Mark's Donkey Kong Land Review

Graphics
When I first got this game in 2004, I thought it was incredibly impressive how Rare managed to do a near perfect imitation of ACM on Nintendo's Game Boy. Years later, I'm still impressed with what Rare was able to achieve, given its limits. The backgrounds look fantastic, and the character models, such as the Kremlings, Gnawties and Rambi, are faithfully recreated. However, there are times when the models suffer due to the limitations of the portable. Donkey Kong and Diddy Kong, particularly, have this tendency to have their renders clip as if they've had brief encounters with a paper shredder on a few occasions. That being said, for 1995, it's certainly not a bad looking game, and true to the original's reputation on the SNES, Land is still one of the prettiest titles on the Game Boy.
8

Sound
Again, just like the original game, the music in this game is delightful. Land's soundtrack is also the most unique of the entire Land trilogy, and it shows. Rather than having the entire soundtrack of the first DKC in portable form, David Wise and Graeme Norgate went beyond the call of duty and made brand new songs for the new worlds and stages. What I really love about the music is that, even though most of it is brand new, the game still features the more memorable songs from Donkey Kong Country. Even in 1995, Rare had the idea of including enough familiar elements, including music, in conjunction with new features. That's the kind of respect that I can get behind.
10

Play Control
This is where the game suffers a bit, considering its limitations. As I've mentioned in an earlier review, I find the controls in the DKC GBA trilogy to be the best, due to how fine-tuned I find them. While the controls for the original DKC trilogy aren't bad, they do feel a little floaty in comparison. Land's Play Control hasn't aged well, personally speaking. For starters, the controls seem the loosest of all the original Country and Land titles. The game is also very picky when it comes to your Kong landing. Basically, the farther the distance between where you are and where you want to go, the better chance you have of the game unfairly killing you mid-jump, regardless of whether or not you have your second Kong as backup. Finally, unlike the other Country or Land games, the only way you can save is if you find the KONG letters in the levels. It sounds like a fun little deviation from the norm on paper, but with the game's limitations and its extra difficulty as a result, it feels more like a chore. The flaws certainly don't render the game unplayable, but it does condition your mind to play the game in a very cautious manner.
6

Originality
This is where the game excels on all accounts. Let's start with the story: Cranky Kong is utterly pissed that DKC sold well, claims that its success was only because of the graphics. He bets that it won't sell on the original Game Boy, and gets K. Rool to kidnap the banana hoard again. It's arguably the most original story in the DKU, and it's a brilliant case of the fourth wall breaking. The game is also original in terms of its...well, everything. Hearts are used as the life counter (even though the balloons are still used to get extra lives), DK and Diddy coins are used for the chance to get extra lives, and when you get an extra Kong from a DK Barrel, they do an epic warp off the screen. The levels, drones, and bosses are also original. To this day, we haven't seen Kremlantis, Big Ape City, or any of the drones like Hogwash (the flying pig) and Nemo (not the disabled clownfish) again. That just shows how unique and original Rare was willing to make this game. It's truly a special case in the Land and Country trilogies.
10

Final Word
Donkey Kong Land is a game that I love, despite its flaws. For everything it does wrong (or just couldn't do in 1995), it does something right and unique. It can be an infuriating game to play through, but it's also delivers a rewarding experience. Due to its uniqueness, it holds a very special place in my heart. For the most part, even though it doesn't stand the test of time as well as its sequels, it is still a mostly solid game with its fair share of fun. If you can overcome the difficulty curve as a result of Game Boy technology circa 1995, I feel that you will be able to appreciate just how far Rare was willing to deviate while respecting the franchise they only recently established 15 years ago. If you can appreciate a challenge (albeit an extra one), you will appreciate Donkey Kong Land. It's worth finding and playing if you love (and I mean love) the Donkey Kong Country series.
9

Overall Score: 8/10
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