Donkey Kong
Jump to content (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#bodyContent)

Help (https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Diff)
From Wikipedia, the free encyclopedia
Browse history interactively
← Previous edit (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=prev&oldid=1360434048) Next edit → (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=next&oldid=1361044183)
MisfitToys (https://en.wikipedia.org/wiki/User:MisfitToys)( talk (https://en.wikipedia.org/wiki/User_talk:MisfitToys) \| contribs (https://en.wikipedia.org/wiki/Special:Contributions/MisfitToys))
1 user group
Administrators
54,090 edits
undo (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&action=edit&undoafter=1360434048&undo=1361044183)
Content deletedContent added
Visual
Wikitext
Inline
| Revision as of 13:31, 21 June 2026 (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&oldid=1360434048) edit (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&action=edit&oldid=1360434048)
TheJoebro64 (https://en.wikipedia.org/wiki/User:TheJoebro64)( talk (https://en.wikipedia.org/wiki/User_talk:TheJoebro64) \| contribs (https://en.wikipedia.org/wiki/Special:Contributions/TheJoebro64))
Extended confirmed users (https://en.wikipedia.org/wiki/Wikipedia:Extended_confirmed_editors), New page reviewers (https://en.wikipedia.org/wiki/Wikipedia:New_pages_patrol/Reviewers), Pending changes reviewers (https://en.wikipedia.org/wiki/Wikipedia:Reviewing_pending_changes), Rollbackers (https://en.wikipedia.org/wiki/Wikipedia:Rollback)
36,037 edits
pushed enter too early on mistake; see talk. Also read up on WP:OTHERSTUFFEXISTS (https://en.wikipedia.org/wiki/Wikipedia:OTHERSTUFFEXISTS) and WP:POINT (https://en.wikipedia.org/wiki/Wikipedia:POINT)
← Previous edit (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=prev&oldid=1360434048) | Revision as of 07:45, 25 June 2026 (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&oldid=1361044183) edit (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&action=edit&oldid=1361044183)undo (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&action=edit&undoafter=1360434048&undo=1361044183)
MisfitToys (https://en.wikipedia.org/wiki/User:MisfitToys)( talk (https://en.wikipedia.org/wiki/User_talk:MisfitToys) \| contribs (https://en.wikipedia.org/wiki/Special:Contributions/MisfitToys))
Administrators (https://en.wikipedia.org/wiki/Wikipedia:Administrators)
54,090 edits
partial ce
Next edit → (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=next&oldid=1361044183) |
| Line 20: | Line 20: |
| | \| otherdata1 = {{ubl\|''[[Mario (franchise)\|Mario]]''\|''[[Banjo-Kazooie]]''}} | | \| otherdata1 = {{ubl\|''[[Mario (franchise)\|Mario]]''\|''[[Banjo-Kazooie]]''}} |
| | }} | | }} |
| | {{Nihongo foot\|'''''Donkey Kong'''''\|ドンキーコング\|Donkī Kongu\|{{IPA\|ja\|doŋ.kiː koŋ.ɡɯ\|}}\|lead=yes\|group=lower-alpha}} is a [[video game]] series and [[media franchise]] created by the Japanese game designer [[Shigeru Miyamoto]] for [[Nintendo]]. It follows the adventures of [[Donkey Kong (character)\|Donkey Kong]], a large, powerful gorilla, and other members of the [[List of Donkey Kong characters#Kongs\|Kong family]] of simians. [[List of Donkey Kong video games\|''Donkey Kong'' games]] include the original [[arcade game]] trilogy by [[Nintendo R&D1]]; the '''''Donkey Kong Country''''' series by [[Rare (company)\|Rare]] and [[Retro Studios]]; and the '''''Mario vs. Donkey Kong''''' series by [[Nintendo Software Technology]]. Various studios have developed [[ Spin-off (media)\|spin-offs]] in genres such as [[edutainment]], [[puzzle video game\|puzzle]], [[ Racing video game\|racing]], and [[ Rhythm game\|rhythm]]. The franchise also incorporates animation, printed media, theme parks, and merchandise. | | {{Nihongo foot\|'''''Donkey Kong'''''\|ドンキーコング\|Donkī Kongu\|{{IPA\|ja\|doŋ.kiː koŋ.ɡɯ\|}}\|lead=yes\|group=lower-alpha}} is a [[video game]] series and [[media franchise]] created by the Japanese game designer [[Shigeru Miyamoto]] for [[Nintendo]]. It follows the adventures of [[Donkey Kong (character)\|Donkey Kong]], a large, powerful gorilla, and other members of the [[List of Donkey Kong characters#Kongs\|Kong family]] of simians. [[List of Donkey Kong video games\|''Donkey Kong'' games]] include the original [[arcade game]] trilogy by [[Nintendo R&D1]]; the '''''Donkey Kong Country''''' series by [[Rare (company)\|Rare]] and [[Retro Studios]]; and the '''''Mario vs. Donkey Kong''''' series by [[Nintendo Software Technology]]. Various studios have developed [[spin-off (media)\|spin-offs]] in genres such as [[edutainment]], [[puzzle video game\|puzzle]], [[racing video game\|racing]], and [[rhythm game\|rhythm]]. The franchise also incorporates animation, printed media, theme parks, and merchandise. |
| | | | |
| | Miyamoto designed the original 1981 ''[[Donkey Kong (1981 video game)\|Donkey Kong]]'' to repurpose unsold [[arcade cabinet]]s following the failure of ''[[Radar Scope]]'' (1980). It was a major success and was followed by the sequels ''[[Donkey Kong Jr.]]'' (1982) and ''[[Donkey Kong 3]]'' (1983). Nintendo placed the franchise on a hiatus as it shifted focus to the spin-off ''[[Mario (franchise)\|Mario]]'' franchise. Rare's 1994 [[ Reboot (fiction)\|reboot]], the [[Super Nintendo Entertainment System]] (SNES) game ''[[Donkey Kong Country]]'', reestablished ''Donkey Kong'' as a major Nintendo franchise. Rare developed ''Donkey Kong'' games for the SNES, [[Game Boy]], and [[Nintendo 64]] until it was acquired by [[Microsoft]] in 2002; subsequent games were developed by Nintendo, Retro Studios, [[Namco]] and [[Paon DP\|Paon]]. After ''[[Donkey Kong Country: Tropical Freeze]]'' (2014), the franchise went on another hiatus until ''[[Donkey Kong Bananza]]'' (2025). | | Miyamoto designed the original 1981 ''[[Donkey Kong (1981 video game)\|Donkey Kong]]'' to repurpose unsold [[arcade cabinet]]s following the failure of ''[[Radar Scope]]'' (1980). It was a major success and was followed by the sequels ''[[Donkey Kong Jr.]]'' (1982) and ''[[Donkey Kong 3]]'' (1983). Nintendo placed the franchise on a hiatus as it shifted focus to the spin-off ''[[Mario (franchise)\|Mario]]'' franchise. Rare's 1994 [[reboot (fiction)\|reboot]], the [[Super Nintendo Entertainment System]] (SNES) game ''[[Donkey Kong Country]]'', reestablished ''Donkey Kong'' as a major Nintendo franchise. Rare developed ''Donkey Kong'' games for the SNES, [[Game Boy]], and [[Nintendo 64]] until it was acquired by [[Microsoft]] in 2002; subsequent games were developed by Nintendo, Retro Studios, [[Namco]] and [[Paon DP\|Paon]]. After ''[[Donkey Kong Country: Tropical Freeze]]'' (2014), the franchise went on another hiatus until ''[[Donkey Kong Bananza]]'' (2025). |
| | | | |
| | The main ''Donkey Kong'' games are [[platformer\|platform games]] in which the player must reach the end of a [[ Level (video games)\|level]]. Donkey Kong appears as the [[antagonist]] or [[protagonist]]; his role alternates between games. The original games featured a small cast of characters, including Donkey Kong, [[Mario]], and [[Pauline (Nintendo)\|Pauline]]. Rare's games expanded the cast with friendly Kongs alongside the [[Kremlings]], an army of antagonistic crocodiles led by Donkey Kong's nemesis [[King K. Rool]]. Mario, the protagonist of the 1981 game, became Nintendo's [[mascot]] and the star of the ''Mario'' franchise, and [[List of Donkey Kong characters\|''Donkey Kong'' characters]] appear in ''Mario'' games such as ''[[Mario Kart]]'', ''[[Mario Party]]'', and ''[[Mario Tennis]]''. ''Donkey Kong'' characters also feature in [[ Crossover (fiction)\|crossover]] games such as ''[[Mario & Sonic]]'' and ''[[Super Smash Bros.]]'' | | The main ''Donkey Kong'' games are [[platformer\|platform games]] in which the player must reach the end of a [[level (video games)\|level]]. Donkey Kong appears as the [[antagonist]] or [[protagonist]]; his role alternates between games. The original games featured a small cast of characters, including Donkey Kong, [[Mario]], and [[Pauline (Nintendo)\|Pauline]]. Rare's games expanded the cast with friendly Kongs alongside the [[Kremlings]], an army of antagonistic crocodiles led by Donkey Kong's nemesis [[King K. Rool]]. Mario, the protagonist of the 1981 game, became Nintendo's [[mascot]] and the star of the ''Mario'' franchise, and [[List of Donkey Kong characters\|''Donkey Kong'' characters]] appear in ''Mario'' games such as ''[[Mario Kart]]'', ''[[Mario Party]]'', and ''[[Mario Tennis]]''. ''Donkey Kong'' characters also feature in [[crossover (fiction)\|crossover]] games such as ''[[Mario & Sonic]]'' and ''[[Super Smash Bros.]]'' |
| | | | |
| | Outside of video games, the franchise includes the animated series ''[[Donkey Kong Country (TV series)\|Donkey Kong Country]]'' (1996–2000), a themed area in [[Super Nintendo World]] at [[Universal Destinations & Experiences\|Universal's theme parks]], soundtrack albums, and [[Lego]] construction toys. ''Donkey Kong'' is one of Nintendo's bestselling franchises, with more than 65 million copies sold by 2021. The original game was Nintendo's first major international success; it rescued Nintendo of America from a financial crisis, and established it as a prominent force in the [[video game industry]]. The franchise has pioneered or popularized concepts such as in-game storytelling and [[ Pre-rendering\|pre-rendered]] graphics, inspired other games (including [[video game clone\|clones]]), and influenced popular culture. | | Outside of video games, the franchise includes the animated series ''[[Donkey Kong Country (TV series)\|Donkey Kong Country]]'' (1996–2000), a themed area in [[Super Nintendo World]] at [[Universal Destinations & Experiences\|Universal's theme parks]], soundtrack albums, and [[Lego]] construction toys. ''Donkey Kong'' is one of Nintendo's bestselling franchises, with more than 65 million copies sold by 2021. The original game was Nintendo's first major international success; it rescued Nintendo of America from a financial crisis, and established it as a prominent force in the [[video game industry]]. The franchise has pioneered or popularized concepts such as in-game storytelling and [[pre-rendering\|pre-rendered]] graphics, inspired other games (including [[video game clone\|clones]]), and influenced popular culture. |
| | | | |
| | == History == | | == History == |
| Line 33: | Line 33: |
| | === 1981–1982: Conception and first game === | | === 1981–1982: Conception and first game === |
| | [[File:Shigeru Miyamoto 20150610 (cropped 2).jpg\|thumb\|right\|upright\|alt=Shigeru Miyamoto, a Japanese man wearing a black coat and white shirt with red, yellow, and blue Pikmin characters\|''Donkey Kong'' creator [[Shigeru Miyamoto]] in 2015]] | | [[File:Shigeru Miyamoto 20150610 (cropped 2).jpg\|thumb\|right\|upright\|alt=Shigeru Miyamoto, a Japanese man wearing a black coat and white shirt with red, yellow, and blue Pikmin characters\|''Donkey Kong'' creator [[Shigeru Miyamoto]] in 2015]] |
| | In the late 1970s, the Japanese company [[Nintendo]] shifted its focus from producing toys and playing cards to [[arcade game]]s. This followed the [[1973 oil crisis]], which increased the cost of manufacturing toys, and the success of [[Taito]]'s arcade game ''[[Space Invaders]]'' (1978). In 1980, Nintendo released ''[[Radar Scope]]'', a ''Space Invaders''-style [[shoot 'em up]].{{cite web \|last1=Parish \|first1=Jeremy \|title=35 Years Ago, Nintendo's First Brush With Video Disaster \|url=https://www.usgamer.net/articles/35-years-ago-nintendo-had-its-first-brush-with-video-game-disaster \|website=[[USGamer]] \|access-date=December 9, 2019 \|archive-url=https://web.archive.org/web/20190502051532/https://www.usgamer.net/articles/35-years-ago-nintendo-had-its-first-brush-with-video-game-disaster \|archive-date=May 2, 2019 \|date=January 21, 2014}} It was a [[List of commercial failures in video games\|commercial failure]] and put the newly established subsidiary Nintendo of America in a financial crisis. Its founder, [[Minoru Arakawa]], asked his father ~~~~ in-law, Nintendo CEO [[Hiroshi Yamauchi]], to provide a new game that could repurpose the unsold ''Radar Scope'' cabinets.{{sfn\|Sheff\|1994\|pp=103–105}} Most of Nintendo's top developers were preoccupied, so the task went to [[Shigeru Miyamoto]], a first-time game designer.{{sfn\|Sheff\|1994\|p=106}}{{cite web \|last1=Nix \|first1=Marc \|title=IGN Presents: The History of Super Mario Bros. \|url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros \|website=[[IGN]] \|access-date=December 9, 2019 \|archive-url=https://web.archive.org/web/20191109000531/https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros \|archive-date=November 9, 2019 \|date=September 14, 2010}} | | In the late 1970s, the Japanese company [[Nintendo]] shifted its focus from producing toys and playing cards to [[arcade game]]s. This followed the [[1973 oil crisis]], which increased the cost of manufacturing toys, and the success of [[Taito]]'s arcade game ''[[Space Invaders]]'' (1978). In 1980, Nintendo released ''[[Radar Scope]]'', a ''Space Invaders''-style [[shoot 'em up]].{{cite web \|last1=Parish \|first1=Jeremy \|title=35 Years Ago, Nintendo's First Brush With Video Disaster \|url=https://www.usgamer.net/articles/35-years-ago-nintendo-had-its-first-brush-with-video-game-disaster \|website=[[USGamer]] \|access-date=December 9, 2019 \|archive-url=https://web.archive.org/web/20190502051532/https://www.usgamer.net/articles/35-years-ago-nintendo-had-its-first-brush-with-video-game-disaster \|archive-date=May 2, 2019 \|date=January 21, 2014}} It was a [[List of commercial failures in video games\|commercial failure]] and put the newly established subsidiary Nintendo of America in a financial crisis. Its founder, [[Minoru Arakawa]], asked his father-in-law, Nintendo CEO [[Hiroshi Yamauchi]], to provide a new game that could repurpose the unsold ''Radar Scope'' cabinets.{{sfn\|Sheff\|1994\|pp=103–105}} Most of Nintendo's top developers were preoccupied, so the task went to [[Shigeru Miyamoto]], a first-time game designer.{{sfn\|Sheff\|1994\|p=106}}{{cite web \|last1=Nix \|first1=Marc \|title=IGN Presents: The History of Super Mario Bros. \|url=http://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros \|website=[[IGN]] \|access-date=December 9, 2019 \|archive-url=https://web.archive.org/web/20191109000531/https://www.ign.com/articles/2010/09/14/ign-presents-the-history-of-super-mario-bros \|archive-date=November 9, 2019 \|date=September 14, 2010}} |
| | | | |
| | Supervised by [[Gunpei Yokoi]],{{sfn\|Sheff\|1994\|p=106}} Miyamoto settled on a [[love triangle]] with the characters [[Bluto]], [[Popeye]], and [[Olive Oyl]] from the ''[[Popeye (comic strip)\|Popeye]]'' franchise, but a licensing deal between Nintendo and [[King Features]] fell through.{{efn\|Nintendo and King Features ultimately renegotiated the license to produce the arcade game ''[[Popeye (video game)\|Popeye]]'' (1982),{{sfn\|Sheff\|1994\|p=47}} which Miyamoto designed alongside [[Genyo Takeda]] under the production system that Nintendo adopted following ''Donkey Kong''.{{sfn\|Sheff\|1994\|p=114}}{{cite web \|last1=Handley \|first1=Zoey \|title=Popeye might be the most insulting adaptation of a classic arcade game \|url=https://www.destructoid.com/weekly-kusoge-popeye-2021-switch-ps4/ \|website=[[Destructoid]] \|access-date=November 15, 2024 \|date=May 9, 2022}}}} Bluto evolved into a gorilla, an animal Miyamoto said was "nothing too evil or repulsive".{{sfn\|Sheff\|1994\|p=47}} He was named [[Donkey Kong (character)\|Donkey Kong]]—''donkey'' to convey ''stubborn'' and ''kong'' to imply ''gorilla''.{{sfn\|Sheff\|1994\|pp=48–49}} Popeye became [[Mario]], the new protagonist, while Olive Oyl became [[Pauline (Nintendo)\|Pauline]], the [[damsel in distress]]. Miyamoto cited the fairy tale "[[Beauty and the Beast]]" and the 1933 film ''[[King Kong (1933 film)\|King Kong]]'' as influences.{{sfn\|Sheff\|1994\|p=47}} | | Supervised by [[Gunpei Yokoi]],{{sfn\|Sheff\|1994\|p=106}} Miyamoto settled on a [[love triangle]] with the characters [[Bluto]], [[Popeye]], and [[Olive Oyl]] from the ''[[Popeye (comic strip)\|Popeye]]'' franchise, but a [[brand licensing\|licensing]] deal between Nintendo and [[King Features]] fell through.{{efn\|Nintendo and King Features ultimately renegotiated the license to produce the arcade game ''[[Popeye (video game)\|Popeye]]'' (1982),{{sfn\|Sheff\|1994\|p=47}} which Miyamoto designed alongside [[Genyo Takeda]] under the production system that Nintendo adopted following ''Donkey Kong''.{{sfn\|Sheff\|1994\|p=114}}{{cite web \|last1=Handley \|first1=Zoey \|title=Popeye might be the most insulting adaptation of a classic arcade game \|url=https://www.destructoid.com/weekly-kusoge-popeye-2021-switch-ps4/ \|website=[[Destructoid]] \|access-date=November 15, 2024 \|date=May 9, 2022}}}} Bluto evolved into a gorilla, an animal Miyamoto said was "nothing too evil or repulsive".{{sfn\|Sheff\|1994\|p=47}} He was named [[Donkey Kong (character)\|Donkey Kong]]—''donkey'' to convey ''stubborn'' and ''kong'' to imply ''gorilla''.{{sfn\|Sheff\|1994\|pp=48–49}} Popeye became [[Mario]], the new protagonist, while Olive Oyl became [[Pauline (Nintendo)\|Pauline]], the [[damsel in distress]]. Miyamoto cited the fairy tale "[[Beauty and the Beast]]" and the 1933 film ''[[King Kong (1933 film)\|King Kong]]'' as influences.{{sfn\|Sheff\|1994\|p=47}} |
| | | | |
| | ''[[Donkey Kong (1981 video game)\|Donkey Kong]]'' was one of the earliest [[platform game]]s,{{efn\|Although [[Universal Entertainment\|Universal]]'s ''[[Space Panic]]'' preceded ''Donkey Kong'' by a year, ''[[Red Bull]]'' wrote that ''Donkey Kong'' is generally considered the first "true" platform game for introducing the ability to jump.{{cite web \|last1=Gaming \|first1=Nodwin \|title=The evolution of platform games in 9 steps \|url=https://www.redbull.com/in-en/evolution-of-platformers \|website=[[Red Bull]] \|access-date=February 23, 2023 \|date=March 23, 2017 \|archive-date=February 23, 2023 \|archive-url=https://web.archive.org/web/20230223204455/https://www.redbull.com/in-en/evolution-of-platformers \|url-status=live}}}} with players controlling Mario as he ascends a construction site to rescue Pauline from Donkey Kong.{{cite magazine \|last1=Paumgarten \|first1=Nick \|title=Master of Play \|url=https://www.newyorker.com/magazine/2010/12/20/master-of-play \|magazine=[[The New Yorker]] \|access-date=February 24, 2023 \|date=December 12, 2010 \|archive-date=February 21, 2011 \|archive-url=https://web.archive.org/web/20110221170018/http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten \|url-status=live}} Whereas previous platform games focused on climbing, Miyamoto placed an emphasis on jumping to avoid obstacles and cross gaps. He envisioned something akin to a playable [[comic strip]] that unfolded across multiple levels with unique scenarios. This was uncommon in contemporary arcade games, which typically featured a single scenario that repeated. As he lacked programming expertise, Miyamoto consulted technicians on whether his ideas were possible.{{sfn\|Sheff\|1994\|pp=47–48}} Four programmers from [[Ikegami Tsushinki]] spent three months turning Miyamoto's design into a finished game.{{Cite web\|url=https://www.nintendolife.com/news/2018/02/feature_shining_a_light_on_ikegami_tsushinki_the_company_that_developed_donkey_kong\|title=Feature: Shining A Light On Ikegami Tsushinki, The Company That Developed Donkey Kong\|date=February 26, 2018\|access-date=September 10, 2020\|website=[[Nintendo Life]]\|last=McFerran\|first=Damien\|archive-date=October 8, 2020\|archive-url=https://web.archive.org/web/20201008090220/https://www.nintendolife.com/news/2018/02/feature_shining_a_light_on_ikegami_tsushinki_the_company_that_developed_donkey_kong\|url-status=live}} | | ''[[Donkey Kong (1981 video game)\|Donkey Kong]]'' was one of the earliest [[platform game]]s,{{efn\|Although [[Universal Entertainment\|Universal]]'s ''[[Space Panic]]'' preceded ''Donkey Kong'' by a year, ''[[Red Bull]]'' wrote that ''Donkey Kong'' is generally considered the first "true" platform game for introducing the ability to jump.{{cite web \|last1=Gaming \|first1=Nodwin \|title=The evolution of platform games in 9 steps \|url=https://www.redbull.com/in-en/evolution-of-platformers \|website=[[Red Bull]] \|access-date=February 23, 2023 \|date=March 23, 2017 \|archive-date=February 23, 2023 \|archive-url=https://web.archive.org/web/20230223204455/https://www.redbull.com/in-en/evolution-of-platformers \|url-status=live}}}} with players controlling Mario as he ascends a construction site to rescue Pauline from Donkey Kong.{{cite magazine \|last1=Paumgarten \|first1=Nick \|title=Master of Play \|url=https://www.newyorker.com/magazine/2010/12/20/master-of-play \|magazine=[[The New Yorker]] \|access-date=February 24, 2023 \|date=December 12, 2010 \|archive-date=February 21, 2011 \|archive-url=https://web.archive.org/web/20110221170018/http://www.newyorker.com/reporting/2010/12/20/101220fa_fact_paumgarten \|url-status=live}} Whereas previous platform games focused on climbing, Miyamoto placed an emphasis on jumping to avoid obstacles and cross gaps. He envisioned something akin to a playable [[comic strip]] that unfolded across multiple levels with unique scenarios. This was uncommon in contemporary arcade games, which typically featured a single scenario that repeated. As he lacked programming expertise, Miyamoto consulted technicians on whether his ideas were possible.{{sfn\|Sheff\|1994\|pp=47–48}} Four programmers from [[Ikegami Tsushinki]] spent three months turning Miyamoto's design into a finished game.{{Cite web\|url=https://www.nintendolife.com/news/2018/02/feature_shining_a_light_on_ikegami_tsushinki_the_company_that_developed_donkey_kong\|title=Feature: Shining A Light On Ikegami Tsushinki, The Company That Developed Donkey Kong\|date=February 26, 2018\|access-date=September 10, 2020\|website=[[Nintendo Life]]\|last=McFerran\|first=Damien\|archive-date=October 8, 2020\|archive-url=https://web.archive.org/web/20201008090220/https://www.nintendolife.com/news/2018/02/feature_shining_a_light_on_ikegami_tsushinki_the_company_that_developed_donkey_kong\|url-status=live}} |
| | | | |
| | Although Miyamoto's team was told it would be a failure, ''Donkey Kong'' became Nintendo's first major international success upon its release in July 1981. The {{nowrap\|$280 million}} [[windfall gain]] rescued Nintendo of America from its financial crisis and established it as a prominent brand in the United States.{{sfn\|Ziesak\|2009\|p=2029}}{{sfn\|Sheff\|1994\|p=111}} ''Donkey Kong'' achieved further success in 1982, when Nintendo released a [[Game & Watch]] adaptation and licensed it to [[Coleco]] for [[porting\|ports]] to [[home consoles]].{{sfn\|Epstein\|2019\|p=196}}{{cite web \|last1=McFerran \|first1=Damien \|title=Feature: How ColecoVision Became the King of Kong \|url=https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong \|access-date=April 2, 2021 \|work=[[Nintendo Life]] \|date=September 18, 2010 \|archive-date=January 6, 2012 \|archive-url=https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong \|url-status=live}} It grossed $4.4 billion across various platforms, making it one of the highest-grossing games of all time.{{cite web \|last1=Weinberger \|first1=Matt \|title=The 11 top-grossing video games of all time \|url=https://www.businessinsider.com/the-11-top-grossing-video-games-of-all-time-2015-8 \|website=[[Business Insider]] \|access-date=February 24, 2023 \|date=August 15, 2015 \|archive-date=February 23, 2023 \|archive-url=https://web.archive.org/web/20230223165556/https://www.businessinsider.com/the-11-top-grossing-video-games-of-all-time-2015-8 \|url-status=live}} In 1982, [[Universal City Studios]] filed [[Universal City Studios, Inc. v. Nintendo Co., Ltd.\|a lawsuit]] alleging ''Donkey Kong'' violated its trademark of ''King Kong''. The lawsuit failed when Nintendo's lawyer, [[Howard Lincoln]], discovered that Universal had won a lawsuit in 1976 by declaring that ''King Kong'' was in the [[public domain]].{{sfn\|Sheff\|1994\|p=127}}{{Cite web \|last=Oxford \|first=Nadia \|date=December 14, 2005 \|title=History of Videogame Lawsuits \|url=http://www.1up.com/do/feature?pager.offset=1&cId=3146206 \|archive-url=https://web.archive.org/web/20060515021332/http://www.1up.com/do/feature?pager.offset=1&cId=3146206 \|archive-date=May 15, 2006 \|access-date=January 8, 2023 \|website=[[1Up.com]] \|page=2}} | | Although Miyamoto's team was told it would be a failure, ''Donkey Kong'' became Nintendo's first major international success upon its release in July 1981. The {{nowrap\|$280 million}} [[windfall gain]] rescued Nintendo of America from its financial crisis and established it as a prominent brand in the United States.{{sfn\|Ziesak\|2009\|p=2029}}{{sfn\|Sheff\|1994\|p=111}} ''Donkey Kong'' achieved further success in 1982, when Nintendo released a [[Game & Watch]] adaptation and licensed it to [[Coleco]] for [[porting\|ports]] to [[home consoles]].{{sfn\|Epstein\|2019\|p=196}}{{cite web \|last1=McFerran \|first1=Damien \|title=Feature: How ColecoVision Became the King of Kong \|url=https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong \|access-date=April 2, 2021 \|work=[[Nintendo Life]] \|date=September 18, 2010 \|archive-date=January 6, 2012 \|archive-url=https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong \|url-status=live}} It grossed $4.4 billion across various platforms, making it one of the highest-grossing games of all time.{{cite web \|last1=Weinberger \|first1=Matt \|title=The 11 top-grossing video games of all time \|url=https://www.businessinsider.com/the-11-top-grossing-video-games-of-all-time-2015-8 \|website=[[Business Insider]] \|access-date=February 24, 2023 \|date=August 15, 2015 \|archive-date=February 23, 2023 \|archive-url=https://web.archive.org/web/20230223165556/https://www.businessinsider.com/the-11-top-grossing-video-games-of-all-time-2015-8 \|url-status=live}} In 1982, [[Universal City Studios]] filed [[Universal City Studios, Inc. v. Nintendo Co., Ltd.\|a lawsuit]] alleging ''Donkey Kong'' violated its trademark of ''King Kong''. The lawsuit failed when Nintendo's lawyer, [[Howard Lincoln]], discovered that Universal had won a [[King Kong (1976 film)#Controversy\|lawsuit in 1976]] by declaring that ''King Kong'' was in the [[public domain]].{{sfn\|Sheff\|1994\|p=127}}{{Cite web \|last=Oxford \|first=Nadia \|date=December 14, 2005 \|title=History of Videogame Lawsuits \|url=http://www.1up.com/do/feature?pager.offset=1&cId=3146206 \|archive-url=https://web.archive.org/web/20060515021332/http://www.1up.com/do/feature?pager.offset=1&cId=3146206 \|archive-date=May 15, 2006 \|access-date=January 8, 2023 \|website=[[1Up.com]] \|page=2}} |
| | | | |
| | === 1982–1994: Sequels and first hiatus === | | === 1982–1994: Sequels and first hiatus === |
| | Miyamoto and his team used [[game mechanics]] and [[ Level (video games)\|levels]] that could not be included in ''Donkey Kong'' as the basis for a sequel. Miyamoto wanted to make Donkey Kong the protagonist, but the [[ Sprite (computer graphics)\|sprite graphic]] was too big to easily maneuver, so he created a new character, [[Donkey Kong Jr. (character)\|Donkey Kong Jr.]] The team still wanted Donkey Kong on top of the screen, so they conceived a plot in which Mario had caged him and Donkey Kong Jr. had to save him.{{sfn\|Horowitz\|2020\|pp=90–91}} To develop ''[[Donkey Kong Jr.]]'' (1982), Nintendo [[ Reverse engineering\|reverse-engineered]] Ikegami's ''Donkey Kong'' code, making it the first game that Nintendo developed without outside help. Following ''Donkey Kong Jr.''{{'s}} release, Ikegami sued Nintendo for [[copyright infringement]]. In 1990, the [[Tokyo High Court]] ruled in favor of Ikegami, and the companies reached a [[ Settlement (litigation)\|settlement]]. | | Miyamoto and his team used [[game mechanics]] and [[level (video games)\|levels]] that could not be included in ''Donkey Kong'' as the basis for a sequel. Miyamoto wanted to make Donkey Kong the protagonist, but the [[sprite (computer graphics)\|sprite graphic]] was too big to easily maneuver, so he created a new character, [[Donkey Kong Jr. (character)\|Donkey Kong Jr.]] The team still wanted Donkey Kong on top of the screen, so they conceived a plot in which Mario had caged him and Donkey Kong Jr. had to save him.{{sfn\|Horowitz\|2020\|pp=90–91}} To develop ''[[Donkey Kong Jr.]]'' (1982), Nintendo [[reverse engineering\|reverse-engineered]] Ikegami's ''Donkey Kong'' code, making it the first game that Nintendo developed without outside help. Following ''Donkey Kong Jr.''{{'s}} release, Ikegami sued Nintendo for [[copyright infringement]]. In 1990, the [[Tokyo High Court]] ruled in favor of Ikegami, and the companies reached a [[settlement (litigation)\|settlement]]. |
| | | | |
| | ''[[Donkey Kong 3]]'', released in 1983, features [[shooter game]]play that departs from its predecessors. Instead of Mario, the player controls Stanley, an exterminator from the Game & Watch game ''[[Green House (Game & Watch)\|Green House]]'' (1982), who must fend off Donkey Kong and a swarm of bees.{{cite web \|last=Jackson \|first=Steven \|title=Donkey Kong 3 \|url=https://www.retrogamer.net/retro_games80/donkey-kong-3/ \|website=[[Retro Gamer]] \|access-date=February 24, 2023 \|date=June 9, 2011}} Also in 1983, Nintendo released the Famicom, known worldwide as the [[Nintendo Entertainment System]] (NES), in Japan; two of the three [[launch game]]s were ports of ''Donkey Kong'' and ''Donkey Kong Jr.''{{cite web \|last1=Martin \|first1=James \|title=30th anniversary of Nintendo's Famicom (pictures) \|url=https://www.cnet.com/pictures/30th-anniversary-of-nintendos-famicom-pictures/ \|website=[[CNET]] \|access-date=October 16, 2025 \|date=July 15, 2013}} The early library also included ''[[Donkey Kong Jr. Math]]'' (1983), an [[edutainment]] game based on ''Donkey Kong Jr.'',{{cite web \|last1=Parish \|first1=Jeremy \|title=The Definitive Ranking of Donkey Kong Games \|url=https://www.polygon.com/features/2018/5/10/17333228/donkey-kong-rankings \|website=[[Polygon (website)\|Polygon]] \|access-date=December 31, 2022 \|date=May 10, 2018 \|archive-date=April 3, 2019 \|archive-url=https://web.archive.org/web/20190403080041/https://www.polygon.com/features/2018/5/10/17333228/donkey-kong-rankings \|url-status=live}} while [[Hudson Soft]] developed the Japan exclusive ''Donkey Kong 3: The Great Counterattack'' (1984) for [[NEC PC-8801]], [[NEC PC-6601]], and [[Sharp X1]].{{cite web \|last1=Kohler \|first1=Chris \|title=You Can Finally Play A Long-Lost Donkey Kong Game \|url=https://kotaku.com/you-can-finally-play-a-long-lost-donkey-kong-game-1823308987 \|website=[[Kotaku]] \|access-date=October 16, 2025 \|date=February 25, 2018}} ''Donkey Kong 3'' and ''Donkey Kong Jr. Math'' were [[List of commercial failures in video games\|commercial failures]]. A line of other educational games was canceled following the failure of ''Donkey Kong Jr. Math''. Bruce Lowry, Nintendo of America's vice president of sales at the time, later called it "the worst game we ever sold".{{cite web \|last1=Yarwood \|first1=Jack \|title=Nintendo's Ex-Vice President Of Sales Reveals The NES Game They 'Couldn't Give Away' \|url=https://www.timeextension.com/news/2025/10/nintendos-ex-vice-president-of-sales-reveals-the-nes-game-they-couldnt-give-away \|website=[[Time Extension]] \|access-date=October 16, 2025 \|date=October 16, 2025}} | | ''[[Donkey Kong 3]]'', released in 1983, features [[shooter game]]play that departs from its predecessors. Instead of Mario, the player controls Stanley, an exterminator from the Game & Watch game ''[[Green House (Game & Watch)\|Green House]]'' (1982), who must fend off Donkey Kong and a swarm of bees.{{cite web \|last=Jackson \|first=Steven \|title=Donkey Kong 3 \|url=https://www.retrogamer.net/retro_games80/donkey-kong-3/ \|website=[[Retro Gamer]] \|access-date=February 24, 2023 \|date=June 9, 2011}} Also in 1983, Nintendo released the Famicom, known worldwide as the [[Nintendo Entertainment System]] (NES), in Japan; two of the three [[launch game]]s were ports of ''Donkey Kong'' and ''Donkey Kong Jr.''{{cite web \|last1=Martin \|first1=James \|title=30th anniversary of Nintendo's Famicom (pictures) \|url=https://www.cnet.com/pictures/30th-anniversary-of-nintendos-famicom-pictures/ \|website=[[CNET]] \|access-date=October 16, 2025 \|date=July 15, 2013}} The early library also included ''[[Donkey Kong Jr. Math]]'' (1983), an [[edutainment]] game based on ''Donkey Kong Jr.'',{{cite web \|last1=Parish \|first1=Jeremy \|title=The Definitive Ranking of Donkey Kong Games \|url=https://www.polygon.com/features/2018/5/10/17333228/donkey-kong-rankings \|website=[[Polygon (website)\|Polygon]] \|access-date=December 31, 2022 \|date=May 10, 2018 \|archive-date=April 3, 2019 \|archive-url=https://web.archive.org/web/20190403080041/https://www.polygon.com/features/2018/5/10/17333228/donkey-kong-rankings \|url-status=live}} while [[Hudson Soft]] developed the Japan exclusive ''Donkey Kong 3: The Great Counterattack'' (1984) for [[NEC PC-8801]], [[NEC PC-6601]], and [[Sharp X1]].{{cite web \|last1=Kohler \|first1=Chris \|title=You Can Finally Play A Long-Lost Donkey Kong Game \|url=https://kotaku.com/you-can-finally-play-a-long-lost-donkey-kong-game-1823308987 \|website=[[Kotaku]] \|access-date=October 16, 2025 \|date=February 25, 2018}} ''Donkey Kong 3'' and ''Donkey Kong Jr. Math'' were [[List of commercial failures in video games\|commercial failures]]. A line of other educational games was canceled following the failure of ''Donkey Kong Jr. Math''. Bruce Lowry, Nintendo of America's vice president of sales at the time, later called it "the worst game we ever sold".{{cite web \|last1=Yarwood \|first1=Jack \|title=Nintendo's Ex-Vice President Of Sales Reveals The NES Game They 'Couldn't Give Away' \|url=https://www.timeextension.com/news/2025/10/nintendos-ex-vice-president-of-sales-reveals-the-nes-game-they-couldnt-give-away \|website=[[Time Extension]] \|access-date=October 16, 2025 \|date=October 16, 2025}} |
| | | | |
| | [[Sega]] obtained the license to develop a game featuring a playable Donkey Kong as a [[parking attendant]], but it was canceled after a [[management buyout]] from [[Gulf and Western Industries]] in 1984.{{cite web \|last1=McFerran \|first1=Damien \|title=Random: Sega Almost Released A Parking Attendant Game Starring Donkey Kong \|url=https://www.nintendolife.com/news/2016/12/random_sega_almost_released_a_parking_attendant_game_starring_donkey_kong \|website=[[Nintendo Life]] \|access-date=March 20, 2024 \|date=December 30, 2016 \|archive-date=March 20, 2024 \|archive-url=https://web.archive.org/web/20240320075647/https://www.nintendolife.com/news/2016/12/random_sega_almost_released_a_parking_attendant_game_starring_donkey_kong \|url-status=live }}{{sfn\|Kent\|2001\|p=343}} ''Donkey Kong'' went on an extended hiatus,{{Cite web \|last=Parish \|first=Jeremy \|title=10 interesting things about Donkey Kong \|url=http://www.1up.com/features/10-interesting-donkey-kong \|archive-url=https://web.archive.org/web/20120623015927/http://www.1up.com/features/10-interesting-donkey-kong \|archive-date=June 23, 2012 \|access-date=May 19, 2020 \|website=[[1Up.com]]}} while the spin-off ''[[Mario (franchise)\|Mario]]'' franchise found success on the NES, cementing Mario as Nintendo's [[mascot]]. Donkey Kong's appearances were limited to [[cameo appearance\|cameos]] in unrelated games. Nintendo staff began discussing a ''Donkey Kong'' revival as the original game's tenth anniversary approached in 1991. They were unable to start a new game at the time, so they included Donkey Kong Jr. as a playable character in ''[[Super Mario Kart]]'' (1992). However, the discussions led to the production of the [[Game Boy]] game ''[[Donkey Kong (1994 video game)\|Donkey Kong]]'' (1994),{{cite web \|title=Donkey Kong (1994) - Developer Interview \|url=https://shmuplations.com/dk1994/ \|website=Shmuplations \|access-date=October 14, 2024}} the first original ''Donkey Kong'' game in ten years. It features Mario as the player character and begins as a [[video game remake\|remake]] of the 1981 game before introducing over 100 [[puzzle-platform]]ing levels that incorporate elements from ''Donkey Kong Jr.'' and ''[[Super Mario Bros. 2]]'' (1988).{{cite web \|last1=Parish \|first1=Jeremy \|title=Daily Classic: Donkey Kong's Unlikely Game Boy Reinvention \|url=https://www.vg247.com/daily-classic-donkey-kongs-unlikely-game-boy-reinvention \|website=[[VG247]] \|access-date=February 24, 2023 \|date=February 18, 2014 \|archive-date=February 24, 2023 \|archive-url=https://web.archive.org/web/20230224215310/https://www.vg247.com/daily-classic-donkey-kongs-unlikely-game-boy-reinvention \|url-status=live}}{{cite web \|last1=Minotti \|first1=Mike \|title=The RetroBeat: Donkey Kong '94 for the Game Boy is Nintendo's forgotten masterpiece \|url=https://venturebeat.com/games/the-retrobeat-donkey-kong-94-for-the-game-boy-is-nintendos-forgotten-masterpiece/ \|website=[[VentureBeat]] \|access-date=February 24, 2023 \|date=August 8, 2015 \|archive-date=February 24, 2023 \|archive-url=https://web.archive.org/web/20230224215311/https://venturebeat.com/games/the-retrobeat-donkey-kong-94-for-the-game-boy-is-nintendos-forgotten-masterpiece/ \|url-status=live}} | | [[Sega]] obtained the license to develop a game featuring a playable Donkey Kong as a [[parking attendant]], but it was canceled after a [[management buyout]] from [[Gulf and Western Industries]] in 1984.{{cite web \|last1=McFerran \|first1=Damien \|title=Random: Sega Almost Released A Parking Attendant Game Starring Donkey Kong \|url=https://www.nintendolife.com/news/2016/12/random_sega_almost_released_a_parking_attendant_game_starring_donkey_kong \|website=[[Nintendo Life]] \|access-date=March 20, 2024 \|date=December 30, 2016 \|archive-date=March 20, 2024 \|archive-url=https://web.archive.org/web/20240320075647/https://www.nintendolife.com/news/2016/12/random_sega_almost_released_a_parking_attendant_game_starring_donkey_kong \|url-status=live }}{{sfn\|Kent\|2001\|p=343}} ''Donkey Kong'' went on an extended hiatus,{{Cite web \|last=Parish \|first=Jeremy \|title=10 interesting things about Donkey Kong \|url=http://www.1up.com/features/10-interesting-donkey-kong \|archive-url=https://web.archive.org/web/20120623015927/http://www.1up.com/features/10-interesting-donkey-kong \|archive-date=June 23, 2012 \|access-date=May 19, 2020 \|website=[[1Up.com]]}} while the spin-off ''[[Mario (franchise)\|Mario]]'' franchise found success on the NES, cementing Mario as Nintendo's [[mascot]]. Donkey Kong's appearances were limited to [[cameo appearance\|cameos]] in unrelated games. Nintendo staff began discussing a ''Donkey Kong'' revival as the original game's tenth anniversary approached in 1991. They were unable to start a new game at the time, so they included Donkey Kong Jr. as a playable character in ''[[Super Mario Kart]]'' (1992). However, the discussions led to the production of the [[Game Boy]] game ''[[Donkey Kong (1994 video game)\|Donkey Kong]]'' (1994),{{cite web \|title=Donkey Kong (1994) - Developer Interview \|url=https://shmuplations.com/dk1994/ \|website=Shmuplations \|access-date=October 14, 2024}} the first original ''Donkey Kong'' game in ten years. It features Mario as the [[player character]] and begins as a [[video game remake\|remake]] of the 1981 game before introducing over 100 [[puzzle-platform]]ing levels that incorporate elements from ''Donkey Kong Jr.'' and ''[[Super Mario Bros. 2]]'' (1988).{{cite web \|last1=Parish \|first1=Jeremy \|title=Daily Classic: Donkey Kong's Unlikely Game Boy Reinvention \|url=https://www.vg247.com/daily-classic-donkey-kongs-unlikely-game-boy-reinvention \|website=[[VG247]] \|access-date=February 24, 2023 \|date=February 18, 2014 \|archive-date=February 24, 2023 \|archive-url=https://web.archive.org/web/20230224215310/https://www.vg247.com/daily-classic-donkey-kongs-unlikely-game-boy-reinvention \|url-status=live}}{{cite web \|last1=Minotti \|first1=Mike \|title=The RetroBeat: Donkey Kong '94 for the Game Boy is Nintendo's forgotten masterpiece \|url=https://venturebeat.com/games/the-retrobeat-donkey-kong-94-for-the-game-boy-is-nintendos-forgotten-masterpiece/ \|website=[[VentureBeat]] \|access-date=February 24, 2023 \|date=August 8, 2015 \|archive-date=February 24, 2023 \|archive-url=https://web.archive.org/web/20230224215311/https://venturebeat.com/games/the-retrobeat-donkey-kong-94-for-the-game-boy-is-nintendos-forgotten-masterpiece/ \|url-status=live}} |
| | | | |
| | The 1987 ''[[Official Nintendo Player's Guide]]'' advertised a ''Donkey Kong'' revival for the NES, ''Return of Donkey Kong'', which was never released. In the early 1990s, [[Philips]] obtained the license to use five Nintendo characters, including Donkey Kong, in games for the [[CD-i]] format. Philips contracted [[Riedel Software Productions]] to make a CD-i ''Donkey Kong'' game; it was developed between 1992 and 1993, but canceled.{{cite magazine \|date=September 1992 \|title=Kids learn from video games \|url=https://archive.org/details/play-meter-volume-18-number-10-september-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%2010%20-%20September%201992%20%28Compressed%29/page/27/mode/2up \|page=28 \|magazine=[[Play Meter]] \|location=United States \|access-date=March 21, 2026 \|quote=In other news, Riedel Software Productions has signed an agreement with Philips Interactive Media of America to design and develop a new video game based on the original Nintendo characters from the arcade hit Donkey Kong. It's for Philips' Compact Disc Interactive (CD-I) player, the Imagination Machine. }}{{cite web \|last1=Szczepaniak \|first1=John \|title=Like Zelda And Mario, Donkey Kong Was Supposed To Get A Philips CD-i Game - What Happened? \|url=https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened \|website=[[Time Extension]] \|access-date=May 25, 2024 \|date=July 29, 2023 \|archive-date=May 24, 2024 \|archive-url=https://web.archive.org/web/20240524221728/https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened \|url-status=live }} The 2020 [[Nintendo data leak]] included a prototype for ''[[Yoshi's Island]]'' (1995) featuring a protagonist who resembles Stanley.{{cite web \|last1=Yin-Poole \|first1=Wesley \|title=Alleged Nintendo "gigaleak" reveals eye-opening prototypes for Yoshi's Island, Super Mario Kart, Star Fox 2 and more \|url=https://www.eurogamer.net/alleged-nintendo-gigaleak-reveals-eye-opening-prototypes-for-yoshis-island-super-mario-kart-star-fox-2-and-more \|website=[[Eurogamer]] \|access-date=May 30, 2024 \|date=July 25, 2020}} Its title, ''Super Donkey'', suggests that ''Yoshi's Island'' began as a ''Donkey Kong'' game before it was altered to star the ''Mario'' character [[Yoshi]].{{Cite web\|last=Williams\|first=Leah J.\|date=July 27, 2020\|title=Everything Revealed In Nintendo's Largest Gigaleak Ever\|url=https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/\|access-date=July 8, 2023\|website=[[Kotaku]]\|language=en-AU\|archive-date=July 27, 2020\|archive-url=https://web.archive.org/web/20200727231911/https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/\|url-status=live}} | | The 1987 ''[[Official Nintendo Player's Guide]]'' advertised a ''Donkey Kong'' revival for the NES, ''Return of Donkey Kong'', which was never released. In the early 1990s, [[Philips]] obtained the license to use five Nintendo characters, including Donkey Kong, in games for the [[CD-i]] format. Philips contracted [[Riedel Software Productions]] to make a CD-i ''Donkey Kong'' game; it was developed between 1992 and 1993, but was canceled.{{cite magazine \|date=September 1992 \|title=Kids learn from video games \|url=https://archive.org/details/play-meter-volume-18-number-10-september-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%2010%20-%20September%201992%20%28Compressed%29/page/27/mode/2up \|page=28 \|magazine=[[Play Meter]] \|location=United States \|access-date=March 21, 2026 \|quote=In other news, Riedel Software Productions has signed an agreement with Philips Interactive Media of America to design and develop a new video game based on the original Nintendo characters from the arcade hit Donkey Kong. It's for Philips' Compact Disc Interactive (CD-I) player, the Imagination Machine. }}{{cite web \|last1=Szczepaniak \|first1=John \|title=Like Zelda And Mario, Donkey Kong Was Supposed To Get A Philips CD-i Game - What Happened? \|url=https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened \|website=[[Time Extension]] \|access-date=May 25, 2024 \|date=July 29, 2023 \|archive-date=May 24, 2024 \|archive-url=https://web.archive.org/web/20240524221728/https://www.timeextension.com/features/like-zelda-and-mario-donkey-kong-was-supposed-to-get-a-philips-cd-i-game-what-happened \|url-status=live }} The 2020 [[Nintendo data leak]] included a prototype for ''[[Yoshi's Island]]'' (1995) featuring a protagonist who resembles Stanley.{{cite web \|last1=Yin-Poole \|first1=Wesley \|title=Alleged Nintendo "gigaleak" reveals eye-opening prototypes for Yoshi's Island, Super Mario Kart, Star Fox 2 and more \|url=https://www.eurogamer.net/alleged-nintendo-gigaleak-reveals-eye-opening-prototypes-for-yoshis-island-super-mario-kart-star-fox-2-and-more \|website=[[Eurogamer]] \|access-date=May 30, 2024 \|date=July 25, 2020}} Its title, ''Super Donkey'', suggests that ''Yoshi's Island'' began as a ''Donkey Kong'' game before it was altered to star the ''Mario'' character [[Yoshi]].{{Cite web\|last=Williams\|first=Leah J.\|date=July 27, 2020\|title=Everything Revealed In Nintendo's Largest Gigaleak Ever\|url=https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/\|access-date=July 8, 2023\|website=[[Kotaku]]\|language=en-AU\|archive-date=July 27, 2020\|archive-url=https://web.archive.org/web/20200727231911/https://www.kotaku.com.au/2020/07/nintendo-leak-yoshis-island-super-mario-64-rumours-secrets/\|url-status=live}} |
| | | | |
| | === 1994–1996: Rare and ''Donkey Kong Country'' === | | === 1994–1996: Rare and ''Donkey Kong Country'' === |
| Line 55: | Line 55: |
| | Around 1992, [[Rare (company)\|Rare]], a British developer founded by the brothers [[Tim and Chris Stamper]], purchased [[Silicon Graphics, Inc.]] (SGI) [[SGI Challenge\|Challenge]] workstations with [[Alias Systems Corporation\|Alias]] rendering software to render [[3D models]].{{Cite web \|last=McLaughlin \|first=Rus \|date=July 28, 2008 \|title=IGN presents the history of Rare \|url=https://www.ign.com/articles/2008/07/28/ign-presents-the-history-of-rare \|archive-url=https://web.archive.org/web/20130414013832/http://www.ign.com/articles/2008/07/28/ign-presents-the-history-of-rare \|archive-date=April 14, 2013 \|access-date=June 4, 2020 \|website=[[IGN]]}}{{sfn\|Undercover Lover\|1994\|p=54}} The move made Rare the most technologically advanced UK developer and situated them high in the international market. Rare began experimenting with using the technology in a boxing game. At the time, Nintendo was embroiled in a [[console war]] with Sega, whose [[Sega Genesis\|Genesis]] competed with the [[Super Nintendo Entertainment System]] (SNES).{{Cite news \|last=McFerren \|first=Damien \|date=February 27, 2014 \|title=Month of Kong: The making of Donkey Kong Country \|work=[[Nintendo Life]] \|url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country \|url-status=live \|archive-url=https://web.archive.org/web/20160131130533/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country \|archive-date=January 31, 2016}} Nintendo wanted to compete with Sega's ''[[Disney's Aladdin (Sega Genesis video game)\|Aladdin]]'' (1993), which features graphics by [[Walt Disney Animation Studios\|Disney]] animators.{{cite AV media\|url=https://www.youtube.com/watch?v=GQ7qtqqgTlo \|archive-url=https://ghostarchive.org/varchive/youtube/20211211/GQ7qtqqgTlo\| archive-date=December 11, 2021 \|url-status=live\|title=DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!\|date=December 16, 2017\|last=Linneman\|first=John\|publisher=[[Digital Foundry]]\|access-date=June 29, 2020\|medium=[[YouTube]]}}{{cbignore}} Lincoln, who became a Nintendo of America executive following the Universal lawsuit,{{cite web \|last1=Gilbert \|first1=Henry \|title=Lawsuits that altered the course of gaming history \|url=https://www.gamesradar.com/lawsuits-changed-gaming/ \|website=[[GamesRadar+]] \|access-date=November 14, 2024 \|date=February 4, 2014}} learned of Rare's SGI experiments during a trip to Europe.{{Cite web \|last=''IGN'' staff \|date=March 1, 2001 \|title=GameCube developer profile: Rare \|url=https://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare \|url-status=live \|archive-url=https://archive.today/20130125192614/http://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare \|archive-date=January 25, 2013 \|access-date=June 14, 2022 \|website=[[IGN]]}} | | Around 1992, [[Rare (company)\|Rare]], a British developer founded by the brothers [[Tim and Chris Stamper]], purchased [[Silicon Graphics, Inc.]] (SGI) [[SGI Challenge\|Challenge]] workstations with [[Alias Systems Corporation\|Alias]] rendering software to render [[3D models]].{{Cite web \|last=McLaughlin \|first=Rus \|date=July 28, 2008 \|title=IGN presents the history of Rare \|url=https://www.ign.com/articles/2008/07/28/ign-presents-the-history-of-rare \|archive-url=https://web.archive.org/web/20130414013832/http://www.ign.com/articles/2008/07/28/ign-presents-the-history-of-rare \|archive-date=April 14, 2013 \|access-date=June 4, 2020 \|website=[[IGN]]}}{{sfn\|Undercover Lover\|1994\|p=54}} The move made Rare the most technologically advanced UK developer and situated them high in the international market. Rare began experimenting with using the technology in a boxing game. At the time, Nintendo was embroiled in a [[console war]] with Sega, whose [[Sega Genesis\|Genesis]] competed with the [[Super Nintendo Entertainment System]] (SNES).{{Cite news \|last=McFerren \|first=Damien \|date=February 27, 2014 \|title=Month of Kong: The making of Donkey Kong Country \|work=[[Nintendo Life]] \|url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country \|url-status=live \|archive-url=https://web.archive.org/web/20160131130533/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_donkey_kong_country \|archive-date=January 31, 2016}} Nintendo wanted to compete with Sega's ''[[Disney's Aladdin (Sega Genesis video game)\|Aladdin]]'' (1993), which features graphics by [[Walt Disney Animation Studios\|Disney]] animators.{{cite AV media\|url=https://www.youtube.com/watch?v=GQ7qtqqgTlo \|archive-url=https://ghostarchive.org/varchive/youtube/20211211/GQ7qtqqgTlo\| archive-date=December 11, 2021 \|url-status=live\|title=DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!\|date=December 16, 2017\|last=Linneman\|first=John\|publisher=[[Digital Foundry]]\|access-date=June 29, 2020\|medium=[[YouTube]]}}{{cbignore}} Lincoln, who became a Nintendo of America executive following the Universal lawsuit,{{cite web \|last1=Gilbert \|first1=Henry \|title=Lawsuits that altered the course of gaming history \|url=https://www.gamesradar.com/lawsuits-changed-gaming/ \|website=[[GamesRadar+]] \|access-date=November 14, 2024 \|date=February 4, 2014}} learned of Rare's SGI experiments during a trip to Europe.{{Cite web \|last=''IGN'' staff \|date=March 1, 2001 \|title=GameCube developer profile: Rare \|url=https://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare \|url-status=live \|archive-url=https://archive.today/20130125192614/http://www.ign.com/articles/2001/03/01/gamecube-developer-profile-rare \|archive-date=January 25, 2013 \|access-date=June 14, 2022 \|website=[[IGN]]}} |
| | | | |
| | After impressing Nintendo with a demonstration, Tim Stamper suggested developing a platform game that used [[ Pre-rendering\|pre-rendered]] [[3D graphics]].{{sfn\|Undercover Lover\|1994\|p=54}} Nintendo granted the Stampers permission to use the ''Donkey Kong'' [[intellectual property]];{{Cite news \|last=Waugh \|first=Eric-Jon Rossel \|date=August 30, 2006 \|title=A short history of Rare \|work=[[Bloomberg Businessweek]] \|url=https://www.bloomberg.com/news/articles/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice \|url-status=live \|access-date=July 17, 2017 \|archive-url=https://web.archive.org/web/20161015142432/https://www.bloomberg.com/news/articles/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice \|archive-date=October 15, 2016}} some sources indicate that the Stampers requested this, though the designer [[Gregg Mayles]] recalled that it was Nintendo that requested a ''Donkey Kong'' game.{{cite web \|last1=Hunt \|first1=Stuart \|title="Yes, we did go to the zoo and observe the gorillas": The making of Donkey Kong Country \|url=https://www.gamesradar.com/the-making-of-donkey-kong-country/ \|website=[[GamesRadar+]] \|access-date=June 11, 2022 \|date=June 22, 2021 \|archive-date=June 11, 2022 \|archive-url=https://web.archive.org/web/20220611165430/https://www.gamesradar.com/the-making-of-donkey-kong-country/ \|url-status=live}} Nintendo reasoned that licensing ''Donkey Kong'' posed minimal risk as the franchise was dormant. Rare's [[reboot (fiction)\|reboot]], ''[[Donkey Kong Country]]'' (1994), features [[side-scrolling]] gameplay that Mayles based on the ''[[Super Mario]]'' series. It was the first ''Donkey Kong'' game neither directed nor produced by Miyamoto,{{Cite web \|last=Langshaw \|first=Mark \|date=August 18, 2012 \|title=Retro corner: 'Donkey Kong Country' \|url=https://www.digitalspy.com/videogames/retro-gaming/a400139/retro-corner-donkey-kong-country/ \|archive-url=https://web.archive.org/web/20190526034851/https://www.digitalspy.com/videogames/retro-gaming/a400139/retro-corner-donkey-kong-country/ \|archive-date=May 26, 2019 \|access-date=June 30, 2020 \|website=[[Digital Spy]]}} though he provided support and contributed design ideas. | | After impressing Nintendo with a demonstration, Tim Stamper suggested developing a platform game that used [[pre-rendering\|pre-rendered]] [[3D graphics]].{{sfn\|Undercover Lover\|1994\|p=54}} Nintendo granted the Stampers permission to use the ''Donkey Kong'' [[intellectual property]];{{Cite news \|last=Waugh \|first=Eric-Jon Rossel \|date=August 30, 2006 \|title=A short history of Rare \|work=[[Bloomberg Businessweek]] \|url=https://www.bloomberg.com/news/articles/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice \|url-status=live \|access-date=July 17, 2017 \|archive-url=https://web.archive.org/web/20161015142432/https://www.bloomberg.com/news/articles/2006-08-30/a-short-history-of-rarebusinessweek-business-news-stock-market-and-financial-advice \|archive-date=October 15, 2016}} some sources indicate that the Stampers requested this, though the designer [[Gregg Mayles]] recalled that it was Nintendo that requested a ''Donkey Kong'' game.{{cite web \|last1=Hunt \|first1=Stuart \|title="Yes, we did go to the zoo and observe the gorillas": The making of Donkey Kong Country \|url=https://www.gamesradar.com/the-making-of-donkey-kong-country/ \|website=[[GamesRadar+]] \|access-date=June 11, 2022 \|date=June 22, 2021 \|archive-date=June 11, 2022 \|archive-url=https://web.archive.org/web/20220611165430/https://www.gamesradar.com/the-making-of-donkey-kong-country/ \|url-status=live}} Nintendo reasoned that licensing ''Donkey Kong'' posed minimal risk as the franchise was dormant. Rare's [[reboot (fiction)\|reboot]], ''[[Donkey Kong Country]]'' (1994), features [[side-scrolling]] gameplay that Mayles based on the ''[[Super Mario]]'' series. It was the first ''Donkey Kong'' game neither directed nor produced by Miyamoto,{{Cite web \|last=Langshaw \|first=Mark \|date=August 18, 2012 \|title=Retro corner: 'Donkey Kong Country' \|url=https://www.digitalspy.com/videogames/retro-gaming/a400139/retro-corner-donkey-kong-country/ \|archive-url=https://web.archive.org/web/20190526034851/https://www.digitalspy.com/videogames/retro-gaming/a400139/retro-corner-donkey-kong-country/ \|archive-date=May 26, 2019 \|access-date=June 30, 2020 \|website=[[Digital Spy]]}} though he provided support and contributed design ideas. |
| | | | |
| | ''Donkey Kong Country'' was one of the first games for a mainstream home video game console to use pre-rendered graphics, achieved through a [[ Data compression\|compression]] technique that allowed Rare to convert 3D models into SNES sprites with little loss of detail. Because ''Donkey Kong'' did not have much of an established universe, Rare was free to expand it, introducing Donkey Kong's sidekick [[Diddy Kong]] (who replaced Donkey Kong Jr.) and the antagonistic [[Kremlings]].{{Cite web \|last=Zwiezen \|first=Zack \|date=November 25, 2019 \|title=Nintendo was worried Donkey Kong Country was 'too 3D' \|url=https://www.kotaku.com.au/2019/11/nintendo-was-worried-donkey-kong-country-was-too-3d/ \|url-status=dead \|archive-url=https://web.archive.org/web/20200923161416/https://www.kotaku.com.au/2019/11/nintendo-was-worried-donkey-kong-country-was-too-3d/ \|archive-date=September 23, 2020 \|access-date=May 26, 2020 \|website=[[Kotaku]]}} After 18 months of development, ''Donkey Kong Country'' was released in November 1994 to acclaim, with critics hailing its visuals as groundbreaking.{{efn\|Attributed to multiple references: ''[[Diehard GameFan]]'',{{sfn\|Storm\|1994\|pp=78–80}} ''[[Electronic Gaming Monthly]]'',{{sfn\|Semrad\|Carpenter\|Manuel\|Sushi-X\|1994\|p=34}} ''[[Next Generation (magazine)\|Next Generation]]'',{{sfn\|McDonnell\|1995\|p=102}} and ''[[Total!]]''{{sfn\|Atko\|Andy\|1994\|p=37}}}} It was a major success, selling 9.3 million copies and becoming the [[List of best-selling Super Nintendo Entertainment System video games\|third-bestselling SNES game]].{{Cite web \|last=Gray \|first=Kate \|date=April 25, 2022 \|title=Feature: The best (and worst) selling games of Nintendo's biggest franchises \|url=https://www.nintendolife.com/features/the-best-and-worst-selling-games-of-nintendos-biggest-franchises \|url-status=live \|archive-url=https://web.archive.org/web/20220530175807/https://www.nintendolife.com/features/the-best-and-worst-selling-games-of-nintendos-biggest-franchises \|archive-date=May 30, 2022 \|access-date=June 29, 2022 \|website=[[Nintendo Life]]}} It reestablished ''Donkey Kong'' as a major Nintendo franchise and heralded Donkey Kong's transition from villain to hero.{{Cite web \|last=Goergen \|first=Andy \|date=February 12, 2014 \|title=Donkey Kong Country, through the years \|url=http://www.nintendoworldreport.com/feature/36539/donkey-kong-country-through-the-years \|url-status=live \|archive-url=https://web.archive.org/web/20200703015857/http://www.nintendoworldreport.com/feature/36539/donkey-kong-country-through-the-years \|archive-date=July 3, 2020 \|access-date=May 29, 2022 \|website=Nintendo World Report}} Miyamoto felt Rare had "breathed new life into" Donkey Kong and demonstrated that it could be trusted with the franchise.{{cite web \|title="ドンキーコングの生みの親" 宮本茂独占インタビュー \|trans-title=Exclusive Interview with Donkey Kong Creator Shigeru Miyamoto \|url=http://www.nintendo.co.jp/nom/0002/01/miyamoto.html \|website=Nintendo Online Magazine \|archive-url=https://web.archive.org/web/20040212000129/http://www.nintendo.co.jp/nom/0002/01/miyamoto.html \|archive-date=February 12, 2004 \|access-date=January 22, 2025 \|language=Japanese \|date=February 2000}} ([https://themushroomkingdom.net/interview_miyamoto_nom18_feb2000.shtml Translation]) Following the success, Nintendo purchased a large [[minority interest\|minority stake]] in Rare. | | ''Donkey Kong Country'' was one of the first games for a mainstream home video game console to use pre-rendered graphics, achieved through a [[data compression\|compression]] technique that allowed Rare to convert 3D models into SNES sprites with little loss of detail. Because ''Donkey Kong'' did not have much of an established universe, Rare was free to expand it, introducing Donkey Kong's sidekick [[Diddy Kong]] (who replaced Donkey Kong Jr.) and the antagonistic [[Kremlings]].{{Cite web \|last=Zwiezen \|first=Zack \|date=November 25, 2019 \|title=Nintendo was worried Donkey Kong Country was 'too 3D' \|url=https://www.kotaku.com.au/2019/11/nintendo-was-worried-donkey-kong-country-was-too-3d/ \|url-status=dead \|archive-url=https://web.archive.org/web/20200923161416/https://www.kotaku.com.au/2019/11/nintendo-was-worried-donkey-kong-country-was-too-3d/ \|archive-date=September 23, 2020 \|access-date=May 26, 2020 \|website=[[Kotaku]]}} After 18 months of development, ''Donkey Kong Country'' was released in November 1994 to acclaim, with critics hailing its visuals as groundbreaking.{{efn\|Attributed to multiple references: ''[[Diehard GameFan]]'',{{sfn\|Storm\|1994\|pp=78–80}} ''[[Electronic Gaming Monthly]]'',{{sfn\|Semrad\|Carpenter\|Manuel\|Sushi-X\|1994\|p=34}} ''[[Next Generation (magazine)\|Next Generation]]'',{{sfn\|McDonnell\|1995\|p=102}} and ''[[Total!]]''{{sfn\|Atko\|Andy\|1994\|p=37}}}} It was a major success, selling 9.3 million copies and becoming the [[List of best-selling Super Nintendo Entertainment System video games\|third-bestselling SNES game]].{{Cite web \|last=Gray \|first=Kate \|date=April 25, 2022 \|title=Feature: The best (and worst) selling games of Nintendo's biggest franchises \|url=https://www.nintendolife.com/features/the-best-and-worst-selling-games-of-nintendos-biggest-franchises \|url-status=live \|archive-url=https://web.archive.org/web/20220530175807/https://www.nintendolife.com/features/the-best-and-worst-selling-games-of-nintendos-biggest-franchises \|archive-date=May 30, 2022 \|access-date=June 29, 2022 \|website=[[Nintendo Life]]}} It reestablished ''Donkey Kong'' as a major Nintendo franchise and heralded Donkey Kong's transition from villain to hero.{{Cite web \|last=Goergen \|first=Andy \|date=February 12, 2014 \|title=Donkey Kong Country, through the years \|url=http://www.nintendoworldreport.com/feature/36539/donkey-kong-country-through-the-years \|url-status=live \|archive-url=https://web.archive.org/web/20200703015857/http://www.nintendoworldreport.com/feature/36539/donkey-kong-country-through-the-years \|archive-date=July 3, 2020 \|access-date=May 29, 2022 \|website=Nintendo World Report}} Miyamoto felt Rare had "breathed new life into" Donkey Kong and demonstrated that it could be trusted with the franchise.{{cite web \|title="ドンキーコングの生みの親" 宮本茂独占インタビュー \|trans-title=Exclusive Interview with Donkey Kong Creator Shigeru Miyamoto \|url=http://www.nintendo.co.jp/nom/0002/01/miyamoto.html \|website=Nintendo Online Magazine \|archive-url=https://web.archive.org/web/20040212000129/http://www.nintendo.co.jp/nom/0002/01/miyamoto.html \|archive-date=February 12, 2004 \|access-date=January 22, 2025 \|language=Japanese \|date=February 2000}} ([https://themushroomkingdom.net/interview_miyamoto_nom18_feb2000.shtml Translation]) Following the success, Nintendo purchased a large [[minority interest\|minority stake]] in Rare. |
| | | | |
| | Rare began developing concepts for a ''Donkey Kong Country'' sequel during production,{{sfn\|Milne\|2018\|p=64}} and Nintendo [[ green-light \|green-lit]] the project immediately after the success. ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', released in 1995, features Diddy rescuing a kidnapped Donkey Kong and introduces Diddy's girlfriend [[Dixie Kong]]. It was designed to be less linear and more challenging,{{sfn\|The Feature Creature\|1996\|p=41}}{{sfn\|Milne\|2018\|p=66}} with a theme reflecting Mayles' fascination with pirates.{{sfn\|Milne\|2018\|p=66}} ''Diddy's Kong Quest'' was a critical success and is the sixth-bestselling SNES game.{{cite web\|last1=Antista\|first1=Chris\|title=New screens honor the legacy of Donkey Kong Country - but WHY?\|url=http://www.gamesradar.com/new-screens-honor-the-legacy-of-donkey-kong-country-but-why/?page=2\|website=[[GamesRadar+]]\|access-date=February 7, 2016\|date=October 14, 2010\|archive-date=January 5, 2022\|archive-url=https://web.archive.org/web/20220105194618/https://www.gamesradar.com/new-screens-honor-the-legacy-of-donkey-kong-country-but-why/?page=2\|url-status=live}} Following ''Diddy's Kong Quest'', the ''Donkey Kong Country'' team split in two, with one half working on ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' (1996).{{Cite web \|last=Yarwood \|first=Jack \|date=June 22, 2021 \|title=A 'Rare' interview with Donkey Kong Country composer Eveline Novakovic \|url=https://www.fanbyte.com/features/a-rare-interview-with-donkey-kong-country-composer-eveline-novakovic/ \|url-status=live \|archive-url=https://web.archive.org/web/20220120152552/https://www.fanbyte.com/features/a-rare-interview-with-donkey-kong-country-composer-eveline-novakovic/ \|archive-date=January 20, 2022 \|access-date=May 22, 2022 \|website=FanByte}} ''Dixie Kong's Double Trouble'' features Dixie and a new character, [[Kiddy Kong]], as the protagonists, and incorporates 3D-esque gameplay and ''[[The Legend of Zelda\|Zelda]]''-inspired [[role-playing video game\|role-playing]] elements. Although it was released late in the SNES lifespan and after the launch of the [[Nintendo 64]], ''Dixie Kong's Double Trouble!'' sold well.{{sfn\|Milne\|2022\|p=23}} | | Rare began developing concepts for a ''Donkey Kong Country'' sequel during production,{{sfn\|Milne\|2018\|p=64}} and Nintendo [[greenlight\|green-lit]] the project immediately after the success. ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', released in 1995, features Diddy rescuing a kidnapped Donkey Kong and introduces Diddy's girlfriend [[Dixie Kong]]. It was designed to be [[nonlinear gameplay\|less linear]] and more challenging,{{sfn\|The Feature Creature\|1996\|p=41}}{{sfn\|Milne\|2018\|p=66}} with a theme reflecting Mayles' fascination with pirates.{{sfn\|Milne\|2018\|p=66}} ''Diddy's Kong Quest'' was a critical success and is the sixth-bestselling SNES game.{{cite web\|last1=Antista\|first1=Chris\|title=New screens honor the legacy of Donkey Kong Country - but WHY?\|url=http://www.gamesradar.com/new-screens-honor-the-legacy-of-donkey-kong-country-but-why/?page=2\|website=[[GamesRadar+]]\|access-date=February 7, 2016\|date=October 14, 2010\|archive-date=January 5, 2022\|archive-url=https://web.archive.org/web/20220105194618/https://www.gamesradar.com/new-screens-honor-the-legacy-of-donkey-kong-country-but-why/?page=2\|url-status=live}} Following ''Diddy's Kong Quest'', the ''Donkey Kong Country'' team split in two, with one half working on ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' (1996).{{Cite web \|last=Yarwood \|first=Jack \|date=June 22, 2021 \|title=A 'Rare' interview with Donkey Kong Country composer Eveline Novakovic \|url=https://www.fanbyte.com/features/a-rare-interview-with-donkey-kong-country-composer-eveline-novakovic/ \|url-status=live \|archive-url=https://web.archive.org/web/20220120152552/https://www.fanbyte.com/features/a-rare-interview-with-donkey-kong-country-composer-eveline-novakovic/ \|archive-date=January 20, 2022 \|access-date=May 22, 2022 \|website=FanByte}} ''Dixie Kong's Double Trouble'' features Dixie and a new character, [[Kiddy Kong]], as the protagonists, and incorporates 3D-esque gameplay and ''[[The Legend of Zelda\|Zelda]]''-inspired [[role-playing video game\|role-playing]] elements. Although it was released late in the SNES lifespan and after the launch of the [[Nintendo 64]], ''Dixie Kong's Double Trouble!'' sold well.{{sfn\|Milne\|2022\|p=23}} |
| | | | |
| | === 1995–2002: Franchise expansion === | | === 1995–2002: Franchise expansion === |
| Line 74: | Line 74: |
| | }} | | }} |
| | | | |
| | The first ''Donkey Kong'' game for the Nintendo 64, ''[[Diddy Kong Racing]]'', a [[kart racing game]], was released as Nintendo's major 1997 [[ Christmas and holiday season \|Christmas shopping season]] product.{{sfn\|''EGM'' staff\|1997\|p=26}} Rare originally developed it as a sequel to its NES game ''[[R.C. Pro-Am]]'' (1988), but added Diddy Kong to increase its marketability.{{cite web\|last=Watts\|first=Martin\|title=Month Of Kong: The Making Of Diddy Kong Racing\|url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_diddy_kong_racing\|website=[[Nintendo Life]]\|access-date=February 28, 2016\|date=February 23, 2014\|archive-date=March 2, 2016\|archive-url=https://web.archive.org/web/20160302111645/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_diddy_kong_racing\|url-status=live}} It received favorable reviews and sold 4.5 million copies.{{cite web \|title=Diddy Kong Racing for Nintendo 64 Reviews \|url=https://www.metacritic.com/game/diddy-kong-racing/critic-reviews/?platform=nintendo-64 \|publisher=[[Metacritic]] \|access-date=February 17, 2023 \|archive-date=November 9, 2023 \|archive-url=https://web.archive.org/web/20231109125158/https://www.metacritic.com/game/diddy-kong-racing/critic-reviews/?platform=nintendo-64 \|url-status=live}} Two characters, [[Banjo & Kazooie\|Banjo the Bear]] and [[Conker the Squirrel]], appeared in ''Diddy Kong Racing'' before starring in the ''[[Banjo-Kazooie]]'' and ''[[Conker (series)\|Conker]]'' franchises.{{cite web \|last1=MacDonald \|first1=Keza \|title=Diddy Kong Racing \|url=https://www.eurogamer.net/diddy-kong-racing-review \|website=[[Eurogamer]] \|access-date=December 27, 2022 \|date=April 12, 2007 \|archive-date=December 27, 2022 \|archive-url=https://web.archive.org/web/20221227142559/https://www.eurogamer.net/diddy-kong-racing-review \|url-status=live}} | | The first ''Donkey Kong'' game for the Nintendo 64, ''[[Diddy Kong Racing]]'', a [[kart racing game]], was released as Nintendo's major 1997 [[EconomicsofChristmas\|Christmas shopping season]] product.{{sfn\|''EGM'' staff\|1997\|p=26}} Rare originally developed it as a sequel to its NES game ''[[R.C. Pro-Am]]'' (1988), but added Diddy Kong to increase its marketability.{{cite web\|last=Watts\|first=Martin\|title=Month Of Kong: The Making Of Diddy Kong Racing\|url=http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_diddy_kong_racing\|website=[[Nintendo Life]]\|access-date=February 28, 2016\|date=February 23, 2014\|archive-date=March 2, 2016\|archive-url=https://web.archive.org/web/20160302111645/http://www.nintendolife.com/news/2014/02/month_of_kong_the_making_of_diddy_kong_racing\|url-status=live}} It received favorable reviews and sold 4.5 million copies.{{cite web \|title=Diddy Kong Racing for Nintendo 64 Reviews \|url=https://www.metacritic.com/game/diddy-kong-racing/critic-reviews/?platform=nintendo-64 \|publisher=[[Metacritic]] \|access-date=February 17, 2023 \|archive-date=November 9, 2023 \|archive-url=https://web.archive.org/web/20231109125158/https://www.metacritic.com/game/diddy-kong-racing/critic-reviews/?platform=nintendo-64 \|url-status=live}} Two characters, [[Banjo & Kazooie\|Banjo the Bear]] and [[Conker the Squirrel]], appeared in ''Diddy Kong Racing'' before starring in the ''[[Banjo-Kazooie]]'' and ''[[Conker (series)\|Conker]]'' franchises.{{cite web \|last1=MacDonald \|first1=Keza \|title=Diddy Kong Racing \|url=https://www.eurogamer.net/diddy-kong-racing-review \|website=[[Eurogamer]] \|access-date=December 27, 2022 \|date=April 12, 2007 \|archive-date=December 27, 2022 \|archive-url=https://web.archive.org/web/20221227142559/https://www.eurogamer.net/diddy-kong-racing-review \|url-status=live}} |
| | | | |
| | In 1997, Rare began working on ''[[Donkey Kong 64]]'', the first ''Donkey Kong'' platform game to feature 3D gameplay.{{Cite web \|author1=IGN Staff \|title=Donkey Kong Swings to 64DD \|work=[[IGN]] \|date=July 25, 1997 \|url=http://www.ign.com/articles/1997/07/26/donkey-kong-swings-to-64dd \|access-date=December 19, 2016 \|archive-url=https://web.archive.org/web/20160807230102/http://www.ign.com/articles/1997/07/26/donkey-kong-swings-to-64dd \|archive-date=August 7, 2016 \|url-status=live}} They conceived it as a linear game similar to the ''Country'' series, but switched to a more open-ended design using the game engine from their 1998 game ''[[Banjo-Kazooie (video game)\|Banjo-Kazooie]]'' after 18 months.{{sfn\|Hunt\|2007\|p=29}} Transitioning ''Donkey Kong'' to 3D proved challenging since the technology was still new. The designers could not replicate the detail of ''Country''{{'s}} pre-rendering on the Nintendo 64, which [[real-time computer graphics\|rendered graphics in real time]]. ''Donkey Kong 64'' was released in November 1999, accompanied by a {{US$}}22 million marketing campaign.{{sfn\|Zuniga\|1999\|pp=219–224}} It was Nintendo's bestselling game during the 1999 Christmas season and received positive reviews,{{cite web \|url=https://www.metacritic.com/game/donkey-kong-64/critic-reviews/?platform=nintendo-64 \|title=Donkey Kong 64 Critic Reviews for Nintendo 64 \|publisher=[[Metacritic]] \|access-date=December 17, 2016 \|archive-url=https://web.archive.org/web/20170118091300/http://www.metacritic.com/game/nintendo-64/donkey-kong-64/critic-reviews \|archive-date=January 18, 2017 \|url-status=live}}{{Cite web \|author1=IGN Staff \|title=Nintendo Dominates Videogame Sales \|work=[[IGN]] \|date=January 13, 2000 \|url=http://www.ign.com/articles/2000/01/14/nintendo-dominates-videogame-sales \|access-date=December 19, 2016 \|archive-url=https://web.archive.org/web/20161221215701/http://www.ign.com/articles/2000/01/14/nintendo-dominates-videogame-sales \|archive-date=December 21, 2016 \|url-status=live}} though critics felt it did not match the revolutionary impact of ''Donkey Kong Country''.{{cite web \|url=http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ \|access-date=December 17, 2016 \|title=Donkey Kong 64 Review \|last1=Taruc \|first1=Nelson \|date=November 22, 1999 \|work=[[GameSpot]] \|archive-url=https://web.archive.org/web/20160830005452/http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ \|archive-date=August 30, 2016 \|url-status=live}}{{cite web\|last1=Casamassina\|first1=Matt\|title=Donkey Kong 64 Review\|url=http://www.ign.com/articles/1999/11/25/donkey-kong-64\|website=[[IGN]]\|access-date=December 17, 2016\|date=November 24, 1999 \|archive-url=https://web.archive.org/web/20160919092038/http://www.ign.com/articles/1999/11/25/donkey-kong-64 \|archive-date=September 19, 2016 \|url-status=live}}{{sfn\|''EGM'' staff\|2000\|p=178}} | | In 1997, Rare began working on ''[[Donkey Kong 64]]'', the first ''Donkey Kong'' platform game to feature 3D gameplay.{{Cite web \|author1=IGN Staff \|title=Donkey Kong Swings to 64DD \|work=[[IGN]] \|date=July 25, 1997 \|url=http://www.ign.com/articles/1997/07/26/donkey-kong-swings-to-64dd \|access-date=December 19, 2016 \|archive-url=https://web.archive.org/web/20160807230102/http://www.ign.com/articles/1997/07/26/donkey-kong-swings-to-64dd \|archive-date=August 7, 2016 \|url-status=live}} They conceived it as a linear game similar to the ''Country'' series, but switched to a more open-ended design using the game engine from their 1998 game ''[[Banjo-Kazooie (video game)\|Banjo-Kazooie]]'' after 18 months.{{sfn\|Hunt\|2007\|p=29}} Transitioning ''Donkey Kong'' to 3D proved challenging since the technology was still new. The designers could not replicate the detail of ''Country''{{'s}} pre-rendering on the Nintendo 64, which [[real-time computer graphics\|rendered graphics in real time]]. ''Donkey Kong 64'' was released in November 1999, accompanied by a {{US$}}22 million marketing campaign.{{sfn\|Zuniga\|1999\|pp=219–224}} It was Nintendo's bestselling game during the 1999 Christmas season and received positive reviews,{{cite web \|url=https://www.metacritic.com/game/donkey-kong-64/critic-reviews/?platform=nintendo-64 \|title=Donkey Kong 64 Critic Reviews for Nintendo 64 \|publisher=[[Metacritic]] \|access-date=December 17, 2016 \|archive-url=https://web.archive.org/web/20170118091300/http://www.metacritic.com/game/nintendo-64/donkey-kong-64/critic-reviews \|archive-date=January 18, 2017 \|url-status=live}}{{Cite web \|author1=IGN Staff \|title=Nintendo Dominates Videogame Sales \|work=[[IGN]] \|date=January 13, 2000 \|url=http://www.ign.com/articles/2000/01/14/nintendo-dominates-videogame-sales \|access-date=December 19, 2016 \|archive-url=https://web.archive.org/web/20161221215701/http://www.ign.com/articles/2000/01/14/nintendo-dominates-videogame-sales \|archive-date=December 21, 2016 \|url-status=live}} though critics felt it did not match the revolutionary impact of ''Donkey Kong Country''.{{cite web \|url=http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ \|access-date=December 17, 2016 \|title=Donkey Kong 64 Review \|last1=Taruc \|first1=Nelson \|date=November 22, 1999 \|work=[[GameSpot]] \|archive-url=https://web.archive.org/web/20160830005452/http://www.gamespot.com/reviews/donkey-kong-64-review/1900-2543651/ \|archive-date=August 30, 2016 \|url-status=live}}{{cite web\|last1=Casamassina\|first1=Matt\|title=Donkey Kong 64 Review\|url=http://www.ign.com/articles/1999/11/25/donkey-kong-64\|website=[[IGN]]\|access-date=December 17, 2016\|date=November 24, 1999 \|archive-url=https://web.archive.org/web/20160919092038/http://www.ign.com/articles/1999/11/25/donkey-kong-64 \|archive-date=September 19, 2016 \|url-status=live}}{{sfn\|''EGM'' staff\|2000\|p=178}} |
| Line 96: | Line 96: |
| | | | |
| | === 2025–present: ''Donkey Kong Bananza'' === | | === 2025–present: ''Donkey Kong Bananza'' === |
| | After [[Nintendo Entertainment Planning & Development]] (EPD) completed ''[[Super Mario Odyssey]]'' (2017), Koizumi directed them to develop a 3D ''Donkey Kong'' game.{{Cite web \|last=Valentine \|first=Rebekah \|date=July 10, 2025 \|title=Our Big Bananas Interview With the Developers of Donkey Kong Bananza \|url=https://www.ign.com/articles/our-big-bananas-interview-with-the-developers-of-donkey-kong-bananza \|url-status=live \|archive-url=https://web.archive.org/web/20250710134243/https://www.ign.com/articles/our-big-bananas-interview-with-the-developers-of-donkey-kong-bananza \|archive-date=July 10, 2025 \|access-date=July 10, 2025 \|website=[[IGN]]}}{{cite web \|title=Ask the Developer Vol. 19: Donkey Kong Bananza — Part 1 \|url=https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/ \|publisher=[[Nintendo]] \|access-date=July 15, 2025 \|date=July 15, 2025 \|archive-date=July 15, 2025 \|archive-url=https://web.archive.org/web/20250715130132/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/ \|url-status=live }} A programmer had been conducting experiments with [[voxel]] technology and [[destructible environment]]s,{{cite web \|title=Ask the Developer Vol. 19: Donkey Kong Bananza — Part 2 \|url=https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-2/ \|publisher=[[Nintendo]] \|access-date=July 15, 2025 \|date=July 15, 2025 \|archive-date=July 15, 2025 \|archive-url=https://web.archive.org/web/20250715130147/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-2/ \|url-status=live }} which had been used to a limited degree in ''Odyssey''. EPD realized that Donkey Kong's strength was a good fit. ~~~~ | | After [[Nintendo Entertainment Planning & Development]] (EPD) completed ''[[Super Mario Odyssey]]'' (2017), Koizumi directed them to develop a 3D ''Donkey Kong'' game.{{Cite web \|last=Valentine \|first=Rebekah \|date=July 10, 2025 \|title=Our Big Bananas Interview With the Developers of Donkey Kong Bananza \|url=https://www.ign.com/articles/our-big-bananas-interview-with-the-developers-of-donkey-kong-bananza \|url-status=live \|archive-url=https://web.archive.org/web/20250710134243/https://www.ign.com/articles/our-big-bananas-interview-with-the-developers-of-donkey-kong-bananza \|archive-date=July 10, 2025 \|access-date=July 10, 2025 \|website=[[IGN]]}}{{cite web \|title=Ask the Developer Vol. 19: Donkey Kong Bananza — Part 1 \|url=https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/ \|publisher=[[Nintendo]] \|access-date=July 15, 2025 \|date=July 15, 2025 \|archive-date=July 15, 2025 \|archive-url=https://web.archive.org/web/20250715130132/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-1/ \|url-status=live }} A programmer had been conducting experiments with [[voxel]] technology and [[destructible environment]]s,{{cite web \|title=Ask the Developer Vol. 19: Donkey Kong Bananza — Part 2 \|url=https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-2/ \|publisher=[[Nintendo]] \|access-date=July 15, 2025 \|date=July 15, 2025 \|archive-date=July 15, 2025 \|archive-url=https://web.archive.org/web/20250715130147/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-19-donkey-kong-bananza-part-2/ \|url-status=live }} which had been used to a limited degree in ''Odyssey''. EPD realized that Donkey Kong's strength was a good fit. |
| | | | |
| | The development of ''[[Donkey Kong Bananza]]'', the first 3D ''Donkey Kong'' game since ''Donkey Kong 64'',{{cite web \|last1=Bonk \|first1=Lawrence \|title=Donkey Kong Bananza is a brand new 3D platformer for Switch 2 \|url=https://www.engadget.com/gaming/nintendo/donkey-kong-bananza-is-a-brand-new-3d-platformer-for-switch-2-143108835.html \|website=[[Engadget]] \|access-date=April 2, 2025 \|date=April 2, 2025}} began on the Nintendo Switch and shifted to the [[Nintendo Switch 2]] around 2021. Donkey Kong was redesigned to combine the expressiveness of Miyamoto's original design and his more [[ Cool (aesthetic)\|cool]] and adventurous ''Country'' depiction. Pauline was redesigned as his young sidekick, and the Kremlings were reintroduced after a nearly 20-year absence.{{cite web \|last1=Newell \|first1=Adam \|title=I cried when this nefarious Rare character returned in Donkey Kong Bananza \|url=https://www.destructoid.com/i-cried-when-this-nefarious-rare-character-returned-in-donkey-kong-bananza/ \|website=[[Destructoid]] \|access-date=July 22, 2025 \|date=July 17, 2025}} The producer, Kenta Motokura, said ''Bananza'' was an opportunity to establish separate 2D and 3D ''Donkey Kong'' series as Nintendo had done with ''Super Mario''. ''Bananza'' was released in July 2025 to acclaim;{{Cite web \|title=Donkey Kong Bananza Reviews \|url=https://www.metacritic.com/game/donkey-kong-bananza/critic-reviews/?platform=nintendo-switch-2 \|publisher=[[Metacritic]] \|language=en \|access-date=August 12, 2025}} reviewers described it as a triumphant return for ''Donkey Kong'' and the Switch 2's [[killer app]].{{cite web \|title=Donkey Kong Bananza Is Switch 2's Killer App - Next-Gen Console Watch \|url=https://www.ign.com/videos/donkey-kong-bananza-is-switch-2s-killer-app-next-gen-console-watch \|website=[[IGN]] \|access-date=July 23, 2025 \|date=July 18, 2025}}{{cite web \|last1=Peters \|first1=Jay \|title=The Switch 2's next killer app is already here \|url=https://www.theverge.com/installer-newsletter/710157/donkey-kong-bananza-openai-chatgpt-agent-installer \|website=[[The Verge]] \|access-date=July 23, 2025 \|date=July 20, 2025}}{{cite web \|last1=Schreier \|first1=Jason \|title=Nintendo's Switch 2 Gets a Killer Ape App \|url=https://www.bloomberg.com/news/newsletters/2025-07-18/nintendo-s-switch-2-gets-a-killer-ape-app-with-donkey-kong-bananza \|website=[[Bloomberg News]] \|access-date=July 23, 2025 \|date=July 18, 2025}} | | The development of ''[[Donkey Kong Bananza]]'', the first 3D ''Donkey Kong'' game since ''Donkey Kong 64'',{{cite web \|last1=Bonk \|first1=Lawrence \|title=Donkey Kong Bananza is a brand new 3D platformer for Switch 2 \|url=https://www.engadget.com/gaming/nintendo/donkey-kong-bananza-is-a-brand-new-3d-platformer-for-switch-2-143108835.html \|website=[[Engadget]] \|access-date=April 2, 2025 \|date=April 2, 2025}} began on the Nintendo Switch and shifted to the [[Nintendo Switch 2]] around 2021. Donkey Kong was redesigned to combine the expressiveness of Miyamoto's original design and his more [[cool (aesthetic)\|cool]] and adventurous ''Country'' depiction. Pauline was redesigned as his young sidekick, and the Kremlings were reintroduced after a nearly 20-year absence.{{cite web \|last1=Newell \|first1=Adam \|title=I cried when this nefarious Rare character returned in Donkey Kong Bananza \|url=https://www.destructoid.com/i-cried-when-this-nefarious-rare-character-returned-in-donkey-kong-bananza/ \|website=[[Destructoid]] \|access-date=July 22, 2025 \|date=July 17, 2025}} The producer, Kenta Motokura, said ''Bananza'' was an opportunity to establish separate 2D and 3D ''Donkey Kong'' series as Nintendo had done with ''Super Mario''. ''Bananza'' was released in July 2025 to acclaim;{{Cite web \|title=Donkey Kong Bananza Reviews \|url=https://www.metacritic.com/game/donkey-kong-bananza/critic-reviews/?platform=nintendo-switch-2 \|publisher=[[Metacritic]] \|language=en \|access-date=August 12, 2025}} reviewers described it as a triumphant return for ''Donkey Kong'' and the Switch 2's [[killer app]].{{cite web \|title=Donkey Kong Bananza Is Switch 2's Killer App - Next-Gen Console Watch \|url=https://www.ign.com/videos/donkey-kong-bananza-is-switch-2s-killer-app-next-gen-console-watch \|website=[[IGN]] \|access-date=July 23, 2025 \|date=July 18, 2025}}{{cite web \|last1=Peters \|first1=Jay \|title=The Switch 2's next killer app is already here \|url=https://www.theverge.com/installer-newsletter/710157/donkey-kong-bananza-openai-chatgpt-agent-installer \|website=[[The Verge]] \|access-date=July 23, 2025 \|date=July 20, 2025}}{{cite web \|last1=Schreier \|first1=Jason \|title=Nintendo's Switch 2 Gets a Killer Ape App \|url=https://www.bloomberg.com/news/newsletters/2025-07-18/nintendo-s-switch-2-gets-a-killer-ape-app-with-donkey-kong-bananza \|website=[[Bloomberg News]] \|access-date=July 23, 2025 \|date=July 18, 2025}} |
| | | | |
| | ==Story and characters== | | ==Story and characters== |
•
Revision as of 07:45, 25 June 2026
Video game franchise
This article is about the video game franchise. For the original game, see Donkey Kong (1981 video game) (https://en.wikipedia.org/wiki/Donkey_Kong_(1981_video_game)). For the character, see Donkey Kong (character) (https://en.wikipedia.org/wiki/Donkey_Kong_(character)). For other uses, see Donkey Kong (disambiguation) (https://en.wikipedia.org/wiki/Donkey_Kong_(disambiguation)).
• _Captain N: The Game Master (https://en.wikipedia.org/wiki/Captain_N:_The_Game_Master)_
• _Donkey Kong Country (https://en.wikipedia.org/wiki/Donkey_Kong_Country_(TV_series))_ |
| Games |
| Video game(s) | List of video games (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_video_games) |
| Audio |
| Original music | " Aquatic Ambience (https://en.wikipedia.org/wiki/Aquatic_Ambience)"
" DK Rap (https://en.wikipedia.org/wiki/DK_Rap)" |
| Miscellaneous |
| Toy(s) | Lego Super Mario (https://en.wikipedia.org/wiki/Lego_Super_Mario) |
| Theme park attraction(s) | Super Nintendo World (https://en.wikipedia.org/wiki/Super_Nintendo_World) |
| Related franchise(s) | - Mario (https://en.wikipedia.org/wiki/Mario(franchise))_
• Banjo-Kazooie (https://en.wikipedia.org/wiki/Banjo-Kazooie) |
Donkey Kong[a] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-1) is a video game (https://en.wikipedia.org/wiki/Video_game) series and media franchise (https://en.wikipedia.org/wiki/Media_franchise) created by the Japanese game designer Shigeru Miyamoto (https://en.wikipedia.org/wiki/Shigeru_Miyamoto) for Nintendo (https://en.wikipedia.org/wiki/Nintendo). It follows the adventures of Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(character)), a large, powerful gorilla, and other members of the Kong family (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_characters#Kongs) of simians. Donkey Kong games (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_video_games) include the original arcade game (https://en.wikipedia.org/wiki/Arcade_game) trilogy by Nintendo R&D1 (https://en.wikipedia.org/wiki/Nintendo_R%26D1); the Donkey Kong Country series by Rare (https://en.wikipedia.org/wiki/Rare_(company)) and Retro Studios (https://en.wikipedia.org/wiki/Retro_Studios); and the Mario vs. Donkey Kong series by Nintendo Software Technology (https://en.wikipedia.org/wiki/Nintendo_Software_Technology). Various studios have developed spin-offs (https://en.wikipedia.org/wiki/Spin-off_(media)) in genres such as edutainment (https://en.wikipedia.org/wiki/Edutainment), puzzle (https://en.wikipedia.org/wiki/Puzzle_video_game), racing (https://en.wikipedia.org/wiki/Racing_video_game), and rhythm (https://en.wikipedia.org/wiki/Rhythm_game). The franchise also incorporates animation, printed media, theme parks, and merchandise.
Miyamoto designed the original 1981 _Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(1981_video_game))_ to repurpose unsold arcade cabinets (https://en.wikipedia.org/wiki/Arcade_cabinet) following the failure of _Radar Scope (https://en.wikipedia.org/wiki/Radar_Scope)_ (1980). It was a major success and was followed by the sequels _Donkey Kong Jr. (https://en.wikipedia.org/wiki/Donkey_Kong_Jr)_ (1982) and _Donkey Kong 3 (https://en.wikipedia.org/wiki/Donkey_Kong_3)_ (1983). Nintendo placed the franchise on a hiatus as it shifted focus to the spin-off Mario (https://en.wikipedia.org/wiki/Mario(franchise)) franchise. Rare's 1994 reboot (https://en.wikipedia.org/wiki/Reboot(fiction)), the Super Nintendo Entertainment System (https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System) (SNES) game _Donkey Kong Country (https://en.wikipedia.org/wiki/Donkey_Kong_Country)_, reestablished Donkey Kong as a major Nintendo franchise. Rare developed Donkey Kong games for the SNES, Game Boy (https://en.wikipedia.org/wiki/Game_Boy), and Nintendo 64 (https://en.wikipedia.org/wiki/Nintendo_64) until it was acquired by Microsoft (https://en.wikipedia.org/wiki/Microsoft) in 2002; subsequent games were developed by Nintendo, Retro Studios, Namco (https://en.wikipedia.org/wiki/Namco) and Paon (https://en.wikipedia.org/wiki/Paon_DP). After _Donkey Kong Country: Tropical Freeze (https://en.wikipedia.org/wiki/Donkey_Kong_Country:_Tropical_Freeze)_ (2014), the franchise went on another hiatus until _Donkey Kong Bananza (https://en.wikipedia.org/wiki/Donkey_Kong_Bananza)_ (2025).
The main Donkey Kong games are platform games (https://en.wikipedia.org/wiki/Platformer) in which the player must reach the end of a level (https://en.wikipedia.org/wiki/Level_(video_games)). Donkey Kong appears as the antagonist (https://en.wikipedia.org/wiki/Antagonist) or protagonist (https://en.wikipedia.org/wiki/Protagonist); his role alternates between games. The original games featured a small cast of characters, including Donkey Kong, Mario (https://en.wikipedia.org/wiki/Mario), and Pauline (https://en.wikipedia.org/wiki/Pauline_(Nintendo)). Rare's games expanded the cast with friendly Kongs alongside the Kremlings (https://en.wikipedia.org/wiki/Kremlings), an army of antagonistic crocodiles led by Donkey Kong's nemesis King K. Rool (https://en.wikipedia.org/wiki/King_K._Rool). Mario, the protagonist of the 1981 game, became Nintendo's mascot (https://en.wikipedia.org/wiki/Mascot) and the star of the Mario franchise, and Donkey Kong characters (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_characters) appear in Mario games such as _Mario Kart (https://en.wikipedia.org/wiki/Mario_Kart)_, _Mario Party (https://en.wikipedia.org/wiki/Mario_Party)_, and _Mario Tennis (https://en.wikipedia.org/wiki/Mario_Tennis)_. Donkey Kong characters also feature in crossover (https://en.wikipedia.org/wiki/Crossover_(fiction)) games such as Mario & Sonic (https://en.wikipedia.org/wiki/Mario%26_Sonic)_ and _Super Smash Bros. (https://en.wikipedia.org/wiki/Super_Smash_Bros)_
Outside of video games, the franchise includes the animated series _Donkey Kong Country (https://en.wikipedia.org/wiki/Donkey_Kong_Country_(TV_series))_ (1996–2000), a themed area in Super Nintendo World (https://en.wikipedia.org/wiki/Super_Nintendo_World) at Universal's theme parks (https://en.wikipedia.org/wiki/Universal_Destinations_%26_Experiences), soundtrack albums, and Lego (https://en.wikipedia.org/wiki/Lego) construction toys. Donkey Kong is one of Nintendo's bestselling franchises, with more than 65 million copies sold by 2021. The original game was Nintendo's first major international success; it rescued Nintendo of America from a financial crisis, and established it as a prominent force in the video game industry (https://en.wikipedia.org/wiki/Video_game_industry). The franchise has pioneered or popularized concepts such as in-game storytelling and pre-rendered (https://en.wikipedia.org/wiki/Pre-rendering) graphics, inspired other games (including clones (https://en.wikipedia.org/wiki/Video_game_clone)), and influenced popular culture.
History
See also: List of Donkey Kong video games (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_video_games)
1981–1982: Conception and first game
.jpg) Donkey Kong creator Shigeru Miyamoto (https://en.wikipedia.org/wiki/Shigeru_Miyamoto) in 2015
In the late 1970s, the Japanese company Nintendo (https://en.wikipedia.org/wiki/Nintendo) shifted its focus from producing toys and playing cards to arcade games (https://en.wikipedia.org/wiki/Arcade_game). This followed the 1973 oil crisis (https://en.wikipedia.org/wiki/1973_oil_crisis), which increased the cost of manufacturing toys, and the success of Taito (https://en.wikipedia.org/wiki/Taito)'s arcade game _Space Invaders (https://en.wikipedia.org/wiki/Space_Invaders)_ (1978). In 1980, Nintendo released _Radar Scope (https://en.wikipedia.org/wiki/Radar_Scope)_, a Space Invaders-style shoot 'em up (https://en.wikipedia.org/wiki/Shoot_%27em_up).[1] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-USGamerRadarScope-2) It was a commercial failure (https://en.wikipedia.org/wiki/List_of_commercial_failures_in_video_games) and put the newly established subsidiary Nintendo of America in a financial crisis. Its founder, Minoru Arakawa (https://en.wikipedia.org/wiki/Minoru_Arakawa), asked his father-in-law, Nintendo CEO Hiroshi Yamauchi (https://en.wikipedia.org/wiki/Hiroshi_Yamauchi), to provide a new game that could repurpose the unsold Radar Scope cabinets.[2] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff1994103%E2%80%93105-3) Most of Nintendo's top developers were preoccupied, so the task went to Shigeru Miyamoto (https://en.wikipedia.org/wiki/Shigeru_Miyamoto), a first-time game designer.[3] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff1994106-4)[4] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_MarioHistory-5)
Supervised by Gunpei Yokoi (https://en.wikipedia.org/wiki/Gunpei_Yokoi),[3] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff1994106-4) Miyamoto settled on a love triangle (https://en.wikipedia.org/wiki/Love_triangle) with the characters Bluto (https://en.wikipedia.org/wiki/Bluto), Popeye (https://en.wikipedia.org/wiki/Popeye), and Olive Oyl (https://en.wikipedia.org/wiki/Olive_Oyl) from the Popeye (https://en.wikipedia.org/wiki/Popeye(comic_strip))_ franchise, but a licensing (https://en.wikipedia.org/wiki/Brand_licensing) deal between Nintendo and King Features (https://en.wikipedia.org/wiki/King_Features) fell through.[4] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_MarioHistory-5)[b] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-9) Bluto evolved into a gorilla, an animal Miyamoto said was "nothing too evil or repulsive".[5] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff199447-6) He was named Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(character))— donkey to convey stubborn and kong to imply gorilla.[8] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff199448%E2%80%9349-10) Popeye became Mario (https://en.wikipedia.org/wiki/Mario), the new protagonist, while Olive Oyl became Pauline (https://en.wikipedia.org/wiki/Pauline_(Nintendo)), the damsel in distress (https://en.wikipedia.org/wiki/Damsel_in_distress).[4] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_MarioHistory-5) Miyamoto cited the fairy tale " Beauty and the Beast (https://en.wikipedia.org/wiki/Beauty_and_the_Beast)" and the 1933 film _King Kong (https://en.wikipedia.org/wiki/King_Kong_(1933_film))_ as influences.[5] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff199447-6)
_Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(1981_video_game))_ was one of the earliest platform games (https://en.wikipedia.org/wiki/Platform_game),[c] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-12) with players controlling Mario as he ascends a construction site to rescue Pauline from Donkey Kong.[10] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NewYorkerMiyamoto-13) Whereas previous platform games focused on climbing,[9] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RedB:_Platform-11) Miyamoto placed an emphasis on jumping to avoid obstacles and cross gaps. He envisioned something akin to a playable comic strip (https://en.wikipedia.org/wiki/Comic_strip) that unfolded across multiple levels with unique scenarios. This was uncommon in contemporary arcade games, which typically featured a single scenario that repeated.[11] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GDev:_Secret-14) As he lacked programming expertise, Miyamoto consulted technicians on whether his ideas were possible.[12] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff199447%E2%80%9348-15) Four programmers from Ikegami Tsushinki (https://en.wikipedia.org/wiki/Ikegami_Tsushinki) spent three months turning Miyamoto's design into a finished game.[13] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLifeIkegami-16)
Although Miyamoto's team was told it would be a failure,[14] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NPR-17) Donkey Kong became Nintendo's first major international success upon its release in July 1981. The $280 million windfall gain (https://en.wikipedia.org/wiki/Windfall_gain) rescued Nintendo of America from its financial crisis and established it as a prominent brand in the United States.[15] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEZiesak20092029-18)[16] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff1994111-19) Donkey Kong achieved further success in 1982, when Nintendo released a Game & Watch (https://en.wikipedia.org/wiki/Game_%26_Watch) adaptation and licensed it to Coleco (https://en.wikipedia.org/wiki/Coleco) for ports (https://en.wikipedia.org/wiki/Porting) to home consoles (https://en.wikipedia.org/wiki/Home_consoles).[17] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEEpstein2019196-20)[18] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-21) It grossed $4.4 billion across various platforms, making it one of the highest-grossing games of all time.[19] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-22) In 1982, Universal City Studios (https://en.wikipedia.org/wiki/Universal_City_Studios) filed a lawsuit (https://en.wikipedia.org/wiki/Universal_City_Studios,_Inc._v._Nintendo_Co.,_Ltd) alleging Donkey Kong violated its trademark of King Kong. The lawsuit failed when Nintendo's lawyer, Howard Lincoln (https://en.wikipedia.org/wiki/Howard_Lincoln), discovered that Universal had won a lawsuit in 1976 (https://en.wikipedia.org/wiki/King_Kong_(1976_film)#Controversy) by declaring that King Kong was in the public domain (https://en.wikipedia.org/wiki/Public_domain).[20] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTESheff1994127-23)[21] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-24)
1982–1994: Sequels and first hiatus
Miyamoto and his team used game mechanics (https://en.wikipedia.org/wiki/Game_mechanics) and levels (https://en.wikipedia.org/wiki/Level_(video_games)) that could not be included in Donkey Kong as the basis for a sequel. Miyamoto wanted to make Donkey Kong the protagonist, but the sprite graphic (https://en.wikipedia.org/wiki/Sprite_(computer_graphics)) was too big to easily maneuver, so he created a new character, Donkey Kong Jr. (https://en.wikipedia.org/wiki/Donkey_Kong_Jr._(character)) The team still wanted Donkey Kong on top of the screen, so they conceived a plot in which Mario had caged him and Donkey Kong Jr. had to save him.[22] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEHorowitz202090%E2%80%9391-25) To develop _Donkey Kong Jr. (https://en.wikipedia.org/wiki/Donkey_Kong_Jr)_ (1982), Nintendo reverse-engineered (https://en.wikipedia.org/wiki/Reverse_engineering) Ikegami's Donkey Kong code, making it the first game that Nintendo developed without outside help. Following Donkey Kong Jr.'s release, Ikegami sued Nintendo for copyright infringement (https://en.wikipedia.org/wiki/Copyright_infringement). In 1990, the Tokyo High Court (https://en.wikipedia.org/wiki/Tokyo_High_Court) ruled in favor of Ikegami, and the companies reached a settlement (https://en.wikipedia.org/wiki/Settlement_(litigation)).[13] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLifeIkegami-16)
_Donkey Kong 3 (https://en.wikipedia.org/wiki/Donkey_Kong_3)_, released in 1983, features shooter gameplay (https://en.wikipedia.org/wiki/Shooter_game) that departs from its predecessors. Instead of Mario, the player controls Stanley, an exterminator from the Game & Watch game _Green House (https://en.wikipedia.org/wiki/Green_House_(Game_%26_Watch))_ (1982), who must fend off Donkey Kong and a swarm of bees.[23] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-26) Also in 1983, Nintendo released the Famicom, known worldwide as the Nintendo Entertainment System (https://en.wikipedia.org/wiki/Nintendo_Entertainment_System) (NES), in Japan; two of the three launch games (https://en.wikipedia.org/wiki/Launch_game) were ports of Donkey Kong and Donkey Kong Jr.[24] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-27) The early library also included _Donkey Kong Jr. Math (https://en.wikipedia.org/wiki/Donkey_Kong_Jr.Math) (1983), an edutainment (https://en.wikipedia.org/wiki/Edutainment) game based on Donkey Kong Jr.,[25] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_Rank-28) while Hudson Soft (https://en.wikipedia.org/wiki/Hudson_Soft) developed the Japan exclusive Donkey Kong 3: The Great Counterattack (1984) for NEC PC-8801 (https://en.wikipedia.org/wiki/NEC_PC-8801), NEC PC-6601 (https://en.wikipedia.org/wiki/NEC_PC-6601), and Sharp X1 (https://en.wikipedia.org/wiki/Sharp_X1).[26] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-29) Donkey Kong 3 and Donkey Kong Jr. Math were commercial failures (https://en.wikipedia.org/wiki/List_of_commercial_failures_in_video_games).[27] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-1Up:_10-30)[25] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_Rank-28) A line of other educational games was canceled following the failure of Donkey Kong Jr. Math. Bruce Lowry, Nintendo of America's vice president of sales at the time, later called it "the worst game we ever sold".[28] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-31)
Sega (https://en.wikipedia.org/wiki/Sega) obtained the license to develop a game featuring a playable Donkey Kong as a parking attendant (https://en.wikipedia.org/wiki/Parking_attendant), but it was canceled after a management buyout (https://en.wikipedia.org/wiki/Management_buyout) from Gulf and Western Industries (https://en.wikipedia.org/wiki/Gulf_and_Western_Industries) in 1984.[29] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-32)[30] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEKent2001343-33) Donkey Kong went on an extended hiatus,[27] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-1Up:_10-30) while the spin-off Mario (https://en.wikipedia.org/wiki/Mario(franchise))_ franchise found success on the NES, cementing Mario as Nintendo's mascot (https://en.wikipedia.org/wiki/Mascot).[4] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_MarioHistory-5) Donkey Kong's appearances were limited to cameos (https://en.wikipedia.org/wiki/Cameo_appearance) in unrelated games.[31] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-USG:_Bluff-34) Nintendo staff began discussing a Donkey Kong revival as the original game's tenth anniversary approached in 1991. They were unable to start a new game at the time, so they included Donkey Kong Jr. as a playable character in _Super Mario Kart (https://en.wikipedia.org/wiki/Super_Mario_Kart)_ (1992). However, the discussions led to the production of the Game Boy (https://en.wikipedia.org/wiki/Game_Boy) game _Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(1994_video_game))_ (1994),[32] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Shmuplations:_DK94-35) the first original Donkey Kong game in ten years. It features Mario as the player character (https://en.wikipedia.org/wiki/Player_character) and begins as a remake (https://en.wikipedia.org/wiki/Video_game_remake) of the 1981 game before introducing over 100 puzzle-platforming (https://en.wikipedia.org/wiki/Puzzle-platform) levels that incorporate elements from Donkey Kong Jr. and _Super Mario Bros. 2 (https://en.wikipedia.org/wiki/Super_Mario_Bros.2) (1988).[33] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VG247DK94-36)[34] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_DK94-37)
The 1987 _Official Nintendo Player's Guide (https://en.wikipedia.org/wiki/Official_Nintendo_Player%27s_Guide)_ advertised a Donkey Kong revival for the NES, Return of Donkey Kong, which was never released.[27] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-1Up:_10-30) In the early 1990s, Philips (https://en.wikipedia.org/wiki/Philips) obtained the license to use five Nintendo characters, including Donkey Kong, in games for the CD-i (https://en.wikipedia.org/wiki/CD-i) format. Philips contracted Riedel Software Productions (https://en.wikipedia.org/wiki/Riedel_Software_Productions) to make a CD-i Donkey Kong game; it was developed between 1992 and 1993, but was canceled.[35] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Play_Meter_18-38)[36] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-39) The 2020 Nintendo data leak (https://en.wikipedia.org/wiki/Nintendo_data_leak) included a prototype for _Yoshi's Island (https://en.wikipedia.org/wiki/Yoshi%27s_Island)_ (1995) featuring a protagonist who resembles Stanley.[37] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-40) Its title, Super Donkey, suggests that Yoshi's Island began as a Donkey Kong game before it was altered to star the Mario character Yoshi (https://en.wikipedia.org/wiki/Yoshi).[38] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-41)
1994–1996: Rare and Donkey Kong Country
 Rare (https://en.wikipedia.org/wiki/Rare_(company)) founders Tim and Chris Stamper (https://en.wikipedia.org/wiki/Tim_and_Chris_Stamper) (pictured in 2015) led the development of _Donkey Kong Country (https://en.wikipedia.org/wiki/Donkey_Kong_Country)_ (1994), which reestablished Donkey Kong as a major franchise.
Around 1992, Rare (https://en.wikipedia.org/wiki/Rare_(company)), a British developer founded by the brothers Tim and Chris Stamper (https://en.wikipedia.org/wiki/Tim_and_Chris_Stamper), purchased Silicon Graphics, Inc. (https://en.wikipedia.org/wiki/Silicon_Graphics,_Inc) (SGI) Challenge (https://en.wikipedia.org/wiki/SGI_Challenge) workstations with Alias (https://en.wikipedia.org/wiki/Alias_Systems_Corporation) rendering software to render 3D models (https://en.wikipedia.org/wiki/3D_models).[39] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_History-42)[40] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEUndercover_Lover199454-43) The move made Rare the most technologically advanced UK developer and situated them high in the international market.[39] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_History-42) Rare began experimenting with using the technology in a boxing game. At the time, Nintendo was embroiled in a console war (https://en.wikipedia.org/wiki/Console_war) with Sega, whose Genesis (https://en.wikipedia.org/wiki/Sega_Genesis) competed with the Super Nintendo Entertainment System (https://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System) (SNES).[41] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_MakingOf-44) Nintendo wanted to compete with Sega's _Aladdin (https://en.wikipedia.org/wiki/Disney%27s_Aladdin_(Sega_Genesis_video_game))_ (1993), which features graphics by Disney (https://en.wikipedia.org/wiki/Walt_Disney_Animation_Studios) animators.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45)[43] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DF_Retro-46) Lincoln, who became a Nintendo of America executive following the Universal lawsuit,[44] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-47) learned of Rare's SGI experiments during a trip to Europe.[45] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_GCDevProfile-48)
After impressing Nintendo with a demonstration,[41] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_MakingOf-44) Tim Stamper suggested developing a platform game that used pre-rendered (https://en.wikipedia.org/wiki/Pre-rendering) 3D graphics (https://en.wikipedia.org/wiki/3D_graphics).[40] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEUndercover_Lover199454-43)[46] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Bloomberg:_History-49) Nintendo granted the Stampers permission to use the Donkey Kong intellectual property (https://en.wikipedia.org/wiki/Intellectual_property);[46] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Bloomberg:_History-49) some sources indicate that the Stampers requested this,[39] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_History-42)[41] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_MakingOf-44) though the designer Gregg Mayles (https://en.wikipedia.org/wiki/Gregg_Mayles) recalled that it was Nintendo that requested a Donkey Kong game.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) Nintendo reasoned that licensing Donkey Kong posed minimal risk as the franchise was dormant.[46] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Bloomberg:History-49) Rare's reboot (https://en.wikipedia.org/wiki/Reboot(fiction)), _Donkey Kong Country (https://en.wikipedia.org/wiki/Donkey_Kong_Country)_ (1994), features side-scrolling (https://en.wikipedia.org/wiki/Side-scrolling) gameplay that Mayles based on the _Super Mario (https://en.wikipedia.org/wiki/Super_Mario)_ series.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) It was the first Donkey Kong game neither directed nor produced by Miyamoto,[47] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DS:_RetroCorner-50) though he provided support and contributed design ideas.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45)
Donkey Kong Country was one of the first games for a mainstream home video game console to use pre-rendered graphics,[41] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_MakingOf-44) achieved through a compression (https://en.wikipedia.org/wiki/Data_compression) technique that allowed Rare to convert 3D models into SNES sprites with little loss of detail.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) Because Donkey Kong did not have much of an established universe, Rare was free to expand it, introducing Donkey Kong's sidekick Diddy Kong (https://en.wikipedia.org/wiki/Diddy_Kong) (who replaced Donkey Kong Jr.) and the antagonistic Kremlings (https://en.wikipedia.org/wiki/Kremlings).[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45)[48] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kotaku:_Worried-51) After 18 months of development,[41] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_MakingOf-44) Donkey Kong Country was released in November 1994 to acclaim, with critics hailing its visuals as groundbreaking.[d] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-56) It was a major success,[45] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_GCDevProfile-48) selling 9.3 million copies and becoming the third-bestselling SNES game (https://en.wikipedia.org/wiki/List_of_best-selling_Super_Nintendo_Entertainment_System_video_games).[43] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DF_Retro-46)[53] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_BestAndWorst-57) It reestablished Donkey Kong as a major Nintendo franchise and heralded Donkey Kong's transition from villain to hero.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) Miyamoto felt Rare had "breathed new life into" Donkey Kong and demonstrated that it could be trusted with the franchise.[55] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-59) Following the success, Nintendo purchased a large minority stake (https://en.wikipedia.org/wiki/Minority_interest) in Rare.[45] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_GCDevProfile-48)
Rare began developing concepts for a Donkey Kong Country sequel during production,[56] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne201864-60) and Nintendo green-lit (https://en.wikipedia.org/wiki/Greenlight) the project immediately after the success.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) _Donkey Kong Country 2: Diddy's Kong Quest (https://en.wikipedia.org/wiki/Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest)_, released in 1995, features Diddy rescuing a kidnapped Donkey Kong and introduces Diddy's girlfriend Dixie Kong (https://en.wikipedia.org/wiki/Dixie_Kong). It was designed to be less linear (https://en.wikipedia.org/wiki/Nonlinear_gameplay) and more challenging,[57] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEThe_Feature_Creature199641-61)[58] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne201866-62) with a theme reflecting Mayles' fascination with pirates.[58] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne201866-62) Diddy's Kong Quest was a critical success and is the sixth-bestselling SNES game.[59] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-63) Following Diddy's Kong Quest, the Donkey Kong Country team split in two, with one half working on _Donkey Kong Country 3: Dixie Kong's Double Trouble! (https://en.wikipedia.org/wiki/Donkey_Kong_Country_3:_Dixie_Kong%27s_Double_Trouble)_ (1996).[60] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FanByte:_Novakovic-64) Dixie Kong's Double Trouble features Dixie and a new character, Kiddy Kong (https://en.wikipedia.org/wiki/Kiddy_Kong), as the protagonists, and incorporates 3D-esque gameplay and _Zelda (https://en.wikipedia.org/wiki/The_Legend_of_Zelda)_-inspired role-playing (https://en.wikipedia.org/wiki/Role-playing_video_game) elements. Although it was released late in the SNES lifespan and after the launch of the Nintendo 64 (https://en.wikipedia.org/wiki/Nintendo_64), Dixie Kong's Double Trouble! sold well.[61] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne202223-65)
1995–2002: Franchise expansion
Separate Rare teams developed the Game Boy games _Donkey Kong Land (https://en.wikipedia.org/wiki/Donkey_Kong_Land)_ (1995), _Donkey Kong Land 2 (https://en.wikipedia.org/wiki/Donkey_Kong_Land_2)_ (1996), and _Donkey Kong Land III (https://en.wikipedia.org/wiki/Donkey_Kong_Land_III)_ (1997), which condensed the Country series' gameplay for the handheld game console (https://en.wikipedia.org/wiki/Handheld_game_console).[43] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DF_Retro-46) Rare's Game Boy programmer, Paul Machacek, convinced Tim Stamper that developing Land as an original game rather than a port would be a better use of resources.[62] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_TooHard-66) A port of Country was eventually released for the Game Boy Color (https://en.wikipedia.org/wiki/Game_Boy_Color) in 2000.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67) Rare also developed a tech demo (https://en.wikipedia.org/wiki/Tech_demo) for a Virtual Boy (https://en.wikipedia.org/wiki/Virtual_Boy) Donkey Kong game, which was canceled after the system's commercial failure.[43] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DF_Retro-46)


Rare developed further Donkey Kong games for the Game Boy (https://en.wikipedia.org/wiki/Game_Boy) ( left) and Nintendo 64 (https://en.wikipedia.org/wiki/Nintendo_64) throughout the late 1990s.
The first Donkey Kong game for the Nintendo 64, _Diddy Kong Racing (https://en.wikipedia.org/wiki/Diddy_Kong_Racing)_, a kart racing game (https://en.wikipedia.org/wiki/Kart_racing_game), was released as Nintendo's major 1997 Christmas shopping season (https://en.wikipedia.org/wiki/Economics_of_Christmas) product.[64] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTE''EGM''_staff199726-68) Rare originally developed it as a sequel to its NES game _R.C. Pro-Am (https://en.wikipedia.org/wiki/R.C.Pro-Am) (1988), but added Diddy Kong to increase its marketability.[65] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DKRMakingOf-69) It received favorable reviews and sold 4.5 million copies.[65] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DKRMakingOf-69)[66] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-70) Two characters, Banjo the Bear (https://en.wikipedia.org/wiki/Banjo_%26_Kazooie) and Conker the Squirrel (https://en.wikipedia.org/wiki/Conker_the_Squirrel), appeared in Diddy Kong Racing before starring in the Banjo-Kazooie (https://en.wikipedia.org/wiki/Banjo-Kazooie) and Conker (https://en.wikipedia.org/wiki/Conker(series))_ franchises.[67] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Euro:_DKRDS-71)
In 1997, Rare began working on _Donkey Kong 64 (https://en.wikipedia.org/wiki/Donkey_Kong_64)_, the first Donkey Kong platform game to feature 3D gameplay.[68] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Swing-72) They conceived it as a linear game similar to the Country series, but switched to a more open-ended design using the game engine from their 1998 game Banjo-Kazooie (https://en.wikipedia.org/wiki/Banjo-Kazooie(video_game))_ after 18 months.[43] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DF_Retro-46)[69] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEHunt200729-73) Transitioning Donkey Kong to 3D proved challenging since the technology was still new. The designers could not replicate the detail of Country's pre-rendering on the Nintendo 64, which rendered graphics in real time (https://en.wikipedia.org/wiki/Real-time_computer_graphics).[70] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GR:_DK64-74) Donkey Kong 64 was released in November 1999, accompanied by a US$22 million marketing campaign.[71] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEZuniga1999219%E2%80%93224-75) It was Nintendo's bestselling game during the 1999 Christmas season and received positive reviews,[72] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-76)[73] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Dominates-77) though critics felt it did not match the revolutionary impact of Donkey Kong Country.[74] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Gspot:_DK64-78)[75] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-79)[76] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTE''EGM''_staff2000178-80)
At E3 2001 (https://en.wikipedia.org/wiki/E3_2001), Nintendo and Rare announced three Donkey Kong projects: the GameCube (https://en.wikipedia.org/wiki/GameCube) game Donkey Kong Racing and the Game Boy Advance (https://en.wikipedia.org/wiki/Game_Boy_Advance) (GBA) games Donkey Kong Coconut Crackers and Diddy Kong Pilot (https://en.wikipedia.org/wiki/Banjo-Pilot#Development).[77] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DonkeyKongRacing-81)[78] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-82)[79] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-83) However, development costs were increasing, the Nintendo 64 did not perform as well as Nintendo's previous consoles, and the GameCube was also expected to be a sales disappointment. Rare began looking to be acquired,[80] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-84)[81] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-85) but Nintendo did not see Rare remaining valuable in the long term and opted against acquiring them.[82] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-86) In September 2002, Microsoft (https://en.wikipedia.org/wiki/Microsoft) acquired Rare for $375 million,[83] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-87) making Rare a first-party developer (https://en.wikipedia.org/wiki/First-party_developer) for Xbox (https://en.wikipedia.org/wiki/Xbox).[39] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_History-42) Nintendo retained the rights to Donkey Kong under the terms of the acquisition.[84] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-88) Donkey Kong Racing was canceled,[77] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-DonkeyKongRacing-81) and Rare reworked Donkey Kong Coconut Crackers and Diddy Kong Pilot into _It's Mr. Pants (https://en.wikipedia.org/wiki/It%27s_Mr.Pants) (2004) and Banjo-Pilot (https://en.wikipedia.org/wiki/Banjo-Pilot) (2005).[85] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-89)[86] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-90)
2002–2010: After Rare
After Microsoft acquired Rare, Nintendo relegated Donkey Kong to spin-offs and guest appearances in its other franchises, such as _Mario Kart (https://en.wikipedia.org/wiki/Mario_Kart)_, _Mario Party (https://en.wikipedia.org/wiki/Mario_Party)_, and _Super Smash Bros. (https://en.wikipedia.org/wiki/Super_Smash_Bros)_[87] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-91)[88] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_FaveDK-92) In 2003, Nintendo and Namco (https://en.wikipedia.org/wiki/Namco) released _Donkey Konga (https://en.wikipedia.org/wiki/Donkey_Konga)_ (2003), a spin-off rhythm game (https://en.wikipedia.org/wiki/Rhythm_game). It was designed for the DK Bongos (https://en.wikipedia.org/wiki/DK_Bongos), a GameCube peripheral that resembles bongo drums (https://en.wikipedia.org/wiki/Bongo_drum).[89] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-93) Nintendo of America executive Reggie Fils-Aimé (https://en.wikipedia.org/wiki/Reggie_Fils-Aim%C3%A9) opposed releasing Donkey Konga, concerned it would damage the Donkey Kong brand, but it sold well and received positive reviews.[90] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-94)[91] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-95) It was followed by _Donkey Konga 2 (https://en.wikipedia.org/wiki/Donkey_Konga_2)_ (2004) and the Japan exclusive _Donkey Konga 3 (https://en.wikipedia.org/wiki/Donkey_Konga_3)_ (2005).[88] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_FaveDK-92)
_Donkey Kong Jungle Beat (https://en.wikipedia.org/wiki/Donkey_Kong_Jungle_Beat)_, the first main Donkey Kong game since Donkey Kong 64,[88] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_FaveDK-92) was released for the GameCube in 2004.[92] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Review-96) It returned to the Donkey Kong Country style of platforming, controlled using the DK Bongos.[93] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101JB-97) It was directed by Yoshiaki Koizumi (https://en.wikipedia.org/wiki/Yoshiaki_Koizumi) as the debut project of Nintendo EAD Tokyo (https://en.wikipedia.org/wiki/Nintendo_EAD_Tokyo).[94] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-98)[95] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGNJungleBeat-99) Koizumi sought to create an accessible game with a simple control scheme to contrast with more complex contemporary games.[95] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGNJungleBeat-99) It received positive reviews, but was a commercial disappointment.[88] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_FaveDK-92) A Wii (https://en.wikipedia.org/wiki/Wii) version, featuring revised Wii Remote (https://en.wikipedia.org/wiki/Wii_Remote) and Nunchuk (https://en.wikipedia.org/wiki/Nunchuk) controls, was released in 2008 as part of the _New Play Control! (https://en.wikipedia.org/wiki/New_Play_Control)_ line.[96] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-100) A racing game that used the DK Bongos, _Donkey Kong Barrel Blast (https://en.wikipedia.org/wiki/Donkey_Kong_Barrel_Blast)_, was developed by Paon (https://en.wikipedia.org/wiki/Paon_DP) for the GameCube, but was moved to the Wii with no support for the bongos.[97] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-101) It was released in 2007 to negative reviews,[98] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-102) with criticism for its controls.[99] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-103)[100] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-104)
Despite the acquisition, Rare continued to develop games for Nintendo's handheld consoles since Microsoft did not have a competing handheld.[39] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_History-42) It developed ports of the Country games for the GBA and Diddy Kong Racing for the Nintendo DS (https://en.wikipedia.org/wiki/Nintendo_DS) with additional content, released between 2003 and 2007.[e] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-109) Paon also developed _DK: King of Swing (https://en.wikipedia.org/wiki/DK_King_of_Swing)_ (2005) for the GBA and _DK: Jungle Climber (https://en.wikipedia.org/wiki/Donkey_Kong:_Jungle_Climber)_ (2007) for the DS, which blend Country elements with puzzle (https://en.wikipedia.org/wiki/Puzzle_video_game) gameplay inspired by _Clu Clu Land (https://en.wikipedia.org/wiki/Clu_Clu_Land)_ (1984).[105] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-110) _Mario vs. Donkey Kong (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong)_, a spiritual successor (https://en.wikipedia.org/wiki/Spiritual_successor) to the Game Boy Donkey Kong that restored Donkey Kong's villainous role,[106] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-111) was developed by Nintendo Software Technology (https://en.wikipedia.org/wiki/Nintendo_Software_Technology) and released on the GBA in 2004. It was followed by the DS sequels _March of the Minis (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong_2:_March_of_the_Minis)_ (2006), _Minis March Again! (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong:_Minis_March_Again)_ (2009), and _Mini-Land Mayhem! (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong:_Mini-Land_Mayhem)_ (2010).[107] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_MarioVsDK-112)
2010–2025: Retro Studios and second hiatus
 Kensuke Tanabe (https://en.wikipedia.org/wiki/Kensuke_Tanabe) (pictured in 2013) produced the Retro Studios (https://en.wikipedia.org/wiki/Retro_Studios) Donkey Kong games.
In 2008, Miyamoto expressed interest in a Donkey Kong Country revival. The producer Kensuke Tanabe (https://en.wikipedia.org/wiki/Kensuke_Tanabe) suggested enlisting Retro Studios (https://en.wikipedia.org/wiki/Retro_Studios), which had developed the _Metroid Prime (https://en.wikipedia.org/wiki/Metroid_Prime)_ series.[108] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Iwata:_Fate-113) With _Donkey Kong Country Returns (https://en.wikipedia.org/wiki/Donkey_Kong_Country_Returns)_, Retro sought to refine classic Country elements and introduce mechanics such as surface-clinging and simultaneous multiplayer (https://en.wikipedia.org/wiki/Multiplayer).[109] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Tanabe-114)[110] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne202224-115) Returns, the first original Country game since Dixie Kong's Double Trouble!, was released for the Wii in November 2010.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) It sold 4.21 million copies in under a month and received positive reviews,[111] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-116)[112] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-117) with critics considering it a return to form for the franchise.[113] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-118)[114] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-119)[115] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-120) It was rereleased with additional content for the Nintendo 3DS (https://en.wikipedia.org/wiki/Nintendo_3DS) in 2013,[116] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-121) and for the Nintendo Switch (https://en.wikipedia.org/wiki/Nintendo_Switch) in 2025.[117] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-122)
Retro developed a sequel, _Donkey Kong Country: Tropical Freeze (https://en.wikipedia.org/wiki/Donkey_Kong_Country:_Tropical_Freeze)_, for the Wii U (https://en.wikipedia.org/wiki/Wii_U). The greater processing power allowed for new visual elements, such as lighting and translucency effects and dynamic camera movement.[118] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-123)[119] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GI:_Burning-124) Tropical Freeze was released in February 2014 to favorable reviews,[120] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-125) but sold poorly in comparison to Returns;[121] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-126) _Nintendo Life (https://en.wikipedia.org/wiki/Nintendo_Life)_ attributed this to the Wii U's commercial failure.[122] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-127) It achieved greater success when it was ported to the Switch in May 2018, outselling the Wii U version within a week.[123] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-128) Tropical Freeze remained the most recent major Donkey Kong game for over a decade,[124] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Euro:_VV-129) though the Mario vs. Donkey Kong series continued with _Tipping Stars (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong:_Tipping_Stars)_ (2015) and _Mini Mario & Friends: Amiibo Challenge (https://en.wikipedia.org/wiki/Mini_Mario_%26_Friends:_Amiibo_Challenge)_ (2016) for the Wii U and 3DS,[125] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-130)[126] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-131) and a remake of the GBA game (2024) with new levels and cooperative gameplay (https://en.wikipedia.org/wiki/Cooperative_video_game) for the Switch.[127] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-132)
Nintendo and the Activision Blizzard (https://en.wikipedia.org/wiki/Activision_Blizzard) subsidiary Vicarious Visions (https://en.wikipedia.org/wiki/Vicarious_Visions), with consultation from Miyamoto, worked on a Donkey Kong game for the Switch for six months. Codenamed Freedom, the project was an open-world (https://en.wikipedia.org/wiki/Open-world) 3D platformer that emphasized traversal, with grinding on vines as a core mechanic. It was canceled in 2016 after Activision Blizzard redirected resources to the _Call of Duty (https://en.wikipedia.org/wiki/Call_of_Duty)_ franchise,[124] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Euro:_VV-129)[128] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-133) due to a reduced focus on single-player (https://en.wikipedia.org/wiki/Single-player) games and the declining sales of Vicarious Visions' Skylanders (https://en.wikipedia.org/wiki/Skylanders) franchise. Details and concept art surfaced in 2024.[129] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-134)
2025–present: Donkey Kong Bananza
After Nintendo Entertainment Planning & Development (https://en.wikipedia.org/wiki/Nintendo_Entertainment_Planning_%26_Development) (EPD) completed _Super Mario Odyssey (https://en.wikipedia.org/wiki/Super_Mario_Odyssey)_ (2017), Koizumi directed them to develop a 3D Donkey Kong game.[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135)[131] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-AskDevPt1-136) A programmer had been conducting experiments with voxel (https://en.wikipedia.org/wiki/Voxel) technology and destructible environments (https://en.wikipedia.org/wiki/Destructible_environment),[132] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-AskDevsPt2-137) which had been used to a limited degree in Odyssey.[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135) EPD realized that Donkey Kong's strength was a good fit.[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135)
The development of _Donkey Kong Bananza (https://en.wikipedia.org/wiki/Donkey_Kong_Bananza)_, the first 3D Donkey Kong game since Donkey Kong 64,[133] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-138) began on the Nintendo Switch and shifted to the Nintendo Switch 2 (https://en.wikipedia.org/wiki/Nintendo_Switch_2) around 2021.[132] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-AskDevsPt2-137) Donkey Kong was redesigned to combine the expressiveness of Miyamoto's original design and his more cool (https://en.wikipedia.org/wiki/Cool_(aesthetic)) and adventurous Country depiction.[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135) Pauline was redesigned as his young sidekick, and the Kremlings were reintroduced after a nearly 20-year absence.[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135)[134] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Destruct:_KRool-139) The producer, Kenta Motokura, said Bananza was an opportunity to establish separate 2D and 3D Donkey Kong series as Nintendo had done with Super Mario.[131] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-AskDevPt1-136) Bananza was released in July 2025 to acclaim;[135] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-140) reviewers described it as a triumphant return for Donkey Kong and the Switch 2's killer app (https://en.wikipedia.org/wiki/Killer_app).[136] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-141)[137] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-142)[138] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-143)
Story and characters
Main article: List of Donkey Kong characters (https://en.wikipedia.org/wiki/List_of_Donkey_Kong_characters)
See also: List of Mario franchise characters (https://en.wikipedia.org/wiki/List_of_Mario_franchise_characters)
The original Donkey Kong features three characters: Donkey Kong, a large, antagonistic gorilla; Mario, the overall-wearing protagonist; and Pauline, Mario's girlfriend. Donkey Kong follows Mario as he ascends a construction site to rescue Pauline from Donkey Kong, his escaped pet ape.[10] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NewYorkerMiyamoto-13) In the sequel, Donkey Kong Jr., Mario imprisons Donkey Kong in a cage. The game introduces Donkey Kong's son, the diaper-wearing Donkey Kong Jr.[139] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_DKJr-144)[140] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-145) Mario, Pauline, Donkey Kong, and Jr. return in the 1994 Game Boy Donkey Kong,[141] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-146) in which Mario again must rescue Pauline from the Kongs.[34] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_DK94-37) The Game Boy game was the first Donkey Kong game to depict Donkey Kong wearing a red necktie (https://en.wikipedia.org/wiki/Necktie) bearing his initials, "DK".[142] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_DKDesign-147)
Beginning with Donkey Kong Country, Donkey Kong's role shifted from antagonist to protagonist.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) Rare's Kevin Bayliss redesigned him;[143] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_Bayliss-148) alongside the red tie from the Game Boy game, he was given what GamesRadar+ (https://en.wikipedia.org/wiki/GamesRadar%2B) described as "menacing, sunken eyes" and a "beak-like muzzle",[142] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_DKDesign-147) and Bayliss designed him as blocky and muscular to make animating him easier.[143] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_Bayliss-148) The Donkey Kong in Rare's games is a separate character from the one in the arcade games, who appears as the elderly Cranky Kong (https://en.wikipedia.org/wiki/Cranky_Kong).[144] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadarHistory-149) Cranky Kong provides scathing, fourth wall (https://en.wikipedia.org/wiki/Fourth_wall)-breaking humor in which he unfavorably compares current games to older ones like the original Donkey Kong.[145] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadar:_Trivia-150)[146] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-151) Nintendo has been inconsistent about whether Cranky is Donkey Kong's father, making the modern Donkey Kong a grown-up Donkey Kong Jr., or grandfather.[144] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadarHistory-149)
Rare's games moved the primary setting from a city to Donkey Kong Island,[147] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-KotakuTimeline-152) an idyllic isle.[74] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Gspot:_DK64-78) Because Donkey Kong did not have much of an established universe, Rare was free to expand it with new characters.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) Donkey Kong Country introduced Diddy Kong, Donkey Kong's sidekick and nephew. Diddy's design was based on a spider monkey (https://en.wikipedia.org/wiki/Spider_monkey);[148] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne202218%E2%80%9320-153) he was created as a redesign of Donkey Kong Jr. but retooled into a separate character at Nintendo's request.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) As a result, Donkey Kong Jr. has made few appearances since Country.[144] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GRadarHistory-149) Other supporting Kong characters that Rare introduced include Funky Kong (https://en.wikipedia.org/wiki/Funky_Kong), a surfer (https://en.wikipedia.org/wiki/Surfer); Candy Kong (https://en.wikipedia.org/wiki/Candy_Kong), Donkey Kong's girlfriend; Dixie Kong, Diddy's girlfriend; Kiddy Kong, a large toddler; Chunky Kong (https://en.wikipedia.org/wiki/Chunky_Kong), Kiddy's brother; Tiny Kong (https://en.wikipedia.org/wiki/Tiny_Kong), Dixie's sister; and Lanky Kong (https://en.wikipedia.org/wiki/Lanky_Kong), a buffoonish orangutan.[149] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-154)
Country introduced King K. Rool (https://en.wikipedia.org/wiki/King_K._Rool), an anthropomorphic (https://en.wikipedia.org/wiki/Anthropomorphism) crocodile who is the series' main antagonist.[150] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_KRool-155) K. Rool leads the Kremlings, an army of crocodiles who seek to steal Donkey Kong's hoard of bananas.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67) Their name is a play on the Moscow Kremlin (https://en.wikipedia.org/wiki/Moscow_Kremlin) and their theme music incorporates Soviet influences (https://en.wikipedia.org/wiki/Music_of_the_Soviet_Union).[151] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NYT:_Wise-156) Polygon (https://en.wikipedia.org/wiki/Polygon(website))_ summarized K. Rool as an archetypal game villain who "often wears disguises and invents strange gadgets for his elaborately evil schemes",[150] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_KRool-155) such as dressing as a pirate captain in Donkey Kong Country 2.[152] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GInd.biz:_Why-157) The Retro Studios Country games introduce different villains: the Tiki Tak Tribe, a race of floating masks who hypnotize animals into stealing the banana hoard,[153] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-158)[154] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-159) and the Snowmads, Viking (https://en.wikipedia.org/wiki/Viking) invaders who summon a dragon to take over Donkey Kong Island.[119] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GI:_Burning-124) Bananza introduces VoidCo., a mining company consisting of the villainous apes Void Kong, Grumpy Kong, and Poppy Kong,[155] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NintendoDream-160) before K. Rool and the Kremlings replace them in a plot twist (https://en.wikipedia.org/wiki/Plot_twist).[134] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Destruct:_KRool-139)
Although the Mario and Donkey Kong franchises largely remain separate, they take place in the same fictional universe. Donkey Kong and other Donkey Kong characters frequently appear as playable characters in Mario spin-offs such as Mario Kart, Mario Party, and _Mario Tennis (https://en.wikipedia.org/wiki/Mario_Tennis)_.[156] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-161)[157] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-162)[158] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-163) Pauline appears in the 2017 Mario game Super Mario Odyssey as the mayor of the city from the original Donkey Kong.[159] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-164) Bananza features a 13-year-old Pauline as Donkey Kong's sidekick,[130] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Interview-135) and implies that she is the original Pauline's granddaughter.[160] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-165)
Gameplay
Original series
 A model of an original _Donkey Kong (https://en.wikipedia.org/wiki/Donkey_Kong_(1981_video_game))_ (1981) arcade cabinet
Donkey Kong and Donkey Kong Jr. are early examples of the platform game genre. In both games, the player must guide the playable character (Mario in the first game, Donkey Kong Jr. in the second) to scale four levels while avoiding obstacles. The player jumps to dodge incoming obstacles (such as barrels) or cross gaps and climbs ladders or vines to reach the top of the level.[161] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_DK81-166)[139] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_DKJr-144) In the first game, Mario can destroy obstacles by obtaining a hammer power-up (https://en.wikipedia.org/wiki/Power-up),[162] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_DK81-167) while in the second, Donkey Kong Jr. can do so by knocking pieces of fruit down from vines.[139] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:DKJr-144) Points (https://en.wikipedia.org/wiki/Score(game)) are awarded for dodging or destroying obstacles, collecting items, and completing stages quickly.[162] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:DK81-167) The player begins each game with three lives (https://en.wikipedia.org/wiki/Life(video_games)),[139] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_DKJr-144) which they lose if they touch an obstacle or fall.[162] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_DK81-167)
Donkey Kong 3 departs from this gameplay: it is a shooter game in which the player controls Stanley, an exterminator who must prevent Donkey Kong from stirring up insects in his greenhouse. The player fires bug spray at Donkey Kong and enemy insects that attempt to steal Stanley's flowers. They complete levels by spraying Donkey Kong enough to force him to the top of the screen or by killing all the insects.[163] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-168)
The 1994 Game Boy game begins with the four stages from the original Donkey Kong, but after completing the fourth, the player is presented with over 100 additional stages that introduce puzzle-platform gameplay in which Mario must scout each level within a time limit to locate a key.[164] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_DK94-169) Mario can pick up and throw objects and enemies, similar to Super Mario Bros. 2, and perform acrobatics (https://en.wikipedia.org/wiki/Acrobatics) to reach otherwise inaccessible areas of the levels.[33] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VG247DK94-36) This gameplay would serve as the basis for Mario vs. Donkey Kong,[164] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_DK94-169) which introduces stages in which Mario must guide six Mini-Mario toys to a toy box while protecting them from hazards.[165] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-170) Mario vs. Donkey Kong's sequels make guiding the Mini-Mario toys the focus, with each stage requiring the player to do so with touchscreen (https://en.wikipedia.org/wiki/Touchscreen) controls.[166] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-171) This gameplay has been frequently compared to the strategy video game (https://en.wikipedia.org/wiki/Strategy_video_game) Lemmings (https://en.wikipedia.org/wiki/Lemmings(video_game))_ (1991).[167] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-172)
Side-scrolling games
"Donkey Kong Country (series)" redirects here. For the TV series, see Donkey Kong Country (TV series) (https://en.wikipedia.org/wiki/Donkey_Kong_Country_(TV_series)).
The Donkey Kong Country series features platforming gameplay in which players complete side-scrolling levels to progress, reminiscent of Nintendo's Super Mario series.[42] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RG:_MakingOf-45) The player progresses through a world map (https://en.wikipedia.org/wiki/Overworld#Platform_games) that provides access to the themed worlds and their levels.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67) They traverse the environment, jump between platforms, and avoid enemy and inanimate obstacles.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67)[168] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-173) Each world ends with a boss (https://en.wikipedia.org/wiki/Boss_(video_games)) fight with a large enemy.[169] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEScary_Larry199451-174) The Country series is known for its high difficulty level (https://en.wikipedia.org/wiki/Difficulty_level) and emphasis on momentum, requiring players to react to oncoming obstacles quickly to maintain flow.[170] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-175)[171] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Iwata:_Action-176)[172] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-177)
Players control one of the various playable Kongs, depending on the game: Donkey Kong, Diddy Kong, Dixie Kong, Kiddy Kong, Cranky Kong, or Funky Kong.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67)[173] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC3-178)[174] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_TFSwitch-179) The Rare games each feature two protagonists, with the newer protagonist carrying over to the sequel while another is introduced.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) The Retro Studios games star Donkey Kong with other characters as his sidekicks.[175] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_TFReview-180)[176] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:TFReview-181) Players primarily control one Kong, with the second acting as additional hit points (https://en.wikipedia.org/wiki/Health(game_terminology)).[174] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_TFSwitch-179) In the Retro Studios games, the second Kong rides on Donkey Kong's back to provide special abilities; for instance, Diddy's jetpack allows him to temporarily hover.[174] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_TFSwitch-179)
Barrels return from the original series and can be used as weapons or broken to uncover power-ups.[177] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEMilne202218-182) One barrel variant releases a partner Kong when thrown.[169] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEScary_Larry199451-174) Each level contains collectibles such as bananas, letters that spell out K–O–N–G, balloons, and puzzle pieces. These items can be found within the main level or by discovering hidden bonus stages (https://en.wikipedia.org/wiki/Bonus_stage), where they are earned via completing a challenge.[175] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_TFReview-180)[178] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-USG:_RetroReview-183) Country's game mechanics also include blasting out of barrels that function as cannons,[179] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kotaku:_DKCSecret-184) vehicle sequences with minecarts (https://en.wikipedia.org/wiki/Minecart) and barrel-themed rockets,[174] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-VB:_TFSwitch-179)[179] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kotaku:_DKCSecret-184) and swinging vines.[179] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kotaku:_DKCSecret-184)
In certain levels, the player can free an animal that provides the Kongs with special abilities, similar to the Super Mario series' Yoshi.[180] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_DKC-185) Recurring animal friends include Rambi, a rhino that can charge into enemies and find hidden entrances; Enguarde, a swordfish that can defeat enemies underwater; and Squawks, a parrot who carries the Kongs or assists in finding collectibles.[63] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC-67)[181] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Euro:_TFReview-186) Outside the main gameplay, the Rare games' world maps contain areas where players can converse with non-player characters (https://en.wikipedia.org/wiki/Non-player_characters), such as Cranky, who provide advice, collectibles, and save points (https://en.wikipedia.org/wiki/Saved_game).[182] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_DKC2-187) The Retro Studios games feature shops (run by Cranky in Returns and Funky in Tropical Freeze) where the player can purchase items like power-ups and lives.[175] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NLife:_TFReview-180)[183] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-188)
The Donkey Kong Land trilogy reflects the SNES Country gameplay, with different level design that accounts for the Game Boy's hardware limitations.[184] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FOOTNOTEHayhoe202265%E2%80%9367-189)[185] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RVG:_Machacek-190) Jungle Beat adds score-attack (https://en.wikipedia.org/wiki/Score_attack) elements, challenging players to complete levels with as many points as possible.[186] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-191)
3D platformers
Donkey Kong 64 blends Country elements with adventure gameplay (https://en.wikipedia.org/wiki/Adventure_game) that emphasizes collecting items to proceed, reminiscent of _Super Mario 64 (https://en.wikipedia.org/wiki/Super_Mario_64)_ (1996) and Banjo-Kazooie, as well as third-person shooting (https://en.wikipedia.org/wiki/Third-person_shooter).[70] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GR:_DK64-74)[74] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Gspot:_DK64-78) The player explores worlds and solves puzzles tailored to the unique abilities of the five playable characters (Donkey Kong, Diddy, Chunky, Tiny, and Lanky).[70] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GR:_DK64-74) Donkey Kong Bananza similarly focuses on exploration and collecting items in open worlds,[187] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RS:_GreatApeKing-192) with many journalists comparing it to Nintendo EPD's previous game, Super Mario Odyssey.[187] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RS:_GreatApeKing-192)[188] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Siliconera:_Digging-193)[189] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GI:_Tearing-194) Bananza is distinguished by its destructible environments: Donkey Kong can smash almost every surface, destroy terrain, and rip pieces of the environment from the ground or walls.[190] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Preview-195)[191] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Odyssey-196)[192] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Mashable:_HandsOn-197)
Spin-offs
DK: King of Swing and DK: Jungle Climber feature settings and elements from the Country games, but require players to use the shoulder buttons (https://en.wikipedia.org/wiki/Shoulder_button) to grab and climb pegboards to reach the end of a level.[193] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-198)[194] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-199) Diddy Kong Racing and Donkey Kong Barrel Blast are kart racing games that play similarly to the Mario Kart series, though Diddy Kong Racing features an adventure mode with boss fights and Barrel Blast has the player shake the Wii Remote and Nunchuk alternatively to accelerate.[67] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Euro:_DKRDS-71)[195] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-200) The Donkey Konga trilogy was developed by the _Taiko no Tatsujin (https://en.wikipedia.org/wiki/Taiko_no_Tatsujin)_ developers and features the same gameplay:[196] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-201)[197] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-202) they are rhythm games in which the player must hit scrolling notes to the beat of the music with accurate timing, with stylized notes corresponding to different buttons. Players build combos by hitting two or more notes; the combo ends when they miss a beat.[198] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-203)
Music
See also: Aquatic Ambience (https://en.wikipedia.org/wiki/Aquatic_Ambience) and DK Rap (https://en.wikipedia.org/wiki/DK_Rap)
The music for Donkey Kong and Donkey Kong Jr. was composed by Yukio Kaneoka, one of Nintendo's earliest audio engineers (https://en.wikipedia.org/wiki/Audio_engineer). Kaneoka wanted to take players on an adventure with a "pretty melody", which he compared to those in Disney films. He faced resistance from the designers, who wanted comical music to reflect the games' tone.[199] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-204) Hirokazu Tanaka (https://en.wikipedia.org/wiki/Hirokazu_Tanaka), a sound engineer who later garnered recognition for his work on Nintendo's Metroid and Pokémon (https://en.wikipedia.org/wiki/Pok%C3%A9mon) franchises, also contributed,[200] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-205) while Miyamoto wrote Donkey Kong's opening and closing music.[14] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NPR-17)
 David Wise (https://en.wikipedia.org/wiki/David_Wise_(composer)), the Donkey Kong Country series' primary composer
The Donkey Kong Country series features atmospheric music that mixes natural environmental sounds with melodic (https://en.wikipedia.org/wiki/Melody) and percussive accompaniments.[201] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RareWise-206) It was primarily composed by David Wise (https://en.wikipedia.org/wiki/David_Wise_(composer)), who worked at Rare from 1985 to 2009.[202] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-SEMO:_Wise-207)[203] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_Remaking-208) Wise drew inspiration from Koji Kondo (https://en.wikipedia.org/wiki/Koji_Kondo)'s Super Mario and _Legend of Zelda (https://en.wikipedia.org/wiki/Legend_of_Zelda)_ music, Tim (https://en.wikipedia.org/wiki/Tim_Follin) and Geoff Follin's Plok! (https://en.wikipedia.org/wiki/Plok) (1993) soundtrack, and 1980s synthesizer (https://en.wikipedia.org/wiki/Synthesizer)-heavy rock music, dance music and film soundtracks.[202] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-SEMO:_Wise-207) He aimed to imitate the sound of the Korg Wavestation (https://en.wikipedia.org/wiki/Korg_Wavestation) synthesizer.[201] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-RareWise-206) After Wise moved with a portion of the Diddy's Kong Quest team to work on _Project Dream (https://en.wikipedia.org/wiki/Project_Dream)_, Eveline Fischer (https://en.wikipedia.org/wiki/Eveline_Fischer)—who composed a portion of the first Country—handled the majority of Dixie Kong's Double Trouble.[60] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FanByte:_Novakovic-64) Fischer attempted to give levels a sense of purpose and drew inspiration from film composers such as Alan Silvestri (https://en.wikipedia.org/wiki/Alan_Silvestri) and Klaus Doldinger (https://en.wikipedia.org/wiki/Klaus_Doldinger).[60] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FanByte:_Novakovic-64) Wise composed a replacement soundtrack for the 2005 GBA port of Dixie Kong's Double Trouble after Rare had problems converting Fischer's score.[204] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-209)
Graeme Norgate (https://en.wikipedia.org/wiki/Graeme_Norgate) and Grant Kirkhope (https://en.wikipedia.org/wiki/Grant_Kirkhope) adapted Wise's Country soundtracks for the first two Donkey Kong Land games,[205] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-HG101:_Land-210)[206] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-211) while Fischer adapted the Dixie Kong's Double Trouble soundtrack for Donkey Kong Land III.[60] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FanByte:_Novakovic-64) Fischer was set to compose music for Donkey Kong 64,[207] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kirkhope:_Website-212) but shifted to working on sound effects.[60] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-FanByte:_Novakovic-64) She was replaced by Kirkhope,[207] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Kirkhope:_Website-212) who composed alongside the Banjo-Kazooie games and _Perfect Dark (https://en.wikipedia.org/wiki/Perfect_Dark)_ (2000).[70] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-GR:_DK64-74) Nintendo Life described Kirkhope's Donkey Kong 64 score as closer in spirit to his work on Banjo-Kazooie than to Wise's Country music.[208] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-213) Donkey Kong 64's introduction features the " DK Rap (https://en.wikipedia.org/wiki/DK_Rap)", a comedy rap (https://en.wikipedia.org/wiki/Comedy_rap) song which introduces the Kong characters. It was written by Donkey Kong 64's director, George Andreas, scored and recorded by Kirkhope, and performed by Andreas and Chris Sutherland, with other Rare staff joining on the chorus.[209] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Rare_Breed-214)
Wise was unavailable during the development of Donkey Kong Country Returns, so Kenji Yamamoto (https://en.wikipedia.org/wiki/Kenji_Yamamoto_(composer,_born_1964)) took over.[54] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-NWR:_Years-58) At the request of Miyamoto and Iwata, the Returns soundtrack mostly comprises rearrangements of tracks from the original Donkey Kong Country,[171] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Iwata:_Action-176) plus some new material by Yamamoto. He focused on what Tanabe felt made Donkey Kong Country's music iconic, such as piano arrangements and the bassline (https://en.wikipedia.org/wiki/Bassline).[109] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-IGN:_Tanabe-114) Wise left Rare during Returns' development and collaborated with Yamamoto on the Tropical Freeze soundtrack. Technological advances allowed Wise to achieve a "1940s big band jazz (https://en.wikipedia.org/wiki/Big_band_jazz)" sound that he had been unable to produce on the SNES.[203] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-Poly:_Remaking-208) Beyond the Country series, Wise composed the Diddy Kong Racing soundtrack.[210] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-215) Other composers who have contributed to Donkey Kong games include Mahito Yokota (https://en.wikipedia.org/wiki/Mahito_Yokota), who composed for Jungle Beat,[211] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-216) and Lawrence Schwedler, who composed for Mario vs. Donkey Kong.[212] (https://en.wikipedia.org/w/index.php?title=Donkey_Kong&diff=1361044183&oldid=1360434048#cite_note-217)
Other media
Crossovers
Donkey Kong is represented in every game in Nintendo's Super Smash Bros. series of crossover (https://en.wikipedia.org/wiki/Crossover_(fiction)) fighting games (https://en.wikipedia.org/wiki/Fighting_game). Donkey Kong debuted in the original _Super Smash Bros. (https://en.wikipedia.org/wiki/Super_Smash_Bros._(video_game))_ (1999) as the only heavyweight (https://en.wikipedia.org/wiki/Heavyweight)