Donkey Kong Country 2: Diddy's Kong Quest

Review by Storm Gaxon

"Classic gaming, that feels just like new!"

History

Donkey Kong Country 2 : Diddy's Kong Quest was the follow up to the incredible Donkey Kong Country which used the Advanced Character Modelling (ACM) technique. This was where instead of the SNES drawing out the sprites as it went, the images were already created. This allowed them to be beautifully rendered and made a game that was unlike anything else. As well as the first DKC, there was a game boy version which used the same technique, although it was rather more rough around the edges than the SNES version. This game was released as Rare were arguably at their peak, second only to Nintendo. They finished off the series on SNES with Dixie Kong's Double Trouble. All the SNES versions had counterparts on the Game Boy, although these were known as Donkey Kong Land rather than Country. Donkey Kong 64 was the follow up to the SNES series, but lacked much of the charm of the originals in my opinion. The characters also appear in the multi vehicle racing game, Diddy Kong Racing, although the follow-up, Donkey Kong Racing was canned after Rare moved to work on the Xbox. Donkey Kong can also be seen in the Super Smash Bros games and Nintendo have no reclaimed the development of the ape.

Gameplay

If you've played DKC, then you'll know exactly what to expect. The difference here is that instead of controlling Donkey and Diddy Kong, Diddy takes the lead trying to find his partner, and a new Kong arrives in the form of Dixie Kong. Dixie is a girl monkey, with a long pony tail which she can use to whip enemies and also to fly. The game starts off where the previous one left off, with the twosome on King K. Rool's boat, and Donkey missing. So they decide to set off across traditional platform worlds to rescue him. You can expect to visit the inside of a volcano, a Kremling funfair, inside a wasp's nest and within K Rool's castle of doom. Several enemies return from the previous game, alongside new creatures. The simple aim is to reach the end of each course, but then there are hidden coins, several bonus games and the hero coin hidden in each level for you to find. The coins are located around each level, and aren't too hard to find, but they are essential for paying to save the game and other advice. The KONG letters are still evident also, and collecting each will reward you with an extra life. As well as land based levels, there are ones that take place in the air, and underwater. Here is where your animal friends come in. Rambi the rhino and Enguarde the swordfish make a comeback, and joining the fun is Squitter the spider, and Squarks the bird who can now pick you up for a ride in the skies. There's also a springy snake, who is coiled and can jump high, like Winky the frog. Unfortunately, both Winky the Frog and Espresso the Ostrich are missing in action, which is a shame, as I particularly enjoyed the frog. Another new feature here is the ability to morph into these animals via the use of special barrels, and this brings a whole new dimension to the animal magic. It's somehow just that little bit different to be playing as the animals instead of riding them, and you miss the flexibility of the being able to jump off. The pattern of play doesn't vary much within each level. Every bonus game is grouped under the heading of 'kill them all' or 'find the coin' but provide an entertaining distraction. The only levels that stand out as massively different are the swimming levels and the rollercoaster stages. These aren't as fun as the mine cart from DKC, but they are cool, with a coaster being chased by a giant ghost standing out as a highlight.

Story

As has been hinted at before, the story is a simple one, but in a platformer it's not really that important. There is never a sense of chasing for Donkey Kong, you're just ploughing through the worlds to reach an end level guardian and then move on to the next exciting location. In fact, storytelling is limited to one small message at the start, where K Rool's plans are revealed. If you're after a story, head over to an RPG, this is action all the way. I suppose that here would be the right place to comment on the character interaction within each world. On each world map, as well as visiting the levels, you can also visit the Kong family. Funky Kong provides an airline service to enable you to warp between worlds, Wrinkly Kong has a college where she will save the game in exchange for two coins, or for varying amounts of money she will reveal secrets about the characters or bonus games. Swinky Kong provides a game show where your coins can be exchanged for extra lives if you answer some questions. The harder the questions get, the more lives you can win. And good old Cranky Kong will provide you with hints on some levels in exchange for cash, but he'll tell you in his usual cryptic and cross manner.

Graphics

These are awesome for the SNES. DKC broke new ground in the visuals, and the sequel develops the skills they gained in making the first one. Unlike the GB versions, the second character follows behind you, ready for tagging in. There are mists, and rain effects, although they are not as impressive when seen for the second time. The imagination that has gone into the enemies is great, and the levels are cleverly designed for the most part. There are some places where you might get stuck, but generally a bit of experimenting will reveal the correct way to do things. The underwater levels deserve special mention as they are really quite stunning, and in this game they tend to be more inventive than previous efforts. Arctic Ocean sees you changing into Enguarde and ploughing through the level, while others see you roaming a pitch black sunken ship.

Sound

Rare have been excellent in the sounds department on the SNES, even releasing a CD with their Killer Instinct game which had slightly rejigged versions of the game tunes. There are some pleasant tunes in the background, which change for the type of level. The funfair levels have a techno style, and the ghostly levels have an eerie ambience. The tune also changes at the end of the game, where your chosen Kong pulls out a guitar and strums away in celebration. The noises of the enemies are all the usual grunts and noises, and all in keeping with the theme.

Playability and Replayability

This is a really playable game. There are some levels where you may get a bit stuck, but persistence will pay off, as you learn how to do them and get that little bit further each time. The game is so full of colour and life, that you can't help but get caught up with the cheeky chimps. The replayability is also quite high. There are the three different ways to play (single, team tag, team battle) that should keep you and a friend interested for a while. If you've not got a retro gaming mate, then several of the levels are worth revisiting. The Hero Coin quest is an interesting one, and there are a few cunningly hidden levels to get on to. There's also a hidden area, much like Mario's star road.

Final Comment

I really like this game. It's a bit more expensive than the usual SNES games, but it's really good. I would recommend it to anyone really, as it's long, fun, and a great showcase for the SNES. A true classic game, that feels like new.


Reviewer's Score: 10/10, Originally Posted: 07/25/04

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