Donkey Kong Country 2 Diddys Kong Quest Box Art

1995 video game

1995 video game

Donkey Kong State 2: Diddy's Kong Quest
DK Country 2.jpg

North American SNES box art

Programmer(s) Rare
Publisher(s) Nintendo
Director(s) Tim Stamper
Producer(southward) Gregg Mayles
Designer(s) Gregg Mayles
Andrew Collard
Programmer(s) Chris Sutherland[6]
Artist(south) Steve Mayles
Marking Stevenson
Adrian Smith
Writer(southward) Gregg Mayles[seven]
Leigh Loveday
Composer(south) David Wise
Series Donkey Kong
Platform(s) SNES
Game Male child Advance
Release

21 November 1995

  • SNES
    • JP: 21 November 1995
    • NA: December 1995[one] [2]
    • EU: 14 Dec 1995[3]
    Game Male child Accelerate
    • PAL: 25 June 2004[four]
    • JP: one July 2004
    • NA: xv November 2004[5]
Genre(s) Platform
Mode(s) Single-thespian, multiplayer

Donkey Kong Country 2: Diddy's Kong Quest [a] is a 1995 platform game developed past Rare and published by Nintendo for the Super Nintendo Amusement System (SNES). It was released on 21 November 1995 in Japan, and in December 1995 in North America and Europe. It is the second instalment of the Donkey Kong Country series and the sequel to Donkey Kong Land (1994).

Players command Diddy Kong and his friend Dixie Kong, who must rescue Donkey Kong after he is kidnapped by King Chiliad. Rool. The game is set on Crocodile Isle, with eight worlds of varying environments, totaling 52 levels. The game uses the same Silicon Graphics (SGI) engineering from the original, which features the employ of pre-rendered 3D imagery.

Diddy'south Kong Quest received acclaim, existence widely regarded equally one of the greatest 2d platformers ever made. Praise was directed at its graphics, gameplay, and soundtrack. It was the second-bestselling game of 1995, the sixth-bestselling game on the SNES, and the highest-selling SNES game that was non packaged with the system.

Information technology was re-released for the Game Boy Advance (GBA) in 2004. The game was fabricated bachelor for download on the Wii's Virtual Console in 2007, and the Wii U's Virtual Console in 2015. It was followed by Donkey Kong Land 3: Dixie Kong'south Double Problem! in 1996.

Gameplay [edit]

At the finish of each level, the histrion must jump on a target pad for a chance to earn one of a serial of speedily changing rewards, such as an extra life balloon.

Ass Kong Country 2: Diddy'south Kong Quest is a 2d side-scrolling platformer in which the thespian controls either Diddy Kong or his babyhood friend Dixie Kong through 52 varying levels over eight unlike worlds. The main objective of the game is to rescue Donkey Kong from King Thou. Rool. The game features a broad number of enemies, which include land-based reptilian Kremlings, rats, porcupines, bees, and vultures. Enemies in underwater sections include pufferfish, stingrays and piranhas. Each globe culminates with a boss fight, which is required to be defeated in gild to progress to the next earth. Similar to its predecessor, the thespian-characters may neutralise virtually hostiles by jumping on their heads, cartwheeling through them, or throwing a barrel at them. When hitting by an enemy, the active graphic symbol leaves the screen, thus command will switch to the other character. The player can repossess their partner from marked DK barrels throughout the game. If both characters die, the player will lose a life and will restart from either the beginning of the level or from the last checkpoint, which comes in the course of a star-painted barrel. If the player loses all of their lives, the game will finish.[8] [9]

Diddy and Dixie have unique attributes; Diddy is more agile and will run faster, whereas Dixie has a higher leap and tin spin her hair in social club to glide.[9] The player can pick up the other character and throw them in any direction, like to barrels. The game also features "animal friends", which returns from its predecessor. Playable animals include Squitter the spider, Rambi the rhino, Rattly the rattlesnake, Enguarde the swordfish and Squawks the parrot.[10] [11] These animals have unique abilities, such as Rambi'southward ability to accuse at enemies, Squawks' ability of flight,[11] and Rattly's power to jump extreme heights.[ix]

The game features environmental furnishings throughout some levels, which include fog, rain, and thunderstorms. Some levels feature dissimilar mechanics and settings, such every bit underwater sections, riding a mine cart, grappling onto vines, and beehive levels which feature sticky honey-covered surfaces.[8] [9] As with its predecessor, the game features barrels that will propel the histrion in any direction they are facing.[12] Bated from checkpoint barrels, some give the player temporary invincibility or an "animate being friend". Bonus barrels subconscious throughout the game transport the actor to a bonus game, which features a challenge such as eliminating all enemies in order to earn a "Kremcoin".[11] In addition, there are some barrels that can only be activated by a specific character.[ix] [xi] Players may earn extra lives by collecting balloons, earning 100 bananas or collecting four letters which spell "KONG".[8] [12]

The player tin can reach a maximum completion score of 102% for their relieve file past completing all levels and bosses, completing all bonus challenges, collecting all DK coins inside the Lost Earth and visiting each of the four Kong family members at least one time.[13]

The game is Dixie Kong'due south first appearance in the Ass Kong franchise.[xiv] Other characters include Cranky Kong, situated in "Monkey Museum", who is back due to "popular demand" to divulge secrets of the game world and provide comic relief, likewise as offer advice.[fifteen] Wrinkly Kong, the married woman of Cranky Kong and grandmother of Donkey Kong, makes her first appearance in this game. She runs an educational facility called "Kong Kollege", where she gives guidance to the role player.[16] Swanky Kong runs a gameshow quiz where the player may complete quizzes and earn extra lives.[17] Funky Kong offers an plane that allows the players to switch between already completed worlds. Additionally, the histrion can meet a large Kremling called "Klubba",[11] at "Klubba's Kiosk", who demands xv Kremkoins from the characters if they want to pass onto the "Lost World" and complete a hugger-mugger level.[18]

Plot [edit]

Some time afterwards Donkey Kong Country, Donkey Kong is relaxing on the beach, until he is ambushed by the Kremlings. He gets kidnapped and brought to Kaptain K. Rool, King K. Rool'due south moniker in this game, who and then demands the Banana Hoard he unsuccessfully tried to steal in the previous game for a ransom from the Kongs. Instead of complying, Diddy Kong and his friend Dixie resolve to go to the Kremling's home island, Crocodile Isle, to rescue Ass Kong. Together, they travel through Crocodile Isle and are helped on their way by an assortment of animals to defeat Kaptain Thou. Rool.[11] Diddy and Dixie eventually battle and defeat K. Rool, releasing Donkey Kong in the process. 1000. Rool manages to escape though, and soon afterward, Diddy and Dixie confront him in the Lost World, a secret surface area powered by a geyser at the heart of Crocodile Island. They one time again defeat Thousand. Rool, who is hurled into the geyser, causing it to clog up and explode. The explosion causes all of Crocodile Isle to sink, as the Kongs spotter Grand. Rool escape on a pocket-sized sailboat.[19]

Development [edit]

Evolution of Diddy'southward Kong Quest began shortly later the release of Donkey Kong State,[20] but before its commercial success; the employees of Rare desired to present new concepts.[21] Rare founder Tim Stamper served as manager of the game, whereas his colleague Brendan Gunn, who had worked on the original, returned to design the game.[22] In response to complaints from veteran gamers, the game was designed to be more challenging than its predecessor.[23] Several working titles were considered, including DK Rescue!, Diddy's Day Out, Diddy's Wild Country, and Diddy'southward Wild Frontier. Diddy Kong'due south Quest was decided on, but was slightly altered into Diddy's Kong Quest to create a play on the give-and-take "conquest".[24] The game was re-released for the Game Male child Advance in 2004 and a Virtual Boy port was in development at one time but never released.[25] [26]

The game was announced at E3 1995.[27]

Diddy's Kong Quest, like its predecessor, uses Silicon Graphics (SGI) and Avant-garde Computer Modelling (ACM) rendering technology,[20] [28] in which pre-rendered images are modelled every bit 3D objects and then transformed into 2d sprites and groundwork layers.[8] The game's pirate-themed narrative and level design was influenced by designer Gregg Mayles's fascination with the Gold Age of Piracy. The team attempted to maintain the sense of speed and requirement of timing from the previous game. To avoid reproducing the same game entirely, Mayles altered the gameplay to be less linear and more than encouraging of exploration, while respecting the basics of fluidity and speed.[21]

In gild to surprise players, the squad decided to cast Diddy Kong as the main character as opposed to Ass Kong.[29] Mayles said that he dared to do without the iconic character of the series because his team'due south youth (Mayles himself was 23 during evolution) allowed them to disregard risks.[21] The squad preserved the gameplay mechanic of controlling 2 characters, which led into the creation of Dixie Kong. While Donkey and Diddy Kong controlled similarly, the team decided to establish a character with very dissimilar abilities to force the player to change between characters regularly. To reach this difference, the squad gave Dixie the ability to hover and descend gradually. Dixie was modeled and blithe by Steve Mayles.[29] According to Gregg, the choice to introduce a female character was decided before the cosmos of her ponytail, and neither the hovering machinery nor the intention to increase female representation in video games were an influence in the matter. The ponytail was initially given to create a trailing visual effect when Dixie runs, and Gregg decided to put the ponytail to use upon seeing this effect in activity.[21] The concept of Dixie descending by using her ponytail as a helicopter blade was then created. Due to the time-consuming nature of the modeling process, Diddy's model was used as the base for Dixie; the ponytail was then added, the clothes were changed, and his features were made more feminine.[29] Nigh 50 names were considered for Dixie, including Didene, Dee, Daisy, Dandi, Dolly, Dizzie, Danni, Dippy and Ducky. The squad initially opted for Diddiane earlier finally deciding on Dixie. Shigeru Miyamoto participated in the creation of the game'southward characters, as he had for the previous game. Miyamoto offered unlike motifs to beautify Dixie's beret with, including a assistant, a heart and a logo, namely one inspired past that of the musical group ABBA. Rare incorporated the idea for a logo and placed a minor version of the company's ain on Dixie'southward beret in early promotional art. The cosmos of Dixie came at the expense of Donkey Kong'due south fiancée Candy Kong, who was removed from the game's bandage due to Nintendo's concerns over her sexually provocative nature.[xxx] The design option to have Diddy and Dixie transform into the friendly animals that were initially mounted in the previous game was made out of concerns over sprite size; additionally, Gregg noted that having the 2 player characters clinging onto a parrot would significantly reduce its maneuverability.[21]

Audio [edit]

The soundtrack of Diddy'due south Kong Quest was equanimous past David Wise and was released in the United States as The Original Donkey Kong Country 2 Soundtrack.[31] The soundtrack maintains similarity to its predecessor with its prominent percussion and eclectic genres ranging betwixt big ring, disco and hip hop. The melodies and rhythms are largely comical in tone, but occasionally melancholic.[31] [32] Certain themes are reminiscent of compositions by Vangelis and Phil Collins.[32] Wise cited Koji Kondo's music for the Mario and Zelda games, Geoff and Tim Follin'south music for Plok, and synthesizer-based film soundtracks released in the 1980s as influences in creating the music for the Donkey Kong Land series.[33] As with its predecessor, the music was produced for the SNES's SPC700 chip for the game to sound similar to the Korg Wavestation synthesizer.[34]

The track "Stickerbush Symphony" has received particular disquisitional acclaim.[35] Writing for Kotaku, Ethan Gach chosen it "melancholic and reflective" while still "upwardly-tempo enough to be a bop" and that when combined with its accompanying level, information technology was "ane of the about transcendent platforming moments in the genre".[36]

The game's soundtrack was the focus of an OverClocked ReMix collaboration, Serious Monkey Business organization. The terminal track, "Ass Kong Rescued", was remixed by David Wise himself, featuring Grant Kirkhope on electric guitar and Robin Beanland on trumpet.[37] [38]

Reception [edit]

Upon release, retailers struggled to run across the demand for the game.[fifty] Diddy'south Kong Quest sold a combined 4.37 one thousand thousand copies in the United states and Nippon on the SNES; the total number of copies sold in Japan at 2.21 1000000, and 2.xvi meg in the United States.[51] [52] It was the second acknowledged game of 1995,[53] after Yoshi's Island,[54] and the sixth best-selling game on the SNES.[53]

The game received critical acclaim. The SNES version holds an amass score of 92% at GameRankings,[39] whereas the Virtual Console re-release and the Game Boy Advance version both hold a score of 80% at GameRankings and Metacritic, respectively.[xl] [41]

The graphics and gameplay were the most praised aspects of the game. Scary Larry of GamePro hailed the game as being longer, more graphically impressive, and more than fun than the original Donkey Kong Land, and having "some of the about cleverly illustrated levels ever seen on a home system." He gave it a perfect v/v in all four categories (graphics, sound, control, and FunFactor), and said his i reservation is that some levels are as well difficult for younger players.[55] Aaron Kosydar of AllGame thought that Diddy's Kong Quest 's graphics were superior to that of its predecessor, stating that the game "looks every bit cool every bit it plays."[42] Dan Whitehead of Eurogamer stated that the graphics of the game were like to the outset Donkey Kong State instalment, although he praised them both as "impressive." Withal, Whitehead expressed concern over the lack of ambition from the sequel, stating that the gameplay uses the defense of "if it ain't broke, don't fix it."[44] Reviewing the SNES version, Frank Provo of GameSpot heralded the graphics as "more detailed" although admitting that it appeared stylistically similar to the first game.[8] In a carve up review regarding the Game Boy Advance version, Provo praised the graphics as richer and "livelier" than those of the original.[ix] In a retrospective review, Mark Birnbaum of IGN stated that whilst the original "boasted some of the most cute graphics" on the SNES at the time, Diddy's Kong Quest offered a superior experience due to its detail, smooth animation and varying colour palette.[46]

Jeff Pearson of Nintendojo stated that Rare improved the graphics for Diddy's Kong Quest, and that the character animations appeared "much smoother and more cartoon like" in contrast to the computer-generated feel of the original. Pearson also heralded the background designs as reaching "newer heights" of quality.[12] A reviewer of Cubed3 heralded the visuals equally "unbelievable" for a xvi-bit game.[47] A reviewer of Jeux Video stated that the game "pushed the boundaries" of the panel and that every detail was "devilishly handsome," and likewise praised the handling of the gameplay equally being "pushed to a climax."[56] In 2018, Complex ranked the game 17th on their "The All-time Super Nintendo Games of All Time."[57]

Sequels and re-releases [edit]

A direct sequel, Donkey Kong Country three: Dixie Kong's Double Trouble!, was released for the SNES in 1996 to positive reviews.[58] In the game, Dixie Kong and Kiddy Kong must find both Donkey and Diddy Kong, who have disappeared while exploring the Northern Kremisphere, which has been invaded by the Kremlings.[59] It was farther followed by a succession of more related Donkey Kong video games, such as Donkey Kong 64 in 1999[60] and Ass Kong State Returns in 2010.[61] Diddy'due south Kong Quest was later released for the Game Boy Advance on 15 November 2004 and the Wii's Virtual Console on 21 May 2007.[62] It was made available for the Wii U and New Nintendo 3DS Virtual Console in 2015 and 2016, respectively.[63] [64] It was later released on the Nintendo Switch via the Nintendo Switch Online service on September 23, 2020.[65] [66]

In the United states of america, the game'due south Game Male child Advance version sold 630,000 copies and earned $19 one thousand thousand by Baronial 2006. During the menses between January 2000 and August 2006, it was the 41st highest-selling game launched for the Game Boy Advance, Nintendo DS or PlayStation Portable in that state.[67]

Notes [edit]

  1. ^ Originally released in Japan as Super Ass Kong 2: Dixie & Diddy ( スーパードンキーコング2 ディクシー&ディディー , Sūpā Donkī Kongu Tsū: Dikushī ando Didī ).

References [edit]

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External links [edit]

  • Official website at the Internet Archive
  • Official Nintendo Wii Minisite (in English) at the Cyberspace archive

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Source: https://en.wikipedia.org/wiki/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest

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