
I don’t often replay games. But when I do, they’re good ones. Since the DKC and DKL trilogies were finally released on the latest Virtual Consoles (after several years of angst on the part of Donkey Kong fans) I felt compelled to buy them, despite some of the backward practices on the Virtual Console that I don’t agree with (for example, on 3DS you cannot rebind controls, and don’t have access to the Super Game Boy enhancements such as palettes).
When deciding to play these frankly awesome games again, I chose to simultaneously play the Country game with its Land accompaniment, to see more directly how they translated the experience to the less powerful portable. Of course, unlike the second and third parts, the first duo are quite different; Land 1 has a number of new level types with new musical compositions by Graeme Norgate, one of Rare’s slightly less lauded composers. I think they’re ace, and the new stage types really help tie it into other parts of the series: ship decks were introduced here before DKC2 ran with them, and the city stages specifically call back to the Arcade era games, especially DK 94.
Country 1 is a fine game, but in my view pales next to its sequels, with more cheap deaths and straightforward gauntlets, unrewarding rewards, and odd design quirks. It’s undoubtedly a classic though. Land 1 is an experimental little thing, with nonlinear progression, strange gimmicks, and of course its fourth-wall-breaking plot. It’s to be congratulated for its uniqueness, but unfortunately the conversion is less than stellar. The play control is quite wonky and deaths are even cheaper. Thankfully the sequels are much tighter even if they hew a little too closely to their console counterparts.
I’m less familiar with Country 1 than I am with childhood stalwarts 2 and 3, and it’s also one I will revisit less often. Land 1 is also hard to return to, considering your inability to travel between worlds and certain stages that really kicked my ass. Anyway, see you next time!





















