Developed
by Rare
Published
by Nintendo
Released
in 1996
In
theory, sequels to games should always be better. Developers have heard what
critics and players think of their earlier games and therefore know what to do
to improve upon them. Video game follow ups, particularly on retro consoles,
have traditionally been refinements rather than reinventions. Keeping what
works, abandoning what didn’t and adding new gameplay mechanics and ideas to
keep the gaming feeling fresh. However, popular series seem to stumble on the
third game. ‘Mega Man 2’, ‘Resident Evil 2’, ‘Monkey Island 2: Le Chucks
Revenge’, ‘Street Fighter II’, ‘Sonic the Hedgehog 2’, ‘Tomb Raider II’,
‘Silent Hill 2’, ‘Streets of Rage 2’, ‘The Sims 2’ and ‘Worms 2’ are often
considered the best in their series, despite them all having later follow ups.
Players it seems will tolerate one sequel that perfects a successful
idea. However beyond that, familiarity starts to breed contempt. As Game Pro
magazine said “some cynics may have a "been there, beat that"
attitude”, “there’s only so much of the same we can take” added Total!
Magazine.
The
game they were both referring to was ‘Donkey Kong Country 3: Dixie Kong’s
Double Trouble’. As a third entry in a ludicrously popular series, developer
Rare should have had a guaranteed hit on their hands. The original ‘Donkey KongCountry’ was celebrated for its incredible visuals. Many confused its
pre-rendered character sprites with real-time 3D models and became convinced
that early previews for the game was showing off Nintendo’s next hardware
iteration. Of course the N64 was infamously delayed but when it was finally
released in 1996, it’s flagship game ‘Super Mario 64’ changed the platform game
genre for ever. So when rare and Nintendo released ‘Donkey Kong Country 3’ for
the Super NES two
months after the launch of this phenomenal Nintendo 64 game, what was once
considered jaw dropping now looked tragically dated. With ‘Mario 64’, rather
than simulated 3D characters, players could actually manipulate a real one
within an actual three dimensional landscape. While the series had been a
Nintendo cornerstone just a couple of years earlier, by 1996 ‘Donkey Kong
Country 3’ felt like a flat outdated afterthought. Gamers had experienced the
z-axis, and so just moving a character left, right, up and down felt restrictive.
With the double whammy of series fatigue and new technology making their
pioneering visuals look irrelevant, Rare clearly felt the need to change things
up for their Super Nintendo swan song. The problem is that their changes to a
winning formula weakened the game and further put off potential
players.
Like
its predecessor, ‘Donkey Kong Country 3’ shuffles the playable cast. It brings
back fan favourite Dixie Kong from the second game, but the mistake was paring
her with the simian toddler Kiddy Kong. Considering the title of the game,
Donkey Kong’s absence was noticed in the first sequel. However fans
seemed to forgive it because Diddy Kong was quirky and charming enough to carry
the game on his own. His speed and agility made him most people’s choice in the
first game anyway, and with Dixie by his side, players of the second game
essentially got an even better version; someone fast, nimble and with the
ability to glide. With weight and strength, Kiddy Kong plays similar to Donkey Kong in the first game, so in many ways this third game is a return to
the character dynamics of the original ‘Donkey Kong Country’. However, this
frankly bizarre looking baby character is far less endearing than the tie
wearing DK. In the previous two games Rare had expanded the Kong family in all
sorts of unexpected ways with mixed results. Cranky Kong was crowd pleasing
with his nostalgia for video games past, but the sexualised Candy Kong and the
trying-too-hard Funky Kong were considered, by many, to be embarrassing. On practically
every fan forum discussing the game, the hatred for Kiddy is obvious.
“Kiddy just brings the whole thing down” said one user while another agreed adding "Kiddy is an abomination”. Although no source is given, a different forum user claimed that “Rare said Kiddy was designed as a character nobody would like enough to want a spin off for him”. This idea is somewhat questionable though as deliberately limiting their franchise’s potential growth would be an odd choice for a developer to make. Regardless, the internet as a whole seems to agree that it was Kiddy’s design, rather than his abilities that caused upset. “Let’s have this right, no wants to play as an Ape in a diaper”, “I get scared seeing his face on the box”. The first game showed that a small light fast character paired with a stronger heavier partner works, indeed in more recent games like ‘Donkey Kong Country : Tropical Freeze’ this is the typical combination . The problem was players just didn’t want the heavier character to be Kiddy. “Personally it should have been Donkey with Dixie. Kiddie Kong is just a discount Donkey Kong. I did not mind the rest of the game though.”
“Kiddy just brings the whole thing down” said one user while another agreed adding "Kiddy is an abomination”. Although no source is given, a different forum user claimed that “Rare said Kiddy was designed as a character nobody would like enough to want a spin off for him”. This idea is somewhat questionable though as deliberately limiting their franchise’s potential growth would be an odd choice for a developer to make. Regardless, the internet as a whole seems to agree that it was Kiddy’s design, rather than his abilities that caused upset. “Let’s have this right, no wants to play as an Ape in a diaper”, “I get scared seeing his face on the box”. The first game showed that a small light fast character paired with a stronger heavier partner works, indeed in more recent games like ‘Donkey Kong Country : Tropical Freeze’ this is the typical combination . The problem was players just didn’t want the heavier character to be Kiddy. “Personally it should have been Donkey with Dixie. Kiddie Kong is just a discount Donkey Kong. I did not mind the rest of the game though.”
Putting
aside an undesirable playable character, the actual gameplay offered in ‘Donkey
Kong Country 3’ is, for the most part, fantastic. It’s sees further refinement
of the core mechanics introduced in 'Donkey Kong Country' and builds on the
improvements added in the sequel. Fans of the series know what to expect.
There’s a great deal of platform jumping, vine swinging and barrel throwing. True to it’s predecessors there’s also levels where you control a
vehicle hurtling along a track and have to swim through a labyrinth. Across the
8 worlds and 48 levels the Kong duo will also encounter animal buddies.
Returning favourites include Enguarde the swordfish, Squitter the spider and
Squawks the parrot. However they’re also accompanied by new animals including
Ellie the elephant, who can suck up water and spray it enemies, and Parry the
"parallel bird", who flies directly above the player collecting
items. I’ve always enjoyed seeing Donkey Kong riding animals but as this was
removed in the first sequel it’s also missing in this game. Instead you have
direct control, improving precision at the cost of charm.
The boss battles of course return and they’re larger and more complex than the previous two games, typically demanding that environments are used against them. Gone are the days when you simply do battle with an enlarged version of a standard level enemy, the bosses in ‘Dixie’s Double Trouble’ are the most varied and diverse in the series so far. However, as the bosses are more imposing they’re also harder to beat, indeed ‘Donkey Kong Country 3’ is the most challenging game in an already notoriously difficult series. Frustratingly many deaths are unavoidable, with enemies appearing without warning. While the game should be applauded for continually introducing new stage gimmicks, several stages are simply arbitrarily cruel. For example
The Lightning Look-Out stage features instant kill electricity strikes that appear every two seconds anywhere on the screen. Then of course there’s the Poisoned Pond polluted water stage with its backwards controls. But these pale in comparison to the brutal Swoopy Salvo, where fast moving birds must be jumped on continually to reach the top of a tree trunk. Tragically, none of these stages are actually fun to play. You don’t even feel a sense of satisfaction for finishing them, just relief that they’re behind you.
The boss battles of course return and they’re larger and more complex than the previous two games, typically demanding that environments are used against them. Gone are the days when you simply do battle with an enlarged version of a standard level enemy, the bosses in ‘Dixie’s Double Trouble’ are the most varied and diverse in the series so far. However, as the bosses are more imposing they’re also harder to beat, indeed ‘Donkey Kong Country 3’ is the most challenging game in an already notoriously difficult series. Frustratingly many deaths are unavoidable, with enemies appearing without warning. While the game should be applauded for continually introducing new stage gimmicks, several stages are simply arbitrarily cruel. For example
The Lightning Look-Out stage features instant kill electricity strikes that appear every two seconds anywhere on the screen. Then of course there’s the Poisoned Pond polluted water stage with its backwards controls. But these pale in comparison to the brutal Swoopy Salvo, where fast moving birds must be jumped on continually to reach the top of a tree trunk. Tragically, none of these stages are actually fun to play. You don’t even feel a sense of satisfaction for finishing them, just relief that they’re behind you.
Another change in the third ‘Donkey Kong Country’ is the emphasis on exploration instead of a straightforward level progression. Unlike the previous installments where the over-world map only served to show the next sequential level, in ‘Donkey Kong Country 3’ players navigate a larger locale, with no defined routes. “Previous ‘DKC’ games had players running willy nilly all over poorly rendered background” wrote Kotaku’s Ben Bertoli. “The path was only clear because the game literally drew you a line to your next level. ‘Double Trouble’ makes the map environment part of the story and not simply a pretty backdrop.”
Map progression through the game unlocks additional areas, but while it does give
the game a larger scope it also feels tacked on and somewhat unnecessary. With
so many of the gimmicks there’s a lingering feeling that developer Rare really
didn't want to repeat themselves and made changes through compulsion rather
than need.
Perhaps
because the second game was so varied, this third entry feels less novel
and original. Snow levels, mechanical stages and wooded sections may now play
differently but they’ve all been done before in the previous two games. As
Eurogamer noted in a retrospective review “this is an exercise in reworking the
same elements and going through the motions in the process. They're fun and
well designed motions, yes, but motions all the same.”
The
Canada-like setting is attractive but it certainly isn’t as engaging as the
pirate ships of ‘Diddy Kong’s Quest’. Perhaps as a nod to the Great White
North, Dixie and Kiddy will meet a number of Bears on their journey. The
Brother Bears can be found in each world of the Northern Kremisphere and they
aide the player by providing tips and offering useful items. Some items must be
purchased with Bear Coins that can be found scattered throughout the levels.
Much like the previous game, ‘Donkey Kong Country 3’ features a bounty of
collectibles and once all are found and a 103% total is reached a final small
area unlocks. Along side the Bear Coins are Bonus Tokens, different coloured
Bananas, DK Coins, various Life Balloons, Cogs, Banana Birds, Kong Letters and
Stars. Each serve a slightly different purpose but collectively they’re
overwhelming. I am usually a player who enjoys hunting for hidden secrets but
when there’s so much to find it quickly feels like a chore. Rare’s more, more, more, attitude has made the game alienating and perhaps this is indicative of
the new less experienced development team trying to trump what their forebears
had done.
Although
directed by industry legend Tim Stamper, ‘Donkey Kong Country 3’ was developed
alongside ‘BlastCorps’ and ‘Golden Eye’. More experienced developers had moved
onto the Nintendo 64 projects with original ‘Donkey Kong Country’ lead designer
Gregg Mayles now busy directing ‘Banjo Kazooie’. Instead Paul Weaver took on
development duties for ‘Donkey Kong Country 3’. “[It was] My first development
role in the games industry” Weaver admits. “it was a golden era for the company
during that time, working closely with Nintendo learning closely from them how
they design games.”
One of
the greatest losses to the game was David Wise’s reduced involvement. The
soundtracks this applauded composer created for the first two games have
been celebrated for decades. Composer Eveline Novakovic (nee Fischer) was
certainly a fan of Wise’s work. “David’s underwater music in ‘DKC’ was a
revelation to me, it was a perfect example of music and SNES working together.”
She has done a valiant attempt at replicating Wise’s style in ‘Donkey Kong
Country 3’ but the magic seems missing and the end result is a soundtrack that
is pleasing but forgettable. As Novakovic notes “I always wrote instinctively
and my style tended to lean towards the atmospheric [...] Writing in the
early days was a steep learning curve though, catchy didn’t come easily to me”.
Tellingly David Wise re-wrote the game’s soundtrack for the GBA port.
However,
while the SNES’ ‘Dixie’s Double Trouble’ may have had inferior music, the
game’s visuals were certainly a series high point. Once again, it utilised the
same Silicon Graphics (SGI) and Advanced Computer Modelling (ACM) rendering
technology as its predecessors, but this game benefited from two years worth of
technique refinement. As a reviewer for Next Generation magazine noticed
"the graphics seem crisper and more detailed than even the already
impressive look featured in ‘Donkey Kong Country 2’”. Arguably ‘Donkey Kong
Country 3’ pushed the SNES as far as it could go. While the game
shows just how much the ageing machine could do, many at the time were adamant
that the visuals looked dated compared to the next generation of consoles.
The
‘Donkey Kong County’ series had seen diminishing returns year on year: the
second game sold half as many units as the original and the third in the series
only managed a third of the first’s total sales. Players, it seems, had become
weary of buying such similar games. That being said, ‘Donkey Kong country 3’
still managed to shift 3,510,000 units. Despite its perceived failure, the
“worst ‘DKC’ game ever” still outsold ‘Star Fox’, ‘F Zero’ and ‘Final FantasyVI’.
You
have to wonder how well ‘Dixie’s Double Trouble’ would have sold with a
different, more appealing, character on the box. With a new console on the
horizon, to guarantee sales Rare needed to utilise its main players; be that
characters in the game or developers behind the scenes. The novelty of the stunning
visuals had expired and without the talent ‘Donkey Kong Country 3’ was always
going to suffer. With its enviable legacy, it was inevitable that this third
game would be compared to what’s come before and it simply doesn’t measure up.
However judged on its own merits its still a tremendous, if occasionally
frustrating, platform game. It offers gameplay that is perhaps more enjoyable
than the majority of the early releases on the N64.
Players
may have considered it dated at the time, but looking back now it looks and
plays so much better than early polygon games on 64bit machines. The series may
have hit its peak with ‘Diddy’s Kong Quest’ but ‘Donkey Kong Country 3’ was a
fantastic last hurrah for the SNES.
Like
so many games on my shelves, ‘Doneky Kong Country 3’ was given to me by a very
generous friend in America. It’s sat unplayed on the shelf for too long, but
it’s always had a well deserved place in my collection.
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