Donkey kong 64 switch release

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Donkey kong 64 switch release

With his mechanical isle stuck off the shores of DK Island, K. Rool kidnaps the Kong family to distract Donkey KongTM. It's up to our furry hero to rescue his friends, reclaim his Golden Bananas, and save his homeland from certain doom. Choose from five Kong members as you play solo in a quirky adventure or with friends in competitive battle arenas! Join Donkey Kong, Diddy KongTM, Tiny KongTM, Lanky KongTM, and Chunky KongTM as they fight to keep DK Island safe and sound from K. Rool and his Kremling crew. Climb, swim, and jump with each of the five Kong members through treacherous and puzzling areas while taking advantage of their special abilities and upgrades. Encounter friendly aid from other Kongs and a caged Kremling by the name of K. Lumsy. Hunt for collectibles and play wacky minigames while solo, or duke it out in battle arenas with friends in a four-player split-screen view. There's enough fun to go around to make you go bananas! This classic game is part of the Virtual Console service, which brings you great games created for consoles such as NESTM, Super NESTM and Game BoyTM Advance. We hope you'll enjoy the new features (including off-TV play) that have been added to this title. See more Virtual Console games for Wii U. Read more *If eligible for a Just for You offer, the final price reflects the combined Sale and Just for You offers. The Just for You offer is discounted from the sale price. Rare's Donkey Kong 64 was a divisive game to say the least, stretching the collectathon style of platforming to its absolute limits. It took a lot of risks, many of which arguably didn't pay off, and it never garnered the same reverence as Super Mario 64. However, outside of the Super Mario series, there really haven't been many Nintendo-made 3D platformers since Donkey Kong 64 and the departure of Rare. That's a shame as, for all its faults, Donkey Kong 64 also had some great ideas. The Nintendo Switch audience is always hungry for new games, so with the right improvements and a unique spin on the 3D platforming genre, is it possible that a successor to Donkey Kong 64 could become a diamond in the rough for Nintendo? Here's why we think it's time for Donkey Kong to return to 3D. What sets it apart from 2D? It's hard to argue against the quality of the Donkey Kong Country series, especially with standouts like Donkey Kong Country: Tropical Freeze. Yet, there's still something to be said for the unique possibilities that are only available with a 3D platformer. Traps and enemies that approach from all directions can keep the player on their toes, while the expanded movement options necessary to survive in a 3D space would mean that DK and the gang would be more capable than ever. As seen with the sublime movement mechanics of Super Mario Odyssey, a return to 3D Donkey Kong is a chance to experiment with traversal. Familiar abilities like rolls and vine-swinging could work alongside new ideas such as throwing partner Kongs to otherwise unreachable ledges and taking control of them to find new routes. By building on what makes Donkey Kong unique, a new 3D adventure could be distinct enough from Super Mario to turn into something truly special. Many boss fights in Donkey Kong 64 made great use of its 3D platforming, such as Mad Jack. In this battle, the player is forced to maneuver over a grid of platforms with precarious drops to avoid attacks and find the pad needed to fight back. It's a fight that only works as well as it does because of the three-dimensional space it occurs in. Beyond platforming, DK64 also stood out from both Super Mario and Donkey Kong Country for its wealth of combat options. Unique guns and instruments for each character created varied scenarios like using Diddy Kong's Peanut Popguns to attack far-off enemies or orange grenades to fend off clusters of enemies converging on you from multiple directions. Instead of having the secondary Kongs serve as power-ups, DK64 made each Kong into a completely separate playable character. Having multiple characters was great for variety, but it also introduced small Metroidvania elements to the series. Lanky Kong's long jumps were ideal for jumping over large gaps, while Chunky Kong could lift heavy objects to reveal potential secrets. This idea even applied to the Donkey Kong island hub area, where different Kongs were required to unlock new paths. On top of all this, DK64 also included split-screen competitive multiplayer, and while it was no GoldenEye, it was actually a pretty fun way to play around with the various Kongs and weapons the game had to offer. Improving on past mistakes The criticisms Donkey Kong 64 faced may be one of many reasons that it hasn't seen a true successor, among others such as Rare parting ways with Nintendo. Like Banjo-Kazooie before it, DK64 is a game where progression is heavily tied to the number of collectibles you can grab. In principle, it can be a fun gameplay hook, but with DK64, the need to backtrack through levels up to five separate times for each character's unique collectibles was a tiresome affair that wasn't for everyone. The simplest solution to this would be to unify the collectibles across all characters or allow players to switch characters at any time to prevent needless backtracking. Donkey Kong 64 was also host to some unfortunate issues. Inconsistent difficulty spikes appeared in mini-games with unwieldy controls or platforming sections that demanded a level of precision that the shoddy camera couldn't keep up with. Additionally, the final stages of the game were gated by the need to complete arcade classics like Jetpac -- bizarre, right? With a modern twin-stick control scheme and a more streamlined pace, these issues would likely be irrelevant to a new entry. A new take on 3D Donkey Kong could generally make better use of DK64's mechanics. The fleshed-out combat seemed unnecessary when most foes could go down in a single hit, but with tougher foes and expanded multiplayer options, this would be no issue. Despite some fun Metroidvania elements, a lot of these moments simply boiled down to "stomp on the pad with X Kong" rather than making use of a character's unique abilities. Exploring was also often unsatisfying, as going off the beaten path usually only resulted in finding more of the same collectibles needed to progress. By toning down the need for collectibles, and making better use of each available character, these issues could be resolved and provide a much more rewarding sense of exploration. Filling in a gap Super Mario is Nintendo's bread and butter when it comes to platforming. That said, there has been quite a long time to wait in-between brand new 3D Mario entries in recent years, and fans of Nintendo platformers may be getting a little restless. (It's been nearly three and a half years since the release of Super Mario Odyssey!) A different team could slide right in to fill in the gap with a 3D Donkey Kong platformer. Rotating between new 3D games for Mario and Donkey Kong could ensure a more consistent roadmap of content. At the same time, this would take the pressure off each team to develop fast and perhaps even give them the breathing room to experiment with more new ideas, though admittedly that has (fortunately) never been treated as a major issue at Nintendo anyway. If a new concept works in 3D Donkey Kong, it could implement its way into the next Mario or vice versa. Conversely, any negative fan feedback to a new mechanic is a lesson to be learned, letting each series build upon the other. With the different approaches to movement, Donkey Kong's style of platforming could provide some distinct variety from the Mario games. Also, while we wait for Mario's follow-up to "Jump Up, Super Star!", who wouldn't love to see a sequel to the legendary Donkey Kong 64 rap? All told, a new 3D Donkey Kong adventure would provide ample possibilities for Nintendo to experiment with its 3D platforming genre and create something wholly unique from both Super Mario and Donkey Kong Country. How would you like to see Donkey Kong return in 3D? 1999 adventure platform video game published by Nintendo Donkey Kong 64North American box artDeveloper(s)RarePublisher(s)NintendoDirector(s)George AndreasProducer(s)Shigeru MiyamotoProgrammer(s)Chris Sutherland[1]Artist(s)Mark StevensonComposer(s)Grant KirkhopeSeriesDonkey KongPlatform(s)Nintendo 64ReleaseNA: November 22, 1999[3]PAL: December 6, 1999[2]JP: December 10, 1999Genre(s)Platform, adventureMode(s)Single-player, multiplayer Donkey Kong 64 is a 1999 adventure platform game developed by Rare and published by Nintendo for the Nintendo 64. It is the first Donkey Kong game to feature 3D gameplay. As the gorilla Donkey Kong, the player explores the themed levels of an island to collect items and rescue his kidnapped friends from King K. Rool. The player completes minigames and puzzles as five playable Kong characters--each with their own special abilities--to receive bananas and other collectibles. In a separate multiplayer mode, up to four players can compete in deathmatch and last man standing games. Rare, which had previously created the Donkey Kong Country games, began working on Donkey Kong 64 in 1997, although production restarted halfway through the three-year development cycle. A 16-person team, with many members recruited from Rare's Banjo group, finished the game in 1999, when it was published by Nintendo in North America in November and worldwide in December. It was the first game to require the Nintendo 64 console's Expansion Pak, an accessory that added memory resources. The game's exceptionally large marketing budget included advertisements, sweepstakes, and a national tour. The game received universal acclaim and was Nintendo's top seller during the 1999 holiday season, with 2.3 million units sold by 2004. It won the 1999 E3 Game Critics award for Best Platform Game, and multiple awards and nominations from games magazines. Reviewers noted the game's exceptional size and length, but criticized its camera controls and emphasis on item collection and backtracking. Some cited its similarity in gameplay and visuals to Rare's 1998 predecessor, Banjo-Kazooie, despite Donkey Kong 64's mandatory memory add-on. Critics felt that the game did not meet the revolutionary potential of Donkey Kong Country, but remained among the best 3D platform games on the console. Donkey Kong 64 is remembered as the emblematic example of Rare's "collect-a-thon" adventure platformers for the tedium of its collection tasks. The rap song from the game's introductory sequence--the "DK Rap"--is often cited as among the worst songs to feature in a video game.[4] Donkey Kong 64 was rereleased on Nintendo's Wii U Virtual Console in 2015. Gameplay Donkey Kong, the player-controlled character, runs towards an enemy in the game's jungle-themed world Donkey Kong 64 is a 3D platforming adventure game in which the player, as Donkey Kong and his friends, explores an island and collects items to progress through minigames and puzzles.[5][6] The game follows a traditional storyline for the series: King K. Rool and his reptilian Kremlings invade the idyllic DK Isle and kidnap Donkey Kong's friends, planning to power up their Blast-O-Matic weapon and destroy the island.[5][7] After a tutorial, the player embarks as Donkey Kong to rescue the others from their kidnappers and stop K. Rool's plan.[6] While exploring the in-game world and completing puzzle minigames, the player collects two types of bananas: normal bananas, which are colored differently for each Kong character, award the player with banana medals and can be traded for access to each world's boss fight; and golden bananas, a certain number of which are required to unlock each new in-game world.[7] The game features a total of 3,821 collectibles, though only 281 are required to complete it.[8] Most of the game's puzzles are simple and involve rearranging items, manipulating switches and tiles, or matching items as in the game Concentration. Minigames include races, minecart rides, and barrels that shoot the characters as projectiles. There are five such golden banana-rewarding objectives for each of five playable characters across seven themed worlds--200 goals in total, in addition to a connecting overworld.[6][9] Unlike in prior Donkey Kong games, the objectives can be completed in any order.[10][7] The player can fast travel between sections of the level with designated warp pads and can swap between characters in designated swap barrels.[2][11] The player also collects banana coins, which can be spent to unlock new weapons and abilities, and other collectibles such as weapon ammunition and blueprint puzzle pieces. As in other games by the developer, the player often encounters an impossible situation (e.g., an indestructible object or out-of-reach area) and must eventually backtrack to resolve the impasse after acquiring a new ability.[6] Donkey Kong's kidnapped friends become playable characters after the player rescues them.[12] Each of the five characters begin with basic abilities and can purchase additional, unique abilities from Cranky Kong as the game progresses, which are necessary to solve certain puzzles. For example, Donkey Kong can operate levers, Chunky Kong can lift rocks, Tiny Kong can crawl through holes, Diddy Kong can fly, and Lanky Kong can float. The characters are also unique in the projectiles they shoot and the musical instruments they play. For example, some doors can be opened only with Donkey Kong's coconut projectiles and others can be opened only with Diddy Kong's guitar. There are more special abilities than face buttons on the controller, so button combinations are needed to trigger some abilities. Combinations also trigger special modes, including alternative camera angles, a sniper mode, and a snapshot mode which unlocks more in-game secrets. Playable versions of the original Donkey Kong (1981) and Jetpac (1983) are hidden within the game, and playing through them is required to finish the story.[6] The player-character can also transform into animals, such as Rambi the Rhino and Enguarde the Swordfish, who recur from earlier series games.[13] Optional hardware support includes a widescreen mode[5] and Rumble Pak compatibility.[14] Donkey Kong 64 features a separate multiplayer mode with six[15] minigames for two to four players.[5] Monkey Smash is an open arena, deathmatch-style minigame in which up to four players find ammo and use their respective projectile weapons from the single-player game to damage other players before losing all their own lives. Battle Arena is a king-of-the-hill minigame in which players use weapons and explosives to knock each other off the edge of a platform.[6] Each mode has several sub-types in which players can compete based on time or score.[14] Development Following its success with the Donkey Kong Country games in the mid-1990s, developer Rare built its next Donkey Kong game on its predecessors' gameplay but not as a direct sequel.[16] Rare's Gregg Mayles led the effort to create Donkey Kong 64.[17] Development began in 1997 --shortly after the completion of Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996)[18]--for release on the Nintendo 64's disk drive add-on.[19][20] It was transitioned for release on the base console after the add-on was delayed and eventually canceled.[21] A team of 16 people worked on the title over the course of three years, and an additional eight members assisted in its later stages.[3][18] Many developers transitioned from Rare's Banjo team, which had worked on Banjo-Kazooie (1998) and Banjo-Tooie (2000).[22] Donkey Kong 64 was built atop the Banjo game engine.[17] Rare conceived and originally designed Donkey Kong 64 as a traditional, linear platform game similar to the Donkey Kong Country games. The Nintendo 64 was still new, and at the time Rare did not have a common game engine. The linear version was developed for around 18 months, before being scrapped in favor of what would be the released product. While 3D graphics prevented Rare from reproducing the detailed pre-rendered graphics of the Donkey Kong Country series, they allowed the company to make characters more expressive.[18] Producing satisfactory character models proved to be a challenge; lead artist Mark Stevenson noted that "[b]eing able to see this character from any angle, you'd make an animation, put it in the game, and you'd think it looked good side-on, but awful from every other angle!"[8] Stevenson also noted that as 3D video games were in their infancy, the Donkey Kong 64 models were always going to look worse than the pre-rendered Donkey Kong Country ones.[23] The models from the Country games were used as reference points, but their use was otherwise limited.[23] The strong emphasis on collectibles was a design choice made at the request of Rare co-founder Tim Stamper to distinguish Donkey Kong 64 from Banjo-Kazooie. According to director George Andres, "I'd always go back to him and say 'Here's some' and he'd go 'No, more things'."[8] Retrospectively, Andres commented that he should have reined himself in, pointing out that he would have, among other things, liked to unify the color-coded banana system. Rare also attempted to differentiate Donkey Kong 64 from Banjo-Kazooie through its variety of playable characters, cinematic set-pieces, and bombastic boss battles. According to Andres, Donkey Kong creator Shigeru Miyamoto was appalled when he saw Donkey Kong shoot a realistic shotgun used as a placeholder during a prerelease demonstration, and quickly sketched the coconut gun used in the final game.[8] A scrapped feature, "Stop 'N' Swop", would have allowed data to be transferred from Banjo-Kazooie to Donkey Kong 64 to unlock in-game bonuses.[24] Donkey Kong 64 was the first game to require the Nintendo 64's Expansion Pak (pictured), a memory upgrade Donkey Kong 64 was the first of two games[25] to require the Nintendo 64's Expansion Pak, a console memory upgrade that shipped with the game.[5] The upgrade was previously used to power optional, higher-resolution display, but in the case of Donkey Kong 64, it was marketed as improving the game's frame rate and rendering of objects at a distance.[26] According to Rare programmer Chris Marlow, the company could not resolve a bug that occurred without the Expansion Pak and thus they were forced, at great expense, to bundle the game with the memory upgrade.[27] However, Stevenson called Marlow's story a "myth" and said that the decision to use the Expansion Pak was made early on in development. While such a bug did exist towards the end of development, according to Stevenson, "the Expansion Pak wasn't introduced to deal with this and wasn't the solution to the problem."[23] Nintendo said that the choice to bundle, rather than selling the accessory separately, would avoid consumer confusion.[28] Donkey Kong 64 composer Grant Kirkhope Grant Kirkhope composed the game's soundtrack, bringing it closer to the tradition of Banjo-Kazooie than to that of David Wise's Donkey Kong Country soundtracks.[29] However, Kirkhope has commented he tried to retain the darker, atmospheric tone that Wise brought to Donkey Kong Country, and included a remix of Wise's "Jungle Japes".[8] Originally, Donkey Kong Country 3 composer Eveline Fischer was going to handle Donkey Kong 64; Kirkhope became involved after he was asked for assistance. Kirkhope also provided Donkey Kong's voice in-game.[30] The "DK Rap", which introduces the Kong character abilities at its outset, was conceived and written by George Andreas, scored and recorded by Kirkhope, and performed by Andreas and Chris Sutherland.[1][31] It was intended to be a lighthearted joke despite being interpreted as a "serious" songwriting attempt at the game's launch.[8][1][32] Nintendo of America ran a "DK Rap" contest in which fans record their own version of the rap to win prizes including a trip to the company's Redmond headquarters.[33] Promotion and release Rare announced Donkey Kong 64 with a single screenshot on its website[2] and coverage in the January 1999 issue of Nintendo Power.[34] Electronic Gaming Monthly wrote that the title was playable by the 1997 Electronic Entertainment Expo,[3] though IGN said that it debuted at the 1999 event.[35] The game also demoed at Nintendo's 1999 Spaceworld.[36] Donkey Kong 64 was expected to be a bestseller, as the console's "crowning achievement" in graphics and sound.[37][38] The game was bundled with a special edition Nintendo 64 in translucent "jungle green" Donkey Kong 64's sizable US$22 million marketing campaign doubled the typical budget for a major Nintendo release. The campaign included a 60-second commercial played at over 10,000 movie theaters during the holiday season, and additional advertisements shown on billboards, in print, and over radio.[3] A promotional "The Beast Is Back" tour brought a truck outfitted with Nintendo games across the United States,[39] and a separate sweepstakes between the series and Dr. Pepper soda advertised in supermarkets. Nintendo sought to sell four million copies of the game (1.5 million more than for The Legend of Zelda: Ocarina of Time), including a million of the translucent green Nintendo 64 bundles.[3][40] Polled retailers expected Donkey Kong 64 to be the top console game sold during the 1999 holiday season.[41] The title had little holiday season competition from Nintendo, who had moved its other releases including Mario Party 2, Perfect Dark, and Pok?mon Stadium into the next year.[13][3] Rare and Nintendo released the game in North America in November 1999,[3][13] and a worldwide release followed the next month.[2][42] Accompanying the game's launch, Nintendo offered a special bundle of the game and console, including a bananacolored game cartridge, its required Expansion Pak, and a transparent green "Jolly Rancher-style" Nintendo 64 console.[3][2][14] In April 2015, Donkey Kong 64 was digitally rereleased as one of the first Nintendo 64 titles added to Nintendo's Wii U Virtual Console catalog.[43][44] This was the game's first rerelease, as it had not appeared on the Wii Virtual Console.[45][46] It is unknown why the game was never released on the Wii Virtual Console,[46] though Nintendo World Report speculated that it may have been related to the fact that it contains both the original arcade Donkey Kong (which was already available on the Virtual Console) and Jetpac (which Nintendo does not hold the rights to) as playable bonuses.[47] Reception ReceptionAggregate scoreAggregatorScoreMetacritic90/100[48]Review scoresPublicationScoreAllGame[13]Edge8/10[49]EGM27/40[50]Famitsu33/40[42]GameFan7/10[51]GamePro4.8/5[11]GameSpot9/10[5]IGN9.0/10[6]N64 Magazine93%[2]Nintendo LifeN64: 7/10[29]Wii U: 7/10[7]Nintendo Power8.6/10[15]Next Generation[12]AwardsPublicationAwardE3 1999 Game Critics AwardsBest Platformer[17]Nintendo Power Awards (1999)Best Overall Game, Best N64 Game, Best Adventure Game, Best Graphics, Best Music, Best Sound[52][53] Donkey Kong 64 received critical acclaim ("universal acclaim", according to video game review aggregator Metacritic).[48] It was the Nintendo 64's top seller during the 1999 holiday season and Nintendo's chief defense against competitor Sega's introduction of its Dreamcast console.[54] As a bestseller, Donkey Kong 64 joined Nintendo's "Player's Choice" game selection, where it continued to sell well through the next year's holiday season.[55] By 2004, Donkey Kong 64 had sold over 2.3 million units in North America.[56] It won the 1999 E3 Game Critics award for Best Platform Game,[17] and several annual awards from Nintendo Power, including best overall game of 1999.[52][53] It was additionally nominated for "Game of the Year" and "Console Game of the Year" during the 3rd Annual AIAS Interactive Achievement Awards (now known as the D.I.C.E. Awards).[57] GamePro named it an "Editor's Choice".[11] IGN described Donkey Kong 64 as the biggest and most ambitious title on the Nintendo 64 as of its release, but very similar to Banjo-Kazooie in its platforming and puzzle design.[6] Similarities between the two games and their themes was a common refrain among reviewers.[2][12] Reviewers criticized or had little praise for the game's emphasis on collecting items and backtracking[25][59]--"an interactive egg hunt".[12] This had become a trend in the developer's games, and Donkey Kong 64 followed the "predictable formula" of making players collect multiple sets of items and in full for a special ending.[50] Next Generation also saw the developer creating a habit of backtracking in their games.[12] GameSpot was more diplomatic: those who liked collecting items would be titillated by its replay value, and those who did not would be frustrated by its chores.[5] The puzzles and minigames are fun the first time through, according to EGM, but they quickly become worn when replayed with increasingly tighter time restrictions.[50] GameSpot, however, considered parts of Donkey Kong 64's gameplay "cerebral", requiring the player to consider several simultaneous tasks to solve later puzzles.[5] Already familiar with the game's concepts borrowed from Super Mario 64, Ocarina of Time, and Banjo-Kazooie, reviewers considered the player's tasks less innovative or interesting to decipher.[13][6] In retrospective reviews, Nintendo Life described the chore of collecting objects "excessive" and repetitive. They suggested that backtracking, for instance, could be reduced by letting the player switch between characters at any time.[7][29] Reviewers noted the game's size and length.[2][6][15][11][12][29] With an estimated 30 hours in basic gameplay,[3][2][7] IGN called it Rare's War and Peace.[6] "Big" is an understatement, wrote GameFan, "the adventure found within is mastodonic".[51] Reviewers became frequently lost or distracted in its world.[13][50] Reviewers highlighted the ingenuity of the boss battles, particularly the final battle against K. Rool,[2][50] although the story's ending disappointed EGM.[50] Reviewers found little entertainment in the multiplayer mode but praised the gameplay variety between the five characters.[5][6] The controls also frustrated reviewers, between slow movement speed and camera angle issues.[13][2][5][15][50] For example, characters who become unresponsive to control during their attack animations are vulnerable to encroaching enemies.[50] Edge wrote that the lack of camera improvements over Banjo-Kazooie was inexcusable.[49] Despite its expanded memory resources, reviewers felt that Donkey Kong 64's visuals were only marginally--if at all--better than that of its contemporary games, such as the previous year's Banjo-Kazooie.[13][5][6][50] In fact, IGN avowed that Donkey Kong 64 was not as pretty as Banjo-Kazooie, especially in its water and backgrounds, though it still ranked among the console's prettiest games. The setting is barren and nondescript at first, and only later introduces lighting effects and richer textures. IGN hoped for more from Rare, and while its reviewer praised the game's particle effects (e.g., in the desert wind), he considered its dynamic lighting overused.[6] N64 Magazine said the enhanced effects were most often used for decoration, though they also played some role in puzzles based on illuminating paths.[2] Reviewers noted graphical difficulties even with the extra memory, such as frame rate slowdowns and distant features not appearing in any detail, though overall they considered the added graphical flourishes commendable.[5][6] GameSpot also saw a lack of variety in the game's environment.[5] The characters have Rare's emblematic humor, and reviewers praised their individual personalities.[13][29][51] Several reviewers noted the degree to which the character personalities showed in their animations.[6][11][51] IGN considered Donkey Kong 64's characters less baffling than those of other Rare titles, and sometimes funny.[6] GameFan found that the addition of the three new playable characters to the series offered little personality that would be missed.[51] While IGN felt that the game's music was less clever than Banjo-Kazooie's, Kirkhope's soundtrack still delivered a variety of moods[6] and fit the setting.[7] Aural clues in the surround sound and the quality of the underwater effects impressed GameSpot.[5] Reviewers criticized the opening "DK Rap"[25] as "embarrassing"[2] and among the worst music to feature in a game.[6] GamePro, however, thought it was humorous albeit lowbrow.[11] Eight years later, Nintendo Life said the song was "loved by some, loathed by others", similar to the game itself.[29] Reviewers concluded that Donkey Kong 64 lacked the revolutionary potential of Donkey Kong Country but was of a sufficient high quality to sell well during the holiday season.[5][6][50] "The 3D platform genre doesn't evolve with Donkey Kong 64," AllGame wrote.[13] While hyped fans would be disappointed, IGN felt that Donkey Kong 64 remains an excellent and expansive platformer with an overwhelming amount of things to do.[6] GameFan, on the other hand, was most disappointed by how the game "truly offers nothing new" and compared its monotony and repetition with the film Eyes Wide Shut: "a big bloated project with not enough brilliant moments to justify the numbness ... [of] sitting through the whole thing", it "fails to live up to the Rare name".[51] Donkey Kong 64's 3D platforming was commonplace by the time of its release and, according to GameSpot, would have fared better as a Nintendo 64 launch title.[5] With its competition considered, Daily Radar wrote that Donkey Kong 64 was simply the best 3D platform game on the console.[58] Edge qualified this thought: Donkey Kong 64 was the closest any third-party developer had come to outdoing Nintendo's mastery of game structure, but its gameplay was derivative and unimaginative compared to the freedom and flexibility of Nintendo's Super Mario 64. Nevertheless, the 3D Donkey Kong was "a fine effort ... in its own right".[49] Legacy Rare's 3D platformers became notorious for their emphasis on collecting items, and Kotaku remembered Donkey Kong 64 as "the worst offender" with hundreds of color-coded bananas.[22] Other retrospective reviewers agreed.[60][61][62] "As ... Super Mario 64 breathed life into the 3D platforming genre", Electronic Gaming Monthly wrote, "Donkey Kong 64 sucked it all out" and solidified Rare's reputation for making "collect-a-thon" games.[63] The indie developer behind A Hat in Time, a spiritual successor to Banjo-Kazooie, blamed Donkey Kong 64 for the "collect-a-thon platform adventurer" genre's decline in popularity.[64][65] Retro Gamer and Game Informer both remembered the game's reception as "mixed",[17][66] in consideration of its similarities with Banjo-Kazooie and lack of genre-pushing changes.[17] Despite decent reviews, Donkey Kong 64 and Rare's subsequent Nintendo 64 releases did not meet the extolment of the company's preceding games, and lackluster sales led to a staff exodus that culminated with the company's acquisition by Microsoft in 2002.[67] The Nintendo 64 was approaching the end of its lifecycle, Electronic Gaming Monthly noted at the game's launch, as gamers turned their sights to the Sega Dreamcast and Sony PlayStation 2.[3] IGN later named Donkey Kong 64 as worthy of being remade for Nintendo's 3DS handheld console.[68] While the "DK Rap" is still remembered for its negative reception,[4] it saw an upswing in popularity over a decade after Donkey Kong 64's release[1] as an internet meme. Sutherland believes the upswing happened because those who played the game as children had realized the song was meant to be taken as a joke, not a serious songwriting attempt.[8] Similarly, Kirkhope commented that "it's a bit like Abba, the way they've kind of come back into fashion over the years."[1] Renditions of the "DK Rap" appeared in Super Smash Bros. Melee (2001) and Donkey Konga (2003).[69] In 2017, Kirkhope composed a similar rap for Yooka-Laylee, a platform game made in homage to Rare's oeuvre.[70] Notes and references ^ a b c d e James B (October 26, 2012). "Grant Kirkhope Interview Part 2 ? DK Rap featured". Nintendo Nation. Archived from the original on October 26, 2012. Retrieved December 18, 2016. ^ a b c d e f g h i j k l m Green, Mark (December 1999). "Donkey Kong 64". N64 Magazine. No. 36. pp. 24?33. ISSN 1367-5958. Retrieved December 17, 2016. ^ a b c d e f g h i j Zuniga, Todd (December 1999). "Show Me the Monkey! Donkey Kong 64". Electronic Gaming Monthly. No. 125. pp. 219?224. ISSN 1058-918X. ^ a b Scullion, Chris (October 26, 2013). "Retro Vault: Mario Sunshine, Aladdin, Majora's Mask". Computer and Video Games. p. 5. Archived from the original on December 7, 2014. Retrieved December 18, 2016. It also gained criticism for the DK Rap, the song that played at the start of the game. Some of the criticism was levelled at it for using the word "hell" in its lyrics, even though the game was rated E for Everyone in North America. Most, though, criticised it for being a rubbish song. IGN Staff (April 18, 2006). "Top 10 Tuesday: Worst In-Game Quotes". IGN. Archived from the original on December 18, 2016. Retrieved December 18, 2016. When we think of all-time terrible moments in gaming, the entire majesty that was the DK Rap most certainly comes to mind. Sharkey, Scott (September 2, 2008). "Top 5 Cringe Inducing Videogame Raps". . Archived from the original on June 5, 2014. Retrieved December 18, 2016. Sharkey, Scott (October 24, 2011). "The Nine Worst Video Game Themes". . Archived from the original on June 5, 2014. Retrieved December 18, 2016. North, Dale (September 12, 2008). "The Sound Card 005: The top ten most obnoxious game songs". Destructoid. Archived from the original on December 20, 2016. Retrieved December 18, 2016. Mackey, Bob (February 26, 2014). "It's On Like... Him: How Donkey Kong's design has evolved over three decades". GamesRadar. p. 9. Archived from the original on December 18, 2016. Retrieved December 18, 2016. But the biggest addition to Kongs style was likely the unforgettably bad DK Rap from the start of the game. Mai, Peter (August 10, 2011). "Top 5 Cheesiest (Yet Somehow Awesome) Video Game Songs". OC Weekly. Archived from the original on December 18, 2016. Retrieved December 18, 2016. The 'Donkey Kong Rap' is probably the worst rap songs ever written, but you know you still love it. It's rap from the 90's, what do you expect? ^ a b c d e f g h i j k l m n o p q r Taruc, Nelson (November 22, 1999). "Donkey Kong 64 Review". GameSpot. Archived from the original on August 30, 2016. Retrieved December 17, 2016. ^ a b c d e f g h i j k l m n o p q r s t u Casamassina, Matt (November 24, 1999). "Donkey Kong 64 review". IGN. Archived from the original on September 19, 2016. Retrieved December 17, 2016. ^ a b c d e f g h i McMahon, Conor (April 12, 2015). "Donkey Kong 64 Review ? Wii U eShop / N64". Nintendo Life. Archived from the original on December 29, 2016. Retrieved December 17, 2016. ^ a b c d e f g Power, Tom (December 6, 2019). "As Donkey Kong 64 turns 20, the devs reflect on its design, the infamous DK Rap, and how a shocked Shigeru Miyamoto created the Coconut Shooter". GamesRadar+. Retrieved December 7, 2019. ^ Each world follows a theme, such as underwater, forest, jungle, and industry.[5][7] ^ "Rare's Triple Threat". Next Generation. No. 56. August 1999. p. 25. ISSN 1078-9693. ^ a b c d e f Scary Larry. "Review: Donkey Kong 64 for N64". GamePro. Archived from the original on June 2, 2008. Retrieved December 17, 2016. ^ a b c d e f g Chido, Norman (December 1999). "Donkey Kong 64". Next Generation. Vol. 1 no. 4. p. 106. ISSN 1078-9693. ^ a b c d e f g h i j k Marriott, Scott Alan. "Donkey Kong 64 ? Review". AllGame. Archived from the original on November 14, 2014. Retrieved December 17, 2016. ^ a b c Marriott, Scott Alan. "Donkey Kong 64 ? Overview". AllGame. Archived from the original on November 14, 2014. Retrieved December 17, 2016. ^ a b c d "Now Playing: Donkey Kong 64". Nintendo Power. No. 127. December 1999. p. 154. ISSN 1041-9551. ^ Goergen, Andy (February 12, 2014). "Donkey Kong Country, Through the Years". Nintendo World Report. Archived from the original on December 20, 2016. Retrieved December 18, 2016. Although quite a few games were released in the Donkey Kong franchise after DKC3, none of them were in the same vein (or series) as Donkey Kong Country. Donkey Kong 64, a pseudo-sequel to the SNES games, delivered a Super Mario 64 style 3D platformer with plenty of collectables ... ^ a b c d e f Hunt, Stuart (October 2007). "The History of Donkey Kong". Retro Gamer. No. 43. p. 29. ISSN 1742-3155. ^ a b c Digital Foundry (December 16, 2017). DF Retro: Donkey Kong Country + Killer Instinct ? A 16-Bit CG Revolution! (Interview with Rare staff). Archived from the original on February 11, 2019. Retrieved January 20, 2019. Event occurs from 29:35 to 33:20. ^ McFerran, Damien (April 2016). "How Rare Ruled the N64". Retro Gamer. No. 153. p. 79. ISSN 1742-3155. ^ IGN Staff (July 25, 1997). "Donkey Kong Swings to 64DD". IGN. Archived from the original on August 7, 2016. Retrieved December 19, 2016. ^ NWR Staff (June 16, 2001). "GameCube FAQ ? 64DD Guide". Nintendo World Report. Archived from the original on March 7, 2017. Retrieved March 6, 2017. ^ a b Totilo, Stephen (June 23, 2015). "Thanks To 73,000 Supporters, They're Making A Successor To Banjo-Kazooie". Kotaku. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ a b c Lane, Gavin (November 23, 2019). "Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap". Nintendo Life. Retrieved May 30, 2020. ^ Ben Lindbergh (June 19, 2018). "How 'Banjo-Kazooie' Became a Bridge Between Marios". The Ringer. Archived from the original on April 7, 2019. Retrieved May 30, 2020. ^ a b c Scullion, Chris (October 26, 2013). "Retro Vault: Mario Sunshine, Aladdin, Majora's Mask". Computer and Video Games. p. 5. Archived from the original on December 7, 2014. Retrieved December 18, 2016. ^ a b IGN Staff (May 12, 1999). "Donkey Kong Enforces 4MBs". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ Watts, Martin (May 28, 2013). "Donkey Kong 64 Required Expansion Pak to Prevent Game-Breaking Bug". Nintendo Life. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ IGN Staff (May 20, 1999). "Kong/Expansion Pak Bundle Absolute". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ a b c d e f g Donaldson, Andrew (June 17, 2009). "Donkey Kong 64 (Nintendo 64) Review". Nintendo Life. Archived from the original on December 23, 2012. Retrieved December 17, 2016. ^ Kirkhope, Grant. "Donkey Kong 64 Video Game Music Compositions". Grant Kirkhope. Archived from the original on September 26, 2013. Retrieved May 28, 2020. ^ Edge Staff (October 11, 2010). "Rare Vintage: Part One". Edge. ISSN 1350-1593. Archived from the original on October 17, 2010. Retrieved December 18, 2016. ^ Greening, Chris (May 2010). "Interview with Grant Kirkhope (May 2010)". Square Enix Music Online. Archived from the original on April 22, 2017. 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Retrieved December 19, 2016. ^ Earlier in the year, Nintendo projected the game to sell 2.5 million copies within a year.[26] ^ IGN Staff (October 13, 1999). "This Just In: Donkey Kong Will Be Huge". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ a b 64 [Donkey Kong 64]. Famitsu (in Japanese). 1999. Archived from the original on November 29, 2015. Retrieved June 22, 2014. Note: Review text only available in print magazine. ^ Otero, Jose (April 1, 2015). "Nintendo 64 and DS Games Coming to Wii U Virtual Console". IGN. Archived from the original on April 30, 2017. Retrieved December 18, 2016. ^ Hilliard, Kyle (April 18, 2015). "Donkey Kong 64 Now Available On Wii U Virtual Console". Game Informer. Archived from the original on July 21, 2015. Retrieved December 18, 2016. ^ Theriault, Donald (August 11, 2015). "Temper Your Expectations For N64 Virtual Console ? Editorial". Nintendo World Report. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ a b Good, Owen (October 15, 2009). "Rare: 'Who Knows' Why Donkey Kong 64 Hasn't Hit the VC". Kotaku. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ Brown, Andrew (February 11, 2012). "Virtual Console Most Wanted: Golden Bananas and Projectile Leaves!". Nintendo World Report. Retrieved May 30, 2020. ^ a b "Donkey Kong 64 Critic Reviews for Nintendo 64". Metacritic. Archived from the original on January 18, 2017. Retrieved December 17, 2016. ^ a b c "Donkey Kong 64". Edge. No. 79. Christmas 1999. pp. 74?75. ISSN 1350-1593. ^ a b c d e f g h i j k "Donkey Kong 64". Electronic Gaming Monthly. No. 127. February 2000. p. 178. ISSN 1058-918X. ^ a b c d e f g Buchanan, Levi. "REVIEW for Donkey Kong 64". GameFan. Archived from the original on March 3, 2000. Retrieved December 18, 2016. ^ a b IGN Staff (May 2, 2000). "Awards for All". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ a b "1999 Nintendo Power Awards Winners!". Nintendo Power. No. 132. May 2000. pp. 92?97. ISSN 1041-9551. ^ IGN Staff (January 13, 2000). "Nintendo Dominates Videogame Sales". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ IGN Staff (January 16, 2001). "Player's Choice Titles Sell Strong". IGN. Archived from the original on December 21, 2016. Retrieved December 18, 2016. ^ Rogers, Dan Lee (June 2005). "Playing Smart with IP" (PDF). Game Developer. Vol. 12 no. 6. p. 18. ISSN 1073-922X. Archived (PDF) from the original on March 12, 2016. ^ "Donkey Kong 64". Academy of Interactive Arts & Sciences. Archived from the original on August 18, 2016. Retrieved December 18, 2016. ^ a b Wolf, Michael. "Donkey Kong 64". Daily Radar. Archived from the original on April 17, 2001. Retrieved December 18, 2016. ^ Reviewers who commented on item collection and backtracking include Electronic Gaming Monthly,[50] GameSpot,[5] GameFan,[51] N64 Magazine,[29] Nintendo Life,[7] Next Generation,[12] Daily Radar,[58] and AllGame.[13] ^ Parish, Jeremy (May 13, 2016). "What are the Best Virtual Console Games for Nintendo Wii U?". USgamer. p. 4. Archived from the original on December 21, 2016. Retrieved December 18, 2016. ^ Totilo, Stephen (August 5, 2015). "The Xbox One Just Made A Mockery Out Of Nintendo's Virtual Console". Kotaku Australia. Archived from the original on August 5, 2016. Retrieved December 18, 2016. ^ Rougeau, Michael (March 5, 2014). "Opinion: Why 'Donkey Kong 64' Was Actually The Worst Nintendo Game of the '90s". Complex. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ "The 10 Most Overrated Games". Electronic Gaming Monthly. No. 190. May 2005. p. 50. ISSN 1058-918X. ^ Green, Andy (June 10, 2013). "A Hat In Time Developer Claims Donkey Kong 64 Was Instrumental In Killing Off Collection Platformers". Nintendo Life. Archived from the original on December 20, 2016. Retrieved December 18, 2016. ^ McElroy, Griffin (June 9, 2013). "A Hat in Time hopes to atone for the platforming sins of Donkey Kong 64". Polygon. Archived from the original on August 28, 2016. Retrieved December 18, 2016. ^ Ryckert, Dan (October 13, 2012). "Replay Donkey Kong 64". Game Informer. Archived from the original on October 21, 2016. Retrieved December 18, 2016. ^ McLaughlin, Rus (July 28, 2008). "IGN Presents the History of Rare". IGN. Archived from the original on May 29, 2016. Retrieved May 30, 2017. ^ Macdonald, Keza (June 16, 2011). "3DS Remakes We'd Love to See". IGN. Archived from the original on December 21, 2016. Retrieved December 19, 2016. ^ Castro, Juan (September 23, 2004). "Donkey Konga". IGN. p. 2. Archived from the original on May 7, 2016. Retrieved December 18, 2016. ^ Frank, Allegra (March 31, 2017). "The guy behind the DK Rap is back at it again (update)". Polygon. Archived from the original on April 3, 2017. Retrieved April 3, 2017. External links Donkey Kong 64 at the Super Mario Wiki Donkey Kong 64 at the Internet Archive Retrieved from "

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