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Donkey Kong 64
Five monkeys ride a minecart, pursued in the distance by a stocky reptile with a red cape. Atop, a red and yellow bubble typeface reads "Donkey Kong 64". Along the right sidebar, icons indicates that the game is an exclusive for the Nintendo 64 for up to four players and compatible with the Expansion and Rumble Pak accessories. In the top left corner is an Expansion Pak icon in front of an explosion icon: "Expansion Pak included!" The Rare logo is in the bottom left corner, and next to it, the text, "Collector's edition yellow game pak".
North American box art
Developer(s)Rare
Publisher(s)Nintendo
Director(s)George Andreas
Producer(s)Shigeru Miyamoto
Programmer(s)Chris Sutherland[3]
Artist(s)Mark Stevenson
Composer(s)Grant Kirkhope
SeriesDonkey Kong
Platform(s)Nintendo 64
Release
  • NA:November 22, 1999[1]
  • JP:December 10, 1999
  • PAL:December 6, 1999[2]
Genre(s)Platform,action-adventure
Mode(s)Single-player,multiplayer

Donkey Kong 64is a 1999platform gamedeveloped byRareand published byNintendofor theNintendo 64.It is the onlyDonkey Konggame to feature 3D gameplay. As the gorillaDonkey Kong,the player explores themedlevelsto collect items and rescue his kidnapped family members fromKing K. Rool.The player completesminigamesand puzzles as five playable Kong characters—each with their own special abilities—to receive bananas and other collectibles. Inmultiplayermodes, up to four players can compete indeathmatchandlast man standinggames.

Rare began working onDonkey Kong 64in 1997, following the completion ofDonkey Kong Country 3(1996). It was conceived as a2.5Dplatformer similar toCountrybefore becoming a more open-ended game using theenginefrom Rare'sBanjo-Kazooie(1998). A 16-person team with many recruits from theBanjogroup finished it in 1999. It was published by Nintendo in North America in November and worldwide in December.Donkey Kong 64was the first game to require the Nintendo 64Expansion Pak,an accessory that addedmemoryresources. TheUS$22 millionmarketing campaign included advertisements,sweepstakes,and a national tour.

Donkey Kong 64received acclaim and was Nintendo's top seller during the 1999holiday season;it ultimately sold 5.27 million copies worldwide. It won the 1999E3 Game Critics awardfor Best Platform Game and multiple awards and nominations from magazines. Reviewers praised the exceptional size and length, but criticized its camera controls and emphasis on item collection and backtracking. Some cited its gameplay and visual similarities toBanjo-Kazooieas a detriment. Critics saidDonkey Kong 64did not match the revolutionary impact ofDonkey Kong Countrybut was still among the Nintendo 64's best 3D platform games.

Donkey Kong 64was Rare's finalDonkey Konggame prior to its acquisition byMicrosoftin 2002 and the last majorDonkey Konggame untilJungle Beat(2004). It was rereleased on Nintendo'sWii U Virtual Consolein 2015. Retrospective reviews ofDonkey Kong 64were mixed; critics considered it emblematic of the tedium in Rare's "collectathon" adventure platformers. The "DK Rap",a song featured in the introduction, garnered notoriety as one of the worst songs in a video game.[4]

Gameplay

A brown gorilla runs across a green expanse of blurry green. A palm tree grows in the back right corner and a dark jungle background shows in the distance.
Donkey Kong,the player-controlled character, runs toward an enemy in a jungle-themed world.

Donkey Kong 64is a 3Dplatformingaction-adventure gamein which the player, asDonkey Kongandhis friends,explores an island and collects items to progress throughminigamesand puzzles.[5][6]The game follows a traditional storyline for the series:King K. Rooland his reptilianKremlingsinvade the idyllic DK Isle and kidnap Donkey Kong's friends, planning to power up their Blast-O-Matic weapon and destroy the island.[5][7]After a tutorial, the player embarks as Donkey Kong to rescue the others from their kidnappers and stop K. Rool's plan.[6]While exploring the in-game world and completing puzzle minigames, the player collects two types of bananas: colored bananas, which are color-coded differently for each Kong character, award the player with banana medals and can be traded for access to each world'sboss fight;and golden bananas, a certain number of which are required to unlock each new in-game world.[7]

Most of the puzzles are simple and involve rearranging items, manipulating switches and tiles, or matching items as in the gameConcentration.Minigames include races,minecartrides, and barrels that shoot the characters asprojectiles.There are five such golden banana-rewarding objectives for each of five playable characters across seven themed worlds—200 goals in total, in addition to a connectingoverworld.[6]The worlds' themes include underwater, forest, jungle, and industry.[5][7]Unlike priorDonkey Konggames, the objectivescan be completed in any order.[8][7]The player canfast travelbetween sections of thelevelwith designated warp pads and can swap between characters in designated swap barrels.[2][9]The player collects banana coins, which can be spent to unlock new weapons and abilities, and other collectibles such as weapon ammunition and blueprint puzzle pieces. As in other Rare games, the player often encounters an impasse such as an indestructible object or out-of-reach area, and must acquire a new ability with which to eventually backtrack and resolve it.[6]

Donkey Kong's kidnapped friends become playable characters after being rescued.[10]Each of the five characters begin with basic abilities and can purchase additional, unique abilities fromCranky Kongas the game progresses, which are necessary to solve certain puzzles. For example, Donkey Kong can operate levers,Chunky Kongcan lift rocks,Tiny Kongcan crawl through holes,Diddy Kongcan fly, andLanky Kongcan float. The characters each use unique projectiles and musical instruments. For example, some doors can be opened only with Donkey Kong's coconut projectiles and others can be opened only with Diddy Kong's guitar. There are more special abilities than face buttons on the controller, so button combinations are needed to trigger some abilities. Combinations also trigger special modes, including alternative camera angles, a sniper mode, and a snapshot mode which unlocks more in-game secrets. Playable versions of the originalDonkey Kong(1981) andJetpac(1983) are hidden within the game, and playing through them is required to finish the story.[6]The player-character can also transform into animals, such as Rambi the Rhino and Enguarde the Swordfish, who recur from earlier series games.[11]Optional hardware support includes awidescreenmode[5]andRumble Pakcompatibility.[12]

A separate multiplayer mode has six[13]minigames for two to four players.[5]Monkey Smash is an open arena,deathmatch-style minigame in which up to four players find ammo and use their respective projectile weapons from the single-player game to damage other players before losing all their ownlives.Battle Arena is a king-of-the-hill minigame in which players use weapons and explosives to knock each other off the edge of a platform.[6]Each mode has several sub-types in which players can compete based on time or score.[12]

Development

Conception

The British studioRare,which created the successfulDonkey Kong Countrygames for theSuper Nintendo Entertainment Systemin the mid-1990s, developedDonkey Kong 64,[14]withGregg Maylesleading the effort.[15]Development began in 1997, shortly after the completion ofDonkey Kong Country 3: Dixie Kong's Double Trouble!(1996).[16]It was originally intended for release on theNintendo 64's64DDadd-on,[17][18]but transitioned to cartridge after the 64DD was delayed and eventually canceled.[19]A team of 16 people worked on the game across three years, and an additional eight members assisted in its later stages.[1][16]George Andreas served as the project's director.[20]

Rare conceivedDonkey Kong 64as a linear,2.5Dplatform game similar to theDonkey Kong Countrygames. The Nintendo 64 was still new, and at the time Rare did not have a commongame engine.The linear version was developed for around 18 months before it was eliminated in favor of a more open-ended approach similar to Rare's 1998 gameBanjo-Kazooie(1998).[16]Many developers transitioned from theBanjoteam,[21]and the final version was built atop theBanjogame engine.[15]

Design

The character models were designed and animated from scratch. Rare was unable to reuse the models from theDonkey Kong Countryseries, where they had beenpre-renderedand modeled withNURBsusingPowerAnimator;Donkey Kong 64's real-time 3D graphics could only use polygons, so the team used a new tool, Gamegen. The pre-rendered models were used as reference for the polygon models and textures, such as for the interior of the Kongs' mouths.[22]Though the real-time graphics prevented Rare from reproducing the level of detail seen in theDonkey Kong Countryseries, they allowed for more expressive characters.[16]Rendering satisfactory models proved challenging; lead artist Mark Stevenson noted that "[b]eing able to see this character from any angle, you'd make an animation, put it in the game, and you'd think it looked good side-on, but awful from every other angle!"[20]

Front and back views of a black, plastic cartridge with a red top.
Expansion Pak, a RAM upgrade first required byDonkey Kong 64

The strong emphasis on collectibles was a design choice made at the request of Rare co-founderTim Stamperto distinguishDonkey Kong 64fromBanjo-Kazooie.According to director George Andreas, "I'd always go back to him and say 'Here's some' and he'd go 'No, more things'".[20]Retrospectively, Andreas commented that he should have reined himself in; particularly, he would have liked to unify the color-coded banana system. Rare attempted to differentiateDonkey Kong 64fromBanjo-Kazooiethrough its variety of playable characters, cinematic set-pieces, and bombasticboss battles.According to Andreas, Donkey Kong creatorShigeru Miyamotowas appalled when he saw Donkey Kong shoot a realistic shotgun used as a placeholder during a pre-release demonstration, and quickly sketched the coconut gun used in the final game.[20]

A removed feature, "Stop 'N' Swop",allowed data to be transferred fromBanjo-KazooietoDonkey Kong 64to unlock in-game bonuses.[23]During development, Rare discovered the Nintendo 64 retainedflash memoryfor several seconds after a cartridge's removal. They implemented a feature whereby removing theDonkey Kong 64cartridge and quickly inserting theBanjo-Kazooiecartridge, while the former's memory was still in the console, would unlock bonus content. Nintendo requested Stop 'N' Swop's removal when Rare submittedDonkey Kong 64for approval. Nintendo was concerned the Nintendo 64 would not retainRDRAMlong enough for the feature to work and that it could potentially damage consoles.[24][25]Specifically, Nintendo 64 models produced afterBanjo-Kazooie'srelease reduced the amount of time the console retained flash memory, making Stop 'N' Swop nearly impossible to activate as intended.[23]

Donkey Kong 64was the first of two games[26]to require the Nintendo 64'sExpansion Pak,a consoleRAMupgrade bundled with the game.[5]The Expansion Pak was previously used to power optional higher-resolution graphics, but in the case ofDonkey Kong 64,it was marketed as improving the frame rate and rendering of objects at a distance.[27]Chris Marlow, who was working onConker's Bad Fur Day(2001) at the time, claimed that Rare could not resolve a bug that occurred without the Expansion Pak and thus they were forced, at great expense, to bundle the game with the memory upgrade.[28]However, Stevenson called Marlow's story a "myth" and said that the decision to use the Expansion Pak was made early. Though such a bug did exist toward the end of development, according to Stevenson, the Expansion Pak was not the solution for the problem and it was not introduced for that reason.[22]According to Stevenson, the Expansion Pak was used to power the dynamiclighting system.[29]Nintendo stated that the choice to bundle, rather than selling the accessory separately, would avoid consumer confusion.[30]

Music

A blue duotone headshot photo of a white man with a short haircut in T-shirt.
Donkey Kong 64composer Grant Kirkhope

Grant Kirkhopecomposed the soundtrack, whichNintendo Lifedescribed as closer in spirit toBanjo-Kazooiethan toDavid Wise'sDonkey Kong Countrysoundtracks.[31]However, Kirkhope commented that he tried to retain the darker, atmospheric tone that Wise brought toDonkey Kong Country,and included a remix of Wise's "Jungle Japes".[20]Donkey Kong Country 3composerEveline Fischerwas originally assigned toDonkey Kong 64;Kirkhope became involved after he was asked for assistance, and he provided Donkey Kong's voice.[32]

The "DK Rap",which introduces the Kong character abilities, was conceived and written by Andreas, scored and recorded by Kirkhope, and performed by Andreas and Chris Sutherland.[3][33]It was intended to be a lighthearted joke, although critics interpreted it as a serious songwriting attempt.[20][3][34]Nintendo of Americaran a "DK Rap" contest in which fans record their own version of the rap to win prizes including a trip to its headquarters.[35]

Promotion and release

Rare announcedDonkey Kong 64with a single screenshot on its website[2]and coverage in the January 1999 issue ofNintendo Power.[36]Electronic Gaming Monthlywrote that it was playable by the1997 Electronic Entertainment Expo,[1]thoughIGNsaid that it debuted atthe 1999 event.[37]It was also demonstrated at Nintendo's 1999 trade showSpaceworld.[38]Donkey Kong 64was expected to be a bestseller, as the console's "crowning achievement" in graphics and sound.[39][40]

A translucent green Nintendo 64 console with four controller ports in its front.
Donkey Kong 64was bundled with a special edition Nintendo 64 in translucent "jungle green".

Donkey Kong 64's sizableUS$22 millionmarketing campaign doubled the typical budget for a major Nintendo release. The campaign included a 60-second commercial played at over 10,000 movie theaters during the holiday season, and additional advertisements via billboards, print, and radio.[1]A promotional "The Beast Is Back" tour brought a truck outfitted with Nintendo games across the United States,[41]and a separate sweepstakes between the series andDr Pepperwas advertised insupermarkets.Nintendo projected sales of 2.5 million copies within one year,[27]and later that year increased the number to 4 million copies (1.5 million more than forThe Legend of Zelda: Ocarina of Time), including 1 million of the translucent green Nintendo 64 bundles.[1]Polled retailers expectedDonkey Kong 64to be the top console game sold during the 1999 holiday season.[42]It had littleholiday seasoncompetition from Nintendo, as Nintendo had moved releases includingMario Party 2,Perfect Dark,andPokémon Stadiuminto the next year.[11][1]

Rare and Nintendo releasedDonkey Kong 64in North America in November 1999,[1][11]and a worldwide release followed the next month.[2][43]Nintendo offered a special bundle of the game and console, including a banana yellow-colored game cartridge, its required Expansion Pak, and a transparent green "Jolly Rancher-style "Nintendo 64 console.[1][2][12]

In April 2015,Donkey Kong 64was digitally rereleased as one of the first Nintendo 64 games added to Nintendo'sWii U Virtual Consolecatalog.[44][45]This was the game's first rerelease, as it had not appeared on theWii Virtual Console.[46][47]Why it was never released on the Wii Virtual Console is unknown,[47]althoughNintendo World Reportspeculated that it may have been related to the fact that it contains both the original arcadeDonkey Kong(which was already available on the Virtual Console) andJetpac(which Nintendo does not hold the rights to) as playable bonuses.[48]

Reception

Donkey Kong 64received critical acclaim— "universal acclaim", according to video gamereview aggregatorMetacritic.[49]It became the Nintendo 64's top seller during the 1999 holiday season and Nintendo's chief defense against competitorSega's introduction of itsDreamcastconsole.[56]As a bestseller,Donkey Kong 64joined Nintendo's "Player's Choice"game selection, where high sales continued through the next holiday season.[57]Cumulative worldwide sales were 5.27 million,[58]including more than 2.3 million copies in North America by 2004.[59]It won the 1999E3 Game Critics awardfor Best Platform Game,[15]and several annual awards fromNintendo Power,including best overall game of 1999.[54][55]Donkey Kong 64received nominations for "Game of the Year"and" Console Game of the Year "by theAcademy of Interactive Arts & Sciencesduring the3rd Annual Interactive Achievement Awards(now known as theD.I.C.E. Awards).[60][61]GamePronamed it an "Editor's Choice".[9]IGNdescribedDonkey Kong 64as the biggest and most ambitious Nintendo 64 game as of its release, but very similar toBanjo-Kazooiein its platforming and puzzle design.[6]Similarities between the two games was a common refrain.[2][10]Overall, reviewers were more impressed by its visuals than by its other elements, such as gameplay.[51][6]

Reviewers criticized the emphasis on collecting items and backtracking[26][a]— "an interactiveegg hunt".[10]This had become a trend in Rare's games, andDonkey Kong 64followed the "predictable formula" of making players collect multiple sets of items and in full for a special ending.[51]Next Generationnoted Rare's propensity for backtracking.[10]GameSpotmore diplomatically assumed that players who liked collecting items would be titillated by itsreplay value,and those who did not would be frustrated by its chores.[5]The Cincinnati Enquirerapplauded the minigames as a "welcome diversion [which] add to the fun of an already massive adventure", and which are so good they would have worked as their own released games on previous-generation consoles.[53]EGMsaid the puzzles and minigames are fun the first time through, but they quickly become worn when replayed with increasingly tighter time restrictions.[51]GameSpot,however, considered parts ofDonkey Kong 64's gameplay "cerebral", requiring the consideration of several simultaneous tasks to solve later puzzles.[5]Already familiar with concepts borrowed fromSuper Mario 64,Ocarina of Time,andBanjo-Kazooie,critics considered the player's tasks less innovative or interesting to decipher.[11][6]In retrospective reviews,Nintendo Lifedescribed the chore of collecting objects "excessive" and repetitive. They suggested that backtracking, for instance, could be reduced by letting the player switch between characters at any time.[7][31]

The size and length were frequently noted.[2][6][13][9][10][31]With an estimated 30 hours in basic gameplay,[1][2][7]IGNcalled it Rare'sWar and Peace.[6]GameFanwrote that "big" is an understatement, and "the adventure found within is mastodonic".[52]Writers fromAllGameandEGMbecame frequently lost or distracted in its world.[11][51]The ingenuity of the boss battles, particularly the final battle against K. Rool, was highlighted,[2][51]although the story's ending disappointedEGM.[51]Reviewers found little entertainment in the multiplayer mode but praised the gameplay variety between the five characters.[5][6]The controls also frustrated reviewers, between slow movement speed and camera angle issues.[11][2][5][13][51]For example, characters who become unresponsive during their attack animations are vulnerable to encroaching enemies.[51]Edgewrote that the lack of camera improvements overBanjo-Kazooiewas inexcusable.[50]

Even with the RAM expansion for graphics,Donkey Kong 64's visuals were only found marginally—if at all—better than that of its contemporary games, such as the previous year'sBanjo-Kazooie.[11][5][6][51]IGNavowed thatDonkey Kong 64was not as pretty asBanjo-Kazooie,especially in its water and backgrounds, though it still ranked among the console's prettiest games because the setting is barren and nondescript at first, and only later introduces lighting effects and richer textures.IGNhoped for more from Rare, praising the particle effects (such as in the desert wind), but considering its dynamic lighting overused.[6]N64 Magazinesaid the enhanced effects were most often used for decoration, though they also played some role in puzzles based on illuminating paths.[2]Graphical difficulties were reported even with the extra memory, such as frame rate slowdowns and distant features not appearing in any detail, though overall they commended the graphical flourishes.[5][6]GameSpotalso saw a lack of variety in the environment.[5]

The characters were praised for their personalities, animations, and portrayal of Rare's signature humor.[11][31][52][9][6]Several reviewers noted the personalities shown in character animations.[6][9][52]IGNconsidered the characters less baffling than those of other Rare games, and sometimes funny.[6]GameFanfound that the addition of the three new playable characters to the series offered little personality that would be missed.[52]

IGNsaid that the music was less clever thanBanjo-Kazooie's, but Kirkhope's soundtrack still delivered a variety of moods[6]and fit the setting.[7]Aural clues in the surround sound and the quality of the underwater effects impressedGameSpot.[5]Reviewers criticized the opening "DK Rap"[26]as "embarrassing"[2]and among the worst video game music.[6]GameProsaid it was humorous but lowbrow.[9]Eight years later,Nintendo Lifesaid the song was "loved by some, loathed by others", similar to the game itself.[31]

The consensus was thatDonkey Kong 64lacked the revolutionary potential ofDonkey Kong Countrybut was of a sufficient high quality to sell well during the holiday season.[5][6][51]The Cincinnati Enquirerdescribed its platform style as coupled with many others, such asSuper Mario 64,Banjo-Kazooie,andJet Force Gemini(1999): "Replace the story line, the graphics and a couple of gameplay elements and you basically have the same game". Nonetheless, he said "its mastering of elements that have been done to death may be just the spark needed" to evolve the genre in games released in later years, celebrating its gameplay as addictive and some of the best on the Nintendo 64.[53]Though hyped fans would be disappointed,IGNsaid thatDonkey Kong 64remains an excellent and expansive platformer with an overwhelming amount of things to do.[6]GameFan,on the other hand, was most disappointed by how it "truly offers nothing new" and compared its monotony and repetition with the 1999 filmEyes Wide Shut:"a big bloated project with not enough brilliant moments to justify the numbness... [of] sitting through the whole thing ", it" fails to live up to the Rare name ".[52]Donkey Kong 64's 3D platforming was commonplace by the time of its release and, according toGameSpot,would have fared better as a Nintendo 64launch game.[5]With its competition considered,Daily Radarwrote thatDonkey Kong 64was simply the best 3D platform game on the console.[62]Edgequalified this thought:Donkey Kong 64was the closest any third-party developer had come to outdoing Nintendo's mastery of game structure and was "a fine effort... in its own right ", but its gameplay was derivative and unimaginative compared to the freedom and flexibility of Nintendo'sSuper Mario 64.[50]

In a retrospective review,Nintendo Lifefound the Wii U controller an easy substitute for the Nintendo 64's controls.[7]

Legacy

Rare's 3D platformers became notorious for their emphasis on collecting items, andKotakurememberedDonkey Kong 64as "the worst offender" with hundreds of color-coded bananas.[21]Other retrospective reviewers agreed.[63][64][65]Electronic Gaming Monthlywrote: "As...Super Mario 64breathed life into the 3D platforming genre,Donkey Kong 64sucked it all out "and solidified Rare's reputation for making" collect-a-thon "games.[66]The indie developer behindA Hat in Time,a spiritual successor toBanjo-Kazooie,blamedDonkey Kong 64for the "collect-a-thon platform adventurer" genre's decline in popularity.[67][68]The game holds aGuinness World Recordfor most collectible items in a platform game.[69]

Retro GamerandGame Informerboth remembered the reception as "mixed",[15][70]in consideration of its similarities withBanjo-Kazooieand lack of genre-pushing changes.[15]Though decently reviewed, this and Rare's subsequent Nintendo 64 releases did not meet the extolment of the company's preceding games, and lackluster sales led to a staff exodus that culminated with the company's acquisition byMicrosoftin 2002.[71]Donkey Kong 64was resultingly Rare's finalDonkey Konggame; the series did not receive another major installment untilDonkey Kong Jungle Beat(2004) five years later.[72]Electronic Gaming Monthlynoted at the game's launch, that the Nintendo 64 was approaching the end of its lifecycle, as gamers turned their sights to the SegaDreamcastand SonyPlayStation 2.[1]IGNlater namedDonkey Kong 64as worthy of aremakefor theNintendo 3DShandheld console.[73]In 2009,Official Nintendo Magazineplaced the game 89th in a list of the best Nintendo games, calling it "a forgotten classic".[74]

The "DK Rap" is still remembered for its negative reception,[4]but an upswing in popularity happened more than a decade after release[3]as anInternet meme.Sutherland believes this happened because those who played the game as children had realized the song was meant to be taken as a joke, not a serious songwriting attempt.[20]Similarly, Kirkhope commented that "it's a bit likeABBA,the way they've kind of come back into fashion over the years ".[3]Renditions of the "DK Rap" appeared inSuper Smash Bros. Melee(2001) andDonkey Konga(2003).[75]In 2017, Kirkhope composed a similar rap forYooka-Laylee,a platform game made in homage to Rare's works.[76]The rap plays during Donkey Kong's introduction inThe Super Mario Bros. Movie(2023), included at the behest of Donkey Kong's voice actorSeth Rogen.Kirkhope was flattered by the song's inclusion but disappointed he did not receive credit; the film simply credits it as originating fromDonkey Kong 64.[77][78]

Notes

  1. ^Reviewers who commented on item collection and backtracking includeElectronic Gaming Monthly,[51]GameSpot,[5]GameFan,[52]N64 Magazine,[31]Nintendo Life,[7]Next Generation,[10]Daily Radar,[62]andAllGame.[11]

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