Photo Attribution: https://en.wikipedia.org/wiki/File:Dkc_snes_boxart.jpg |
Videogame Review, Donkey Kong Country for the Super Nintendo (SNES)
This game has a nice quality to its comedy of performance. You find lizard-like enemies along the beaten paths as barrels are crushed under a monkey’s weight and another foxhole leads either main character- Donkey Kong or Diddy Kong- or both playable animals into a round or two of bonuses across the banana wars where even an ostrich can be of help. Lizard creatures are roaming in DK’s country before the onslaught of 16-bit information. Pretty amulets, golden blocks, gleaming fruit, lurking shadows, red-light zones and other features make this Super Nintendo game remarkable. If you hear a critic say this game isn’t perfect then immediately abandon such a troublemaker and never listen to him ever again. Okay, maybe I’m cynical at this point in my review. There’s lots of perfect games by Nintendo out there and I won’t stand for a critic’s preference for nitpicking action; besides, don’t the monkeys look brave in their constant elements of harmony together, brought on by the gave disappearance of their golden banana statue and the marching reptiles who despise their perfect lives? Not to mention the bandages, the sores, the wounds, the grave disappointments from spelling no name on the tag or a general management of chaos which spreads out the 16-bits in such conflict and now-famous moves. Don’t tell me I’m more than happy over the obstacles heading into the lush jungle lands since we’re pretty much tallying bananas for power, scores of colors, and rich performance. Why, you can land a big grey monster into a dimension where soil beckons the taste for adventure! Players may add onto the monkey’s tag with its partner some magnifications through living up to bonuses and boss fights, so there’s action, more than enough emotion on display to counteract on their virtue of hair, ties, and caps. Maybe the raging primates ought to dispel on a whim their intrinsic fashion from switching clothes with each other; I think such exchange of clothing would be funny and ironic. But this Super Nintendo game acts as its own sport of conflict for which bias plays a role in an athlete’s share of dispute among creatures of psychotic doom. DK is an athlete. When, exactly, does the game begin and end? Enough matters should inform us more on DK’s logic- in particular, he beats flesh on the upper torso with big, magnified hands, suggestive to the point of adding music in the air and in stern motion of attraction. A few extra monkeys here and there pardon the main heroes with visuals of their own including blow kisses and twirls on sunglass rims. 16-bits. That’s a lot of data to address a monkey’s issues not only in style but also perfection. We can’t think of any excuse to perceive this work of art as something less than perfect and it’s probably because Nintendo had good focus on this game. Granted, there are video games which show graphics in something less than perfect; however, those programs have either no focus or bad focus. For example, Super Mario Bros. 3 has bad focus and Pac-Man on the Atari 2600 has no focus. People can certainly play those games but they’ll likely be nitpicking them in denial of truth and quality; after all, generics and averages can hardly be ignored to an indecisive gamer when the media out there is simply afraid of telling you no and also regretful of giving so much of a yes. On my count, I’d rather just say “yes” on Donkey Kong Country rather than “these controls are awkward and I’m in the mood”. Words like “awkward controls” may be weasel words on occasion because they can mean too many possible things without a reviewer’s judgement. Controls and graphics on Donkey Kong Country go hand in hand and are absolutely terrific and I’m not butting in with partial stars. Leave nitpicking for the judge who chooses to have it. It’s either-or for me!
https://youtu.be/d4EUEsEM328
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