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AradoBalanga
Jan 3, 2013

Jobbo_Fett posted:

I never liked how grabbing onto a parrot made the hitbox change. My kid brain would always, always lose several lives to it.
This is probably why Parrot Chute Panic is one of my least favorite levels in DKC2, where the majority of the level is spent controlling Purple Squawks and doing your best to not collide with any Zingers because of the weird hitboxes. Not to mention the weirdness that is having to learn how a new animal buddy works and is exclusive to just one level. Then again, I never understood why Squawks even needed a palette swap in the first place. I mean, DKC3 tried to do something more with him (making him into a dive-bomber, more or less), but he just felt pointless in the long run. But at least Purple Squawks is more useful than loving Parry the Parallel Bird.

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AradoBalanga
Jan 3, 2013

Y-Hat posted:

I'd appreciate the level where the elephant animal buddy goes ballistic a lot more if you didn't have to keep this little fucker alive in the process. I mean, sure, you don't have to do that, but you get a Bonus Barrel as a reward, so if you want to get everything (and who doesn't?), it's mandatory.
I cannot even begin to count the number of times I failed that level. And that's before I add in the amount of times Parry died in the process of finishing the level. gently caress Stampede Sprint right in the rear end.

AradoBalanga
Jan 3, 2013

I keep forgetting how calm and relaxing the underwater music is for DKC1. Like, you just want to kick back and listen to the track instead of dodging pearl shooting clams or sharks.

It definitely stands out against the more intense DKC2 track and the dark foreboding track from DKC3.

AradoBalanga
Jan 3, 2013

FeyerbrandX posted:

I prefer Stickerbrush Symphony (The original, not the... thing Smash Bros claims it is) or Forest Interlude
I actually like the Smash Brothers remix, oddly enough. Yeah, it's more upbeat, but it still keeps the feeling of the original.

AradoBalanga
Jan 3, 2013

I know exactly the DKC3 level you're talking about, Artix. Ripsaw Rush (the aforementioned level) and nearly all of the "chase/move fast to avoid stuff" levels in DKC3 are not fun at all.

AradoBalanga
Jan 3, 2013

Looper posted:

he's a big dumb baby who cries when he takes a hit

also kinda sorta child soldier wtf donkey kong
I'd put that blame more on Funky, honestly. He just sort of dumps Kiddy off with Dixie (which means Funky was probably supposed to be babysitting Kiddy) and never looks back.

AradoBalanga
Jan 3, 2013

DKC3's lightning level does attempt to give you a heads-up to when a lightning strike happens (a small tiny bolt in the air on the top of the screen), but some strikes are full bolts without a warning. And just for that extra dose of "gently caress you" from Rare, you are never told which ones have a warning and which ones are instant OHKOs.

Basically, that level sucks and Tropical Freeze handles the gimmick much, much better.

AradoBalanga
Jan 3, 2013

Ah yes, DKC2. One of my most beloved games from my childhood and one I still enjoy to this day. Although, there are few things I still don't like, and one of them is Rattly. He is slippery as all hell, and makes a few levels later on frustrating as gently caress because of his slippery physics.

Oh, and since it was asked in the video, there is a water level in this game where the water does not rise or sink as you progress, but that's in World 3.

AradoBalanga
Jan 3, 2013

Red Hot Ride was a giant pain in the rear end for younger me. The post checkpoint barrel section was just rough for me because of jump timing loving me over. Interestingly enough, in the SNES version of this level, you can spam Rambi's horn attack and still move the balloon around. This made Rambi's section much easier since you could just impale everything in front of you and plow on forward. Sadly, the GBA port removed this, so attacking with Rambi while on a balloon causes all forward momentum to stop immediately.

And now we get to one of the more frustrating things about DKC2, Squawks. Well, Squawks' wonky hitbox. If you thought the hitbox issues from the first game got completely removed for the sequel, I can assure you that Squawks is probably the biggest example of hitbox issues (and hitbox-induced comedy) still hanging around.

AradoBalanga
Jan 3, 2013

Color Printer posted:

I thought someone in this very LP suggested that maybe Cranky was just high as gently caress, but I could be wrong.

If I am, consider: Maybe Cranky is just high as gently caress.
Alternate theory: Cranky has hit the peak of "Old Man Not Giving a gently caress" status, and just wants to let the world know.

AradoBalanga
Jan 3, 2013

Barrel Bayou's DK Coin is what you get for getting Rambi to the "No Animal Buddy" sign. And Slime Climb's invincibility barrel is for getting a bonus barrel that's right below that spot underwater. Krem Quay is where Rare starts really ramping up how annoying they get when hiding DK coins and/or bonus barrels, and some of them involve looking around areas very carefully for a lone banana or some other hint.

AradoBalanga
Jan 3, 2013

Y-Hat posted:

It's a good thing the bramble levels have the best music, because they have some really frustrating moments later on. It's the only thing that will keep you sane.
Personally, I'd say Bramble Blast is the worst of the bramble levels, with the barrel timing being the greatest headache. The second one coming up in Krazy Kremland is probably what I'd call the most decent of the bunch. Now, one bramble section in a level mentioned in the previous video....:shepicide:

AradoBalanga
Jan 3, 2013

The ninja you're thinking of is Tremor, who was in one of the Mortal Kombat spinoffs as a member of the Black Dragon (aka, Kano's gang) prior to being reinvented for MKX.

Given how they're going down the list of horror villains, I fully expect Michael Meyers and Hannibal Lecter to be future DLC at this point. The only question is if Lecter will be voiced by Sir Anthony Hopkins or Mads Mikkelsen.

AradoBalanga
Jan 3, 2013

I think the hilarious thing about how bad Quawks is as an animal buddy is that he didn't get named until after Donkey Kong Country 3. Both the guide for DKC2 and DKC3 just list him as "Squawks' purple cousin". I mean, I don't get the point of him at all. Was Rare trying out different improvements for Squawks and settled on the one we ultimately got, but then some random asshat just could not let go of Quawks' abilities for some reason and they decided to appease said asshat? I'll give credit to DKC3 for trying to do something more with him, but we'll get there when we do.

Anyhew, I like Web Woods as well. Yes, I agree that it feels way too long and the bonus levels are hidden behind some hot bullshit, but I enjoy it. Gusty Glade, on the other hand, can go choke on a bag of dicks. Mostly because of Rattly and how wonky he is to control with his bouncing for me.

AradoBalanga
Jan 3, 2013

gently caress Toxic Tower. It is among my least favorite levels in the game. Rattly's section was a nightmare for younger me, with messing up jumps by either overshooting a platform or bouncing into a Zinger. And then you get Squawks and completely trivialize the entire level's gimmick by flying through it quickly, just to make all your suffering pointless. It is a bad level and FPZero's attempt to hack it is nice to see, but really does not do much to make it less painfully agonizing.

AradoBalanga
Jan 3, 2013

Derek Barona posted:

Oh my god. What the gently caress was that.
That is what happens when you brute force a square peg into a triangle-shaped hole.

AradoBalanga
Jan 3, 2013

Y-Hat posted:

That's the real DKC2 for Game Boy Advance? It looks and sounds like a Vietnamese knockoff, right down to the rehashed Kleaver sprites. Nintendo should be ashamed of themselves for letting this see the light of day.
Yes. And guess what? They do it all over again for DKC3's GBA port.

AradoBalanga
Jan 3, 2013

Artix posted:

I cannot overstate how much I hate the purple clouds and the final teleporting part. Like, this boss is perfectly fine aside from those two bits, and I can pretty consistently get that far without ever getting hit (when I'm not talking to my friends and trying to explain how all of it works while also being super salty about the previous level :v:), and I STILL blow it on the last hit 2/3 of the time.
This is pretty much my problem with Kaptain K. Rool as well. That, and loving HitboxesTM during phase 2 of the fight, especially with the spiked balls that rotate. That section was my bane for a long, long time. And then I found the purple clouds and went "NOPE :suicide:". The whole fight is a giant test of patience and timing, and it really turns frustrating because of how jittery you get during the course of the fight.

Also, you got super lucky with the last section of phase 1. Those two spiked balls have a 50/50 chance of being the cannon ball, so you can have a situation where you have to throw a cannon ball over a spiked ball while the boss is trying to vacuum you into his blunderbuss and not get hit.

AradoBalanga
Jan 3, 2013

Well, like other people have mentioned, I too have words for DKC3. While I do like it, I will gladly admit to its many flaws and shortcomings. One of the biggest is that it has to follow DKC2, and thus is greatly overshadowed by its predecessor. Not helping things further is that the N64 had just dropped and Nintendo was slowly phasing out the SNES in 1996, hurting this game even more.

FPzero posted:

Also, since my name came up regarding DKC2 hacking, a couple weeks ago I did a horrible thing.



I regret everything. This was true brutality.
Calm the gently caress down, Satan. :magical:

AradoBalanga
Jan 3, 2013

Ometeotl posted:

You absolutely can ride in the steel barrels in this game.
You can, but it's a tad finicky because of ye olde Hitbox ShenanigansTM.

For a farewell to the SNES, Rare definitely delivered a solid game, with Lake Orangutanga being a great opener. It teaches the player almost everything about the game, introduces the player to Brothers Bear and the revisions to the rest of the Kong family (with Swanky/Cranky also stealth-teaching the player how to deal with a later boss), and does not overstay its welcome. The problem is that the game peaks early and then begins a slow dive into repetition and tedium, with later worlds having to resort to gimmicks that are reused but framed differently or are a straight-up pain in the rear end to deal with.

AradoBalanga
Jan 3, 2013

Digital Jello posted:

I never played the GBA ports, but based on what I've seen from the new bonus "bosses", I think I'll keep my childhood memories of DKC2 and DKC3 and pretend the ports never existed.
The DKC2 port is okayish. It lets you save anywhere in addition to saving at Wrinkly's college and does its best to replicate the feeling of the original SNES game. On the flip side...you have a dumb photo collection side quest Wrinkly drops on you that I believe does count towards the 102% completion, a pointless racing mini-game starring Expresso that Cranky offers, plus the painfully embarrassing mess that is Kerozene. It's a 50/50 deal, in all honesty.

AradoBalanga
Jan 3, 2013

The biggest problem with Parry that the game doesn't really convey all that well is how his later appearances turn out. What seems like a short trip at the end in Squeals on Wheels grows exponentially in later levels, with some becoming full blown escort missions through at least 85% of the level. But you have to because Parry is heavily tied into the game's full completion percentage. Also, we've seen the only time Parry's reward is a simple one, being a 3-Up in this case.

The rest of the rewards? :shepicide: is all I can say to those.

AradoBalanga
Jan 3, 2013

There are two bosses that require animal buddies, Squirt and World 6's boss, with the latter being a frustrating pain in the rear end because of loving HitboxesTM.

Anyhew, I love both the waterfall and underwater themes in this game. The latter definitely takes a lot of cues from Underwater Ambience, and the former is a nice soothing track overall. That said, Mekanos is home to my favorite track in the game, so I await that one with joy.

AradoBalanga
Jan 3, 2013

Rarity posted:

I am so confused. There was a level I could never beat (the one with Squitter being targeted by fireballs) and I coulda sworn it was in Mekanos. Now I have no idea how much of this game I played.
That's in the next world, K3.

Anyhew, I love the factory music. Probably is my favorite track in the game. That said, I do agree that Quawks getting introduced in a level where the gimmick is low gravity is bizarre, let alone having both flying animal buddies in the level. It almost feels like they didn't want to limit him to one level and couldn't find anywhere else to put him aside from the later level Artix alluded to. And yes, I do applaud Rare for trying to salvage Quawks from being a single level gimmick. The problem is that as a result, they made him probably the second most gimmicky animal buddy in the game (Ellie, naturally, is the most gimmicky due to how much stuff is attached to her).

AradoBalanga
Jan 3, 2013

Spawning Bramble's flower is kind of weird. The game expects you to have spoken to him before beating Mekanos and learning about how the machines there are polluting the surrounding area (despite it never being reflected on the world map), then talk to him again after clearning Mekanos to spawn the flower. The problem is that the game does a bad job to point you towards Bramble and explain why you should bother visiting him in the first place. What you did in this video was essentially trigger the first step; once you enter someplace else (like an already cleared world) and then immediately leave, the flower will spawn as normal. I know this because I have done exactly what Artix did, ignore Bramble until after beating Mekanos and then try and see what his deal was.

AradoBalanga
Jan 3, 2013

FPzero posted:

Since I mentioned it in the video, I thought I'd take a few pictures of the DKC3 Player's Guide I have to show it off. It's really well done, like many Player's Guides Nintendo Power used to make themselves. It's been very well used and read over the years.









I love those full-color maps. They were so helpful to 7-year old me, especially when it came to finding the Bonus rooms.
I too have this guide and it also helped me get around places.

Although I do have to laugh at the enemies page, mostly because about 30% of those pictured are found in just one level only (like Bazza, Minkey, the Lemguins and Karbine), with a good number of them being tied to a level's gimmick, if not outright THE gimmick of the level.

AradoBalanga
Jan 3, 2013

Yeah, add me to the "gently caress Barbos" crowd. Phase 2 is such a headache because it combines timing a shot you have limited control over with loving HitboxesTM. Missile hits that look like they're on target will clip a tiny part of Barbos' invincible shell and bounce off, making the fight longer than it needs to be.

Also, the end of the video shows yet another problem with Bramble Bear: when his drat flower finally spawns, it easily blends in with the background making it hard to see.

AradoBalanga
Jan 3, 2013

FPZero is correct. The non-rope locked Kabooms do not exist on the original SNES version. They are added for the GBA, along with a couple of things reused as "new" enemies, like the yellow beetles that are only used to defeat Belcha seen at the end of Surf's Up. But...yeah, every video I've seen of Pacifica makes me wonder why did Rare even bother making the world in the first. Like, was it supposed to be in the SNES originally and it got axed for some reason? Because if it was, I completely understand why it got cut because it just is plain bad. Ripcurl Reef is just agonizing to look at, and feels like a giant middle finger to the player. The rest of the world comes off as bland or unnecessarily tedious because of either gimmicks/level design or GBA limits. Pacifica is like you guys said in the video: poorly executed ideas that really fall flat.

AradoBalanga
Jan 3, 2013

Lightning Lookout is probably one of my most despised levels in this game. The frequency of the lightning strikes is the biggest offender, to the point it feels almost as if the game expects you to genuinely rush through the level and get all of the secrets in one go. Couple that with the classic series annoyance of loving HitboxesTM, and you have a level that is not fun to play.

Also, I can totally see Cranky going on a drive-by shitposting spree. It just feels so in character for him.

AradoBalanga
Jan 3, 2013

Stampede Sprint is probably my most despised level in the game alongside Lightning Lookout. It really is a collection of some of DKC3's worst offenders, from having to bring Parry all the way to the end of the level to the "you only get one chance at this" bullshit. And then there's Rocket Rush, which creates a feeling of "Get through this fast" but then punishes you for not being careful and precise with your actions. Both are just bad levels to play through. Knautilus' problems boil down to a series staple: loving HitboxesTM. I honestly am not sure if K. Rool's hitbox shrunk from Kaos Kore, or the steel barrel's hitbox is much smaller than a normal barrel's hitbox. It really is strange how two different fights with the same boss change so much thanks to hitbox shenanigans.

The rest of Krematoa is okay overall. Kriss Cross Cliffs is a fun gimmick and probably the best level of the world. Tyrant Twin Tussle is meh, boiling down to a game of patience in dealing with Kuff and Klout. Swoopy Salvo is basically a previous gimmick (Bazza's Blockade in Cotton-Top Cove) reused with only slight changes that don't do much to make it stand out.

AradoBalanga
Jan 3, 2013

Looper posted:

i love the cogs, they're so totally pointless. oh you have to beat every level before you can reveal the boss...just like in every world in every game in this series. something like that may have made sense in dkc2 where you could play the lost world levels out of order, but you can't here, so yeah sure more collectables why not
I've always felt that the cogs were tied to something larger and more developed in some initial draft of the game, but got reduced to what we see in the final product for whatever reasons. Hell, I think Boomer only gives an (easily missed if you're mashing) tiny blurb pointing out the cog machine in the first place. So you'd finish a Krematoa level, suddenly get a cog and then answer what the weird box in the save screen is for, all while still being confused.

AradoBalanga
Jan 3, 2013

Man, just watching that footage made me disoriented. The camera for DK64 just wants to go all over the place and not hold still. I am glad I passed over DK64 back in the day, because I doubt I'd be able to sit through all of those janky and jittery camera angles.

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AradoBalanga
Jan 3, 2013

Tyty posted:



Missing: Diddy's lovely owl race, and 4 bananas in gloomy galleon.
You are an insane madman, Tyty. The jury applauds your noble sacrifice.

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