Franchise: Donkey Kong
Donkey Kong
Super Donkey
Ultimate NES Remix
Donkey Kong 3: Dai Gyakushuu
Mario & Sonic at the London 2012 Olympic Games
Game & Watch Collection
Diddy Kong Pilot
Donkey Kong
Mario & Sonic at the Rio 2016 Olympic Games
Donkey Kong
Donkey Konga 2
Super Smash Bros. Melee
Donkey Kong Circus
Mario vs. Donkey Kong
Donkey Kong no Ongaku Asobi
Nintendo World Championships: NES Edition
Donkey Kong Junior
Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Land
DK: King of Swing
Mini Mario & Friends: Amiibo Challenge
Skylanders: SuperChargers Racing
Mario & Sonic at the Sochi 2014 Olympic Winter Games
Donkey Kong: Original Edition
Super Smash Bros. Brawl
Donkey Kong Country
Donkey Kong Country: Tropical Freeze
Donkey Kong 3
Mario vs. Donkey Kong: Tipping Stars
Donkey Kong Country: Tropical Freeze
Mario Kart Arcade GP
Mario Sports Mix
Mario vs. Donkey Kong 2: March of the Minis
Super Smash Bros. for Wii U
Mario Kart 8
Diddy Kong Racing DS
Donkey Kong Country Returns
Nintendo Land
Donkey Kong GB: Dinky Kong & Dixie Kong
Game & Watch Gallery 4
Donkey Kong Bananza
Super Smash Bros.
Green House
Donkey Kong Country
Mario & Sonic at the Olympic Winter Games
Mario Party 2
Donkey Kong
Donkey Kong Country 3: Dixie Kong's Double Trouble!
Mario Kart 8 Deluxe
Mario Super Sluggers
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The sounds that Donkey Kong makes in many earlier Mario spin-off games starting with Mario Kart 64 comes from "Chimpanzee Screeches and Vocalizes", a recording created by the stock audio company The Hollywood Edge in 1995.
Chimpanzee Screeches and Vocalizes:
https://www.youtube.com/watch?v=lObjlst2o3c
Thomas Game Docs video:
https://www.youtube.com/watch?v=Bm3Nq6co-mU#t=2m38s
Evolution of Donkey Kong minigames in Mario Party:
https://www.youtube.com/watch?v=Kb2PxQQ6anI
Donkey Kong's voice in Mario Kart 64 and Mario Golf:
https://themushroomkingdom.net/media/mk64/wav#DK
https://themushroomkingdom.net/media/mg-n64/wav#DK
https://www.youtube.com/watch?v=lObjlst2o3c
Thomas Game Docs video:
https://www.youtube.com/watch?v=Bm3Nq6co-mU#t=2m38s
Evolution of Donkey Kong minigames in Mario Party:
https://www.youtube.com/watch?v=Kb2PxQQ6anI
Donkey Kong's voice in Mario Kart 64 and Mario Golf:
https://themushroomkingdom.net/media/mk64/wav#DK
https://themushroomkingdom.net/media/mg-n64/wav#DK
subdirectory_arrow_right Donkey Kong Bananza (Game)
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At one point, Nintendo approached Vicarious Visions about developing a new game in the Donkey Kong series for the Nintendo Switch, initially reported by fansite DK Vine and expanded upon by video game journalist Liam Robertson. The title was intended to be a 3D platformer with an emphasis on movement, with a major mechanic being the ability to grind on vines. According to Robertson, Vicarious Visions worked on the early stages of the project for only six months before it was cancelled in 2016, as their parent company Activision Blizzard shifted more focus towards the Call of Duty series. Reportedly, this was "the last straw" for Vicarious Visions founders Karthik and Guha Bala, who left the studio that year to form Velan Studios, a company that would later develop Mario Kart Live: Home Circuit for Nintendo, while Vicarious Visions would be folded into Activision Blizzard in 2021. That same year, rumors began to circulate that a new Donkey Kong game was being developed in-house by Nintendo EPD, who had previously developed Super Mario Odyssey, and would ultimately turn out to be true in 2025, when Donkey Kong Bananza was officially revealed for the Nintendo Switch 2.
Game History Secrets - "Donkey Kong's Lost 3D Platformer & The Decay of Activision Blizzard":
https://www.youtube.com/watch?v=KJlu9g8UEAI
Article about "Freedom" (alleged codename for the project):
https://www.videogameschronicle.com/news/activision-studio-vicarious-visions-was-working-on-a-donkey-kong-game-its-claimed/
Article about new in-house Donkey Kong rumors:
https://www.nintendolife.com/news/2021/05/rumour_the_next_donkey_kong_is_being_developed_by_the_super_mario_odyssey_team
Donkey Kong Bananza reveal trailer:
https://www.youtube.com/watch?v=mIddsPkdX9U
https://www.youtube.com/watch?v=KJlu9g8UEAI
Article about "Freedom" (alleged codename for the project):
https://www.videogameschronicle.com/news/activision-studio-vicarious-visions-was-working-on-a-donkey-kong-game-its-claimed/
Article about new in-house Donkey Kong rumors:
https://www.nintendolife.com/news/2021/05/rumour_the_next_donkey_kong_is_being_developed_by_the_super_mario_odyssey_team
Donkey Kong Bananza reveal trailer:
https://www.youtube.com/watch?v=mIddsPkdX9U
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A common belief relating to Rare's work with Nintendo in the 1990s is that the Banjo-Kazooie series and the early family-friendly iteration of the Conker series were originally intended to share a universe with Donkey Kong. By extension, this would also connect them to the Mario series. This belief stemmed from Banjo and Conker's debuts as playable characters in Diddy Kong Racing, other shared characters (e.g. Gnawty, a beaver who appears in both Donkey Kong Country and Banjo-Kazooie), and other planned appearances like the Ice Key from the Banjo-Kazooie series' unused Stop 'n' Swop feature being found in the data for Donkey Kong 64. This interpretation was so popular at one point that the largest English-language Mario fan wiki, Super Mario Wiki, hosted articles about Banjo-Kazooie and Conker characters.
However, Banjo-Kazooie creator Gregg Mayles has stated that Rare's non-Donkey Kong games were never intended to share a universe with Donkey Kong (although he did entertain the idea of them traveling between universes for crossover appearances), while Conker's Bad Fur Day director Chris Seavor has gone on to say that Banjo-Kazooie and Conker also do not share a universe.
However, Banjo-Kazooie creator Gregg Mayles has stated that Rare's non-Donkey Kong games were never intended to share a universe with Donkey Kong (although he did entertain the idea of them traveling between universes for crossover appearances), while Conker's Bad Fur Day director Chris Seavor has gone on to say that Banjo-Kazooie and Conker also do not share a universe.
Gregg Mayles tweets:
https://x.com/Ghoulyboy/status/1087327241346920448
https://x.com/Ghoulyboy/status/1323591288164438017
Chris Seavor tweet:
https://x.com/GoryDetail/status/1241106477135298566
Mario Wiki staff talk about the removal of Conker and Banjo content:
https://www.marioboards.com/threads/857/
https://x.com/Ghoulyboy/status/1087327241346920448
https://x.com/Ghoulyboy/status/1323591288164438017
Chris Seavor tweet:
https://x.com/GoryDetail/status/1241106477135298566
Mario Wiki staff talk about the removal of Conker and Banjo content:
https://www.marioboards.com/threads/857/
subdirectory_arrow_right Mario Kart World (Game), Donkey Kong Country (Game), Donkey Kong Bananza (Game)
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Many players assumed that the redesign was derived from his appearance in the film, resulting in complaints that it represented a sterilization of the character's public image. Closer to the release of Donkey Kong Bananza, the game's producer Kenta Motokura and the character's creator Shigeru Miyamoto explained their reasoning for the redesign. Motokura revealed that the design was first conceived for Donkey Kong Bananza before being applied to Mario Kart World and the film, and was made to account for the former game's 3D gameplay. He stated that they first accounted for how players would spend the majority of their time viewing DK from behind before snowballing into more substantial "creative adjustments," using his design from the original arcade game as a reference point; Motokura quipped that they "returned to where it had all started" while overhauling his design. According to Miyamoto, the redesign was intended to make DK more expressive, citing Donkey Kong Jungle Beat as the starting point to the new direction they took his design.
Kevin Bayliss 2019 Boundary Break interview:
https://www.youtube.com/watch?v=TwWHzilbQ34#t=380s
Bayliss tweet [source provided by Rocko & Heffer]:
https://x.com/Kev_Bayliss/status/1883094732680958129
Shigeru Miyamoto IGN interview:
https://www.ign.com/articles/the-big-shigeru-miyamoto-interview-i-see-nintendo-as-like-a-talent-agency-and-we-have-within-our-roster-a-lot-of-talented-characters
[Below sources and info provided by VinchVolt.]
The Gamer article detailing the initial criticism towards Donkey Kong's redesign and the assumption that it drew from the film:
https://web.archive.org/web/20250616130014/https://www.thegamer.com/the-new-donkey-kong-seems-ugly-and-bad/
GameRant article about Bayliss defending the redesign:
https://web.archive.org/web/20250414165709/https://gamerant.com/new-donkey-kong-design-donkey-kong-country-artist-comment/
Archived Ask the Developers interview:
https://web.archive.org/web/20250715145224/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/
https://www.youtube.com/watch?v=TwWHzilbQ34#t=380s
Bayliss tweet [source provided by Rocko & Heffer]:
https://x.com/Kev_Bayliss/status/1883094732680958129
Shigeru Miyamoto IGN interview:
https://www.ign.com/articles/the-big-shigeru-miyamoto-interview-i-see-nintendo-as-like-a-talent-agency-and-we-have-within-our-roster-a-lot-of-talented-characters
[Below sources and info provided by VinchVolt.]
The Gamer article detailing the initial criticism towards Donkey Kong's redesign and the assumption that it drew from the film:
https://web.archive.org/web/20250616130014/https://www.thegamer.com/the-new-donkey-kong-seems-ugly-and-bad/
GameRant article about Bayliss defending the redesign:
https://web.archive.org/web/20250414165709/https://gamerant.com/new-donkey-kong-design-donkey-kong-country-artist-comment/
Archived Ask the Developers interview:
https://web.archive.org/web/20250715145224/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/
subdirectory_arrow_right Super Smash Bros. (Franchise)
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The former theory is backed up by the instruction manual for Donkey Kong Country stating that the Kremlings steal the bananas for their rich nutritional value in potassium and Vitamin A, and by artwork drawn by Steve Mayles on Playtonic Games's Twitter page, which shows K. Rool sitting next to Gruntilda from Banjo-Kazooie on a pile of bananas while reading a book titled "101 Banana Recipes."
The latter theory is only supported by the game DK: Jungle Climber where K. Rool mentions how much he despises bananas.
Rare Scribes - August 25th, 1999:
http://web.archive.org/web/20020805184158/rareware.com/the_site/talk_to_us/scribes/aug25_99/aug25_99.html
Steve Mayles King K. Rool artwork:
https://twitter.com/PlaytonicGames/status/940942452902547456
Donkey Kong Country - SNES Manual:
https://archive.org/details/DonkeyKongCountryManualSNESManual/page/n1/mode/2up
DK: Jungle Climber - King K. Rool final boss:
https://www.youtube.com/watch?v=dMZjndIr7aM
http://web.archive.org/web/20020805184158/rareware.com/the_site/talk_to_us/scribes/aug25_99/aug25_99.html
Steve Mayles King K. Rool artwork:
https://twitter.com/PlaytonicGames/status/940942452902547456
Donkey Kong Country - SNES Manual:
https://archive.org/details/DonkeyKongCountryManualSNESManual/page/n1/mode/2up
DK: Jungle Climber - King K. Rool final boss:
https://www.youtube.com/watch?v=dMZjndIr7aM
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An investigation by Time Extension led to writer John Szczepaniak getting in contact with both Jackson-Jones and Riedel Software Productions owner Michael J. Riedel. Both parties have little memory of the Donkey Kong game due to the amount of time that passed and the company's habit of erasing their data for cancelled projects. Additionally, Jackson-Jones revealed that due to a memory disorder, he recalls little about the game other than his direct experiences programming it. Despite this, Jackson-Jones was able to confirm his involvement with the Donkey Kong game, stating that one of the biggest difficulties during development was the CD-i's memory limitations, which were circumvented by only loading in assets that would be visible on-screen, using the player's movement to determine what to put into memory.
Additional investigations by DidYouKnowGaming further revealed that the Donkey Kong CD-i game was intended to be a side-scrolling title similar to the later Donkey Kong Country series. According to an anonymous Riedel Software Productions employee who served as a lead animator for the game, development quickly stalled before June 1993, never making it past initial storyboards due to the CD-i's technical limitations and Philips' inexperience with the video game industry (contrary to Electronic Gaming Monthly's claims that it would be a sequel to the original arcade game and that it would be ready by 1994).
Time Extension article:
https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened
DidYouKnowGaming video:
https://www.youtube.com/watch?v=A7II7Xns3No
https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened
DidYouKnowGaming video:
https://www.youtube.com/watch?v=A7II7Xns3No
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Nintendo has reused Grant Kirkhope's (the composer of the music for Donkey Kong 64 as well as DK's voice actor) voice clips for DK's voice in other games such as Mario Golf: Toadstool Tour, Mario Kart: Double Dash!!, Mario vs. Donkey Kong, the GBA remake of Donkey Kong Country, & even in the E3 demo of Donkey Kong Jungle Beat.
subdirectory_arrow_right Donkey Kong no Ongaku Asobi (Game)
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Contrary to popular belief, as revealed on a December 20, 2007 edition of Rare's Scribes, the decision to redesign Tiny into a teenager was not Rare's call, but Nintendo's, which is appropriate considering Nintendo retained full ownership of Rare's Donkey Kong characters since the latter company's acquisition by Microsoft in 2002, and thus have had full creative control over how those characters have been portrayed ever since.
One detail that is worth pointing out, and may provide an explanation to why Nintendo had no qualms with redesigning a character who was meant to be Dixie's younger sibling into a teenager, is that the Japanese localization of Donkey Kong 64 reportedly makes zero mention of Tiny being related to Dixie, instead just being described by the manuals as just a "Charming girl Kong". It's also worth pointing out that every game that has featured Tiny Kong since 2002, such as Mario Super Sluggers, Super Smash Bros. Brawl, and Super Smash Bros. for Wii U has also made zero mention of Tiny's relationship with Dixie Kong, which adds credence to the theory that Nintendo opted to ignore and essentially retcon Rare's initial lore of the two being siblings.
Rare Scribes on Tiny's redesign:
https://web.archive.org/web/20071224053939/http://www.rareware.com/extras/scribes/20dec07/index.html
Japanese wiki article on Tiny (英語版においては【クランキーコング】の親戚かつディクシーコングの妹という設定がある。 = In the English version, she is a relative of Cranky Kong and sister of Dixie Kong.):
https://w.atwiki.jp/nitendo/pages/1679.html
Japanese DK64 website that just describes Tiny as "charming girl kong":
https://www.nintendo.co.jp/n01/n64/software/nus_p_ndoj/chara/index.html
Gathering of Tiny's profiles and stats on Mario Wiki, notice how nothing after the western DK64 material mentions her relationship to Dixie:
https://www.mariowiki.com/List_of_Tiny_Kong_profiles_and_statistics
https://web.archive.org/web/20071224053939/http://www.rareware.com/extras/scribes/20dec07/index.html
Japanese wiki article on Tiny (英語版においては【クランキーコング】の親戚かつディクシーコングの妹という設定がある。 = In the English version, she is a relative of Cranky Kong and sister of Dixie Kong.):
https://w.atwiki.jp/nitendo/pages/1679.html
Japanese DK64 website that just describes Tiny as "charming girl kong":
https://www.nintendo.co.jp/n01/n64/software/nus_p_ndoj/chara/index.html
Gathering of Tiny's profiles and stats on Mario Wiki, notice how nothing after the western DK64 material mentions her relationship to Dixie:
https://www.mariowiki.com/List_of_Tiny_Kong_profiles_and_statistics
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Shigeru Miyamoto has stated the name "Donkey Kong" came from him confusing the word "donkey" with the word "ass", thinking it meant something stupid. He assumed an American audience would think "Donkey Kong" meant "big stupid ape". Nintendo laughed when he suggested the name, but it ultimately stuck.