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#dkc animal buddies
dixieforsmash · 5 months
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More details have just been announced for the #DonkeyKong theme park! Not only do we have our first look at Dixie, but we can also see Cranky, Rambi, Tiki Tong, and Squawks in new promotional renders advertising the them park's opening in Spring of 2024. You can see the video announcement here: https://www.youtube.com/watch?v=9rR1eLi2Fks Read more about it on DKVine! https://dkvine.com/?p=news_body&post=6664
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thattscherry · 7 months
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Donkey Kong Country animal buddies, Sonic-ified!
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pokerninja2 · 1 year
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More Mario Kart icons! This time I decided to tackle Donkey Kong's animal friends, specifically the ones from the first game: Rambi, Expresso, Winky, Enguarde, and Squawks are all here and accounted for! I'd like to do the ones from the other games too, but that'll be for a different time.
All of these icons are inspired from Rambi's animal crate in Returns and Tropical Freeze!
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Of course, since Rambi is the only animal friend to appear in those games, I had to do the rest on my own. I think they all came out pretty well, and I think they suit the atystyle well. I had considered basing them off of the crates from the Rare trilogy since that's where they actually appeared, but I thought this would be more fun. Maybe I'll do alternate icons for that later.
For now though, I take pride in planting the idea of a frickin' rhinoceros tearing up the Mario Kart tracks riding Mr. Scooty. Or Eunguarde trying to ride a bike with his lack of legs. Possibilities are endless!
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game-boy-pocket · 3 months
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I know it's a remake of an old GBA game, and many Donkey Kong fans are not happy about this because they don't like Mario being tied to Donkey Kong, I get it. But i'm genuinely looking forward to this. I never got to play the original. I kind of find the GBA to be tough to enjoy. Crunchy bad audio. Washed out colors on early games, faux 3D games such as this and the DKC ports look bad to me, Imo, the more GBA remakes the better ( Sonic Advanced trilogy fucking WHEN?? )
I notice a lot of DK fans are dejected and depressed today, the 10 year anniversary of Donkey Kong Country Tropical Freeze. I completely understand, it sucks when your favorite franchise goes dormant for so long. Especially when the "Revival" is still lacking a lot of things you loved from it's glory days. ( Kremlings, other Kongs, Animal Buddies, please come back. ), and any projects with Donkey Kong in them lately usually involve Mario... and as much as I don't like it, but kind of understand it, Donkey Kong fans are kind of touchy when it comes to Mario, Nintendo's golden child that will always have games in the works, who shares origins with DK, and there's always fighting about who is a spinoff of who ( the answer is neither but one is clearly more successful and central than the other regardless of personal feelings )
Despite how bad it may seem I will continue to remain optimistic.
I trust what DK vine is saying about a game being developed in house at Nintendo. I am a little nervous about that, because I don't feel like Nintendo themselves understand Donkey Kong fully, and have stupid misguided policies about character usage, but i'm hoping those are on their way out the door, and they realize that people really do love Rare's contributions to the series enough to bring them back...
But more than that, you can't look at all the little signs and not see that there's something going on with Donkey Kong that isn't going to stop at a remake of an old Mario and Donkey Kong crossover.
A Lego DK set with older Kong characters, DK being a central focus of the Mario movie, The Donkey Kong theme park opening at Universal Japan with lots of merchandise and depictions of Dixie, Crankie, Squawks, and an overhaul of Rambi ( and even Ellie the Elephant appearing in concept art ), the Donkey Kong webpage no longer leading back to the Tropical Freeze listing and now taking you to a general Donkey Kong page on My Nintendo Rewards, Diddy and Funky in Mario Kart 8, and the one that seems the most significant to me is that Donkey Kong merchandise has stopped using the "Super Mario" branding, and now uses the actual Donkey Kong logo. They would not be doing all this if Mario Vs Donkey Kong was all they had in the pipeline. They just wouldn't. Something is coming. And I think it's going to be a little bit bigger than what Retro Studios has done with the series so far.
Even if it doesn't, I'm not going to let that get me down, I'm a Nintendo fan, half the franchises I love are dormant. It's only a matter of time until something gets revived.
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impact801 · 5 months
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NSMB's power-ups were usually strictly designed to make levels easier. Such as how the Squirrel Suit allows you to hover making platforming easier, or the Penguin Suit allows you to swim faster and shoot ice-balls.
Wonder's power-ups do this as well but have their levels more designed around that power-up. E.G: the Drill-Mushroom allows you to drill into the ceiling or underground and break through crystal blocks. Levels with this power-up will have secrets only accessible by using it. It expands on your ability to interact with the level, however, this makes the power-up more situational. It can still be useful outside of those levels, but its main traits which make it fun/helpful, won't always be available at each level.
Wonder's power-ups feel they're taking DKC's Animal Buddy approach. Having a level based on the power-up so it expands the areas available to the player, while not making it necessary for completion. The difference is, that Wonder's power-ups aren't a reward for exploration (since they're on the main path), but a reward of skill by keeping the mushroom.
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bramble-scramble · 1 year
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If you could mash up any two level archetypes from a DKC game, what would they be?
I had to think about this a lot because my favorite archetypes wouldn't necessarily make good combos together, like... pirate ship stuck in brambles??? Kremling temple in the haunted forest?? Idk...
BUT THEN I realized what I would really want to see is a mashup of all the pirate ship level types from DKC2. You start in the flooded hold, then progress up and out to the deck, and after crossing it for a while make your way seamlessly to climb the rigging. The full ship experience. Bonus if this was some kind of animal buddy relay thing, like maybe Enguarde in the hold, Rambi on the deck and Rattly in the rigging.
Also I just really love DKC's high speed autoscrollers (mine carts etc) so you could put that type of thing in any environment and I'd be happy. DKC3 already did this by not having a unique trope for its autoscrollers but instead placing them in existing level types, the pipe and the snow levels and even a very unique one in the jungle that relies on an animal buddy instead of a vehicle.
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athetos · 1 year
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Out of the snes Donkey Kong Country trilogy, Donkey Kong Country 2 is the best game, with the third game lagging behind in last.  This is because DKC2 took the platforming formula to new levels, with new, fun mechanics that emphasized the already stellar gameplay, and with even more secrets to find (that were better signposted).  Meanwhile, DKC3 went too far, to the point the actual gameplay was hindered by their ideas, that felt too much like throwing stuff at the wall just to see what stuck.
DKC2 improved some of the original’s features, giving us more animal buddies (some of which are mandatory for completing a level this time around), more mine cart stages (this time races against competitors or even trying to out speed a ghastly pirate), and replaces DK with Dixie, whose hair gliding is a much welcomed addition.  The collectibles are more numerous this time around, but are much better signposted; the game does a pretty good job of hinting if you missed a bonus game or secret room.  The bosses, which were just jumbo-sized versions of regular minions in the first game, now require more strategies than just bonking them on the noggin.  There’s an additional hidden world, that contains some of the hardest and most enjoyable levels in the game (Animal Antics, I’m looking at you).  The final boss did more than just rival the thrill of fighting King K Rool, but even surpassed it.  And while there are a fair few gimmicks - the aforementioned mine cart variations, the hot air balloons, glimmer the anglerfish - they’re respectful of the player’s time, and don’t overstay their welcome.  Instead, they’re a breath of fresh air and much-appreciated breaks from the main platforming segments.
But DKC3 takes these ideas to the extreme, and in the process becomes the weakest game in the trilogy.  There’s new sets of animal buddies, but they end up slowing the game’s pace down far too much (Ellie being the main Elephant in the room).  The collectibles starts to cross over into excessive territory, especially when you take the Brother Bears into account.  Nobody wants fetch quests in DKC!  But the most offensive and baffling of all is the sheer amount of gimmicky levels that seem to serve no purpose beyond frustrating the player.  Just off the top of my head, we have: being forced to kill mice in wheels before proceeding through the level; being forced to pull levers before proceeding through level; climbing a tree being sawed down; swimming through toxic waters that reverse your directional inputs; playing as Squitter and avoiding being shot by a sniper; avoiding getting shocked by lightning; being chased by a swarm of bees; feeding an angry fish to avoid getting eaten; and, by far the worst of them all, navigating a rocket ship with horrible handling where a single bump into a wall will send you back to the map.  Seriously, this game relied so much on one-off level schemes that it really lost what made the platforming so special.
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fizztapp · 2 years
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Who is your favorite DKC animal buddy? Help me out here, trying to decide something
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supernova1us · 2 years
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My new DKC game outline
yeah, i kinda went crazy with this one. started when i did a topic on reddit about what others wanted in a new DKC game and it got me thinking a lot on it and I just went all out with this over a few days. 
The gameplay and game controls/look/ setup would be identical to DKC returns and tropical freeze, acting as a third to the trilogy as either a sequel or prequel to the other two, recreating the story of the original DKC; the kremlings invasion of Kong island.
Typical co-op play with Donkey and Diddy; each region would be the same and in the same sequence as “Returns”. That would understandably make it almost the same as “Returns” outside of enemies and bosses but I personally don’t mind that; it was an amazing game. Collectables would be of course be bananas, gold coins, KONG letters and fragments of tiki idols. Also a lot of use of giraffes as aides/boosts/mechanisms in stages (similar to cannon barrels); just cause it seems fun.
A friendly Tiki Doom(but a smaller one) to the kongs would be encountered consistently for tips and be the one representing the save progress for gameplay and during stages. Each region will have a Kong family rep that can be visited for some benefit or mini-game and if every achievement/unlockable for that region is completed, that kong can be unlocked to replay their region with(each kong having their own unique play style). Each region is under the control of a kremling lieutenant who is or sends out the actual boss to be faced. Each region also has one full stage involving a specific animal buddy, with some additional stages and mini-games being unlockable.
Typical enemies would be Kritters(all green colored); they’d have the shoulder pads of the classics but also the wrist bands and shorts of their newer designs. Other common kremling enemies would be Kludge, Klobber, Re-Koils, Krossbones, Kaboing, Koptor & klap traps. Other typical enemies would be bats, feral parrots, snapping turtles, leopards, porcupines, rams, skunks, frilled lizards, flamingos, wildebeests, Zingers, giant beetles.  
 Jungle: Cranky Kong would be this regions kong rep(along with wrinkly kongs ghost hanging about) and Rambi its animal buddy. The mini-game cranky offers would be a recreation of the classic DK v Mario barrel rolling battle. Klump(based on his 64 look) would be the kremling controlling the region and the boss he sends out would be a large force of giant Army’s.
Beach: Funky Kong would be this regions kong rep and Enguarde its animal buddy. Kip & Kass(K Rool’s niece and nephew) would be controlling this region and also be the boss’, controlling the kremlings dangerous submarine. As a reference to DKC 2, one stage would be set on a pirate ship of pirate themed kremlings(klomp, klinger, Krook,Kruncha, Kutlass, Skidda )ending with a mini-boss who’s a hybrid of kannon, captain scurvy and kaptain k rool. Unique enemies to this region would also be crabs, sharks, swordfish, and octopuses.
Ruins: Dixie Kong & Tini Kong would be this regions kong reps and Expresso its animal buddy. Kalypso controls this region and the boss is a colossal klap trap and its smaller brethren. A mini-game of this region would also have dixie/tini in race against the kremling Krunch.
Cave: Chunky Kong would be this regions kong rep(while also babysitting Kiddy Kong) and Winky its animal buddy. Also a lot of presence of moles here much like in “returns” as I really that they also live on the island and are the primary inhabitants of the region and rock kroks & Krash Kritters would be common enemies. A Rock Krok would be the boss, fusing with other rock kroks to become a larger version. A section of the boss fight would see the giant rock krok engulfed and merged with magma and molten rock.
Forest: Candy Kong would be this regions kong rep and Ellie its animal buddy. Krusha would control this region and the boss would be a large, monstrous deforestation vehicle he pilots.
Cliffs: Lanky Kong would be this regions kong rep(manky kong would be revealed as his mad brother) and Rattly its animal buddy. Kudgel would be controlling this region and be its boss(aided by some Koins).
Factory: Swanky Kong would be this regions kong rep( a few traits from bluster kong would be mixed in with him) and Squawks its animal buddy. Kasplat would control this region and the boss would be a giant robot kremling(who resembles Kerozene); it’s actually filled with and being puppeted by dozens of kritters who fall out when it takes damage.
Volcano: Yeti Kong(eddie the mean old yeti) would be this regions kong rep(the boarder of the volcano would now have some snowy terrain) and Squitter its animal buddy. K Lumsy would control this region and is its boss but is less antagonistic to the kongs and thus treats the battle like it’s a game.
Golden Temple: this would be where king k rool has settled into his throne(with all the stolen bananas as well) and the site of the final boss fight. His defeat would gain possession of the crystal coconut. The beaten K Rool is sent flying down to the beach, where his defeated minions begin dragging him in retreat, but he shares a glare with DK showing their feud is far from over.
Additional stages in the golden temple can be unlocked as playable if all the tiki idol fragments are collected. After the stages would be a mini-boss of Kong Fu, who guards/worships the temple, then the secret final boss (a malevolent false idol partly based on inka dinka doo). In the finale, using the crystal coconut unlocks the shrine of the ancient Kongazuma(based sorta on the statue in the DK themed field in mario super sluggers) whose statue bestows DK with the giant golden banana it held. The ending shows the whole kong family celebrating the defeat of the kremlings as DK adds the giant gold banana to his banana hoard.
please give feedback on if it would be something you'd enjoy playing.
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tngmpersonal · 2 years
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My top picks for Super Smash Bros. 6′s roster and representation - Original 8
It’s been about eight months since Sora’s inclusion to Super Smash Bros. Ultimate. There hasn’t been any news about what’s next after the Nintendo Switch, but if Mr. Sakurai wishes to continue making Smash Bros. games, here is what I’m hoping for in the next games. From what I’ve experienced with 3DS and Ultimate, I would love to see more customizing options for both fighters (specials and grabs that aren’t just variations of the original moves) and stage builder (hazardous terrain and obstacles from Spirit Battles and more swimmable water). In terms of which characters get in, I decided to make this post. I’ll go over most Nintendo-owned series and pick who I would like to see added and who I think should be dropped. I won’t be covering any of the third-party guest series because I don’t know how much Nintendo will keep up the deals and negotiations. Also, this all based on my personal opinion. So let’s begin! Long post so it’s under the cut.
Super Mario So we finally got Princess Daisy in Smash, but she ends up as an Echo of Peach. I know that Sakurai has clone characters as a way to make the final roster look more impressive and that as far back as the 64 days, the unlockables made it in through recycled assets (Ness was the only one not based on any pre-existing animations). And I think out of all of Ultimate’s Echo Fighters, Daisy is the closest to her original in terms of gameplay. While I am a Daisy fan, I would just say diverge from Peach more or don’t bring her back at all.
I don’t think Nintendo’s mascot franchise needs anymore playable reps. The damage has been done with Waluigi, and as much as people wish Geno was in the game, he’s technically owned by Square. I don’t think Nintendo really cares much about the RPGs anymore to add a rep like Fawful or Vivian in sadly. She’s not a popular pick, but if I had to pick another main Mario rep, it would be Birdetta the Birdo to cover the more unusual Super Mario platformers like Super Mario Bros. 2 USA. She would have a zoner “catch and return” playstyle much like SMB2. There’s Toad, but I wouldn’t be super excited for him. Also considering Piranha Plant’s inclusion means that mooks are possible, I think there’s enough variations for Chargin’ Chucks, Hammer Bros, and Koopa Troopas to derive movesets from.
Donkey Kong Considering that even Diddy hasn’t been showing up in recent Mario spin-offs and that fans demand led to K. Rool’s inclusion, I don’t feel like any of the DK characters needs to be dropped. If anything, customizations to better represent the Donkey Kong Country series. DK has the hand slap and roll attack, but all his other moves boil down to just “gorilla brute force”, Diddy takes more from his Donkey Kong 64 abilities which immigrated into the Retro developed Country games, and King K. Rool takes from his various boss fights, but doesn’t represent any of DKC’s major mechanics. So my pick would be Dixie Kong and moves (or even Assist Trophies) that uses the Animal Buddies, the various barrel types, and the minecarts. She would have the best aerial movement and attacks out of the DK cast, but lacks in KO potential.
Legend of Zelda I do love Ultimate’s decision to have the Zelda characters to represent different parts of the Zelda timeline. Because of that, I can’t think of anyone to drop and come up with an appropriate replacement, especially since some of the more popular Zelda characters like Midna, Zant, Linebeck, and Urbosa are one-shots (OoT!Time Zelda disguising herself as Sheik was the only reason the latter got in the first place). Of the characters that appeared in multiple games in different timelines, I’m thinking either Twinrova, Impa, or even Tingle. When I was younger, I initially wanted Twinrova who would play like Dormammu from Marvel vs. Capcom 3, storing up two different types of spells and unleashing a different   attack based on how many spells were stored prior to unleashing. Only now, the obvious inspiration for Twinrova would be Gill’s pyrokinesis and cryokinesis from Street Fighter III. Impa could take inspiration from Koei’s Hyrule Warriors games and elsewhere in the franchise, and Tingle can take from his spin-off games.
I still want to see Ganondorf further diverge from Captain Falcon, and I do love the little changes Super Smash Flash 2 gave him, especially the projectile up-throw and the Dead Man’s Volley neutral air.
Metroid Again, divergent character evolution or not at all for Dark Samus. Still no news about Prime 4, but even though I still haven’t beaten Dread yet, Raven Beak is my top pick for another Metroid rep. Sure, that would leave Metroid as the only series in which the rogue’s gallery outnumbers the protagonists, but Kirby was like that too until Return to Dream Land established Dedede and Meta Knight as rivals-turned-allies.
Yoshi I mean, I love Yoshi as much as everyone else, but I never liked it how the franchise never strays far enough from being an obvious Mario spin-off (the Koopa Troop are still the villains). I could ask for Kamek, but he might actually be considered a Super Mario rep instead. Poochy maybe, but I see him more as an Assist that would operate like how he did in the original Yoshi’s Island following the direction you’re facing. When I was younger, I would say Baby Mario and Baby Luigi as a team fighter referred to as Baby Bros.. Years later, I didn’t like it because the moveset I thought for them would be based more on the Bros. Attacks from the Mario & Luigi series than anything the Yoshi games have to offer, and the uncomfortable thought of beating up babies. If there’s customization idea for Yoshi himself, maybe the watermelon effects or the vehicle transformations, especially since the default Egg Roll is a cute, but ineffective move.
Kirby Best boy Bandana Waddle Dee is my top choice using his Spear and some inspiration from Beam and Parasol. A lightweight with good reach and air mobility, but struggles with a lack of power. He was made during the Sakurai era of the series, but only started gaining prominence in the modern era. Other rep ideas I have are either Gooey, Magolor, or Adeleine. I don’t know how comfortable Sakurai is with the idea of Kirby representation of games after his time or even the Dark Matter Trilogy (I don’t know if was fond of the idea of humans in the games). Though if taking the mook route. Knuckle Joe would be a top pick as well.
Star Fox Considering games like Zero and the Starlink guest appearance not getting as much success as hoped, I don’t know where the franchise is going at this point. Both Falco and Wolf seem to be last minute inclusions, the former being part of Melee’s “Similar Six” as I like to call them, and the latter being lumped with Jigglypuff and Toon Link as post-game Subspace encounters. Also their specials take inspiration from Fox’s own. For next game, the Star Fox series can be like the Zelda series in that each the playable characters could be redesigned represent the three timelines in the franchise, SNES, 64 through Assault, and Zero. If adding for the SNES era, Miyu or Fay from Star Fox 2. If it’s 64 through Assault, Krystal. Hopefully some more unique specials for them rather than heavily modified versions of Fox’s specials.
Pokémon With Scarlet & Violet coming soon, I expect one of their new Pokémon to be added. Though I would love to see a rep from Legends: Arceus. Or better yet, Akari with a team of an Eeveelution (mostly Glaceon), a fully-evolved Hisui starter, and one of the other regional variants or Hisui (Zoroark, Sneasler, Lilligant and the like).
Pichu redeemed themselves in my eyes, and I don’t know if Greninja and Incineroar are going the maintain their popularity around Gen IX. Also, I have a personal bias against Charizard despite being popular since the early days.
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aion-rsa · 3 years
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15 Best SNES Platformers Ever
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Platformers have long been an entry point for new gamers. Video games may have greatly expanded in scope over the years and now offer so many different genres and experiences that it’s nearly impossible to keep track of them, but that’s actually a big part of the reason why it’s still so much fun to look back at these timeless games where the main objective was often to simply jump from one place to the next.
There is no console that celebrated the brilliance of the platformer better than the Super Nintendo Entertainment System. The SNES may be best known for expanding the adventure and RPG genres, as well as raising a generation’s expectations for video game graphics, but few consoles have come close to rivaling the Super Nintendo’s library of classic platforming titles.
It’s hard to narrow this list down to just 15 games, but from action-based platformers to pure platforming classics, these are the best examples of this timeless genre that the SNES gifted the gaming world. 
15. Jelly Boy 
Putting you in control of a jelly baby (a candy that is popular in the U.K. and surrounding areas), Jelly Boy was only released in Europe when it debuted in 1994. The game has a colorful aesthetic and some unique platforming elements built around the main character’s ability to transform into a myriad of vehicles, tools, and other objects. Those metamorphoses will be familiar to anyone who has played a Wario Land title or Kirby’s Epic Yarn. 
Admittedly, Jelly Boy‘s mechanics can be a little clunky and the controls are deficient compared to some of the later games on this list. Still, you will be hard-pressed to find a more original platformer on the console that isn’t made by Nintendo themselves. You can even play it now via the Nintendo Switch Online service.
14. Demon’s Crest
Released by Capcom in 1994 as the third game featuring the character Firebrand (who debuted in the Ghosts ‘n Goblins series), Demon’s Crest is a forgotten gem in the SNES catalog. It adds some variety to the traditional action-platformer by giving the playable protagonist the ability to fly and shoot fireballs as well as access other upgradeable attacks and maneuvers as their quest rolls along. That feature adds a little Zelda-like adventuring to the mix, and you’ll certainly need those late-game power-ups because this platformer means business.
There are many difficult platformers on this list, but few boast the plethora of boss battles seen in this one. It’s actually similar to Mega Man in terms of its fighting style and jumping requirements, so if you are looking for an alternative to the Blue Bomber that keeps the basics of the genre intact, you’ll have a hard time doing better than Demon’s Crest.  
13. Joe & Mac
Joe & Mac is honestly a fairly basic platformer for its era. What gets it onto this list of the best games in that genre, though, is the creativity and execution of its setting.
The game sees you control two different cavemen who rely on basic prehistoric items such as fire, bats, bones, etc. The bosses are pretty cool (dinosaurs are fun for all ages) and the controls hold up well enough that you won’t ever feel like you have to force the avatar into doing something that the interface simply won’t allow for. The game spawned a sequel that was also released on SNES, but the original is unique enough to get the nod here. 
12. Super Ghouls ‘n Ghosts
Despite what the title may suggest, Super Ghouls ‘n Ghosts is actually the third game in the Ghosts ‘n Goblins series. Like the previous games, this classic sees you battle various monsters and bosses that fit the setting nicely. Although the game is maybe a little too action-heavy to get the nod over the SNES’ best platformers, it uses its platforming elements to elevate the entire experience. 
The difficulty is insanely high and the sheer amount of sprites on screen at once can lead to some lag that only adds to the frustrations of this arduous journey, but the game has a way of keeping things light and humorous when the frustration sets in. How many other games see the protagonist stripped of their armor, quite literally, when he takes too many hits?
11. Donkey Kong Country 3: Dixie Kong’s Double Trouble!
The third installment in the beloved Donkey Kong Country trilogy certainly isn’t hated by many, but it is usually viewed as a step down from the first two games. Whether that has to do with a change in composer for the soundtrack, the inability to play as Donkey or Diddy, or the fact it was released after the Nintendo 64 was on the market, the title’s sometimes mixed reputation often prevents it from being appreciated as a divine platforming experience. 
The environments and storytelling in this game are well-executed. If you’re observant, you may even notice that the developers were trying to say something about the sad state of ape habitats and pollution in the wild. Even if you didn’t dive too deep into that surprising bit of social commentary, you’ll likely find that the platforming in this one remains top-notch and that the overall experience remains severely underrated. 
10. DoReMi Fantasy: Milon’s DokiDoki Adventure 
As the only game on this list that wasn’t initially released outside of Japan, many gamers may not know that DoReMi Fantasy is a whimsical experience that features some of the key elements of Mario and Kirby’s best adventures in terms of gameplay and graphics. Starring a young child whose objective is to reclaim music for the forest, DoReMi utilizes some clever puzzles that may not be unusual for the platformer genre but certainly add to the fun.
The game got a Virtual Console release in North America in 2008, but that’s sadly the best chance many gamers have had in recent years to take a chance on this title. It’s a great example of how people should be more open to experiencing games that weren’t localized the first time around.
9. Donkey Kong Country
Perhaps the most famous game starring Nintendo’s lovable ape, the original Donkey Kong Country was Rare’s first big title for the SNES and practically started their decade-plus long relationship as a second-party developer with the Big N. Tasked with showing off off the console’s pre-rendered graphics system, the crew from Britain proved to be up to the task. Honestly, this game still looks halfway decent in 2021. 
While the actual platforming is not as good as the Super Mario games on the SNES, it offered a different flavor of jumping that is still very much appreciated. The “weight” of Donkey Kong and Diddy means that the platforming is less flighty than in Super Mario games, and the rideable animal buddies you encounter along the way add a little flair to the experience. 
8. ActRaiser
As a game that serves as both an action-platformer and a God simulator, this underrated and forgotten gem from Enix and developer Quintet showed off the visual and audio capabilities of the SNES in the early days of the console. You play as the “Master” who is tasked with building towns around the world and fending off the evils that threaten them. It’s hard to juggle two completely different genres like that, but ActRaiser finds a great balance. 
The game was re-released for the Wii Virtual Console in 2007 but has otherwise been paid little attention in the years since its release. That’s unfortunate because there aren’t many games from 30 years ago that provide this much depth and versatility. Both parts of the experience are extremely solid in their own right, and together add up to become something truly special. 
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7. Kirby Super Star
Even the most ardent Kirby fans would probably agree that the franchise can get a little stale at times. There are only so many ways Kirby can suck an enemy up, transform his powers to match theirs, and ultimately defeat King Dedede. That’s why Kirby Super Star is still arguably the best game that the pink cutie pie has ever starred in.
Featuring eight different games within the game, the genre-mixing in this one is really off the charts. There are racing elements, adventure tones, and shooting sequences amongst the different sections of the playthrough. The experience was so beloved that it was eventually remade for the Nintendo DS as Kirby Super Star Deluxe. There is something for everyone in this package, and it shows the best parts of Kirby’s history.
6. Mega Man X
The original run of NES Mega Man titles are arguably still more famous than all of the others, but Mega Man X just has more of what makes those games great. It retains the eight bosses and weapon upgrades that can be completed/acquired in whatever order the player chooses, and it even has that same incredible soundtrack that the Blue Bomber’s adventures are always famous for.
Mega Man X‘s graphical upgrades admittedly take some of that eight-bit nostalgia out of the experience, but the game ultimately makes up for it by offering new gameplay experiences. Jumping on walls and acquiring upgrades to defensive maneuvers gives Mega Man an even more badass skillset, and the game generally does an excellent job of emphasizing the “platforming” parts of its action-platformer mix.
5. Super Castlevania 4
Super Castlevania 4 is actually a kind of soft remake of the original game, and the developers at Konami did a great job of making that game more digestible for newcomers while keeping all of the iconic elements from the classic NES title.
The Castlevania basics are all here (you still control Simon Belmont, equipped with his famous whip and ax, and battle through the game’s 11 stages before reaching Dracula), but an ideal mix of combat and platforming makes this one of the most irreplaceable platformers in the SNES catalog. It’s still an airtight action-platformer experience in 2021. 
4. Donkey Kong Country 2: Diddy’s Kong Quest
The second game in the DKC trilogy took all of the best parts of the first title and refined them to create a truly unique platforming game that was a lot more than fancy graphics (a reputation the original game has had a hard time shaking). Diddy’s Kong Quest expanded upon the game design that fans loved while keeping the jungle hijinx, masterful soundtrack, and weighted platforming intact. 
That last part is what truly separates the middle installment of this franchise from the other two. Many people have said that these games were sometimes more style than substance, but after playing through the myriad of environments on display in DKC 2, it becomes clear that this title has endured over the years because its tight mechanics are executed at a high level.  
3. Super Metroid
If this list were just a ranking of 2D games or if it encapsulated the entire SNES library regardless of genre, Super Metroid would most likely take the top spot. Alas, this icon of game design settles in the third spot because it isn’t the best example of a “pure platformer.” It’s more of an action/adventure affair, though the game’s platforming elements are still as satisfying now as they were in the 1990s.
What separates this game from so many that have tried to emulate it in the nearly three decades since release is that every ability upgrade and every part of the map fits together with nearly flawless foresight and execution. It’s never a hassle to re-explore a section that you’ve already seen. The game has a masterful flow that is incredibly modern and perhaps even more popular today because of the prominence of this design style on the indie game scene. 
2. Super Mario World
With its flawless controls, colorful sprites, cheerful soundtrack, and ageless platforming, Super Mario World is the title that all other 2D games in the genre are still compared to. The extra graphical power of the SNES gave Nintendo the opportunity to expand upon Super Mario Bros. 3‘s best ideas while exploring new concepts that simply weren’t possible before.
That is why this game remains so playable. Super Mario World combines the most enjoyable elements of the NES Super Mario classics and then elevates them to fully realize the world that Miyamoto imagined when this basic concept was created. It still doesn’t make sense to have a plumber jumping on top of turtles and occasionally getting lost inside of a house full of ghosts (those damn Boo mansions still haunt me), but when you combine this much creativity into one package, you have no choice but to admit how special it all is.
1. Super Mario World 2: Yoshi’s Island
Shigeru Miyamoto and his team knew that it was futile to try and surpass Super Mario World simply by emulating it. So when developing the sequel, they made the decision to craft an entirely different type of platformer in which Mario isn’t even the main protagonist. The concept was bold, but the execution needed to be flawless if the game was ever going to be more than another disappointing follow-up. 
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It’s safe to say Yoshi’s Island exceeded all expectations. Putting Yoshi at the forefront of a platformer that included mini-games, evasion, puzzle-solving, item collection, and the most timeless color palette in gaming history was brilliance personified. Yoshi’s Island is not as famous as its older sibling, but its daring creativity and irreplaceable charm have inspired many to argue that it is the better game in retrospect. Whatever your opinion is, the fun and escapism of the green dinosaur’s finest hour (as well as the horrors of Baby Mario’s screams) will be remembered until the end of gaming.
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dixieforsmash · 1 day
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Keychains from Super Nintendo World have appeared on the internet, featuring Dixie and other DK characters! They're so cute, even though they're each probably like $30. THEY HAD FUN WITH THESE ONES! Credit to user koopa630kit on Twitter for finding this and posting it.
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thattscherry · 6 months
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heres both parts of DKC animal buddies Sonic-ified + a bonus Quawks!
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miloscat · 3 years
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[Review] Kaze and the Wild Masks (PS4)
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I haven’t seen many modern indie games that so directly homage Donkey Kong Country... turns out, it’s a good model!
Pixelhive is a new team, and they clearly have a lot of love for Rare’s SNES classics. Kaze, our heroine rabbit, is essentially Dixie Kong with her prehensile ears that can hover and pick up the occasional barrel- er, pot. Each level has four lettered panels to collect and two bonus rooms. Other mechanics and gimmicks called to mind memorable moments from DKC2 and 3, my favourites, so it was a nice nostalgia-fest (lots of brambles here!).
Lifting from the two best games of the 90s isn’t the only trick up Kaze’s sleeve though. It also takes a few cues from Retro Studios’ reboot DK games, like the ziplines or the swimming controls (the first boss’s patterns are also very Skowl-like). Also, it modernises some things: you can toggle a casual mode at any time to get an extra health hit and more checkpoints, which I started using at about the halfway mark. And there’s no life system, thank goodness, with 100 little gems in a level going towards a completion goal for that level, adding up to the best ending cutscene. On that note, getting panels unlocks artwork showing the game’s backstory, and bonus stages go towards unlocking an extra stage per world; oops, that one’s a DKC2 lift as well!
The main gimmick is the “wild masks”, transformations that act like DKC’s animal buddy barrels. The bird masks changes you into Squawks, complete with a projectile attack. The lizard turns the game into a minecart-style autoscroller. The shark has improved swimming ability (Kaze alone can only manage a shallow dive) patterned after DKCTF/Rayman Origins as I mentioned earlier. And the tiger has wall cling and air dash abilities... oh, I guess they got some Mega Man X in here as well.
So it’s a 2D platformer that looks lovely, plays smoothly, and takes inspiration from masterclass sidescrollers that I love. I’m finding it hard to be objective here, but who cares! Kaze is a damn fine game. Patterning your game after Rare’s DKC titles is an excellent choice, and Dixie especially has great abilities that deserved further exploration, even if the momentum works a little differently here. Plus, the enemies are all monstrous vegetables which is a really fun, charming theme.
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game-boy-pocket · 19 days
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What do you think a Nintendo Rareware could've produced? I'm interested in Donkey Kong Stampede, that looked bizarre and unique?
I think Donkey Kong would have been in better hands. We wouldn't have had to start over from square one. But at the same time, I do think Retro Studios did improve on the DKC formula, I just wish it didn't come at the cost of every animal buddy that wasn't Rambi, starting over with the cast of characters, DK being the only truly playable character, and of course, Kremlings. I do believe DK Stampede would have happened but it may have looked very different from the beta footage.
I think maybe Star Fox would have continued past Assault if they still had the people who shook up the franchise to begin with on their team. Maybe the next Star Fox would have taken a more Jet Force Gemeni style approach.
I still think Nuts and Bolts would have happened but I believe someone at Nintendo would have stepped in to prevent that god awful art style from happening, and maybe toned down the self deprecation. Most importantly, we would have eventually got a true Banjo Threeie.
Conker would stay dead though. Unless they decided to take it back to Pocket Tales style Conker.
Important clarification, this is what I believe if Nintendo owned Rare. If Nintendo Owned "Banjo" and not all of Rare, you know what I think would happen? They'd do nothing with the IP like they do for most of their IPs that aren't flagships. That's why I wish Nintendo owned Rare, but scoff at people who suggest "Rare should just sell Banjo to Nintendo since they won't use it" because without Rare, Nintendo wouldn't touch Banjo.
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I talked about this with a friend, but you know how I generally speculate that Wario and RPG characters aren't really a thing in Mario spin-offs because they have dedicated developers and Nintendo's many divisions may prefer to leave each others characters generally alone? Well, DK actually has a pattern that may support this. During the N64 era we had no DKC characters in Mario games when even Wario had the Game & Watch Gallery series, Mario’s Super Picross and Dr. Mario 64 for his supporting cast to show up, with Donkey Kong Jr being the only other DK relevant character to ever appear. Once Rare left to Microsoft after the N64 era and DK had no developer outside of PAON for spin-off titles we suddenly saw a lot of DKC characters in Mario games during the duration of 2003-2008, Diddy, Dixie, Funky, Tiny, the animal buddies and Kremlings, including King K Rool himself. Double Dash is especially interesting since a early screenshot shows that DK Jr was meant to be in the game, but was replaced by Diddy, seemingly as soon as he was clear to use. Post-2008 however it's only ever been Diddy who has shown up in Mario games and even he had some major absences like both versions of Mario Kart 8. This was around the time DKC Returns started development and Retro picked up the series, which was followed by a sharp drop in DKC characters, with one notable exception being the Tiki mooks in the Mario Kart DKCR track...which Retro themselves were directly involved in creating. So yeah, it does look like Retro adopting the series lead to some internal changes when it comes to using the DKC cast, which supports my earlier theories regarding Wario and RPG characters.
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