If you have played both these games before then you should know what to expect here. This is an absolute classic and at the time the NES version was one of the best home conversions of Donkey Kong around. It looks fantastic and it really is as close as you could get to bringing the actual arcade game home. Like many other conversions of Donkey Kong, this NES version is not fully complete as it does not have the convey belt stage. To be fair many other versions at the time kipped this stage, but I feel they could have easily put it on the NES.
The game is great, you playing as Mario needs to save the girl from Donkey Kong. Donkey Kong Classics is just a really fun game and this is one of my all time favorite arcade games. It is a true joy to play with tight controls and simple, but very hard gameplay which keeps you wanting to play just one more time. If you ask me, Donkey Kong Jr is one heck of an underrated game. While Donkey Kong may get all the attention, I feel this game here is just as good.
He's a pleasure to control, cutting through the water like a missile, and there's a cute challenge where Engarde needs jump through rings to open up new areas for Kongs. Brilliantly, both Engarde and Rambi to knock down beavers or swim through rings against the clock. To gain access to these games, you need to Rare's perverse sense of humour has become increasingly apparent in recent games UFG's 'Specialist Magazine' springs to mind , and if you're looking for more, be sure to spend some time with DK64's absolutely superb instruction manual.
With Cranky 'hosting' it, Rare have been given free reign to poke fun at their very own game, including a brilliant bit where the old ape introduces the section explaining Candy's Musical Instruments with, "Hey! This is robbed from Zelda! If you want to get your mitts on all those lovely shiny bananas, you'll need to perfect your Bonus Game skills. Here's a selection of the best mini games, and how to crack them.
Simple: kill all the bad guys and find the chequered finish line. The time limit seems far too tight, until you realise that you're allowed to use your Peanut Popguns. You've got infinite bullets, so don't bother to aim - just keep popping. Almost too difficult, with the aim being to snap at the beavers and herd them into the central hole.
We found it best to tap A and B, jumping and barking' like crazy, and pray that the beavers didn't steer themselves away from the pit. A nightmare. This one is brain-scramblingly difficult. Kong's in a minecart, and needs to switch routes to avoid colliding with explosive barrels Rush into the centre, slow down to lure the barrels into your lane, then quickly rush back to the outside again.
Here, hungry crocs need to be fed with melons to avoid them gobbling passing fairies. Confusing and not much fun, but you'll need your wits about you to complete it. Slowly work your way from left-to-right and top-to-bottom, then repeat. Does exactly what it says on the tin. It's not as easy as it looks. Forget about tapping only when the fly's underneath the swat - instead, pump A continuously, so that the insect is automatically squashed when you manoeuvre the crusher over it.
Rescue the seal in Gloomy Galleon and you'll be treated to a Wave Race -style race against him. You're allowed to miss the buoys a maximum of five times, so nip around the outside if it'll save you time, and keep jumping for those coins.
You'll come across this variation on the minecart ride in the Haunted House level. It's easy when you know how — simply move as slowly as possible to grab all the coins. When the ghostly faces come screaming towards you, switch lanes with left and right to avoid them. Found in the Crystal Caves level, this isn't easy at all. Avoid going all-out for speed - hold back a little so you don't crash into the beetle at junctions.
On the last stretch, she loses a lot of speed, so you've got plenty of time to catch up at the end. The boss encounters in DK64 are the most exciting since Zelda , with Rare chucking in every fancy graphical effect and quick camera cut they can muster to make the battles fast, involving and painfully tricky.
Oddly, some of the battles don't ask you to physically touch the boss - Lanky, for example, needs to ride around in a speedboat, steering through rings to complete an electrical circuit and fry the big baddie, while Tiny's encounter is a tricky, platform-jumping challenge.
The final battle with King K. Rool, meanwhile, is just about the longest, satisfying and most inventive in videogame history. And we're not going to show you any of it. The story is the usual Big-Baddie-Crushes-Good-Guys nonsense This one's worse than ail the previous efforts put together! It also allows for some superb cut- scenes, including a laugh-out-loud moment where K. Rool reverses his moveable Island with a bus-style warning beep.
The story also paves the way for a brilliant, Zelda-style concluding level. Then, like the sparkling ray of sunlight that signifies the end of the storm, this arrived.
Donkey Kong 64 is everything a platformer should be: vast, complex, beautiful to look at, and impossibly involving. While lesser games cower in the corner with their half-hearted controls and linear play, DK64 presents intricate puzzles, sprawling levels and magnificent sights that perfectly reflect how much real effort has gone into its making.
DK64 is the first platformer for months to ditch long, linear paths in favour of huge, open-plan 3D worlds. The very first level, Jungle Japes, is a beautiful start to the game - a gigantic, multi-levelled jungle clearing filled with things for Donkey Kong to run around, jump onto, climb up and fire at.
It's followed by a wonderfully picturesque woodland area complete with working water-mill, a watery wonderland towered over by an active lighthouse, and a menacing, multi-roomed castle that takes a good ten minutes to climb to the top of Throughout DK64, Rare are positively begging you to explore and experiment, all the while teasing you with locked doors, sealed-off bananas and unreachable objects.
Once those doors and objects open up, the sheer scale of DK64 becomes apparent, and it's Truly breathtaking. As you begin, your task seems simple: grab bananas and find the keys that will unlock K. Fifteen minutes later, after collecting a few new moves and meeting characters like Cranky and Funky, your quest has ballooned into a search for coins, blueprints, banana medals, crowns, barrels and much more.
And this is all before you've even caught a glimpse of the other four Kongs - once Diddy, Lanky, Tiny and Chunky are under your control, four fresh sets of items, switches and areas become accessible.
Donkey Kong 64 is nothing short of colossal. Because the five members of the DK family are individuals unlike Banjo-Kazooie's glued-together duo , Rare have been able to stuff every level with things to do.
In just one of Frantic Factory's many rooms, you'll notice a mini game barrel just high enough for Lanky, a Tiny-sized miniature tunnel entrance, a sealed-off room that Chunky could easily punch his way into, and a mid-air platform that's crying out for Diddy's jetpacking skills.
You'll be itching to explore them all, and tedious character swapping is kept to a minimum - the uniform distribution of puzzles around each world means there's plenty to do with one character before needing to move on to the next.
Sometimes - very occasionally - there's almost too much to DK With so much to do, and so many enticing new areas opening up with every switch pressed and banana collected, it can become overwhelming. But, mostly, DK64's size is thrilling. Time and again, you'll set off to Pineapple Gun a switch or negotiate a platform, only to be distracted by a mini game barrel you pass on the way, or an underwater door that you hadn't noticed before - at which point, you'll become irretrievably involved as another, entirely new set of puzzles unravels before your eyes.
It's all the more impressive, then, that DK64 manages to keep things sufficiently varied. Two types of challenges lead to the fabled Golden Bananas: traditional tests of agility negotiate platforms, fly through rings, stomp on switches , and short, self-contained mini games. The platforming is mostly stuff we've seen before in Mario and Banjo-Kazooie, but pulled off with typical Rare flair - why scale a mountain when you could be trekking in and out of a mountain-sized toadstool?
It's all pitched at just the right difficulty level, too: no puzzle will stop you in your tracks, but there's a pleasant 'aah, I see!
The only heart-sinking moment comes as you're introduced to each new level, because Donkey Kong's worlds - and, occasionally, the puzzles within - are disappointingly similar in theme to Banjo-Kazooie's. Donkey Kong's environments, though, are more polished than B-K's, leaving you that much more immersed.
A time limit is set, and players battle to see who can achieve the most kills in the time limit provided. A coin appears on the map, players must race to grab the coin, and hold it for as long as they can to earn as many points as they can before time runs out. Once again, players race to get the coin somewhere on the map.
When a player has the coin, they must travel over pads in order to earn the most points they can before time runs out. Donkey Kong was well received among reviewers, but it fell short when compared to other Rare platformers like the Banjo-Kazooie franchise.
The main complaint was that the game presented too many things to collect and that it was simply too long. However, many praised the amazing graphics which were generated with the help of the expansion pack. The game was also praised for it's large amount of content. The DK Rap was a rather long and catchy tune played at the beginning of the game before the menu screen.
The rap featured brief descriptions of each character, and the use of the word "hell". While the rap and accompanying cutscene was almost assuredly meant as tongue in cheek the bizarre nature of it has nonetheless made the DK Rap somewhat of an injoke among fans of the series. Donkey Kong Enjoy barrel blasting, special powers, and saving the Kongs from King K. Rool in the Nintendo 64 installment of the Donkey Kong series.
Nintendo 64 Wii U. Gameplay Going out! Exploring the world. Plot The Kremlings try to steer their oversized ship. Characters Playable Characters The D. K crew Donkey Kong — The initial character and the most balanced of all the Kongs, he uses a coconut gun as a weapon and plays the bongos. Angry Aztec level Gloomy Galleon — A water level that is composed of two large lakes and a variety of dangerous sunken ships. Abilities Each of the five members of the Kong clan will learn unique moves to help them collect Golden Bananas.
Gorilla Grab — DK gains the ability to move levers and activate events within the same world. Diddy Kong Chimpy Charge — Diddy uses a charge attack where he hits enemies or other objects with his head. Rocketbarrel Boost CC — Diddy can jump into a barrel and he will use a jet pack to fly around while wielding his peanut popguns.
Lanky Kong Orangstand — Lanky will be able to run using his hands instead of his feet, allowing him to climb steeper slopes. Baboon Balloon — Lanky gains the ability to become a balloon and float in the air for a limited time. Ponytail Whirl — Tiny uses her ponytails as a helicopter. Monkeyport — Tiny uses Tiny Pads to teleport. Chunky Kong Hunky Chunky CC — Chunky becomes gigantic by entering his barrel- in this state he can pick up larger objects and activate heavier switches.
You can save your progress in whatever point you like within the game, not only on the official checkpoints offered by the game. Home Emulators Platforms Games. All N64 Games. Description Donkey Kong 64, is a platforming video game developed by Rare and published by Nintendo as a first-party title for the Nintendo 64 console.
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