Donkey Kong Country 2 Diddys Kong Quest Snes Super Nintendo Boxcover Art

1995 video game

1995 video game

Ass Kong Country 2: Diddy's Kong Quest
DK Country 2.jpg

North American SNES box art

Developer(due south) Rare
Publisher(s) Nintendo
Director(southward) Tim Stamper
Producer(due south) Gregg Mayles
Designer(s) Gregg Mayles
Andrew Collard
Programmer(south) Chris Sutherland[6]
Creative person(south) Steve Mayles
Mark Stevenson
Adrian Smith
Author(s) Gregg Mayles[7]
Leigh Loveday
Composer(due south) David Wise
Series Donkey Kong
Platform(s) SNES
Game Boy Accelerate
Release

21 November 1995

  • SNES
    • JP: 21 November 1995
    • NA: December 1995[1] [2]
    • Eu: xiv December 1995[3]
    Game Boy Accelerate
    • PAL: 25 June 2004[4]
    • JP: 1 July 2004
    • NA: fifteen November 2004[5]
Genre(due south) Platform
Mode(s) Single-player, multiplayer

Ass Kong Country ii: Diddy'southward Kong Quest [a] is a 1995 platform game adult by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released on 21 November 1995 in Japan, and in December 1995 in N America and Europe. It is the second instalment of the Ass Kong Land series and the sequel to Ass Kong Country (1994).

Players control Diddy Kong and his friend Dixie Kong, who must rescue Donkey Kong afterward he is kidnapped by King K. Rool. The game is set on Crocodile Isle, with eight worlds of varying environments, totaling 52 levels. The game uses the same Silicon Graphics (SGI) technology from the original, which features the use of pre-rendered 3D imagery.

Diddy's Kong Quest received acclamation, being widely regarded as 1 of the greatest second platformers ever fabricated. Praise was directed at its graphics, gameplay, and soundtrack. It was the second-bestselling game of 1995, the sixth-bestselling game on the SNES, and the highest-selling SNES game that was not packaged with the system.

Information technology was re-released for the Game Boy Advance (GBA) in 2004. The game was made available for download on the Wii's Virtual Console in 2007, and the Wii U'southward Virtual Console in 2015. Information technology was followed by Donkey Kong Country 3: Dixie Kong'south Double Problem! in 1996.

Gameplay [edit]

At the finish of each level, the actor must jump on a target pad for a gamble to earn one of a series of quickly changing rewards, such every bit an extra life balloon.

Donkey Kong Land ii: Diddy's Kong Quest is a 2d side-scrolling platformer in which the player controls either Diddy Kong or his childhood friend Dixie Kong through 52 varying levels over eight unlike worlds. The main objective of the game is to rescue Ass Kong from Rex K. Rool. The game features a wide number of enemies, which include land-based reptilian Kremlings, rats, porcupines, bees, and vultures. Enemies in underwater sections include pufferfish, stingrays and piranhas. Each world culminates with a dominate fight, which is required to be defeated in order to progress to the next earth. Similar to its predecessor, the player-characters may neutralise nigh hostiles by jumping on their heads, cartwheeling through them, or throwing a barrel at them. When hit by an enemy, the active graphic symbol leaves the screen, thus control volition switch to the other grapheme. The thespian can reclaim their partner from marked DK barrels throughout the game. If both characters die, the player volition lose a life and will restart from either the kickoff of the level or from the last checkpoint, which comes in the course of a star-painted barrel. If the player loses all of their lives, the game will end.[8] [9]

Diddy and Dixie have unique attributes; Diddy is more agile and will run faster, whereas Dixie has a higher jump and can spin her hair in guild to glide.[ix] The actor tin can pick up the other character and throw them in any management, similar to barrels. The game besides features "creature friends", which returns from its predecessor. Playable animals include Squitter the spider, Rambi the rhinoceros, Rattly the rattlesnake, Enguarde the swordfish and Squawks the parrot.[10] [11] These animals have unique abilities, such equally Rambi'due south power to charge at enemies, Squawks' ability of flight,[11] and Rattly'southward ability to jump farthermost heights.[9]

The game features environmental furnishings throughout some levels, which include fog, rain, and thunderstorms. Some levels characteristic different mechanics and settings, such as underwater sections, riding a mine cart, grappling onto vines, and beehive levels which feature sticky honey-covered surfaces.[8] [9] Equally with its predecessor, the game features barrels that will propel the histrion in any direction they are facing.[12] Aside from checkpoint barrels, some give the player temporary invincibility or an "animal friend". Bonus barrels hidden throughout the game transport the player to a bonus game, which features a claiming such as eliminating all enemies in guild to earn a "Kremcoin".[11] In addition, in that location are some barrels that tin simply be activated by a specific character.[nine] [xi] Players may earn extra lives by collecting balloons, earning 100 bananas or collecting four letters which spell "KONG".[8] [12]

The player can reach a maximum completion score of 102% for their save file by completing all levels and bosses, completing all bonus challenges, collecting all DK coins within the Lost Earth and visiting each of the four Kong family members at least one time.[thirteen]

The game is Dixie Kong's beginning appearance in the Donkey Kong franchise.[14] Other characters include Cranky Kong, situated in "Monkey Museum", who is back due to "popular need" to divulge secrets of the game earth and provide comic relief, likewise as offer advice.[15] Wrinkly Kong, the married woman of Cranky Kong and grandmother of Donkey Kong, makes her outset appearance in this game. She runs an educational facility chosen "Kong Kollege", where she gives guidance to the player.[16] Swanky Kong runs a gameshow quiz where the role player may complete quizzes and earn extra lives.[17] Funky Kong offers an plane that allows the players to switch betwixt already completed worlds. Additionally, the player can come across a large Kremling called "Klubba",[eleven] at "Klubba'south Kiosk", who demands xv Kremkoins from the characters if they want to laissez passer onto the "Lost Earth" and complete a undercover level.[xviii]

Plot [edit]

Some fourth dimension after Donkey Kong State, Ass Kong is relaxing on the beach, until he is ambushed by the Kremlings. He gets kidnapped and brought to Kaptain K. Rool, King One thousand. Rool's moniker in this game, who and then demands the Banana Hoard he unsuccessfully tried to steal in the previous game for a ransom from the Kongs. Instead of complying, Diddy Kong and his friend Dixie resolve to go to the Kremling'due south home island, Crocodile Isle, to rescue Ass Kong. Together, they travel through Crocodile Isle and are helped on their style by an assortment of animals to defeat Kaptain K. Rool.[11] Diddy and Dixie eventually battle and defeat Thousand. Rool, releasing Donkey Kong in the process. K. Rool manages to escape though, and before long after, Diddy and Dixie face him in the Lost World, a underground area powered by a geyser at the heart of Crocodile Isle. They once again defeat K. Rool, who is hurled into the geyser, causing it to clog up and explode. The explosion causes all of Crocodile Island to sink, as the Kongs watch K. Rool escape on a small sailboat.[19]

Evolution [edit]

Development of Diddy's Kong Quest began shortly after the release of Donkey Kong Country,[20] but earlier its commercial success; the employees of Rare desired to present new concepts.[21] Rare founder Tim Stamper served as manager of the game, whereas his colleague Brendan Gunn, who had worked on the original, returned to pattern the game.[22] In response to complaints from veteran gamers, the game was designed to be more challenging than its predecessor.[23] Several working titles were considered, including DK Rescue!, Diddy's Day Out, Diddy's Wild State, and Diddy's Wild Borderland. Diddy Kong'due south Quest was decided on, simply was slightly contradistinct into Diddy's Kong Quest to create a play on the word "conquest".[24] The game was re-released for the Game Boy Advance in 2004 and a Virtual Boy port was in development at once merely never released.[25] [26]

The game was announced at E3 1995.[27]

Diddy's Kong Quest, similar its predecessor, uses Silicon Graphics (SGI) and Advanced Computer Modelling (ACM) rendering applied science,[xx] [28] in which pre-rendered images are modelled as 3D objects then transformed into 2D sprites and background layers.[viii] The game's pirate-themed narrative and level design was influenced by designer Gregg Mayles's fascination with the Golden Age of Piracy. The team attempted to maintain the sense of speed and requirement of timing from the previous game. To avert reproducing the same game entirely, Mayles contradistinct the gameplay to be less linear and more encouraging of exploration, while respecting the basics of fluidity and speed.[21]

In order to surprise players, the team decided to cast Diddy Kong as the main character as opposed to Donkey Kong.[29] Mayles said that he dared to practise without the iconic graphic symbol of the serial because his team'due south youth (Mayles himself was 23 during development) allowed them to disregard risks.[21] The team preserved the gameplay mechanic of controlling two characters, which led into the creation of Dixie Kong. While Donkey and Diddy Kong controlled similarly, the squad decided to establish a character with very different abilities to force the actor to change betwixt characters regularly. To achieve this difference, the squad gave Dixie the ability to hover and descend gradually. Dixie was modeled and animated by Steve Mayles.[29] According to Gregg, the option to innovate a female person graphic symbol was decided earlier the creation of her ponytail, and neither the hovering mechanism nor the intention to increment female representation in video games were an influence in the matter. The ponytail was initially given to create a trailing visual effect when Dixie runs, and Gregg decided to put the ponytail to apply upon seeing this consequence in action.[21] The concept of Dixie descending by using her ponytail as a helicopter blade was then created. Due to the time-consuming nature of the modeling process, Diddy'southward model was used equally the base for Dixie; the ponytail was then added, the dress were changed, and his features were made more feminine.[29] Most fifty names were considered for Dixie, including Didene, Dee, Daisy, Dandi, Dolly, Dizzie, Danni, Dippy and Ducky. The team initially opted for Diddiane earlier finally deciding on Dixie. Shigeru Miyamoto participated in the creation of the game'south characters, as he had for the previous game. Miyamoto offered different motifs to beautify Dixie's beret with, including a banana, a heart and a logo, namely ane inspired past that of the musical grouping ABBA. Rare incorporated the thought for a logo and placed a pocket-sized version of the company'due south own on Dixie's beret in early on promotional fine art. The creation of Dixie came at the expense of Donkey Kong's fiancée Processed Kong, who was removed from the game'southward cast due to Nintendo'south concerns over her sexually provocative nature.[xxx] The design choice to have Diddy and Dixie transform into the friendly animals that were initially mounted in the previous game was made out of concerns over sprite size; additionally, Gregg noted that having the 2 histrion characters clinging onto a parrot would significantly reduce its maneuverability.[21]

Audio [edit]

The soundtrack of Diddy's Kong Quest was equanimous by David Wise and was released in the United States every bit The Original Donkey Kong Country 2 Soundtrack.[31] The soundtrack maintains similarity to its predecessor with its prominent percussion and eclectic genres ranging betwixt large band, disco and hip hop. The melodies and rhythms are largely comical in tone, but occasionally melancholic.[31] [32] Certain themes are reminiscent of compositions by Vangelis and Phil Collins.[32] Wise cited Koji Kondo'south music for the Mario and Zelda games, Geoff and Tim Follin's music for Plok, and synthesizer-based pic soundtracks released in the 1980s as influences in creating the music for the Donkey Kong Land serial.[33] As with its predecessor, the music was produced for the SNES's SPC700 fleck for the game to sound similar to the Korg Wavestation synthesizer.[34]

The runway "Stickerbush Symphony" has received item critical acclamation.[35] Writing for Kotaku, Ethan Gach chosen it "melancholic and reflective" while even so "up-tempo enough to be a bop" and that when combined with its accompanying level, it was "one of the most transcendent platforming moments in the genre".[36]

The game's soundtrack was the focus of an OverClocked ReMix collaboration, Serious Monkey Concern. The concluding track, "Donkey Kong Rescued", was remixed past David Wise himself, featuring Grant Kirkhope on electric guitar and Robin Beanland on trumpet.[37] [38]

Reception [edit]

Upon release, retailers struggled to meet the demand for the game.[l] Diddy'southward Kong Quest sold a combined 4.37 million copies in the United States and Japan on the SNES; the total number of copies sold in Japan at 2.21 meg, and 2.16 million in the United States.[51] [52] It was the 2d best-selling game of 1995,[53] after Yoshi's Isle,[54] and the sixth all-time-selling game on the SNES.[53]

The game received disquisitional acclaim. The SNES version holds an aggregate score of 92% at GameRankings,[39] whereas the Virtual Console re-release and the Game Boy Accelerate version both concord a score of 80% at GameRankings and Metacritic, respectively.[forty] [41]

The graphics and gameplay were the most praised aspects of the game. Scary Larry of GamePro hailed the game every bit being longer, more than graphically impressive, and more fun than the original Donkey Kong Land, and having "some of the most cleverly illustrated levels always seen on a dwelling house system." He gave information technology a perfect v/v in all four categories (graphics, sound, control, and FunFactor), and said his one reservation is that some levels are as well hard for younger players.[55] Aaron Kosydar of AllGame idea that Diddy's Kong Quest 's graphics were superior to that of its predecessor, stating that the game "looks as absurd as information technology plays."[42] Dan Whitehead of Eurogamer stated that the graphics of the game were similar to the first Donkey Kong State instalment, although he praised them both as "impressive." However, Whitehead expressed concern over the lack of ambition from the sequel, stating that the gameplay uses the defence of "if information technology own't broke, don't fix it."[44] Reviewing the SNES version, Frank Provo of GameSpot heralded the graphics as "more than detailed" although admitting that it appeared stylistically similar to the first game.[8] In a dissever review regarding the Game Boy Advance version, Provo praised the graphics as richer and "livelier" than those of the original.[9] In a retrospective review, Marking Birnbaum of IGN stated that whilst the original "boasted some of the near beautiful graphics" on the SNES at the time, Diddy's Kong Quest offered a superior experience due to its detail, smooth animation and varying colour palette.[46]

Jeff Pearson of Nintendojo stated that Rare improved the graphics for Diddy's Kong Quest, and that the character animations appeared "much smoother and more cartoon like" in dissimilarity to the reckoner-generated feel of the original. Pearson also heralded the groundwork designs every bit reaching "newer heights" of quality.[12] A reviewer of Cubed3 heralded the visuals as "unbelievable" for a 16-bit game.[47] A reviewer of Jeux Video stated that the game "pushed the boundaries" of the console and that every particular was "devilishly handsome," and also praised the treatment of the gameplay as being "pushed to a climax."[56] In 2018, Complex ranked the game 17th on their "The Best Super Nintendo Games of All Time."[57]

Sequels and re-releases [edit]

A direct sequel, Donkey Kong State three: Dixie Kong's Double Trouble!, was released for the SNES in 1996 to positive reviews.[58] In the game, Dixie Kong and Kiddy Kong must find both Donkey and Diddy Kong, who have disappeared while exploring the Northern Kremisphere, which has been invaded by the Kremlings.[59] Information technology was farther followed by a succession of more than related Donkey Kong video games, such as Donkey Kong 64 in 1999[60] and Donkey Kong Country Returns in 2010.[61] Diddy'southward Kong Quest was afterwards released for the Game Boy Advance on xv Nov 2004 and the Wii'southward Virtual Console on 21 May 2007.[62] Information technology was made available for the Wii U and New Nintendo 3DS Virtual Panel in 2015 and 2016, respectively.[63] [64] Information technology was later released on the Nintendo Switch via the Nintendo Switch Online service on September 23, 2020.[65] [66]

In the United states, the game'southward Game Boy Accelerate version sold 630,000 copies and earned $19 one thousand thousand by Baronial 2006. During the period between Jan 2000 and August 2006, it was the 41st highest-selling game launched for the Game Boy Advance, Nintendo DS or PlayStation Portable in that state.[67]

Notes [edit]

  1. ^ Originally released in Nippon as Super Donkey Kong 2: Dixie & Diddy ( スーパードンキーコング2 ディクシー&ディディー , Sūpā Donkī Kongu Tsū: Dikushī ando Didī ).

References [edit]

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External links [edit]

  • Official website at the Net Annal
  • Official Nintendo Wii Minisite (in English) at the Internet annal

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Source: https://en.wikipedia.org/wiki/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest

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