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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 Donkey Kong Country (Game)
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According to Donkey Kong Country director Gregg Mayles in a discussion with YouTuber Jirard Khalil "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. There is however an unused walking animation for Cranky left in the files of the SNES version of the game that would later be used in the GBA version after the player defeats a boss.
Gregg Mayles interview:
https://www.youtube.com/watch?v=1Lhf4g5cuRM
The Cutting Room Floor article:
https://tcrf.net/Donkey_Kong_Country_(SNES)#Cranky_Kong
https://www.youtube.com/watch?v=1Lhf4g5cuRM
The Cutting Room Floor article:
https://tcrf.net/Donkey_Kong_Country_(SNES)#Cranky_Kong
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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.
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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Retro Gamer Volume #43 (page 69 in the magazine):
https://issuu.com/roylazarovich/docs/retro_gamer_043/69?ff
https://web.archive.org/web/20120316134452/https://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html
Kevin Bayliss tweet [link provided by Rocko & Heffer]:
https://x.com/Kev_Bayliss/status/1883240536028627227
https://issuu.com/roylazarovich/docs/retro_gamer_043/69?ff
https://web.archive.org/web/20120316134452/https://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html
Kevin Bayliss tweet [link provided by Rocko & Heffer]:
https://x.com/Kev_Bayliss/status/1883240536028627227
subdirectory_arrow_right Donkey Kong Bananza (Game), Mario Kart World (Game), Donkey Kong (Franchise)
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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 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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Page 406 of SNES/Super Famicom: A visual compendium by Bitmap Books. ISBN 978-0-9956586-2-2
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