Starter set for the Donkey Kong trading card game, which was mainly based on the animated series (but received a DK64-based expansion the following year). Thanks to my sister-in-law for finding this for me in Japan. Expect more pictures and scans to come.
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Beta DKC2 title screen. Note the word Quest in gold inside the chest, instead of floating in the air with the other words where it belongs. This lets us see more of the background, including the ship. It’s also a higher quality render compared to the title screen itself, obviously. This image was taken from page 1 of the German official DKC2 comic, which can be read in English here:
If you like awesome video game music, you cannot miss this. DKVine forum member Stilt Village has compiled a pretty much comprehensive package of every song, transitions and variations included, from one of the best video game soundtracks of all time, Donkey Kong Country Tropical Freeze. It’s a direct rip from the game, so high quality, with lossless versions included too. There’s even things you don’t normally hear in the game, like the extended sax version of Stickerbush Symphony from the credits. Anyway it’s a torrent, it’s linked here, also there’s the complete sound effects pack if you’re into that.
Ah, my most anticipated game of the last six months. I think that was a problem, actually, as it turned out I’d hyped the thing beyond all reality. The game is fantastic, but little details disappointed me, which I think reflects poorly on my own attitude.
Being a hardcore member of the DKVine forums, home to the Internet’s biggest Donkey Kong Universe fans, we of course had been overanalysing every scrap we could find since the announcement at last E3. I eventually disengaged from watching every gameplay preview, because going so far in really would spoil it for me.
Reception has been overwhelmingly positive (I agree with it), and I’ve seen more than a few comments indicating that this game was toppling previously-held beliefs on which is the best, or second-best, DKC game. For me personally, among others, my list is now DKC2>DKCTF>DKC3>DKCR>DKC1.
Let me get the niggles out of the way first. The lag on the loading screens disproportionately annoyed me. The swimming controls are not as smooth as Rayman Legends (which they are based on). Bonus rooms are boring. The final boss was a little underwhelming and a little too reminiscent of a certain reptilian monarch, who once again is conspicuous by his absence. Aquatic Ambiance is remixed far too much. The setup and payoff generally aren’t as impactful as they should have been, although progression feels very good. Still too many rocket barrels. And finally, dramatic underuse of Animal Buddies (partially offset by multiple partner Kongs).
So Retro seemingly took on many of the complaints from DKCR, and attempted to address them. They whiffed a few points, but gave us more charismatic antagonists, ways to change up the gameplay with the partners and swimming, and really just ramped up the execution on graphics, presentation, environments, and music.
Let’s give music its own paragraph because it’s a big thing. David Wise is back in glorious form, with excellent tunes. Not always totally appropriate, but nicely varied. Also not enough DKC2 remixes, but the remixes and references to DKC3 GBA were very cool to my relatively recently educated ears. The guy is just great, and the unqueness of the styles he brings makes for a soundtrack like no other game. Getting jazz flute and heavy metal just a few levels apart is totally cool.
Apart from the new features I mentioned and the coup of securing Wise’s involvement, this is really heavily built off the foundation of Returns. All the mechanics are the same, with Miyamoto’s boneheaded blowing mechanic replaced with the more intuitive pulling, piggybacking on another button which also is used for the more extensively implemented throwing of objects, and of course swimming added. The physics, the collectibles, the feel are all the same and that’s fine, really. It’s just been toned up and polished. Maybe they should have shaken it up a little more, plus I wasn’t used to the heaviness and finality to your actions of this engine, as opposed to Rayman and Mairo Galaxy which I thought of as I was starting as they allowed you some recovery wiggle room. I got into the groove though.
Nintendo’s hyping up the difficulty of this game but I don’t see it. In Returns I used many more lives in co-op though, and this has been solo only for me, so similarly I quickly reached 99 lives and stayed there. I used more coins on the new items this time, though, which is good, but they’re not very good. Especially the one-use only items which are gone after use, but then you have to carry on as long as you have lives. Makes them feel less useful. The long loading times also discourage exiting and entering levels often.
Basically the game is just a much better version of Returns, with more imagination and ambition. It’s not perfectly tuned though. For example, it seems to me that Dixie is the most powerful partner and I used her heaps more than the others, but maybe that’s a choice thing—how much of a crutch do you want? Oh and of course the motion controls are no longer compulsory, as the button layout from Returns 3D is now an option on Gamepad or Pro Controller. I found it much better that way.
I feel a little conflicted about this game, because in certain ways Rayman Legends stole its thunder, being an excellently produced 2D platformer that was very fun and had it all together. But despite borrowing a couple of mechanics, they do go in different directions, and it very much has its own identity. Definitely an essential Wii U game, one of if not the best so far. And I’ve already expressed how wonderful it is compared to other DKC games (I really do love DKC3). If you like platformers and have a Wii U, you need this game.
Oh, one more thing. I wish the collectible counters would increment after they appear on screen, not before. See what I mean about my attitude?
My other latest project, a single chapter of Volume 12 of Super Mario-kun. I’ve posted before a series of 4koma strips from another volume, and now I’ve graduated to a proper story. This is a brief one-shot based on Donkey Kong Country, but not really retelling the game. Rather, it’s the story of Mario and Yoshi crashing their plane into Donkey Kong’s territory on New Year’s Eve. They then have to find the missing banana hoard (again), which is in the possession of a Rockkroc. It’s silly (to be expected of this manga) but a bit of fun, and a rare friendly interaction between the Kongs and Mario.
I started working on this when I realised the Zelda comic was going much quicker than my last. I was waiting for Caramelman to finish the translation but still had the comics itch, so I picked this up and translated it myself. I used Google translate mostly, and this site for the meanings of the various sound effects used. My sister-in-law, a Japanese linguistics student, helped a lot to refine the script after I’d done the first draft, also introducing me to Jim Breen’s online dictionary site. She then signed up to Twitter so I’d have something to put on the credits page. :)
I’m releasing this chapter alongside my previous 4koma translations, which come from Vol 14 of Super Mario-kun. If in future I scanlate any more SMk, I’ll update the archive and web gallery, to keep all of it in one place.
.cbz version (use Simple Comic on Mac, or CDisplay on Windows)
If you’re after more Super Mario-kun translations (not by me), there’s not a whole lot but I’ve found a few:
Chapters 1-7 of Volume 1 (Super Mario World) are hosted here, by various translators. A better version of some of these chapters is contained in this archive. A single short comic from Volume 19 (Yoshi’s Story) has been translated here, and a 4koma from Volume 35 here (Christmas-themed). Apparently another translator has done Chapter 9 and 12 of Volume 1 (12 in colour), links here and here, but the host is currently down so I can’t verify. Keep an eye on that one. Finally, a chapter from Volume 38 (Super Mario Galaxy) has been translated here.
Oh, and if you’re wondering where I got the raws from, well a while ago I stumbled upon a filesharing site folder full of very nicely scanned volumes, with no hint of who scanned or uploaded them. If you’re interested in the original Japanese or want to translate some yourself, have a look here.
If you know of any more around the Internet, let me know. And also, spread this DKC one around and enjoy!
I’d like to talk about these two games at once because my backlog is filling up, and I thought a comparison of these was apt. Why?
Well, two of my favourite games growing up were Donkey Kong Country 2 and Yoshi’s Island. Those probably stand out to me the most before we got our 64. These two games, then, are related to these, being the prequel and a sequel/spin-off respectively. Also, I never really played them at the time or at all until recently. The other way I can talk about them together is that they are both ground-breaking platformers that tried new things in the market at the time, but had differing levels of success.
There is a quote from Miyamoto at the time about DKC: “The success of this game proves that people will put up with mediocre gameplay if the graphics are good.” I’m paraphrasing, but the gist is that DKC was being hyped up a lot for its graphics (even though the gameplay and other aspects were great too), and I think old Miyamoto was bitter that it was outselling his project, Yoshi’s Island. I think both games have beautiful visual styles and great gameplay, although they are very different on both counts. Both were, in a way, responses to Super Mario World but they took the 2D platformer concept in very different directions.
I can tell this is going to be long. Bear with me, folks. DKC’s sequel refined further everything that made it great, and is superior in most ways. Yoshi’s Island on the other hand had a sequel the next generation which pushed even further away from the basic SMW style, off the wacky deep end. This is my opinion, of course.
So I guess the main thing I took away from these playthroughs is that sometimes you have to try new things, and sometimes they don’t work. DKC had a few mechanics that are dropped completely in the sequel, as they were awkward or not useful. That just may be my DKC2 familiarity talking, but I feel that the designers learned a lot from DKC to make the second one a much better game. Segue to YS, which introduces a buttload of things done differently to YI, and ends up even more awkward than DKC in comparison to my childhood favourites.
They are opposite ends. That’s not to say either is bad, they just frustrate me a lot more, especially when I can see what they’ve done wrong.
To give a bit more detail, there’s a lot to love in DKC. The atmosphere, the personality, the controls feel good. My main complaints are with the hit detection, the pointless bonuses, and the badly flow-breaking animal bonus levels. These are minor though, and the reason I tend to overlook it is I prefer the sequels, the new heights they reached, how they played with the formula, plus they have more internal consistency with each other than either has with DKC1. Each installment has its own different atmosphere that gives them unique feelings, which is a great thing and more than you can say for the Mario series (ok, no more cheap potshots). The music and backgrounds play a big part in this.
YS has less to recommend it on face value. It’s a little slow and wonky, the controls are a little weird and there are also a few hit detection issues here. Also, unlike its predecessor YI the music is less memorable and tends to reuse arrangements of the main theme for most areas (in this way it resembles YI’s true DS sequel). I find this boring, personally. The aesthetic is both overly cute but also a very interesting crafty style, with newspaper, cardboard, felt, etc backgrounds like Little Big Planet but low-res.
Unlike the more precise YI, the platforming and egg-throwing is more forgiving or loose, although if you miss a jump I found it very hard to recover. The game is quite short but it is built for multiple playthroughs, with each of the 6 worlds having 4 possible levels with one being played each go through. This gives it a lot of variety, and each run will be different. The structure is also unique, mostly left-to-right or down-to-up but some more complex structures with branching paths and the level ends when you eat 30 fruit, not reach a certain point or anything.
Speaking of structure, I guess I didn’t structure this review so well but I saw some commonality there. Basically I regard both these games as lesser installments in series that I adore, and therefore worth playing on the strength of their brethren alone. But I was pleased with each when I actually got to playing them, and with YS I appreciate its radically different style. I can look past DKC’s faults to see the germ of the great series it spawned, but its more abstract features that carry through are fantastic. I just think it’s popularly overrated. YS on the other hand is slightly underrated.
The Yoshi and DK series as wholes are way too big to include any of here, so maybe one day they’ll get the proper MiloScat treatment. I’m glad I’ve now experienced these as they’re so important and influential to the overall series, DKC in its design and music and YS in its contribution of sound effects to all subsequent Yoshi material, and the aesthetic that was adapted in many Mario sports games. But now I want to play the actual games I grew up with, so I’m gonna do that. Toodles.
DKC2 gag manga translation
I’ve posted a few times on here about the official Japanese manga “Super Mario-kun”. Well, for a while now I’ve been planning on scanlating a small bit of it, for practice and to see if I could do such a thing on a larger scale. I already have scans, so it’s more like translating and editing—I’ve never owned anything rare worth scanning. I chose to start with these because they’re very short, only a few panels on a few pages; they’re very simple, being a children’s manga they have simple language and plenty of furigana over the kanji; and the scans I had were very clean, well aligned, very high contrast, which made the typesetting and all easy.
What I’m presenting here is a series of 8 4komas (4-panel gag strips), and 2 picture puzzle activity pages, that went in between chapters in a volume of Super Mario-kun. This volume was a recreation of the story of Donkey Kong Country 2, except with Mario and Yoshi, because they’re the main characters of the manga. You’ll find they tend to visit a few places they’re not supposed to, like Wario’s Woods, and their past selves in the Yoshi’s Island volume. Only natural, with these 3 sub-series being part of the greater Mario Universe.
Don’t expect any heavy themes here, especially from the spot-the-difference page. The nature of this manga is visual jokes, occasional toilet humour (not in these, though), and over-the-top comic violence. But, and this is the reason I translated this at all, it is a contribution towards the overall Donkey Kong pseudo-canon. I’m not sure what to call it actually, the body of work of DK-related materials, not all of which are strictly in continuity but which are still important (at least to me). Anyway, I’m a fan so I was interested in a comic about silly monkeys.
Give them a read, and if you’re a true fan like me, save them to your computer and spread them around. Although I intend to post this on DKVine and DKC-Atlas myself, so I’m not sure where else you would go with this.
EDIT: By the way, credit to my sister-in-law for translation help. There’s only so far you can get with online dictionaries and apps. Also thanks to my wife for helping to make some lines more natural.
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