The classic mallet item can be thrown upwards and can be used again if Mario catches it, allowing him to bring it to different parts of the stage. At any point, Mario can flip over onto his hands, which allows him to catch falling barrels, and can also perform higher jumps by timing his jumps from flipping, or by performing a jump while changing direction. If the key is left alone for a certain amount of time, it will return to its original place. 2, he is able to pick up and throw items or certain enemies, which he will need to use to carry the key over to the door. Mario will also lose a life if he hits an enemy or obstacle, though some instances allow Mario to withstand the hit, such as being hit while carrying an item. Mario is able to survive falling from certain distances, though will lose a life if he falls further. The game features various gameplay enhancements from the original game. Extra lives can be earned via mini-games, unlocked by collecting three special items in each level, or at the end of each set based on the total unused time from that set. At this point, players are allowed to save their progress, including their time for each level or for the total set. After the fourth level is cleared, a cutscene is shown depicting a player's abilities that may be needed for the upcoming levels, or to introduce new kinds of traps. Every fourth level is a "battle level" in which the player must either try to reach Pauline, like in the original levels, or defeat Donkey Kong by using his own barrels against him. He must pick it up and carry it to a locked door elsewhere in the stage. The subsequent levels follow a completely different game mechanic in which the player must guide Mario through each level to locate a key. The player is then presented with 97 additional stages spanning nine worlds, for a total of 101 stages with the very last one a fight against a mutated, larger Donkey Kong. After these four initial stages are completed, the usual arcade ending begins, but after a few notes of the "victory theme" Donkey Kong revives, grabs Pauline again, and takes off with her, with Mario giving chase. Also, if you do this for yourself, I learned that After Effects doesn't like indexed colors, so after you index the colors, set the file back to RBG, and everything will work perfectly.The Super Game Boy border used in the game was based on the actual arcade cabinet of the original Donkey Kong.ĭonkey Kong begins with the four levels found in the original arcade game, in which Mario must reach the top of the level and save Pauline. Then I just had to put them into After Effects and edit them into the video. So I took the renders and I limited them to only use the 16 colors (15 colors, 1 invisible) from Donkey Kong's color palette in the game. Photoshop has this neat feature under Images, Mode, Indexed Color, where you can limit any image to a certain amount of colors. The blending mode was set to nearest neighbor to prevent it from getting blurry. I took those renders into Photoshop, and shrank them down so the idle animations were around 40x40 pixels each (since that seemed to be the average size of both original idle animations). Then I animated the models, and rendered sprites at a large size, because rendering it at a small size made it blurry. I tried to make the models as 90's as possible, so the arms are two separate objects that overlap at the elbow, and the fingers are separate from the hands, and the fur is a fractal texture (just like in the original DKC). Using that design, I created a 3D model using Maya. First I researched DK's old design from arcade cabinets and the gameboy game. I took footage of Donkey Kong Country, edited DK out with After Effects, and edited in the sprites I made in Maya. After seeing concept art though I got around to thinking, "What if Nintendo had been more strict with its IP, and told Rareware to stick with Miyamoto's old design for DK and DKJr?" In the 90's Rareware was given the opportunity to redesign one of Nintendo's biggest mascots, Donkey Kong, and rendered him using state-of-the-art, prerendered, CG graphics. ![]() What, you may ask, would the game have looked like if Rare's designers had stuck to the 'classic' Miyamoto design instead of reinventing video gaming's most famous ape? That's what YouTube user Spacepig22 pondered, but instead of just pondering like the rest of us he also created his own set of sprites to illustrate what the game could have looked like. ![]() However, Donkey Kong Country not only gave Kong a new lease of life it gave him an entirely new look which has become the accepted template ever since. ![]() When Rare was given the chance to work with one of Nintendo's most famous intellectual properties, it created one of the SNES' truly classic 2D platformers.
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