Donkey Kong Country 3

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Donkey Kong Country 3: Dixie Kong's Double Trouble! is a 1996 platform game created by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the third part of the Donkey Kong Country series and follows Donkey Kong Country 2: Diddy's Kong Quest, which was released in 1995.

Donkey Kong Country 3: Dixie Kong's Double Trouble! is a 1996 platform game created by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the third part of the Donkey Kong Country series and follows Donkey Kong Country 2: Diddy's Kong Quest, which was released in 1995. The game was later released for the Game Boy Advance (GBA) in 2005. It became available for download on the Wii's Virtual Console in 2007 and on the Wii U's Virtual Console in 2014.

The story focuses on Dixie Kong and her cousin, Kiddy Kong, as they try to rescue Donkey Kong and Diddy Kong, who have been captured by the game's villain, King K. Rool. The game takes place in "Northern Kremisphere," a fictional area inspired by northern Europe and Canada. Dixie Kong's Double Trouble! uses the same Silicon Graphics technology as earlier games in the series, which includes pre-rendered 3D images. Upon its release, the game received good reviews. Critics praised its visuals and gameplay features but noted that it did not introduce many new ideas.

Gameplay

Dixie Kong's Double Trouble! is a platform game where players control Dixie Kong and her baby cousin, Kiddy Kong, through 8 worlds that include a total of 48 levels. Many features from earlier games in the series return, such as barrels, bonus levels that give players special "bonus coins" and "DK coins," animal helpers, and a multiplayer mode. Each playable Kong has special skills: Dixie can slow her fall by spinning her ponytail, and Kiddy can bounce across water. The Kongs can also pick each other up and throw them around levels. When one Kong hits another, it can reveal hidden floors, switches, or secret areas. Players can switch between the two Kongs at any time during a level.

Levels mix platforming, swimming, and on-rails challenges. They are set in familiar themes like forests, cliffs, factories, and mountain tops. The level design is more varied than in earlier games, with more complex puzzles and obstacles. Each level includes an enemy called a Koin, which holds a DK Coin as a shield. To defeat these enemies, players must throw a steel barrel over them so it bounces off a wall behind them and hits the Koin from behind. The game’s overworld is more complex, allowing players to explore areas freely instead of following a strict path. Vehicles like a speedboat and hovercraft help players travel between different worlds.

The game includes "animal friends" that return from earlier games, such as Enguarde the swordfish, Squitter the spider, and Squawks the parrot. New animals include Ellie the elephant, who can suck up water to spray enemies, and Parry the "parallel bird," who flies above the player and helps collect hard-to-reach items. As in previous games, players can control animals directly instead of just riding them. In the Northern Kremisphere overworld, the Brothers Bear—a family of bears—help players by offering hints, key items, or other services. Players can collect items in levels to trade with the bears for other items or to help progress. One item, the Bear Coin, is used as the game’s currency. Other members of the Kong family, like Wrinkly Kong, Swanky Kong, and Funky Kong, also appear in the overworld and offer their own services.

Plot

The main characters in the game are Dixie Kong, who is Diddy Kong's girlfriend, and her younger cousin, Kiddy Kong. Throughout the game world, other characters appear: Wrinkly Kong is found in "save caves," which let players store their progress; Funky Kong helps players by providing vehicles to move across the game world; and Swanky Kong, who appeared in the previous game, allows players to challenge Cranky Kong in a contest where they throw balls at targets to earn Bear Coins. New characters include the Brothers Bear, a group of thirteen bears who offer services in exchange for Bear Coins, some of which are necessary to advance in the game. The main villain from earlier games, King K. Rool, returns under the name "Baron K. Roolenstein."

After the events of Diddy's Kong Quest, Donkey Kong and Diddy Kong suddenly vanish in the Northern Kremisphere. Dixie Kong begins a journey to find them, joined by Kiddy Kong and using vehicles provided by Funky Kong. They reach Kastle KAOS, the home of a robot named KAOS, who is believed to be the new leader of the Kremlings. After defeating KAOS, a curtain reveals that Baron K. Roolenstein is controlling the robot. After fighting him, Donkey and Diddy Kong emerge from the destroyed robot, suggesting they were used to power it.

Dixie and Kiddy Kong discover the extinct volcanic island of Krematoa. There, they meet Boomer, a former member of the Brothers Bear, who lives in an Anderson shelter. Boomer agrees to remove obstacles blocking their path if they collect bonus coins. After gathering all bonus coins and five cogwheels hidden on the island, the pair gives the cogs to Boomer, who uses them to reactivate Krematoa, revealing K. Roolenstein's submarine, the Knautilus. The Kongs board the submarine and battle K. Roolenstein, but he escapes again.

Once the Kongs collect all DK coins, they give them to Funky Kong, who provides them with a gyrocopter. They then encounter the Banana Bird Queen, who is trapped by a barrier created by K. Roolenstein. She explains that she can only be freed if her children are returned to her, and that doing so will remove K. Roolenstein from the land. The Kongs find each child in a cave, where one is trapped in a crystal that breaks after completing a game similar to Simon. After rescuing the children and completing a trade with the Brothers Bear, the Kongs return the children to the Queen. The Queen and her children sing, breaking the barrier. The Queen then chases K. Roolenstein, who is fleeing in a hovercraft. When she catches him, she drops a giant eggshell onto him, which Dixie and Kiddy Kong land on. The Kongs knock on the shell repeatedly, annoying the trapped K. Roolenstein.

Development and release

The development of Dixie Kong's Double Trouble! started soon after Diddy's Kong Quest was released. The game used the same Silicon Graphics (SGI) and Advanced Computer Modelling (ACM) technology as earlier games in the series. This technology turned pre-rendered 3D animations into 2D sprites. Rare founder Tim Stamper directed the game, while Rare employees Andrew Collard and Paul Weaver designed it. The game's soundtrack was created by Eveline Fischer, with additional music by series composer David Wise. Fischer also produced most of the game's music.

Dixie Kong's Double Trouble! was first released in North America on November 18, 1996. It was later released in Japan on November 23 and in Europe and Australia on December 13. The game became available for download on the Wii Virtual Console in 2007 and the Wii U Virtual Console in 2014. It was also released on the Nintendo Switch through the Nintendo Classics service on December 18, 2020. The game sold over 3.5 million copies worldwide. However, its November release may have affected sales, as the Nintendo 64 console was popular after launching in September. In Japan, 1.7 million copies were sold, and in the United States, 1.12 million copies were sold.

A version of the game was later released for the Game Boy Advance in November 2005. This version included a new soundtrack composed by David Wise. The team originally hoped to include both the original and new soundtracks, but this was not possible due to limitations with the game cartridge and time.

The SNES version of the game included an unlockable Christmas theme for bonus levels. Players could type "Merry" on the file select screen to change the stars and bananas into bells and presents. The background music would also change to Christmas music.

Reception

The game received positive reviews when it was released, with an average score of 83% from GameRankings. Nintendo Magazine System (NMS) called it "king of the Kongs," saying it improved on earlier games in all areas. Doctor Devon from GamePro described it as one of the best 16-bit games and a fitting final game for the SNES. Electronic Gaming Monthly (EGM) contributors praised its quality and entertainment value, with Shawn Smith calling it a must-have for game collections. Paul Davies from Computer and Video Games said it was the "pinnacle of achievement" for the Super NES, though he noted some parts felt familiar. AllGame’s Brett Alan Weiss and Next Generation praised its quality but said it offered "more of the same," which appealed mostly to fans of the series. EGM editors named Donkey Kong Country 3 a runner-up for both Super NES Game of the Year (behind Tetris Attack) and Side-Scrolling Game of the Year (behind Guardian Heroes).

The game’s graphics were praised as the best on the SNES, with sharper, more detailed visuals and smooth animations compared to earlier games. Reviewers often highlighted the impressive visuals, with NMS calling them "astounding" and "the most detailed, beautifully animated Super NES graphics." Doctor Devon described the backgrounds as "sharp and colorful," with underwater levels that looked "suitable for framing." Weiss said the graphics were so impressive they "have to be seen to be believed," and Steve Polak of Hyper noted the "lush" environments, like snowfields and waterfalls, which used advanced effects for a "kaleidoscope of color." EGM and Next Generation also praised the clearer, more detailed visuals compared to Donkey Kong Country 2, with Davies noting flawless animation quality. Famitsu reviewers said the graphics matched those of newer systems like the PlayStation and Sega Saturn.

The soundtrack and sound effects were praised for enhancing the game’s atmosphere, even though they were similar to earlier games. NMS praised the "brilliant theme tune" and "spot-on jingles" that matched each level, along with top-quality sound effects. Doctor Devon noted a "dense sonic atmosphere" with great music and effects, including unique themes for characters like Blue Bear’s "bluesy groove." Weiss compared the music to a professional orchestral recording, while Sushi-X of EGM appreciated the "hip sounds" that helped make the game polished.

Critics said the game kept the series’ hallmark tight, responsive platforming gameplay but added new features, though they noted little major innovation. NMS highlighted the "slick, finely-tuned action" and "massive gameplay variety." Doctor Devon praised the "effortless" controls, with new mechanics like Kiddy Kong’s floor-bashing and Ellie’s barrel-throwing adding variety. Next Generation said the controls were more precise and intuitive compared to earlier titles. However, Weiss and Game Informer pointed out that the gameplay stayed close to the Donkey Kong Country formula, with EGM’s Dan Hsu noting some levels were too linear. Polak said it was "same shit, different wrapper," but argued this wasn’t a problem because the series was already high quality.

The game added RPG-style elements, especially through the Brothers Bear, which reviewers said added depth and variety without alienating fans of platforming. Davies and NMS’s Dave Upchurch praised the "RPG-ish" elements, like interactions with the Brothers Bear, which gave the game more depth. Polak said collecting special objects, like different coins, helped players find hidden areas, making exploration more rewarding. New characters like Kiddy Kong and Ellie, along with vehicles like hovercrafts, were noted by Doctor Devon and Polak as fresh additions, though Weiss said they didn’t feel "startlingly unique." Doctor Devon warned that the new characters might make the game feel too youthful for some players, and Polak described Ellie as "sickeningly cute," though her fear of mice added challenge.

Reviewers said the game offered a big challenge with large levels, many secrets, and high replay value. NMS said the game had "huge levels" and a "stiff challenge," with secret bonuses and hidden banana birds keeping players engaged long-term. David McComb of NMS noted the difficulty increased gradually but became frustrating in later levels. Polak said the game was easier than Donkey Kong Country 2, possibly targeting younger players, but still fun. Sushi-X and Game Informer said the high replay value came from secret areas and bonus rounds, appealing to players who like completing all parts of a game.

Critics said the game was too similar to its predecessors, lacking the groundbreaking innovation of the original Donkey Kong Country, but they called it a high-quality extension of the series. Weiss and Next Generation said the game "leaves well enough alone," sticking to the established formula, which they saw as a strength for fans but a limitation for those wanting new ideas. EGM’s Hsu and Crispin Boyer called it "more of the same," with Boyer calling it an extension rather than a true sequel. Doctor Devon said some players might feel like they’ve "been there, beat that," while Polak admitted it wasn’t a huge improvement but defended its quality as a polished platformer.

The Game Boy Advance version received "generally favorable" reviews, according to Metacritic. Frank Provo of GameSpot said the graphics were "colorful, vibrant, and top-notch," though he noted that fans of the original SNES game might not like the Game Boy Advance port. A GamePro reviewer said the graphics looked "washed out" on the system’s screen, with pre-rendered sprites not showing well. A Jeuxvideo reviewer said the gameplay made Dixie Kong’s Double Trouble! a standout game in the series.

Later reviews of the game remained positive. Lucas Thomas of IGN said the visuals weren’t as impressive as the pre-rendered CGI in Donkey Kong Country, but admitted they "still looked great" for the third game. He said the music wasn’t as standout as in other Donkey Kong Country games but called it an "impressive effort." Marcel van Duyn of Nintendo Life praised the game’s visuals and detailed backgrounds, calling them "fantastic" for the SNES. He said the soundtrack wasn’t as "legendary" as in earlier games but had

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