Donkey Kong Bananza (Nintendo Switch 2 Review)

Donkey Kong Bananza
Platform: Nintendo Switch 2
Released July 17, 2025
Directed by Wataru Tanaka and Kazuya Takahashi
Developed by Nintendo
$69.99 (normally $79.99) chopped down a mountain with the edge of my hand in the making of this review.

This is more like a whiny blog post than a normal review but I just put about two weeks into Donkey Kong Bananza and I’m not happy with the last third or so of the game. I spent two-thirds of Donkey Kong Bananza thinking it would go down as one of my favorite games ever, and it’s certainly not. Given how many total hours of euphoria Bananza gave me, I have to give it a YES! For a platformer, I don’t think a horrible final five or so hours should be capable of flipping the verdict of an amazing twenty-to-thirty hours of a rough but highly-entertaining experience. With that said, I’m really unhappy with the last several levels of Bananza, and there’s no way to explain it without spoiling it, so be warned.

THIS IS NOT A SPOILER-FREE REVIEW!
I’m awarding Bananza a YES! verdict.
That’s because there’s far more good than bad in this game.
But I also HATED the last third of Bananza, and I explain why.

And there will be spoilers!

I can’t remember being so frustrated with a game I loved before. Not even Wind Waker.

The above screenshot was a really bad sign of how things would end for Donkey Kong Bananza. In one of the worst boss designs I can remember, you have to manually travel between several past worlds just to smack main baddie “Void Kong” a few times in each world. And when I say “manually” I mean you have to chase Void Kong, smacking him and then chase him more because he runs away and his primary attack is to put crap between you and him. After you chase him and smack him enough times, a cut scene happens and he warps to a prior stage. You then have to go to the warp gong, hit it, then go to the next level the Void Kong is in. Repeat doing this until it tells you that you don’t have to anymore.

Imagine this in ANY OTHER game. Imagine you’re fighting the 5th boss in Legend of Zelda, only after getting a couple smacks on him, he teleports to the middle of the 4th dungeon, where you have to make your way to him and smack him a couple times, then he teleports to the 3rd dungeon, THEN BACK to the 5th dungeon. I don’t give a flying f*ck if you can just walk out of the dungeon and blow the warp whistle to cut down on the travel. It’s still a horrible, HORRIBLE idea, and yet it’s here and a major part of this game. I literally cannot believe anyone gave Bananza a perfect score unless you somehow teleported this game to 2001 and showed it to someone who was disappointed with GameCube’s launch lineup.

It’s a complete slog and a bore that grinds the game to a screeching halt. You have to chase him through the Junction Layer (“Layers” are levels), then chase him through the Hilltop Layer, then chase him through the Lagoon Layer, and then BACK to the Junction Layer. It’s not fun AT ALL. It’s not exciting AT ALL. It’s not satisfying to make progress AT ALL. I don’t remember a single boss fight that was transformed into unbearable busywork quite like this. It’s such an overindulgent idea that it should have been rejected out of hand when it was pitched. Yet, here it is, in the final game. Up to this point, I was head over heels for Donkey Kong Bananza. It’s the sequel to Super Mario Odyssey I’ve been waiting almost eight years for, and that’s not hyperbole. The game did recover after this sequence, but it would eventually crater for good, a solid five or so hours before the actual ending.

This should have been the best level in the game, but some REALLY broken gameplay mechanics put the screws to that. You know, this burger reminds me of something but at this time I can’t recall what.

Mario Odyssey leapfrogged the first WarioWare to become my all-time favorite video game. Okay, the fact that Odyssey and WarioWare are my two favorite games probably speaks volumes about my attention span but I don’t care. I couldn’t put Odyssey down and, as long as it didn’t involve a jump rope, I never got bored with it. I even beat it a second time last year. I found every Moon, in every stage, and all the post game stuff, TWICE. I would have totally bought Odyssey DLC if it had been offered. I was good to go for weeks or even months after I finished it, both times. And there are no words to describe how overjoyed I was that Bananza’s hunt for bananas and fossils is exactly like the moons and purple coins in Odyssey. Like, 90% like it. The fossils are based around the Terraria-like digging, but the SEARCH for them is identical. It’s a direct Super Mario Odyssey sequel in everything but the name. EVEN WITH THE NEW GAMEPLAY MECHANICS, it’s Super Mario Odyssey 2, or like amazing DLC for Odyssey that grants you a new character in Donkey Kong. The logic of the level design is the same. The amount of moons/bananas is basically the same, and the variety of ways to find them has a very similar vibe. Some are just laying around, others are bought, and some you have to go hell and back to get. Again, it’s a direct sequel with a new character. Period.

My strategy was basically to beat the stages, then systematically knock-out the bananas and fossils that I missed. As you can see, there’s a LOT of stuff all over. This is just one part of a bigger map, mind you. The main levels have multiple “layers” that each have their own challenges.

And I was in love. This felt like it justified my Switch 2 purchase by itself. No joke. I got so much value out of Bananza that I have to give it a YES! because the amount of quality gaming hours I experienced far exceeded the bad parts. And that’s why I was so frustrated by the last few levels of Bananza. The last “real” level that’s Odyssey-like is basically broken, and after that, the game just f*cking refuses to end. The fun is barely visible in the rear view mirror by that point. The last couple levels, especially, are boring settings and broken mechanics.The difficulty spikes dramatically while also slowing down because the game leans extra-heavily into knocking you off the stage. When that happens it takes away a balloon (balloons are so common that you dig them up even after you reach the max 99, which is crap) and returns you to the start of the sequence you were on. It’s a very slow mechanic because you have to fall all the way to the bottom of whatever pit you’re on, so it’s like if you were playing Castlevania and the legendary knock-back of that game took five to ten seconds to recover and start moving again. Maybe even longer.

This is near the start of the second-to-last level. There’s two levels in a row that are fake-out last levels before you get the proper final part of the game. You can punch through that concrete with the Gorilla Bananza but it’s slow. Everything about the last three or so hours of Bananza is slow.

I’m fine with the recovery time punishment when it’s my fault. If I’m walking around, trashing a level and I screw up and fall off the side of a wall or tunnel through a mountain into oblivion, fine. A long recovery time is a good incentive to not do that again. But I object to the enemy design deliberately going for the knock-back, because now you’re in the action part of the game and not the exploration part. Okay, it’s technically accurate that allowing an enemy to hit me is also my fault, but apples and oranges, because having such a long recovery time in the thick of battle is boring. It’s like the development team forgot that we’re playing video games specifically to not be bored, but the game’s sudden obsession over the final four levels with going for the over-the-ledge knockouts is beyond the pale. And suddenly all the mechanical foibles I had been overlooking for a couple weeks weren’t nothingburgers anymore.

This part specifically, which is the home stretch for the second or third fake-out final boss fight, placing you on this moving platform where you really can’t stop moving AND puts enemies that knock you out quite high up. Not only do you have to wait to fall all the way but it sends you all the way back to the start of this segment.

As much as I enjoyed DKB, it was never a perfect game. It has one of the worst cameras Nintendo has done since the GameCube era, back when 3D games were brand new and game makers were still figuring that stuff out. I assume it’s based on the “almost every solid surface can be destroyed” element. The camera is NOT suitable for it, as it’s often hard to find a good angle to do what you want to do. But then there’s other janky things. Many of the power-ups have multiple actions mapped to a single button. Tap the button to do one thing, hold it for the other, and it’s badly programmed, as regardless of what you INTEND to do, tap or hold, the game will do the opposite. It never gets better, either, and so even against the final-final-final-final-final boss (yes, all those finals make sense), I would need multiple attempts to perform the action I intended to do because the game doesn’t (can’t?) wait to see if I was holding or tapping the button. Which seems like it defeats the point of making it like that to begin with.

The elephant’s ability to slurp things up, especially when you level up those abilities, is so overpowered that it probably should have been saved for post game content. I mean, I LOVED it, but it also basically marked the end of “elegant” exploration in Bananza.

Whether you’re powered-up or not, the act of aiming a pile of terrain you’re holding, which pulls the game into a third-person view with a crosshair, fails constantly. Sometimes it will just plain not work the first attempt, or second, or third. Maybe it’ll throw the piece away, which means you have to scoop-up more. Since you probably NEED this mechanic to work when you’re trying to use it, especially if it’s during combat, it’s a pretty damning thing to happen as often as it does. The animal power-ups fail just as often. The elephant has two powers, the first of which is the ability to vacuum up the terrain. It’s ridiculously overpowered and will probably force you to reset the terrain on stages multiple times because you can render areas impassable, and I loved it. Except you do the vacuum by holding the button down, and often, instead of doing that, it will instead create a boulder out of the stuff stored in its trunk, which is done by tapping the button. And again, sometimes it’ll flip. Plus, you can combine those problems with the failure to register that you want to aim and throw the boulders you make, because that happens too. This game is a Russian nesting doll of mechanical failures.

When you actually get to the third-person crosshairs, it’s pretty accurate. Also, is it just me or does that spot of terrain look like the Prince from Katamari?

By far the most unreliable power-ups were the snake’s double jump and the gorilla’s charge punch. The snake is one of those “always hopping” mechanics that Nintendo keeps going back to, like in Mario Wonder, and it’s NEVER fun and they will NEVER get the message on that and stop including it. It’s so unimaginative to begin with, but unlike Mario Wonder, it’s not really optional for large stretches of Bananza. You even have to fight a boss as the snake. The snake can also cause slow motion by holding a button down, but once again, sometimes it just doesn’t work the first couple attempts, and I often needed multiple attempts to do a simple double jump up a straight wall. What’s crazy is that, when you’re able to free-climb on a surface, it’s like a Spider-Man game that controls perfectly. It’s only when it does anything but the basic Donkey Kong moves that the game becomes janky.

I lost count of how many times I tried to ride up a wind current as the ostrich and fell right off it because it’s not intuitive to jump first to use a flying button. It really doesn’t help that the move the button does when you’re not mid-air is useless. I never found a use for rolling as the ostrich. It’s a waste of a button.

All these issues make Donkey Kong Bananza probably the worst controlling 3D platformer Nintendo has done in several generations. By far the worst of any game I actually overall enjoyed. The Gorilla Bananza power-up, which is like a beefy version of Donkey Kong, has a charge punch. Just hold the B-button down and he’ll blink and then you can throw a punch for more damage. Except half the time, it doesn’t do it. It does something else. I don’t even know what, but not the charge punch. Even late in the game, when I was trying to charge-up the punch, I’d have to press and hold it again maybe two or three times before it worked. It really felt like maxing-out the upgrades for it didn’t help or maybe even made it more prone to failure. I know video game fans don’t like to wait for anything, but Bananza would have been so much better with another year or so of polish. There are dozens of moments, if not hundreds, where the game feels like a rough prototype. And the controls aren’t even as rough as some of the mechanics. Take the muck, for example. See this?

That ooze stuff is supposed to be like slug slime. That hole only opened up after two or three hits that seemingly did nothing.

It’s called “muck” and the final proper, Mario Odyssey-like level is themed around a theme park that got covered in it. It’s kind of like Mario Sunshine, except instead of having an easy-to-refill hose to wash it off, you have to pick up piles of salt and throw it at the muck, which will clear a tiny amount of it. You have to do this one pile at a time. That would be bad enough if it worked, but it doesn’t. Even no-questions-asked direct hits don’t always work. I don’t know if it’s because there’s a microscopic piece of debris in the way. I think that’s what has to be happening. Maybe they shouldn’t have been as stingy as they are with how much muck a handful of salt can clear. For muck without an enemy in it, one pile doesn’t do a lot. On its face value, it slows the game to a crawl IF it worked 100% as intended, and would have been a bad idea on its own. But it’s like the Nintendo Switch 2 can’t handle the idea of this pile of salt you pick up disintegrating into thousands of particles that evaporate the muck. If ANYTHING is in front of it, the whole pile you threw is lost. This was especially problematic with fossils that were embedded in it. Even trying to throw around the fossil and carve it out would just leave the damn thing suspended in air. I can’t believe they included this whole mechanic in the game. (shrug) It doesn’t work! I don’t know how else to say it! It doesn’t f*cking work, at least good enough to be used as much as it is.

That’s assuming the salt even gets picked up. There were a few times where I was standing over it and somehow picked up dirt instead.

Enemies and bosses can be the same way, too. Larger ones are covered in layers of one of the materials that you can dig through (usually whichever material dominates the level layout) and if you throw something at them, it’s never consistent from one throw to the next how much shield you’ll peel off. Sometimes a direct hit goes right through them and removes their shield, and other times it might just make a tiny little dent in it. There were a lot of instances where their shields would be incredibly misshapen from all the crap I’d thrown at them, but they were still alive and attacking because the direct hits weren’t registering the full damage to the “suit” the skeleton underneath it was wearing. It’s a very janky, inconsistent game that, frankly, often makes the Switch 2 feel less powerful. Like, in 2025, it kind of feels like this texture-based gameplay should be further along than this.

This mini-game in the Canyon Layer where you have to kill 10 Squeeloids is the ideal way to grind the maximum two hundred or so bananas that you can purchase for 100 coins + 300 gold. I didn’t know there was a cap and spent a long time grinding on it, since you can just hit “restart” after everything is dead (any coins you don’t collect will be automatically given to you after the last one dies). Also, notice there’s two records in this screenshot? This is also the ideal room to get the records really fast. I went from missing 100 or so to having everything in about thirty minutes. It’s “Canyon Layer Banana #11: Exploding Pork Platoon.” It’s super easy, too. Sometimes you can clear the whole screen in a single punch that causes a very satisfying chain reaction Later in the game, you get a costume that increases coin drops by over 40%. You can get 25 or more coins per round, which takes under fifteen seconds to finish.

And then there’s the finale. After chasing around Void Kong and his minions the entire game, and Void Kong is NEVER a satisfactory boss to battle with, at least compared to the massive bosses that buffer him, something weird happens. The game has a proper, satisfying enough ending, and even made me laugh. Donkey Kong gets trapped in the purple crap, and it’s pretty funny looking. My brain played the sad version “Frosty the Snowman” and I was in tears, howling with laughter.

But then Pauline sings him free, and that’s a good, proper ending to the game. It’s how the game started. First Pauline was covered in the purple crap during the tutorial stage, then DK was, and now they know their power and their wish can come true. Void Kong is defeated, peace and returns to the layers, and we reached the Infinity Banana, which grants wishes to whoever gets to it. It’s the Triforce of bananas, apparently. Those last couple hours were pretty bad, but overall, Donkey Kong Bananza was a really fun game.

But then this happens.

Excuse me, what?

What the f*ck? Yeah, the “Root” exists but the thing you think was the root was King K. Rool’s tummy. This wasn’t set up at all leading up to this. What follows is another level that sucks and is nothing like the Mario Odyssey-like adventure I had loved for the first couple dozen hours of gameplay. Also, now the big enemies that once had skeletons inside them are housing the Kremlings inside of them instead.

And then you eventually find King K. Rool and the Banana of Destiny and you fight. Well, the best thing I can say about the King K. Rool battle is that it’s a much better fight than I expected. I think the last boss in Donkey Kong Country is a BORING boss fight (frankly none of the bosses in Donkey Kong Country 1 are fun) but this time, he’s a proper big boss, unlike the lame Void Kong battles. It’s one of those “knock the thing they shoot back at them” fights. And hey, I got one last reminder that the Gorilla Bananza’s charge punch, which is the only thing that will knock his cannonballs back at him, just f*cking refuses to activate half the time, so that was nice. One final reminder that this is the least polished major Nintendo game in decades.

But then you win that battle, get the Root, and the game IS over. Pauline wished to return to the surface. Donkey Kong wished for bananas. Awesome. The game is finally over! It sucks that they added one terrible level to an already sloggy ending sequence, but it’s finally done. You have the Banana Root or whatever and you make your wish, the Banana Root blows its load and launches you and her up to the surface. Roll the credits. I mean, surely they’re not going to do the fake end credits thing like in Donkey Kong Country and then have the game continue even further.

Oh no.

My God. Okay, so after an extended cut scene that is clearly the ending, somehow King K. Rool shoots up this banana geyser you’ve been riding to the surface and ANOTHER final battle happens. Each of these final battles has been little more than a reminder of how haphazard DKB’s gameplay is. In this battle, you have to pick up chunks of the geyser and throw them at King K. Rool. You hold down the “grab a chunk” button” to bring up cross hairs to aim, assuming it works. It often doesn’t, like every other mechanic in the game. Sometimes I just couldn’t get the aiming crosshairs to work. Also, this is a battle that goes for the “make you fall off the edge and use a balloon” knock-outs. Awesome.

Thankfully, after five or six hits, King K. Rool is defeated FOR GOOD THIS TIME and…… wait, after all that, HE gets the Banana Root and it instantly gives him his wish to take over New Donk City? MOTHER F*CKER are you kidding me? How come MY wishes don’t work as fast as his? I think this root is evil!

And there’s even a new title screen!

I wanted to cry. And it’s YET ANOTHER terrible stage. It’s short at least, but actually, it’s also the worst part of the entire game because it’s got fast-rising, instakill lava. No time to enjoy the level design. Run for it, or you will die and have to start over from the last barrel you reached. Also there’s thorns and life-sucking hot rocks everywhere and enemies are still going for that one-shot knockout. It’s just the worst. And then, after all that, it’s essentially the same “knock the cannonballs back at King K. Rool” battle as before, only he uses the Banana Root to make him look like this:

Goddammit, Mom! What did I tell you about giving your likeness to Nintendo?!

Right before I finished this boss, I had to pause the game to ask “what the hell am I doing?” Seriously! I hadn’t had even a tiny amount of fun with Donkey Kong Bananza in several hours at this point. Everything I’d loved about the level design and themes and exploration had long since ended, yet the game just refused to stop. I was happy fighting the main villains, but then suddenly Nintendo lost their nerve to not get drunk on nostalgia and switched out the new cast for the old cast. It’s Avengers: Doomsday a year ahead of schedule! So, back to the same old boss Donkey Kong has been fighting for decades, and they didn’t even give him good levels. One of the DLC packs is apparently based on Donkey Kong Country. Why wasn’t THAT the final level? If you’re going to bring back King K. Rool, put him in the Donkey Kong Country level! F*cking lame. At least this time, it was the real ending. You beat King K. Rool, Pauline says she’ll learn to keep the beat without DK beating his chest, and he returns back to his world. Yes! The credits! It’s finally over!

“Three months later…”

Nope. I’m good.

This was one of the most negative reviews I’ve done, but I promise that I had a ton of fun with this.

Okay, so I’m disappointed that Donkey Kong Bananza had a terrible end game. I figured it would be like Mario Odyssey where I’d be joyously knocking out the much harder post-game content, but nah, I’m okay with never playing this again. Hell, I didn’t even pick up the post-game banana. That was my middle finger to a game that forgot that it’s supposed to be fun. All my interest in the post-game content or the DLC was reduced to zilch by one terrible level after another to close out what had been an overall rough but amazing game. Again, by raw ratio of good-to-bad, Donkey Kong Bananza is an automatic YES! Maybe if DKB had been a heavily story-based game, like an RPG, bungling the finale like this could ruin the overall game. But it’s a platformer, and most of the levels were huge, heavy in content, and pretty damn fun. Even the ice level had some damn clever stuff in it.

I liked the whole “singing to undo the purple stuff” mechanics. If anything, I think it’s a little under utilized. There’s no boss that you beat by singing. You might activate a battle with Pauline’s tune, but her singing is set up to be magical. Why not have some enemies that you strip their shield by singing at them. Not that this game needs more actions mapped to one button.

There’s a million reviews out there that talk about the positive aspects of Donkey Kong Bananza, so I’ll sum up my experience by noting that, by my count, there’s eighteen levels in the standard game, assuming New Donk City counts as a level. After being pretty dang bored with opening tutorial stage (Ingot Isle), which has a bland mine setting and doesn’t feature the geocaching-like search for bananas and fossils that I would become addicted to, the next eleven levels, starting with “Lagoon Layer” and ending with “Racing Layer” were the Mario Odyssey sequel I’d waited nearly a decade for. Not all of those are full-sized levels, but it doesn’t matter. For all the camera sloppiness, clunky controls, and mechanical failures, I’d LOVED Donkey Kong Bananza and was making an effort to get every single banana and every single fossil, because it was bliss and possibly my favorite game of the last five years. Other than that sprawling Void Kong fight, it’s a damn fun, damn charming game for that eleven level stretch.

Okay, the racing Diddy and Dixie Kong thing was lame as f*ck. I didn’t like how it controlled at all. BUT, I also won the first and only race I needed to get the banana and open up the next stage. Unlike the ending, the racing segment didn’t overstay its welcome. I’m guessing the post-game content hid a ton of bananas

The game didn’t really start to get bad until after the racing level, the “Radiance Layer” which became the point where I was ready for the game to start wrapping-up. The snake mechanic was introduced and was horrible. There’s large segments where you have to pick up blocks made of light that quickly fade away. It just wasn’t a very fun level at all, at least until the home stretch. Then the “Groove Layer” takes away your ability to transform and the digging/exploration is largely removed. It’s a HORRIBLY boring level, and that was pretty much the end of Donkey Kong Bananza as a good game. The next level, the Feast Layer, is the salt-on-muck level that, frankly, I think is terrible. It’s tragic, too, because Feast Layer’s level design was outstanding. It could have been the best level in the game if the salt/muck mechanics worked, but they don’t. That wouldn’t matter if the level design didn’t rely so heavily on eliminating that muck, but it’s literally the main hook of the stage, and it’s so bad that I can’t believe this was released in this state. There’s nothing worse than picking up a clump of salt, aiming carefully, hitting the muck you were aiming for DEAD ON and having f*cking nothing happen. Thus the potential best stage in the game is rendered not even fun at all.

This is so clever. You have to destroy a block in one place to teleport it to another. Several levels later, out of nowhere, Bananza includes THREE mini-games where you have to create a pathway for falling ice cubes using this “hit a block in one place and it goes to another place” gameplay, and I loved it.

The two full-sized levels that followed were boring, and the New Donk City finale with the rising lava was even worse. In a game based around exploration and discovery, they close things out with a fast-moving instakill sprint. A completely nonsensical idea barely less silly than ending Legend of Zelda with a game of football. But, none of the bad stuff undoes everything that came before it. I paid $70 for this. Did I get $70 worth of entertainment? Easily. And I’m not even mad that the game didn’t end sooner. I’m not arrogant enough to think that most fans won’t disagree with me. They’ll probably LOVE the entire King K. Rool sequence, and I’m happy for them. Hell, I envy them, because my Donkey Kong Bananza experience went from being certain I still had weeks worth of post-game content I’d be eating up to deleting Bananza from my Switch 2 while my sister played “Grounds for Divorce” by Elbow.
Verdict: YES!

Froooosty the snowman……………. what’s wrong with me? It doesn’t even look like Frosty!

Donkey Kong Country (SNES Review)

Donkey Kong Country
aka Super Donkey Kong (Japan)

Platform: Super Nintendo Entertainment System
First Released November 18, 1994
Directed by Tim Stamper and Chris Stamper
Developed by Rare Ltd.
Published by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Mario Wiki

Well, um, the rain still looks like rain! Or oatmeal. It kind of looks like oatmeal. But RAINING oatmeal.

I swear to God that I didn’t deliberately review this back-to-back with Super Mario Land 2 because both games were more focused on looking pretty than being mind-blowing from a gameplay perspective. Actually, I thought Donkey Kong Country had a much better chance of scoring a YES! than Super Mario Land 2 because it would still have the horsepower to pull off clever level design. And sometimes it does! Like, take a look at this:

Oof, that does not look beautiful. I bet it did in 1994, and that’s literally the only time it had to. No matter what anyone thinks, even Nintendo games (or games Nintendo paid to have made, as is the case with DKC) are ONLY made to appeal to gamers at the time of release, and if they happen to be valuable as catalog titles later, that’s just a bonus. I know people want to believe the mighty Nintendo plays 4D chess and has this big roadmap of when catalog titles will be worth money again, but they don’t. Nobody does. That’s why gaming licensing planks are so very, very one-sided and sh*tty. 

You have to hit those STOP/GO barrels to freeze the red-eyed enemies, which turn into stones. You never know how much time you get for each barrel, and they staged the level in a way where the last few only give you a split second. It’s quite exciting, and the enemies are creepy enough. I just wish there were more stages that made me sit-up like that, but that wasn’t the point of Donkey Kong Country. It was made only to be 1994’s big smash hit, and if it’s worth some scratch in the 2020s, hey, lucky us. So when people say “Donkey Kong Country doesn’t hold up” it’s okay to say “well duh!” It accomplished exactly what it set out to do in 1994: curb stomp the 3DO into oblivion while keeping Nintendo fans on the hook while they got the platform that would come to be known as Nintendo 64 ready. “Holding up to the test of time” was not on the agenda.

You can’t say that they overplayed level gimmicks. Despite the fact that the STOP/GO barrels had legs as a gimmick, they only show up in that one level. These parrots only show up once too, though they’ll be featured characters in the sequel.

So in a sense, it’s kind of remarkable that any aspect of DKC holds up at all. I think my frustration with Donkey Kong Country is that it doesn’t feel like it squeezed all the potential out of the gameplay concepts it has. Maybe they were saving-up for the inevitable sequel, but I dunno. I’m a big fan of leaving it all on the court, and Rare sure as hell didn’t do that. It’s actually one of the most conservative games I’ve reviewed lately. As a franchise builder, few first steps are rarely this enticing and leave you wanting more in a bad way. Maybe any more bold ideas were canned for being too difficult when they were trying to make a game to appeal to everyone, including very young gamers, whom I’m guessing will like DKC in 2025 more than I did. I hate to guess on these things, but Donkey Kong Country seems like a great starting title for introducing young children to platforming. From what I can remember about the sequels’ difficulty, I’m guessing I won’t be able to say that about them.

Then again, there’s moments that feel like the bottom of the barrel is being scrapped. No pun intended, but this evil barrel is my least favorite boss trope: fighting the same regular enemies you’ve been killing en masse this whole time.

Even the Stampers recognized the game was too easy, but I think that could have been fixed by adding a difficulty toggle. A hard mode wouldn’t have been too hard. Just remove a lot of the DK barrels from stages. I took plenty of damage playing DKC, but I never had to wait more than a few seconds to undo that, so there was no tension. Still, the addition of Diddy Kong was probably the smartest move. What Donkey Kong Country really does right is removing hit points in favor of having two different characters, and whoever you’re playing as is lost when you get hit, at least until you find the next DK barrel two seconds later. Being able to swap between two characters who have different skills was also inspired. Diddy Kong can cartwheel through enemies and seems to have more hangtime when you cartwheel off a ledge before he has to jump. Plus he carries barrels in front of him, which makes it easier to uncover hidden doors. Meanwhile, with Donkey Kong you can do such tactics as tagging Diddy so you can use him instead. Again, a great idea that would be utilized better in the sequels. Are you noticing a theme here?

The only time I used Donkey Kong was when I was afraid of losing Diddy. It became clear really quickly why he’s not playable in the first two sequels.

Unlike Super Mario Land 2 which, besides having a lot of pointless bonus levels, really did nothing wrong besides having too basic of level design, Donkey Kong Country did PLENTY to leave me terminally annoyed. The methodology of 100%ing the game (or 101%ing because ain’t that quirky?) is strange. Every level has K-O-N-G tokens to find, some of which are so well hidden that I couldn’t find them. Sounds great, except they don’t contribute to the final completion percentage. Instead, acing the game only requires finding every bonus room. Probably not the best way to do it since there’s too many of them and they completely bust the game’s flow. My favorite levels were usually the ones that back-loaded the bonus rooms near the end of the stages. Those tended to have above-average level design. Hell, I normally hate swimming stages, but at least none of those have bonus rooms, so they were some of the better levels.

I found myself carrying barrels and walking up against walls because I was more focused on getting 100% than I was just enjoying the boilerplate, paint-by-numbers level design.

What wrecks the game’s tempo even worse than the bonus rooms are the animal tokens. No matter what you’re doing or where you are in a stage, once you collect the third and final token of any set, you drop what you’re doing and enter that specific animal’s bonus stage. It would make so much more sense to instead bank the reward until after you beat the level. That’s a time honored gaming tradition, right? But no, it’s an interruption, and not always (or ever) a welcome one. The levels take a while to finish, and it gets worse, because sometimes after the round is finished, it takes you quite far back in the level you were playing. Maybe even to the start of the stage.

Okay, so the animal bonus rounds are fun. Well, until you have 99 lives. Then they become annoying.

I did end up 101%ing Donkey Kong Country, but the irony is, I probably would have enjoyed my time with the game a lot more if I hadn’t bothered. I mean, not enough to give Donkey Kong Country a YES!, but it would have been a lot closer. I found myself deliberately avoiding animal tokens and losing the bonus rounds as soon as they started just to make them go faster. When just the act of finding the rooms is all you need, why bother? DKC is a game where lives are so plentiful that you’ll almost certainly not game over even if you struggle with some later stages. That’s a big if, by the way. The only stage I died more than twice on was the second mine cart stage, which shows up pretty late in the game. And it’s not that I never enjoyed the exploration aspect. Actually, I was happy that, if you miss a bonus room and have to replay the level, you don’t have to finish it to get credit for the stuff you missed. As soon as you locate the bonus rooms you missed, you can pause the game and press select and return to the map with full credit.

If the game had required all the letters, I would still be playing DKC, but it didn’t, and instead I’m trying to finish up this review as fast as I can.

There are a handful of gimmicky levels to keep the experience somewhat fresh, like the above screenshot. That treadmill runs on fuel barrels that you have to collect, and it kept my attention for the full length of the stage. The mine cart stages are some of the stronger auto-scrolling types of levels I’ve experienced, and a stage where you slide up and down ropes automatically actually provided a solid, enjoyable challenge. I’d say around a third of Donkey Kong Country holds up and remains clever today. But two-thirds of the game is too basic to hold up to the test of time. You never quite shake the proof-of-concept feeling when playing it, and that makes sense because the gameplay isn’t what they had to get working. Nintendo paid for a game that looked high tech enough to buy them time for the Nintendo 64. Donkey Kong Country for the third best-selling SNES game, so they got it. But being more bold and experimental with the level design? That came later, with the sequels.

Donkey Kong Country’s bosses are all dull, but King K. Rool takes the cake. His arena is much bigger than the screen, and his attack pattern is basically adding one pass across the full length of the arena after every hit. So when he drops cannonballs across the screen, instead of an exciting pattern like dodging them for several seconds, the cannonballs drop one at a time across the length of the screen. It’s the most unimaginative way of handling any boss, let alone a final one.

As a prototype for better games to come, Donkey Kong Country is a good start. It’s never BAD from a level design point of view and the barrels that you fire out of are fun enough, though not quite barrels of fun. The controls are pretty good, and it’s easy to get a feel for how long you can roll or cartwheel off a platform and float in the air before you have to jump. But the level themes are basic and dull and there’s not a big enough cast of enemies. The bosses are REALLY bad, too, and since they take even longer to fight than enemies in Mario games, they come across as punishment for finishing a world instead of a reward.

The barrels are certainly a great idea and probably the one aspect of Donkey Kong Country that I feel they didn’t hold back on. They got every molecule of gameplay out of them without being boring. I really think they’re why this ended up such a potent franchise.

The test of time is cruel, and no games have a tougher time facing that test than games based around cutting edge graphics first and gameplay second. Since the graphics were the main selling point, I figure I should mention I thought the game was pretty damn ugly. The character models are fine, I guess, but the architecture is really rough, with backgrounds often looking like Sega CD levels of splotchy. The funny thing is, after Donkey Kong Country became the last big mega hit for the SNES, Nintendo would have given anything to have Yoshi’s Island look like this game, and the only reason it didn’t happen is because it was too far in development to change the entire art direction. That’s kind of hilarious, because Yoshi’s Island still looks good in 2025 including all its cutting edge special effects. Donkey Kong Country, well, doesn’t. These days, DKC is just another middle of the road SNES platformer that looked better in 1994 than other middle of the road platformers, but it did leave a franchise with much better games in its wake, so it has that going for it. Take that, Plok.
Verdict: NO! But I want to talk about one last thing.

Donkey Kong Country: Competition Cartridge

My best score for Competition Cartridge. I couldn’t find what the highest scores were but there’s people who have scores in the 3,000s. Most of my runs also ended around the same spot, too.

There’s a version of Donkey Kong Country that acts as a spiritual successor to the 1990 Nintendo World Championships cartridge (which I reviewed in Tetris Forever: The Definitive Review’s bonus section). It’s really well made, too and actually the one aspect of Donkey Kong Country that unambiguously holds up. The timer stops during all transitions. There’s no overworld map, so finishing one stage takes you automatically to the next. They even redid what’s inside the bonus rooms to make the scoring for entering those rooms more logical, and the scoring system is, you know, fine. I actually had a lot more fun playing this than I did in anything in Nintendo World Championships: NES Edition. It’s fast-paced and genuinely exciting. So, why isn’t THIS on Switch Online? Unless Blockbuster Video’s IP holders also hold the publishing rights (don’t rule this out) I can’t think of any good reason. If you get a chance it’s worth checking out, though it’s probably not worth the $5,000 it fetches on Ebay.
Verdict for Donkey Kong Country: Competition Edition: YES!

The math checks out.

Donkey Kong (Game Boy)

Donkey Kong, aka Donkey Kong Game Boy, aka Donkey Kong ’94, aka Donkey Kon-go.. okay I just made that last one up.. is one of the few original generation Game Boy titles that still holds up today. Barely. I actually prefer it to Mario vs. Donkey Kong on the Game Boy Advance or any of the Minis spinoffs that proceeded it after MvDK failed to light up the sales charts. Do you know why Mario vs. Donkey Kong failed, at least in my opinion? The misguided choice to use Donkey Kong Country style rendered graphics instead of cartoonish pixels. No clue why they chose that. Especially since it really needed to differentiate itself from the Country series. And no, morphing into a shitty Lemmings knock-off wasn’t the way to go about it. The formula for Donkey Kong ’94 was perfectly fine. This is a very good video game. Also, I was kidding. It’s those shitty Lemmings stages that killed Mario vs. Donkey Kong. Nobody liked them. Nintendo turned the series into being about them anyway. To quote the name of the watering hole with a black hole in the bottom of it: well that sucks.

Well.. that sucks.. because it’s got a black hole. Get it? Sorry.

I’m really only reviewing this because when I was bitching about how bad the arcade original aged and/or suggesting that Nintendo would be well served to remake it and Donkey Kong Jr. with additional levels, people said “but Donkey Kong ’94!” quite loudly. Even though Donkey Kong ’94 is nothing like the arcade Donkey Kong. This is actually one of the few retro games I grew up with, and the only black-and-white Game Boy title I had besides Pokemon, which I had for the Game Boy Pocket I pestered my parents for and received a mere month before the Game Boy Color came out. And BOY were they happy with me when they found out the device they just bought me was already obsolete. I believe Donkey Kong was a throw-in “buy a Game Boy Pocket and get any Greatest Hits title for free” deal and it looked neat to me. And then I didn’t actually play it until much later. Which is weird because Pokemon Red certainly didn’t withstand the test of time. Donkey Kong has. It does so by the skin of its teeth, but still, it’s fine. (Side note: Donkey Kong cost $3.99 while Nintendo has the balls to charge $9.99 for the old black & white Pokemon games. That’s worse than the Switch Tax!)

This remake of the original final board of the arcade Donkey Kong is neutered by the backflip move. You can seriously beat it in under 10 seconds.

Donkey Kong ’94 gets off to a truly bizarre start as it immediately recreates the four levels from the arcade game. Fine idea, except all the special moves at Mario’s disposal are there from the start instead of being earned as the game progresses. To say this nerfs the difficulty of them is an understatement. Using the handspring-jump-power-jump combo, you can shoot right up the iconic barrel-hopping stage or the pie-factory in no time flat. I’ve had a harder time getting a locker open at the gym than I had with the first four levels. From that point forward, the game moves on to 97 new levels, the main mechanic of which is picking up a key and carrying it to a door, with every fourth level being a direct encounter with Donkey Kong himself. At this point, Donkey Kong becomes one of the most clever and consistently fresh platform-puzzlers of all-time.

And one of the most toothless. Free lives are so abundant that by time I finished level 1 – 8, I had thirty lives. THIRTY! That’s after I got killed a couple times getting myself reacquainted with the controls. Speaking of which, movement seems stiffer and less responsive than I remember it being. I honestly don’t know if that’s due to the tired and true nostalgia drunkenness that I’m normally not vulnerable to or if the emulation of Game Boy on 3DS isn’t spot-on. The only other Virtual Console games I’ve got are the first three Game & Watch titles. It’s completely possible that the controls are identical and this is one of those instances of “gaming has come a long ways.” Which is not to say the controls are crap or anything. I just had trouble getting the timing of the handspring triple jump correct. Too much trouble for it to be on me. I mean, I did beat Cuphead (suck my asshole). Doing the backflip was a bit trickier too.

Sorry there’s not better pics. One of the best parts of modern gaming is the ability to take screencaps and clips easily. I’m spoiled by it. I can’t ever go back. Anyway, count the free lives here. There’s as many as eight, actually. You get one for the 1up, as many as two for the time you have remaining (which gets you a free life for every second you have left after four stages are completed.. it even rounds up doing that.. and as many as five for getting the hat/purse/parasol combo and winning them in a bonus game. That’s batshit.

Well, my family is on-board with this whole Indie Gamer Chick thing, and it so happened we had access to an old school creamed-spinach and pus colored-screen Game Boy, and they tracked down a copy of Donkey Kong ’94. They had to pay $100 for it, but they got fourteen other games with it. I popped in the cart, and the difference was immediately clear. On the very first stage I could spring myself straight up, not once failing to pull-off the triple jump, or any backflips for that matter. Then I switched back to 3DS and the timing window was again much smaller. I had Brian and CJ give it a try too. It wasn’t just me. It was clearly an issue with the emulation. This won’t hurt 90% of games, but if there’s a sequence that has relatively small action-timing windows, you might have trouble getting the hang of it.

So, weirdly enough, while Donkey Kong ’94 is a well-designed (if insultingly easy) action-puzzler, I’m struggling to recommend it on 3DS. I still do, because it’s just plain stupid fun, but I think gamers deserve stronger emulation. While nothing is announced yet, I have to believe some sort of option is coming for Switch. I’ve been playing a LOT of commercial emulated games lately (Castlevania Anniversary Collection, Switch Online’s NES library, Arcade Archives, SNK 40th Anniversary Collection, etc) and I’m used to emulators with cleaner emulation and more bells and whistles. The effort is not there on 3DS Virtual Console. Moreover, Donkey Kong ’94 served as the launch killer app for the Super Game Boy accessory and showed off the capabilities of the device, but none of those color palettes are present here. You get two screen options: black and white or the kava-based-diarrhea greens that the original Game Boy was famous for. None of the more vibrant Super Game Boy colors are here, even though they’re presumably in the game’s code. One thing about Virtual Console: it NEVER went the extra mile (except StarTropics of all games, where the “dip the note in water” shit was digitally recreated).

It’s time for a new commercial Game Boy emulator. I’d even pay extra for it. Or I would have, but considering how hot the NES library started and how much it’s gone to hell over the last couple months (Donkey Kong 3 and Wrecking Crew are the only two new games coming in July), at this point I wouldn’t pay $20 extra a year for the subscription-based service to add Game Boy to the library unless the opening lineup was really good. I’d have no faith that the games they’d add every month would be ones people would actually want. I have their shoddy NES library track record to go off of. Like, seriously, who got excited over TwinBee? Wait, you did? Go stand in the corner for ten minutes and think about what you’ve done.

The map is functionally useless. You don’t move on it. You can’t replay extra levels. It’s just a built-in break between stages.

But, Donkey Kong is good enough to stand on its own even with timing issues. It’s a quick game, too. You can complete most of the 100 levels in under a minute. The most involved puzzles aren’t more complex than “activate lever when enemy is on gate, causing enemy to fall to different platform, allowing you to ride it.” Really, what stands out about Donkey Kong is how fine-tuned the timing is on so many gameplay aspects. You can touch special icons that allow you to place bridges or ladders or single-block platforms that disappear after a short time. But, if you use them right, they always last long enough for you to get whatever part of the puzzle you’re doing without feeling too rushed. The same with the key in each stage, which you pick-up Mario 2-style. If you’re not holding it, it resets to its starting position after a few seconds. But, some levels require you to toss the key around or place it on conveyors. It never once felt like there wasn’t enough time. This is a very polished game in terms of gameplay, if not presentation.

I have no clue why Nintendo even bothered with a lives system, since the game practically hand-feeds you extra ones like you’re fucking Caesar or something. Maybe they thought their fans in 1994 would be unaccustomed to using their brains. I kid. If the game was a punisher, I’d get it. But it’s not. I actually have a theory: I think the special moves weren’t originally in the game. Weirdly enough, Donkey Kong ’94 is the turning point in Mario’s evolution. This is first game where he can be considered a full-fledged acrobat. Before DK ’94, his abilities were limited to running and jumping, with everything else requiring a power-up. Donkey Kong ’94, and not Super Mario 64, is the game that introduced Mario staples like the triple-jump and the backflip. Which is awesome in theory. In execution, you can use them to circumvent so much of the puzzling and platforming that it saps a lot of the design logic out of most stages. Like, seriously, it’s crazy how many stages you can spot the elaborate puzzle intent and then completely ignore it. I literally can picture the puzzle designer laying out the steps required to get the key to the door, then seeing someone just do a tumbling act through the level in seconds, leaving them in tears. I can’t help but wonder if these were last second additions that weren’t all the way thought-through, like the running jumps in Super Mario 2 that weren’t part of the original level conception of Doki Doki Panic.

My theory is that Super Mario 64 had began development by time Donkey Kong ’94 was nearing completion. The jump to 3D was going to be a radical enough change without Mario suddenly having all kinds of new abilities related to his leaping. With no other Mario platform games planned between 1994 and the launch of the Nintendo 64, I think Nintendo shoehorned the gymnastics into Donkey Kong at the last second as a way of prepping Nintendo fans for the acrobatics coming within the next couple years. I have no confirmation of this, but it makes sense to me. Donkey Kong was going to be tied to the highly anticipated Super Game Boy with a big marketing campaign, and Nintendo fans being generationally loyal, would be familiarized with the moves, eliminating some of the learning curve of Mario 64.

Or they just thought it’d be fun. Either/or.

The Donkey Kong encounters are the best stages. Each world has at least one that’s simply based around getting to the platform next to Pauline. The final one of each world involves picking up barrels and hitting DK three times. They’re always fun. DK Junior even cameos in some, proving my theory that Mario is NOT the villain in Donkey Kong Jr.

And yea, pulling off a backflip to skip a ladder or a platform and get higher faster is fun. And the “ta-da” style arm-raise Mario does when pulling off the triple jump is just plain adorable. But those moves also cripple the game’s difficulty. I’d go so far as to call Donkey Kong ’94 the easiest Mario game.. well.. ever. It’d probably be a great game to ease young children into more complex thought-process gaming, but even my father, who has taken up gaming in his early 70s as part of his regime to slow down the progression of Alzheimer’s disease, made it to the game’s fifth world in around two hours with a maximum stockpile of lives. This is only his fifth game he’s playing to the end. It’s too easy. It’s worth mentioning he had fun with it, and so did I. But I also finished Donkey Kong ’94 in about two hours and with 99 lives left. There’s something spectacular here, and I really wish they’d go back to this style of Donkey Kong or Mario vs. Donkey Kong and drop the boring Mini stuff.

Really, there’s two great lost Nintendo series: Mario vs. Donkey Kong (of which Donkey Kong ’94 launched) and Punch-Out!! I can’t see either coming back. One has been turned into a snore-fest Lemmings knock-off, and the other is a game about punching ethnic stereotypes in the face, which is still fun for the record (take my word for it: slugging a Frenchman wearing a beret is totally worth the fine and probation) but not kosher in 2019. Then again, you’d think the idea of Lemmings being suicidal and directionless would also not be considered politically incorrect. You guys know that’s a bullshit urban legend started by the Walt Disney company, right? It’s not true. Lemmings don’t jump off cliffs.

They jump into deep fryers only.

We call them Chicken McNuggets in America.

Donkey Kong was developed by Nintendo
Point of Sale: 3DS

$3.99 said Mario vs. Donkey Kong is worth the $6.99 on Wii U if you still have one in the making of this review.

Donkey Kong is Chick-Approved, but as a non-indie is not eligible for the IGC Leaderboard. Stay tuned for the Retroboards.

NES Remix

No, it’s not an indie. But, I’m not exactly known as someone with a particular fondness for NES “classics” that grew stale before I was even born. When Nintendo surprised everyone Wednesday by debuting NES Remix and announcing it was out right now, it was bizarre. Almost as if they had no confidence in it. But, it looked vaguely like the 9-Volt stages in Wario Ware, which is pretty much my favorite game ever. And my Wii U was starting to get dusty again after I finished Super Mario 3D World. So, $15 later, I was going to see what this game Nintendo was so nervous about hyping for more than a few minutes was all about.

NES Remix is made up of micro-sections of sixteen early first-party NES games, most of which are no fucking good today and probably wouldn’t have been all that fun even back in the day. Look, I appreciate the historical significance of the original Donkey Kong, Super Mario, and Legend of Zelda. But the same franchises have been done better so many times since the 80s. To pretend otherwise seems kind of crazy. Meanwhile, the majority of the games in NES Remix really just aren’t any good at all. Baseball, Pinball, Tennis, Urban Champion, and Golf should be locked in a box and thrown in the middle of the ocean. And Ice Climber? I swear to God, I think it might legitimately be the worst game Nintendo ever made. Not only does it control like it was designed by someone who hates video games, but it also has a tendency to have players fall through the platforms because you’re “too close to the edge.” Even though you’re more than a full character-length on the platform. If there’s a worst first-party game Nintendo has ever put out, I haven’t played it.

Funny enough, it's actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

Funny enough, it’s actually easier to do the bouncy-turtles shell-lives trick in Super Mario 3D World.

So, a collection of sixteen games that I either hate or am totally indifferent to? Games which have not been blessed with the gift of graceful aging? Games which I would never pay the price for off Nintendo’s Virtual Console if they were sold alone? Obviously, we’re talking a real game of the year contender, right?

Well, actually.. yeah.

NES Remix utterly owned me. I got it Wednesday morning, and I played it so much that I ran out the battery on my Wii U pad three times in a single day. Never mind how pitiful it is that a console could have the battery run out that much in a single day. I also will try not to focus too much on how there is absolutely no reason why NES Remix has to be exclusive to the Wii U, or that Nintendo unquestionably lost out on millions in revenue this week alone by not having a 3DS version launch alongside it. Okay, so that’s a lie. It’s kind of the elephant in the room and it requires scrutiny. Nintendo fanboys are saying it’s because Wii U needs exclusive software to justify owning it. That’s a fucking cop-out excuse if I’ve ever heard one. NES Remix is the perfect portable game. Pick-up-and-play mechanics, small goals, a large variety of gameplay styles, and no consequences if you think you have time to kill, turn on your device, then suddenly become busy and have to turn it off. Tethering this diamond to the Wii U would be like hiring Michael Jordan to be on your golf team. I’m sure he’s a damn fine golfer, probably better than your average schmo, but wouldn’t he be better suited on your basketball team? And NES Remix would be better suited on the 3DS. It just would be.

But, the decision was made, and NES Remix is slumming it on the wrong console. Fine. It doesn’t change the quality of the game at all. NES Remix is, as of this moment, the best digital-exclusive Nintendo has ever produced. Like Wario Ware, Nintendo has taken gameplay, stripped out most of the bullshit, then weaponized what was left into the most potently addictive micro-gaming chunks seen since, well, the original Wario Ware. This is gaming in its purest form.  Scoring and/or speed based, no frills, white-knuckle gaming. And I love it.

Sorry to disappoint white supremacists , but the game is called "Clu-Clu Land". With a "C". Just go back to playing Uncharted.

Sorry to disappoint white supremacists , but the game is called “Clu-Clu Land”. With a “C”. Just go back to playing Uncharted.

The NES games are divided into sections by game, which have anywhere between seven to over twenty levels per game, though I don’t believe every game has its own unique stage selection. Baseball, Tennis, Urban Champion, and Donkey Kong 3 seem to have drawn the short straw and don’t have their own sections, and that’s just fine with me. There’s also fifty “remix” stages that do something wacky with the gameplay or graphics, plus twenty-five “bonus stages” that seem more like deleted scenes, cut from the game for a reason. Each stage is scored on a scale from one-star to three-stars, plus if you do really good, a meaningless rainbow star thing appears that doesn’t seem to unlock anything.

The remix stages are treated like the meat of the game, but really, I enjoyed all the non-psychedelic challenges presented here. Stuff like trying to catch 1-up mushrooms in Super Mario, or fighting bosses in Legend of Zelda, one ten-second stage at a time, was hugely satisfying. It even managed to make games like Golf and Balloon Fight more than enjoyable, something I never imagined was possible. I knocked out most of those before I ever started on the Remix stages, which were often pretty cool too. You might have to play a full stage in Super Mario where the game auto-runs for you. As it turns out, Super Mario makes a great auto-runner. Who would have thunk it? Other challenges might be related to the presentation, like having the camera pull back, showing multiple, progressively smaller screens. When I played these stages, I would then look away from the Wii U pad, where my room now seemed to be pulling back and shrinking. It was trippy. And awesome.

Not all the remix stages were well conceived. A couple of them involve you playing Donkey Kong using Link. No, you can’t use your sword for some fucking stupid reason. Also, you can’t jump. Ever tried to beat the first stage in Donkey Kong without jumping? It’s way tougher than it sounds. You’re basically left up to the whims of fate, hoping against hope that the barrels don’t go down the ladders you’re about to cross, since you have no way of defending yourself or otherwise avoiding them. My gut instinct tells me they originally planned to let you use the sword for these sections (since it makes no fucking sense to have Link in Donkey Kong and not be able to swing your sword) but they couldn’t do it right (it’s really just a ROM hack, with Link painted over Mario), so they just left it the way it was. Of course, the whole ROM hack theory doesn’t explain why you can’t jump. Other ill-thought-out stages include Pinball (a crap game on its own, like most of the games in this collection) where the flippers are invisible, an Ice Climber stage where the only hook is the graphics become Game Boy-like (and this one screws up sometimes by having the mono-Gameboy sound be present during the NES part, and vice versa), or fighting “imposters” in Balloon fight that are the exact same enemies you already take on, re-skinned to look like you. Really, some of them are just plain lazy. But this is the same company that has put out roughly fifty-billion ports of the 75% complete NES version of Donkey Kong. I’m almost convinced that Nintendo is the Japanese word for half-assed.

The biggest problem with NES Remix is these are the exact same games that they’ve always been, only broken down into microscopic chunks. Although this makes some of the games more palatable, all their original control flaws are still present. I mentioned Ice Climber above, which is probably Nintendo’s most broken controlling game. But actually, the original Mario Bros. is nearly as crippled. The jumping physics are horrible, requiring you to build up momentum to make a jump. Only sometimes this doesn’t seem to work. Plus, landing on a platform above you requires you to land perfectly flush on it. If a micro-pixel isn’t on, you fall through the platform. In games scored entirely around timing, shit like this is fucking maddening. Additionally, Baseball, Tennis, and especially Clu Clu Land (my buddy Cyril’s choice for Nintendo’s worst first-party game) control the same as they always have: like shit.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I'm not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

One of the Zelda stages (not the one pictured) required me to use the candle to burn a tree down and reveal a hidden staircase. As God as my witness, I burned every God damned tree on the screen at least three times each and the staircase never appeared. I restarted the stage and the next time the very first tree I torched revealed the staircase. I’m not sure if it was a glitch or not. I never bothered to replay it after that. I had already ripped out enough of my hair by that point that my scalp was bleeding.

Another issue, which is kind of minor, is that the difficulty of each challenge, in terms of what will give you a three-star rating and what won’t, varies wildly. In one of the Super Mario levels that is divided into three sub-stages, the object is to enter a warp pipe. The target time for three stars was 30 seconds. Getting this required near-perfect runs. I twice finished at 30.1 seconds because I had trouble lining up in the under-water pipe or something. Eventually, I did get the three-star rating I had coveted, clocking in at 29.6. No rainbow stars though, and I’ll be damned if I can guess where I could possibly make up the time for it. Edit: Oh my God, I am such a fucking idiot.  I thought I had attempted to enter all the pipes in the second stage. It turns out there was a much, much closer pipe I could have entered than the one I was going into. I just finished in 24 seconds and rainbowed. I suck. But then I would play multiple other stages where I could die three or four times and still score three-stars with rainbows even though my performance could best be summed up as “pitiful.” There was no consistency from one stage to the next, and it takes the oomph out of the sense of accomplishment I sometimes felt.

Despite those issues, NES Remix is honest-to-God my new favorite Wii U game. Certainly Nintendo’s best digital-exclusive in their history. I was utterly hooked for three solid days on it. It even did the impossible and made Urban Champion fun for like five seconds, which by my count, is three seconds longer than Wario Ware accomplished. (UPDATE: I hadn’t ever played Urban Champion by this point, and eventually gave it the IGC Seal of Approval. Go figure!) Although I have no fucking clu-clu why this is exclusive to Wii U, this is a must own. At least, I think it is. Opinions are hugely divided here. One trend I’ve noticed: older gamers that played the originals to death in the 80s seem to like this a lot less than myself and younger gamers have. I’m guessing if you’ve played the original Super Mario Bros. once a week for the last thirty years, you probably would be bored by some of the “challenges” here, like playing level 3-3 with all the platforms invisible. See though, I don’t have every nuisance of these games committed to memory, and probably for that reason, this could very well end up being my Game of the Year. So a word of advice to the younger Nintendo fanboys out there: don’t schedule a monthly play-through of New Super Mario Bros. or Pikmin 3, or else when Wii U Remix comes out in 2043 for the Nintendo Wii UeuPrince logo.svgmI3, you’ll be sorry.

NES Remix LogoNES Remix was developed by Nintendo

Seal of Approval Large$14.99 said “the game just fucking came out, so stop talking about sequels already you annoying fucking fanboys” in the making of this review.

NES Remix is Chick-Approved, but not remotely Leaderboard eligible (non-Indie)