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Donkey Kong (1994) official Shogakukan strategy guide developer interview:
https://shmuplations.com/dk1994/
Nintendo Power issue #61 (page 81 in the magazine):
https://dn790005.ca.archive.org/0/items/NintendoPower1988-2004/Nintendo%20Power%20Issue%20061%20%28June%201994%29.pdf
Super Mario: Donkey Kong #2 (1994 Kodansha Comics manga) (pages 78-91 in the book):
https://www.marioboards.com/threads/36335/
https://imgur.com/a/kc-mario-vol-30-donkey-kong-part-2-DrDb6
https://shmuplations.com/dk1994/
Nintendo Power issue #61 (page 81 in the magazine):
https://dn790005.ca.archive.org/0/items/NintendoPower1988-2004/Nintendo%20Power%20Issue%20061%20%28June%201994%29.pdf
Super Mario: Donkey Kong #2 (1994 Kodansha Comics manga) (pages 78-91 in the book):
https://www.marioboards.com/threads/36335/
https://imgur.com/a/kc-mario-vol-30-donkey-kong-part-2-DrDb6
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The game opens with remakes of all four levels from the original 1981 Donkey Kong arcade game. These are not direct remakes of the original levels; they were made easier and some of the stage designs had to be scaled back to fit the Game Boy's smaller screen. There was a back and forth argument within the development team over where to place these levels in the new game, as they did not want it to be mistaken for a remake. While they initially planned to make the original levels post-game content, they were ultimately placed at the start of the game. According to director Takao Shimizu, this placement was not intended to give players expecting a remake a surprise (akin to a "bait & switch"), but was rather meant to cater to nostalgic fans of the original Donkey Kong.
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This was the first Game Boy title designed with enhanced features when played on the Super Game Boy. Playing this way added a set value of colors and a background that looked like the Donkey Kong arcade cabinet.
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