I love how fun and long the boss battles are. They've lasted longer than I expected.
And the level design continues to amaze me. It's all great so far, but world 3 is a dream for platformers. Very clever stuff.
Oh, it's getting up there. Probably as difficult as the original. The big difference is how the game saves. Instead of the cheap, archaic way, saving once you find Funky, the game automatically saves after you clear a level. I remember getting more frustrated with the save system rather than the level design.
travo said:Oh, it's getting up there. Probably as difficult as the original. The big difference is how the game saves. Instead of the cheap, archaic way, saving once you find Funky, the game automatically saves after you clear a level. I remember getting more frustrated with the save system rather than the level design.
I just back tracked to a save point. One of the problems I had with the first game was the camera was so close in so you couldn't see what was coming up ahead and then they demanded that you make split second jumps and then threw all sorts of random crap at you from nowhere like rebounding armadillos and coconuts or dudes which Diddy couldn't bounce on.
IGA. DO. NOT. READ ! ! !
No one seems to be talking about a certain something I LOVE about the game so I am going to go ahead and mention it.
This game has those "Miyamotian" moments in them that very few games created by companies outside of Nintendo can manage. You'll see a grouping of bananas, for example, and you think to yourself: "What if I grab them all in one shot, quickly? Will that do something special?" Sure enough, you'll grab the bananas in one fell swoop and BAM! a Cranky Coin will appear.
Or, you'll see a flock of Pelicans standing rigidly on a dock, almost resembling Bowling Pins. You'll think to yourself: "Heh! What if I were to bowl them all over using DK's roll?" Yeah. You get something for doing that too.
Random propellers. Dandelions. Moves you don't even realize DK has until you are prompted to use them. Hidden sections of the stage. Scripted events you can walk right by if you are not astute.
This game is filled with elements like the invisible blocks in a Mario Bros. game. You get a prickling feeling at the back of your neck that you are missing something right in front of your eyes, so you take a blind chance... and in this game, like Mario, you are usually REWARDED for it.
The game is brilliant at constantly making you feel there's always something to discover and goes way, way out of its way to make you have fun doing it.
THAT'S the one crucial element the Rare games lacked!
Yeah, I definitely noticed...as well as the little details such as the zebra, giraffe and elephant in a small boat, The monkey statues and even DK's statue(Did you see it, Leo?), the army of ants marching underground, the baddie stealing my bananas on an airship, the daisies that just look like part of the background...Another developer would probably leave stuff like this out, but not Retro. They know it's stuff like that that makes a game memorable, a game you look fondly on twenty years later.
All of the little details are what makes it perfect. It's what gives this game that "Nintendo touch"........the epitome of a Nintendo game!!
travo said:Oh, it's getting up there. Probably as difficult as the original. The big difference is how the game saves. Instead of the cheap, archaic way, saving once you find Funky, the game automatically saves after you clear a level. I remember getting more frustrated with the save system rather than the level design.
Yup, that is one of the things that pissed me off about DKC2. Glad to see it fixed.
And people doubted that Retro were gaming gods?
They can completely switch genres, completely switch game types and still do justice, if not better already established Nintendo franchises? That's talent
Now lets see them do a Jet Force Gemini game.
Damnit, rare hold the licence.
Played a little co-op with the wife last night. it was fun and addictive as we made it through the first world together. It had an arcadey feelbecause when you die , you just press A to jump back into the action.
travo said:Played a little co-op with the wife last night. it was fun and addictive as we made it through the first world together. It had an arcadey feelbecause when you die , you just press A to jump back into the action.
How far can you separate in this game? So the game I assume zooms the camera to have both characters on screen. How far apart can you get before the game stops you?
No, the game doesn't zoom out. You have a few seconds to get back into the frame or the game shoots you over to your partner.
travo said:No, the game doesn't zoom out. You have a few seconds to get back into the frame or the game shoots you over to your partner.
Meh.
Sweet!
SPOILER ALERT!
So if you collect all of the K O N G letters in one world, a secret level opens up.
travo said:Sweet!
SPOILER ALERT!
So if you collect all of the K O N G letters in one world, a secret level opens up.
And it is INSANE!
Ripten has all the cheats and other tips for the game.
http://www.ripten.com/2010/11/23/donkey-kong-country-guide-mauler/
This game is frustrating, but not soo much where you are pulling your hair out. I think it's because the game is jus tso much fun. There's one level where I must've died close to forty time, more my own fault for getting a little crazy pressing A.
travo said:This game is frustrating, but not soo much where you are pulling your hair out. I think it's because the game is jus tso much fun. There's one level where I must've died close to forty time, more my own fault for getting a little crazy pressing A.
Dying forty times and it's your fault?
I think not.
Yeah, they lost Miyamoto.