I don't really see K. Rool as an idiot, but rather someone who is heavily eccentric. While he's capable of massively intelligent feats and could easily make the more competent villains look like jokes, his goofy nature and pride get in the way.
Always manage to come away thinking about aspects of games in a different light after watching your videos. Don't have much to say on this one besides good work. Also, I actually grew up playing DKC off and on as a kid, but never got very far in it. My siblings and I usually settled with watching our older cousins play it until we either got bored, they played something else, or they went home. My brother and I finally beat it a number of years ago and had a blast with it.
@@zionrose7324 Iirc, the Kremlings are owned by Rare themselves so licensing would be tricky, but we finally got Banjo-Kazooie and K.Rool in Smash so anything is possible at this point.
@@MapleFried Rare doesn’t own the kremlings. Nintendo got everything related to donkey Kong, with the one exception being the Diddy Kong racing characters that aren’t diddy and Krunch. Nintendo just hates donkey Kong fans :(
I know you can't get everything at once, but I'm surprised you didn't touch on one of the hallmarks of the DKC series that further helped to give personality - the animal buddies! In a world where you're used to picking up swords and magical items or mushrooms and invincibility powerups, this game makes those powerups take on the form of additional characters. And while they are similar to yoshi, compare the differences in execution. For starters - Yoshi was found in just any old question mark box. He was treated the same alongside coins, vines, and whatever else could come out of a box like that. But the animal buddies were distinctly marked in a large crate you had to bust open by jumping on it. And each crate had the animal inside clearly marked on it. The game wanted you to know that it was something special inside. On the visual front, SMW had the different colored yoshis that would do different things with shells after slurping one up. But aside from a color change, they were identical in terms of presentation and personality. But the first time you bust Rambi the rhino out of his crate and you see him panting like a dog, and hear the heavy crash as you jump through the air (and hopefully on the face of a kremling that's about to have a bad day....) it's a wholly unique experience. And then there's Enguarde, the swordfish that made the aquatic levels tolerable. And winky the frog and his goofy looking face. Or Espresso....an Ostrich with running shoes....All of them have idle animations and personalities conveyed by their movements, designs, and animations that go so much further than they had to. It is a testament to their own designs, flawed though they may be, that the levels and moments you get them are very, powerfully memorable. I think it would be an interesting thought experiment to see how many people who played a lot of SMW can name off what levels, and where in each level, you get yoshi. Then ask DKC players the same question, but for animal buddies.
I agree that the entire original DKC trilogy oozed with personality, which made it feel really different from any of the other SNES games I grew up with. Your points about hit boxes are really interesting, and I admit I never really thought about it before. I always preferred playing as Diddy Kong (or Dixie in the later entries), because I always felt they were easier to handle. This would totally explain why I felt that way. Also, ohmygosh, the Donkey Kong Country cartoon. My dad was a computer animator in the 90s, so we used to watch that show together because the animation was so mind-blowing at the time. haha.
I love what you covered here, especially with the pre-rendered backgrounds/platforms and the hitboxes. I shared it on Reddit so I hope you get more exposure. Great job :)
Yeah I actually never paid attention to any of that so definitely worth pointing it out. Doesn't hurt my love for the game any but definitely makes you see some issues it indeed had.
I've played and beat this game multiple times when I was a kid and never had any problems with "where platforms start and end, hitboxes," etc. And sprites are still pasted onto the backgrounds whether hand drawn or pre-rendered, it's an illusion either way. A sprite is a sprite.
This was a really good look into DKC. And what you said about the cartoon is completely true, the way he's done in that series is probably the best way you can write a character like K. Rool. Good video!
Noticed a couple things Diddy kong did in this video that I never even thought of doing last time I played the DKC games. Deffinately gonna go back through playing them again in the near future! :D
Regarding your point on how King K. Rool changed as a character, there is a really well made video by King J. Grimm titled "In the mind of King K. Rool." He pretty much explains how he grows from just a goofy and cocky character, to a murderous one after being defeated so many times.
This is an great analysis!I really wish K. Rool would appear in more games.The only major appearance I could think of was the Mario Sluggers series, though. Maybe
Retro Studios handled DKC Returns and replaced the Kremlings, so I'm not certain if K. Rool can come back to the series. Still, I'd like him to come back. Thanks. :)
I was afraid this video would make me sound like a downer, like I was making DKC look bad. Hearing that you enjoyed it is very uplifting. Thanks for watching, guy.
I loved your video! As someone who played this a little as a child, and a lot as an adult, I would tend to agree with you. DKC is fantastic and both looks and sounds absolutely amazing, but it's not without faults. I know that I personally had some trouble with the hitboxes, but with that said, it wasn't enough to ruin my experience of the game.
Donkey Kong Country 2 is far more better and really became a game on its own as RARE had started their best era of gaming around that point in their history with Nintendo that lasted until 2002 when the company was sold to Microsoft, of course RARE still made good games even after being sold to Microsoft but it was not until after Kameo Elements of Power that I felt was RARE's last good to great game and became the start of the downhill trend that RARE has never recovered from.
I think Gruntilda carried some of the personality of K. Rool with her. DK64 wasn't developed by the same team as the original, so that may explain the change in direction.
I loved the DKC cartoon, and I agree with your view of K. Rool. But geez, season 2's CGI is hideous, at least season 1 resembled the first DKC's art direction.
I understand that, what I mean is that, season 1 was animated in France and has very good (for 1995~6) CGI, it looks rather close to DKC1's pre-renders from the instruction manual. Compare it to season 2, animated in Taiwan (the footage you used) which was made in 1998 aproximately... And it's a huge downgrade. I don't know, that always kinda bugged me. Budget reasons, I assume.
3:09 That was an issue even for actual 3D platformers in the time Donkey Kong Country was made. Separation between sprites and backgrounds isn't nessicarily a problem. Compare and contrast, say Earthworm Jim, where it's difficult to tell what can and cannot be stood on.
There are very few platform games where the enemies do chase you. In Super Mario Bros. most enemies move in a set pattern. That's just how these games work so that players can recognize their movement patterns and learn how to approach them. As for K. Rool's more menacing appearance in DK64, its all a farce. He gets sillier and sillier as tthe game goes on until the final battle where he's a complete goofball.
Super Mario 64 comes to mind where enemies pursue you. Even the early Goomba encounters have them chase you if they see you. But it makes sense that memorizing patterns fits that style of game. Platform games certainly have changed, though. As for K. Rool in DK64, that final boss fight was kind of a redemption. It was good to see him act that way.
Super Mario 64 is a 3d platform game. Because the player hlcan move in three dimensions it makes sense for the enemies to chase you. In a 2d platformer the player is limited in movement, so the enemies need to move in set patterns.
Makes me wonder how applicable a 2D platformer would be if there was a large focus on that kind of dynamic enemy reaction. Could be total chaos...or it could be an untapped well of creativity. Definitely worth pondering, I'd say.
Well there are a few enemies that chase you in 2D platformers but precautions have to be made. The sun in SMB3 can chase you but as a result, levels are usually very open, giving you room to avoid them. Phantos in SMB2 chase you but only if you are holding a key. Boos chase you in most Mario games but they stop once you face them. Chain Chomps chase you but they are tied to a post limiting how far they can move. I'm certain that the developers have tested enemy movement and realized that certain limitations need to be made to their movement in order to make an overall enjoyable platforming experience.
Gotta keep things calculated and find a rhythm that accommodates a player's actions and perception skills. It's interesting to think of game design like that. Your comments have definitely added another viewpoint to it all. I really appreciate that kind of feedback. Thanks. :)
Reminds me of the infamous Miyamoto quote "Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good." That's a pretty shallow critique but yours hit the nail on the head. DKC has some serious flaws but it's the kind of game that's greater than the sum of its parts. Good job dude.
I personally think it was fabricated by some jealous fan of some other video game series who somehow hated the DKC games, most likely due to some sort of immaturity. "See! Even Miyamoto dislikes the games!" Or something to that extent.
I found this review to be a bit bizarre… allow me to explain: I do think DKC has its issues and problems, one being that rare played it safe with left to right progression (which overstays its welcome by the end of the game). The other being really boring boss battles. Both of these are fixed in the sequel. THAT BEING SAID, you’ve made the game sound like a guilty pleasure game. Never once did I play through the game and think that DK galloping uphill was an issue or that the hitboxes were unfair or that DK jumping was misleading. These were all non-issues. To relegate DKC (1) to the guilty pleasure rank based on “when DK jumps, he raises his hands” is super cheap.
4:00 to 5:00 and this is a bad thing how? You are stating something, act like it is bad and then come how the game makes up for it. Donkey Kong takes up more Y Space when jumping and X Space wile running next to his idle size. So what? Is there some unwritten rule i don't know about? Is there a hitbox problem seen from todays standarts? It worked fine for me back in the day, and even today the game has aged better than most from that time. Is this a "Mario didn't changed size while moving so everything that does = bad" argument? I feel that this while setup is 50% "i will act like it is bad" and 50% "others didn't do it so it's bad". If you feel like extra layers of content make a game worse, you better stick with pong. (Just wait for all the Oddworld fans to show up to this...")
The foes are to passiv? Wow, unlike most other platformers, who had them passiv for being passiv, DKC had them passiv because they were idiots. Yeah i guess next to last Call of Duty they look a little bit non agressiv
I've been watching a bunch of your videos lately, great stuff! Excellent commentary, a rarity these days and much appreciated.
If I may be so bold, I think the DKC trilogy was better than Sonic or Mario.
Obviously
8:09 I see that more as K. Rool realizing that he just left himself open and thinking "Welp. I did not see that coming."
I don't really see K. Rool as an idiot, but rather someone who is heavily eccentric. While he's capable of massively intelligent feats and could easily make the more competent villains look like jokes, his goofy nature and pride get in the way.
Good point. I do like that eccentricity. It makes him look livelier.
Always manage to come away thinking about aspects of games in a different light after watching your videos. Don't have much to say on this one besides good work.
Also, I actually grew up playing DKC off and on as a kid, but never got very far in it. My siblings and I usually settled with watching our older cousins play it until we either got bored, they played something else, or they went home. My brother and I finally beat it a number of years ago and had a blast with it.
I do my best. Thanks, man. :)
K. Rool's grunt sound is used by like 70% of the enemies in DKC1-3. They knew it was a funny and satisfying sound effect.
Blue Sheep 123 Yeah, they knew. I'm happy they knew.
I Retro ever puts the kremlings in a new DKC game I hope they use an HD version of that sound.
@@zionrose7324
Iirc, the Kremlings are owned by Rare themselves so licensing would be tricky, but we finally got Banjo-Kazooie and K.Rool in Smash so anything is possible at this point.
@@MapleFried Rare doesn’t own the kremlings. Nintendo got everything related to donkey Kong, with the one exception being the Diddy Kong racing characters that aren’t diddy and Krunch. Nintendo just hates donkey Kong fans :(
I know you can't get everything at once, but I'm surprised you didn't touch on one of the hallmarks of the DKC series that further helped to give personality - the animal buddies! In a world where you're used to picking up swords and magical items or mushrooms and invincibility powerups, this game makes those powerups take on the form of additional characters. And while they are similar to yoshi, compare the differences in execution.
For starters - Yoshi was found in just any old question mark box. He was treated the same alongside coins, vines, and whatever else could come out of a box like that. But the animal buddies were distinctly marked in a large crate you had to bust open by jumping on it. And each crate had the animal inside clearly marked on it. The game wanted you to know that it was something special inside. On the visual front, SMW had the different colored yoshis that would do different things with shells after slurping one up. But aside from a color change, they were identical in terms of presentation and personality. But the first time you bust Rambi the rhino out of his crate and you see him panting like a dog, and hear the heavy crash as you jump through the air (and hopefully on the face of a kremling that's about to have a bad day....) it's a wholly unique experience. And then there's Enguarde, the swordfish that made the aquatic levels tolerable. And winky the frog and his goofy looking face. Or Espresso....an Ostrich with running shoes....All of them have idle animations and personalities conveyed by their movements, designs, and animations that go so much further than they had to. It is a testament to their own designs, flawed though they may be, that the levels and moments you get them are very, powerfully memorable.
I think it would be an interesting thought experiment to see how many people who played a lot of SMW can name off what levels, and where in each level, you get yoshi. Then ask DKC players the same question, but for animal buddies.
your comment was long, but it was worth it!
Holy shit an Ostrich with running shoes? Thats Kazooie! ;D
I agree that the entire original DKC trilogy oozed with personality, which made it feel really different from any of the other SNES games I grew up with.
Your points about hit boxes are really interesting, and I admit I never really thought about it before. I always preferred playing as Diddy Kong (or Dixie in the later entries), because I always felt they were easier to handle. This would totally explain why I felt that way.
Also, ohmygosh, the Donkey Kong Country cartoon. My dad was a computer animator in the 90s, so we used to watch that show together because the animation was so mind-blowing at the time. haha.
CGI has definitely been refined since the 90's. The DKC animated show has this cartoonishly low-tech look to it, so maybe that was a good thing. :)
I think K Rool is a King to complement the Kongs. King vs Kongs. King Kong
I love what you covered here, especially with the pre-rendered backgrounds/platforms and the hitboxes. I shared it on Reddit so I hope you get more exposure. Great job :)
That's so appreciated. Thank you. :)
That's where I saw it, great critique, man! Any plan on covering the sequels or Retro games?
Yeah I actually never paid attention to any of that so definitely worth pointing it out. Doesn't hurt my love for the game any but definitely makes you see some issues it indeed had.
I've played and beat this game multiple times when I was a kid and never had any problems with "where platforms start and end, hitboxes," etc. And sprites are still pasted onto the backgrounds whether hand drawn or pre-rendered, it's an illusion either way. A sprite is a sprite.
It is a crime how few subscribers you have for the quality of content you produce.
Thank you. :)
This was a really good look into DKC. And what you said about the cartoon is completely true, the way he's done in that series is probably the best way you can write a character like K. Rool. Good video!
Thank you!
Noticed a couple things Diddy kong did in this video that I never even thought of doing last time I played the DKC games. Deffinately gonna go back through playing them again in the near future! :D
Regarding your point on how King K. Rool changed as a character, there is a really well made video by King J. Grimm titled "In the mind of King K. Rool."
He pretty much explains how he grows from just a goofy and cocky character, to a murderous one after being defeated so many times.
This probably explains why I usually play as Diddy in DKC. DK's hitbox is odd, but I never knew that as a kid.
This is an great analysis!I really wish K. Rool would appear in more games.The only major appearance I could think of was the Mario Sluggers series, though. Maybe
Retro Studios handled DKC Returns and replaced the Kremlings, so I'm not certain if K. Rool can come back to the series. Still, I'd like him to come back. Thanks. :)
You forgot to mention the extraordinary soundtrack from David Wise. Without his compositions the game would lack of character and replayability.
Great video dude, and wonderful analysis. It's been a long ass time since I've played the DKC games, and I appreciated this.
Give em another go, if you get a chance. I've been exploring 2 and 3 myself.
Hell yeah, man! DK MONTH HYPE! For real though, I really enjoyed your analysis here. Especially with the visuals. Great stuff, dude!
I was afraid this video would make me sound like a downer, like I was making DKC look bad. Hearing that you enjoyed it is very uplifting. Thanks for watching, guy.
It felt like you took the good with the bad, and as much as I love DKC - it ain't perfect! Keep up the good work!
I never had any issues with those ice platforms. Looks completely clear where it ends and begins to me.
I'm happy you like it! Favorite childhood game. ❤️
Excellent game. :)
This video was great man! Awesome analysis of the art style, some of the most fascinating parts of the series :) Keep up the good work!
Thank you! Wanted to contribute to your DK Month, so I'm happy you liked it.
To say nothing of the music which adds so much atmosphere.
I loved your video! As someone who played this a little as a child, and a lot as an adult, I would tend to agree with you. DKC is fantastic and both looks and sounds absolutely amazing, but it's not without faults. I know that I personally had some trouble with the hitboxes, but with that said, it wasn't enough to ruin my experience of the game.
Yeah, that's how I felt too. It's a careful balance that the game manages to keep steady. Thanks for watching. :)
How do you feel about that mane K ROOL in smash ultimate
fantastic video, especially for those designing games. Gotta think about the aesthetics of your characters and how they work with the game. 👍
Every little bit counts. Aesthetics can only go so far.
Donkey Kong Country 2 is far more better and really became a game on its own as RARE had started their best era of gaming around that point in their history with Nintendo that lasted until 2002 when the company was sold to Microsoft, of course RARE still made good games even after being sold to Microsoft but it was not until after Kameo Elements of Power that I felt was RARE's last good to great game and became the start of the downhill trend that RARE has never recovered from.
I think Gruntilda carried some of the personality of K. Rool with her. DK64 wasn't developed by the same team as the original, so that may explain the change in direction.
I can definitely see the same goofy personality in Gruntilda, especially in the final boss fight.
I loved the DKC cartoon, and I agree with your view of K. Rool.
But geez, season 2's CGI is hideous, at least season 1 resembled the first DKC's art direction.
TheMexicanLynx It was an early time of CG. Things eventually shaped up.
I understand that, what I mean is that, season 1 was animated in France and has very good (for 1995~6) CGI, it looks rather close to DKC1's pre-renders from the instruction manual. Compare it to season 2, animated in Taiwan (the footage you used) which was made in 1998 aproximately... And it's a huge downgrade. I don't know, that always kinda bugged me. Budget reasons, I assume.
Yeah, us Sega kids missed some gems.
I think K. Rool did become a better villain with the 'Gruntilda treatment' in the 64 game.
Just had to wait until adulthood to see them. Better late than never. :)
3:09 That was an issue even for actual 3D platformers in the time Donkey Kong Country was made.
Separation between sprites and backgrounds isn't nessicarily a problem. Compare and contrast, say Earthworm Jim, where it's difficult to tell what can and cannot be stood on.
TheTurnipKing Absolutely. Earthworm Jim definitely suffered from that too.
There are very few platform games where the enemies do chase you. In Super Mario Bros. most enemies move in a set pattern. That's just how these games work so that players can recognize their movement patterns and learn how to approach them.
As for K. Rool's more menacing appearance in DK64, its all a farce. He gets sillier and sillier as tthe game goes on until the final battle where he's a complete goofball.
Super Mario 64 comes to mind where enemies pursue you. Even the early Goomba encounters have them chase you if they see you. But it makes sense that memorizing patterns fits that style of game. Platform games certainly have changed, though.
As for K. Rool in DK64, that final boss fight was kind of a redemption. It was good to see him act that way.
Super Mario 64 is a 3d platform game. Because the player hlcan move in three dimensions it makes sense for the enemies to chase you. In a 2d platformer the player is limited in movement, so the enemies need to move in set patterns.
Makes me wonder how applicable a 2D platformer would be if there was a large focus on that kind of dynamic enemy reaction. Could be total chaos...or it could be an untapped well of creativity. Definitely worth pondering, I'd say.
Well there are a few enemies that chase you in 2D platformers but precautions have to be made. The sun in SMB3 can chase you but as a result, levels are usually very open, giving you room to avoid them. Phantos in SMB2 chase you but only if you are holding a key. Boos chase you in most Mario games but they stop once you face them. Chain Chomps chase you but they are tied to a post limiting how far they can move.
I'm certain that the developers have tested enemy movement and realized that certain limitations need to be made to their movement in order to make an overall enjoyable platforming experience.
Gotta keep things calculated and find a rhythm that accommodates a player's actions and perception skills. It's interesting to think of game design like that. Your comments have definitely added another viewpoint to it all. I really appreciate that kind of feedback. Thanks. :)
Reminds me of the infamous Miyamoto quote "Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good." That's a pretty shallow critique but yours hit the nail on the head. DKC has some serious flaws but it's the kind of game that's greater than the sum of its parts. Good job dude.
I do think Miyamoto was especially harsh toward this game. Still, I think he might've been a bit jealous. Thanks for watching!
According to Miyamoto, he never actually said that or anything like it. I'm not sure where the misattributed quote actually comes from.
I personally think it was fabricated by some jealous fan of some other video game series who somehow hated the DKC games, most likely due to some sort of immaturity. "See! Even Miyamoto dislikes the games!" Or something to that extent.
Is increible when you think that rare fixed almost all problems of the first dkc and made a way bigger and better game with dkc2, one year later.
Dongs expanded. Well done.
New sub. Thank TGC.
The lack of personality and good humor is what i miss in returns and tropical freeze. Awesome games, but the ambience and characters feels dumb.
I found this review to be a bit bizarre… allow me to explain:
I do think DKC has its issues and problems, one being that rare played it safe with left to right progression (which overstays its welcome by the end of the game). The other being really boring boss battles. Both of these are fixed in the sequel.
THAT BEING SAID, you’ve made the game sound like a guilty pleasure game. Never once did I play through the game and think that DK galloping uphill was an issue or that the hitboxes were unfair or that DK jumping was misleading. These were all non-issues. To relegate DKC (1) to the guilty pleasure rank based on “when DK jumps, he raises his hands” is super cheap.
This sounds too technical for such a masterpiece of its time and also sounds like you never played it
4:00 to 5:00 and this is a bad thing how?
You are stating something, act like it is bad and then come how the game makes up for it.
Donkey Kong takes up more Y Space when jumping and X Space wile running next to his idle size.
So what? Is there some unwritten rule i don't know about? Is there a hitbox problem seen from todays standarts?
It worked fine for me back in the day, and even today the game has aged better than most from that time.
Is this a "Mario didn't changed size while moving so everything that does = bad" argument?
I feel that this while setup is 50% "i will act like it is bad" and 50% "others didn't do it so it's bad". If you feel like extra layers of content make a game worse, you better stick with pong.
(Just wait for all the Oddworld fans to show up to this...")
The foes are to passiv? Wow, unlike most other platformers, who had them passiv for being passiv, DKC had them passiv because they were idiots.
Yeah i guess next to last Call of Duty they look a little bit non agressiv
I wasn't that impressed with Mario or DK when I was younger because the levels in Sonic games felt 5 times as large.
Who else is gonna main King K. Rool in Ultimate?