24 reviews liked by FunnyLilGuy_


okay actually what the fuck? what the dog doin

This games fuckin weird bro. Pretty much every individual part of this game goes for a completely different tone, and it all comes together as the gaming equivalent of eating paste made out of bananas, peas, and sardines. The visuals are made up of reasonably solid looking (albiet framerate-chugging) levels populated by uncanny-looking people. The writing is immensely crass and immature, with a wise-cracking snarky dog interacting with a myriad of cheesy stereotypes with enough poop/fart/sex jokes added in to make any middling dreamworks movie blush. The soundtrack ranges from bumping techno jingles to ambient music that straight up astral projects me to another plane of existence. Our doggy protagonist moves and animates with a shockingly realistic attention to detail compared to other cartoony platformers. It really does feel like the games director, writers, animators, composers, and designers all misunderstood the assignment in their own unique way, making the game an absolute tonal rollercoaster. And that's not even considering the unfittingly eerie and morbid ending.

The thing is though, the actual core game is a pretty solid collectathon, and the more I played it and got used to the serial-killer vibes the game has, the more I honestly enjoyed it. It really did feel like there was a lot of genuine thought in analyzing what dogs do and how to convert them into palpable game mechanics. Like dogs usually just beg, retrieve stuff for people, piss and shit everywhere, dig around in the mud, bark at things, sniff around random places, and eat potentially questionable food from god knows where. All of those aspects of being a dog and more are covered in this game, and the main gameplay of doing dog things to accomplish tasks to earn bones to progress is just as fun as collecting progress mcguffins in any other collectathon.

The game is weird, but it's not half-assed shovelware. If anything, the bizarre vibes make this game certainly hard to ever forget, and I could definitely see this game leaving an impact on me in many different ways if I had played it growing up. It definitely has a cult following, and I can honestly see why. Give it a shot if you enjoy some absolute strange fuckshit. Sasuga europe

Perhaps I was too harsh on you.

I’ve long stood by the opinion that Half-Life 2 is a bad game. Upon revisiting it, it’s become clear to me that Half-Life 2 is not actually a bad game. Half-Life 2 isn’t a good game, and that’s an important distinction to make.

Half-Life 2 is a game defined by moments, by set pieces; the City 17 escape, piloting the airboat, driving down Highway 17, attacking the prison, rushing through the Citadel. What’s unfortunate, then, is largely how uninteresting most of these moments are. While it’s borderline impossible to downplay genuinely fun moments like sprinting along the rooftops while fleeing from the Combine or fighting off waves of zombies in Ravenholm, these moments don’t make up the bulk of the game. If you took a playthrough of Half-Life 2, exported every single frame, and averaged it out into a single screenshot, you’d wind up a photo of a dune buggy steering around runoff canals.

An inordinate amount of time is spent driving on empty roads, steering through identical-looking pipes and basins, walking along the world’s worst beach with nothing but miles of sand and an ocean you can’t swim in. It’s clear with the frequent stop-and-pop sections that interrupt these driving segments that Valve was trying — crunching, after the beta build leaked — to keep players engaged, but I don’t think they succeeded. To their credit, I suppose that this all feels more like the product of poor decision-making rather than them being forced to throw out their old work and start over from scratch, but that’s some faint fucking praise.

A few conversations with some friends of mine have revealed that, universally, we agree that the strongest thing Half-Life 2 has going for it is its aesthetic. Consider how you personally feel about Half-Life 2’s look and feel to determine whether this is a point of celebration or condemnation. Further, we all agreed that something about this particular aesthetic has been lost over the years since release; Garry’s Mod has diluted it heavily into something more funny than oppressive, whether that be through a variety of wacky game modes where Dr. Kleiner goes sledding and Barney sets up an illegal money printer, or through comedic, face-warping machinima like The Gmod Idiot Box and Half-Life: Full-Life Consequences. All of these are, in a way, Half-Life 2. And it’s no fault of Half-Life 2 that it’s difficult to take seriously in the year 2024 simply because of how its legacy has been warped by fans, but it’s borderline undeniable that these have all had an impact on lessening Half-Life 2’s, uh, impact.

Maybe that’s not entirely fair to Half-Life 2, but I’d counter that, apart from City 17 and the interior of the Citadel, the game is pretty generic. The incredibly long canal, highway, antlion cave, and prison assault sections are all as boring to look at as they are to play through, and they really don’t do a good job of delivering on the Combine-occupied hellscape that was promised when you got off of the tram.

As harsh as I’m being, though, I really don’t think all that poorly of Half-Life 2. It’s definitely a game that keeps souring on me the more time I spend away from it, giving me a chance to actually step back and reflect on the parts I didn’t mind in the moment but don’t care for at all in retrospect. I like the narrative they’ve got going on here. Dropping Gordon into the middle of City 17 without a fucking clue in the world why he’s there or what’s going on is an inspired choice, and it plays nicely into G-Man’s little tease about his employers looking for a soldier they can dump into the middle of an active warzone who’ll start blasting away without asking any questions. Similarly, the Combine that you square off against are stupid fodder who exist purely to get merked en masse, but they’re also a token occupation force comprised primarily of conscripted or traitorous humans wearing alien armor. Spinning blades and cars on winches in Ravenholm can be activated at will either to kill zombies or use the moving parts as platforms to reach other areas. There are quite a few moments where the gameplay exists in complete harmony with the world as it is established, and there are quite a few moments where Gordon Freeman has to stop what he's doing to jump up and down on a seesaw. Truly it is a land of contrasts.

What's here is neither particularly good nor particularly bad, and is in a way remarkable for having such a strong legacy despite standing on such weak legs. People say that you needed to be there when this came out to truly appreciate it, but I think that if something is actually good, then it remains good. There are a lot of games out there that are both far older and far better than Half-Life 2, so I don't adhere to the "poorly aged" argument when it seems significantly more likely that people were just so awed by the tech that they didn't notice the emaciated muscles hanging off of the Source Engine skeleton.

The greatest sin Half-Life 2 commits is making a sequel to Half-Life that's boring.

This is a very excellent New Game+ for what was easily the best game of 2023. Almost all of the changes were thoroughly enjoyable and it was a great time to P-Rank all the stages a second time with a new skillset.

The only thing holding this back from being a perfect 5 like the base game is the changes made to the gun while you play as The Noise - it makes Don't Make a Sound and WAR so much less fun, particularly the former.

Yeah, I was a sucker and I bought the Limited Run re-release. I watched the AVGN video years ago, it became one of my favorites, and this appeared to be "The Room" of video games. So I had to have a way to actually play it instead of just watching others play it (especially after the best way of playing it before, through YouTube, was rendered useless after YouTube removed the annotation feature).

And I can honestly say I don't regret spending money and physically adding this game to my collection at all. To all of the people saying "It's not even so bad it's funny. It's just bad", I highly disagree. There's even a lot of really funny shit that the AVGN didn't mention.

Though, unlike The Room, Plumbers Don't Wear Ties is often trying to be funny. The humor comes from its failure in this respect lol

Penny’s Big Breakaway delivers exactly what I wanted from the developers of Sonic Mania. It is a well-designed 3D platformer that retains their vibrant visuals, smooth gameplay mechanics, and exceptional soundtrack that made Sonic Mania so beloved. However, it surpasses that game by consistently offering originality that was lacking in Sonic Mania, which unfortunately caused that game to fail in capturing my interest for multiple playthroughs or being deemed exceptional in my eyes.

It doesn’t dispute the fact that it was made by a very talented team, but shifting to a new IP has given them the freedom to break away from that restriction. It oozes with originality from start to finish, which finally makes me appreciate their meticulous craftsmanship without feeling like I'm just going through the motions.

I do have a couple of minor criticisms regarding this game. The structure of each world and the presence of a boss are really uneven. The toggleable simple control scheme is not very intuitive compared to the default pro control scheme; it feels like it wasn't specifically designed for this game. Lastly, there are instances where the collision doesn't feel polished, as I occasionally get stuck in certain areas or end up in places that seem unintended.

Aside from that, this is one of the most gratifying 3D platformers that I have ever played, with a ton of levels to beat and complete. Additionally, there are bonus levels to unlock, and all that for the reasonable price of 30 dollars?! This is Christian Whitehead’s magnum opus, alongside everyone at Evening Star who contributed their efforts to this game.

I won’t mince my words here: the last month has been a bit underwhelming. Don’t get me wrong, there have been some solid titles that I finally got to finish and everything’s been interesting enough to where I still wrote about it, but nothing’s quite blown my mind recently. Flywrench might have set the bar a bit too high, for better or for worse. So, it looks like it’s time for another nostalgia reset; what better way to get myself back in gear than to go back to the source? Consider this write-up a follow up to my original Donkey Kong Country piece; since I think I’ve fleshed out obstacle escalation theory a ton by this point, I’ll focus more on differences between the two games this time around.

There’s an old Eurogamer review round-up that sort of laments the lack of differences between the original DKC and Diddy’s Kong Quest, referring to the sequel as a victim of “lack of ambition.” I honestly don’t agree with this assessment; Donkey Kong Country 2 preserves much of the original design philosophy for sure, but the game’s levels are often structured so differently with so many new ideas that I find it quite baffling to describe the sequel as “not terribly imaginative.” If anything, there were so many new ideas that many of them led to a lot of dissonance regarding expectations of flow and functionality between the two games. I’ll try to go over as many of the outstanding features as I can, but first, we should address the change in scope that seems to have thrown off so many of us, myself included.

In a retrospective Retro Gamer interview, lead designer Gregg Mayles describes this best: “If we had made it speed runs again then there wouldn’t have been much scope for us to go anywhere different with it.” The focus then, shifted from a speedrunning-friendly momentum-based platformer to a platformer that emphasized exploration, all while still emphasizing fluidity through interchangeable moving parts. Mayles later adds, “[they] wanted to maintain the same ‘go first’ gameplay where all the barrels and baddies were set up so if you went first time – or got the timing right – then the levels were very fluid, but I also wanted to add something new to it. So the first one was very linear, and the second one introduced exploration.”

This is perhaps the most pronounced improvement from the original to the sequel: secret finding and completion now feels significantly more intuitive and fulfilling. While I never personally had much of an issue with exploration in the original, I have to admit that there isn’t much of an incentive trying to find bonus rooms outside of collectibles that all lead to extra lives and the thrill of stumbling upon treasure troves through tougher maneuvers. Diddy’s Kong Quest, however, shows far more focus: the usual spelling and slot minigames alongside treasure troves have been replaced with timed challenges that actively test players’ abilities as par the level’s themes: for example, the bonus area in the first half of Screech’s Sprint requires players to switch between characters to balance out cartwheel jumps and hovering, a bonus area in the windy Gusty Glade requires players to time jumps across dragonflies while being boosted by a current, and so on so forth. Moreover, secret entrances and bonus barrels are more clearly marked with elements such as stray bananas, enemy clusters guarding paths, platforms that are just off-screen, and even banana arrows redirecting players to areas of interest or spelling out button prompts to supercharge animal buddies/team throw. One particularly clever example comes in the level “Target Terror”, where an enemy throwing barrels at you in the car ahead drops to a track below the main track if you decide to make the jump, signifying for future runs that there’s probably something hidden below.

Another improvement towards secret finding comes in the form of cannonballs that have to be carried across segments of the level to activate a cannon into potential bonus sections; it’s a welcome change since it pools the difficulty into the task of ferrying the cannonball while grappling/avoiding enemies inbetween, instead of attempting to create difficulty via obscuring the bonus area entrance. Finally, the reward is also greatly enhanced: instead of more lives to throw into the fray, you receive Kremcoins that can be used to unlock guarded golden barrels by Klubba and access tougher levels in the Lost World to achieve that true ending and snag that sweet, sweet 102% completion. Again, I never found the original limited exploration in DKC to be much of a detriment, but I nevertheless believe that the exploration loop feels much more fleshed out and substantial this time around.

This layer of calculation behind the mechanics translates to practically every single one of the mechanics in the sequel, starting with the characters themselves. It’d be easy to write off Dixie Kong as a Diddy Kong clone, considering that their weight and physics are about the same and Dixie was originally created by iterating upon Diddy’s design in the first place. However, let’s consider Donkey Kong’s value as a controllable character in the original; outside of being a heavier character to one hit KO Armys, Krushas, and Klumps by jumping (Diddy must generally use barrels and cartwheels to defeat these enemies, or in the case of Krushas, often outright avoid them), as well as the abilities to hand slap the ground (not really useful in the original outside of collecting some stray items with no hints and defeating stunned Rock Krocs in one level) and holding the barrel directly above his head, Donkey Kong mostly serves as the character you play when you don’t feel like risking the more agile Diddy Kong to potential death. Diddy’s quicker cartwheel and faster jump means that he is the weapon of choice for most of the platforming in the long expanses of the original DKC, and Donkey Kong is often there just as a “back-up” second life.

In Diddy’s Kong Quest, Dixie and Diddy are stratified enough to where your second character is more than just a representation that you can take a second hit. Diddy is of course, still a pleasure to control thanks to his quick cartwheel jump providing a “low and long” form of movement, and holding the barrel directly in front gives Diddy a quick form of defense for approaching enemies. Dixie, on the other hand, snags Donkey Kong’s utility of holding the barrel directly above the character’s head and utilizing overhead throws with a bit extra. All of her moves involve her long blonde ponytail, including her ability to hover in mid air by holding down Y to slow her descent and reach dangling collectibles while more carefully maneuvering past flying obstacles. As a result, it might be easier to think of Diddy as the better character for the classic speedy platforming experience, while Dixie is not quite as agile but is extremely helpful for spanning larger gaps and taking your time while ascending/descending vertically.

Moreover, the sequel also places additional emphasis upon having both characters available to you at once. Most of this comes in the form of the team-throw: you can pick up your partner at any time and angle the throw to reach collectibles and platforms/hooks that would normally be impossible to jump to. Additionally, since Diddy and Dixie are both lightweights, Krunchas can only be defeated with the team-throw outside of barrel usage and animal buddies, since jumping onto Krunchas will just result in Diddy/Dixie bouncing off. Finally, certain barrel cannons are marked with either Diddy or Dixie’s face, meaning that you will need to either be using that particular character or throwing that particular character into the cannon to be launched. Having both characters on your screen has an inherently deeper meaning than just possessing another hit; not only will you need to pick the correct character for the best approach, you must often have both on-hand to maximize opportunities with the team-throw and be allowed access to character-coded barrels.

Regarding character control, animal buddies have also been greatly buffed. The original was admittingly a bit more wishy-washy towards usage of animal buddies; while they were intended as a power-up, levels had to nevertheless be designed without explicit usage of them, resulting in many situations where animal buddies at best felt like extraneous helpers that could sometimes help unlock secret areas and provided another hit point of health, and at worst feeling like an active detriment (ex: Rambi’s awkward size and maneuverability in Manic Mincers, or Espresso’s inconsistency safely walking over Klap Traps in Orangutan Gang). As seen previously, animal buddies like Rambi and Engarde can throw out attack hitboxes to break fake walls for secrets, but Diddy’s Kong Quest goes beyond that and often sculpts entire playgrounds for animal buddy abilities, going as far as to include animal buddy transformation barrels for particular sections.

Toxic Tower is a great example of this in action: you start with a very open and wide section that requires very high and lengthy jumps, often on Zingers, to scale the initial heights, as per Rattly the Snake’s speciality with the charged superjump. Then, the stage transitions to a more enclosed series of chambers and tight passageways, with tons of vertical navigation and roaming enemies that require Squawk’s flight and egg shots to clear. Finally, the stage’s final stretch is a straight shot up to the exit, forcing the player to rely upon Squitter the Spider to quickly create temporary web platforms to scale up the chute while pursued by the ever-rising toxic waste. As an addendum to maintaining composure with the animal buddy, “No Animal Signs” will force the Kongs to abandon that particular playstyle while often rewarding players that manage to get that far with their animal buddy intact with a reward, such as banana bunches, extra lives, or in some cases, barrels that can be used (and only appear in that particular fashion) to open up yet another secret area. The end result is yet another design tool that’s been pushed to its furthest extents so far for more varied level structures, broadly increasing the DKC toolkit while maintaining the same core principles.

On that note, Donkey Kong Country 2’s most defining experimental level design trend is perhaps its enthusiasm to dabble with verticality. While the original only had one primarily vertical level in Slip Slide Ride, the sequel happily mingles with scaling heights every other level or so, with some levels that resemble a spiraling zig-zag with interspersed horizontal platforming like Windy Well while others commit hard to a full scalar climb such as the aforementioned Toxic Tower. It seems antithetical at first to design so many vertical levels in a game that’s practically mastered its horizontal traversal with the fast cartwheel jump for maintaining momentum, but in my opinion, it’s simply a different language of platforming that builds off the same organic obstacle escalation and fluid movement, and with that different language comes a different set of tools to express the language more fluently. Skyhooks, barrel cannons, animal buddy abilities such as Rattly’s superjump and Squitter’s temporary web platforms, climbable ropes and chains, and even certain water levels that experiment with the changing height of the liquid and interspersing dry land platforms are just some of the many level elements that are utilized to aid ascending player movement, alongside the usual hazards to spur players into action such as the aforementioned rising toxic goo in Toxic Tower and the bramble walls encountered while flapping about with Squawks. Even within this new territory, DKC 2 subverts its own set expectations with two levels that force players to travel downwards, in the form of Parrot Chute Panic (which has players slowly descend a Zinger infested hive with the help of purple budget Squawks) and Black Ice Blitz (which as a foil to Parrot Chute Panic, goads players into quickly descending a slippery icy chasm to avoid being swarmed by grounded foes). Though it is easy to criticize the sequel for taking such a seemingly drastically different approach to level design, I do believe that Diddy’s Kong Quest deserves to stand on its own merits and absolutely presents a more calculated and methodical, yet just as focused platforming experience.

What stands out to me as this game’s greatest strength is that no idea is ever repeated verbatim, both within the game and with respect to the original DKC. A great way to illustrate these wrinkles that are used to diversify level navigation is through examination of the three minecart levels, which have now been rethemed as roller coasters. Target Terror has Diddy and Dixie leaping between skull cars to hit green checkmark barrels while avoiding red X barrels to open up closed gates and avoid closing already open ones. Meanwhile, Rickety Race recontextualizes the roller coaster ride as a straight up competition, incentivizing players to defeat and bypass enemy skull cars to eventually stomp the goon in first place and snag the level’s DK coin. Finally, Haunted Hall introduces the timer into the equation, and requires the player to collide into + barrels while avoiding – barrels to maintain timer longevity and avoid certain doom from the pursuing Kackles. At the end of the day, all of these examples are horizontal auto-scrollers, but thanks to the varied level objectives defining how traversal must be accomplished, the levels still feel distinct without any single one bleeding into another.

I could go on and on about the sheer amount of fresh level elements introduced in DKC 2 and just how many of them remain memorable to me, from the air draft balloons in Red Hot Ride to the rolling giant tires of Jungle Jinx to the usage of Clapper seals in Lava Lagoon purifying the lava into water and creating this mad scramble to make it in one piece to the other side before the liquid heats up again, and so on so forth. Sure, most of these elements are only present in one or two levels and could be written off as “gimmicks,” but that doesn’t take away from their value. Rare’s willingness to throw realism out the window and tinker with so many different kinds of mechanisms may seem at first quite unfocused, but by embracing experimentation that’s all designed to keep the player moving, that eagerness actually points to a deeper level of commitment that few platformers manage to effectively achieve.

Of course, there’s another piece to the puzzle that stops the game from ever feeling too stale, and that’s the theming itself. Again, Rare’s abandonment of realism is a key motivation; while the original DKC was often limited to natural landscapes and caves outside of Kremkroc Industries, Diddy’s Kong Quest commits fully to the absurdity of fighting alligator pirates in an unfamiliar land and as a result, greatly diversifies its various settings from the decks and sails of the Gangplank Galleon (a fitting beginning, considering that the previous adventure ended here), to the glowing infernal pits of Crocodile Cauldron, to the abandoned urban amusement wasteland of Krazy Kremland that nature has begun reclaiming with brambles and overgrown beehives. You don’t need me to tell you that this is one of the most richly textured games on the SNES, with plenty of corresponding level elements such as the sticky honey walls of Hornet Hole and the eerie disappearing ropes of Ghostly Grove to further sell the exoticism and accentuate the level of detail presented in each environment.

I’d be remiss though, to not spend a paragraph gushing about the soundtrack, something that I’d consider a formality at this point while praising the game. If the original Donkey Kong Country OST was a 10, then this is an 11. Not only are there practically no wasted tracks within the repertoire, but also every notable track ends up being a standout. I’m led to believe that David Wise was in a class of his own, because even to this day, the diverse and richly layered instrumentation is like no other. The whistling wind of Jib Jig, the bubbling lava of Hot Head Bop, the screams of excitement from Disco Train: the sheer attention to detail to embed all these different environmental SFX into the tracks themselves so that the effects never break your attention away from the task of platforming is incredible. It’s the cherry on top of this whole package; sure there’s a part of me that might get a little annoyed falling several stories in yet another mine shaft level, but at least I get to do it while the steel hammer samples in Mining Melancholy go for another run.

I’ll quickly address the lingering complaint that I had from the first game as well; I had previously lamented that bosses in Donkey Kong Country seemed to be a one and done affair, though the sequel does a great job substantially increasing their interactivity. Some are still a bit simple but at least have some extra steps to them: these include the first Krow fight, which you can clear by jumping on egg projectiles and then waiting for Krow to run into the held egg (though it is at least justified by being the first boss fight) and Kudgel, whose boss fight becomes a case of “jump when he lands to avoid getting stunlocked” and then ramming TNT barrels into him when appropriate. Fortunately, the highlights leave these fights in the dust. The clear standout for me here is the fight against Kleever, this giant possessed cutlass that slashes at you relentlessly while you jump to and fro between skyhooks dodging fireballs and waiting for the cannonball to respawn to get your hit in. There’s also a boss fight vs yet another giant bee, but unlike the fight vs Queen B in DKC, this King Zing fight lets you play as Squawks and shoot eggs at the giant bee’s stinger, alternating with an invincible phase where you have to dodge spikes in the closest thing resembling a bullet hell in the series and then segueing into a quickfire second phase where Squawks has to defeat an outer circle of respawning normal sized Zingers before landing the final hit.

Even the final fights vs K Rool (sorry, Kaptain K Rool) have been juiced up, with plenty more jumping and rolling to be done to dodge scores of spiked cannon balls as well as some colorful gas clouds that can mess with your control scheme or movement speed if you’re not careful. The first fight is a bit longer than previous boss fights since it serves as the final boss gauntlet, but there's at least some wiggle room since a Buddy Barrel is given to you at the start of each new phase if you've taken a hit. While the true final boss fight in Krocodile Kore more or less uses the same types of attacks as the first encounter, I appreciate that they’ve at least upped the ante with some new attack patterns and scaling everything they have to throw at you in one “phase” before letting you plug up his blunderbuss with a cannonball for good. All in all, it’s improvements across the board for bosses, and while some of them are still a bit lame, it’s a vast jump up from the one-dimensional and often palette swapped fights of the original game.

So, with all the welcome changes out of the way, do I really have any outstanding major complaints to spill? I’ll admit, I often struggle to find any substantial errs in Diddy’s Kong Quest. It’s a more difficult game for sure, but I also find it surprisingly fair: the game gives you plenty of leeway with all the bananas, KONG letters, and hidden balloons and coins to win more lives at Swanky’s Bonus Bonanza, assuming you’re playing competently enough and exploring levels to their greatest extent. Moreover, most levels are pretty condensed and usually don’t take more than several minutes to clear when carefully approached, with plenty of Buddy Barrels and the Star Barrel halfway through the level as fail-safes if you end up taking a hit or two. I’ve also found during my experience that the obstacle escalation theory continues to holds true, and that dangerous moments are often greeted with plenty of warning prior and enough time to react and adapt accordingly, with instances where I’m confronted with something that I’m genuinely not prepared for few and far between. With that said, there are a few exceptions:

- Web Woods is often cited as one of the most notorious levels in the game: the majority of this stage is spent playing as Squitter, with large stretches of abyss that have to be crossed with disposable web platforms while sniping any Zingers and Mini Nectys in the way. Upon my replay, I don’t think it’s as hard as others make it out to be, but it definitely feels a bit longer because Web Woods forces either extremely careful movement and web shots when going fast ( see Mike Kanis’ recording for an example ) or for casual playthroughs, steady and often strenuous platforming across daunting gaps while juggling enemies at the same time. I’ll concede that the level could probably be improved upon with a few smaller gaps and removing the extraneous introductory Kongs platforming section, but otherwise, I think this level serves its purpose well and just takes a bit of time to get used to. Though, I do think that putting the DK coin in the end-of-level target is pretty lazy and evil considering that the coin flashes in the display for less than half a second and you'll have to replay the whole level again if you were just a hair off.

- Screech’s Sprint is probably the most significant difficulty spike present in DKC 2 in my opinion (which is saying something considering Toxic Tower is the level right before this), and as the final level before the first K Rool fight, is unfortunately a bit of a slog and probably my least favorite level in the game. The first half of the level is solid end-game platforming through the brambles and isn’t too bad, but the second half of the level is an extremely tight race as Squawks against his goth counterpart Screech, that has to be played close to perfectly if you’re not aware beforehand of the many shortcuts hidden in the brambles since second place will result in instant death. That’s not even bringing into account the KONG letters that are all present in the race segment, or the hidden DK coin (that can at least be collected in a throwaway run). Needless to say, it’s a cool concept, but there’s not much time given for the player to scale up and adapt to the sudden rush of precision required for the race or to discover all the ins and outs of the course, so if any level in the game feels like throwing away lives and banging your head against the wall, I’d wager that it would probably be this one. Also, it overrides Stickerbush Symphony with its own theme... which isn’t a bad track, but it's automatically my least favorite track in the OST because anything that takes away from the GOAT of VGM is an instant con in my book.

- Animal Antics is generally the final level tackled by most players who are going for the true final boss fight (as the final level in the Lost World), and while I hesitate to call any single level gimmicky, I suppose this is the one that comes closest to the definition. It’s a marathon that involves the usage of all five animal buddies, which already sounds like quite an exhausting affair. However, it’s exacerbated by the fact that the first two animal buddy segments (Rambi and Engarde) are pretty straightforward by this point, but the next two right after the Star Barrel in the form of Squitter and Squawks generally take up a lot more time, especially because the Squawks segment requires you to navigate yet another bramble maze while a mercurial wind current keeps blowing you left and right and forces you to alternate between fighting the wind or fighting the controls to avoid being blown astray by the wind. The final segment with Rattly is not particularly difficult, but it sure is intimidating as hell since there are no Buddy Barrels to be found there and you’ve probably already taken a hit as Squawks, turning what should be the victory lap of a marathon into a one of the most nerve-wracking level finishers, since dying here means getting sent back to the Star Barrel and having to do Squitter, Squawks, and Rattly all over again. It probably doesn’t help that Toxic Tower utilizes the animal buddy swap formula more succinctly either, with a smoother difficulty curve to boot.

Besides these three levels though, I can’t really say that the difficulty in Diddy’s Kong Quest ever felt discouraging to me. If anything, I found my second full playthrough even more fulfilling this time around; while I was still in the process of mastering the controls during my first run, I really got the chance to flesh out my understanding of the levels during my replay and spend more time adapting and figuring out how all the different moving parts and hazardous elements fit together in different ways. With so many new combinations to consider, I could honestly keep at this for days, even weeks upon end putting my skills to the test; more depth via tighter execution barriers from tougher obstacle courses with even more secrets to explore results in a higher skill ceiling after all. It’s really quite rewarding to figure out game-plans for each level and grind out the specific inputs necessary; as Gregg Mayles put it, the fluidity and momentum is still there, just a tad bit more difficult to grasp, and that makes actually achieving it all that much sweeter.

While the jump from the original Donkey Kong Country to Diddy’s Kong Quest came with mostly scores of improvements (even if most of the improvements were over features that never genuinely bothered me in the first place), there is one quality of life issue that does weigh on my mind as an obvious area of improvement. Aside from the tracked Kremcoins and optional DK coins, a third type of collectible in the form of banana coins is also present. However, just like the lives and banana count, the banana coin count is reset whenever the system is turned off since it’s not tracked, which becomes a bit obnoxious because banana coins are mandatory whenever requesting services from the other Kongs, from asking Cranky for hints and Funky for flights to other worlds, to even saving the game itself. It’s at least slightly mitigated since banana coins are plentiful within levels and are respawned every time you revisit, and the first time visiting Wrinkly and Funky for saving and flights respectively in each area will always be free. Nevertheless, I concede that this is a bit of a barrier for newer players who feel the need to save more often or for players who don’t have as much time on their hands to commit to longer sessions to build up lives and banana coin stocks, and Rare did seem to learn from this since paying to save is limited to just Diddy’s Kong Quest in the original trilogy.

All in all, I’m not sure if I have any far-reaching takeaways to present here or if there were really any lessons to be learned in the first place, but I’m glad I finally found the time and the opportunity to come back to really flesh out my understanding of a title that once frustrated the hell out of me as a kid. Sure, I could join the never-ending debate of which title has the greater legacy or “aged better,” but at the end of the day, I don’t think I necessary prefer Diddy’s Kong Quest over the original Donkey Kong Country or vice versa; I simply think that they’re different appeals for different moods. If I want to feel good about myself and just dash through levels in my comfort zone, I’ll pick up the original and spend a couple of hours speedrunning Blackout Basement or Loopy Lights. However, if I want make my hands sweat a bit more and really put my execution to the test, then DKC 2 will be my weapon of choice and I’ll get to feel overwhelmed while the woozy arpeggios of Forest Interlude roll over me once more. Whichever one I pick, I think I’d have a pretty damn good day.

As it stands, I’m not quite ready to put Donkey Kong Country 2 on a pedestal as my favorite 2D momentum-based platformer of all time. That said, I’ll call it an “honorable draw” as Gregg Mayles stated five years ago, and it’s about time that I started being more open with myself regarding my appreciation for what Diddy’s Kong Quest brought to the table. Hopefully, all this musing about will encourage some more to do the same. Thanks for reading, everyone.

Huge thanks to Pangburn for helping me revise and hash this out, alongside being a great source to bounce ideas off of. This review went through several drafts and was easily one of the most challenging write-ups I've ever attempted, and none of this would be possible without his invaluable assistance.

Donkey Kong Country is a shining example of how to create depth through simple yet cohesive design principles, refusing to lose momentum thanks to its constant movement. Throughout its several hour run-time, Rare engages the player with organic challenge by creating a deep learning curve through obstacle escalation, resulting in a tight gameplay loop that demands increasing execution and climaxes with sheer satisfaction. A lot of people thoroughly discuss the (rightfully) praised graphics and soundtrack, but in this review, I’d like to shine a light upon the often underappreciated mechanical and level design.

Donkey Kong Country’s controls are simple, with the basic movement consisting of a tight jump and a roll/cartwheel serving as an attack and a quick burst of speed. The depth comes from successfully mixing rolls alongside jumps, for jump-cancelling the roll not only allows you to maintain horizontal momentum but also jump out of the roll in mid-air to span larger gaps. That said, there’s a catch: coming to the end of the roll animation at any time results in your character abruptly stagnating for a solid second or two, leaving you vulnerable to attack while destroying any momentum you had. However, the ability to barrel into consecutive enemies and chain speed boosts makes this risk very much worth the reward. Thus, learning when to chain bounces off of enemy clusters versus quickly somersaulting into them to speed up the Kongs requires not only good recognition, but also tight execution, and mastering this toolkit remains key to developing player growth and adapting to Donkey Kong Country’s scaling level challenges.

Picture each individual level as a mini-marathon, with their own set of intensity swells. Levels often start out simple, with important level features or gimmicks slowly introduced fairly early on. Then, the difficulty begins to ramp up, with the prominent level features taking up a more active role while punishing more heavily for missed inputs or slow reactions. As the level progresses, these elements intertwine with previously introduced dangers from past levels; these new combinations force further adaptation. Finally, the level comes to its denouement and throws the final gauntlet of variations at you, ending with a quick cooldown section (sometimes with rewards) and perhaps one final “gotcha” moment to seal the deal. This learning curve of slowly picking up the pace and reacting on the fly to increasingly demanding variations upon variations of different obstacles makes the victory lap that much sweeter when you finally break through the crash course, ready to proceed to the next lesson.

As part of this design philosophy, Donkey Kong Country emphasizes usage of moving parts to force specific execution tests; these parts include barrel cannons, swinging ropes, tire swings, and even steel kegs thrown against walls that the Kongs can ride. Furthermore, these passive elements are aided by potentially hazardous obstacles that constantly push players forward and hold them accountable, for stagnation or sloppy inputs will result in quick deaths. For example, Temple Tempest is filled with oversized beavers in millstones that chase you down like a boulder in an Indiana Jones film, while Misty Mines is filled with infinite enemy spawners that threaten to overwhelm you with a flurry of snakes and armadillos. These traversable interactables and constant sources of danger are a fundamental component of the obstacle escalation; they limit your available options and create situations where you must account for and effectively utilize all present elements.

To illustrate the previous points, let’s consider Oil Drum Alley, the first level of Krem Kroc Industries. Oil Drum Alley starts with a simple flaming oil drum atop a gap that’s easily avoided. Inquisitive players may also notice the single banana beneath the drum, implying that there’s a secret to be found. Furthermore, these players can unearth a TNT barrel nearby by recognizing the tells of a dangling rope over a buried object. It then follows that this TNT barrel has some association with the oil drum, and in fact, you’re encouraged to throw the barrel to destroy the oil drum, exposing the secret area below. As such, this single condensed opening segment in Oil Drum Alley both introduces you to the main hazard of the level while providing a hint on how to deal with it.

As you move further through the level, the level begins to test you more and more. First, it starts throwing in enemies between the flaming oil drums such as these leaping Kritters to force you to react to disposing or avoiding these foes. Then, you’re introduced to the first twist of the level after the Continue Barrel: the oil drums can flare on and off. This becomes important because you’re soon forced to use the oil drums as platforms to progress; meanwhile, you also have to now contend with these Lanky Kongs chucking barrels at you. Finally, you reach the climax of the level: platforming on oil drums set on a cycle of two quick burns and an extended burn, over thin air with tire platforms inbetween. As you clear this last segment, you’re met with one final “twist” and reward: the collectible letter “G,” should you choose to unearth it by jumping from the last oil drum.

Admittingly, it would be quite difficult to fit in thirty levels of varied platforming without some degree of repeating elements or compromising in design depth. However, Rare tackles this challenge in two ways. Firstly, Rare is extremely thoughtful at adding subtle wrinkles between similar levels. For example, Forest Frenzy requires players to cling to vertical ropes as an aid to cross vast expanses of abyss while carefully slinking up and down to dodge aerial enemies. However, Slipslide Ride, while also heavily utilizing ropes, plays with this idea by transforming the ropes into the main obstacle. Now, ropes automatically slide the player up or down, and as a result, players must often fight back against the natural flow, jumping to and from various slippery ropes to avoid both falling to their doom and getting spiked at the ceiling. In a similar fashion, Trick Track Trek first introduces the concept of the singular moving platform odyssey, daring the player to survive waves of goons that drop onto the platform from the rafters like a classic elevator defense stage. Conversely, Tanked Up Trouble turns this concept on its head by forcing the player to constantly travel beyond the moving platform, scouring nearby ledges while dodging Zingers to collect fuel cans and keep the platform running, lest it fall out of the sky after exhausting its gas.

Secondly, Rare understands how to cleverly disguise its use of similar elements through theme and interchanging other level assets. A great example here can be found between the second level Ropey Rampage and the Gorilla Glacier stage Ice Age Alley; while both stages heavily rely upon timing jumps between cliffs and swinging ropes, Ice Age Alley innovates upon this by utilizing slippery ice surfaces to punish complacent players while also giving players an opportunity to outright skip the rope swinging if they stumble upon Espresso the Ostrich to flutter over the large gaps. The dynamic set design also plays a huge part in differentiation: weather elements such as rain and snow as well as the changing night/day cycles while progressing through outdoor jungle levels further help sell the varied exotic environments of Kong Island’s wilderness. As such, it’s through these subtle design decisions that each individual level can begin to stand out on its own.

Rare further stratifies its levels by translating these ideas to two different separate settings. The first example comes in the form of two minecart levels. Instead of trekking on the ground, you’re now controlling a constantly moving vehicle in an auto-scroller. At their core, these levels are still classic 2D platforming, just now taking place on rails that require the Kongs to quickly react to hazards in order to precisely time jumps over gaps in the rails as well as various flying foes and overturned minecarts. The second type of variation occurs in the underwater levels, where the players must tap A to doggy paddle (an analog for underwater jumping) while quickly reacting to threats such as pearl spitting clams and whirling Croctopi. Adapting to these levels requires a fundamental understanding that “gravity” and jump limits do not apply in the same manner, and in fact, holding down on the D-pad to quickly descend is just as important as carefully tapping A to maintain your vertical position.

As a final strategy for creating depth within levels, Rare made sure to insert plenty of hidden secrets and surprises as part of the core exploration loop. Scattered around the various levels are tons of bonus areas, often indicated by stray bananas or seemingly out-of-place enemies. They’re usually not too far off the beaten path, as most of these secrets are just a well timed roll-jump or enemy bounce away, or hidden in a nearby breakable wall. These rewards don’t exclusively have to be bonus areas; well-timed execution or careful sleuthing can also result in collecting goodies in the form of animal tokens (for bonus stages to gain even more lives), KONG letters, banana bunches, and extra lives balloons. Even more rarely, this can result in finding shortcuts such as special Warp Barrels to the end of the stage or sequences of automated Barrel Cannons that let you skip difficult cannon timing sections. Having said that, while Rare was able to lay down solid framework for secret discovery, they would greatly improve upon rewards (beyond extra lives and fulfillment) in future iterations.

Despite all my praise, Donkey Kong Country is not perfect; there are aspects that the game fails to imbue with the depth of its standard platforming, such as its boss fights. All of these fights follow the same pattern of attack, dodging while the boss is invincible, attacking again, and repeating (often with a lot of waiting in-between attacks) until the boss is finished. Moreover, two of the bosses (Really Gnawty and Master Necty Snr) are just juiced-up versions of previous bosses (Very Gnawty and Master Necty, respectively) with similar attack patterns. The third boss, Queen B., can be easily dealt with by having Diddy hold the barrel in front of him and waiting for the boss to run into the barrel, and the fifth boss, Dumb Drum, is just a minion rush with plenty of waiting between minion waves. Even the final boss, King K Rool, features plenty of standing around while players wait to dodge the next line of cannonballs. It is a shame that for such an engaging and fine-tuned game, Donkey Kong Country’s bosses unfortunately feel rather un-interactive and one-dimensional.

Regardless, Donkey Kong Country is the epitome of successfully rebooting a beloved franchise and establishing a tough yet fair and fulfilling platforming game loop thanks to its thoughtful obstacle escalation providing an approachable and deep mechanical challenge. While the intimidating learning curve and short run-time may turn off some players, the varied and engaging level designs, distinctive visuals, immersive soundtrack, and high skill ceiling make Donkey Kong Country not just an icon of its era, but also a beloved classic worth revisiting time and time again.

squitter the spider is actually the greatest character design in history. look at that sick cunt. look at how fucking happy he is with his sick ass shoes. hell yeah B)

Hey you! Like Donkey Kong Country? The first game was a little bit archaic for my taste. But when Nintendo released Donkey Kong Country 2 in 95 I think the series really came into its own, commercially and artistically. The whole game has really challenging platforming, and an angelic ost that really gives the game a big boost. It's been compared to Super Mario World, but I think DKC2 has more satisfying platforming. I think this game is Rare's undisputed masterpiece. A game so good that most people don't even think about the level design. But they should! It's not just a game about monkeys, It's a personal statement about the developers themselves.

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