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The Adventures of Super Mario Bros. 3 - Never Koop a Koopa:
https://www.youtube.com/watch?v=RENsLRjMs_Y
Early concept art of King K. Rool before Donkey Kong Country:
https://www.unseen64.net/2017/12/27/jonny-blastoff-kremling-armada-rare-pc-cancelled/
Super Smash Bros. Brawl - Subspace Emmisary cutscene:
https://www.youtube.com/watch?v=87rWrI9BtHc
https://www.youtube.com/watch?v=RENsLRjMs_Y
Early concept art of King K. Rool before Donkey Kong Country:
https://www.unseen64.net/2017/12/27/jonny-blastoff-kremling-armada-rare-pc-cancelled/
Super Smash Bros. Brawl - Subspace Emmisary cutscene:
https://www.youtube.com/watch?v=87rWrI9BtHc
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• The names "Blonde Kong" and "Honey Kong" were suggested as alternate names for Candy Kong.
• King K. Rool was originally named "Kommander K. Rool".
• Rock Krock was originally named "Krocrock".
• Slippa was originally going to be called "Mr. Hister". This particular name appeared to be changed late in development, as an unused hint from Cranky Kong mentions Mr. Hister.
• Squidge was originally named "Mr. Squidge".
• Clambo was originally named "Ms. Clamity".
• Cranky Kong and Funky Kong's names were originally spelled "Crankey Kong" and "Funkey Kong".
Additionally, the naming sheet lists several proposed characters absent from the final game:
• An owl Animal Buddy named Hooter. In the replies to his tweet, Mayles stated that Hooter "was going to light the way with its night vision", and that it was eventually replaced by Squawks the parrot.
• A mole Animal Buddy named Miney, likely playing off of the counting rhyme "Eeny, meeny, miny, moe".
• A "Kremling Magician" named Kloak, who would later appear in Donkey Kong Country 2: Diddy's Kong Quest.
• A "Statue Kremling" named Krumble.
• A "Green Kremling" named Klanger.
• A "Robot Kremling" named Krocbot.
• A Moray eel enemy named Mobo.
• A fireball enemy named Fizzle.
• A yeti/"Iceman" enemy named Frozone. In the replies to his tweet, Mayles expressed amusement at "Frozone" also being the name of a character from the 2004 American animated film The Incredibles, stating that "We never used or copyrighted the name, so anyone could have used it." Indeed, "Frozone" is one of several entries on the naming sheet that doesn't have a trademark symbol attached to it. Coincidentally, the Donkey Kong Country television series would feature a yeti character of its own, Eddie the Mean Old Yeti.
• Two fish enemies named Bloop and Gloop; the latter would later appear as an enemy in Donkey Kong Land.
• A "nasty beetle" enemy named Veedub, who would later appear in Donkey Kong Country 2: Diddy's Kong Quest under the name Click-Clack.
Gregg Mayles' original tweet:
https://x.com/Ghoulyboy/status/1027946702270021638
Mayles' confirmation that Squawks replaced Hooter:
https://x.com/Ghoulyboy/status/1028581505566748674
Mayles' remark on the shared name "Frozone":
https://x.com/Ghoulyboy/status/1028884538381004802
The Cutting Room Floor article:
https://tcrf.net/Prerelease:Donkey_Kong_Country_(SNES)#Early_Naming_Sheet
https://x.com/Ghoulyboy/status/1027946702270021638
Mayles' confirmation that Squawks replaced Hooter:
https://x.com/Ghoulyboy/status/1028581505566748674
Mayles' remark on the shared name "Frozone":
https://x.com/Ghoulyboy/status/1028884538381004802
The Cutting Room Floor article:
https://tcrf.net/Prerelease:Donkey_Kong_Country_(SNES)#Early_Naming_Sheet
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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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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.
Destructoid article on Donkey Kong VS Super Wario:
https://www.nintendo.destructoid.com/original-pitch-donkey-kong-country-wario/
Unseen64 article on Jonny Blastoff and the Kremling Armada:
https://www.unseen64.net/2017/12/27/jonny-blastoff-kremling-armada-rare-pc-cancelled/
Donkey Kong and the Golden Bananas pitch:
https://www.mariowiki.com/List_of_Donkey_Kong_Country_pre-release_and_unused_content#Donkey_Kong_and_the_Golden_Bananas
https://www.nintendo.destructoid.com/original-pitch-donkey-kong-country-wario/
Unseen64 article on Jonny Blastoff and the Kremling Armada:
https://www.unseen64.net/2017/12/27/jonny-blastoff-kremling-armada-rare-pc-cancelled/
Donkey Kong and the Golden Bananas pitch:
https://www.mariowiki.com/List_of_Donkey_Kong_Country_pre-release_and_unused_content#Donkey_Kong_and_the_Golden_Bananas
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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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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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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.
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 Super Mario World 2: Yoshi's Island (Game)
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In May 1995, an interview with series creator Shigeru Miyamoto and Rare co-founder Tim Stamper about the development of Donkey Kong Country (DKC) was published in the magazine Electronic Games, conducted by game journalist Steven L. Kent. Kent later claimed on an episode of G4's docuseries "Icons" that Miyamoto was angry during this interview, channelling it into bitter criticisms of DKC's gameplay and the Western market's praise of its pre-rendered graphics, and that Stamper "sat there and took it, even though really the anger wasn't meant to be at Stamper". Miyamoto clarified in a 2010 interview with IGN that he did like the game despite these rumored criticisms, and that he worked closely with Rare and Stamper during development.
Years after the interview's publication, Kent would print an alleged portion of a later interview with Miyamoto in his 2001 book "The Ultimate History of Video Games", claiming that the anger had stemmed from "touchy" internal discussions regarding Super Mario World 2: Yoshi's Island. The hand-drawn crayon art style of that game was said to be a result of the alleged anger over DKC's graphics causing him to rebel against Nintendo's internal evaluation committee, who wanted Yoshi's Island to use pre-rendered graphics. Part of the Miyamoto quote reads:
Yoshi's Island director Takashi Tezuka would deliver a less angered statement that may be related to these claims in a September 1995 interview with the magazine Dengeki Super Famicom. He claimed that the choice in art style was done for sentimental reasons, as the developers believed that all video games from that point on would likely utilize 3D graphics, and wanted Yoshi's Island to be a bow-out for 2D graphics:
Years after the interview's publication, Kent would print an alleged portion of a later interview with Miyamoto in his 2001 book "The Ultimate History of Video Games", claiming that the anger had stemmed from "touchy" internal discussions regarding Super Mario World 2: Yoshi's Island. The hand-drawn crayon art style of that game was said to be a result of the alleged anger over DKC's graphics causing him to rebel against Nintendo's internal evaluation committee, who wanted Yoshi's Island to use pre-rendered graphics. Part of the Miyamoto quote reads:
"In comparison with the graphics of [DKC], there was not enough punch to Yoshi's Island. That was what I was told by the marketing people. I intensified my hand-drawn touch on Yoshi's Island from the initial part of the program. Everybody else was saying that they wanted better hardware and more beautiful graphics instead of this art."
Yoshi's Island director Takashi Tezuka would deliver a less angered statement that may be related to these claims in a September 1995 interview with the magazine Dengeki Super Famicom. He claimed that the choice in art style was done for sentimental reasons, as the developers believed that all video games from that point on would likely utilize 3D graphics, and wanted Yoshi's Island to be a bow-out for 2D graphics:
"We deliberately chose not to go for realistic graphics like [DKC]: we wanted take a chance and do the opposite. Probably every game from here on out is going to look more like [DKC]… that being the case, we decided to go against the trend one last time and make something with a heartwarming, handmade visual style."
Electronic Games Issue #32 (Volume 3, Issue #8) - May 1995 (pages 48-52 in the magazine):
https://archive.org/details/electronic-games-1995-05/page/48/mode/1up
G4 "Icons" (Season 3, Episode 8) on Donkey Kong:
https://www.youtube.com/watch?v=_2EOpDWKOrI#t=819s
"The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World" by Steven L. Kent (page 518 in the book):
https://retrocdn.net/images/9/9c/UltimateHistoryofVideoGames_Book_US.pdf
Dengeki Super Famicom 09/1995 developer interview [link and info provided by Rocko & Heffer]:
https://shmuplations.com/yoshi/
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41895525229/yoshis-island-and-donkey-kong-country-source
https://archive.org/details/electronic-games-1995-05/page/48/mode/1up
G4 "Icons" (Season 3, Episode 8) on Donkey Kong:
https://www.youtube.com/watch?v=_2EOpDWKOrI#t=819s
"The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World" by Steven L. Kent (page 518 in the book):
https://retrocdn.net/images/9/9c/UltimateHistoryofVideoGames_Book_US.pdf
Dengeki Super Famicom 09/1995 developer interview [link and info provided by Rocko & Heffer]:
https://shmuplations.com/yoshi/
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41895525229/yoshis-island-and-donkey-kong-country-source
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