Donkey Kong Land which has a pirate
themed level actual levels
and then in Donkey Kong Country 2
K-Rool is in fact a pirate
so it's like they kind of
which makes this feel even more like a tech demo now that I think
about it. We ran out of pirate ideas
but yeah the Game Boy games have very good
music as well because it's like the same kind of sentiment
it's the same kind of sentiment but on a
8 bit music hardware
I want to cover one thing. Beautiful graphics
they're trying real hard on that
game boy um but yeah i want to cover one more thing before we get into the the release in the marketing
and then close out here in that um there is controversy about this game in miamoto because for the
longest time little stinkers who didn't like this game very much or like yoshi's island more i'm one
of them me too uh we would say you know miyamoto actually doesn't like this game and he was quoted
to say that uh donkey country proves that players will put up with mediocre gameplay as long as the
art is good and no one ever actually bothered looking up if he actually said that quote until
2019, as far as I can tell.
Apparently,
Miyamoto was said to have said this in an issue of electronic games in, I believe,
May of 95 or something like that.
And to think about it now,
it's just like, it would be weird if Miyamoto would be slamming that holiday's
biggest seller, something he had his hand in something his name is on.
That would be the first time he ever would say something that in elegance or mean about
one of his things.
It's also like, even in interview, it does seem silly now that we all accept that
because we've all read so many interviews of Japanese developers.
Even if they didn't like something,
they would never be that blunt about not liking it.
Yeah, it doesn't ring true at all, I don't think, personally.
It's something you want to believe is true if you want to believe
that if you do prefer Yosh's Island and you're sort of weirdly obsessed about it, I guess.
Yes, well, we kind of were.
Yeah, well, yeah.
Frank Sefaldi, a friend of the show here at the Game History Organization,
He basically had access to this magazine as of like 2019.
I'm sure it wasn't that hard to find,
but he's like, oh, I just came into possession of this.
And they're like, oh, check the magazine.
Did he say this quote?
And he's like, there's nothing like that in there.
So he actually never said this quote.
It's so apocryphal.
I want to know who we have to like comb the newsgroups and find the liar who put this online.
But he did address this in 2010 when Donkey Kong Returns was coming out.
Somebody finally asked him about this.
And this is what he said.
Quote, Miyamoto says,
the first point I want to make is that I actually
worked very closely with Rare on the original
Donkey Kong country and I apparently recently
some rumor got out that I really didn't like the game
I just want to clarify that's not the case
because I was very involved in that
and even emailing almost daily with Tim Stamper
right up until the end. So there
you have it on the record
A, it was never quoted
he was never quoted to say that B
yes he's promoting a new game
but he was as hands on as he could be
in Japan even though Rare was left up to their own devices
a lot in Twycross.
The Miyamoto rare interaction
I want confirmed to be true
is that he said that
the ending of Golden I-O-7
should have 007 visiting all the people
he shot in the hospital and shaking their hands
I hope that's true
I want to believe that's another fun story
I desperately want that to be true
Well he was kind of shocked by the violence in rare games
Because in the original like preview builds
Of Donkey Kong Country 64
Or Donkey Kong 64, whatever it's called
The guns were real guns
They weren't like coconut guns
And Miamoto's like, can it shoot peanuts maybe?
Yeah, I'm so glad he said that that was, I miss, by the way, I miss a lot of ask so much.
Those were so great.
But, but yeah, Donkey Kong country, Miamoto would feel ownership over it to a certain degree because it was, it happened with his permission.
Like he oversaw it.
He's an executive producer on the game and you don't, I mean, unless you're a real jerk, you don't, you don't.
talk that kind of crap about a successful
thing you were an executive producer on
you know like and he and that it would
be so out of character but yeah like
you said Bob I I wanted to believe
because the
schoolyard fight was
you we loved our crayon colorful
Yoshi Island game
from the next year and people said
that was dumb and for babies
and the docky con country was way better
and you drew up
battle lines and so we wanted to believe
that, well, actually, the god of gaming,
the only person we know who makes video games
to Garamimoto, he actually hates
Donkey Kong Country, so they're.
And Yoshi's Island was in production for a
very, very long time, especially
at the time, especially for a platformer.
I think even via the Nintendo League,
it's been revealed that as early as 191,
this game was in development. So like
four years on a platformer,
and obviously, while they're working on it,
Donkey Kong Country becomes a huge hit.
It's too late for them to go back
and make it a pre-rendered game.
But I think that that's why they overcompensate in a good way with the 2D graphics.
I think they said to themselves, and I don't think this is an insane speculation,
but we can't make this pre-rendered.
Let's do as much as we can with 2D graphics.
This is our last statement about 2D graphics because they won't exist anymore.
As far as they knew, they wouldn't exist anymore.
They had the FX2 chip as well, obviously, with the extremely impressive effects
and morphing and stretching and things.
I know it's not a Yoshi's Island podcast, but the fact that we went from,
Mario World to Mario World 2
which looks like it came from a completely different
much more advanced console as far as I'm concerned
is wild with Donkey Kong Country in between
it's just kind of the SNES was off the chain
It's absolutely nuts
I will say to be fair to Donkey Kong country
Yoshi's Island is sort of on the other end of the spectrum
and that there's almost too many ideas
in that game to the point where I need to like
build up confidence to play Yoshi's Island again
it just you have to put a lot of yourself into it
But if you look at just how complex that game is,
just like every boss is a different idea.
In Donkey Kong Country, it's like you just jump on ahead three times
and you're out of there.
I mean, I want to agree with it.
I wrote about this in Rhetronauts.
Yoshi's Island, I think, is a masterpiece.
Like, it's an incredible game.
I don't think there's anything wrong with it.
You can complain about the baby sound effect,
but just don't get hits.
Like, you know, don't get hit.
Be cool like me.
But I don't want to play it anymore.
because once you've done it 100 points
going back and not doing it 100 points
feels like you're doing it wrong
and getting 100 points is really stressful
whereas dunk on country I can bop through that game
not give a shit
and gets the end in like an hour
and then play it again and it's going to be
just as fun for me
I don't think it's a better game
but I think it's more enticing to revisit
just to have a little session on a 2D platformer
can we talk about the bosses though
I think we probably should talk about the bosses
because you know
Well, speaking of time-saving.
I'm kidding, sorry.
On the Yoshi's on topic, I did want to mention real quick that, like, I was so into this battle that the first time I ever got to interview Takashi Tezika at E3, 2012, what was ostensibly, I got a whole hour with him and got to, it was talking about the, the just announced with you, super Mario, new Super Mario Brothers 2, all this stuff.
and I was like, okay, but at the end, I have set aside five minutes at the end to ask him about
Yoshis Island, because you're the director's Yoshi's Island, right?
Like, that was, you know, really hard.
This is my favorite game.
And I asked him, like, you know, I wish I could, I could not find my original article,
so I can't source myself directly.
But I basically asked him, was Yoshis Island made in response to Donkey Kong country?
And he did allude that some, now I want to put words.
in his mouth, but he alluded that some decisions were
made in reaction to it, but I
definitely agree with this, not just what
Miyamoto said, but also that the
provable timeline of Yoshi's
Island existed long before,
existed before Donkey Kong country
even was made, let alone a success.
But I do think some
choices were probably made at least
partly as a
reaction to it. Yeah, I think graphically,
I think it's why there's a pre-rendered sequence up front
to let you know, like, we're aware of this exists.
You won't see it in the game.
Stewart, go ahead.
The Gigalek showed a something called Super Donkey that I think it was called,
which is a very, which looks like a very early Yoshi's Island with a very unusual looking character.
And, you know, obviously being called Super Donkey, that raises a pretty obvious flag.
And I do wonder what was going on there.
You know, I do wonder if Yoshi's Island was ever at any point a Donkey Kong game.
Because, you know, you're throwing stuff.
Donkey Kong throws stuff.
You know, he throws barrels.
He doesn't throw eggs unless something's gone horribly wrong.
Well, if you try to investigate
this Nintendo might take your YouTube video down
Oh, that's true, yeah, careful.
Oh, God.
Yeah, but yeah, Diamond, you were talking about
the boss fights, and yeah, they are
very simple, although
I was 12-year-old boy at the time.
My friend and I love walking up to each other and saying
Necky's nuts.
That was a little joke we had
because, you know, I mean, rare
is naming things after dicks and balls.
They're not above this, but Diamond, please.
Boss chat, they're pretty bad, right?
As you said, a lot of the
stuff with just, you know, once you make the model, then you mean, so it's like, you've got the, you've got a giant beaver, which is the same, it's just, you know, small enemy becomes big enemy. You've got the giant vulture. It's like, I think that's an original model, but certainly is based off the smaller model. Then you've got the giant bee wasp thing. You've got the giant barrel. You've got the giant barrel. You're one boss fight is literally just a barrel that comes down. With eyes. Yeah. You have to, you've to dodge the barrel long enough and the barrel just explodes. Like it, like it gets bored of its own boss fight and just gives up.
I have to say
The barrel doesn't even have eyes
It really doesn't
It's just a barrel
With a skull brushbones on it
It's rubbish
It doesn't even animate
Oh wow
Then you fight the beaver again
There's a drum with eyes
In the third game
Then you fight the beaver again
Then you fight the vulture again
Yeah but it's changed
Like they're different colours
It's Nekis Nuts
And it's Nauty Beaver
And very naughty
Yeah
Oh boy
Okay
Come on guys
Get it
Do you get the joke
Because Nortty
Because they like to gnaw on things
Yeah
That's very fun
But what I'm saying is, so you go through all this stuff.
So the only really original boss is the last boss.
And he's the, in my opinion, he's the only one that actually has genuine challenge.
Like the other ones that just, the only real challenge from the other boss fights is like,
can you tell when the boss's eye frames are not?
Because they give you no indication of when they're invincible.
You might, you know, you'll jump on their head and you'll do damage.
Jump with their head this time.
It's like, oh, no, they laugh this time.
And they keep moving so they run you over.
It's like, well, they're not blinking or anything.
There's no indication that there are invincible.
When do I jump with him?
So it's like that's, you know, that, that to me was a little bit frustrating.
But so to me, King K. Rules was much more sensible, I think.
Because, like, he's wearing the crown.
And clearly you can't jump on him when he's wearing the crown.
So, like, when he throws the crown, that's your chance to hit him.
But then there are other parts where he just is standing there wearing the crown.
He's not doing anything.
He's standing there while, like, things fall on you.
And I know for me as a kid, I was like, why can't I hit him?
Why can't I roll it?
Why can I do anything?
No, I'd have to wait for him.
I have to wait for him to take his crown off.
That's the only time you can hit him.
but at least the game tells you this is what you do and sticks with it.
Did you ever get fooled by the fake credits when you beat him?
Let me tell you, I completely bought it this time.
I completely forgot about that joke.
So when I beat the game this time and the credit started, I was, that was pretty fast.
And wait, their joke credits?
What is this?
Castlevania?
And then he gets up, it was like, oh, they fooled me.
They fooled me.
I honestly love that.
I love stuff like that.
I made me really happy.
it's part of rare's a very cheeky sense of humor but yeah the bosses i mean like the beaver just
wanders back and forth the bee fight you're just actually you're fighting a parabola just like can
you stand in the right spot it's they're all very very simple but again they didn't have time to
actually think of like re to reinvent the platform or they were reinventing the graphics first
and then and with the second game it's when they start developing better game design ideas
november 21st is coming soon you know they got a he can't miss that ship date uh we
have to wrap up soon oh go it stewart no i would say
Like I've said already, but the second game, honestly,
it's like in terms of almost everything that people value,
it's leagues ahead of the first one.
Everything feels more concerned and thoughtful.
The difficulty, while it's still high, feels a lot more measured.
But we'll probably presumably talk about that on a dedicated podcast at some point.
Oh, for sure.
We'll stab it together with the third one.
Yes, they can both be together with no Donkey Kong because he's not present.
Brett, let's wrap up here by talking about here by talking about the release in the marketing.
So this game was revealed at the 1994 season.
CES, that was before E3, and it was the final part of Nintendo's presentation that year.
And apparently, they didn't reveal this was going to be an S&S game until the very end of, like, the Donkey Kong country reel.
And that stunned the crowd.
It's one of those things where I wish there was a camera in the audience.
Oh, hell yeah.
I saw footage of that CES from the floor, but there was no footage of this presentation.
Yeah, that description, like, I feel like I read that exact thing in EGM or Ultra or would have been just game players at the time.
But that's that description of like, and by the way, this isn't on a next gen.
Like, this is a super N.E.S. You don't have to buy. And that was so key to their marketing to just tell you, especially because they were fighting against Sega trying to tell. It was such a great attack on Sega trying to sell an ad on that they have to just show like their commercials. Look how awesome that looks. And you don't got to buy any ad on. You don't got to buy a new system. It'll just play in Super Nias. It can look like this.
Yes. I remember that being in the magazine ads, that was a major factor of just like, yep, this is a super NES game. Like, no bullshit.
And, yeah, Nintendo needed to show the world just what they had created with Rare. And part of this, they did this via VHS tape sent out to Nintendo Power Subscribers. I believe this was the first one out of like five or six they would send out. There was one for like Star Fox 64, one for like Mario 64 and so on, like Banjo Cazoo. We all know that John Lovitz narrated Banjoo Cazooie video, of course.
Oh, my God, I have to see this.
Oh, you haven't. Oh, you got to, yeah.
Because you do it in his ridiculous, Slate Simpsons character voices.
That would be great.
I mean, just his voice.
He only has one.
Yeah.
No, I, yeah, this was the first one because we, this promotional tape worked on me and my brother so well to rent it.
We didn't buy it, like I said, but we rented it.
Like, it was a free rental.
The commercial was a free rental at Blockbuster.
Like, Mom, look, it's a tape that's free.
Rent it.
Like, let's rent it.
Like, yeah, of course the commercial is free.
It was the How to Buy Action Figure Man special.
You know what's kind of wild is I'm pretty sure I had this tape and I didn't have a Super Nintendo.
I definitely didn't buy it and I definitely didn't get it off a magazine.
So it just somehow appears in my home.
Well, this special, I skim through it.
I recall watching it like back in the day when I was doing retro research for something.
But it's hosted by this very poochy style Gen X comedian with like a backwards hat and long hair.
And he's like totally on the edge.
And he's talking to very meek Nintendo employees.
But A, I'm glad that they talk to a rare employee.
But B, it ends with a very surprising thing in which he's like,
let's go into this room, guys.
And it's like a bunch of people playing Killer Instinct on what then was going to be the Ultra-S64.
And they're like, no, get out of the room, no, no, no.
So it was like a secret sneak preview for Killer Instinct,
a version that would never exist because the N64 wasn't ready.
They had to make Killer Instinct for the Super Nintendo in 1995 instead.
Yeah, that post-credit scene they did blew my mind as a kid.
I didn't even know what exactly.
It was like a year later when they started advertising Killer Instinct for, like, the arcades that I realized what it was.
They showed Donkey Kong with one of the Infinity Stones.
It thrilled us all.
The contrast, though, this is 94.
When Killerson comes to any SNES in 1995, like, that's a game that is so super downsized from the, you know, the high-end machines it was made on.
Like, that game, even at the time, I was kind of like, this doesn't look very good.
Like, I'm having fun playing it, but this can't even compare to that arcade machine.
And so I feel like whatever magic happened with Dunkin Country, but even one year later, like, my eyes were kind of like,
this doesn't, it's just a bunch of gifts, isn't it?
I didn't know the, we were the time.
It next to the gorgeous battle arena to Shinden could not compare.
Yes.
You know, I never played the arcade game, so I just like seeing pre-rendered things on my screen.
Like, this is really cool.
but also Donkey Kong Country had a $60 million marketing budget
which is about three times the average marketing budget at that time
and it sold this game based on the technology that made it
which technically wasn't a lie and yes this was the
we made this with Jurassic Park stuff kind of pitch to everybody
and of course every preview regurgitated this every review did
hey it was like eight free words in your 300 word write-up
what are you going to do not include the PR marketing
that you probably got paid like $600 to write
in 92 money.
Oh, oh, maybe like 10,000.
These people are rolling in the dough.
Yeah.
And yeah, one of the earliest and biggest games
in the Play-At-Loud era,
which only lasted until September of 96
because Nintendo moved on with the N-64.
It's like, Play-It-Loud was just trying
to compete with Genesis in their bullshit.
And they're like, okay, we won the screaming contest.
Now we're moving on to the N-64
in happier times.
And, yeah, Nintendo released Donkey on Country
right under the wire for the Christmas shopping season
on November 21st 94
and this went on to sell a little
over 9 million copies in its lifetime
which means close to half of all
at SNES owners actually purchase this game
An incredible number
Yeah just like it's still flown around
At every used game story
That one is not a collectible used game just yet
Are there any SNS games that sold higher
That weren't pack-ins than this game?
No, this is number three
This might have been a pack-in at some point
But this is number three
Number one's Mario World
Number two is Mario All-Stars
I think that was a pack-in
Wow. Yeah, yeah, it was, yeah. Okay, yeah, that makes sense. Wow. Okay.
I was reading up on the release of this game and the context around it, and this is around the time when, you know, the Normies were frending out about video games.
Like, these things are big business for Nintendo. And there were stories like, in its second week, this game outgrossed the highest grossing movie and the highest grossing album that week.
And that was the Santa Claus, the Tim Allen movie, and some Kenny G crap for Christmas.
It's Christmas. Yeah.
That's Christmas 94, man. We were listening to Kenny G. We left the Santa Claus.
screening and then wrote a letter
to Santa saying buy me donkey
send me donkey tongue country or go to hell
and yeah I still see these
these stories a lot I remember like when
Final Fantasy 7 came out in 97 it's like this be
GI Jane did you realize that like oh no
not the biggest movie of all time GI Jane
but you still hear like about big
launches and how they're bigger than movies and like yeah folks
we know video games they cost 60 bucks
a ticket costs 15 bucks and people buy a lot of these
things so let's all calm down a little bit
Bob I'd like to congratulate you for being the second person
2022 to reference G.I. Jane and the first one to not get hit for doing it.
Oh, oh. Henry, there's a table between us. I can tell Henry's a big G.I.J. fan.
G.I.J. fan. He almost did slap me. Keep G.I.J. out of your damn. What a lame joke. You know what? He should have been slapped for it. A G.I.J. reference in 2020. You know, that was this year. That was this year. Yes. Jesus Christ. Yeah. Yeah. His defense was. That
joke sucks.
Thank you, Bruce Valanche.
So moving on, more context.
It's so delicious.
Sega is not doing bad,
but they're investing too much
in failed hardware add-ons.
Nintendo comes out the clear winner
without having to invest in new hardware
quite yet.
The mistakes have begun.
Like, it's,
I think without,
it's not that Sega lost it,
but Nintendo did beat them.
Like, Donkey Kong Country sold better
and they kept going,
but it did not help that their 95 was like,
it just was crappier.
They didn't have the thing.
They didn't have a Sonic ready, and they, yeah, they thought.
They, um, they kind of got bodded by Donkey Kong Country and the PlayStation, sort of
of more or less at the same year, just by some guy saying, like, $399.
Yeah, yeah, let's go over what was happening in the world at the time, in the console world.
I mean, Nintendo doing very well with having to put out a new console.
So, Sega Saturn launches in Japan a day after Donkey Kong country, has a disastrous secret
launch in May of 95.
The exclusive Toys R Us launch, we all know about that.
The Sony PlayStation launches in Japan a few weeks after Donkey Kong country has a fairly
successful launch in America that fall.
The 32X launches the same day as this game in America.
Uh-oh, bad idea.
Like I said, those ads.
What are you going to play on the damn thing?
Star Wars Arcade.
Can you still, can that launch?
Did that launch?
No, I don't think you did that launch?
I have to know.
Probably nothing knowing them.
Well, I just remember.
you, 32X was like a free commercial
for Donkey Kong. That was so
clear a thing of like, oh
you can play this thing that looks great
and you don't have to buy another thing
to put on top of it. Yeah.
Well, you can buy this mushroom for your Mega Drive
and play Cosmic Carnage with your soon-to-be
ex-friends. They will
never come back. And also, yeah, Atari Jaguar
and 3Dio have been out for a year, but
who cares? I mean, we
had our laughs, right? But nobody
cares about those consoles. And especially
at the time. I played these at the time.
Even then I was like, I like my Super Nintendo.
The three games that...
I'm furious at the 3-D-O community.
I know they're listening.
The very limited number of good games that were on those things, like, say, Rayban,
then instantly comes to a better...
The other system, every other system.
Yeah, and one other person or game that was...
That felt the pain of Donkey Kong Country I wanted to mention was Earthworm Jim,
because it did do really well, but it was very outsold by Donkey Kong Country.
also 94 yes okay i thought so so when the Sega cd version of earthworm jim came out a little later
within a year later uh there is a secret input you can put into it uh that will give him basically
donkey con's head but with an arrow through the top of his head because they were as as their little
middle finger to donkey con yeah it was it was in the pc version i had the special edition
and in that you just type queen slug furbot's name she was like million
of names and one of those gives you the Donkey Kong
Arrowhead. A bit of trivia for
retronauts there. Well, the creator of
Donkey Kong country did not yell at me online
on like the creator of Earthworm Gym. So
it's another plus for Donkey Kong.
Doug Tenaple yells at someone online.
That seems crazy. Stop the presses.
I think I have to block.
Let's not even say it.
Yeah, yeah. It's why I don't want to do
an Earthworm Jim episode. Well, on the plus side,
at least Tommy Taylorico is untouchable.
Oh, no. Yes.
Oh, right.
He's a man who never lie.
Man, you know what it sucks?
I love that game, and, like, I also love Days Gone,
and the guy who directed that this week has gone insane as well,
and it's just horrible.
What am I going to play next and find out that a guy who made it
is just another complete tool?
Well, you know, now that free speech is legal on Twitter,
we have to watch out.
Yeah, comedy and free speech are legal again,
and that's just how it's going to be.
And we can't take it.
And I guess to wrap up, you know,
we'll talk more about Donkey Kong country
as the years of retronauts go by,
but this would not stop here.
There would be multiple sequels.
They were even annual at first.
There's going to be spinoffs.
And this version of Donkey Kong is going to be the Donkey Kong for the rest of time.
It's going to find its way into a ton of Nintendo productions, even things made in Japan.
Diddy is around as well in those productions.
And also there was a decade of dormancy between Donkey Kong Country Returns and Tropical Freeze.
No, wait, we are living in that period.
I'm sorry, I misread my notes.
So, yeah, there was like, there was about a decade between 64.
and returns and then there was like four years
and then it was Tropical Freeze
and now we are almost 10 years out from Tropical Freeze
and again that is my favorite Dunkin Country game
and it's like the one Wii U game for Switch
I have not repurchased yet.
It will break me but guess what guys?
It's on sale this week for $40.
Wow, that's as cheap as it's ever going to be.
I just want to get this episode out with my hot tape
before we wrap it up which is I didn't like Tropical Freeze
very much. Boom. All right. Moving on.
Wow, damn.
I thought it was great.
I was like, you finally, this is, you did something right, and I finally like this.
It took a different developer to make it, I guess, but, boy, it's such a, it's such a, like, a dense game with, like, just so many features, so many different, like, play styles, and the bosses are so good, too.
But I feel like, I would not be surprised at this point if there was Nintendo Direct soon, early in the new year, maybe, and they say, you know, coming for the Switch and its final days, a new Donkey Kong country game, because there technically has not been a new,
one for the switch and technically it
will be nine years in February.
So the clock's a ticking
and I think it's time and these are still
very popular games. There's a lot of nostalgia for the old ones
as well. Retro Studios must be
doing something like I hope so
they still employ people. They got to be
making something. They put them on Metroid
Prime 4 didn't they? Am I imagine
that? They're reset development and stuck them
on that. They're rendering a new logo right now
for a thing. Oh and one more thing.
We've changed the font on the Metroid 4 logo.
Well, one more thing. Metroid Prime 4 is
Cucka Cancel.
They should just let us know.
But yeah, those are my final thoughts.
I think this is a flawed game, but it's the game it needed to be at the time.
They did not have time to develop new gameplay ideas.
It was all about putting the technology first.
And then you can see how throughout time they've iterated on this concept
and made it into a much better series.
But, yeah, I really think about being 12 years old when I play this.
Some good and bad memories.
But that's my only thoughts about DKC.
in this two-hour podcast.
Anyone else have final thoughts?
Let's go to Stewart.
How about you?
Yes, we've made it through this entire podcast
without mentioning the sexy chimpanzee Candy Kong.
Oh, I wanted to avoid this.
Yeah, well, that's okay,
because that's all I'm going to say about Candy Kong.
I mean, she speaks for herself, I believe.
Now, my final thoughts is why I said.
I think it is a game that is laden with issues
in terms of gameplay.
For me, they don't kill it.
I do still enjoy playing it
with the exception of like a couple of levels,
the full momentum is just that quick it is just that breezy of a game i don't find it as difficult
as y'all do but uh that's how we talk that's not because that's not because i'm like skill it's
just i've played it a lot so i've gotten i know all its stupid dumb tricks plus as i mentioned i had
the strategy guy before i even played the game so yeah uh no i like it a lot i go back to it a lot
because it does it is almost the last hurrah before collectathons take over and i kind of appreciate that
Even Yosha's Island is a collect-a-thon as much as I love it.
It's fun.
I like it.
I like probably the Game Boy Vance port slightly more because they put the quality of life changes in a bit, add a few more things to find.
And, yeah, I'm probably still going back to it for many years to come.
Plus, you know, apes are cool.
They are.
Diamond, how about you?
Well, I must say, so I'm not hurting for choices.
There's so many things just within arm's reach of me right now that I could be playing right now.
So I didn't have to beat Duncan Kong Country to have this podcast.
But once I started playing it, I did have fun with it.
I did enjoy it.
Certainly I have some of that as nostalgia-based.
But I think the game overall is fun.
I just think, yeah, it doesn't hold up so well, you know, years later, both graphically and design-wise,
because, you know, in the back of your mind, you're thinking, oh, boy, it came out after this game,
which was kind of better than it.
And the next year later was a game that was really incredible.
but it is it is sort of its own thing
I think Bob I really appreciate
you mentioning that the indie the indiness of it
because yeah it does
it does sort of keep itself to one
you know one general idea
you know the animal friends come up
but the animal friends are kind of used sparingly
and they don't really
they don't really transform the game so much
Dunkin Kong himself
Dunk Kong diddy Kong whatever
they never really get new powers
like there's no fire flower
there's no invincible star
like you're never invincible really
even the animal friends don't make invincible
they just make you stronger
So I had a good time with it
And I think it is fun
And honestly, you know
You're not the first person
To tell me that Tropical Freeze is great
So I maybe I will drop that much money on Tropical Freeze
But just to address it
It will never be less than $40.
Just to address it before we get past this
We need to point out
Candy Kong is the only one in the game
Who's actually wearing clothing
Which means the rest of them are nude
That's it.
They're nude.
She's the only non-sexy one
Well, at least bottomless.
Like, you know, we know the
Diddy wears the
nice little shirt and hat.
That was a Nintendo logo.
Diamond, did you say you 100%
of the game? No, I didn't, no, not
in 94 I did.
Not now. I see. I was going to say,
I want to get it on the record that the way that you get
101% or 105% in this game
is the most patently unreasonable thing
that no one would ever find without a magazine, which is
one of the bonus rooms. You have to finish
it with a single banana outcome rather than
one of the good outcomes, which then gives you a
barrel that you used to break through to the next
bonus room. They do the same thing again,
And then you break through to another bonus room, which is completely undocumented, and then you get 105%.
No one would ever find that. It's rubbish. It's like pure British game design at its worst.
Miyamoto did not find that before the game shipped.
Henry, final thoughts? Do you want to apologize to the British, especially Stewie?
I apologize to you and your wonderful king.
May your majesty.
No, no, I kid. But I like to the point that.
I used one of the most high profile interviews I had had to that point as a way to ask about
it. I have always been tied up in viewing, you know, Yoshi's Island and also Donkey Kong 94 for
Game Boy versus this game. And I prefer those games to this game by a wide margin. But I feel like
that has always clouded me of judging Donkey Kong country on its own merits, not to mention as its own
like you know just huge moment in games and that had a gigantic effect on games like it changed
how so many games were marketed like the 3d the things it was the the not the first thing but it was
a preview of what 1995 was going to be all about with game ads of just like no everything has to be
3d now everything looks stupid if it's not 3d like in donkey kong and its country and its huge success
is a big, big part of it.
And, yeah, I mean, as somebody who loves the trivial, stupid canon and continuity of the Donkey Kong world,
I have to appreciate the Donkey Kong country, added so much weirdness to it of like, was Cranky Kong?
The original Donkey Kong is Donkey Kong, Donkey Kong Jr. grown up, these questions that will never truly be answered.
Until we do a paternity test.
Yeah, I mean, it's a simple game.
We talked about it for two hours, so hats off to Donkey Kong country.
But thanks for listening, folks.
We are a fan-supported podcast.
We're Retronauts, by the way, in case you forgot, it's been two hours.
You can find us online at Retronauts on Twitter.
And, yes, if you want to support the show and get these episodes one week ahead of time and ad-free,
please go to Patreon.com slash Retronauts.
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You can adjust that, but also there's a $5 tier.
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And also two full-link bonus episodes every month and also a bonus essay and podcast by Diamond Fight here.
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So if you're not on the $5 tier, you missed a lot of great episodes,
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That's it for our plugs.
Thanks so much for listening to Retronauts.
As for our personal plugs, Diamond, how about you?
What's going on with Diamond Fight?
Well, you mentioned the column actually, and two hours ago you mentioned Kangaroo.
I actually covered kangaroo in the column at the start of this year
because that was an arcade game.
I played a lot when I was a child.
And very Dunkin-Gong adjacent, although there's no barrels.
But yes, you can find me on the internet in various places.
Twitter for now, presumably tomorrow as well.
Fight Club, F-E-I-T, that's my last name.
C-L-U-B, a blunt weapon that Nate might use, but not in this game.
And Stuart, how about you?
You can find me on Twitter at Stupacarber, an incredibly clever
portmanteau of my name and the word
chupacabra there you probably
shouldn't follow me on Twitter later because I'm
really just terrible on there like all my
worst excesses are brought to light
I should probably plug the book shouldn't I
I'm do have done a book for press run
limited run games
it's called all games are good
and it's out in 2023
I want to say sort of mid
year summer sort of time
so get excited and stay excited for many many
months please and Henry how about you
well if you like to hearing me and Bob talk about
stuff on this. You should definitely check out the
Talking Simpsons podcast network
where me and Bob do that all the time.
We, on the Talking Simpsons
podcast, go chronologically through the entire series
of Simpsons, super duper in depth,
full of great research, just like Bob did in this
episode of Retroats.
And you can also listen to
our What a Cartoon podcast where we do the same
for animated series and what a
cartoon movie where we do it for animated feature
films. Look for Talking Simpsons and what a
cartoon wherever you find podcasts. And that's
all supported at patreon.com
If you sign up there, you hear all of our podcasts a week early.
And each month you get an episode of Talking Futurama of Talk King of the Hill.
And we closed out 2022 with our newest season of blab and about Batman the animated series talking about eight of our favorite episodes of Batman the animated series.
We have so much fun talking about that.
Please see it all for yourself at patreon.com slash Talking Simpsons.
And you can follow me on Twitter at H-E-N-E-R-E-Y-G.
And of course, I'm on Twitter too as Bob Servo.
but that's it for this episode of Retronauts.
We'll see you again soon for another new episode.
Thanks for listening.
Thank you.