Donkey Kong Land Trilogy - No Country for Old Game Boys
Donkey Kong Land Trilogy - No Country for Old Game Boys
Donkey Kong Land is not a port of the original Donkey Kong Country at all. In fact, it is an all-new adventure that hit the Game Boy in the summer of 1995. It's a pretty fun game, and I'm stunned there wasn't a topic on this at all this morning, so I'll host the thread this time!
1 - crunchy
2 - choosy
3 - clumsy
4 - convincingly
5 - crusty
6 - chasey
7 - clammy
8 - crumbly
9 - cloudy
10 - cleverly
11 - clingy
12 - capriciously
Donkey Kong Land 2 apes a lot more from its SNES counterpart than the original did and actually tries to be a handheld DKC2-like game. Whether it succeeds or not is up to you all. I've never played it, but it came out in the fall of 1996.
1 - curse of shadow rambi
2 - tales of the hidden marlin
3 - the contraptions of the crafty spider
4 - the incredible voyage of the invincible rhino
5 - dark seas of kremlin isle
6 - the unfathomable terror of grey
7 - the legendary cursed sword
8 - the amusement park death trap
9 - hedge-maze of the bees
10 - his majesty lord of all pleasantries
11 - relaxation with brother bird
12 - krow the family man
13 - the critter everyone avoided
14 - happiest seal in the world
15 - the glass pirate
16 - the legendary lost world
17 - the tall tele of donkey kong's nephew
Donkey Kong Land 3 was released in the fall of 1997 and plays pretty much like it's trying to be its SNES predecessor while throwing in a different plot. Man, this trilogy was weird, but it's capped off here at long last!
1 - fish and chips
2 - kippers
3 - stottie cake
4 - beef wellington
5 - trifle
6 - scones
7 - jellied eels
8 - cobbler
9 - toast sandwich
10 - potted shrimps
11 - bubbles and squeak
12 - stargazy pie
13 - game pie
1 - crunchy
2 - choosy
3 - clumsy
4 - convincingly
5 - crusty
6 - chasey
7 - clammy
8 - crumbly
9 - cloudy
10 - cleverly
11 - clingy
12 - capriciously
Donkey Kong Land 2 apes a lot more from its SNES counterpart than the original did and actually tries to be a handheld DKC2-like game. Whether it succeeds or not is up to you all. I've never played it, but it came out in the fall of 1996.
1 - curse of shadow rambi
2 - tales of the hidden marlin
3 - the contraptions of the crafty spider
4 - the incredible voyage of the invincible rhino
5 - dark seas of kremlin isle
6 - the unfathomable terror of grey
7 - the legendary cursed sword
8 - the amusement park death trap
9 - hedge-maze of the bees
10 - his majesty lord of all pleasantries
11 - relaxation with brother bird
12 - krow the family man
13 - the critter everyone avoided
14 - happiest seal in the world
15 - the glass pirate
16 - the legendary lost world
17 - the tall tele of donkey kong's nephew
Donkey Kong Land 3 was released in the fall of 1997 and plays pretty much like it's trying to be its SNES predecessor while throwing in a different plot. Man, this trilogy was weird, but it's capped off here at long last!
1 - fish and chips
2 - kippers
3 - stottie cake
4 - beef wellington
5 - trifle
6 - scones
7 - jellied eels
8 - cobbler
9 - toast sandwich
10 - potted shrimps
11 - bubbles and squeak
12 - stargazy pie
13 - game pie
Re: Donkey Kong Land - No Country for Old Game Boys
donkey kong municipality
donkey kong city state
donkey kong republic
donkey kong city state
donkey kong republic
Why don't you eat me?
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
I am perfectly tasty...
AND I'LL STEAL YOUR SOUL!
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Re: Donkey Kong Land - No Country for Old Game Boys
My eyyyyyyyyeeeeees
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Re: Donkey Kong Land - No Country for Old Game Boys
I'm pretty excited to see raocow play through these games. It's pretty common for people to think these games are just rehashes of the original Country games, but they do some pretty cool things at times.
Uh...Do I just sign here? What do you mean it should be obvious? There are people in this world...well...a whole lot of people that can't follow basic instructions!
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
My silly "Collab" Youtube channel https://www.youtube.com/user/Theguyswho ... s/featured
(That means I'm the only person using it nowadays.)
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Re: Donkey Kong Land - No Country for Old Game Boys
Learn from my mistakes and don't watch in 1.5x speed.
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Re: Donkey Kong Land - No Country for Old Game Boys
I think this game could really use having some better contrast with the BGs.
Re: Donkey Kong Land - No Country for Old Game Boys
This was basically the first video game I owned, played and beat, so it holds a real special place in my heart. For the gameboy, the game looks surprisingly detailed. I know the color reduction really hurts, but it's not as terrible as you might expect when playing. They do a pretty good job of having the ground you can stand on contrast from the backgrounds. The music is also really good! I especially love some of the tracks in Worlds 2 and 4.
The plot is very silly but it's only in the manual. Basically Cranky Kong wasn't impressed by DK and Diddy in DKC1, so he makes a bet with them that they couldn't do it all again but on a less powerful system. They take the bet, and Cranky literally phone calls K Rool to come and steal the banana horde and so the game begins.
Level names are not ingame, only listed in the manual. I also think the manual reverses two names in World 4 by mistake.
Also, it was mentioned in the YT comments but saving is handled via the KONG letters. You need all of them in a level to save. Of course, if you're savestating then this won't be an issue.
Manual link: https://www.gamesdatabase.org/Media/SYS ... ntendo.pdf
The plot is very silly but it's only in the manual. Basically Cranky Kong wasn't impressed by DK and Diddy in DKC1, so he makes a bet with them that they couldn't do it all again but on a less powerful system. They take the bet, and Cranky literally phone calls K Rool to come and steal the banana horde and so the game begins.
Level names are not ingame, only listed in the manual. I also think the manual reverses two names in World 4 by mistake.
Also, it was mentioned in the YT comments but saving is handled via the KONG letters. You need all of them in a level to save. Of course, if you're savestating then this won't be an issue.
Manual link: https://www.gamesdatabase.org/Media/SYS ... ntendo.pdf
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Re: Donkey Kong Land - No Country for Old Game Boys
I played Donkey Kong Land 3 once but found the levels to be incredibly boring, just monster along the way. But because I've that I've been highly looking forward to raocow playing them all so I don't have to
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: Donkey Kong Land - No Country for Old Game Boys
this sure is a collection of pixels
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Re: Donkey Kong Land - No Country for Old Game Boys
the sequel to donkey kong jump
convenient noise thread for stress-relief purposes
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Re: Donkey Kong Land - No Country for Old Game Boys
I actually played DKL and I thought it was pretty weak. I should replay it to see if that opinion still sticks
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: Donkey Kong Land - No Country for Old Game Boys
This game is pretty damn good, and I feel it doesn't even need a "for what it is" qualifier.
When I was...phew, 24 years old? I played this for the first time, despite having owned a Game Boy and being a big fan of DKC (2 especially), I just didn't even know it existed. Or maybe I saw it in a store and thought "wtf I have DKC in big already". So no nostalgia! But I really really liked it!
I had downloaded a few GB games, this included, as preparation for a longer hospital stay, and liked it so much that I immediately decided to LP it, and did the entire LP during the hospital stay. It was a lot of fun and is probably my favorite project to date.
What instantly sold me on the game is how well it flows. It is very much like DKC2 in that regard, quite unlike the first game - even raocow with his usual slow and steady approach (trained by SMW ofc) got caught up in that and in many parts just WENT - and you can! A lot of the enemies are set up so you can have big bounce chains just holding jump and right, and the fact that they got the spawning distances correct for that to always consistently work on the GB is nothing short of a miracle.
Because it wasn't yet explained I think: the only thing the coins do is allow you to play the barrel shooting minigame. Basically, you load a coin into a barrel (counter to the top right) and shoot them, ideally at you, and if you can catch them in mid-air, that's a one-up. Yeah, it's a bit anticlimactic. Lives do count beyond filling the heart row at the bottom, so if you're good at the minigame, you can really rack them up if you come into one loaded with coins, but it's not great.
When I was...phew, 24 years old? I played this for the first time, despite having owned a Game Boy and being a big fan of DKC (2 especially), I just didn't even know it existed. Or maybe I saw it in a store and thought "wtf I have DKC in big already". So no nostalgia! But I really really liked it!
I had downloaded a few GB games, this included, as preparation for a longer hospital stay, and liked it so much that I immediately decided to LP it, and did the entire LP during the hospital stay. It was a lot of fun and is probably my favorite project to date.
What instantly sold me on the game is how well it flows. It is very much like DKC2 in that regard, quite unlike the first game - even raocow with his usual slow and steady approach (trained by SMW ofc) got caught up in that and in many parts just WENT - and you can! A lot of the enemies are set up so you can have big bounce chains just holding jump and right, and the fact that they got the spawning distances correct for that to always consistently work on the GB is nothing short of a miracle.
Because it wasn't yet explained I think: the only thing the coins do is allow you to play the barrel shooting minigame. Basically, you load a coin into a barrel (counter to the top right) and shoot them, ideally at you, and if you can catch them in mid-air, that's a one-up. Yeah, it's a bit anticlimactic. Lives do count beyond filling the heart row at the bottom, so if you're good at the minigame, you can really rack them up if you come into one loaded with coins, but it's not great.
Re: Donkey Kong Land - No Country for Old Game Boys
The plot of this game is that Cranky Kong made a game.
No, that's not a joke. I included the actual plot from the manual in spoilers (not really a spoiler, it's just a wall of text).
No, that's not a joke. I included the actual plot from the manual in spoilers (not really a spoiler, it's just a wall of text).
- Leet
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Re: Donkey Kong Land - No Country for Old Game Boys
I think that plot is honestly amazing because it's so transparent about the game's purpose. And since Cranky is challenging the Kongs on their "success", whether they win or lose is actually not determined by you but by the game's sales
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
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Re: Donkey Kong Land - No Country for Old Game Boys
Another memorable game from my childhood. I remember the yellow cartridge, which stuck out amongst my little collection of Game Boy games. There was also a custom border when I played it on the Super Game Boy, I think it was palm trees.
I don't remember the deaths in this game being so abrupt. Made me chuckle a bit.
I don't remember the deaths in this game being so abrupt. Made me chuckle a bit.
Re: Donkey Kong Land - No Country for Old Game Boys
Haven't actually played these games and despite being fond of the DKC games since childhood, I wasn't aware of the DKL games until later.
From what I understand, the three DKL games
From what I understand, the three DKL games
have completely different approaches to the story:
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Re: Donkey Kong Land - No Country for Old Game Boys
I agree that these games’ graphics look muddy a lot, but these games had some fine Super Game Boy palettes. They seemed to be 1 o’ the few developers to realize the brightest color didn’t have to be pure white & the darkest color didn’t have to be pure black.
Rare’s weird with counters for lives — in this game & in Battletoads. ¿Why use hearts, which have traditionally stood for health, for lives? ¿& why make every life take an extra icon, so that if you rack up many lives the whole bottom row is covered in hearts & you can’t tell precisely how many lives you have? They clearly knew how to do life counters in a sane way for the 1st DKC, & I can’t see how they would need to do this for efficiency reasons, since drawing many heart icons should be mo’ intensive than just 1 icon & 2 digits.
I’m also baffled by how this game has level names, put didn’t but them in-game. But they did put in a strikingly detailed “!” for signalling when you beat a level.
Rare’s weird with counters for lives — in this game & in Battletoads. ¿Why use hearts, which have traditionally stood for health, for lives? ¿& why make every life take an extra icon, so that if you rack up many lives the whole bottom row is covered in hearts & you can’t tell precisely how many lives you have? They clearly knew how to do life counters in a sane way for the 1st DKC, & I can’t see how they would need to do this for efficiency reasons, since drawing many heart icons should be mo’ intensive than just 1 icon & 2 digits.
I’m also baffled by how this game has level names, put didn’t but them in-game. But they did put in a strikingly detailed “!” for signalling when you beat a level.
If the manual is our only source o’ knowledge for level names, ¿how do we know 2 level names were switched round? ¿Are the level name’s obviously connected to the levels — like, 1's a desert level with a snow name & the other’s a snow level with a desert name?
Wenn alle stehen bleiben und anstarren
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
und sagen, <¿Warum musst du so sein?>,
schaue ich ihnen einfach in die Augen
und sage ihnen, dass ich von Fledermäusen aufgezogen wurde.
Re: Donkey Kong Land - No Country for Old Game Boys
I think many of the weird decisions that confuse you are due to the necessity of having to compromise UI design for the small screen. It's a wonderful thing that the counters aren't always on-screen in the SNES games, only appearing when they're relevant or want to see them, but you can't really have a UI layer slide on like that on the GB. Similarly, a readable number always in the corner somewhere would be extremely distracting. So they're sacrificing a row on the bottom - giving the game a wide-screen feel in the process - and put the lives there.
It's the same design principle as in the Mega Man Game Boy games, where the life bar (and counter, and boss health) is also tucked away at the bottom so the screen is free of UI clutter, allowing the sprites to be bigger.
In a similar vein, they probably tried fitting level names on the map screen but the text necessary for the typical long rhymey names would have been too big, too much, and also tough to make appear properly and consistently as you change from level to level. Instead, they opted for letting you see as much of the map as possible, with clear level spot indicators to tell you about secrets. In fact, that's pretty necessary as we'll soon see, as the maps are a little more complex than it might seem at first glance.
It's the same design principle as in the Mega Man Game Boy games, where the life bar (and counter, and boss health) is also tucked away at the bottom so the screen is free of UI clutter, allowing the sprites to be bigger.
In a similar vein, they probably tried fitting level names on the map screen but the text necessary for the typical long rhymey names would have been too big, too much, and also tough to make appear properly and consistently as you change from level to level. Instead, they opted for letting you see as much of the map as possible, with clear level spot indicators to tell you about secrets. In fact, that's pretty necessary as we'll soon see, as the maps are a little more complex than it might seem at first glance.
Re: Donkey Kong Land - No Country for Old Game Boys
so i looked up what the tokens do because I don't remember
the FAQs say they're used in bonus rooms to increase the number of lives you can get???? i don't really get it
the FAQs say they're used in bonus rooms to increase the number of lives you can get???? i don't really get it
Re: Donkey Kong Land - No Country for Old Game Boys
You collect the tokens throughout the levels. When you get to a bonus room that has a cannon, every token the Kongs collect when it's shot out of the thing is an extra life. It's as simple as that!
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Re: Donkey Kong Land - No Country for Old Game Boys
I dunno, I feel like the typical pure-white vs pure-black helps a lot with contrast, which is more important than aesthetics in my book, at least.J. J. W. Mezun wrote: ↑4 years ago I agree that these games’ graphics look muddy a lot, but these games had some fine Super Game Boy palettes. They seemed to be 1 o’ the few developers to realize the brightest color didn’t have to be pure white & the darkest color didn’t have to be pure black.
J. J. W. Mezun wrote: ↑4 years ago ¿how do we know 2 level names were switched round? ¿Are the level name’s obviously connected to the levels
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Re: Donkey Kong Land - No Country for Old Game Boys
This is pretty cool-looking for Game Boy. Like others have said, it seems to flow really well. Only thing that seems iffy to me are the jumping physics, like, you seem to plummet down real fast after reaching the apex of your jump. I haven't played it myself though, so I can't make an accurate judgement.
I like how the camera is programmed dynamically to let you see pretty far ahead of you. It's kind of a given in console or PC games, but here it's especially useful due to the screen crunch.
So those coins you collect are used as ammo for the cannon in that bonus game? It's pretty original but it kinda feels like it's just adding extra steps to getting 1-ups.
I like how the camera is programmed dynamically to let you see pretty far ahead of you. It's kind of a given in console or PC games, but here it's especially useful due to the screen crunch.
So those coins you collect are used as ammo for the cannon in that bonus game? It's pretty original but it kinda feels like it's just adding extra steps to getting 1-ups.
- Arctangent
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Re: Donkey Kong Land - No Country for Old Game Boys
i think the main thing that makes it feel so off is that you enter the coin game by finding arbitrary hidden rooms, which not only means the coins do absolutely nothing for a hot second if you don't reach one of those rooms, but also means those rooms are extremely underwhelming if you don't have outside coins to use
it'd feel a lot more natural if you got the coin game any time you completed a level with coins to "spend," like the slot machine from smb2
Re: Donkey Kong Land - No Country for Old Game Boys
Oh man, that would be really fun actuallyArctangent wrote: ↑4 years ago it'd feel a lot more natural if you got the coin game any time you completed a level with coins to "spend," like the slot machine from smb2