Retro fans will be pleased to know that Rare's Gregg Mayles has continued uploading behind-the-scenes info relating to Donkey Kong Country. After revealing that Shigeru Miyamoto was the one behind DK's tie, Mayles has offered up some more concept material, including a hand-written document which shows that at one point, the development team considered adding caged animals which had to be releasing by finding keys.
Amusingly, the document features the like "Is this too Zelda(ish)?", which shows just how inspirational Nintendo's output was to the designers at Rare.
As well as this sheet, Mayles has posted up an entire unused level laid out in Post-It notes, a practice which he relied upon heavily during the Donkey Kong Country design process.
[source twitter.com]
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Dude! Its Gloop! #Gloopday
@NintyMan I think this is exactly what inspired the caged monkeys in DK64.
But anyway, I think the SNES games do encourage exploration, thanks to the bonus stages and DK coins.
I remember this being a really exciting game in 1995 because of the graphics and music. This year I downloaded it on the Wii U VC and realised it's just a very dull platformer.
I saw Robot Kremling Krocbot as one of the crossed out character names! It must be related to the unused animatronic kremling sprites found in the game.
@Doctorwhof GLOOOOOP!!! Can you come over?
(Please tell me I caught the reference)
It would've been in keeping with Rare's usual collect-a-thon Euro-platformer style, but in this case I think they made the right call by keeping it more simple.
@tysonfury
Err... ok, opinions. I just find the levels very well designed and game mechanically it's more fun to run and jump aroundthan in Mario.
I'm glad they didn't have this kind of key system, 2D-platformers work better when they're more fast-paced (but not too fast like in some 2D Sonic games where you literally have to know the levels structure in order to not run into traps).
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