Donkey Kong Country
Donkey Kong Country

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Category | Game Boy Advance |
Assets | 37 |
Hits | 154,631 |
Comments | 4 |
Tags (12): arrow_right | |
Alternative Names (3):
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DKC, Super Donkey Kong (Japanese), 超级大金刚 (Chinese)
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[2]
Playable Characters
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[3]
Animal Buddies
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[2]
Non-Playable Characters
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[8]
Enemies
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[5]
Bosses
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[5]
Stages
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[4]
Backgrounds & Foregrounds
Factory Backgrounds and Foregrounds

Forest Background & Foreground

Mine Backgrounds and Foregrounds

Temple Background & Foreground

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[1]
Maps
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[7]
Miscellaneous
Comments (4)
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@Obama Yeah I always bring that up when people whinge about emulators being the same as piracy.

"We did all the coding from scratch, hence taking three iterations to get the feel right! It was really difficult to match the physics accurately, and still keep all the tricks that you could/couldn't do in the game. There'd be times where QA reports would come back saying something like 'in the original you could do a rolling jump off the edge of this ledge, and reach that ledge, but you can't on the GBA one', so we'd adjust it until it worked, then get a bunch of reports saying 'you can reach this area by rolling and jumping, and you're not supposed to'.
"[...] We did try to address some problems with the game, by improving the player control (especially Ellie, and the toboggan), and the levels' flow (wherever possible, we got rid of the player having to stop and wait for enemy/object movement patterns)."
"The original assets were on old floppy discs, only some of which were found, and those who were, we battled to make head or tail of the obscure file formats and the random frames of animation spread across the various discs."
"The art was lots of fun and games; let's just say it couldn't have been done without emulators. [...] The artists sat with SNES emulators, stepping through the game one frame at a time with various sprite/background layers toggled and taking screenshots. Most of the backgrounds were redone from scratch, to look as best as possible in the colour palette & scale/resolution of the GBA screen.
"[...] I remember [we put] a lot of extra detail into smoothing out the character animations; finding frames from other moves he could put between certain animation
Source:
https://www.dkvine.com/?p=features&page=stamped_dkcgba
Fixed your link - not sure why it was breaking either.
-Petie
"[...] We did try to address some problems with the game, by improving the player control (especially Ellie, and the toboggan), and the levels' flow (wherever possible, we got rid of the player having to stop and wait for enemy/object movement patterns)."
"The original assets were on old floppy discs, only some of which were found, and those who were, we battled to make head or tail of the obscure file formats and the random frames of animation spread across the various discs."
"The art was lots of fun and games; let's just say it couldn't have been done without emulators. [...] The artists sat with SNES emulators, stepping through the game one frame at a time with various sprite/background layers toggled and taking screenshots. Most of the backgrounds were redone from scratch, to look as best as possible in the colour palette & scale/resolution of the GBA screen.
"[...] I remember [we put] a lot of extra detail into smoothing out the character animations; finding frames from other moves he could put between certain animation
Source:
https://www.dkvine.com/?p=features&page=stamped_dkcgba
Fixed your link - not sure why it was breaking either.
-Petie

@TheMorningFlas15 Of course they do, they're at a smaller resolution due to a smaller screen size, and have the garish colors needed to be visible on the GBA.

Is it just me, or do the sprites from this port look worse than the SNES ones?