Only thing I didn't like was color coded nanners. The rest was alright. Most of my time was spent in multiplayer otherwise because I have a functional family.
That said any N64 remake needs to have a CRT filter to view what the game was actually like. All the old games looked OK on CRT and they look like shit on modern TVs
I started it for a casual playthrough without even thinking about trying to get everything, but each world progressed to starts getting worse and worse. By Gloomy Galleon, everything feels needlessly spread out over large distances and just makes looking for anything you haven't gotten yet feel like a chore, and then I got to Fungi Forest and realized this shit was gonna keep on being a thing on top of a day and night system you'll have to keep going back to a clock to change between, and I just never really picked the game back up, and now I don't even have that save anymore, and I sure don't feel motivated to try and get all the way back to that point. Doesn't help that a LOT of the Golden Bananas are really from minigames, which are incredibly hit or miss. Like it has to be at least half the golden bananas in the game or something, they're so fricking common.
Every time I see someone say "It's ONLY bad if you try to 100% it", I beg to differ, it's obviously a lot less painful to finish without 100%, but it's still stops being fun long before you reach that finish line with far too much unnecessary padding for its own good.
I always associated this game with my rich neighbor who didn't want to lend me this game for more than three days, claiming his Nintendo 64 didn't work without the expansion pack. so I never finished it
>Doesn't help that a LOT of the Golden Bananas are really from minigames, which are incredibly hit or miss. Like it has to be at least half the golden bananas in the game or something, they're so fricking common.
between this and how often they repeat other concepts to get bananas but you use a different character to do the exact same task the game is really stretched thin in terms of actually unique challenges, and most of the ones that are 'unique' are just shit game in this style was doing
>Now that the dust has settled
That never happened. Zoomoid subhumans hate the N64 (despite never playing it) and collectathons in particular because youtube man said so. These people aren't really human. They exclusive parrot popular opinions.
DK64 is designed like a test they would give a monkey in a lab. push the button to make X happen is all you do - its way too railroaded unlike banjo (shoot a switch to open a gate and then at the end of the hallway is a gate a different character has to shoot so backtrack to a tag barrel just to move from one part of the level to another) and unlike conker it repeats the same mechanics and minigames over and over instead of being a roulette of setpieces. it also doesn't get to have nearly as much of that cheeky british humor because this is a nintendo IP instead of a fully original one.
also I dunno how they were expecting little kids to beat the original DK arcade game with no continues twice in order to beat the game. I knew a few people that had this game as a kid and none of us actually fricking finished it, we just did everything else and played the pretty good multiplayer mode
No
First it's nothing like previous DK games and if you went into it with the expectation of the DKC games you've played before but on the N64 you would be let down.
Second is it's a collectathon to the most extreme degree, with nearly everything being restricted to certain kongs taking the backtracking from being too much to over the top unnecessary that exists for no reason than to pad game time.
3. Finding hidden secrets was a punishment rather than a reward.
4. Beaver Bother. if you know, you know.
>it's nothing like previous DK games and if you went into it with the expectation of the DKC games
the DKC games were nothing like the previous DK games either
The cracks really start to show by the time you get to Crystal Caves. Game starts running on fumes and finding really lame excuses for new powerups. They could have cut that entire world and just expanded all the other ones and it would have been much better.
It's the ultimate zoomer filter. >e-celebs tell them it's bad so they go into it already expecting to hate it >gold bananas and each character's colored bananas usually take time to get, therefore there's no sense of instant gratification >you HAVE to play old school arcade games before you take on K. Rool, retro jank and all
>can't fight the final boss (a fricking perfect one at that) until you beat the original game, then the original game again with only a single life, and then Jetpac >every time you lose in the arcade version, you have to do the lever cutscene over again
Fricking brutal. I am glad I completed this as a kid, because retrying it is a fricking slog. Loved the hell out of Jetpac, though.
It’s good, always has been. The problem is that Gen z don’t actually play video games, they get all of their opinions from overly critical streamers and YouTube ecelebs, people who think being contrarian makes them interesting
It's pretty good, the game's levels were just designed to be played for multiple playthroughs and that was something people weren't prepared for. So it left a bad impression. The game's levels are actually well designed and some of the puzzles involved in getting Golden Bananas were very clever. Lots of great skill and path memorization too, so it learned from the basic core of good arcade games. The emulated games as well were a novelty for the time and weren't fully explored until Animal Crossing.
It's only true fault is bonus games like this that have bad hitboxes and enemy pathing as well as some bonus games that are terrible emulated because the game accounts for slow down on real hardware, with emulation it causes the timer to go too fast, a problem on Wii/Wii U VC as well.
I could never get to the final boss because the door to him required you to have the token from beating the donkey kong arcade game and it filtered the frick out of me as a kid
I enjoyed it for the most part, but some of the mini games were just not fun, and got repetitive really quick. Collecting things didn't bother me because I like collecting things.
It wasn't bad. But everyone was expecting a 3D DKC with all the quality they'd come to expect from Rare. Instead Rare delivered a collectathon with puzzles and minigames with stages that offered little challenge, pushover enemies and only 2 remotely difficult boss fights.
10/10 music
10/10 aesthetic
Some of the most gorgeous graphics on the N64
An interesting and well implemented ape swapping system the game was designed around.
It was a 9.5/10 game overall. Skill filters youtuber hacks and trannies.
I played and beat it in the project 64 using a fricking keyboard more than a decade ago. How you homosexuals are having this much difficult playing this game?
I tried liking this game, but it always was too glitchy. Like when I hear this track
I'd always hear shotgun reloading sounds. Only to be followed up by a character model dragging across the floor, barely even modeled correctly. even now I hear it, and it's just creepy, ontop of
I'm adamant that DK64 would be one of the greatest 3D platformer collectathons ever if it just got a remaster with modern QoL changes, like switching Kongs on the fly.
Too bad it's a game fated to never get remade.
The game is still full of terrible minigames which imo is the biggest issue, even bigger than the game having too much stuff to do. It's like they wanted to make this massive game but then were given a deadline and decided to put almost every banana behind a reptetitve and unfun minigame.
It did feel like they were overly reliant on the minigames and used them as a crutch. They call them "bonus stages" even though like 10 of the 25 bananas in each level are behind them.
>beaver bother in creepy castle
was ready to ragequit at 200/201 bananas right there, fricking glitchy piece of shit minigame that doesn't fricking work unless it wants to
>Game is bad because it has too much content.
E-Celebs are moronic. People over exaggerate act like this is Dragon Warrior VII in terms to how big it is
This game was loved when it came out. Only at the beginning of the 2010s did this game's reception really fall and was reexamined.
What zoomers here don't understand is that many gamers in the 5th and even the 6th generation really just enjoyed running and jumping around in a 3d space in and of itself and playing with the mechanics. Today, a lot of this is seen as pure filler that hurts the game, but at the time, it was giving you an excuse to do what people wanted.
This but also it wasn't that bad. You didn't even need to get 100% of the items to get 100%.
It's mostly speedruners and autists that replay the game every day that hates it
>Only at the beginning of the 2010s did this game's reception really fall and was reexamined
i swear this is the case with most N64 games because half of these homies are all playing on an emulator where stick sensitivity is completely fricked, last time i replayed DK64 was on wiiu and aiming and trying to use diddys jetpack were completely fricked, good thing it had the inbuilt "slow the aiming to nothing" button which EVERY n64 game with first person aiming should have had
It's amazing to think it was the only way to play the arcade version of Donkey Kong on (at the time) modern consoles before the Arcade Archives release on Switch
I've always been curious about that version. It's obviously not a 1:1 complete replica of the arcade original but I wonder how much of the source code was actually used to make it. I'd love to see a side by side in depth comparison.
>barrel is ostensibly a bonus, a reward for finding it >almost every bonus barrel feels like a chore, an extra hoop to jump through when you should have already gotten your reward
there were some well designed bonus barrels but most of them were either neutral or annoying, especially beaver bother.
Both it and tooie suffer from the same issue of everything being too god damn big.
Its crazy to me they got things so right the first time with BK and then just fricked it up on all the later collectathons.
Its like they were using tick tock clock as the baseline for the future games, instead of something like treasure trove grove,
Also to top it off playtonic saw all of this and went: "you know what we need? frickhuge worlds with nothing in them" and just made the same mistake again.
I don't know what compels these developers to think bigger = better. I mean look at the level sizes in most romhacks.
I think there's a good balance of lightning-in-a-bottle and talented game designers with a great idea
I'm just really taken aback that the devs' main takeaway from improving BK was that the levels were too small of all fricking things
yeah i suppose so, there was definitely talent there. its just weird that it seems like, however many years later, the guys working on YL couldnt reflect on what made bk great. i got to the casino area in YL and just ran out of steam and quit cause i couldnt figure out where i was missing things in the giant open area.
Not really
Only thing I didn't like was color coded nanners. The rest was alright. Most of my time was spent in multiplayer otherwise because I have a functional family.
the multiplayer was terrible though
It was fun.
Pop noise made me laugh
>Fricking expansion pak
It's included with the game, you moronic monkey.
Tremendous zoomba filter.
Solid game. I got everything in this game then my brother deleted my save file. Was a good game. Lots of farts.
That said any N64 remake needs to have a CRT filter to view what the game was actually like. All the old games looked OK on CRT and they look like shit on modern TVs
>Was a good game. Lots of farts.
What did anon mean by this?
I started it for a casual playthrough without even thinking about trying to get everything, but each world progressed to starts getting worse and worse. By Gloomy Galleon, everything feels needlessly spread out over large distances and just makes looking for anything you haven't gotten yet feel like a chore, and then I got to Fungi Forest and realized this shit was gonna keep on being a thing on top of a day and night system you'll have to keep going back to a clock to change between, and I just never really picked the game back up, and now I don't even have that save anymore, and I sure don't feel motivated to try and get all the way back to that point. Doesn't help that a LOT of the Golden Bananas are really from minigames, which are incredibly hit or miss. Like it has to be at least half the golden bananas in the game or something, they're so fricking common.
Every time I see someone say "It's ONLY bad if you try to 100% it", I beg to differ, it's obviously a lot less painful to finish without 100%, but it's still stops being fun long before you reach that finish line with far too much unnecessary padding for its own good.
I always associated this game with my rich neighbor who didn't want to lend me this game for more than three days, claiming his Nintendo 64 didn't work without the expansion pack. so I never finished it
He was right, you either need the expansion pack or the jumper pack that was already in there for it to work.
>Doesn't help that a LOT of the Golden Bananas are really from minigames, which are incredibly hit or miss. Like it has to be at least half the golden bananas in the game or something, they're so fricking common.
between this and how often they repeat other concepts to get bananas but you use a different character to do the exact same task the game is really stretched thin in terms of actually unique challenges, and most of the ones that are 'unique' are just shit game in this style was doing
Serious answer now. I love Donkey Kong 64 to death, but it is loaded with bad game or subpar game design. puts it well.
>Now that the dust has settled
That never happened. Zoomoid subhumans hate the N64 (despite never playing it) and collectathons in particular because youtube man said so. These people aren't really human. They exclusive parrot popular opinions.
Zoomers are almost 30 anon, you're thinking of Gen Alpha.
Tfw 2015 was almost ten years ago
Gen As are 12. They don't even have opinions yet.
DK64 is designed like a test they would give a monkey in a lab. push the button to make X happen is all you do - its way too railroaded unlike banjo (shoot a switch to open a gate and then at the end of the hallway is a gate a different character has to shoot so backtrack to a tag barrel just to move from one part of the level to another) and unlike conker it repeats the same mechanics and minigames over and over instead of being a roulette of setpieces. it also doesn't get to have nearly as much of that cheeky british humor because this is a nintendo IP instead of a fully original one.
also I dunno how they were expecting little kids to beat the original DK arcade game with no continues twice in order to beat the game. I knew a few people that had this game as a kid and none of us actually fricking finished it, we just did everything else and played the pretty good multiplayer mode
No
First it's nothing like previous DK games and if you went into it with the expectation of the DKC games you've played before but on the N64 you would be let down.
Second is it's a collectathon to the most extreme degree, with nearly everything being restricted to certain kongs taking the backtracking from being too much to over the top unnecessary that exists for no reason than to pad game time.
3. Finding hidden secrets was a punishment rather than a reward.
4. Beaver Bother. if you know, you know.
>it's nothing like previous DK games and if you went into it with the expectation of the DKC games
the DKC games were nothing like the previous DK games either
The cracks really start to show by the time you get to Crystal Caves. Game starts running on fumes and finding really lame excuses for new powerups. They could have cut that entire world and just expanded all the other ones and it would have been much better.
I like it, but it definitely feels like leftover B side content from Kazooie and a beta test for Tooie's features.
It's the ultimate zoomer filter.
>e-celebs tell them it's bad so they go into it already expecting to hate it
>gold bananas and each character's colored bananas usually take time to get, therefore there's no sense of instant gratification
>you HAVE to play old school arcade games before you take on K. Rool, retro jank and all
brainless contrarian post
I hate you for speaking true
>can't fight the final boss (a fricking perfect one at that) until you beat the original game, then the original game again with only a single life, and then Jetpac
>every time you lose in the arcade version, you have to do the lever cutscene over again
Fricking brutal. I am glad I completed this as a kid, because retrying it is a fricking slog. Loved the hell out of Jetpac, though.
i love this osng i listen to it every single day multiple times a day
>the monkey noises
i do them out loud i love this song
The Fungi Forest music hits me so fricking hard nostalgically. That level was fricking magic for me when I was a kid.
Damn, just hearing the day one takes me back to the late 2000s.
In retrospect, it wasn’t that good.
I usually hear people hate on it because it's an excessively big collect-a-thon but I've never played it and want to try to beat at least once.
It’s good, always has been. The problem is that Gen z don’t actually play video games, they get all of their opinions from overly critical streamers and YouTube ecelebs, people who think being contrarian makes them interesting
Do they actually get all their opinions from yters rather than forming their own?
It's pretty good, the game's levels were just designed to be played for multiple playthroughs and that was something people weren't prepared for. So it left a bad impression. The game's levels are actually well designed and some of the puzzles involved in getting Golden Bananas were very clever. Lots of great skill and path memorization too, so it learned from the basic core of good arcade games. The emulated games as well were a novelty for the time and weren't fully explored until Animal Crossing.
It's only true fault is bonus games like this that have bad hitboxes and enemy pathing as well as some bonus games that are terrible emulated because the game accounts for slow down on real hardware, with emulation it causes the timer to go too fast, a problem on Wii/Wii U VC as well.
Honestly it was a better game than Banjo Tooie.
They're both shit for similar reasons
Honestly Banjo Kazooie is better in every aspect.
I could never get to the final boss because the door to him required you to have the token from beating the donkey kong arcade game and it filtered the frick out of me as a kid
Now that I'm older, I realize that Candy Kong giving you melons is a sex reference
Rare were super thirsty.
How did they get away with it? And on Nintendo hardware, no less
They were bongs. Bongs have a severe attraction to breasts, as do most insular-breeding nations, since inbreeding results in massive breast sizes.
But enough antisemitism
>since inbreeding results in massive breast sizes.
you just made that up
hot grunty was the good ending and i'm tired of pretending it wasn't
It depends on how hot Tooty becomes. We'll never know sadly.
I loved it. Will always have a special place in my heart
I enjoyed it for the most part, but some of the mini games were just not fun, and got repetitive really quick. Collecting things didn't bother me because I like collecting things.
Kino 9/10 N64 powerhouse
Diddy Kong racing is the better game.
It wasn't bad. But everyone was expecting a 3D DKC with all the quality they'd come to expect from Rare. Instead Rare delivered a collectathon with puzzles and minigames with stages that offered little challenge, pushover enemies and only 2 remotely difficult boss fights.
10/10 music
10/10 aesthetic
Some of the most gorgeous graphics on the N64
An interesting and well implemented ape swapping system the game was designed around.
It was a 9.5/10 game overall. Skill filters youtuber hacks and trannies.
I played and beat it in the project 64 using a fricking keyboard more than a decade ago. How you homosexuals are having this much difficult playing this game?
i think i actually prefer it over banjo
I tried liking this game, but it always was too glitchy. Like when I hear this track
I'd always hear shotgun reloading sounds. Only to be followed up by a character model dragging across the floor, barely even modeled correctly. even now I hear it, and it's just creepy, ontop of
sounds like you tilted your cartridge bro
I'm adamant that DK64 would be one of the greatest 3D platformer collectathons ever if it just got a remaster with modern QoL changes, like switching Kongs on the fly.
Too bad it's a game fated to never get remade.
The game is still full of terrible minigames which imo is the biggest issue, even bigger than the game having too much stuff to do. It's like they wanted to make this massive game but then were given a deadline and decided to put almost every banana behind a reptetitve and unfun minigame.
It did feel like they were overly reliant on the minigames and used them as a crutch. They call them "bonus stages" even though like 10 of the 25 bananas in each level are behind them.
>beaver bother in creepy castle
was ready to ragequit at 200/201 bananas right there, fricking glitchy piece of shit minigame that doesn't fricking work unless it wants to
There are two Beaver Bother minigames in Creepy Castle. I shit you not.
really? frick i can only remember the one with chunky when you need like 20 beavers in the hole
Even as a kid I didn't enjoy it all that much, though I appreciated the atmosphere of some of the levels. It's a chore. I'd take even Tooie over DK64.
Banjo-kazooie had the perfect amount of collectables and mystery around it. This one had too many collectables imo
Shit game like all Nintendo 64 games.
>Game is bad because it has too much content.
E-Celebs are moronic. People over exaggerate act like this is Dragon Warrior VII in terms to how big it is
People shat on DK64 and Tooie years before Youtube existed.
YouTubers popularized it and nowadays Donkey Kong 64 is seen as a bad game for no reason.
There are plenty of reasons why it's not a good game posted in this very thread. It has flaws.
This game was loved when it came out. Only at the beginning of the 2010s did this game's reception really fall and was reexamined.
What zoomers here don't understand is that many gamers in the 5th and even the 6th generation really just enjoyed running and jumping around in a 3d space in and of itself and playing with the mechanics. Today, a lot of this is seen as pure filler that hurts the game, but at the time, it was giving you an excuse to do what people wanted.
This but also it wasn't that bad. You didn't even need to get 100% of the items to get 100%.
It's mostly speedruners and autists that replay the game every day that hates it
Yep.
>Only at the beginning of the 2010s did this game's reception really fall and was reexamined
i swear this is the case with most N64 games because half of these homies are all playing on an emulator where stick sensitivity is completely fricked, last time i replayed DK64 was on wiiu and aiming and trying to use diddys jetpack were completely fricked, good thing it had the inbuilt "slow the aiming to nothing" button which EVERY n64 game with first person aiming should have had
i spent so much time playing classic Donkey Kong in it
It's amazing to think it was the only way to play the arcade version of Donkey Kong on (at the time) modern consoles before the Arcade Archives release on Switch
I've always been curious about that version. It's obviously not a 1:1 complete replica of the arcade original but I wonder how much of the source code was actually used to make it. I'd love to see a side by side in depth comparison.
The levels were too big. Literally. Those steps in the pyramid should not need a crouch jump to climb.
>barrel is ostensibly a bonus, a reward for finding it
>almost every bonus barrel feels like a chore, an extra hoop to jump through when you should have already gotten your reward
there were some well designed bonus barrels but most of them were either neutral or annoying, especially beaver bother.
Both it and tooie suffer from the same issue of everything being too god damn big.
Its crazy to me they got things so right the first time with BK and then just fricked it up on all the later collectathons.
Its like they were using tick tock clock as the baseline for the future games, instead of something like treasure trove grove,
Also to top it off playtonic saw all of this and went: "you know what we need? frickhuge worlds with nothing in them" and just made the same mistake again.
I don't know what compels these developers to think bigger = better. I mean look at the level sizes in most romhacks.
kinda makes me think banjo 1 being so good was just a fluke
I think there's a good balance of lightning-in-a-bottle and talented game designers with a great idea
I'm just really taken aback that the devs' main takeaway from improving BK was that the levels were too small of all fricking things
yeah i suppose so, there was definitely talent there. its just weird that it seems like, however many years later, the guys working on YL couldnt reflect on what made bk great. i got to the casino area in YL and just ran out of steam and quit cause i couldnt figure out where i was missing things in the giant open area.
this game rules bro. having to run through each level 5 times looking for shit to pick up and doing broken minigames is so poggers.
It was a fun game with some cool concepts though they really needed to make an easier character switching mechanic for five characters.
I really wish that this and the original Smash Bros would get added to the switch already.