So, is this harder than NSMBWii?
Becuase if so, I've lost interest.
I kind of need to be able to complete games.
It's fairly difficult, but I haven't seen the collectibles do any kind of nonsense like NSMBWii did like getting to the end while super tiny. The harder stages aren't overly long either and you'll be drowning in extra lives. There's definitely section replaying due to deaths though. Also having the super guide show up doesn't lock you out of a perfect file if you're going for 100%.
Getting the coins in solo play can be a pain in the ass. In multiplayer as long as one person is alive you can keep trying, but if you mess up that jump in solo it's back to the last checkpoint.
Donkey Kong Country Returns: A Country game, the 4th entry in the Country series.
The only argument that can be made is 64 could be thought of as Donkey Kong Country 64. I don't know if they ever called it that during development though, and I don't think it released in any country with that name. There's also handheld games, but Land is a separate series entirely and you can't possibly be counting things like King of Swing as a Country game.
Donkey Kong Country Returns: A Country game, the 4th entry in the Country series.
The only argument that can be made is 64 could be thought of as Donkey Kong Country 64. I don't know if they ever called it that during development though, and I don't think it released in any country with that name. There's also handheld games, but Land is a separate series entirely and you can't possibly be counting things like King of Swing as a Country game.
I like to think of DKCR as DKC3 because... well.. Dixie Kong's Double Trouble sucked.
Wait. People though NSMBW was hard? That game was pretty much a cakewalk.
1 player NSMBW was fine. 2 player or more? Might as well call it Battletoads and be done with it.
2 player was the easiest way to play the game. 3 or more got tougher, but it is extremely easy to coordinate with just one other person and say "hey, I'm going to jump down to get that coin, bubble up, and you can bring me back, ok?"
Also Battletoads is a terrible analogy considering the US version of the game is unbeatable co-op due to a glitch near the end of the game.
Not true. Player 2 will have to lose all of their lives on the second to last level, but if player 1 gets past it they can come back for the final level.
I still want to see arcade Battletoads on Xbox LIVE Arcade.
I have to say that whenever Battletoads is mentioned... you never know... they could be reading this at this very moment...
Anyway, I consider Donkey Kong 64 a DKC game in the same way I consider Super Mario 64 or Galaxy as part of the same line of games as Super Mario Bros. Which, I guess means not very much so, except as part of the same franchise...
Donkey Kong Country in 3D, then. I don't think anyone counts Super Mario 64 as Super Mario Bros. 5... or 6, if you want to throw in Yoshi's Island: Super Mario World 2 in that slot.
...you know, I think I'm starting to see why Nintendo has been ditching numbers as of late.
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Debatable; with three of them, New Super Mario Bros. Wii, maybe?
How skilled are they? This one sounds pretty challenging. Kirby's Epic Yarn might be good if they are less-experienced, and it has great co-op.
As an aside, I liked what I got to play of FlingSmash, which has two-player co-op as well.
Ya, just now I saw some of the comments on the difficulty, so maybe not. I will need to check with my sister about NSMBWii, not sure if they have it. Flingsmash sounds like a good idea, and I had forgotten about Kirby. Thanks!
If they also like doing everything in a game then avoid this. The time trials are total nonsense. The golds are basically developer times. They're impossible to reach and will just frustrate younger kids.
Um, no, guys, NSMBW isn't an easy game, unless you grew up on Mario games since age 3 or whatever.
NSMB is an easy game, aside from a few levels in the final world.
I know it's unfashionable to admit you find a game challenging, but really.
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.
It's been a while since I last tried it, but isn't this how the Mario high jump (at least circa Mario Bros 3) worked?
Um, no, guys, NSMBW isn't an easy game, unless you grew up on Mario games since age 3 or whatever.
NSMB is an easy game, aside from a few levels in the final world.
I know it's unfashionable to admit you find a game challenging, but really.
No it's not that it isn't challengeing. It's that compared to the hardest mario titles it's not that difficult.
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Brainiac 8Don't call me Shirley...Registered Userregular
edited November 2010
Woo, I picked this up this morning when I was going some black Friday shopping.
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.
It's been a while since I last tried it, but isn't this how the Mario high jump (at least circa Mario Bros 3) worked?
I still can't get the timing in this game. I can (usually) do it fine with just DK, but once I have Diddy I always end up activating the jet pack (since the height of your jump is also dependent on how long you hold it). I'm either missing the concept entirely, or the actual timing (extra button press just before hitting enemy, don't hold jump too long after, etc.) is a little too finicky.
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.
It's been a while since I last tried it, but isn't this how the Mario high jump (at least circa Mario Bros 3) worked?
I still can't get the timing in this game. I can (usually) do it fine with just DK, but once I have Diddy I always end up activating the jet pack (since the height of your jump is also dependent on how long you hold it). I'm either missing the concept entirely, or the actual timing (extra button press just before hitting enemy, don't hold jump too long after, etc.) is a little too finicky.
You will activate the jetpack, but then when you hit the enemy after that you should still get the high bounce.
Edit: Looks like this doesn't always work. What I do is just release and press again a bit before hitting the guy to be safe.
matt: In the mario games (and the old DKC games) you can just continue to hold the button from the original jump to bounce high. You didn't have to release and press it again.
Um, no, guys, NSMBW isn't an easy game, unless you grew up on Mario games since age 3 or whatever.
NSMB is an easy game, aside from a few levels in the final world.
I know it's unfashionable to admit you find a game challenging, but really.
No it's not that it isn't challengeing. It's that compared to the hardest mario titles it's not that difficult.
Yes, but that's meaningless. Almost anything comes across as easy comapred to an exercise in designer sadism like Lost Levels.
By modern game standards, NSMBW is unusually difficult.
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That has to be ironic since that is usually what you kill them with.
I am ready to have FUN.
I would have been fine with "Return to Donkey Kong Country," myself. But yeah, I've been saying this since it was announced.
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Though Donkey Kong Country Revolution would have worked.
so amazon, please don't give me blu-ray deals that are too good to pass up.
I want to get my donkey kong on like donkey kong
Becuase if so, I've lost interest.
I kind of need to be able to complete games.
It's fairly difficult, but I haven't seen the collectibles do any kind of nonsense like NSMBWii did like getting to the end while super tiny. The harder stages aren't overly long either and you'll be drowning in extra lives. There's definitely section replaying due to deaths though. Also having the super guide show up doesn't lock you out of a perfect file if you're going for 100%.
Baller as fuck
The motion controls weren't even as bad as they sounded (I just need to get out of my old DKC habit of roll-jumping)
So yeah I totally just ordered a red Nintendo Wii with DKCR and Other M
Except that DKCR is 9, not 4.
Games after Country 3
64: Not a Country game
Konga 1-3: Not Country
Jungle Beat: Not Country
Barrel Blast: Not Country
Donkey Kong Country Returns: A Country game, the 4th entry in the Country series.
The only argument that can be made is 64 could be thought of as Donkey Kong Country 64. I don't know if they ever called it that during development though, and I don't think it released in any country with that name. There's also handheld games, but Land is a separate series entirely and you can't possibly be counting things like King of Swing as a Country game.
As such, I've only died like 20 times total.
I like to think of DKCR as DKC3 because... well.. Dixie Kong's Double Trouble sucked.
1 player NSMBW was fine. 2 player or more? Might as well call it Battletoads and be done with it.
Four Player is amazing though.
Also Battletoads is a terrible analogy considering the US version of the game is unbeatable co-op due to a glitch near the end of the game.
2 player was the easiest way to play the game. 3 or more got tougher, but it is extremely easy to coordinate with just one other person and say "hey, I'm going to jump down to get that coin, bubble up, and you can bring me back, ok?"
Not true. Player 2 will have to lose all of their lives on the second to last level, but if player 1 gets past it they can come back for the final level.
No, I haven't been going out of my way to yet. Didn't know what they did for sure.
Never knew about that glicth becuase I never got that far.
Anyway, I consider Donkey Kong 64 a DKC game in the same way I consider Super Mario 64 or Galaxy as part of the same line of games as Super Mario Bros. Which, I guess means not very much so, except as part of the same franchise...
Donkey Kong Country in 3D, then. I don't think anyone counts Super Mario 64 as Super Mario Bros. 5... or 6, if you want to throw in Yoshi's Island: Super Mario World 2 in that slot.
...you know, I think I'm starting to see why Nintendo has been ditching numbers as of late.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
How skilled are they? This one sounds pretty challenging. Kirby's Epic Yarn might be good if they are less-experienced, and it has great co-op.
As an aside, I liked what I got to play of FlingSmash, which has two-player co-op as well.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Ya, just now I saw some of the comments on the difficulty, so maybe not. I will need to check with my sister about NSMBWii, not sure if they have it. Flingsmash sounds like a good idea, and I had forgotten about Kirby. Thanks!
NSMB is an easy game, aside from a few levels in the final world.
I know it's unfashionable to admit you find a game challenging, but really.
It's been a while since I last tried it, but isn't this how the Mario high jump (at least circa Mario Bros 3) worked?
That makes it sound like a Donkey Kong-themed take on Just Cause.
No it's not that it isn't challengeing. It's that compared to the hardest mario titles it's not that difficult.
When I get home tonight, "It's on like Donkey K*"
"Wait, what do you mean I'm being served?"
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I still can't get the timing in this game. I can (usually) do it fine with just DK, but once I have Diddy I always end up activating the jet pack (since the height of your jump is also dependent on how long you hold it). I'm either missing the concept entirely, or the actual timing (extra button press just before hitting enemy, don't hold jump too long after, etc.) is a little too finicky.
You will activate the jetpack, but then when you hit the enemy after that you should still get the high bounce.
Edit: Looks like this doesn't always work. What I do is just release and press again a bit before hitting the guy to be safe.
matt: In the mario games (and the old DKC games) you can just continue to hold the button from the original jump to bounce high. You didn't have to release and press it again.
Yes, but that's meaningless. Almost anything comes across as easy comapred to an exercise in designer sadism like Lost Levels.
By modern game standards, NSMBW is unusually difficult.