![]() ![]() Puzzle Piece #1: You can find your very first puzzle piece simply by heading left from the start after you leap out of your hut to enter the empty banana horde.Check out our cheats page if you’re looking for hard facts, like lists of collectibles. Check back on release day for the first of many meticulous updates. Donkey Kong Country Returns reintroduces gaming’s two favorite simians to your living room, and you’d better shape up your skills - 2.5 dimensions, two control schemes, a co-op mode, and a wide array of collectibles await your Wiimote-clutching hands.īelow, you’ll find a complete walkthrough for the game, delivered in detailed, step-by-step style. ![]() That's not to say it's terrible, just that Retro should have named it Cranky Kong's Revenge instead.Wanna be the King of Kong? That title doesn’t mean much, now that platformers aren’t quantified in terms of an absolute “High Score,” but there are still bragging rights to be had. It's simply not the experience the name on the box implies. Retro's update looks great and has lots of charm going for it, but it's hard to focus on that after the first world or so when you're just trying to stay alive. The original games were simple platformers that oozed atmosphere. My biggest problem with DKCR's difficulty is that it feels so out of place. I might not like trudging through the same obstacle course over and over, but I don't want to watch someone else do it for me, either. The game offers me the guide often, but I've declined every time after the first. The problem here is that DKCR's stages aren't difficult to understand - just hard to beat. Die enough times and you can watch a computer-controlled Super Kong beat the level for you. When things get so tough you can't continue, DKCR offers up the super guide. As a result, progress in DKCR can be painfully slow, making it a stark departure from the original trilogy's brisk and enjoyable pace. Every time you die, you're encouraged to collect the same treasures again and again to avoid a game over and unlock extra levels. You buy these with coins found in all sorts of nooks and crannies your first time through each level…and your second, and third, and so on. Rather than doling out his usual cynical words of wisdom, Cranky Kong sells extra lives. Retro seems to be fully aware of how difficult it made DKCR. When you die (and die you will), you have to make the slow, frustrating journey all over again. You have to race from wall to wall, evading each wave. Your only protection comes in the form of small walls of stone scattered throughout the beach. Large waves come crashing down on the stage from the background every few seconds, sweeping DK off the screen the moment one makes contact. One particularly devious level has you traversing a beach during a violent storm. DKCR's levels, however, have tested my patience more than any other game in recent memory. ![]() Naturally, you'll grow more and more impatient each time you're forced to negotiate the same obstacles over and over in any game. Checkpoints usually send you back to the beginnings of these brutal segments. The cheap deaths wouldn't be so bad if the game didn't rub them in your face with its slow pace. Platforming is fun but risky at high speeds. When he's not plodding around at his slow walking pace, he's launching himself through the air with his powerful roll. Unfortunately, DK isn't as maneuverable as he used to be. ![]() When the gimmicks grow old, the game resorts to old-fashioned pitfalls…loads and loads of pitfalls. Hearts don't matter when a single hit sends you flying off the screen with no chance of recovery. Every few levels feature interesting (but frustrating) set-pieces like mine cart rides and rocket barrel chases. ![]()
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