What might initially seem like a simple port of Donkey Kong Country turns out to be a whole new experience which, while borrowing heavily from the SNES game, still manages to validate it's own existence.
The best thing I can liken this game to is it's own soundtrack, which while being very reminiscent of Donkey Kong Country, has melodies often diverge slightly or entirely from their original versions.
The game looks good for a Gameboy game, and it sounds great too. But the platforming is unfortunately clunky and often results in some frustrating deaths that never entirely feel fair. The screen size can also add some artificial difficulty, though the levels are usually designed around the small screen.
Speaking of level design, I think the game definitely holds up in this regard, save for a few levels in particular. The last world even features a completely original (and very fresh) world theme.
I enjoyed collecting 'KONG' letters to save, I feel like it made them seem more valuable beyond secret-hunting. But there were definitely instances where I either couldn't find or reliably access a KONG letter and had to accept that I couldn't save after completing a given level.
In short, if you're looking for a fun little gameboy platformer, or are just desperate for more DKC, I think it's worth your time so long as you can overlook some funky controls and compromised visuals.
The best thing I can liken this game to is it's own soundtrack, which while being very reminiscent of Donkey Kong Country, has melodies often diverge slightly or entirely from their original versions.
The game looks good for a Gameboy game, and it sounds great too. But the platforming is unfortunately clunky and often results in some frustrating deaths that never entirely feel fair. The screen size can also add some artificial difficulty, though the levels are usually designed around the small screen.
Speaking of level design, I think the game definitely holds up in this regard, save for a few levels in particular. The last world even features a completely original (and very fresh) world theme.
I enjoyed collecting 'KONG' letters to save, I feel like it made them seem more valuable beyond secret-hunting. But there were definitely instances where I either couldn't find or reliably access a KONG letter and had to accept that I couldn't save after completing a given level.
In short, if you're looking for a fun little gameboy platformer, or are just desperate for more DKC, I think it's worth your time so long as you can overlook some funky controls and compromised visuals.
A solid and short game for DK's first Game Boy platformer (unless you count Donkey Kong '94). Jumping takes a while to get used to especially when bouncing off of enemies. And the save system is not good in my opinion. Don't like that you have to collect all KONG letters in a level in order to save. You can back track to previous levels to save, but it does get tiring. Good thing the sequels never kept this save feature. Despite those problems I did enjoy this game and I feel like it's best played on the Super Game Boy.
Another game my memory finally unlocked about: it's a remix version (similar to the case of the Mega Man Xtreme games) of various DKC1 levels scrambled and obviously not looking as great as the real deal. But I liked what they tried to accomplish here (considering they managed to put compressed but still high-detailed CGI sprites on Game Boy).
This is probably the first 2D platformer I ever played. I don't remember anything about it other than the yellow cartridge. At that point I had only ever seen 3D games like Mario 64 and Ocarina of Time and simple, abstract arcade games like Pac Man and Galaga. I probably just straight up couldn't tell what I was looking at. I love it. This and Pokemon Red were the first games to challenge me not on a mechanical level, but an artistic one.
Donkey Kong Land is certainly an impressive technical achievement for translating the Donkey Kong Country experience to the Gameboy. The levels vary wildly in themes, length, difficulty, and overall quality. The biggest obstacle however is the incredibly small area you can see at any given time. For this reason an extremely cautious pace and/or rote memorization is necessary, neither of which are particularly conducive to a fun platforming experience. This game is best played for its historical significance and some intriguing twists on DKC, but it is by no means a fun experience.
i commend the attempt at trying dkc on gameboy and it feels pretty good to play but god sometimes dying even when you have diddy or dying to a pit because the screen doesnt move with you or dying to bad enemy/obstacle placement you cant see ahead of you really breaks the spirit to its poor whittled down core after playing a game for monkeys by monkeys
One recurring theme Jeremy Parish talks about in his Game Boy Works series are developers attempting console perfect graphics without adjusting for the resolution of the handheld, and this series is probably the definitive example of that folly. The graphics indeed look as much like DKC as they possibly can at the cost of some very cramped level design. The platforming also feels much more jittery, and the game gets very weird about pits during vertical sections. I ended up stopping at a level requiring jumping on lifts to change their direction, with it being impossible to tell which direction the lifts would go when playing on actual hardware.
That being said, the GB take on Temple Tempest is a bop.
That being said, the GB take on Temple Tempest is a bop.
A messy Gameboy installment of the DKC series that doesn't work so good, but delivers on charm for me. I love that the game takes a lot of big swings, going for a bunch of new enemies, mechanics, and environments all new to this game. This all makes the game very memorable to me, despite it's clunkiness. The translation to Gameboy didn't go so well, and the gameplay isn't as tight as on the SNES and it can also be very hard to read. Still, I appreciate its daring.