I see you can piece together the puzzles over the course of multiple runs, but do you need to get all the KONG letters in a single run?
In Original Mode, yes. In Funky Mode, no.
I see you can piece together the puzzles over the course of multiple runs, but do you need to get all the KONG letters in a single run?
Thanks~
Use alternative control scheme. I have the same problem, for me it's far more comfortable using X/Y to grab and the triggers to roll and slam.. I also dislike using the triggers to grab ropes, vines, etc.
I'm in the middle of World 3 now.... wow this game is pure distilled creativity.
There are no checkpoints in the K levels? Think I will have to come back for those at a later point
She's probably my second fave DK character. I like her more than Diddy, hands down.I almost forgot that solo Dixie Kong has the best set of animations of any 2D platforming character, bless hard mode for reminding me.
the way her ponytail twizzles as she breaks into a run, the acrobatic bopping, cannonballing into water, erratic footwork when holding a barrel and the side to side ponytail ground pound.
In general I think it's understated how great it is that each kong has their own unique animations and idles, considering just how many unique animations have to be made from rope and wall clinging to punching out the plane at the start of 1-1.
That's pretty telling of the game in and of itself.No way, 4-1 is like... the best stage in the first game. So satisfying. I mean, yeah, the levels were straightforward left to right layouts, but I don't think that detracted from them.
That's pretty telling of the game in and of itself.
DKC1 was an alright game but it's one where it becomes increasingly clear the further you get into the game that the designers were just straight up running low on ideas. The one thing it has going for it compared to it's sequels is the realistic atmosphere but that's not enough to consider it the best.
how people still aren't aware of this is beyond me
thank you!
So. I lost 10 lives trying to do the very first jump in 2-K.
Could someone explain to me *when* I'm supposed to press the jump button as if I was very, very stupid?
Before the owl? When touching the owl?
I think its interesting how nearly all of the people complaining about the controls are comparing it unfavourably to the original trilogy. DKCR and DKCTF have better controls than the original trilogy in how the momentum based controls interact with the environment. However there is a hump that you need to get over, which is learning. How people take to this transition largely impacts how they feel. If they feel like they know how DKC should be, they basically cripple themselves. The grab mechanic is genius. The only downside is that they didn't fully explore the implications of a dedicated grab button enough. Returns probably did a better job with this.
There's lots of good clinging levels on DKCR, but I do think that the main reason DKTF has less of them is because they don't want to repeat too much ideas from Return.
There's lots of good clinging levels on DKCR, but I do think that the main reason DKTF has less of them is because they don't want to repeat too much ideas from Return.
More reason to want a remaster on the Switch of the first game...
The love for DKC2 has confused me for quite a while. The game is chock-full of gimmick levels and stop-&-go gameplay, it just isn't very fun to me. Compared to the original DKC and the new games it just doesn't compare.
Just as long as you press the button a second time (and hold it) after the jump but before the hit you'll make a high bounce, but there's also a small window to do it after the hit, like if you did a double jump right after the bounce. The only point where it is too late to perform it is when the bounce animation has already started.
Yeah, I was thinking on how DKCR has the time attack spiders level and how DKTF has nothing like this... until I realized that 5-3 has some sections with the same mechanic.Tropical Freeze is really a different beast. Longer levels that intertwine gimmicks together, less clinging and barrel blasting sections, the addition of water levels, no mine cart surfing, etc. It doesn't retread too hard on Returns' ground.
Tropical Freeze is really a different beast. Longer levels that intertwine gimmicks together, less clinging and barrel blasting sections, the addition of water levels, no mine cart surfing, etc. It doesn't retread too hard on Returns' ground.
I wonder what Retro can do in a 3rd entry, aside from using the Kremlings to use the nostalgia effect.
A good idea would be DK and the crew going somewhere to find something instead of defending DK Island again from some random threat.I feel World 6 in TF is the perfect send-off to this iteration of the DKC series, so if Retro doesn't have some truly special ideas up their sleeves for a third game, I hope they end it here.
Donkey Kong OdysseyA good idea would be DK and the crew going somewhere to find something.
Donkey Prime Kong Odyssey: Breath of the Wild
Yeah, the refusal to lean too heavily on Returns' gimmicks is one of the greatest things about TF. It also allows DKCR to continue being its own thing and both games remain essential experiences for platformer fans.
Oh dear lol. How many lives did you lose? I think I lost about 60.When I started Bopopolis I had about 150 banana coins. After finishing it, I have 552.
Yeah.
I agree that it shouldn't retread too much on Return's gimmicks. However, there is so much design space left in the grab, pound, and barrel mechanics that I'm a bit disappointed that they didn't expand upon them. Zip lines were a great addition that works well with the grab button. Plucking was another mechanic tied to the grab button; however, it was basically featured in the same way the ground pound was in DKCR: as either a cinematic gate opener or a chest opener. I'm fine with it having these characteristics - it does a much better job of it than blowing. I just want it to have dynamic gameplay implications as well. Like how the Pound was used in Forest Folly or Blowhole Bound. I think the Pluck Ring could've been attached to horizontal vines or ropes to signify that you could pull them. I can imagine creating pullies or revving up contraptions or preparing a huge vine to swing on before the platform below you crumbles. Throwable barrels that roll could've been featured more. The fact that there was no K-level difficulty mine cart level was disappointing. 7-2, in general, is a waste of a level that brings down world 7. How is there not a dual track mine cart level with switches like Treacherous tracks or Switcheroo that activate the tracks? How is there not an arcade DK homage level yet? Also the fact that when barrel cannons are mostly used to break up the pace is disappointing - though they do that job very well. But even that DKCR did better, with the longshot launch feeling much better in that level than in Cannon Canyons and the cathartic feeling of being launched at bouncy flowers that ping pong you back onto the stage to immediately resume rolling at full speed (though Jelly Jamoboree also did this pretty well). Something as simple as the optional Up Arrow barrel in Frosty Fruits that wasused to collect lines of banana and a puzzle piece was a breath of fresh air. Finally, a barrel that was part of the environment that wasn't a one-way ticket to the next part of the level.Tropical Freeze is really a different beast. Longer levels that intertwine gimmicks together, less clinging and barrel blasting sections, the addition of water levels, no mine cart surfing, etc. It doesn't retread too hard on Returns' ground.
You might still run into some frustrating sections, but the ability to use the boost items on the fly in levels (which really should have always been the default...) and Funky's absurd mobility should make it possible to work through anything.So, I'm like really really bad at 2D platformers and get frustrated easily. Will I be able to enjoy the game nevertheless in funky mode without being frustrated?
You are why they made that.So, I'm like really really bad at 2D platformers and get frustrated easily. Will I be able to enjoy the game nevertheless in funky mode without being frustrated?
A good idea would be DK and the crew going somewhere to find something instead of defending DK Island again from some random threat.
Like an adventure of discovery.