October 12, 2016
Lost Rare heroes, low-res pixel style!
As a follow-up to my history of Rare pixels, here’s some characters who missed out on a starring role in a Rareware game. They had some good design work put into them, but their games were either reworked to...

Lost Rare heroes, low-res pixel style!

As a follow-up to my history of Rare pixels, here’s some characters who missed out on a starring role in a Rareware game. They had some good design work put into them, but their games were either reworked to remove them, or cancelled altogether.

Edson (from Project Dream which eventually became Banjo), Berri (supposed to be the deuteragonist of Twelve Tales: Conker 64), Velvet Dark (Joanna Dark’s sister, cameoed as a multiplayer character and was going to have her own spinoff that was cancelled), Krystal (another planned deuteragonist; when Dinosaur Planet was reworked into Starfox Adventures, Fox was given all her gameplay segments), Sabreman (in his design for the legendary Sabreman Stampede), Lilith (from the late Seavor game Urchin)

12:00pm  |   URL: https://tmblr.co/ZpvIwu2DG_z1e
  
Filed under: rare rareware pixel art 
July 31, 2015
The many faces of K. Rool, low-detail pixel style!
K. Rool is such a memorable villain, and part of the reason is his reinvention of himself in various games. New costumes make him stand out in a new appearance and open up new possibilities for a...

The many faces of K. Rool, low-detail pixel style!

K. Rool is such a memorable villain, and part of the reason is his reinvention of himself in various games. New costumes make him stand out in a new appearance and open up new possibilities for a battle. Namco even made a new outfit for him for a bit part in a baseball game, so good on them! That particular design is based on Paon’s reworking so smaller crown, no tail, and no belly armour. The others are all Rare.

King K. Rool (DKC, etc)

Kaptain K. Rool (DKC2)

Baron K. Roolenstein (DKC3)

King Krusha K. Rool (DK64)

“Pilot” K. Rool (the cancelled Diddy Kong Pilot)

“Pharaoh” K. Rool (Mario Super Sluggers)

July 23, 2015
[Re-play] Donkey Kong Country 3 (SNES) and Donkey Kong Land III (GB)

image

Once again, a critical eye is hard to apply to a game that was so impactful on me in my younger years. It’s also difficult because I’ve been exposed to much discussion and analysis on the DKVine forums. I would agree with sentiments I’ve read there: that DKC3 may possibly in fact be objectively the best of the three, but it’s not my favourite.

It’s certainly ambitious. More involved map screens, a range of NPCs with item trading sequences, more creative level concepts. Its atmosphere is unique and beautiful in its own way. Its status as the black sheep of the Country trilogy can be put down to its late (post-N64) release, and its tonal dissonance. It was developed by a different team than the one who did parts 1 and 2; there are not the common enemies or sense of escalation that those shared. In some ways it’s a sidestep for the series as much as it’s an evolution of 2D platformer design. Ditching both Donkey and Diddy likely did it no favours either; I never did mind but “gamers” don’t like to play as a bawling baby. They should get over it.

So much for analysis. As for the feeling, well this game is deep in my heart. I don’t have it as memorised as DKC2, but only because the secrets are more well-hidden. But they’re not unfair either: every level has exactly 2 bonus barrels, and the DK coin is always accompanied by a setup with Koin and a keg. Control is perfect and Eveline Novakovic’s soundtrack is sublime.

The Wii U has the NA version published. This is actually an issue: I don’t remember there being slowdown with too many sprites on screen, but in this version there is. It’s especially noticeable on that one waterfall level with falling barrels. Speaking of VC versions though, DKL3. Don’t buy this on 3DS. Well, maybe buy it, but don’t play it there. There’s a far superior version for GBC that was released only in Japan. Ok, there are some compromises but those have been reversed and the game translated back to English by Blaziken257, whose ROM hack you can find here. It’s the definitive way to play the game and makes the VC (which doesn’t even support Super Game Boy palettes, still) look pathetic.

How is DKL3 as a game though? The highest compliment I can pay it is that of the three Land games, it feels the most like a Country title (especially the GBC version). Control and level design are a clear cut above the previous handheld instalments. Sure it doesn’t have the weird new ideas or new content of DKL1 but it sure plays better, and it’s more inventive than DKL2. It uses the familiar enemies and environments of DKC3 but in nice new ways and with new worlds (albeit feeling a little thrown-together) and a new (farcical) plot. It’s even got a unique minigame with a memory tile matching thing—it’s required to get to the Lost World.

Although Donkey Kong Land 3—a game that does not in any way feature Donkey Kong, outside the manual—is an odd way to end the classic DKC series, it’s quite good. In fact I’d say that DKC3 and DKL3 together are the strongest pair of the three. If you only play one of the three Land games, make it DKL3 (the GBC version, please). But all three Countries are solid gold blockbuster classics with magnifico graphics, amazeballs soundtracks, wondero-tastic gameplay, and fantabulous atmosphere. Splendiferous character. Lenticular design. Anyway they’re good.

July 22, 2015
The DKC Kongs, low-detail pixel style!
I’ve just finished a re-play of the DKC and DKL trilogies. They’re so sublime, and with this sense of family togetherness as the Kongs support each other on their adventures. So I wanted to draw all the Kongs...

The DKC Kongs, low-detail pixel style!

I’ve just finished a re-play of the DKC and DKL trilogies. They’re so sublime, and with this sense of family togetherness as the Kongs support each other on their adventures. So I wanted to draw all the Kongs from these classic games together. Candy and Wrinkly draw from their DK64 designs: not strictly DKC but it made them stand out more. Swanky was easier to draw with his upright DKC3 posture. In Funky’s case his DKC3 design has persisted since, so it’s the best look for him.

Donkey Kong, Diddy, Dixie, Kiddy, Cranky, Funky, Candy, Wrinkly, Swanky

See also: Diddy Kong Racing, Diddy Kong Pilot, Donkey Kong 64

July 21, 2015
It’s Mr Pants, low-detail pixel style!
One of the more obscure games of the modern Rare, this was a retooling of a potential Donkey Kong puzzle game that after the buyout was re-themed around Rare’s website mascot Mr Pants. This is his family,...

It’s Mr Pants, low-detail pixel style!

One of the more obscure games of the modern Rare, this was a retooling of a potential Donkey Kong puzzle game that after the buyout was re-themed around Rare’s website mascot Mr Pants. This is his family, including sentient lightbulb Helpo. Yes, it’s hard to do stick figures in this style.

Mr Pants, Mrs Pie, Toby, Socks the Dog, Vest the Cat, Helpo

July 11, 2015
[Re-play] Donkey Kong Country 2 (SNES) & Donkey Kong Land 2 (GB)

image

Forgive me, but I can’t be expected to talk rationally about DKC2, one of my favourite games of all time. Everything about it is so perfect to me. Playing it on the Wii U is such a treat; it still looks and sounds amazing, the sheer artistry shining through and blending with the tight gameplay to give one of the best experiences on this or any console. Anyway I like it.

Land 2 is also good, insofar as it tries to emulate DKC2. Of course, the music is less rich, although Kirkhope’s chippy renditions of the Wise soundtrack have their own appeal (worse is missing tracks, leading to repetition of tracks like Lockjaw’s Locker). You don’t get colourful environments and backgrounds and the detailed sprites (I realised that the DKC sprites remind me of claymation… random aside). The level designs and even item placement are also a noticeable step down.

DKC is very straightforward, and DKC3 is very ambitious with many tacked-on systems. DKC2 is a nice middle ground with rewarding collectibles, challenging gameplay, interesting gimmicks, and variety in level design. I think one of the more important things in its design is how the aesthetics work with the gameplay; for example, there’s sticky honey in the bee hives and the levels base their platforming around that.

Much of this carries through to Land 2, but scaled back for the Game Boy. While Land 2 is regarded as a port, in truth almost everything is ported over, except for the levels themselves, the layouts of which are brand new. This means that playing it is playing a brand new game, just sharing the exact same characters and world. The interesting part is seeing new platforming situations and enemy placements being done with the same basic concept. It should be noted that Land 2′s engine is greatly improved from Land 1; while jumps are still fairly high, the control and momentum feel much closer to the SNES.

Playing DKC2 was a breeze; my muscle memory practically plays it for me, including finding most of the secrets. DKL2, on the other hand is unfamiliar and thus feels more challenging; although I think that some of the setups are inherently more difficult, it could just be that I haven’t done them so many times that they’re trivial. The secrets in Land 2 though either are actually trivial to find or occasionally unfairly located, in which case I recommend Mario Wiki’s pages on each level to find them.

I absolutely recommend both of these games. DKL2 is not just a downgraded port, it’s new levels using (downgraded) DKC2 assets. But it’s fair to say it’s “overlooked” while DKC2 more than earns the title of “classic”. Good times.

July 3, 2015

Rare’s history, low-detail pixel style!

With Rare Replay being announced, it’s naturally a good time to get excited about historic Rareware/Ultimate. Like, say, drawing people from the character-driven series in it. Having said that, two characters here have four games each but none featured in said compilation. I guess it’s because they were mostly made by Rare “subsidiaries”/were not very good. I’ve also decided to cover the B-tier (and below) series, leaving out Banjo, Killer Instinct, etc. More detailed commentary below, but you don’t have to read it if you don’t want to.

Row 1: ZX Spectrum/Commodore 64

Jetman (Jetpac, Lunar Jetman, Solar Jetman). I used the look on the cover of the original game, as opposed to Crash magazine’s comics or the Refuelled reboot.

Sabreman (Sabre Wulf, Underwurlde, Knight Lore, Pentagram, Sabre Wulf GBA). You can sort of see art of him in some of the game’s maps, but this look is how he appears in Banjo-Tooie and Sabre Wulf GBA, with the mustache.

Sir Arthur Pendragon (The Staff of Karnath, Blackwyche, Entombed, Dragon Skulle). No art available, and he has two distinct visual looks that his sprite switches between from game to game. This one is the Karnath/Entombed look with the black cape from the other two games. Not in Rare Replay.

Row 2: NES

Kuros (Wizards & Warriors I/II/X/III). Based on the “generic knight in armour” sprite, as opposed to the Conan-inspired Fabio look from the game covers, which was also used in the Power Team show. Not in Rare Replay.

Rattle (Snake Rattle & Roll, Sneaky Snakes). The snakes in Sneaky Snakes are actually different snakes, but it’s a sequel. This sprite is based on the Mega Drive cover art, as opposed to the goofy-as-hell NES cover art, although the only difference at this resolution is having a differently coloured muzzle.

Rash (Battletoads, Battletoads GB, Battlemaniacs, Battletoads & Double Dragon, Super Battletoads). Opinions are annoyingly divided on who is the leader of the Toads, but Rash has the most consistent design (ie. his colour doesn’t change as much between games), and he seems to be slightly more the “face” of the series. Plus, cool red armbands and shades (not visible at this resolution).

Row 3: N64

Juno and Vela (Jet Force Gemini). The only game/series with two characters in this picture. You can’t really separate them though.

Joanna Dark (Perfect Dark, Perfect Dark GBC, Perfect Dark Zero). This is based on her N64 outfit, but with the longer hair from Zero.

Row 4: Xbox/360

Cooper (Grabbed by the Ghoulies). I wanted to put Amber in too, but it didn’t fit in the layout as it ended up.

Kameo (Kameo: Elements of Power). I do prefer this final look to the Gamecube one with the purple Ugg boots.

Horstachio (Viva Pinata, Trouble in Paradise, Pocket Paradise, Party Animals). One of the four main pinatas from the TV series, Horstachio is jointly the face of the series but also looks the best standing up, which I guess makes this Hudson from the show.

June 30, 2015

Battletoads comic, GamePro, 1993.

In 1991, Nintendo Power ran a Battletoads comic in 2 issues. In 1992, there was a pilot for an animated series that recast the Toads’ human forms as teenagers. In 1993, GamePro magazine printed another comic in 2 issues that was a direct adaptation of the animated pilot. I haven’t seen the latter mentioned much before, so here it is, thanks to scans from Retromags and Aka Games.

Note that the story (carried over from the pilot) is credited to David Wise. This is an entirely different David Wise to the legendary Rareware composer who did the music for all the games. Same name, strange connection.

June 22, 2015
[Re-play] Donkey Kong Country (SNES) & Donkey Kong Land (GB)

image

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!

April 29, 2015

Donkey Kong Card Game archive

image

Here’s the results of my scanning and collecting of Donkey Kong Card Game assets from various sources. Please enjoy it. All you have to do is click this link and download it:

mediafire.com/download/sregoory03em1g5 Updated link: mediafire.com/file/tii6l0933djwnh0 Current link: https://mega.nz/file/QVxSwYQY#CCsikdorCVkXPZ1nXd5nkXxB3Sypv2g0QOF0by6WmJE

Contents of this archive:

-Pictures of as many cards as I could find, with varying quality, separated by card type. If you want to read the text on the smaller ones more clearly, use the official website as a resource. These are gleaned from Man-Frog’s scans, my scans, pictures of the official guidebook from an eBay auction, pictures intended for demonstration in the starter set manual, and a few Internet sources.

-Some key art taken from the official website

-A summary flowchart to aid in playing the game, taken from the official website (in Japanese)

-A flyer advertising the card game

-A scan of the box for the 60-card starter set

-A scan of the manual included in the starter set which teaches you to play the game (in Japanese)

-Pictures of some other Donkey Kong-related cards that have been made

Links:

Web archive of the official Japanese website, with card lists for all sets (including expanded rules text), tutorial and reference document for playing the game, release information, and some card images.

https://web.archive.org/web/20070913041013/http://www.nintendo.co.jp/n09/don_card/index.html

My posts about the DKCG.

http://miloscat.tumblr.com/tagged/donkey-kong-card-game

DKVine thread - info, scanning/translation project.

http://www.dkvine.com/interactive/forums/index.php?showtopic=8445

Character card translations with errata from official website.

https://docs.google.com/document/d/1zAE5-E6nY2CGT9h4SqB2EI-W_9ueABdEchdMIXMyVi4/edit

Raw scans of many cards with some commentary by Man-Frog.

http://manspeed.imgur.com/

DKC Atlas thread discussing this and other Donkey Kong card games, with links to other DKCG errata such as the IGN announcement article and a Japanese Donkey Kong Land III commercial that included bonus cards.

http://www.dkc-atlas.com/forum/viewtopic.php?f=7&t=1819

Super Mario Wiki’s incomplete card gallery, based on Man-Frog’s scans. Go help them out by adding to this page if you feel inclined.

https://www.mariowiki.com/Gallery:Donkey_Kong_Country_(television_series)_trading_cards

Tangentially related: scans of the two volumes of Corocoro’s manga series based on the animated series, which this card game is also based on. Some special cards have been included in certain issues of Corocoro magazine (PP001, SP001, SP002).

https://mega.nz/folder/FE4G0KZD#EyH_021MWQVz_uueqSz6ZA

https://mega.nz/folder/MUpQWIpT#agS1j5R3kGduqJQhqvziTQ

EDIT: I finally did what I had been intending, and converted my personal spreadsheet for tracking card image status to Google Docs. Here you can see all the cards that exist and whether or not an image of them has been archived.

https://docs.google.com/spreadsheets/d/17kJcX4H7_JUXxoOqmwOiTfFvgy75fhjEgwix4cQCKko/edit?usp=sharing

EDIT2: Thanks to a tipoff from the anonymous N.A., I’ve found a few more sources and managed to fill out the image archive a lot more; now ALL but one are accounted for and present in the collection, and many low-quality images have been replaced with better ones. The scans and images may not be perfect in all cases but it’s now much more complete. The spreadsheet has also been updated to reflect this. In addition, I added more supplementary images to the “Misc” folder, such as images of packaging and promo material.

The new sources:

Tennis promo card scan @blacktangent https://twitter.com/blacktangent/status/801429928226869248

Shogiyugi’s blog with card pictures and explanations (in Japanese) http://shogiyugi.blog.fc2.com/blog-category-4.html

A video with many images of the base set by エリンキーコング / ザメル https://www.youtube.com/watch?v=i2nO1NWfT9g

EDIT3: Mediafire is taking down the archive, so please refer to the new Mega link instead.

EDIT4: Calcium has notified me that I neglected to include a scan of the alternate yellow card back in the archive! All character cards have a yellow outline on the back. Until I do a proper update, I’ve just put it here for now.

June 14, 2014

Here’s some cool Miis I made last night, in excitement for the Mii Fighter in Smash 4. I started making a few DKU characters, but started having trouble portraying anthropomorphic animals. I’m pretty proud of Mr. Pants though, even though he was very quick to do.

May 7, 2014
[Review] Star Fox Adventures (GCN)

I tracked down a copy of this for a similar reason to Viva Pinata DS, as it is held in high esteem in the DKVine community. It’s the final game that Rareware made for a Nintendo home console, the final one while before they were sadly bought out by Microsoft. Like many Rare games, especially later ones, it had something of a troubled development. It started as a new IP that, while a spinoff of Diddy Kong Racing through Tricky the Triceratops, was much more loosely connected than Banjo or Conker. The tone is very different, a more serious adventure story. After finishing the game I had a great time looking through an archive of prerelease material relating to the original story and game of Dinosaur Planet. You can check some of that out here.

But Miyamoto intervened, as he so often does, and suggested changing one of the protagonists to Fox McCloud, as they bore a resemblance. Now hardcore Rare fans and Star Fox fans both will see this as a mistake, the Rare fans because it caused delays and cuts to the N64 game, resulting in a more content-light Gamecube final product, as well as undermining Rare’s original vision. Star Fox fans see it as a big anomaly in the series and a disappointing change of pace compared to the SNES original and N64 classic. Me, well, I don’t mind so much. I like seeing a different kind of adventure in the Star Fox universe, and what we got is what we got. You can’t complain too much, it’s not too different to what DP was intended to be and it sure looks nicer.

I knew not to expect a Star Fox game proper, but what I didn’t expect were segments of Lylat Wars-style scrolling shooter gameplay shoehorned in between areas of the 3D adventure action platformer. The comparison is not nice: the structure, design, sound effects, control, all are pale shadows of what the N64 game accomplished.

Thankfully, the original Dinosaur Planet-style stages are more well-developed. While the world is a little small, it’s populated by fun characters, mostly dinosaurs, with outrageous British accents of all stripes. This is fun and I dare say part of the “Rare charm”. I had flashbacks to their previous fully-voiced game, Conker’s Bad Fur Day, in a good way. The more affected accents of the principal Star Fox team are more grating, though. David Wise’s soundtrack on the other hand, fantastic as always.

Oh I was talking about the gameplay. It’s a bit like Zelda, a bit like Beyond Good and Evil. You get lots of consumable items mostly, as well as magic staff powers. The C-stick menu is a great way of sifting through all these actions and objects while still running around. Lumping some actions onto your sidekick Tricky is also cool because you develop a bond with the little guy. He’s so cute following you around, and he’s so integral that it’s only natural he feel a part of the team. It’s good to see Rare finally deliver on the partner gameplay they’ve been toying with since Conker’s Quest 64. Just a shame that the proposed Krystal half of the game was cut or reworked, in the end she’s a very underwhelming character.

Knowing about what was cut does undermine my retrospective view of the game, although you can tell while playing it that it’s a little lacking some areas. Parts of the world and gameplay feel bolted together and there’s not always a consistent feeling of progression. The plot is a little barebones too. It’s all about what goes on in your head though, so if possible I’d recommend reading a bit of Dinosaur Planet info and supplementing your experience of this game with that, to build it up a little more. That’s helped my view of the DP-SFA thing as a whole.

I’ve heard lots of criticisms of SFA: disappointing final chapter, tedious backtracking, dumb minigame-type sections, mediocre combat. I’d agree with all of them. However, I still look back on my playing of it fondly, and had a good time. It has got the Rare spirit, despite what some people may think. It also adds a lot to the Star Fox universe, especially in terms of Krystal who is very important to the next two games. I’m just playing Assault now and going back to Sauria briefly is just so joyous. I guess you could say it’s not easy to enjoy, but I’m glad to like some controversial games if they have some redeeming elements, and I think this does.

May 1, 2014
[Review] Viva Piñata: Pocket Paradise (DS)

Being a fan of the DKU (as described by dkvine.com), and Rare games in general, I was interested in the Viva Pinata games. It’s the last successful new IP they’ve made since Banjo, really, and has done well for them. It’s also one of the last things they did before being totally creatively lobotomised by Microsoft. This is the only VP game on a non-Microsoft platform and hence the only one I have access to.

In a situation similar to Viewtiful Joe, I feel very underwhelmed by what the DS version is presenting and feel that while the control scheme could be good for the format, the other limitations fo the platform make it suffer compared to its console counterpart. I’m also not fond of the Rare handheld team’s latter work, which is characterised by ugly menus, messy graphics, and a general lack of polish.

My problems with this one aren’t just aesthetic, though. I’m not great on open-ended sims at the best of times, but the goals in this game confused me and while I learnt how to perform a few functions, I couldn’t figure out how to progress. There didn’t seem much point. I bred a few pinatas but then I had too many milling around, so I had to sell them or feed them to others. I couldn’t build an attachment to them. I dunno, the whole thing just didn’t grab me.

I basically picked up the game because of Rare, it was their very last game on a Nintendo platform. But apart from the lackluster presentation, I don’t think this style of game is really for me. It doesn’t happen often but I didn’t play it much and I don’t see myself going back. Sorry Pinatas!

February 14, 2014
Review: Conker’s Pocket Tales (GB/GBC)

This is a very interesting game, for several reasons. One, the cartridge contains two distinct versions of the game, depending on what system you’re playing on, the monochrome version and the full-color version, but the differences go deeper than simply the presence of colour. The minigames are different, level layouts and environment sprites also differ, item locations and progression is changed. However, contrary to expectations, the GBC version is not strictly better: certain aspects, such as animations, are better in the monochrome version. I also preferred the always-on UI, but it lacks 8-directional slingshot aiming.

I should explain. This is a kind of isometric platformer adventure, with Conker roaming Willow Woods and its surrounds, fighting various creatures and pushing boxes around in puzzles, finding his way through large mazelike environments in search of the birthday presents from his party, which was ruined by an evil member of the anthropomorphic acorn race that populates his home countryside. Got it? Good.

This is the other interesting aspect: this game is a time capsule, representing the original plans for the Conker franchise before it got darker and edgier in Bad Fur Day. As I’ve explained before, the N64 iteration was in development to properly introduce the squirrel from Diddy Kong Racing, but had many ideas pilfered by the Dream/Banjo team, at which point Chris Seavor reworked the game majorly to distinguish it. Pocket Tales was meant to be a handheld accompaniment to the console Twelve Tales, as was done with many franchises and still is. However, in this case the main event that PT was supporting didn’t eventuate. A very curious circumstance.

Beta footage and screenshots of Twelve Tales/Conker’s Quest/whatever show that it was to be very similar: acorn people, the shorter chipmunk version of Berri (who was a playable character), persistent slingshot. These elements now live on solely in this watered-down version of the Thing That Didn’t Happen. (Did it happen though? Are unreleased games canon? Sure, why not, except where they disagree with actual canon).

As it is, and I played through both versions simultaneously, we have a slightly clunky action adventure game. Progression is a bit confusing: you can always ask the Forest Guardian where to go but I often couldn’t find him because I got lost. And in the hub too! I was using Nintendo Power’s maps to help me out, though. You find presents for doing the odd task or just exploring. The environments are a little samey but memorising the layouts is essential to getting them all. Enemies are annoying, it’s often hard to defeat them. Some of them respawn but health pickups don’t, so unusually health management is a prospect that extends over the entire game in long form. In a way every single health acorn is like a Heart Container or somesuch. There’s no upgrades really except items for helping you reach new areas.

So combat was not the best, but I liked breaking the game up with little block-pushing puzzles. The minigames were also not great, although one mimics Rare’s earlier game Cobra Triangle, which is also replicated in DKC3 GBA, an interesting tidbit from their history. Bosses were pretty good, and Evil Acorn (yes that’s his name) was always stringing you on with taunts. There’s also the mysterious Honker the skunk, Conker’s nasty rival to contend with you at various points (mostly minigame-based).

Unfortunately there’s not a lot to distinguish this game, but it’s a bit memetic on DKVine because it’s so obscure. It’s pretty much irrelevant to Conker’s Bad Fur Day but interesting to compare with what could have been, and going from this to BFD all the more underscores its subversive tone. It is a bit of a pain to play though honestly, and just generally clunky and vague. The characters who distinguish themselves are cool but mostly they’re just acorns with not much going on. The level concepts are cool though, from a tropical island chain to a medieval castle.

The Game Boy format doesn’t really do the game justice, as a result of Rare’s typical tendency to try to outdo the limitations of the platform. Sometimes this results in fantastic games, while this one is let down by those limitations. Still, a Rare fan should at least give this a try, and heck I’ll say it, you have no right to fully enjoy Bad Fur Day if you haven’t experienced Conker’s humble origins. I can’t really point out one version as better than the other, so play around with both and pick your favourite (although I had a heck of a time emulating both separately… oops, I gave it away didn’t I?). Oh and there’s a character called the Forest Wong. How can you go wrong with the Wong?

October 29, 2013
Conker’s Bad Fur Day (N64)

Well, so much for me writing more often. Well if you read this at all, you’d be used to irregular updates. So here’s the last game I played before packing away my N64 again. Fitting, as it was released so late and seems a culmination/subversion of a prevailing genre at the time, the 3D platformer.

Bad Fur Day is often lumped in with the other Rare collectathons, but that’s an unfair association. It lampoons them, yes, but many other genres as well. Its rewards are the humorous excuse collectible of cash and more importantly simply getting to the next cutscene, seeing what happens next, the next joke or the next setpiece, is the reward for progress.

Importantly, the humour is very central to the game, being a driving force, rather than a sweet secondary focus as it is in Banjo. You just don’t get that many humour games or comedy games, especially not ones that actually have good gameplay too. The gameplay here is classic 3D platformer stuff, but with a heavier emphasis than normal on changing it up. We get thrid-person shooter segments (war-themed and horror-themed), flying, pitchfork-riding, first-person turret sections, races, arena combat, and quicktime events among others, in addition to the standard jumping-climbing-swimming challenges. Some of these can get quite frustrating but it’s all worth it to “get to the next bit”.

About the humour though, it’s a little dated. A good example of late 90’s “mature” immature humour, like early South Park. Swearing and poop are funny. Of course, at the time and at the ages we were, they really were very funny. There’s quite a few pop culture/movie reference jokes too, which tend to date. I think there’s a lot there that holds up though, and has value, even if it’s simply as a historical item. The main point underscoring it all though is that the world is initially so cutesy and the characters being talking animals and objects, which is constantly subverted.

In a lot of ways, it’s rooted in its time. You have to understand something of its development environment to truly understand it. Rare’s development teams were separated into barns to foster a competitive atmosphere. Chris Seavor’s barn was working on Twelve Tails: Conker 64, Rare’s first(!) 3D platformer. Another team was working on Project Dream. When they saw Conker, they reworked their game, taking cues from Seavor’s project. Meanwhile Conker suffered several delays while Banjo, then its sister project DK64, and finally Banjo Tooie, were released. Seavor saw that they would have to do something drastic to differentiate their project from those that beat it to the punch. Their answer was to subvert that style, subvert Nintendo’s kid-friendly image, subvert even the game itself in its past stages.

For some of us gamers growing up, we are now finding interest in looking back behind the scenes of games we loved. Apparently the developers of those games are doing so too, reflecting on their careers. Chris Seavor’s development commentaries (http://www.youtube.com/channel/UCbRUl7dkRVPKlYiUq4TmEaQ) with some others of his team are an invaluable look behind the curtain, as well as being very entertaining (they’re so bad at their own game!). You also get them on Twitter sometimes, or in interviews. Conker’s story has many twists and turns, and that’s before you even get into Microsoft…

So given that it’s so unique, I’m pretty comfortable giving Bad Fur Day my “Favourite N64 Game” award. I just loved having a game that engaged me on the game level, but also made me laugh, that ended up being very emotional. On completing my recent playthrough, I admitted on Twitter that I shed a tear at the ending. There’s an abrupt and very hard-hitting turn that in itself is another subversion of what came before in the game itself, while also being a moral that Conker was leading up to in some ways. As I said before, this dual identity of the game itself is reflected somewhat in its ending, if only in a tonal sense.

Also it had a bunch of kickass multiplayer modes that occupied us for many a Saturday morning. While the campaign is the main focus, as was the case for many games the tacked-on multiplayer greatly extended the longevity and made it not only suitable for party occasions, but a must-have. There’s a lot of variety but inevitably Beach and War are the most frequently played.

Ah. It was really good, despite all its flaws. I’m also playing Conker’s Pocket Tales (slowly)… they’re really nothing alike. But that’s all for now. Oh, did I mention the memorable characters? The paint pot, Chucky Poo, Professor von Kripplespac, Conker himself, Gregg the Grim Reaper, the army sergeant. Classics all, and every minor character also has something to make you laugh. Oh… now I’m thinking about the ending again and feeling all sad and bleak. See, this is what the game does to you. But then you remember the scouser dung beetles and smile. Mm. Marvellous. ting

Liked posts on Tumblr: More liked posts »