Eh, I didn't mind the lack of dedicated Diddy play really. It essentially makes the DK barrels (and by extension Diddy) a powerup that you have to fight to maintain. Because honestly, if you have the option of playing as Diddy always, with his jetpack ability, why would you ever play as DK?
I honestly used Diddy exclusively in DKC unless I need to kill The muscle guys and hard hats.
He had an easier to time mid air jump qand held the barrel in a better position.
King Riptor on
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited November 2010
yeah, we would always argue who gets to be player 2 when we co-oped DKC1. Even then, Diddy was just straight-up better than the lumbering ape.
I really love 7-1 in this game. A lot. I had just come off getting frustrated at the hit detection of the world 6 boss, and that level made me feel so much better.
This game absolutely rocks. I hate to admit it, but I've been feeling really apathetic about console games lately. I've been so focused on rocking smaller digital distro games that buying discs has felt kind of blah. But I picked this up the other day on a complete lark, and holy shit. I really enjoyed DKC1 on SNES, but never played the other ones and didn't consider myself a franchise fan or anything, but so far I've finished up the first world (including 1-K ) and it's really got its hooks in me.
Please don't hang me, but already I'm liking it way, way more than Galaxy 2. Probably because I've been on a 2-D kick, but also it just feels fresher, having not playing DKC1 in years.
The shake-to-roll mechanic is a little tiresome but it's nothing that's been a dealbreaker yet. I've been using the Nunchuk setup and haven't felt the need to even try the Wiimote one yet; everything feels really solid, and a few minutes of experimenting means I'm not making any accidental rolls when I want to ground-pound. The blowing move feels clunky as hell, though; can you move while crouching? I feel like I have to bring everything to a halt and really think about how to set up that move, whereas everything else feels really natural and organic.
Between the mine cart level in World 1 and 1-K, it's just honestly so refreshing to have a Nintendo platformer that's challenging from the get-go. I get that in almost all of Nintendo's other platformers, the endgame has a ton of mindbendingly tough levels, but in New SMB Wii or Galaxy, I typically had to wait until I had gotten through everything else in the game before reaching those spots. Here, there's a good amount of variable difficulty right in the first world. Puzzle pieces aren't blazingly obvious, there's a whole spate of time attacks to work on that I haven't even touched, and again, if every world has a glorious K level like I think it will, then I'll be in heaven.
EDIT: Oh, and the whole "waggle furiously to punch and bust up things" mechanic makes me really, really regret donating off my Jungle Beat and bongo set.
Got this yesterday from gamefly. Played with the wife and god it kicked our asses. Barely got past the first world after a couple hours worth of play. Of course, I think if I was playing solo and could just pick up diddy for the jetpack whenever I wanted, I probably could have gotten through the first world in like 30 minutes.
I don't like roll being mapped to waggle and monkey breath just isn't fun. Everything else is gold. Game is hard and playing it co-op only makes it harder.
I've been playing it awhile and I like the difficulty level. It's really refreshing to play a game that is tough without it being tough due to a time constraint or some other tacked on element.
With that said - I really don't like the waggle - I forget rolling is even an option sometimes because it feels unnatural and hate using it to breathe. I wish they had used it only for pounding the ground. I really like climbing on the grass covered stuff though. It's great because it reminds you that you're playing as a monkey - something the originals actually don't do well.
On the flip side - I did find getting through the first batch of levels starting to feel repetitive. I almost could have gone with less levels but maybe longer ones with more than one check point to make it feel less like the same level over and over again. I will admit though as I never played much of the original (Genesis owner) that the jungle levels probably have more nostalgia value for others...
Well, went to return a game and the rental store didn't have this yet. They are supposed to get 4 copies sometime.
Still, I am disappoint.
I'm heavily debating on whether to rent it or just wait until I can buy it or see if I get it over the holidays so as to not spoil anything ahead of time.
You could go around to potential buyers and be like "man, I'm thinking about getting that Donkey Kong game right now, it looks so fun" and see if anybody says "wait, no! I, um, think that would be a bad idea..."
Even though I have plenty of games to play and I think this game will drop in price quicker than most Nintendo games, I gotta say that all the praise has got me tempted. From what I've read the game has a ton of levels and a few unlockable modes so it looks like it'd keep one busy for quite some time.
You guys weren't fooling around. Watching that stream, Jesus, this game is savage. I don't think my elderly self could bring it up to not give up like a surrender monkey at some point. My pride wouldn't let that stupid pig finish the stage for me either. Sad times.
So are people buying more baloons from cranky? I have all kinds of coins and only bought a key so far. Might as well buy baloons if there is nothing else to use them on.
This game absolutely rocks. I hate to admit it, but I've been feeling really apathetic about console games lately. I've been so focused on rocking smaller digital distro games that buying discs has felt kind of blah. But I picked this up the other day on a complete lark, and holy shit. I really enjoyed DKC1 on SNES, but never played the other ones and didn't consider myself a franchise fan or anything, but so far I've finished up the first world (including 1-K ) and it's really got its hooks in me.
Please don't hang me, but already I'm liking it way, way more than Galaxy 2. Probably because I've been on a 2-D kick, but also it just feels fresher, having not playing DKC1 in years.
The shake-to-roll mechanic is a little tiresome but it's nothing that's been a dealbreaker yet. I've been using the Nunchuk setup and haven't felt the need to even try the Wiimote one yet; everything feels really solid, and a few minutes of experimenting means I'm not making any accidental rolls when I want to ground-pound. The blowing move feels clunky as hell, though; can you move while crouching? I feel like I have to bring everything to a halt and really think about how to set up that move, whereas everything else feels really natural and organic.
Between the mine cart level in World 1 and 1-K, it's just honestly so refreshing to have a Nintendo platformer that's challenging from the get-go. I get that in almost all of Nintendo's other platformers, the endgame has a ton of mindbendingly tough levels, but in New SMB Wii or Galaxy, I typically had to wait until I had gotten through everything else in the game before reaching those spots. Here, there's a good amount of variable difficulty right in the first world. Puzzle pieces aren't blazingly obvious, there's a whole spate of time attacks to work on that I haven't even touched, and again, if every world has a glorious K level like I think it will, then I'll be in heaven.
EDIT: Oh, and the whole "waggle furiously to punch and bust up things" mechanic makes me really, really regret donating off my Jungle Beat and bongo set.
Check out the New Play Control release of Jungle Beat. It's pretty cool.
Yes, but it's not unfair. It will probably test gaming reflexes you forgot you had.
cr0w on
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AbsoluteZeroThe new film by Quentin KoopantinoRegistered Userregular
edited November 2010
I may have to pick this up at some point... but gotta save my $'s for xmasing.
AbsoluteZero on
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited November 2010
It's tough for sure, but not cheap. Even on the minecart/rocket levels, where a single mistake will make you restart and death comes fast and furious, it never feels like the game pulled a bullshit, who-could-have-seen-that-coming move on you. When you die, you always feel like it's your fault for not pulling it off.
Of course, it's also not nearly as ballbreaking as those ultrahard novelty games like IWBTG and co., but that's a given.
Man what, this game is full of bullshit deaths. They're just all of the "You had to know it was coming" variety. I defy anybody to get through 6-K their first time through. You can't do it because it's all memorization. They punish you for keeping ahead by having enemies spawn in from off-screen and hug the walls. So it's just "Haha, you should have known to wait on the platform nearly covered in lava and not jumped up to safety yet." Then there's the mine carts where you'll jump and then jump again and WHOOPS it needed to be two short jumps because now you've missed the platform. Better luck next time! A lot of the game is challenging yet fair, but there's just as much crap that there's absolutely nothing you can do about until you just already know. That's exactly how the old DKC games worked though, so it's what I've come to expect.
I'll probably get this when/if Toys R Us has a buy two get one free sale.
Bartholamue on
Steam- SteveBartz Xbox Live- SteveBartz PSN Name- SteveBartz
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
edited November 2010
Wouldn't know about 6-K since I haven't got to the super special levels yet (and maybe I'll give it a pass since it is a special level), but I thought the hazards in the minecarts were telegraphed pretty well. Most of the problems at first was that I didn't realize jumps were now variable instead of a single static jump like the old games. From then on, it's just screwing them up because my concentration and execution were sloppy. I don't see the trial-and-error thing at all (only in the middle of world 7 though, so maybe I don't know wtf I'm talking about).
I'm trying to get as many puzzle pieces and every KONG letter as I go through, so that's probably where most trial and error comes into play. In normal runs it's not as prevalent. 5-K has a total bullshit puzzle piece though. You're practically at the end and you're doing normal barrel shooting. However one of them needs you to miss and shoot way over to grab a puzzle piece. There is no way to know that it's there. Even with widescreen there's no indication that you need to miss on purpose, and by the time you reach that part you're ready for the level to be over as it has no checkpoints, no hearts, and no DK barrel. That's total knowledge in advance.
Also one of the levels in world one has a puzzle piece like that, but they give you one lone banana to let you know something might be past it. I of course, thought it was a trap.
Ok, someone has probably already posted this, but let me save someone else a headache.
To get the high bounce off of an enemy, you have to release the jump button and press it again before striking the enemy. You do NOT have to "time it" with the strike. Just releasing it after you are in the air, and pressing it again immediately works.
I kept trying to time it like in Super Mario RPG or something. After a dozen deaths on Prehistoric Path I finally figured it out.
Phew.
Edit: With a bit more experimenting, it appears that you can't let go and push again too quickly.
Ok, someone has probably already posted this, but let me save someone else a headache.
To get the high bounce off of an enemy, you have to release the jump button and press it again before striking the enemy. You do NOT have to "time it" with the strike. Just releasing it after you are in the air, and pressing it again immediately works.
I kept trying to time it like in Super Mario RPG or something. After a dozen deaths on Prehistoric Path I finally figured it out.
Phew.
Edit: With a bit more experimenting, it appears that you can't let go and push again too quickly.
Ah okay. Need to experiment a bit more because this is my main complaint with the game (I'm surprised there hasn't been an official in-game explanation of it either). I've been missing quite a view K-O-N-G because I can't get the timing right. Waggle controls bother me less than I thought they would, but the thing that annoys me is when there is a wisp to blow and then . . nothing happens. Fuck that. Just leave it out.
All that said, 3-2 (last level I played so far) is some of my best gaming this year. So good.
Ok, someone has probably already posted this, but let me save someone else a headache.
To get the high bounce off of an enemy, you have to release the jump button and press it again before striking the enemy. You do NOT have to "time it" with the strike. Just releasing it after you are in the air, and pressing it again immediately works.
I kept trying to time it like in Super Mario RPG or something. After a dozen deaths on Prehistoric Path I finally figured it out.
Phew.
Edit: With a bit more experimenting, it appears that you can't let go and push again too quickly.
This is how I've been doing it. I blame Paper Mario.
Posts
I honestly used Diddy exclusively in DKC unless I need to kill The muscle guys and hard hats.
He had an easier to time mid air jump qand held the barrel in a better position.
This game absolutely rocks. I hate to admit it, but I've been feeling really apathetic about console games lately. I've been so focused on rocking smaller digital distro games that buying discs has felt kind of blah. But I picked this up the other day on a complete lark, and holy shit. I really enjoyed DKC1 on SNES, but never played the other ones and didn't consider myself a franchise fan or anything, but so far I've finished up the first world (including 1-K
The shake-to-roll mechanic is a little tiresome but it's nothing that's been a dealbreaker yet. I've been using the Nunchuk setup and haven't felt the need to even try the Wiimote one yet; everything feels really solid, and a few minutes of experimenting means I'm not making any accidental rolls when I want to ground-pound. The blowing move feels clunky as hell, though; can you move while crouching? I feel like I have to bring everything to a halt and really think about how to set up that move, whereas everything else feels really natural and organic.
Between the mine cart level in World 1 and 1-K, it's just honestly so refreshing to have a Nintendo platformer that's challenging from the get-go. I get that in almost all of Nintendo's other platformers, the endgame has a ton of mindbendingly tough levels, but in New SMB Wii or Galaxy, I typically had to wait until I had gotten through everything else in the game before reaching those spots. Here, there's a good amount of variable difficulty right in the first world. Puzzle pieces aren't blazingly obvious, there's a whole spate of time attacks to work on that I haven't even touched, and again, if every world has a glorious K level like I think it will, then I'll be in heaven.
EDIT: Oh, and the whole "waggle furiously to punch and bust up things" mechanic makes me really, really regret donating off my Jungle Beat and bongo set.
With that said - I really don't like the waggle - I forget rolling is even an option sometimes because it feels unnatural and hate using it to breathe. I wish they had used it only for pounding the ground. I really like climbing on the grass covered stuff though. It's great because it reminds you that you're playing as a monkey - something the originals actually don't do well.
On the flip side - I did find getting through the first batch of levels starting to feel repetitive. I almost could have gone with less levels but maybe longer ones with more than one check point to make it feel less like the same level over and over again. I will admit though as I never played much of the original (Genesis owner) that the jungle levels probably have more nostalgia value for others...
Still, I am disappoint.
Gonne be sucking it up live right now!
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
I'm heavily debating on whether to rent it or just wait until I can buy it or see if I get it over the holidays so as to not spoil anything ahead of time.
Its just . . . I want to play it right now!
I'm returning a movie soon here anyway so I might as well rent it if I can and embrace some DK goodness now.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Somewhere around an hour and 20 minutes.
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
Check out the New Play Control release of Jungle Beat. It's pretty cool.
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damn game doesnt come out here until next friday, godfuckingdamnit.
holyfuckingshit the silhouette levels are amazing
Also re: unlockable level in world 2
Of course, it's also not nearly as ballbreaking as those ultrahard novelty games like IWBTG and co., but that's a given.
Also one of the levels in world one has a puzzle piece like that, but they give you one lone banana to let you know something might be past it. I of course, thought it was a trap.
Also, fuck the music is amazing. I can't stop playing this game.
To get the high bounce off of an enemy, you have to release the jump button and press it again before striking the enemy. You do NOT have to "time it" with the strike. Just releasing it after you are in the air, and pressing it again immediately works.
I kept trying to time it like in Super Mario RPG or something. After a dozen deaths on Prehistoric Path I finally figured it out.
Phew.
Edit: With a bit more experimenting, it appears that you can't let go and push again too quickly.
Ah okay. Need to experiment a bit more because this is my main complaint with the game (I'm surprised there hasn't been an official in-game explanation of it either). I've been missing quite a view K-O-N-G because I can't get the timing right. Waggle controls bother me less than I thought they would, but the thing that annoys me is when there is a wisp to blow and then . . nothing happens. Fuck that. Just leave it out.
All that said, 3-2 (last level I played so far) is some of my best gaming this year. So good.
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
This is how I've been doing it. I blame Paper Mario.
Par for the course since DKC 2 and 3 had a GIANT SPIDER as an animal buddy
Hey, at least he had sneakers.