Main game
3.92 average rating based on 1432 ratings
Finally finished my playthrough of this which marks a finish to my journey with all 5 DKC games. Not quite sure how to feel about Returns, I have so much love for DKC, it was my introduction to gaming back on the SNES in the very early 2000's, so in a weird way I owe a lot of who I am today to this franchise.

For old fans, Returns will likely grow on you as the stages progress. Some of the mid to late stages are very reminiscent of the original game. There are enough changes here though to throw some people completely off which I understand. For new players, Returns and Tropical Freeze offer a great introduction to the world of DKC. It doesn't have the same level of charm for me personally, but nevertheless the game brings the franchise more inline with the modern generation of platformers. The difficulty spike in the later game is huge and I can see a lot of players (especially younger gamers who might not have much platforming experience) really struggling here.

It's this difficulty spike that really conflicts me. The game starts to get interesting with a nice flow towards the …
Finally finished my playthrough of this which marks a finish to my journey with all 5 DKC games. Not quite sure how to feel about Returns, I have so much love for DKC, it was my introduction to gaming back on the SNES in the very early 2000's, so in a weird way I owe a lot of who I am today to this franchise.

For old fans, Returns will likely grow on you as the stages progress. Some of the mid to late stages are very reminiscent of the original game. There are enough changes here though to throw some people completely off which I understand. For new players, Returns and Tropical Freeze offer a great introduction to the world of DKC. It doesn't have the same level of charm for me personally, but nevertheless the game brings the franchise more inline with the modern generation of platformers. The difficulty spike in the later game is huge and I can see a lot of players (especially younger gamers who might not have much platforming experience) really struggling here.

It's this difficulty spike that really conflicts me. The game starts to get interesting with a nice flow towards the middle, but then the difficulty gets to a point where it isn't fun anymore. A lot of levels have you feeling relieved for getting through them, rather than feeling satisfied with your skill to beat them, and that's a big problem. The minecart levels are back and harder than ever, but it's the new rocket levels which are even more challenging.
Thankfully there's an invincible mode where the game will ask if you want to be guided through the level if you're struggling. You can even take control of the invincible DK and upon completion you can move on to the next level which is a life saver sometimes. You'll get a long playtime out of this too, if you want to get the many collectibles you'll spend even longer playing.

The gameplay, animations, and sounds are all pretty great here. There's lots of enemy variety, different attacks and new move sets compared to the original. Some people will take issue with the way DK handles compared to the original games, myself included. But fundamentally this is a new era for the series and a departure from the original games. On that note, frustratingly Diddy Kong is no longer a playable character either, but the addition of having him in your back really does help with traversing levels.

If you enjoy platformers this is definitely one to check out, but I would also suggest checking out the other games in the series too as they all offer something different. The levels are themed and varied, the music is familiar if you've played the originals, and you'll get some good playtime out of it. Just be ready for some serious challenge towards the end!
I'm having a hard time rating this game because its difficulty just broke me. I suck at platformers and this is hands down the hardest one I've ever played. Of course, hardcore enthusiasts will mention Super Meat Boy or whatever, but I don't bother with those because I know I'm heading for frustration. It's hard to draw the line between fair difficulty and your own skill level, and I think what kills it for me is that even after getting through the whole game I feel like I didn't get any better at it, which is different from my experience with other games I've played that are considered hard. I learned the patterns, I went through the levels but upon finishing them I felt more relief than excitement, like it was the wrong kind of rush. Even playing in my 3DS with an "easy" mode that grants you an extra heart (with a total of six with Diddy Kong), there's a ton of one hit or pitfall instant deaths that make that irrelevant
That said, there is so much love and clever design ideas in this game that made we want to experience all of it, and I think that …
I'm having a hard time rating this game because its difficulty just broke me. I suck at platformers and this is hands down the hardest one I've ever played. Of course, hardcore enthusiasts will mention Super Meat Boy or whatever, but I don't bother with those because I know I'm heading for frustration. It's hard to draw the line between fair difficulty and your own skill level, and I think what kills it for me is that even after getting through the whole game I feel like I didn't get any better at it, which is different from my experience with other games I've played that are considered hard. I learned the patterns, I went through the levels but upon finishing them I felt more relief than excitement, like it was the wrong kind of rush. Even playing in my 3DS with an "easy" mode that grants you an extra heart (with a total of six with Diddy Kong), there's a ton of one hit or pitfall instant deaths that make that irrelevant
That said, there is so much love and clever design ideas in this game that made we want to experience all of it, and I think that speaks volumes about its quality. Just getting all the KONG letters and puzzle pieces in the very first level made me wish I could explore every nook and cranny of this game without that becoming a nightmare. Makes me want to take a good, long break from the series before trying Tropical Freeze, which I will do eventually because -like I said- there are so many cool ideas realized in these games. It's like a beautiful, well made baseball bat that's unfortunately not in my hands to have fun at a batting box but to get the bananas beaten out of me over and over again.
I was really determined to finish this game even though I was constantly unsure whether I enjoy it or not. I think visuals are nice. Some levels were visually very memorable and generally no complaints here. Music of course is great but since it was mostly recycled version of the first Donkey Kongs I can't give much points for originality. Gameplay wise, the abundance of bananas was a bit annoying. I tolerate "coins" when they serve purpose of guiding you. But in this game there were so many instances where they make you collect useless bananas just to create cheap gratification. And there are just so many of them. Donkey kong country returns has a very weird difficulty. They wanted to create a game that would be enjoyable by both seasoned players and players that want to take it easy. They created a weird blend that ultimately just doesn't feel right for me. I think Diddy kong upgrade is problematic as it is present in all levels and makes platforming so much easier as you can slow down your falling. Because of that, first three worlds were so easy that it felt like they were playing by themselves which was …
Read MoreI was really determined to finish this game even though I was constantly unsure whether I enjoy it or not. I think visuals are nice. Some levels were visually very memorable and generally no complaints here. Music of course is great but since it was mostly recycled version of the first Donkey Kongs I can't give much points for originality. Gameplay wise, the abundance of bananas was a bit annoying. I tolerate "coins" when they serve purpose of guiding you. But in this game there were so many instances where they make you collect useless bananas just to create cheap gratification. And there are just so many of them. Donkey kong country returns has a very weird difficulty. They wanted to create a game that would be enjoyable by both seasoned players and players that want to take it easy. They created a weird blend that ultimately just doesn't feel right for me. I think Diddy kong upgrade is problematic as it is present in all levels and makes platforming so much easier as you can slow down your falling. Because of that, first three worlds were so easy that it felt like they were playing by themselves which was rather unengaging. The enemy variety was also bad. Playing the same levels without Diddy kong was a bit more interesting as you had to be more precise. And that was also true for later levels where difficulty spiked. And that difficulty spike was welcome for me but for players that just want to take it easy, it felt very punishable. But regardless of that, the movement of Donkey kong always felt sluggish and slow. I hate the roll and how they implemented it with holding the R button while you are in the movement. I missed it so many times because Donkey Kong is just so slow to turn around or to start runnung. Because I really didn't like the feel of controlling Donkey kong, it is no surprise that the levels in which I started to enjoy myself were mine cart levels that drive on their own. They were fast, tight, thrilling and made you memorise the level in order to complete it. Rocket riding levels are similar and therefore enjoyable as well. Overall I am glad that I completed this game as last volcano world was satisfyingly challenging. But at the same time I think there are so many much better platformers to play than this game.
Read LessDonkey Kong Tropical Freeze was my first Donkey Kong Country game, and boy did it live up to the hype. Playing that game felt like an otherworldly experience, I truly felt like a Donkey Kong. It has been two years since then, but I finally played another game in the series, and the experience left me with conflicting emotions. It was not all sunshine and bananas this time around.
Because I played Tropical Freeze first, I was used to Donkey Kong's movement in Returns, and I think it works just fine. I know the movement throws some people off, it takes a second to get used to it. Don't go into this game expecting to control Mario, you are controlling a big ape. Donkey Kong takes a second to start running and that weight makes him slow to turn around. You have to react quickly to get Donkey Kong where you want to go in the harder levels.
I was having a good time in the first few worlds. Compared to other retro revival platformers that came out around the same time as Returns, I thought the game was genius. Each level tried different things, had good pacing, and were …
Donkey Kong Tropical Freeze was my first Donkey Kong Country game, and boy did it live up to the hype. Playing that game felt like an otherworldly experience, I truly felt like a Donkey Kong. It has been two years since then, but I finally played another game in the series, and the experience left me with conflicting emotions. It was not all sunshine and bananas this time around.
Because I played Tropical Freeze first, I was used to Donkey Kong's movement in Returns, and I think it works just fine. I know the movement throws some people off, it takes a second to get used to it. Don't go into this game expecting to control Mario, you are controlling a big ape. Donkey Kong takes a second to start running and that weight makes him slow to turn around. You have to react quickly to get Donkey Kong where you want to go in the harder levels.
I was having a good time in the first few worlds. Compared to other retro revival platformers that came out around the same time as Returns, I thought the game was genius. Each level tried different things, had good pacing, and were visually distinct from each other. The music and graphics were just a delicious cherry on top.
Then World 4 happened
Every level in the mine world was a rocket ship or mine cart level, and they had plenty of one hit kill obstacles and pits that make you do large chunks of the level over again. Having one mine cart or rocket ship level in a world is great for level variety, but having to do multiple mine cart levels in a row killed the pacing. The difficulty began to feel cheap. I started to feel relieved or tired at the end of a level rather than excited, I did not feel like my platforming skills were improving. These levels combined with the overabundance of objects to ground pound and blow on made me feel like the game was constantly trying to make me slow down to pad out the run time.
The next world continued the trend of annoying level design. There was one level with spike balls that demanded precise platforming, and it did not feel good with Donkey Kong's heavier movement. There was one part where a spike ball would be guaranteed to hit you unless you had Diddy with you to do the longer roll attack, but there was no Diddy Kong barrel after the checkpoint, so just don't die and lose Diddy! There were a couple of levels with tar, which heavily restricted your movement if it got on you. The game doesn't tell you that you need to ground pound three times to get it off, so I would sit there mashing buttons for a while trying to get it off. Getting punished by making it impossible to move for 10 seconds feels terrible in a platformer.
The next world had better levels though, I was really enjoying the game for a bit. Then the volcano world cranked up the cheap difficulty again. I was so tired by the end of the game. I set the game down for a couple of days, but came back to do the extra temple levels for the golden temple. Despite my frustrations, I was determined to beat the game, instead of it beating me. The temple levels were some of the toughest challenges yet, but I enjoyed them more than the volcano levels. I felt like I was being tested in the temple levels, rather than being toyed with. I respect that a Nintendo Wii game challenged me, but I never want to play this game again, especially the mine cart levels. Thankfully they let the mine cart and rocket ship take two hits before exploding in Tropical Freeze, and thank goodness they added the Kong barrels to the shop, Diddy and Dixie are my saviours.
3/5 - I am gonna go and play the other games now, I need more Kong in my life.
I remember trying this game out when it was first released for the Wii and never completing it. I remember disliking it for some reason, but I had forgotten why. When the Switch port was announced, I decided to retry it. It took me only a few minutes of playing to remember why I disliked it so much back then.
This game is CLUNKY! It might just be the worst controlled game I have ever played. Everything you do is delayed. The recovery after a roll (during which basically all input actions are disabled) is too long, the recovery after the ground-smashing attack is too long, there's a noticeable delay between pressing the jump button and actually jumping in game, Donkey moves around so much on his own that it's hard to land on platforms that are a bit narrow. And yes, I've tried with multiple controllers, always getting the same result. Just playing the game is torturous.
Unlike the last time, where I simply stopped playing after experiencing the extreme sluggishness, this time I forced myself to finish it. On the surface, it looks like the classic DKC experience, with fun levels and the occasional challenge. And for most …
I remember trying this game out when it was first released for the Wii and never completing it. I remember disliking it for some reason, but I had forgotten why. When the Switch port was announced, I decided to retry it. It took me only a few minutes of playing to remember why I disliked it so much back then.
This game is CLUNKY! It might just be the worst controlled game I have ever played. Everything you do is delayed. The recovery after a roll (during which basically all input actions are disabled) is too long, the recovery after the ground-smashing attack is too long, there's a noticeable delay between pressing the jump button and actually jumping in game, Donkey moves around so much on his own that it's hard to land on platforms that are a bit narrow. And yes, I've tried with multiple controllers, always getting the same result. Just playing the game is torturous.
Unlike the last time, where I simply stopped playing after experiencing the extreme sluggishness, this time I forced myself to finish it. On the surface, it looks like the classic DKC experience, with fun levels and the occasional challenge. And for most people, it probably is. However, for me, it's now been about a month since I've completed the game, and I can barely remember any level. They're just not memorable. Yes, there are some exceptionally designed levels, levels with memorable gimmicks or funny moments, but most levels are just... there to fill a space. Nothing remarkable about them.
Many will disagree with this review, but this was my experience. The only two things I genuinely like about this game are the graphics and the music. All in all, I would not recommend playing it.
The worlds are great, and each level offers plenty of variety. K‑levels provide a good challenge, and it feels very rewarding to complete them. However, 5‑K and 6‑K contain a few slightly unfair sections that can be really frustrating. Compared to the levels, the bosses are a bit less impressive. All in all, I think it's a great game, and I'm looking forward to playing the rest of the Donkey Kong games.
This title is a remarkable handheld adaptation of the Wii classic, skillfully reimagined for the Nintendo 3DS. it retains nearly all of the charm, creativity, and challenge that made the original a standout platformer. From the opening moments, the game bursts with personality, lush jungles, crumbling temples, and explosive minecart rides create a world that feels alive and demanding in equal measure. The 3D visuals add surprising depth to each environment, making the layered backgrounds and foregrounds more dynamic and visually engaging than ever before on a portable console.
One of the biggest improvements over the Wii version is the control scheme, the 3DS release removes the motion controls entirely, opting for traditional button inputs instead, and this is a very big deal if you, like me, are not a fan of motion controls. This change immediately makes the gameplay feel tighter and more responsive, especially in a title that relies so heavily on precision platforming. You can now roll, ground pound, and blow through obstacles with satisfying accuracy, which enhances the flow of each level.
The game’s difficulty remains challenging, but it’s now easier to focus on timing and execution rather than fighting the controls. To make the experience …
This title is a remarkable handheld adaptation of the Wii classic, skillfully reimagined for the Nintendo 3DS. it retains nearly all of the charm, creativity, and challenge that made the original a standout platformer. From the opening moments, the game bursts with personality, lush jungles, crumbling temples, and explosive minecart rides create a world that feels alive and demanding in equal measure. The 3D visuals add surprising depth to each environment, making the layered backgrounds and foregrounds more dynamic and visually engaging than ever before on a portable console.
One of the biggest improvements over the Wii version is the control scheme, the 3DS release removes the motion controls entirely, opting for traditional button inputs instead, and this is a very big deal if you, like me, are not a fan of motion controls. This change immediately makes the gameplay feel tighter and more responsive, especially in a title that relies so heavily on precision platforming. You can now roll, ground pound, and blow through obstacles with satisfying accuracy, which enhances the flow of each level.
The game’s difficulty remains challenging, but it’s now easier to focus on timing and execution rather than fighting the controls. To make the experience more welcoming for newcomers, it introduces a “New Mode,” which grants Donkey Kong and Diddy Kong extra hearts and provides access to helpful items sold by Cranky Kong. This mode softens some of the game’s notorious difficulty spikes while keeping the core platforming intact for veterans who prefer a real test of skill. Particularly I never played using this mode, but I thought about using it sometimes because even though I consider myself a veteran when it comes to platforming games, I still struggled to beat and 100% this title.
Additionally, this version features eight brand-new levels in the “Cloud Gateway” world, offering clever twists and inventive platforming sections that further extend the game’s longevity. There are, however, a few trade-offs. The game’s frame rate is capped at around 30 FPS, which makes animations a bit less fluid and can occasionally affect precision during fast-paced sequences. The smaller 3DS screen also means that certain background elements or hazards can blend together, especially in busier levels, making it harder to judge distances. Still, these are minor issues in an otherwise polished and ambitious handheld port.
Overall, this game stands as one of the finest platformers available on the 3DS. It combines Retro Studios’ signature craftsmanship with the portability and accessibility of Nintendo’s beloved handheld. Its satisfying difficulty curve, tight controls, and rich presentation make it a joy to revisit. Despite a few technical compromises, the game’s spirit remains intact, offering a thrilling, challenging, and deeply rewarding journey through Donkey Kong’s world. This is mos definitely a must-play if you like platformers to any extent, or the DK franchise in general.
This game just amazed me. I've played the first 2 DK country games and dropped the third somewhere in the middle of my playthrough (since i couldn't figure out where to go in the map and guides wouldn't help), and for some reason i was expecting this to not quite be at the level of the previous entries, but i was wrong, it's not better but also it's not worse, it's different in a good way, it innovates a lot externally while keeping the core as it should be, level design is nice and everything that's new feels refreshing and fun except for one thing: movement. Movement in this game sucks. See, maybe they were going for a more realistic approach to physics in order for the game to look modern, but they just ended up butchering it:
This game just amazed me. I've played the first 2 DK country games and dropped the third somewhere in the middle of my playthrough (since i couldn't figure out where to go in the map and guides wouldn't help), and for some reason i was expecting this to not quite be at the level of the previous entries, but i was wrong, it's not better but also it's not worse, it's different in a good way, it innovates a lot externally while keeping the core as it should be, level design is nice and everything that's new feels refreshing and fun except for one thing: movement. Movement in this game sucks. See, maybe they were going for a more realistic approach to physics in order for the game to look modern, but they just ended up butchering it:
If it wasn't for movement i'ld definitively give this an 8 out of 10, there are two or three places where i died literally over 30 times in the same checkpoint because they required precise movement and timing and, again, movement is this game's weakest point. Final score: 7/10.
A well paced and diverse adventure, worth playing for any fan of 2D platformers.
Here is the official ranking of DKC games:
And no, if you removed the shaking, it would not get any higher.
Please for the love of God play this on 3DS to avoid the horrible Wii controls.
Some great art design and a good selection of really cool levels hampered by sluggish controls and some painful difficulty spikes. It doesn't get hard so much as it gets cheap.
Donkey Kong Country Tropical Freeze is one of my favorite games ever. It’s fantastic. DK Country Returns is no Tropical Freeze but it’s still good. The game is difficult, far more than I was expecting. This can be both fun or frustrating depending on your style. It’s a game to play and enjoy but not one to devour.
king of swing swings in with new motion controls on the nintendo wii and its actually really fun tbh
The 3ds version of this hit game is truly the way to go but one issue. It runs like piss.
I played the version on 3DS and it was at times very fun and others very frustrating. The production values, presentation and music were they highlights. The 3D effect did nothing for me and the game wasn’t as performant as I would have liked.
I really feel like I should like this game, but after getting to the end of world 2, besides brief flashes, I was just not enjoying it. First the technical things, I am playing the HD remake on the Switch, and the amount of time it took for levels to load to the overworld or vice versa was really annoying, and the music for that switch between being the same and never changing got old fast.
The thing that most annoyed me about this game is that it has a really cool movement mechanic in the form of the roll and then jump which gives a ton of momentum, but I feel like it wasn't being used well. I would try this fun movement mechanic, and then be punished for it in the form of enemies everywhere so the landing spot doesn't work or just bottomless pits. On the topic of bottomless pits, I don't like how some of them lead to secrets and some of them are just pits, sure you can tell if you are looking but that once again goes into the thing of how I feel like the game slows you down when it feels more …
I really feel like I should like this game, but after getting to the end of world 2, besides brief flashes, I was just not enjoying it. First the technical things, I am playing the HD remake on the Switch, and the amount of time it took for levels to load to the overworld or vice versa was really annoying, and the music for that switch between being the same and never changing got old fast.
The thing that most annoyed me about this game is that it has a really cool movement mechanic in the form of the roll and then jump which gives a ton of momentum, but I feel like it wasn't being used well. I would try this fun movement mechanic, and then be punished for it in the form of enemies everywhere so the landing spot doesn't work or just bottomless pits. On the topic of bottomless pits, I don't like how some of them lead to secrets and some of them are just pits, sure you can tell if you are looking but that once again goes into the thing of how I feel like the game slows you down when it feels more fun to go fast.
Donkey Kong in general just felt sluggish to control for me, the jumps felt kind of weird, and not being able to jump off of a climb felt insanely wrong. The only thing that felt right was the roll jump, bnut then that wasn't utilized well as I talked about above.
I don't think the opinions I have on the movement are objective, I can understand why people like it and how if you take the game slower it can feel fine, but for me I feel like the game is more fun trying to do things fast, but then I am punished for doing that. I might come back one day to see if I have a different opinion on it, but with this being the first game I started after getting a full time job, the Reggie classic of "If it's not fun, why bother," is the reason I dropped it, at least for now. Solid 6/10
I would put my bananas on the line for DKC, but the newer iterations have me really conflicted. Completed Tropical freeze last year and have been dipping into DKC Returns the last six months. Decided to play the original game for a bit to grab some comparison Screenshots. I'm loving the subtle details in DKC Returns, like how DKs hands wrap around the terrain when you get towards the edge of a platform, or how he transitions to a backwards climb when running towards a piece of grass that starts to descend.


It really feels like it's missing a bit of charm though, like why the heck can't you play as Diddy Kong? That was like the whole thing about the original games!!
What's with the Bonus levels too? The original games had a bit of variety and some really fun bonus stages but I'm noticing here that they repeat a lot. I might be missing some because I'm yet to get all the collectibles in any level which might trigger a bonus stage (?).



Some smaller details that bother me are the lack of character stamps on the map once you complete a level. The original game had some …
I would put my bananas on the line for DKC, but the newer iterations have me really conflicted. Completed Tropical freeze last year and have been dipping into DKC Returns the last six months. Decided to play the original game for a bit to grab some comparison Screenshots. I'm loving the subtle details in DKC Returns, like how DKs hands wrap around the terrain when you get towards the edge of a platform, or how he transitions to a backwards climb when running towards a piece of grass that starts to descend.


It really feels like it's missing a bit of charm though, like why the heck can't you play as Diddy Kong? That was like the whole thing about the original games!!
What's with the Bonus levels too? The original games had a bit of variety and some really fun bonus stages but I'm noticing here that they repeat a lot. I might be missing some because I'm yet to get all the collectibles in any level which might trigger a bonus stage (?).



Some smaller details that bother me are the lack of character stamps on the map once you complete a level. The original game had some really quirky environmental art in the overworld map with the environment around the level selector reflecting what might be in the level (caves, water, etc) and it feels like it's missing a bit in Returns. I miss some of the weird looking stalls and buildings like Crankys hut and Funkys shack, everything is a bit too polished for me here.




The controls feel very sluggish too, DK feels like a sack of potatoes which some would argue is accurate but the amount of times I've jumped for a platform and then fallen short to my death like some kind of Looney Toons sketch. A minor thing too is how in the original game you can hold sprint and automatically pick up things as you run past them which keeps the flow going, in Returns you have to let go of sprint and then press it again to pick up the barrel which breaks the flow a bit. There's also separate buttons / operations for slam, blow, roll, continuous roll etc. can get very overwhelming. Perhaps it felt better using the Wii controls, I'm using a gamepad.
WHY HAVE YOU TURNED ME INTO CRANKY KONG, DKC RETURNS?!
Nintendo trying to convince me to pay £40 for DKC Returns HD

I actually missed out on it back when it launched on the Wii and then in a completely unrelated thought I remembered I had a Retroid Pocket!

Kinda charming hearing the original DKC soundtrack but reimagined, I also likes that I could go into DK hut at the beginning and collect an extra life which was a nice nod to the original game. Can definitely see how Tropical Freeze became what it did, not sure I click with the direction completely but it's awesome experiencing a new (to me) DKC title after all this time.
This game is visually, a piece of art. They've done some very nice things with integrating the sound, depth, and character of the environments. There were times when the camera would zoom out and it created a grand sense of scale, like the world was much bigger than what was on screen. This is my second DK play since the SNES, and while it's similar and familiar on the front end, it's a completely different Experience after that. I would say that it's a 5-Star game, if the difficulty went down a notch, particularly in the later levels. If it wasn't for the "Super Guide", there would have been much content that I would have missed, as I would have quit in frustration. In particular, the timed sequences really became grueling in The Caves, as I had to time the jumps from rail to rail. It was the first time I needed the guide. And the Final 8th section, I raised the white flag, like the little pig calling for mercy after many failed attempts... I pretty much Watched the Super Guide complete the Entire game. Sadly, even the Final Boss Fight. I just didn't have it in me to …
Read MoreThis game is visually, a piece of art. They've done some very nice things with integrating the sound, depth, and character of the environments. There were times when the camera would zoom out and it created a grand sense of scale, like the world was much bigger than what was on screen. This is my second DK play since the SNES, and while it's similar and familiar on the front end, it's a completely different Experience after that. I would say that it's a 5-Star game, if the difficulty went down a notch, particularly in the later levels. If it wasn't for the "Super Guide", there would have been much content that I would have missed, as I would have quit in frustration. In particular, the timed sequences really became grueling in The Caves, as I had to time the jumps from rail to rail. It was the first time I needed the guide. And the Final 8th section, I raised the white flag, like the little pig calling for mercy after many failed attempts... I pretty much Watched the Super Guide complete the Entire game. Sadly, even the Final Boss Fight. I just didn't have it in me to spend that amount of time to attempt to do it on my own. Thank you Super DK!
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Without doubt the hardest platformer I have ever played. It gets very hard very quickly. For me, its just too stressful and frustrating. I’ll had to give up and quit the game.
Lost over 60 lives trying to beat "The Mole Train" on Mirror Mode. That surge of ecstasy when I FINALLY conquered it, was worth the 35+ minutes of frustration.
Currently at 158%
So close :)
Finally got 100%. I'd like to add that this game is extremely difficult. I cannot understand how kids can play this game. It is a brutal platformer!
Now to get that mythical 200%
Finished the main game, going for the KONG letters and Puzzle Pieces next.
Damn this game is difficult!