Donkey Kong Country

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Donkey Kong Country, known in Japan as Super Donkey Kong, is a 1994 platform game created by Rare and released by Nintendo for the Super Nintendo Entertainment System (SNES). The game follows a gorilla named Donkey Kong and his nephew, Diddy Kong, as they try to recover their stolen bananas from King K. Rool, a crocodile, and his group of enemies called the Kremlings.

Donkey Kong Country, known in Japan as Super Donkey Kong, is a 1994 platform game created by Rare and released by Nintendo for the Super Nintendo Entertainment System (SNES). The game follows a gorilla named Donkey Kong and his nephew, Diddy Kong, as they try to recover their stolen bananas from King K. Rool, a crocodile, and his group of enemies called the Kremlings. Players move through 40 levels, jumping between platforms and avoiding obstacles. They collect items, ride minecarts and animals, defeat enemies and bosses, and find hidden bonus stages. In multiplayer modes, two players can work together or race against each other.

Rare, a British game studio started by Tim and Chris Stamper, developed games for the Nintendo Entertainment System in the 1980s. To make Donkey Kong Country, Rare used computers to create 3D models. Nintendo wanted a game to compete with Aladdin (1993) by Sega and asked Rare to restart the Donkey Kong series. Rare had 12 developers work on the game for 18 months. Donkey Kong Country was inspired by the Super Mario series and was one of the first home console games to use pre-rendered graphics, which were made by converting 3D models into images for the SNES with little loss of detail. This was the first Donkey Kong game not made or directed by Shigeru Miyamoto, the creator of the franchise, though he helped with design ideas.

After being announced at the Consumer Electronics Show in June 1994, Donkey Kong Country was very popular and had a large marketing campaign that cost $16 million in the United States alone. It was released in November 1994 and received praise from critics, who called its visuals and music groundbreaking. Its quality was compared favorably to the Super Mario series. The game won several awards and became the fastest-selling video game at the time. It sold 9.3 million copies worldwide, making it the third-best-selling SNES game and the best-selling Donkey Kong game. Because of its success, Nintendo bought a large share of Rare, which became an important game developer for Nintendo during the late 1990s.

Donkey Kong Country helped make Donkey Kong a major Nintendo franchise and kept the SNES popular during the fifth generation of video games. Journalists consider it one of the greatest video games, though its pre-rendered graphics were sometimes controversial. Nintendo later released the game on the Game Boy Color, Game Boy Advance, and digital platforms. Rare followed up with Donkey Kong Country 2: Diddy's Kong Quest (1995) and Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996) for the SNES, and Donkey Kong 64 (1999) for the Nintendo 64. After a break, when Rare was bought by Microsoft, a competitor of Nintendo, Retro Studios revived the series with Donkey Kong Country Returns (2010) for the Wii and Donkey Kong Country: Tropical Freeze (2014) for the Wii U.

Gameplay

Donkey Kong Country is a side-scrolling platform game. It is a new version of the Donkey Kong franchise. The story begins when King K. Rool, a crocodile, and his army, the Kremlings, steal the Kongs' banana collection. Donkey Kong, a gorilla, and his nephew Diddy Kong must recover the bananas. In the single-player game, players control both Donkey and Diddy Kong. They move together, and the player can switch between them anytime. Donkey is stronger and can defeat enemies more easily. Diddy is faster and more agile. Both can walk, run, jump, pick up and throw items, and roll. Donkey can hit the ground to defeat enemies or find items.

The game starts with a world map that shows how much of the game has been completed. It gives access to 40 levels. In each level, the player moves through the environment, jumps between platforms, and avoids obstacles. Level themes include jungles, underwater reefs, caves, mines, mountains, and factories. Some levels have special features, such as riding minecarts, shooting out of cannon-like barrels, and swinging on ropes. Each area ends with a fight against a large enemy. Donkey and Diddy can defeat enemies by jumping on them, rolling into them, or throwing barrels. If one Kong is hit by an obstacle, they run away, and the player controls the other. The player can only control that Kong until they rescue the other from a barrel.

In some levels, the Kongs can free an animal that gives them special powers, like Yoshi from the Super Mario series. These animals include Rambi, a rhino that charges at enemies and finds secret paths; Enguarde, a swordfish that attacks enemies with its beak; Squawks, a parrot that carries a lantern; Expresso, an ostrich that can fly; and Winky, a frog that jumps high. Each level has collectible bananas, letters spelling K–O–N–G, balloons, and animal tokens. These items are found in the main level or in hidden bonus stages, where they are earned by solving puzzles. The player begins with six lives. Collecting 100 bananas, all the K–O–N–G letters, a balloon, or three of the same animal token gives an extra life.

From the world map, the player can visit other members of the Kong family. Funky Kong offers a flight service that lets players travel across Donkey Kong Island. Cranky Kong, the older version of Donkey Kong from the original game, gives tips and jokes about the game itself. Candy Kong offers a place to save progress. The player can increase the completion percentage by finding bonus stages. Reaching 101% unlocks a different ending. The game includes two multiplayer modes. In the competitive "Contest," players take turns playing each level as quickly as possible. In the cooperative "Team," they work together as a tag team.

Development

In 1985, Tim and Chris Stamper, British game developers, created Rare Ltd. The brothers had previously started a computer game studio called Ultimate Play the Game. They formed Rare to focus on the growing Japanese console market. Earlier, in 1983, Nintendo had refused to partner with them. To learn more about Nintendo’s hardware, Chris studied the Nintendo Entertainment System (NES) for six months. Rare showed Nintendo of America’s president, Minoru Arakawa, that they could copy the NES’s technology. Impressed, Arakawa gave Rare a license to make games for Nintendo. Rare created over 60 NES games, including the Battletoads series.

When Nintendo released the Super Nintendo Entertainment System (SNES) in 1991, Rare decided to make fewer games. Around 1992, Rare used profits from their NES games to buy expensive computers called SGI Challenge workstations with special software to create 3D models. This was a big risk because each computer cost £80,000. This investment made Rare one of the most advanced game developers in the UK and helped them gain international recognition. In 1993, Nintendo partnered with SGI to develop the SNES’s successor, the Nintendo 64.

Rare had bought the workstations to create games for the Nintendo 64, but they discovered they could also use them with the SNES. They tested this technology in the game Battletoads Arcade (1994) and began making a boxing game called Brute Force using PowerAnimator. Around this time, Nintendo was competing with Sega, whose Mega Drive console was a rival to the SNES. Nintendo wanted a game to compete with Sega’s Aladdin (1993), which had graphics made by Disney animators. Howard Lincoln, Nintendo of America’s chairman, learned about Rare’s experiments during a trip to Europe. Nintendo sent representatives, including Genyo Takeda, the chief technology officer, to ask Rare if they could show Brute Force on the SNES. Within two days, Rare created a working version of the game, impressing Nintendo.

Tim Stamper, inspired by Mortal Kombat (1992), which used real-life footage instead of hand-drawn art, suggested making a platform game with pre-rendered graphics. Nintendo allowed Rare to use the Donkey Kong intellectual property. The Donkey Kong franchise had not been active since the 1983 game Donkey Kong 3. Nintendo thought licensing Donkey Kong was a low-risk choice. Some sources say Rare chose Donkey Kong after Nintendo offered them access to their character library. Others say Nintendo asked Rare to make a Donkey Kong game. Shigeru Miyamoto, the creator of Donkey Kong, said Rare approached Nintendo and offered to develop a Donkey Kong game because other developers were focused on Mario and The Legend of Zelda.

Rare gathered a team of 12 people, their largest group at the time, and started development in mid-1993. Nintendo was unsure about Rare’s use of graphics, fearing it might make the game hard to play. Early in development, Rare showed a demo to Nintendo staff in Japan. Gunpei Yokoi, the creator of the Game Boy, said the game looked too 3D, but Miyamoto supported the project and gave Rare approval. Nintendo named the project “Country” after Rare’s location in Twycross, leading to the title Donkey Kong Country. Other possible names were Rumble in the Jungle, Monkey Mayhem, and Donkey Kong and the Golden Bananas. Miyamoto was working on Super Mario World 2: Yoshi’s Island (1995) and did not direct or produce Donkey Kong Country, though he still provided input.

Nintendo usually protects its intellectual property carefully, but for this project, they gave Rare most of the freedom to work independently. Brendan Gunn, a programmer, said the Stampers kept the team focused on their work. Rare spent 18 months developing Donkey Kong Country, with 20 people working on it. The game cost about $1 million to make and used more hours of work than any other game at the time. The team worked 12–16 hours daily, seven days a week, to finish the game in time for Thanksgiving due to competition with Sega.

The game’s levels were carefully designed so players could pass obstacles easily on their first try. For example, if a rope was swinging toward the player, it would appear ready for them to jump onto immediately. Mayles, a lead designer, said the game was inspired by Super Mario Bros. 3 (1988) and aimed to be accessible while allowing skilled players to move through levels smoothly. He noted that even though speedrunning was not a known concept then, the game’s design supported it. The levels were also inspired by movies like Return of the Jedi (1983) and Indiana Jones and the Temple of Doom (1984).

Rare used Post-it Notes to plan levels. They created ideas for set pieces, like swinging ropes, and arranged them on notes to build level designs. The game included barrels as a key mechanic to honor the original arcade game and hidden items like coins and balloons. Diddy Kong was introduced as a second character to act as the player’s health, similar to power-ups in Super Mario. Mayles said the team wanted a second character who looked impressive and made players feel supported.

Few parts of the game were cut. One idea, a collectible that would run or hide from players, inspired the Jinjos in Rare’s later game Banjo-Kazooie (1998). Nintendo asked Rare to lower the game’s difficulty to appeal to a wider audience, but they kept secrets to challenge experienced players. Miyamoto made last-minute suggestions, like Donkey Kong’s terrain slap, which were added. Kensuke Tanabe, a Nintendo employee, traveled to Twycross to help localize the game.

Kevin Bayliss redesigned Donkey Kong to make him look realistic and able to perform animations like pounding his chest. His first design was blocky and muscular for easier animation, but it became more cartoonish after Nintendo sent reference material. Some designs were similar to Bayliss’s earlier work on Battletoads, and the final design’s eyes came from Battletoads. Miyamoto suggested adding a red tie but left other details to Bayliss.

Since Donkey Kong had no established story, Rare created new characters. Mayles redesigned Diddy Kong as a version of Donkey Kong Jr. and Bayliss designed him. Unlike the original Donkey Kong Jr., Rare wanted Diddy to be different from Donkey Kong, so Bayliss based him on a spider monkey and made him agile.

Release

In June 1994, during the Consumer Electronics Show in Chicago, Nintendo introduced Donkey Kong Country. This event marked the end of Nintendo’s conference, and the company did not reveal that the game was for the SNES until the final moments of the presentation. This surprised the audience, who believed the game was for the upcoming Nintendo 64. Gregg Mayles described the audience’s reaction as a moment of silence followed by applause.

Donkey Kong Country was a key part of Nintendo’s Play It Loud! promotion. The game received a large marketing campaign, which some sources called a “marketing blitzkrieg.” According to the Los Angeles Times, Nintendo spent $16 million on marketing the game in the United States alone, far more than the typical $5 million budget for major games at the time. Marketing materials highlighted the game’s advanced graphics, noting that Rare used special computers to create the dinosaurs in the film Jurassic Park (1993). The campaign also emphasized that Donkey Kong Country was a competitor to Sega’s Mega-CD and 32X platforms, clarifying it was not for next-generation hardware.

Nintendo sent a promotional VHS tape titled Donkey Kong Country: Exposed to subscribers of the magazine Nintendo Power. Hosted by comedian Josh Wolf, the tape showed the Treehouse, a division of Nintendo of America where games are tested. Nintendo World Report noted that this was the first time many people outside of Nintendo learned about the Treehouse. The tape also included gameplay tips and interviews with localizers, playtesters, and Tim Stamper.

In October 1994, Nintendo of America promoted the game online through CompuServe. The campaign included downloadable video samples, a trivia contest with 800 participants, and an online chat attended by 80 people. Nintendo’s executives, including Lincoln, Arakawa, and Peter Main, answered questions during the chat. This marked one of the first times a major video game company used the internet for promotion. Nintendo also gave away Donkey Kong T-shirts as a pre-order bonus and partnered with Kellogg’s to feature Donkey Kong Country art on cereal packaging. The campaign ran from November 1994 to April 1995. In 1995, Fleetway Publications published a promotional comic in the UK.

By October 1994, Nintendo was competing with Sega and its Sonic the Hedgehog franchise. Donkey Kong Country was released a month after Sonic & Knuckles for the Mega Drive. The Los Angeles Times described the simultaneous releases as a competition, as both games featured company mascots, had large marketing budgets, and showcased technological advancements.

Donkey Kong Country was highly anticipated. It appeared on magazine covers, large displays in stores, and was widely promoted. The Exposed VHS tape helped build excitement. Nintendo expected the game to earn at least $140 million in the U.S. and sell two million copies in a month, a goal Peter Main called unprecedented but based on strong reactions from players and retailers.

At the time of its release, Nintendo faced challenges in keeping the SNES profitable. The next generation of consoles, including Sony’s PlayStation and Sega’s Saturn, had more advanced technology than the SNES. The Nintendo 64 was not released until 1996, so Donkey Kong Country helped Nintendo appear competitive with future hardware.

The game was released worldwide in November 1994, two weeks earlier than planned, and around Black Friday. It launched in the UK on November 18, North America on November 21, Europe on November 24, and Japan on November 26, where it was titled Super Donkey Kong. It sold over 500,000 copies in one week and reached one million sales in the U.S. within two weeks. In its second week, the game earned $15 million in the U.S., more than the week’s top-grossing film and album. It became the top-selling SNES game in the UK in November 1994. By the end of its first holiday season, the game sold six million copies worldwide and earned $400 million in revenue. Cumulative sales reached 9.3 million copies, making it the third-best-selling SNES game and the best-selling Donkey Kong game.

Reception

Donkey Kong Country received high praise from critics and was seen as a major change in video game design. It earned perfect scores from several outlets. Diehard GameFan and Total! said the game raised the standards for 16-bit and platform games. Entertainment Weekly wrote that Donkey Kong Country is to most 16-bit games what most 16-bit games are to older Atari games. Once played, older games seem simple by comparison. Electronic Gaming Monthly (EGM) said the game lived up to its reputation, and Total! called it the best game of 1994. GameFan noted that Donkey Kong Country set a new quality standard that other developers tried to copy.

Reviewers highlighted the game’s visuals as its strongest feature. They called the graphics a major technological achievement, with details never before seen in a 16-bit game. EGM said the quality of the graphics made people question the need for 32- and 64-bit hardware. Total! said the character animations were better than those in Disney films and praised the parallax scrolling. Many critics said the graphics were the best on available hardware, with Entertainment Weekly comparing them to matte paintings. The soundtrack and audio were also praised. Total! said the music created a strong atmosphere, and Top Secret called the soundtrack a masterpiece. EGM and Entertainment Weekly said the audio quality was better than anything on the SNES and as good as a CD.

Reviewers praised the game’s gameplay for being varied and deep. Entertainment Weekly appreciated that the game did not copy the original arcade version’s design. Total! described Donkey Kong Country as addictive, fun, and full of humor, puzzles, and secrets that showed the platform genre still had potential. EGM and GameFan said the game was long and had many challenges, while GamePro noted that searching for bonus stages added replay value. EGM and GamePro found the bonus stages challenging, though GamePro said it was easy to finish the game without them and criticized the boss fights as too simple. Four reviewers in Famitsu praised the gameplay, with one reviewer, Hirokazu Hamamura, saying it was too difficult.

Critics often compared Donkey Kong Country to the Super Mario series, especially Super Mario World (1990). Some said it improved on the Mario formula. GameFan said it could be a worthy successor to Super Mario World even without its graphics, and Total! said it took Mario’s best elements, made them faster, and presented them better. Next Generation said the gameplay was good but not as strong as earlier SNES games like Super Mario World and The Legend of Zelda. CVG said Donkey Kong Country was the only SNES game that matched Super Mario World but would be a typical platformer without its graphics. It warned that experienced players might find the game, designed for a wide audience, too simple.

Donkey Kong Country won many Game of the Year awards. For EGM’s Best and Worst of 1994, it won Game of the Year, Best SNES Game, and Best Animation. Donkey Kong and Diddy Kong won Best Game Duo. It also received Video Games: The Ultimate Gaming Magazine’s awards for Game of the Year, Best SNES Game, Best Action Game, and Best Graphics. Donkey Kong Country was the only video game on Time’s Best Products of 1994 list, ranking second behind the Chrysler Neon. It became the first game to win the Favourite Video Game Kids’ Choice Award at the 1995 Kids’ Choice Awards.

Post-release

In April 1995, after the success of Donkey Kong Country, Nintendo bought a 25% share in Rare. Over time, this share increased to 49%. Rare became the first non-Japanese studio to work closely with Nintendo, making them a second-party developer. Nintendo published Rare’s games and helped them grow their team from 84 to over 250 employees. They also moved Rare from a farmhouse to a more advanced development site in Twycross. Rare was among the first to receive Nintendo 64 software development tools and focused on creating fewer, more detailed games. Together, Nintendo and Rare made popular Nintendo 64 games like GoldenEye 007 (1997), Banjo-Kazooie (1998), Perfect Dark (2000), and Conker’s Bad Fur Day (2001).

A planned Game Boy version of Donkey Kong Country was changed into a separate game called Donkey Kong Land (1995) after programmer Paul Machacek suggested it would reach more players. During the development of Donkey Kong Country, Rare began planning a sequel. Nintendo approved the project after the game’s success. Donkey Kong Country 2: Diddy’s Kong Quest (1995) follows Diddy rescuing Donkey Kong from K. Rool and introduces Diddy’s girlfriend, Dixie Kong. This game was designed to be more challenging and had a pirate-themed story. Like its predecessor, it was widely praised and sold well.

Other Rare teams used Donkey Kong Country’s technology in games like Killer Instinct and the Donkey Kong Land series (1995–1997), which tried to copy the original game’s visuals and gameplay on the Game Boy. After Diddy’s Kong Quest, the Donkey Kong Country team split into two groups: one worked on Project Dream, a role-playing game using the same technology, and the other created Donkey Kong Country 3: Dixie Kong’s Double Trouble! (1996). Rare later released Donkey Kong 64 (1999), the first Donkey Kong game with 3D gameplay. In 2002, Microsoft, a competitor of Nintendo, bought Rare, and Nintendo regained the Donkey Kong rights.

A soundtrack CD called DK Jamz was released in North America in November 1994 and later sold separately in 1995. It was one of the first video game soundtracks sold in the United States. A Japanese version, Super Donkey Kong Game Music CD ~ Jungle Fantasy, came out in January 1995. It included seven rearranged tracks by Yoshiyuki Ito, who had previously worked on Zelda and Metroid soundtracks. The soundtrack was later included in the Donkey Kong Country Trilogy compilation in 1996 and released again through Nintendo Music, Nintendo’s streaming service, in October 2024.

A competition version of Donkey Kong Country was sold by Blockbuster Video. It added a time limit and scoring system, similar to events like the Nintendo PowerFest ’94 and Blockbuster World Video Game Championships II. It was later sold in limited numbers by Nintendo Power. This version is the rarest licensed SNES game, with only 2,500 known copies.

In 2000, Rare released a Game Boy Color (GBC) version of Donkey Kong Country. It was sold in North America on November 4, 2000, Europe on November 17, and Japan on January 21, 2001. The game reused assets from the Donkey Kong Land series and had minor graphical and sound changes due to the GBC’s hardware. It included a new level, redesigned graphics, and bonus modes like minigames and multiplayer support via the Game Link Cable. The GBC version won awards for Best Game Boy Color Game and Best Platform Game and was nominated for a Console Family award. It sold 2.19 million copies worldwide.

After Microsoft bought Rare, the company continued making games for Nintendo’s Game Boy Advance (GBA) because Microsoft did not have a competing handheld. Rare released a GBA version of Donkey Kong Country as part of Nintendo’s SNES re-releases. It was sold in Australia on June 4, 2003, Europe on June 6, North America on June 9, and Japan on December 12. This version added new animations, redesigned menus, and a time trial mode. It sold 1.82 million copies globally, with 960,000 sold in the U.S. by August 2006. Between January 2000 and August 2006, it was the 19th best-selling game for a Nintendo handheld in the U.S.

The SNES version of Donkey Kong Country was later released digitally on Nintendo’s Virtual Console. It was available on the Wii Virtual Console in Japan and Europe in December 2006 and North America in February 2007. The game was removed from the Virtual Console in September 2012, possibly due to licensing issues with Rare. It returned to the Wii U Virtual Console in February 2015 and the New Nintendo 3DS Virtual Console in March 2016. It was included in the Super NES Classic Edition console in September 2017 and released on the Nintendo Switch via the Nintendo Classics service in July 2020.

Legacy

The visual appeal of Donkey Kong Country helped keep the SNES popular during a time when cartridge-based games faced uncertainty. At that time, consumers were not familiar with 3D graphics. According to Official Nintendo Magazine, Donkey Kong Country introduced next-generation graphics to the SNES just 12 days before the PlayStation's Japanese launch, convincing many people that upgrading to a new system was not needed immediately. IGN stated that the game "saved the SNES" and brought back fans who had stopped playing. Donkey Kong Country also helped Nintendo surpass Sega and win the console wars of the 1990s. While Nintendo continued to release major games like Donkey Kong Country, Sega lost popularity with add-ons such as the Mega-CD and 32X, and its later console, the Saturn, failed to succeed.

The Donkey Kong Country series helped restore Donkey Kong as one of Nintendo's most popular and profitable franchises. The game marked Donkey Kong's shift from a villain to a hero; Rare's design became his standard look, and its gameplay style influenced later games. The game inspired an animated series that aired 40 episodes from 1997 to 2000. Diddy Kong appeared in a racing game called Diddy Kong Racing (1997) for the Nintendo 64. After Dixie Kong's Double Trouble!, the Country series stopped for a time until Donkey Kong Country Returns, made by Retro Studios, was released for the Wii on the 16th anniversary of the original game in 2010. A sequel, Donkey Kong Country: Tropical Freeze, came out for the Wii U in 2014. Wise, who left Rare in 2009, returned to compose the music for Tropical Freeze.

When Donkey Kong Country was re-released on the Virtual Console, Nintendo Life said its visuals remained among the best for the SNES. Jeuxvideo.com noted that the game added a new level of realism. IGN and AllGame said the graphics were still impressive for the SNES, though IGN believed they were less important as a selling point now. GameSpot thought the graphics compared well to 32-bit consoles. However, USGamer said the visuals, while technically strong, did not age well, with "cringe-inducing" and "paper-thin" backgrounds. Hardcore Gaming 101 agreed, saying the visuals looked plastic-like and did not hold up after the novelty of pre-rendering faded, even though the details were good. Critics praised the Game Boy Color version for keeping the visuals as close as possible to the original, but criticized the Game Boy Advance version for lowering the quality, which IGN said hurt the experience.

After its release, Donkey Kong Country became a topic of debate. Eurogamer noted that it became common in the early 2000s to criticize the game, with some calling it overrated. For example, Vice said the game did not deserve its status as a classic and, along with GameSpy, called its gameplay simple and lacking depth. IGN reported that critics accused the game of "sacrificing gameplay for a short-term sales boost," while USGamer said the game was often criticized for focusing on style over substance, with gameplay that some felt was worse than games from the SNES's early years, such as Super Mario World and Super Castlevania IV (1991). GameSpy argued that Donkey Kong Country overshadowed other games like Yoshi's Island, which it considered better.

Donkey Kong Country has been called one of the greatest video games of all time. USGamer said the criticism was unfair because the game showed "craftsmanship" and Rare created a consistent, immersive world that few developers could match. While some reviewers criticized the boss battles, they praised the game's rhythm, variety, and replay value. Polygon said the game remained one of the best Donkey Kong games and deserved praise for reviving the franchise. Its soundtrack is considered one of the best in gaming, noted for its atmosphere and variety. Hardcore Gaming 101 said the music was the one part of the game that had aged well and included some of the most memorable music from the 16-bit era.

In the years after its release, rumors spread that Miyamoto disliked Donkey Kong Country and thought it was amateurish, leading him to create the hand-drawn art style of Yoshi's Island as a response. However, in a 2000 interview, Miyamoto praised Rare for "breathing new life into" Donkey Kong and said they had done excellent research on what made a Nintendo game work. Steven L. Kent claimed in a 1995 interview that Miyamoto said Donkey Kong Country showed that players would accept poor gameplay if the art was good. Kent also said Nintendo's marketing team rejected Yoshi's Island because it lacked the pre-rendered graphics of Donkey Kong Country, possibly inspiring Miyamoto's remark. Miyamoto denied this in 2010, stating he was deeply involved in Donkey Kong Country and worked closely with Rare during development. In 2014, USGamer called Kent's claims "seemingly apocryphal," and in 2019, historian Frank Cifaldi found that the alleged quote from Miyamoto was not in the original interview.

Donkey Kong Country had a "revolutionary influence," according to GameSpot. Kotaku said its graphics showed the future of gaming, and Nintendo World Report noted that it set standards for how platform games could look and play. Sega responded to the game's popularity by commissioning BlueSky Software to develop Vectorman (1995) for the Mega Drive. Many developers copied its visuals, with IGN citing Clockwork Knight (1994) and Bug! (1995) for the Sega Saturn as examples. USGamer said few games matched its quality, and 2.5D games like Pandemonium! (1996) by Crystal Dynamics exposed the "illusion" on which Donkey Kong Country was built. Kotaku said the game's impact could not be repeated today because the gaming industry has grown so much.

Andy Gavin and Jason Rubin, the founders of Naughty Dog, said Donkey Kong Country influenced their breakout game Crash Bandicoot (1996). Early levels in Crash used techniques from Donkey Kong Country, such as steam vents, moving platforms, and enemies that move back and forth. The pre-rendered visuals inspired other games, including Kirby Super Star (1996) and Sonic 3D: Flickies' Island (1996). Critics have found references to Donkey Kong Country in games like the Mega-CD version of Earthworm Jim (1995), Sonic Blast (1996), Rayman Origins (2011), Mekazoo (2016), and Kaze and the Wild Masks (2021). The Australian Broadcasting Corporation said Donkey Kong Country helped

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