The KONG pieces are more like red coins from Yoshi's Island in that they must all be obtained in a single attempt at a level. The objects players can BLOW/GROUND POUND to reveal a secret are the equivalent to Mario's ?-blocks. Taking a page from Mario's secret design Retro increased the range of secret types in DKCR. This is probably because the levels are larger. And the design philosophies behind DKCR's layers is where Retro Studios innovates and modernizes the series.Įach level in DKCR has more secrets than in the original DKC games. Though, like Mario, DK levels are designed in layers. The DK:Jungle Beat developers designed everything from the ground up in a new style that's clearly has the same stamp of creativity as Mario Galaxy. At least, this is how DKC and DKC2 are designed. If Mario levels are like playgrounds then Donkey Kong levels are generally more like park rides with a strong forward drive of timing challenges that are fairly simple. How you transform the level can change how the enemies move/attack. How you handle enemies can affect the level elements and the challenges they create. Mario's core gameplay is centered on a counterpoint between Mario, enemy, and level elements. The Donkey Kong Series has never played like the Mario Bros series (2D platformers).
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