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Attachment In an interview, Steve Mayles recalled that during the development of Donkey Kong Country, "Rareware had the most Silicon Graphics machines in the world next to Boeing" with Kev Bayliss adding "I seem to remember we actually received a phone call from the Ministry of Defence asking why we'd got all of this powerful hardware and what were we actually doing with it".
person Raccoon Sam calendar_month September 3, 2023
Page 406 of SNES/Super Famicom: A visual compendium by Bitmap Books. ISBN 978-0-9956586-2-2
subdirectory_arrow_right Sid Meier's Pirates! (Game)
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Attachment 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.
person Rocko & Heffer calendar_month November 26, 2023
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
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According to character designer Gregg Mayles on Twitter, after the announcement that King K. Rool would be in Super Smash Bros. Ultimate, a character that Gregg had named and designed the actions of, he revealed that the character was original called "KOMMANDER K. ROOL" and that Donkey Kong Country was originally to be called MONKEY MAYHEM. He also mentioned that the "K." in K. Rool does not actually stand for anything and the name itself is only intended to be a play on the word "cruel", though he joked that the initial could stand for something mundane and off-character, such as "Keith".

In addition, Gregg's brother Steve, who designed the look and visual design for the character, also revealed that the programmers thought King K. Rool was "too big" and too taxing on the game's memory, and thus several frames of the character's animation had to be dropped as a result.
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According to Donkey Kong Country director Gregg Mayles in a discussion with Jirard Khalil (a.k.a. The Completionist), Cranky's infamous line "I did this using one life! And I took less than an hour!" during the credits was the last remnant of a scrapped mode where the player would be able to play as Cranky Kong, who would be much slower and in general perform poorly in comparison to Donkey Kong and Diddy Kong.
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It was rumored that Shigeru Miyamoto disliked Donkey Kong Country. The rumor stated that Miyamoto said "Donkey Kong Country proves that players will put up with mediocre game play as long as the art is good."

Later in an interview with IGN, Miyamoto clarified that he did in fact like Donkey Kong Country, and that he worked very closely with Rare on the game.
subdirectory_arrow_right Donkey Kong (Franchise)
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Attachment 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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Attachment 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.
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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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Attachment 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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Attachment 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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Attachment In early pre-release footage of the game, the banana-counter went up beyond just two digits, presumably up to 999. It is not known why the counter was reduced from three-digits to two-digits in the final release.
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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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Attachment Through the use of an Action Replay code in the Super Nintendo version, it's possible to access a debug tool that makes all enemy objects lose their solidity and freeze in place. The player can use the D-pad to move around freely. Some gravity is present, but not much.
sell
1
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.
1
Attachment The Kremlings in Donkey Kong Country were originally created for another game in development at the time, but Rareware repurposed them for DKC and they seemed to fit perfectly.
1
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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