RAH! HA! HA! HA!
RAH! HA! HA! HA!
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RAAAAAAAAAAAAAAAAAAAHHHHH!!!
*BZZZTT* BZZZZTTTT*
Babballbablbla!!!
Why was this game's colour palette so fucking dark and dingy, especially compared to Banjo Kazooie? It actually really unnerved me and even scared me in some specific parts when I was a kid.
*click*
YEAAAAAAAAAAAAAH
GET OUT!!
*Donald Duck sounds intensifies*
...
WELCOME TO BONUS STAGE!
OOPLAH
jesus fuck I didn't even realize I had memorized the theme from this fight
N64 graphics are muddy by default? ;^)
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
It's a remix of Jungle Japes anyways. Not hard to do.
>there was no Stickerbrush Symphony remix in this game
...
>tfw never ever beat DK 64
one of these days
IN THE RED CORNEEER
The DKC games looked pretty grim too
tfw I haven't played this in a decade but I can still hear it clearly
>2017
>still doesn't know it's called Stickerbush Symphony
man, this takes me back
It's just so fucking tedious.
>backtrack through this huge complex level 6 times
>now do this 6 times
>go through this final level that has time limit
>just hope you collected a whole bunch of other items so you don't get fucked over
>now beat the original Donkey Kong TWICE
>THEN beat this old game's highscore
I heard every sound in my head, good feels desu
>backtrack through this huge complex level 6 times
Only Fungi Forest is hard to navigate, mostly because of the day/night cycle and confusing paths, every other level is easy to explore by just looking at the colored bananas & pads
>now do this 6 times
If you mean the minigames and the slam/shoot/play pads/switches, then yeah, it gets repetitive, but the world is still fun to explore
>go through this final level that has time limit
That's one of the best levels in the game, it actually uses the Kong Switching mechanics pretty well
>just hope you collected a whole bunch of other items so you don't get fucked over
Collecting items in the game is piss easy
>now beat the original Donkey Kong TWICE
Get good
>THEN beat this old game's highscore
get good again
The game's biggest problem is that all the kongs are fundamentally the same. Almost everything in the game is artificially hidden behind barriers like the ground pound, instrument, and gun panels. Then all of those correlate to a specific Kong even though you're doing the same thing with all of them.
The Kongs all should have had different organic abilities you could use at any time and all should have platformed differently. Tiny's pony tail twirl and Lanky's hand stand were the only two abilities in the game that actually felt like they distinguished the Kongs, and the game should have used platforming challenges only specific kongs could do like Lanky climbing steep slopes and tiny crossing huge gaps instead of lock and key style barriers that amount to use X kong to bypass Y pad/panel/switch.