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In the episode "Never Koop a Koopa" from the animated series "The Adventures of Super Mario Bros. 3", King Koopa wears a red cape towards the end of the episode, giving him a passing resemblance to King K. Rool. However, this is purely coincidental, as King K. Rool debuted four years after this episode aired in 1990, and in early concept art from around this time K. Rool looked much different. Incidentally, the cartoon version of King Koopa shares K. Rool's similar habit of wearing thematic costumes, and Bowser and his Koopa Troop would take up the Kremlings' usual role of stealing Donkey Kong's banana hoard during the Subspace Emissary story mode in Super Smash Bros. Brawl.
subdirectory_arrow_right Donkey Kong (Franchise)
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Shesez, known for his YouTube series "Boundary Break", interviewed Kevin Bayliss, who was previously one of the animators and character designers for Donkey Kong Country. Bayliss mentioned during the interview that when Rare co-founder Tim Stamper and Nintendo tasked him to redesign Donkey Kong and "bring it up to date", Bayliss originally wanted DK's design to be "compact" similar to how NES characters were previously designed, and wanted the character to show up "nice and clearly." Bayliss later revealed that when designing Donkey Kong's new facial features, he used the same design as the Battletoads' eyes, believing that Gorillas "look like they got this big brow".
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According to former Rare employee Kev Bayliss and current creative director Gregg Mayles, the reason why Donkey Kong Country had the "Country" part of its name was because the game had been known as "The Country Project" during development, owing to the fact that Rare was effectively situated in the middle of the countryside. When staff from Nintendo visited them, they decided to keep 'Country' in the name.
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An early pitch made by Rare to Nintendo in the mid-1990's was titled "Donkey Kong VS Super Wario". The premise was that Mario had invented a time machine, but Wario snuck into his laboratory and used it to acquire a futuristic beam gun that he then used to turn Mario into stone. Wario then proclaims that he will use his new weapon to rule all of "Nintendo Land", but unbeknownst to him, a parrot in the corner of the room witnessed everything that took place. The parrot goes off to warn Donkey Kong, who immediately decides to stop Wario then and there.
The pitch was rejected by Nintendo, who asked Rare to create entirely new enemies for the game rather than just using Wario. Rare instead decided to re-use the Kremlings, a group of enemies originally conceived for an unannounced cancelled point-and-click adventure game titled "Jonny Blastoff and the Kremling Armada", and developing a new pitch titled "Donkey Kong and the Golden Bananas". The plot of this pitch was that Donkey Kong nodded off while guarding the Golden Banana, a relic sacred to his home island, allowing Korporal Krizzle (a prototype Kremling) to steal it. Grandpa Kong (prototype Cranky Kong) wakes up Donkey Kong and tells him to rescue the Golden Banana as the entire island was at stake. Before going, Donkey Kong enlists the help of Junior (a prototype Diddy Kong who started as a re-design of Donkey Kong Jr.) to retrieve it. This pitch would become the basis for Donkey Kong Country.
The pitch was rejected by Nintendo, who asked Rare to create entirely new enemies for the game rather than just using Wario. Rare instead decided to re-use the Kremlings, a group of enemies originally conceived for an unannounced cancelled point-and-click adventure game titled "Jonny Blastoff and the Kremling Armada", and developing a new pitch titled "Donkey Kong and the Golden Bananas". The plot of this pitch was that Donkey Kong nodded off while guarding the Golden Banana, a relic sacred to his home island, allowing Korporal Krizzle (a prototype Kremling) to steal it. Grandpa Kong (prototype Cranky Kong) wakes up Donkey Kong and tells him to rescue the Golden Banana as the entire island was at stake. Before going, Donkey Kong enlists the help of Junior (a prototype Diddy Kong who started as a re-design of Donkey Kong Jr.) to retrieve it. This pitch would become the basis for Donkey Kong Country.
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Nintendo was apparently worried that the game was "too 3D" and that it would make players feel overwhelmed by the complexities of the graphics.
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The "Puftup" enemy from Donkey Kong Country 2: Diddy's Kong Quest was originally intended to appear in this game, and its idle animation is even found in the game's code.
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In the international release of the game, the title screen shows Donkey Kong and Diddy Kong swinging on a rope. In the Japanese version, it says Super Donkey Kong (the Japanese name for Donkey Kong Country) and shows Donkey Kong and Diddy Kong walking with Rambi, Squawks and Expresso with a Slippa and some Zingers following them.
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At the file select menu of the game, entering Down, Down, Down, Down, A, R, B, Y, Down A, Y, then Select will take the player to a sound test menu.
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When visiting Funky Kong, a piece of music is often played which features a sound byte going "Hi-yah!" This sound byte is a sample from The System song "The Pleasure Seekers."
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The Japanese version is actually easier than the American or PAL versions, unlike many games of its time. The Japanese version has many more DK Barrels, and has fewer enemies.
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In the opening intro, Cranky can be seen standing on the red girders from the original Donkey Kong playing a phonograph. The music playing is from the NES version of Donkey Kong.
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Early in development, Cranky had a much nicer personality compared to his mean spirited one he has in game.
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In an earlier version of Donkey Kong Country, Jungle Hijinxs was known as "Jungle Japes". The title Jungle Japes was reused as the first level of Donkey Kong 64.
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This game was Donkey Kong's only playable appearance in a main-series Donkey Kong game until Donkey Kong 64, despite the game's sequel and triquel games bearing the Donkey Kong Country name.
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Cranky Kong is the antagonist in the original Donkey Kong arcade and NES game. The Donkey Kong that you play as is the grandson of Cranky Kong.
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Diddy Kong was originally going to be Donkey Kong Junior. Nintendo felt that Rare's redesign was too different from the appearance of Donkey Kong Jr. and mandated that Rare either use Donkey Kong Jr.'s original appearance, or change the character's name. Rare decided the second option would be best. The potential names were Diet DK, DK Lite, Titchy Kong and Dinky Kong. Dinky Kong was almost the final name, but was dropped due to legal considerations.
subdirectory_arrow_right Sid Meier's Pirates! (Game)
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The opening of the Gangplank Galleon theme in Donkey Kong Country was based on the title and menu theme to Rare's NES version of Sid Meier's Pirates!, which was also composed by David Wise.
Sid Meier's Pirates! - Soundtrack:
https://www.youtube.com/watch?v=OVPa617_-8I
Donkey Kong Country - Gangplank Galleon:
https://www.youtube.com/watch?v=r5aeisPAzM4
https://www.youtube.com/watch?v=OVPa617_-8I
Donkey Kong Country - Gangplank Galleon:
https://www.youtube.com/watch?v=r5aeisPAzM4
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