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Although characteristically very quiet about DK's gameplay details, Rare has promised "classic Donkey Kong Country gameplay elements" with mine-cart stages and lots of jumping about and banana-related antics. We should also see a lot more combat in DK64 too, with peanut-pistols the name alone sounds excellent , pineapple-launchers and fruit grenades playing a dominant role, along with some first-person shooting sections.
As you can see from the screenshots on these pages, there are some pretty cool effects associated with these weapons. Check out that bazooka thing that Donkey Kong's wielding. We're not yet sure about that first-person thing.
Don't expect Donkey Quake or anything like that though, chances are it'll be a simple, single-screen, turret-based thing. The levels we got our hands on showcased a number of different gameplay styles. We saw one of the simple, Mario Party -esque mini-games, along with some of the more platform-based levels. There was a lot of swinging about on vines, which was implemented with a very intuitive control system considerably better than that found in the awful PlayStation version of Pitfall that allowed you to swing and jump from vine to vine, Tarzan style.
We also got a glimpse at the trademark Rare system of collectibles, which like so much else about this game, appeared to work in a similar way to that found in Banjo-Kazooie. Fruit features quite heavily as I'm sure you can appreciate. As is the norm.
Rare is keeping pretty quiet about the specifics of its latest project, but it's no secret that DK is joined on his latest quest not only by faithful sidekick Diddy but also by a host of new faces including Tiny, Lanky and Chunky no prizes for guessing how they're going to look. These new characters each have very different abilities, although as we got to press it's not clear if you can switch between them during the game, or whether they each have different quests Sonic Adventure -style.
Rare will release more details on DK64 as well as all its other projects after E3, so hopefully we'll have a lot more screenshots and information next month.
In the meantime--enjoy these. They'd be fools not to, surely? But, the good folk at Twycross kept their mouths shut, until, without warning, a single screenshot appeared on Rare's website. There was Diddy Kong, there was a Kremling, there shiny coins, and there was a minecart.
Donkey Kong 64 was on its way, using the same game engine as the fabulous Banjo-Kazooie , and all signs pointed to it being a worthy continuation of all that made the originals great. Now, exactly one year later, it's here, and it's got a lot to prove. It needs to be sufficiently different to BK. It needs to justify its astonishing? And, after Perfect Dark 's disappointing delay made us cry real tears, it needs to give N64 owners a Christmas to remember.
So, the be all-platforming, or just B-K in ape's clothing? Everything you need to know - about DK64 lies ahead.. Although there are scores of different items to be found in Donkey Kong , the main quest - find the eight keys that will free giant croc K. Lumsy from his cage - revolves around collecting up that bendy fruit that monkey's love. There are five types of normal banana scattered around DK64's eight levels, each colour-coded according to which of the five Kongs can collect it.
The aim is to gather enough bananas on a level to match the number on the boss door - if you then beat the boss, you'll grab a key for K. Lumsy's cage. With every key you find, K. Lumsy will a little dance and open up a new level entrance on the DK Isles hub - but a certain Mr. Locker won't let you in until you've earned the required number of Golden Bananas. The glittering fruit are earned by solving puzzles and winning mini-games - just like the jigsaw bits in Banjo-Kazooie.
If you can find a tie with K. Rod's ugly mug printed on it, stand on it and press Z to be transported to a Battle Arena game, where the aim is to survive an onslaught of Kremlings, without toppling off the edge of the floating platform. Survive, and you'll win a crown - collect as many as you can, as they'll prove essential when it comes to getting your paws on DK64's final boss.
What's three minutes long and embarrassing to watch? If s not Andrea's ill-advised Russian-style dance routine - although, believe us, that's almost unbearable.
On this evidence, wicka-wicka-Will Smith hasn't got much to worry about. It costs? They're similar to the levels in Mario or Banjo, with loads of different things to see, do and discover as you unlock doors, activate switches and uncover previously hidden areas within.
Here's a look at the game's first three levels, and hints on how to bring about the Kong family reunion. Donkey Kong 64's first world is a jungle clearing, filled with palm trees, wandering beavers and buzzing bees. Time to get monkeying, then. Bearing more than a slight resemblance to Banjo-Kazooie's desert level, this world features quicksand, spitting camels, and more palm trees.
When you first meet Cranky, he'll promise you 'something special' in return for 15 Banana Medals. Collecting 75 bananas will earn you a single medal, so it'll be some time before you muster the full 15, but when you do. Cranky will give you the chance to play a full version of Rare's Sinclair Spectrum classic, Jetpac. Set inside a huge, mechanical toy factory, complete with clockwork Kremlings and walking dice, there's something strangely eerie about this third world.
There's a big fairy hidden somewhere on DK Isles needless hint: look for the island in the shape of a fairy's face , and she's blubbing about her lost friends, who are scattered around DK64's eight levels. With the help of the camera she hands over, you can recapture the giggling blue imps by photographing them. There are 20 Banana Fairies in all, and five superb bonuses available on the way to snapping them all. Which we're not going to spoil for you.
Most apes are restricted to swinging from trees, shouting 'ooh! Not the five- strong Kong family, though: they've got over moves between them, all of which come into their own for certain puzzles.
By leaping into barrel. Tiny can live up to her name by shrinking to a twentieth of her usual size. There's usually a suitably small door nearby for the shrunken simian to scamper into. Chunky can render himself invisible by standing on a Chunky Pad. It's most useful in the big wooden hut in the Crystal Caverns, where the ape needs to sneak up to a banana without being caught by the searchlights.
Invincibility by any other name. This move doesn't crop up too much, but it's handy when Donkey Kong needs to scamper across molten lava or avoid attack from the irritating viking boys. Clown-ape hybrid Lanky can hit a Lanky pad, flip onto his hands, and - taking a leaf from Kazooie's book - scamper up slopes that the other Kongs can't negotiate. It's the only way to reach some of the level's warp pads. If Diddy leaps into a barrel with his face on, he'll be equipped with a flaming pair of rocket boosters.
There are plenty of high switches, but you'll inevitably forget them as you enjoy soaring around the sky. There's a big fairy hidden somewhere on DK Isles needless hint took for the island in the shape of a fairy's face , and she's blubbing about her lost friends, who are scattered around DK64's eight levels.
While this is mostly used for decoration's sake - the circular shadows that dance around the Kongs, the sparkly lights that illuminate the Toff 'n' Scoff room after the torches are blown out, the deep, dark underwater sections with Glimmer the fish lighting the way - it's also put to brilliant use in some of the game's puzzles. The best is a short section where Diddy negotiates a suspended maze, with only a torch-carrying parrot for company.
Donkey Kong's most famous feature - the minecart ride - makes a glorious return in DK It's where Rare are at their most extravagant with impressive lighting, blink-and-you'll-miss-it events, and frightening speed combined to create - yes - a real rollercoaster ride. Cranky's wife, Wrinkly Kong, has sadly passed away since the Kong family's last adventure, but she's still on hand to supply helpful tips. Wander in front of a Wrinkly Door, and her ghostfy form will appear to tell you how to solve one of the level's puzzles.
If s of great help to novice gamers, while experienced platform fans can ignore the doors and avoid having DK64's puzzles spoiled. We weren't convinced that weapons and platform games could mix, but the Kongs' arsenal works surprisingly well. The orange grenades are a pleasure to use, homing in on bad guys to avoid tiresome aiming problems, and the guns are superb.
It's hugely satisfying to knock beavers flying with a well-placed coconut shell complete with satisfying 'thwock! Additionally, Funky will sell you a sniper add-on for your weapons, where the sights take on an authentically wild swinging motion as you zoom further in to faraway switches. The DK64 team have borrowed the Change Tile system from Banjo-Kazooie, giving the Kongs the ability to jump into crates and change into other animals.
Such as You can see this giant rhino doing what he does best - headbutting beavers and knocking down huts - in the walkthrough a few pages back. There are also a number of doors that can only be knocked down by Rambi's rock-like nut, opening up new switches and puzzles for Tiny and Lanky. Disappointingly, though, he's forbidden from entering certain areas - a giant No Entry' sign will appear on screen and you'll automatically morph back to Donkey Kong's beefy form. He's a pleasure to control, cutting through the water like a missile, and there's a cute challenge where Engarde needs jump through rings to open up new areas for Kongs.
Brilliantly, both Engarde and Rambi to knock down beavers or swim through rings against the clock. To gain access to these games, you need to Rare's perverse sense of humour has become increasingly apparent in recent games UFG's 'Specialist Magazine' springs to mind , and if you're looking for more, be sure to spend some time with DK64's absolutely superb instruction manual. With Cranky 'hosting' it, Rare have been given free reign to poke fun at their very own game, including a brilliant bit where the old ape introduces the section explaining Candy's Musical Instruments with, "Hey!
This is robbed from Zelda! If you want to get your mitts on all those lovely shiny bananas, you'll need to perfect your Bonus Game skills. Here's a selection of the best mini games, and how to crack them. Simple: kill all the bad guys and find the chequered finish line. The time limit seems far too tight, until you realise that you're allowed to use your Peanut Popguns. You've got infinite bullets, so don't bother to aim - just keep popping.
Almost too difficult, with the aim being to snap at the beavers and herd them into the central hole. We found it best to tap A and B, jumping and barking' like crazy, and pray that the beavers didn't steer themselves away from the pit. A nightmare. This one is brain-scramblingly difficult.
Kong's in a minecart, and needs to switch routes to avoid colliding with explosive barrels Rush into the centre, slow down to lure the barrels into your lane, then quickly rush back to the outside again. Here, hungry crocs need to be fed with melons to avoid them gobbling passing fairies. Confusing and not much fun, but you'll need your wits about you to complete it. Slowly work your way from left-to-right and top-to-bottom, then repeat.
Does exactly what it says on the tin. It's not as easy as it looks. Forget about tapping only when the fly's underneath the swat - instead, pump A continuously, so that the insect is automatically squashed when you manoeuvre the crusher over it. Rescue the seal in Gloomy Galleon and you'll be treated to a Wave Race -style race against him. You're allowed to miss the buoys a maximum of five times, so nip around the outside if it'll save you time, and keep jumping for those coins.
You'll come across this variation on the minecart ride in the Haunted House level. It's easy when you know how — simply move as slowly as possible to grab all the coins. When the ghostly faces come screaming towards you, switch lanes with left and right to avoid them. Found in the Crystal Caves level, this isn't easy at all. Avoid going all-out for speed - hold back a little so you don't crash into the beetle at junctions.
On the last stretch, she loses a lot of speed, so you've got plenty of time to catch up at the end. The boss encounters in DK64 are the most exciting since Zelda , with Rare chucking in every fancy graphical effect and quick camera cut they can muster to make the battles fast, involving and painfully tricky. Oddly, some of the battles don't ask you to physically touch the boss - Lanky, for example, needs to ride around in a speedboat, steering through rings to complete an electrical circuit and fry the big baddie, while Tiny's encounter is a tricky, platform-jumping challenge.
The final battle with King K. Rool, meanwhile, is just about the longest, satisfying and most inventive in videogame history. And we're not going to show you any of it.
The story is the usual Big-Baddie-Crushes-Good-Guys nonsense This one's worse than ail the previous efforts put together! It also allows for some superb cut- scenes, including a laugh-out-loud moment where K. Rool reverses his moveable Island with a bus-style warning beep. The story also paves the way for a brilliant, Zelda-style concluding level. Then, like the sparkling ray of sunlight that signifies the end of the storm, this arrived.
Donkey Kong 64 is everything a platformer should be: vast, complex, beautiful to look at, and impossibly involving. While lesser games cower in the corner with their half-hearted controls and linear play, DK64 presents intricate puzzles, sprawling levels and magnificent sights that perfectly reflect how much real effort has gone into its making.
DK64 is the first platformer for months to ditch long, linear paths in favour of huge, open-plan 3D worlds. The very first level, Jungle Japes, is a beautiful start to the game - a gigantic, multi-levelled jungle clearing filled with things for Donkey Kong to run around, jump onto, climb up and fire at. It's followed by a wonderfully picturesque woodland area complete with working water-mill, a watery wonderland towered over by an active lighthouse, and a menacing, multi-roomed castle that takes a good ten minutes to climb to the top of Throughout DK64, Rare are positively begging you to explore and experiment, all the while teasing you with locked doors, sealed-off bananas and unreachable objects.
Once those doors and objects open up, the sheer scale of DK64 becomes apparent, and it's Truly breathtaking. As you begin, your task seems simple: grab bananas and find the keys that will unlock K.
Fifteen minutes later, after collecting a few new moves and meeting characters like Cranky and Funky, your quest has ballooned into a search for coins, blueprints, banana medals, crowns, barrels and much more. And this is all before you've even caught a glimpse of the other four Kongs - once Diddy, Lanky, Tiny and Chunky are under your control, four fresh sets of items, switches and areas become accessible.
Donkey Kong 64 is nothing short of colossal. Because the five members of the DK family are individuals unlike Banjo-Kazooie's glued-together duo , Rare have been able to stuff every level with things to do.
In just one of Frantic Factory's many rooms, you'll notice a mini game barrel just high enough for Lanky, a Tiny-sized miniature tunnel entrance, a sealed-off room that Chunky could easily punch his way into, and a mid-air platform that's crying out for Diddy's jetpacking skills. You'll be itching to explore them all, and tedious character swapping is kept to a minimum - the uniform distribution of puzzles around each world means there's plenty to do with one character before needing to move on to the next.
Sometimes - very occasionally - there's almost too much to DK With so much to do, and so many enticing new areas opening up with every switch pressed and banana collected, it can become overwhelming. But, mostly, DK64's size is thrilling. Time and again, you'll set off to Pineapple Gun a switch or negotiate a platform, only to be distracted by a mini game barrel you pass on the way, or an underwater door that you hadn't noticed before - at which point, you'll become irretrievably involved as another, entirely new set of puzzles unravels before your eyes.
It's all the more impressive, then, that DK64 manages to keep things sufficiently varied. Two types of challenges lead to the fabled Golden Bananas: traditional tests of agility negotiate platforms, fly through rings, stomp on switches , and short, self-contained mini games.
The platforming is mostly stuff we've seen before in Mario and Banjo-Kazooie, but pulled off with typical Rare flair - why scale a mountain when you could be trekking in and out of a mountain-sized toadstool? It's all pitched at just the right difficulty level, too: no puzzle will stop you in your tracks, but there's a pleasant 'aah, I see!
The only heart-sinking moment comes as you're introduced to each new level, because Donkey Kong's worlds - and, occasionally, the puzzles within - are disappointingly similar in theme to Banjo-Kazooie's. Donkey Kong's environments, though, are more polished than B-K's, leaving you that much more immersed. We're used to seeing ice blocks glitter, bulbs swing and fireballs bounce, but not realistically lighting up characters and casting multiple shadows as they do so.
Meanwhile, steam rises from molted ice, clouds of sand obstruct Kong's desert vision, and walls reflect the shimmering light of the water's properly bobbing surface.
In fact, the sections where your monkey dives below the undulating waves perfectly demonstrate the fine attention to detail - to both visuals and gameplay - that makes DK64 a Banjo beater. The music is muffled to perfectly recreate that echoey, submerged sound, the controls are immediately intuitive, and - praise be - there's no 'airometer', giving you infinite time to probe the murky depths.
Above ground, it's equally impressive - even "the weather changes as you wander between areas, with the sky darkening, raindrops falling, and thunder ominously rolling. It's so convincing, you'll actually begin to feel cold. Typically, there are a few problems with the camera.
It's improved since the stubborn wall-basher we saw at E3, but it's still 'sticky', and occasionally flicks around to look at your face for no discernible reason.
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