
The sound design is A+ across the board as well, with little touches I adore like your partner banging on the inside of a barrel if you only have one Kong remaining, or the little ASMR chomps the baby gators make to signal their impending arrival as you approach. While the enemy models can range in quality, the two primate heroes consistently look good and fluid, as do the solid environments. I used to hate the pre-rendered character models before I actually played it, but I find only endless charm in them today. The presentation is outstanding, with one of the best soundtracks ever made leading the player's charge through detailed and beautiful backgrounds. This keeps the game outrageously focused, but I could see some cynics mark this as an area where repetition could creep in. You will not be dropped in on, nor will you be required to make any leaps of faith your only task is to tackle each challenge as it appears. appearances, there isn't much verticality in these levels, allowing the natural left-to-right screen scroll to present each new obstacle to the player consistently and fairly. The entire player moveset is encompassed in a dpad and three buttons, and there is no obstacle that cannot be overcome by the basic jumping (provided enough speed, which the player can max with a single cartwheel). It's concentrated platforming, in a pure form - boss fights included.

There is no getting lost or any real puzzles to solve, either.
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The linear and straight-forward level design, usually revolving around one new mechanic per level with the occasional inclusion of an older one to mix it up, allows for the player to quickly understand how to progress. The actual levels are where the game shines brightest. Generally, the asymmetric hero dynamic is clever and encourages different playstyles on paper, but in execution it feels a bit unbalanced. You'll begin to ask yourself questions that shouldn't exist: do I start as Diddy because it'll be easier, or keep him as my backup when I inevitably take damage? At least DK does prove his worth in the 4th world, though, where his heftier frame gives him more traction on icy platforms. While no main-path obstacle is character-exclusive, there are plenty of Diddy-only jumps for hidden secrets, meaning he's preferred in mostly every scenario. He also holds barrels in front of him as opposed to above, allowing him to essentially use it as a buffer from damage whereas DK must throw them to be effective. Diddy is the Luigi of DKC, with a faster run and a higher jump. DK and Diddy do not feel the same, move the same, or jump the same.

Taking damage rids you of your current Kong and swaps you to your partner, which is actually mechanically consequential.
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How incredible is it that I can play this acclaimed software released on now-obsolete hardware with near-perfect accuracy on pretty much anything I own with a screen? The future is great, hats off to all those working to preserve the work of game designers of years past.Īs for the actual game: it's great, with a couple problems.įor the unfamiliar (aka none of you), DKC is a platformer where you play as Donkey Kong and Diddy Kong as you embark on a quest to take back your banana hoard and defeat King K. The Virtual Console and emulation are fucking dreams come true.
