- #DONKEY KONG COUNTRY RETURNS SOUNDTRACK FULL#
- #DONKEY KONG COUNTRY RETURNS SOUNDTRACK SERIES#
- #DONKEY KONG COUNTRY RETURNS SOUNDTRACK FREE#
The rather silly animal based enemies of Rare fare get replaced by more childish enemies by Retro. So far it works well in-game, but has no chance of rivaling any soundtrack of the original series. Not so in Returns, making several of the bosses highly annoying.
#DONKEY KONG COUNTRY RETURNS SOUNDTRACK SERIES#
In the original series if one enemy (not dying instantly) is hit there is a short period where that enemy doesn't hurt the player. Diddy doesn't throw stuff in front of him anymore like in the original series, instead it gets thrown ahead his head similar to how Donkey does it. Unability to play as Diddy in single player. instead having a beatable enemy shooting something the shot object appearing endlessly without ever seeing a source). Returns completely throws that and even goes the incredible cheap route of having enemies appear without any cause (i.e. The original series were somewhat more about exploration for me, clean up an area and you're no longer in danger. Makes single player mode completely unenjoyable to me personally. They are too loose, too heavy, and the choices of putting the jetpack thingy to jump button and roll to waggle are making speedier runs and attacks way more difficult to get used to than necessary. I just don't like them coming off the original series. Just had one long play session with a friend last night. Would have been awesome to see a couple of pieces pop up from DKC2. I saw World 2, which is pirate-themed, to be a missed opportunity. While the many DKC1 arrangements on display are excellent, the newly composed stuff is tepid, forgettable, and entirely throwaway. The length of the stages feel more akin to DKC1's nowhere near as long (or as difficult) as DKC2's were. The game's overall challenge lies somewhere between DKC1 and DKC2.
#DONKEY KONG COUNTRY RETURNS SOUNDTRACK FULL#
Barrel blasting segments are, of course, back in full force, and the bosses are a throwback to the old pattern-based fights of yesteryear.
The level designs are terrific, with the Klonoa-esque foreground/background planes allowing for some nice set pieces. At least DKC2 had the sense to map Dixie's hair spin to run instead of jump.Īside from that, the game so far is a great return to form. It was the cause of a few unhappy deaths, and it's actually made me think twice about even getting Diddy to avoid the jet pack altogether.
#DONKEY KONG COUNTRY RETURNS SOUNDTRACK FREE#
It's just plain awkward holding down the jump to hover over an enemy, and then suddenly free fall so quickly, only to have to precariously time the jump button again to get that extra boost. But it is when you consider how the floating can seriously mess up your timing. "The change couldn't be that bad," you'd think. Now, it's like the Mario games, where you need to hit the jump button RIGHT AT THE POINT of contact. In the SNES games, this was accomplished by simply HOLDING DOWN the jump button as you made contact. On its own, it works well enough - but recall that DKC had always allowed for an extra jump boost by leaping on top of an enemy. Like most action-platformers that use the temporary float-in-midair mechanic (like Yoshi's Island and Peach in SMB2), the jet pack works by holding down the jump button. But I see absolutely no reason why they couldn't have just designated rolling to the run button as usual.īut the biggest problem I have is with the new jet pack. Blowing? Somewhat irksome, but I'll take it. (For the record, I've only tried the horizontal 'mote setup so far maybe it'll work better with the nunchuck combo?) All the same, this is yet another one of those instances where it feels like motion controls were an unnecessary tack-on. The shake simply doesn't register fast enough in cases like those. It works well enough when you're anticipating a direct run-roll into a group of enemies, but less so when you're trying to pull it off in a pinch, like say, when an enemy is walking right next to you or is about to fall on you from the ledge above. I'm still iffy on the new 'shake the Wiimote to roll' scheme. It only took me about two levels to get used to the new physics. Now, before you NSMB downers cry foul, know that the transition is a lot less jarring. It's sort of like going from Super Mario World to the recent New Super Mario Bros. (What's that you said? "She would use that pun"?)Ĭontrol-wise, Donkey Kong does feel a little heavier and floatier than his SNES counterpart. Anyone pick up Donkey Kong Country Returns yet? I'm already up to World 4, and aside from a few niggling quirks, it's been a barrel blast full of fun.