I must be in a monkey kind of mood this month, specifically with Nintendo's grand gorilla, the mighty Donkey Kong! Earlier this month we took a look at the updated HD remaster of Donkey Kong Country Returns on the Nintendo Switch. Now, we're going further back in time with the OG Donkey Kong Country, except this time the Game Boy Advance version. How does it shape up? Let's find out with the SuperPhillip Central review!
Jungle Hi-Jinks in the palm of your hand.
1994 saw a wonderful partnership between Nintendo and Rareware blossom fully into something truly beautiful with their collaboration and the birth of Donkey Kong Country. It was an exciting time for platforming fans, and the rendered visuals of the game and sophisticated (and damn terrific) music helped set the Super Nintendo apart from its fierce competition at the time. Rare was on a tear back then, coming out with two sequels the following two years, and the quality was arguably even greater.
In some ways it still blows my mind that today we get console-quality games in handheld/portable form, so you can bet it was earth-shattering to me that a home console game like Donkey Kong Country could be ported to a tiny handheld like the Game Boy Advance. Nowadays, we wouldn't get anywhere as near as many concessions as this version of the game has, but back in the day, it was really neat... in theory. That said, after finally playing the Game Boy Advance port of Donkey Kong Country, no doubt there are better examples of Super Nintendo games that successfully made the transition to handheld form. Though certainly not for a lack of trying.
Donkey Kong Country's Game Boy Advance port immediately brings something new to the table upon starting a new save file--that of an opening. The Super Nintendo original's story was limited to that of reading it in the instruction manual (I miss those), but in the GBA version, we see that Donkey Kong asks his main man--er... monkey, Diddy, to watch over his banana hoard while he takes a nap. King K. Rool's Kremling army shortly enters into the cavern where the hoard is located and promptly takes Diddy down, pilfering the potassium-rich goodies in the process.
Cranky Kong, who by the by, has lost a lot of his fun, snarky bite when compared to the SNES original, wakes Donkey Kong up, reveals what has transpired, and sees DK shoving off to locate his bananas all over DK Isle.
The opening does give some added context to the game, but even still, the Game Boy Advance saw its games include instruction manuals where the game's story and background could have easily been displayed regardless. The added story elements don't end with the opening, as there are dialogue scenes post-boss battles, too. These aren't very worthwhile either and do best in just slowing down the pacing of the game.
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| Immediately getting into some jungle hi-jinks within the first level of the game. |
Regardless, the tried and true gameplay of Donkey Kong Country is here and accounted for. You play as Donkey Kong and quite quickly save Diddy Kong from inside a DK Barrel. Said special barrels will bring back either DK or Diddy into the fold. Since it's one-hit KOs for each character, if both characters are together, it's essentially like the original Super Mario Bros., where taking damage loses a power-up, or in DKC's case, either DK or Diddy. If another hit is taken (in SMB's terms, you're hit as small Mario, or in DKC's terms, you're hit by your lonesome without your platforming partner), a life is lost and you have to continue from either the start of the level or a checkpoint barrel.
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| These Kremlings certainly know how to hop to it. |
Donkey Kong and Diddy Kong can tag each other in, changing which character the player currently controls. This has its use cases. For example, Donkey Kong is much heavier than Diddy Kong, so while DK may not be as agile or quick on his feet, his weighty presence does allow him to defeat enemies that Diddy simply bounces off of or would require throwing a barrel at them to beat.
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| While many games house poor swimming stages, I enjoy them within the Donkey Kong Country series. |
Another difference is in how the characters hold barrels. DK holds them over his head, whereas Diddy holds them directly in front. This might seem like a negligible difference, but it's important when trying to carry a barrel through a horde of enemies. If enemies are overhead, DK's held barrel will most likely burst open, defeating the enemy, but also losing the barrel, of course.
I mention this part because levels house plentiful secrets in the form of bonus areas. Many of these bonus areas can only be accessed through throwing or running a barrel into a special wall, blasting it open, allowing DK and Diddy to enter inside. New to the Game Boy Advance version is that of intros to the bonus stages, briefly detailing the goal of each bonus stage, such as collecting prizes in the form of bananas, reaching the exit, etc. Barrel cannons that launch DK and Diddy to bonus areas have the letter "B" on them, much like the SNES sequels have, a change compared to the OG DKC on the same platform.
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| DK rolls out the steel barrel for this Kremling. What a gracious host! |
There is also an incentive to collect the four K-O-N-G letters in each level. Unlike the SNES original, these are tracked in the level list accessed from the pause menu. You can also see how many bonus areas are in each level and how many you've discovered. Doing these tasks in all levels unlocks artwork in the gallery. You also unlock new artwork by finding blue camera collectibles in levels and from defeating enemies in certain ways, such as beating the strongest normal Kremling, Krusha, while riding Rambi the Rhino, for instance. There are over 50 unique pieces of artwork, so this adds some longevity and added replay value to the game.
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| K-O-N-G letters: Not just for 1-ups anymore! |
Another new aspect to Donkey Kong Country's Game Boy Advance port, and related to the aforementioned artwork in the gallery, is that of mini-games. Both Funky Kong and Candy Kong host their respective games. Whereas Funky Kong's locations on the world map still grant the ability to fly between already-played worlds, Candy Kong's stall is all about her mini-game, as saving can be done any time on the map. This is of course helpful for portable play, where you can play a level and then put your game down for a bit for some bite-sized fun when possible.
Funky's mini-game involve moving your Kong along Enguarde the Swordfish as you fish up specific catches in the water within a time limit. Fishing up the wrong catch takes time away from the clock, while fishing up the same catch in batches is how to succeed. Meanwhile, Candy Kong's mini-game has you pressing buttons in time to the music, and if you genuinely lack a satisfactory level of rhythm like I do, you can just watch the proper button or D-pad direction move along the screen and press it when it enters the target range. Successfully completing each mini-game in each world unlocks new artwork for the gallery as well. Cranky Kong also sets up his cabin in each world, and he basically serves a similar role like the Super Nintendo original, providing hints, though this time to not just bonus stage locations but how to obtain new artwork images as well.
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| Are we in the groove, or did we all just step in some Kremling poop? |
While all these bonuses and new additions are indeed nice, an issue, though, and the Elle the Elephant in the room is that the game is massively compromised on the Game Boy Advance hardware and watered down in presentation, which was arguably one of the most impressive aspects of the Super Nintendo original when it launched in 1994. What you have is somewhere graphically between the Super Nintendo original and the Game Boy Color port, with the Game Boy Advance version coming in much closer to the GBC port than anything else. The level of detail is nowhere near its SNES brethren, which is understandable since the GBA is not exactly a portable SNES in tech, but where things get super disappointing is with the soundtrack. The Game Boy Advance's weak soundchip does little justice to the original SNES music. It's a pale imitation in some aspects.
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| The visual and audio experience on DKC's GBA port is definitely a downgrade. |
Furthermore, there is a gameplay issue that was not in the Super Nintendo version either. In the SNES version, the camera was generally locked to certain parts of levels. In the Game Boy Advance version, the camera focuses on DK and Diddy, meaning that when they jump, the camera follows them. This means that if you make a high leap, you basically have initiated a blind jump, as the camera scrolls up and doesn't show where you're about to land until it's close to too late. This was not a problem in the Super Nintendo original, so it makes for some cheap moments where death by pit happen more than I would have liked and more than the developer probably intended with the Game Boy Advance version.
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| Not going to let this monkey make a monkey out of Diddy! Well, technically, Diddy IS a monkey, but still! You know what I mean! |
Otherwise, this is a very similar game to the Super Nintendo version, offering the familiar fun gameplay and superb level design brimming with secrets, iterating on mechanics, gimmicks, and concepts, and bringing with it a usually fair challenge, as well. Yes, the start of the fourth world in the game, Gorilla Glacier, remains an incredible spike in difficulty that quickly resolves itself and settles back down, but overall, the difficulty curve is otherwise gentle. This is still a challenging platformer, but not to the level of say, Donkey Kong Country Returns on the Wii, the 3DS, and recently the HD version on the Switch.
If you've played the original Donkey Kong Country countless times through the years like I have, and you want a different take on the original DKC, then the Game Boy Advance port of Donkey Kong Country is worthwhile and serviceable enough. The new additions in the form of new story elements, increased replay value through collecting all of the gallery images in the game, and some of quality of life changes don't exactly make up for the lackluster implementation of the presentation or the camera issues, but it does make for a fresh take on Donkey Kong and Diddy Kong's first adventure together. Back in 1994 it was the beginning of a beautiful new direction for Donkey Kong, both to look at and obviously to play, and the Game Boy Advance doesn't do a horrible job at emulating that; it just doesn't exactly do a great job either.
[SPC Says: C+]
































