Donkey Kong Country | |
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North American box art
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Developer(s) | Rare |
Publisher(s) | Nintendo |
Director(s) | Tim Stamper Chris Stamper |
Designer(s) | Gregg Mayles |
Programmer(s) | Chris Sutherland |
Artist(s) |
Steve Mayles Kevin Bayliss Mark Stevenson Adrian Smith |
Writer(s) | Gregg Mayles Dan Owsen |
Composer(s) |
David Wise Eveline Fischer Robin Beanland |
Series | Donkey Kong Country |
Platform(s) | SNES, Game Boy Color, Game Boy Advance |
Release date(s) | |
Genre(s) | Platformer |
Mode(s) | Single-player, multiplayer |
Review scores | ||||
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Publication | Score | |||
GBA | GBC | SNES | Wii | |
AllGame | N/A | N/A | ||
EGM | N/A | N/A | 9.25 of 10 | N/A |
Famitsu | N/A | N/A | 31 of 40 | N/A |
Game Informer | N/A | N/A | 9.5 of 10 | N/A |
IGN | 8.0 of 10 | 9.0 of 10 | N/A | 8.5 of 10 |
Nintendo Power | N/A | 8.3 of 10 | N/A | N/A |
Aggregate scores | ||||
GameRankings | 79% | 90% | 89% | N/A |
Metacritic | 78% | N/A | N/A | N/A |
Donkey Kong Country is a 1994 platforming video game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System. It was first released in November 1994, and under the name Super Donkey Kong (スーパードンキーコング Sūpā Donkī Kongu?) in Japan. The game was later re-released for the Game Boy Color (2000), Game Boy Advance (2003), Wii Virtual Console (2007), Wii U Virtual Console (2014), and New Nintendo 3DS (2016) with a perfect pixel mode.
The game is set on "Donkey Kong Island" and centres around Donkey Kong and his nephew Diddy Kong, who must recover their stolen hoard of bananas from King K. Rool and the Kremlings. Development of the game first began shortly after Rare's Tim and Chris Stamper ran experiments with a Silicon Graphics workstation, rendering realistic 3D sprites. Nintendo became interested in Rare's work and soon acquired 49% of the company which culminated in the production of a new title using Alias and SGI technology for the SNES console. The Stamper brothers expressed an interest to create a standalone Donkey Kong game, and assembled a team of 12 to work on the game over an 18-month development cycle.