Game Corner [DK Day]: Donkey Kong Country 3: Dixie Kong’s Double Trouble! (Nintendo Switch)


In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that introduced gamers to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. To celebrate everyone’s favourite King Kong knock-off, I’m dedicating a few days this week to gaming’s most famous ape!


Released: 18 December 2020
Originally Released: 18 November 1996
Developer: Rare
Also Available For: Game Boy Advance, Nintendo Wii (Virtual Console), Nintendo Wii U (Virtual Console), Super Nintendo Entertainment System (SNES)

The Background:
After establishing themselves in the United States with the financial and critical success of Donkey Kong, Nintendo captured the home console market. While Donkey Kong was still relevant during this time, legendary British developers Rare reinvigorated the cantankerous ape with their Donkey Kong Country series (Rare, 1994 to 1996). Debuting in 1994, the first game pushed the SNES to its limits, reimagined Donkey Kong for a new generation, and became the third-bestselling game on the SNES. After garnering overwhelmingly positive reviews, Donkey Kong Country was quickly followed by a purposely tougher and less linear sequel that was also critical and commercial hit. Emboldened by their success, rare fast-tracked a third game, using the same pioneering technology to convert prerendered graphics into 2D sprites and seeing Dixie Kong joined not by the titular ape, but her baby cousin! Although Donkey Kong Country 3: Dixie Kong’s Double Trouble! sold over 3.5 million units worldwide, the impending release of the Nintendo 64 is said to have impacted sales. Reviews were largely positive, praising the improved visuals and the expanded gameplay mechanics, though criticising the lack of innovation compared to is predecessors. Like the last two games, Donkey Kong Country 3 was ported to the Game Boy Advance (to some criticism) and featured on Nintendo’s online services, such as this version for the Nintendo Switch.

The Plot:
When Donkey Kong and Diddy Kong suddenly disappear in the Northern Kremisphere, Dixie Kong teams up with her baby cousin, Kiddy Kong, to brave the forces of the robotic KAOS and rescue their family.

Gameplay and Power-Ups:
Just like the last two games, Donkey Kong Country 3: Dixie Kong’s Double Trouble! is a 2D, sidescrolling platformer that utilises 2D sprite conversions of pre-rendered graphics. Like in the second game, Donkey Kong is entirely absent and no longer playable, and this time his nephew joins him on the bench to allow Diddy’s girlfriend, Dixie Kong, to take the spotlight. As ever, you have three save files to work with and three game modes: you can tackle the adventure alone, tagging between Dixie and Kiddy with -, team up with a friend for two-player simultaneous co-op, or go head-to-head with your friend to see who can play better. Donkey Kong Country 3 retains the same controls and fundamental mechanics of its predecessors, meaning you’ll be jumping and swimming with B, attacking with Y, teaming your Kongs up or grabbing barrels with A, and throwing both with Y. Each Kong plays a little differently, with Dixie being lighter and faster and Kiddy being slower and heavier, and also has a different method of attacking. Dixie retains her ponytail twirl (which also allows her to glide across gaps to greatly aid platforming) while Kiddy rolls ahead and can skip across the surface of water (though his stunted jump makes him more of a liability). You must smash DK barrels to spawn your partner if they’re lost because, without them, you’ll lose a life the next time you’re hit. However, you can once again accumulate extra lives by grabbing various colourful balloons, collecting 100 bananas, finding the four KONG letters, in every stage, and playing Swanky Kong’s Sideshow mini game. To play this, you’ll need silver Bear Coins, which are also hidden in stages, while larger, golden DK Coins are earned by defeating the tricky Koin Kremlin hidden in each stage (usually by finding innovative ways of chucking a metal barrel behind them). Those hoping for new in-game power-ups will again have to settle for the odd invincibility barrel (I literally encountered one in my playthrough), and you must still manually save at Wrinkly Kong’s save cave (though the Nintendo Switch’s rewind and save state features largely make this irrelevant).

There’s a greater emphasis on exploration and collectibles thanks to the Kongs’ new vehicles.

There is a far greater emphasis on collectibles in Donkey Kong Country 3, with more hidden items scattered throughout every stage and a family of bear brothers on hand looking for you to bring them special items (which allow access to additional areas on the overworld), often awarded after defeating bosses, offering hints, or selling you items. As you explore each stage, you’ll inevitably find secret hideaways or special barrels that’ll blast you to a timed bonus challenge in these, you must collect stars or green bananas or defeat all onscreen enemies against a strict time limit to earn one of the special coins, or even a Cog. Additional barrels will blast you across the environment (sometimes right into bottomless pits or enemies if you’re not careful), rocket you about, or shield you from enemy projectiles when climbing ropes. Dixie and Kiddy can again call upon a few animal friends to aid them, transforming into, riding, or being joined by them depending on the level. Enguarde, Squitter, and the parrots Squarks and Quarks return from the last two games and function the same (cutting through water, spitting webs, flapping about, and firing peanuts, respectively) alongside three new “First-Class Friends”. Ellie the elephant is the primary addition, though I found her to be a poor substitute for Rambi. She’s smaller, slipperier, and isn’t much use except in certain situations where you need her water spitting technique. Parry was similarly disappointing, simply flying above you and collecting items or defeating certain enemies, and Nibbla was a constant threat since it will take a bite out of your Kong if you don’t swim near enemies and keep it fed. Funky Kong also returns and, this time, builds various vehicles for you to use to navigate the main map. You start out with a motor boat, but soon upgrade to a hovercraft to pass over rocks, a turbo ski to traverse waterfalls, and eventually a gyrocopter, though you’ll need to search high and low and replay each stage to collect everything needed to build these vehicles, which also open up new areas of the map for you to challenge new levels, meet new bears, or discover Banana Fairies.

Varied gimmicks and challenges await, but it’s all a bit too familiar and uninventive.

While bottomless pits and thorny mazes weren’t as prevalent this time around, and Donkey Kong Country 3 generally seemed much easier an experience (as long as you’re not going for 100% completion), it’s still a tough game. Hit boxes are quite large, both Kongs are quite clunky to control, and it’s easy to slip off platforms or down pits even when on stable ground, much less the snowy landscapes and moving platforms you’ll find. Ropes were emphasised far ore than barrels, with you hopping to ropes, clambering up them, or being dragged along by them, all while avoiding Buzzes. Minecarts are gone this time, replaced by a few fun, high speed toboggan challenges, though you’ll still encounter the odd dark, murky level (requiring you to hit special fish to light up the area or use overhead lights). you’re essentially defenceless when swimming, as ever, unless you switch to Enguarde, and vats of molten steel, toxic gunk, or lightning bolts will cause you to rethink your jumps. In “Krack Shot Kroc”, you must hide behind metal shields to avoid an offscreen sharpshooter; you’ll be bouncing off barrels fired by Bazuka Kremlins to cross gaps, and must contend with poisonous water that reverses your controls in “Poisonous Pipeline”. Occasionally, the game switches to a quasi-third-person perspective to have to you toss coconuts or snowballs at targets, you must defeat Sneeks in giant wheels and grab overhead pulleys to open doors, and outrun a gigantic ripsaw in “Ripsaw Rage”’s autoscrollers chase. Some stages see you at risk of falling or looping around by dropping through trapdoors, many contain moving wooden platforms, and occasionally hop up moving or temporary platforms or to barrels to progress to the end goal. It’s all very familiar, though with a largely reduced challenge in terms of onscreen hazards. The game’s quite generous with 1-ups and chances for extra lives, but you’ll definitely want both Kongs on hand, and to favour Dixie, since you’re often tasked with making tricky jumps past, through, or over troublesome enemies and it can be easy to screw up your jump and drop down a pit.

Presentation:
Donkey Kong Country 3 retains the same presentation as the last two games, though even I, someone who’s never been the biggest fan of the franchise’s aesthetic, have to admit that it’s probably the cleanest, best-looking game of the trilogy. Though there’s no introductory story, there’s a fair bit of text as you chat with your allies or are taunted by enemies, and Dixie and Kiddy have a decent amount of personality. Both have idle poses and fun reactions to being hurt or left alone, though the end of level celebrations are gone and basically all of the sound effects are recycled from the last two games. Kiddy might be a fun, childish little soul, but he’s janky as anything to control, which hampered his utility in my opinion and I would’ve liked to see him have a more memorable playstyle to differentiate him from the other Kongs. The title screen is far better than before and there’s more emphasis on exploration here, with new areas opening up as you explore the larger overworld and non-playable characters requiring specific items to unlock additional areas or map features. However, there isn’t much to differentiate the three basic vehicles you acquire. I would’ve liked to see a submarine to access an underwater world or a drilling machine to burrow into a mine, rather than limiting them all to water traversal. The music has taken a hell of a downgrade this time around, too. Sure, it’s decent enough but there’s nothing as memorable as the first game and I just found it to be jaunty noise rather than fun earworms. Similarly, Donkey Kong Country 3 employs a similar approach to its stages as the last two games, with a handful of areas being recycled throughout your adventure. You’ll be hopping past a pier, exploring drainpipes, traversing an underground cave, and swimming in murky coral reefs, with the odd jungle and dungeon thrown in for good measure.

While the visuals are at there best, nothing really jumps out as especially memorable.

I found few of these to be that interesting, to be honest, or different from what came in the last two games. There are some fun background effects at times, such as the time of day changing or a snowstorm raging, or some areas being seeped in darkness. Donkey Kong Country 3 employs colour palettes to give the illusion of variety, changing vast of molten metal to toxic gunk or giving gigantic, hollowed out trees an autumnal glow. I quite liked these latter areas, to be fair, which see you jumping between branches, navigating claustrophobic trees, and outrunning that aforementioned ripsaw. Snowy peaks, with their frigid cabins and snowmen, were also fun, if few and far between, and I did like the cliffside stages, where waterfalls loom in the background and must be moved behind or clambered up using barrels and such. Rather than battling through mines, you’ll be dropping down trapdoors and opening doors in mills; the jungles are full of ancient ruins and raging thunderstorms; and dodging snipers in factories. As mentioned, there are loads of vines and ropes this time, which I definitely prefer to thorns and loads of pits, but everything just felt a little played out for me. while Donkey Kong Country 3 performs really well and looks great for what it is, there were some instances of slowdown and odd hiccups that took me out of the game, and it definitely felt like the game was struggling to justify itself at times and needed more new gimmicks to impress. Indeed, while the game emphasises collectibles on the save screen and in the Brothers Bear’s dialogue, this feels like an afterthought when you’re playing and couldn’t been played up more, like presenting you with unique visual challenges to get what the bears are looking for or Funky’s last piece of scrap.

Enemies and Bosses:
While Dixie and Kiddy are facing a new enemy this time around, you’ll still be dealing with the remnants of the Kremlin army. And “remnants” is a good way to describe them as these guys are far more stripped down this time around, consisting of a regular grunt who just walks about, a spring Kremlin who can give you a boost with good timing, and a larger blue one who’ll shrug off your regular attacks. The Bazuka variant caused me a bit of trouble as it was tricky timing my jumps to bounce off their barrels, while the Kopter Kremlins could be as annoying as the Buzzes, mechanical wasps that hover or swoop about right in your path. Kremlins also hide in barrels this time, clambering on ropes, tossing explosives, or trying to push you down pits, not unlike the Koindozers (who you can trick into giving you a boost). Little crocodiles, dung beetles, rats, and sliding penguins must be hopped on or avoided, you’ll use hopping spider platforms to reach higher areas, and must take cover behind half barrels when Minkeys toss their acorns. Red porcupines spin at you, an invincible swarm of bees incessantly chase you in “Riverside Race”, and various marine animals (from voracious Bazzas, spiny Lurchins, and clown-like Kocos) lurk in the water. You can pop Booty Birds to grab collectibles, dodge fireballs fired from the background by Karbines, and carefully position yourself so lightnign strikes your enemies rather than you! each stage naturally ends in a boss battle, though you get different rewards depending on which boss you’re fighting, two are recycled in the game, and one takes the form of a snowball fight. This is actually one of the more innovative bosses as Bleak pops up from behind snowy ridges in the fore-, mid-, or background tossing snowballs or firing a spread from his top hat. This can be a tricky boss due to the Kongs’ hit boxes and how small the target is you must hit, but it hints at how Donkey Kong Country 3 could’ve used its new mechanics to help it stand out (like, why not have a toboggan race against a boss?)

The big, challenging bosses task you to think outside the box and hint at the game’s full potential.

The first boss you face is Belcha, a giant barrel who spits out barrels and tries to force you down a pit. Immune to conventional damage, you must break open its barrels and toss the bugs that emerge into its mouth until you force it down that same pit. I quite liked Arich, the giant spider that awaits at the end of Kremwood Forest, purely because it was visually very interesting. You must dodge Arich’s erratic movements and venom spit to hop on its back and grab the barrel sitting there, then toss this into its face, which is quite tricky due to the spider’s gigantic size. Squirt was easily the most frustrating boss since you must fight it while riding Ellie, sucking water from Squirt’s waterfall and spitting it into the creature’s eyes when they pop out. However, Squirt fires a continuous stream of water that’s incredibly difficult to fight against, meaning it’s very easily to slip to your doom. Barbes wasn’t exactly a cakewalk either. Fought underwater, while using Enguarde, you must charge into the Lurchins it spawns to then attack its weak spot, but the timing is tricky and its so big and fills the screen with spines that I struggled quite a bit. You battle the malicious tin can robot KAOS twice, once in Mekanos and then as the penultimate boss. In both fights, you must dash beneath it, avoiding its jet burst, and bop its head using the propeller-like blades that emerge from its body. KAOS defends itself with boxing golf fists, its laser-firing head, and a missile barrage, though barrels turn the tide in the second fight. Once you defeat it, King K. Rool (in the guise of mad scientist Baron K. Roolenstein) attacks in a multi-stage battle. You must dash beneath him as he hovers about, grabbing barrels to toss at his butt, while avoiding the electrical bolt he fires, hopping to pulleys, and using stationary and moving wooden platforms. While this is a troublesome fight, it’s not too bad to get the hang of with liberal rewinding, though a much tougher rematch awaits if you unearth Krematoa.

Additional Features:
Every time you save your game, you’ll get a glimpse of you far you’ve progressed and how many collectibles you’ve found. When you finish the game, you’ll be played on a high score table according to completion percentage and be granted a title by Cranky Kong, as well as being treated to a roll call of the game’s enemies and characters. If you want to hit 100% completion, you must reload your save and go searching for KONG letters, defeat Koins for DK Coins, and collect Bear Coins, to say nothing of acquiring the different items for the Brothers Bear and Funky Kong. While the skis patch are easily acquired by defeating bosses, you must buy the mirror, trade it for a wrench, and hunt down presents and other trinkets to access bonus areas. Some of these house Banana Fairies, with the legendary Banana Queen being rescued if you find all the DK Coins and acquire the gyrocopter. By using the turbo ski, you can bring Krematoa up from the depths and tackle its five additional, challenging stages, including a tougher rematch with Baron K. Roolenstein. There are various mini games and challenges to tackle not just in each stage, but at Swanky’s Sideshow, a few fun cheats you can enter by renaming your save file, and of course the usual save states and rewind features when playing this version. If you’re playing the Game Boy Advance version, the game comes with an autosave, a new seventh world, additional collectibles, and graphical and mechanical tweaks to the stages and bosses for an additional challenge.

The Summary:
There isn’t anything fundamentally wrong with Donkey Kong Country 3: Dixie Kong’s Double Trouble!, it’s just not especially innovative or memorable and does little to stand out against its predecessors. The game is simply more of the same, with a noticeable reduction in the moment-to-moment difficulty while still being challenging, though largely because of how clunky the Kongs can be and the cheapness of the hit boxes and enemy placements. I wasn’t a big fan of Dixie Kong in her debut title but she was my go-to character here as Kiddy Kong is just a useless lump, barely utilising his incredible strength and existing simply as a health bar for me. while the visuals are the best they’ve ever been for the series and things have been expanded, particularly on the overworld, I wasn’t exactly blown away by the game’s environments, which either borrowed to heavily from the last two games or didn’t live up to expectations. While the enemies were largely forgettable, I did enjoy the big, colourful, unique bosses that challenged you to think about how to damage them, though the massive hit boxes and awkward controls made them an uphill battle. I was disappointed that the animal friends were so mediocre and that the soundtrack wasn’t more memorable, and that the game didn’t place greater emphasis on the collectibles. I simply aimed to finish the game and still hit 50% by the end, and felt no urge to help out the Brothers Bear or grab every DK Coin. Donkey Kong Country 3 continues the traditional of the franchise, but it really feels like this was a game that was made simply for the sake of it, with nothing really jumping out at me as being especially appealing or on par with the first game. Yet, it’s s visual treat and a fun little challenge, so I don’t want to be too harsh, but there’s really no reason to play this one over the last two unless you’re really itching for some more DK action.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Donkey Kong Country 3: Dixie Kong’s Double Trouble!? Do you think I was too harsh and were you more impressed by the game’s visuals and mechanics? What did you think to Kiddy Kong and Ellie? Did you help all the Brothers Bear and snag all of the game’s collectibles? Which of the bosses was your favourite and what did you think to the game’s difficulty curve? Which of the Donkey Kong Country games is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong Country, leave them below, support me on Ko-Fi, and go check out my other Donkey Kong content.

Game Corner: Banjo-Kazooie: Grunty’s Revenge (Game Boy Advance)

Released: 15 September 2003
Developer: Rare
Also Available For: Mobile

The Background:
After establishing themselves as one of the biggest UK-based videogame developers, Rare built a strong working relationship with Nintendo after revitalising their Donkey Kong franchise on the Super Nintendo Entertainment System (SNES). Rare sought to capitalise on this success with “Project Dream”, a tumultuous concept that eventually evolved into Banjo-Kazooie (Rare, 1998), one of the greatest Nintendo 64 titles. Although we didn’t get a long-running franchise, a similarly successful sequel followed in 2000 and the quirky duo also appeared in this oft-forgotten mid-quel for the Game Boy Advance. When development started, Rare was still a third party developer for Nintendo and the game was initially planned to release on the Game Boy Color. Development continued even after Rare was purchased by Microsoft since Microsoft didn’t have a handheld competitor and the story was originally a bit different, revolving around Banjo curing Kazooie of a curse. It also would’ve been a sidescroller, with more levels than the final game, and there were plans to incorporate a multiplayer feature, though all of this was cut. Banjo-Kazooie: Grunty’s Revenge received mixed reviews that criticised a lack of innovation and a lacklustre experience while praising its gameplay and visuals.

The Plot:
Two months after defeating the evil Gruntilda “Grunty” Winkybunion, Banjo embarks on a time travel adventure to rescue his bird friend, Kazooie, when Grunty returns in a robotic body and tries to keep the bear and bird duo from meeting!

Gameplay and Power-Ups:
Unlike its predecessor and its sequel, Banjo-Kazooie: Grunty’s Revenge is a kind of pseudo-isometric platformer that uses an odd, almost top-down perspective to follow Banjo and Kazooie’s latest collectathon. Interestingly, the game has more in common with Banjo-Tooie (Rare, 2000) than Banjo-Kazooie, acting as a side story between the two games and an alternative sequel. Many of Banjo and Kazooie’s basic actions return from Banjo-Tooie, though flying has been removed and there are some restrictions due to the limited hardware. You begin as Banjo alone and learn the basics: B sees Banjo whack enemies with his backpack while A is used to jump and swim. You’ll tackle the game’s first world alone but soon rescue Kazooie in the second world, adding additional, familiar moves to your arsenal through Bottles’ ancestor, Bozzeyes (as long as you have enough Musical Notes). Kazooie adds a airtime to your standard jump if you press A in mid-air, allows Banjo to backflip to higher areas by holding the Left trigger and pressing A, and performs a roll if you press B when running. Tapping L sees Kazooie carry Banjo up steep hills, and holding L and pressing B sees Banjo hold Kazooie like a shotgun and fire eggs with B. You switch between the different eggs with the Right trigger and fire regular eggs, special eggs that power up generators, ice eggs that put out fires, and fire eggs that melt ice blocks. If you jump and press B, Kazooie attacks with her beak and pressing L in mid-air sees her drill into the ground to defeat enemies and knock Jinjos, Jiggies, and other objects loose when drilling into special cracked areas. When in water, you press R to dive, tapping A to swim to avoid obstacles and grab air bubbles, while Honeycombs restore your health. You can grab a single one, one that restores two, and a randomiser that you must stop to refill more health. Finally, if you find the two Extra Honeycombs hidden in each world, you can bring them to Honey B.’s hive to extend your health bar.

Many of the duo’s familiar moves and abilities return, now skewed by the odd perspective.

As in the Nintendo 64 games, players collect Musical Notes, though they’re used to learn new moves rather than unlock doors. There are 100 Notes in each world and your total carries over if you leave or die in the stage. Like in Banjo-Tooie, Grunty’s Revenge doesn’t use a life system. When you’re defeated, you can choose to continue, respawning at the last doorway you used, which takes a lot of the pressure off but can make trial and error aggravating. Players collect ammo from egg nests and nab Gold Feathers to become invincible for as long as your stock lasts if you press A on a Wonderwing pad, an arbitrary restriction that severely limits the ability. You can again use Shock Spring Pads to rocket higher, though landing can be tricky due to the game’s odd perspective. Every area hides ten Jiggies: some are out in the open, some are awarded after defeating bosses, and others are dislodged with the Bill Drill. You’ll clamber up ladders and vines, cross lava, ice-cold water, and poisonous mists, fire the eggs into toll booth holes to activate platforms, and race down more than a few spiral slides to collect Jiggies. You’ll also get a Jiggy if you find the five Jinjos scattered throughout each location, with the piece spawning by a large Jinjo statue that’ll also give you a tip for every Jinjo you find. Many are awarded by finding objects in the worlds, from blue shells to coins to pieces of gold to be smelted into a Jiggy or ice cream and other treats to reunite a mother with her wayward children. There are also a handful of timed challenges to test you. These see you whacking special pads to spawn Jiggies and/or Shock Jump Pads and give you a few seconds to race to the prize before they disappear. These are easily the game’s toughest challenge prior to the final boss as you barely have time to reach the pad or the Jiggy and the enemies, who respawn as soon as you scroll the screen, certainly don’t help. The game’s worlds are surprisingly large and tricky to navigate as, unlike in Banjo-Tooie, there’s no fast travel system (though some worlds have shortcuts for the duo’s temporary other forms).

Sadly, the transformations are painfully underutilised and the mini games are recycled.

Yes, players still transform into different forms by bringing Mumbo Tokens (here awarded by beating certain bosses) to Mumbo Jumbo. There are four forms to turn into, with players able to use any form in any world (though you’ll be warped back to Mumbo’s Pad if you stray too far and must manually transform back to exit the world). You’ll become a mouse to pass through small holes and chew on wires with B, a candle that lights up a dark cave and performs a flaming somersault with B to light other candles and a TNT barrel, a cute little octopus that passes through water without harm and spits water projectiles with B, and a tank that can’t jump but braves toxic environments and fires its cannon with B. The tank enters special doors and crosses dropping panels to spawn Jiggies while the octopus is washed away through sewer pipes to blast enemies and obstacle and reach yet more Jiggies. Though these are fun, there aren’t any opportunities to explore previous worlds with new transformations and only some worlds require multiple transformations to find all their Jiggies. Each world does contain a mini game that mixes up the gameplay, but there’s only a few and they simply get reskinned. The various slides see you grabbing a set number of collectibles or racing a non-playable character (NPC) using boost pads to speed up and avoiding sticky oil slicks to get a Jiggy. There’s also a fishing mini game (which you first play snagging sheep) that can be pretty tricky; you must move left and right and cast by holding or tapping B to snag a set number. You only have a short time to do this and, later, you can’t see what you’re hooking as they’re underwater and you run the risk of being hurt by Snippets (though you can immediately retry if you fail). There are also two top-down driving challenges, one where you’re in a motorboat and one where you’re on a sled. In the first, you must snag the treasure chest and be holding it when the timer runs out; in the second, you must collect Snowies before the enemies get them. In both, you accelerate with A and fire with R though the craft can be very slippery and you’ll spin out when hit, so these can be problematic. Finally, there are shooting sections where you move back and forth and fire eggs at the Ghost Pirate or Mecha-Grunty, taking advantage of the egg nests and lamenting the lack of Honeycombs.

Presentation:
I was hesitant about Grunty’s Revenge for years simply because of the odd, top-down/isometric perspective and pre-rendered graphics…and I’m still torn after playing it. At times, the game looks great; it’s bright and cartoony and has a lot of visual charm. Other times, jumps are incredibly tricky to judge because of the slanted perspective and it’s not always clear where a wall starts and the ground ends, meaning I often ended up running against cliffs. Banjo and Kazooie look decent, if understandably limited. Banjo simply sways when idle, but all the returning moves look and sound exactly like the Nintendo 64 games. Characters still talk in gibberish, communicating via speech bubbles, and Banjo makes the same grunts and noises as he jumps and gets hurt. Grunty still talks in rhyme and taunts you, though collectibles are no longer anthropomorphic so most of the exposition is related through Bozzeyes, which can interrupt the gameplay. Grunty’s Revenge does a decent job of recreating familiar tunes from its bigger cousin, with Jamie Hughes remixing and sampling Grant Kirkhope’s memorable Nintendo 64 tunes, though these are obviously limited by the hardware and at times sound grating as a result. Enemy sprites and animations are disappointingly limited, however, and the game doesn’t do much with its time travel plot. You journey to each world from Spiral Mountain, which is closer to Banjo-Tooie’s Wooded Hollow since it houses Jiggywiggy’s Temple, though the area doesn’t look that different to what you’re used to. Sure, Grunty’s lair appears to be under construction, but the giant witch’s head is still there, and the inside is still an ominous castle. It might’ve been nice to see the landscape more dramatically changed as I legitimately forgot I was supposed to be in the past as it barely has any relevance beyond it being mentioned in dialogue. Sure, Mumbo’s younger but he still fulfils the same role and Bottles might not be born yet or too young to help, but Bozzeyes isn’t that different. Perhaps if the game had been changed a bit to have the duo flung into the distant past, or numerous time periods, the visuals could’ve been changed more.

While the game tries to capture the franchise’s colourful spirit, the perspective makes gameplay tricky.

This extends to the game’s worlds, too. Cliff Farm was an interesting idea but…it’s still just a farm, which isn’t an interesting location. Sure, there are haybales to jump on, tractors to see, a big barn to venture into, and a mill to explore but you can’t expect much from such a bland setting. Things then venture into the overly familiar with Breegull Beach, which isn’t a million miles away from Treasure Trove Cove and Jolly Roger’s Lagoon, featuring a beach, a sandcastle, a quarry and cliffs. Considering it’s Kazooie’s birthplace, it definitely feels like a wasted opportunity not to do more with that, perhaps include her family or siblings or something. Bad Magic Bayou was like Bubblegloop Swamp, with its poisonous water, broken wooden bridges and platforms, and murky swamp that’ll choke you if you linger too long. You hop to tyres to reach isolated islands and climb a tree using log platforms (taking full advantage of the lack of fall damage if you slip). Spiller’s Harbor is essentially a downgraded Rusty Bucket Bay, featuring polluted water thanks to oil leaking from pipes, a lighthouse (that you never go inside), and a nearby village where you hop onto rooftops like in Jolly Roger’s Lagoon. Freezing Furnace isn’t too dissimilar from Hailfire Peaks in that it’s a wide, frozen landscape of slippery platforms, narrow walkways, and ice-cold water that saps your health (unless you’re an octopus). You must scale mountains, venture into igloos, and enter a cave to reach Grunty Industries. This is a lava-filled industrial factory full of pipes, boilers, and toxic gunk that decimates your health unless you return as a tank. When you collect enough Jiggies to enter Grunty’s lair, it’s simply two screens: a stone arena where her minions watch you battle the final gauntlet and a claustrophobic rooftop where an ominous storm rages in the background. Grunty’s Revenge definitely captures the spirit of the Nintendo 64 games but plays things a little too safe, seemingly afraid to think outside the box and barely utilising the Game Boy Advance’s power to the best of its ability with its fitting, if simplistic, 2.5D aesthetic.

Enemies and Bosses:
Anyone who’s played the Nintendo 64 Banjo games will recognise most of Grunty’s Revenge’s enemies. There two most common baddies are the various Gruntlings and the thrashing tentacles that appear everywhere, even on the overworld. Gruntlings simply lumber about, stomping after you if they spot you, and take more hits to defeat the further you progress and the more their colour scheme changes. They’re echoed in the Bogfoot and Biggyfoot enemies, who take even more hits to defeat and often patrol on narrow walkways and above you on cliffs, which can cause you to fall into hazardous water if you’re not careful. Beehives are soon protected by bee swarms that fly at you, Tee-Hees pass through walls and, like the multi-coloured Spookos, are invulnerable unless you use the Wonderwing or certain eggs, and Gruntweeds burst from the ground, camouflaged by the Game Boy Advance’s limited palette, to slam on you. Chombas leap from portraits to take a bite out of you, Boom Boxes bounce around and explode on contact, Stinglashes block the way or pop from the ground like weeds, and sentient mines often patrol the waters. Most of these enemies are merely a nuisance; they’re defeated in one or two hits and often drop Honeycombs. The drop rate lessens as you progress and they become more formidable, but their biggest threat is that they respawn once you scroll away, even if it’s just for a moment. Sometimes, you’ll battle waves of them for a Jiggy; other times, bosses spawn them in, or they swarm claustrophobic interiors. By far the worst enemies, for me anyway, are the Germuloids, who latch onto you and won’t let go until they’ve drained your health, or you’ve wiggled the directional pad enough to destroy them.

Sadly, there’s a painful lack of variety and innovation in the game’s handful of recycled boss battles.

Grunty’s Revenge is extremely limited with its boss battles, recycling the same encounters with Mecha-Grunty or her chief minion, Klungo, three times each and then forcing you into a gauntlet in the endgame. The Ghost Pirate offers as a unique battle, framed as a limited third-person shooter where you must dodge his cannonballs and fire at his grinning visage when it appears, but even this is recycled for a Mecha-Grunty battle. This is a bit tougher as you must target her hands, hat, and panels on her torso, but the strategy is still the same. Similarly, though the battles against Klungo and Mecha-Grunty get progressively difficult, what works the first time will work the last. Klungo tosses vials and stalks you, only being vulnerable when his shield’s down. He’ll add in temporary invisibility, minions, and a slippery arena as you progress, with the window to attack getting smaller each time. This is echoed in the Mecha-Grunty fights as she also hides behind a shield, though she fires a projectile spread and also tries to crush you. In the endgame, you battle Mecha-Grunty in her arena, watching for her aerial bombardment, then take on Klungo again, with a quiz appearing between each fight. Best these and you’ll face a multi-phase battle against Mecha-Grunty on the castle roof, one where your room to avoid her homing projectiles and other attacks is extremely limited. To make matters worse, you can’t just hit her mech in this final fight like in the others; instead, you must strike her robot body and also attack her spirit when it appears. Additionally, you’re very unlikely to get Honeycombs during these battles and there are no checkpoints between each fight so, if you die at any point, you must not only start all over again but also complete the time switch task to enter Grunty’s lair! This was a difficulty spike I wasn’t expecting; just replenishing your health and eggs for the quiz would’ve helped. Ideally, there would be a doorway in the first arena to return to the overworld, with the entrance remaining unlocked but, as is, this was a gruelling final challenge that I couldn’t get past.

Additional Features:
There are two Extra Honeycombs in every area of Grunty’s Revenge, requiring all your abilities to uncover them to fully extend your health bar, and 600 Musical Notes and ten Jiggies in each as well. You won’t need all of them to learn every move or unlock every world, but you will need at least fifty Jiggies to reach the final boss gauntlet. However, if you want to see the best ending, you’ll need 100% of these collectibles, something that’s a tall order thanks to Breegull Beach’s timed challenge, let alone the final boss. When you finish the game, you play one last sliding game as the credits roll, collecting gold coins as you go. These are spent at an arcade machine in Breegull Beach, where you can replay the mini games at will.

The Summary:
I’ve been on the fence about Banjo-Kazooie: Grunty’s Revenge for years. There was something about the odd, quasi-isometric perspective that always put me off but, in the end, the game isn’t too expensive, and I felt the itch for more of the bear and bird duo. The game makes a good first impression, emulating the bright, cartoony visuals and quirky humour of the Nintendo 64 games and doing a decent job of recreating the characters, locations, and music from its counterparts. It is, in many ways, a 2.5D demake of Banjo-Tooie, featuring relatively large worlds and some fun mechanics with the different forms. However, these transformations are painfully underutilised and the Jiggies were, by and large, easy to collect as long as you weren’t racing against a ridiculously limited timer. There’s nothing here in terms of moves and abilities that you won’t find in the superior Nintendo 64 games…in fact, there’s less since you can’t fly or use the Wonderwing at will. While I enjoyed the visual fidelity to the other games, the worlds and environments are horrible limited and lack innovation. Each world has similar tropes (find stuff, play a mini game, fight a boss, a platforming challenge, etc), with none of the nuance and interconnectivity (or, at times, challenge) of the Nintendo 64 games. These issues are only compounded by Grunty’s Revenge recycling the same mini games and boss battles, forcing you into an unfair final gauntlet, and completely wasting its time travel plot. There was an opportunity to present something a little different and, instead, the developers played things far too safe and tried to give Game Boy Advance players a truncated version of the Nintendo 64 games rather than something that takes advantage of the system’s strengths. As a big, lifelong fan of the franchise, I was left disappointed and, though I don’t regret buying Grunty’s Revenge, I’m not surprised it’s largely been forgotten to the mists of time.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Banjo-Kazooie: Grunty’s Revenge? Were you impressed by how closely it emulated the Nintendo 64 games, or do you agree that it wasted its potential? What did you think to the semi-isometric perspective and the time travel plot? Which of the new worlds and transformations was your favourite? Were you also disappointed by the recycled mini games and bosses? Did you ever get the best ending, and would you like to see this game more widely available? Whatever you think about Banjo-Kazooie: Grunty’s Revenge, drop your thoughts in the comments, support me on Ko-Fi, and check out my other retrogaming content.

Game Corner [DK Day]: Donkey Kong Country 2: Diddy’s Kong Quest (Nintendo Switch)


In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that introduced gamers to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. To celebrate everyone’s favourite King Kong knock-off, I’m dedicating a few days this week to gaming’s most famous ape!


Released: 23 September 2020
Originally Released: 21 November 1995
Developer: Nintendo
Original Developer: Rare
Also Available For: Game Boy Advance, Nintendo 3DS, Nintendo Wii, Nintendo Wii U, Super Nintendo Entertainment System (SNES)

The Background:
After making a name for themselves Stateside with the financial and critical arcade classic Donkey Kong (Nintendo R&D1, 1981), Nintendo captured the home console market with the Nintendo Entertainment System (NES). Largely supplanted by their moustachioed mascot, Super Mario, Donkey Kong gained a new lease of life thanks to legendary British developers Rare. Donkey Kong Country’s (Rare, 1994) revolutionary pre-rendered graphics pushed the SNES to its limits, saw a redesign of Donkey Kong Jr., and became the third-bestselling SNES game. Accompanied by universal praise, development of a sequel began shortly after Donkey Kong Country’s release and was purposely designed to be more challenging compared to its predecessor. Although it utilised the same pre-rendered graphics pioneered in the first game, Donkey Kong Country 2 was designed to be less linear and focus more on speed, leading to Diddy Kong taking the lead role. He was joined by a new character, Dixie Kong, who was designed to offer gameplay mechanics similar to those in the first game but different enough to be unique. Donkey Kong Country 2 was a massive hit upon release, one met by both critical acclaim and numerous awards. The game was seen as an overall improvement in every way and has been ported to both other platforms and Nintendo’s digital mediums, and inspired Retro Studios’ 2020 revival of the franchise.

The Plot:
When Donkey Kong is kidnapped by the vengeful King K. Rool, his nephew, Diddy Kong, teams up with his girlfriend to rescue him from the Kremling army.

Gameplay and Power-Ups:
Like its predecessor, Donkey Kong Country 2: Diddy’s Kong Quest (a clever pun that took me years to pick up on) is a 2D, sidescrolling adventure brought to life using pre-rendered graphics converted into 2D sprites. This time around, Donkey Kong has been kidnapped, forcing you (and a friend, if you have one) to play as his nephew, Diddy Kong, or Diddy’s girlfriend, Dixie Kong, and traverse the Gangplank Galleon worlds to rescue him. You’re given three saves and three player options: either going it alone, tagging between the Kongs with -, playing two-player co-op or playing a “contest” mode against a friend. The control scheme should be immediately familiar to anyone who’s played the first game: you jump with B, attack with Y, grab your partner with A, and throw them with Y. Your Y attack differs depending on which Kong you’re playing as: Diddy performs a cartwheel to hit enemies in his path and add some momentum to his jump while Dixie twirls her ponytail, which lets her glide for a few seconds and thus makes her the better choice for clearing the game’s many gaps and bottomless pits. Your partner acts as your life bar; as long as you have a partner Kong, you can take at least one hit. You’ll need to smash DK barrels to reunite with your partner and collect bananas, KONG letters, and 1-Up balloons to earn 1-Ups. These can also be earned by spending Banana Coins to play Swanky Kong’s Bonus Bonanza mini game, and you’ll need a fair few lives as the game’s platforming and hazard placement can get pretty tough as you progress. Occasionally, you’ll find the odd invincibility barrel but there are no new power-ups included here. You can save your game at Wrinkly Kong’s Kong Kollege, where you can also spend Banana Coins to learn about various game mechanics, or abuse the Nintendo Switch’s rewind and save state feature to mitigate some of the game’s difficulty.

Diddy, Dixie, and their buddies hop and battle through stages filled with tough hazards.

Whereas Donkey Kong and Diddy Kong controlled very differently in Donkey Kong Country, with one being slower, bigger, and more suited to attacking and the other being fast, nimble, and better suited for platforming, Diddy and Dixie are very similar here. Dixie’s better for crossing gaps, though, and since there’s a lot of platforming and tricky jumps you’re usually better off sticking with her. It’s a shame that Diddy Kong remains unchanged from the last game as there’s little incentive to play as him beyond giving yourself a greater challenge. The Kongs’ animal friends are back, once again freed from crates and opening additional exploration and attack options. Rambi charges through enemies and destructible walls, Enguard slices through water with a sleekness the Kongs can only dream of, and Squawks the parrot spits peanuts with Y. Not only can Rambi charge up a gore, Enguarde attacks with his needle-like nose, and Squawks flies with taps of B, they’re joined by two new animal buddies. Squitter the spider fires a web projectile with Y and creates temporary web platforms with B while Rattly the snake allows you to charge a big leap to reach higher areas. Many of the hidden mini game rooms are played with these companions, too, and multiple animals can be found in certain stages, allowing you to take different routes and acquire different collectibles. The Kongs can also hurl barrels, TNT barrels, cannonballs, and treasure chests, with the latter two activating cannons to bonus games and yielding collectibles, respectively. Your goal is the target at the end of each stage, with each set up to gift different rewards depending on when and how hard you hit the target, awarding you extra bananas, lives, coins, or a KONG letter. Giant DK Coins and Kremkoins are also hidden across the various worlds; the latter are spent at Klubba’s Kiosk to access a bonus world. You can also hire Funky Kong’s airplane to fast travel across the overworld, climb ropes, chains, and ride wind gusts and, of course, blast across the environment using various barrels.

Some incredibly difficult platforming challenges and gimmicks await in this retread.

Barrels either automatically shoot you or you must time your shot to reach an adjacent barrel, often with the risk of plummeting to your death or hitting spiked thorns. Pits, water, toxic gunk, and lava all spell instant death and can be difficult to avoid thanks to some gaps being frustrating to clear. Dixie helps with this, as does bouncing on enemies, but you’ll also want to utilise any animal companions to help squeeze through narrow gaps or around thorns. Some stages have you traveling from the right side of the screen to the left; others force you into a race or a timed challenge. You’ll see many of these in the many bonus rooms, which challenge you to defeat multiple enemies, collect bananas or stars, or reach the end goal after a short obstacle course to earn rewards. Many hazards and gimmicks seen in the first game return here: you’ll ride mine carts and high-speed rollercoasters (hitting lights to open gates and jumping to new tracks), swim through mazes of crates, avoid plenty of pits, and slip on icy ground. Vertical traversal is as prominent as horizontal, requiring you to hop and barrel blast up ship masts as often as you explore the submerged interiors. Sometimes, water, lava, and toxic gunk rises after you, creating a sense of panic as you desperately hop to platforms and climb higher. Others, the floor rises, creating a crushing hazard, or you’re forced to make pixel perfect jumps or fly through thorny mazes. Sometimes, you’ll need to jump on seals to freeze water or cool lava, giving you a short window to slide under enemies or swim to safety. Other times, you’re floating between Zingers, dodging cannonballs, jumping to poles and hooks, and making desperate leaps across chasms to progress. Your animal friends are invaluable in many of these situations but you’ll definitely want both Kongs on hand, especially in the endgame when tight corridors filled with spikes and obstacles make even the simplest movements hazardous.

Presentation:
Donkey Kong Country 2 doesn’t really look or play any better than the first game, in my opinion. I’ve never been a fan of the aesthetic of this franchise and it continues to be ugly, blurry and pixelated here. The sprites, especially, have some mess on them that looks sloppy at times, though I did like how animated and cartoonish the Kongs were. Diddy and Dixie celebrate when you hit the end goal, cry when thrown, juggle and loaf about when left idle, and it’s funny how their eyes comically bug out whenever they see bosses. Each has little exclamations for when they’re hit or victorious and they control pretty well, but they have large hit boxes and can be clunky to move around, making them easy targets for the equally large hit boxes of enemies and hazards. There’s no introduction cutscene this time and the title screen is as basic as you can get, but you can talk to a few more Kongs (including the returning Cranky Kong) for some lore, tips, and to break up the gameplay. The music is mostly the same as before; I recognised some of the tunes from the first game and it’s all very whimsical and enjoyable, if not very memorable. Gangplank Galleon is a more foreboding overworld than Donkey Kong Country’s, featuring lava, dungeons, and a frigid mountaintop. I liked that Pirate Panic starts you on King K. Rool’s pirate ship, essentially starting the game where the first one left off, and the pirate theme continues throughout in the enemy sprites and level layouts.

The visuals, though ambitious, can be muddy and blurry, obscuring the clunky action.

Typically, stages fall into a routine very quickly. You’ll either be hopping about on the deck of a ship, clambering about in the masts up top, or exploring the inside, with these areas being flooded, riddled with lava, or beset by wind and rain. Wind is a particularly dangerous element as, while you can ride updrafts to new areas and it boosts your jump, it also pushes against you and can screw up your platforming. Caves, mines, and frozen mountaintops also appear, with some being remixed into the pirate-themed stages. While the mine cart stages are disappointingly bland, the game makes up for it with Krazy Kremland’s fairground and rollercoaster, where you’ll see fireworks and rides in the background. Stages like Jungle Jinx and Mudhole Marsh can be difficult thanks to the dense forest and contrasting colours, which swallow up the sprites and make for some muddy, ugly visuals. I liked stages set in the beehives, with their sticky nectar offering new platforming challenges, and those like Gloomy Gulch that adopted the haunted forest trope and the scorching volcano aesthetic of Crocodile Cauldron. However, any stages that incorporate the thick, maze-like mess of thorns and brambles can go die in a ditch. By the time you reach Toxic Tower, you’re avoiding toxic gunk in a suitably medieval dungeon before boarding King K. Rool’s steampunk-like airship, The Flying Krock. Gangplank Galleon features many paths, shortcuts, new worlds, and required stages, though it can be clunky to navigate. Also, while Donkey Kong Country 2 performs well, I did notice some frustrating slowdown one I reached K. Rool’s Keep. The game struggled to render all the sprites and hazards, slowing the gameplay to a crawl, and the large hit boxes became aggravating thanks to the sadistic enemy and obstacle placements of the game’s latter stages.

Enemies and Bosses:
King K. Rool’s army is familiar but largely original here in Donkey Kong Country 2. His ships are infested with rats and little snapping crocodiles and seemingly every stage is populated by Zingers, spiked bees whose red variants can’t be killed and who act as much as hazards as they do enemies, flying back and forth, in circles, or in vertical formations that force you to squeeze by. His Kremlin army is still easily dispatched with a simply bop on the head or a barrel to the face, but they’re sporting some new designs. Some bounce in place or at you, larger Kremlins wield cannonball-firing blunderbusses or toss boomerang-like hooks, smaller ones patrol back and forth with cutlasses that have a shockingly large hit box, and others are large and muscular and become enraged (and harmful) when you hit them. The wacky (and somewhat familiar) Cat-O-9-Tails either hurt you or toss you across gaps (or into spikes) with their tentacle-like tails, vultures swoop from the skies, porcupines totter across the ground, and stingrays and voracious fish lurk in water. You’ll be chased by a skeletal pirate ghost while speeding across broken rollercoaster tracks, jump to temporary ropes that are actually snake-like ghosts, slide and jump out of the way of rope-climbing Kremlins, gain a mid-air boost from passing dragonflies, and get bashed about (usually down a pit) by barrel-wearing Kremlins. You’ll race against Screech, hop to Krocheads to clear bodies of water or swampland, hop to Kannon’s barrels to achieve the same goal, tip over Click-Clack beetles to attack their underbelly, and encounter rotund sorcerer-type enemies who toss barrels and suicidal Kremlins at you.

Bosses offer a tough challenge but only King Zing is truly unique.

Each of Donkey Kong Country 2’s worlds end with a boss battle, though you’re awarded a Kremkoin rather than a giant banana this time around. Each boss has at least two phases, no life bar, and rarely a DK barrel to restore your partner if you’re hit, and they’re all essentially invulnerable until a barrel spawns for you to throw. Your first boss is Krow, a large, pirate-themed crow fought up in a crow’s nest (…get it?) Krow dives at you and launches giant egg from his nest. You must hop on this egg and toss it at Krow to deal damage, which eventually sends Krow into such a frenzy that he causes eggs to erratically rain down, making it trickier to score the final two hits. Kleever, a sentient sword, hides in lava for the first phase and tosses fireballs you must dodge. Eventually, a cannonball drops which you must throw at Kleever, then you must use the hooks to cross the lava pool and repeat. In the second phase, Kleever emerges from the lava and flies about, swiping and chasing you as you hop to the many hooks scattered around, tossing cannonballs to finish it whenever you get a chance. Kudgel, a roided-up Kremlin wielding a massive club, leaps offscreen and stuns you when he lands if you’re standing on the ground. He also swings his club like a baseball bat, after which a TNT barrel drops in. Toss this at him enough times and he’ll start pouncing at you, forcing you to run or cartwheel under him and making timing your throws a tad more difficult. King Zing is fought in a sticky beehive after previously chasing the player (on Rambi) in Rambi Rumble. King Zing is unique in that you fight him as Squawks, fluttering around and spitting peanuts at his stinger (a difficult target to hit considering how small it is). After enough hits, King Zing fires a spread of stingers and splits into smaller, regular Zingers, all of which can be tricky to avoid with Squawks’ awkward controls and hit box.

As if the final battle with K. Rool wasn’t bad enough, tougher challenges await to challenge you.

Another giant crow stands as the game’s penultimate boss. Fundamentally, battling the spirit of Kreepy Krow is the same as battling Krow except this time you’re up in the masts and sails of a pirate ship and he sends his minions after you. You must avoid the ghosts and hit the living enemies to spawn a barrel to toss at Kreepy Krow, trying not to plummet to your doom or be hit by the giant bird’s swoop. In the second phase, more baddies fly at you and you must climb hooks and chains, dodging Kreepy Krow’s falling eggs, to finish the deadbeat off. When you finally confront King K. Rool in his stronghold, where he’s gleefully torturing Donkey Kong, the Kremlin captain flees to his airship and you’re forced to beat Screech in a race through dangerous thorns and brambles. With Donkey Kong held hostage aboard The Flying Krock, you battle King K. Rool and his gigantic blunderbuss in a three-stage fight. In the first phase, you must dodge his rocket-powered charge and toss his cannonballs back when he sucks you in for a clobber. After enough hits, he collapses and the game tricks you into thinking you’ve won, only for King K. Rool to rise again and add new attacks to his arsenal. He fires spiked balls that reduce your dodging and jumping area, blue shots that freeze you, red shots that slow you, and purple shots that screw up your controls. He also turns invisible and speeds up his shots which, alongside his large hit box and the lack of DK barrels, makes this the toughest boss fight in the game as it just keeps going on and the margin for error is very small. If you’re playing the Game Boy Advance version, you’ll also battle a final final, version exclusive boss, Kerozene. A titanic Kremlin, Kerozene attacks by slamming his fists and summoning two Kleevers. You must dispatch these with cannonballs and then chuck another at Kerozene’s face when he starts glowing. After ducking his fists, you must jump to them to avoid the plumes of fire he spawns, waiting for them to die down so you can retrieve your cannonball and continue your attack.

Additional Features:
Your save file tracks the collectibles you’ve obtained in your playthrough and Cranky Kong will comment on or criticise your progress once you complete the game. While KONG letters and Banana Coins are easy to spot, they’re not always easy to acquire. DK Coins are even more elusive, requiring skilled platforming and tricks to reach. Many are rewarded by finding and completing bonus stages or discovering hidden paths. These are fun distractions and offer bite-sized challenges, but it can be tedious and frustrating revisiting the stages to hunt these down. If you collect all seventy-five Kremkoins, you’ll not only collect everything the game has to offer but also pay off Klubba and access the Lost World, six additional stages that remix enemies and gimmicks from the main game and offer an even tougher challenge for hardcore players. The final of these, Krocodile Kore, offers another boss battle with King K. Rool that’s a reskin of the regular final boss, but made even tougher. As if that wasn’t enough, the Game Boy Advance version adds Golden Feathers to upgrade Expresso II’s stats in the version exclusive Expresso Racing mini game and Photographs to fill Wrinkly Kong’s scrapbook. Collecting everything sees Cranky commend your performance and places you higher on the pedestal in the final cutscene, but offers no other tangible unlocks.

The Summary:
There’s no doubt that Donkey Kong Country is a Nintendo classic. While I’m not the biggest fan of its visual style or clunky gameplay mechanics, it was an impressive title that breathed new life into the cantankerous ape and showcased the power of the Super Nintendo. Donkey Kong Country 2: Diddy’s Kong Quest is more of the same, which you might think means it’s just as good if not better, but there’s something decidedly off about the execution. The absence of Donkey Kong hurts the game as there’s just not enough visual or gameplay difference between Diddy and Dixie Kong. If Diddy gained some new, tangible gameplay mechanic beyond just being a bit faster, maybe I’d appreciate the game more. Like, maybe Diddy could toss barrels but Dixie couldn’t; or if Diddy’s jumps were shorter to emphasise Dixie’s helicopter mechanic more. Instead, they’re so similar that you may as well stick to Dixie since you need her to clear gaps. The animal friends were fun, as ever, and the new additions added some unique aspects to the game, but I would’ve liked to see them incorporated more. The developers almost did this by giving Squawks race sections and a boss battle, but it would’ve been nice to see the other animal get this luxury, too. There is a load more collectibles this time around, which adds some nice replay value, but many are so difficult to reach and you don’t get anything substantial for finding them all so it’s barely worth your effort unless you want to punish yourself with the more difficult Lost World stages. I liked that the bosses were a bit more diverse this time, but I would’ve liked to see more variety in the environments. Everything feels like a carbon copy of the first game, just with the difficulty cheaply ramped up and very few new mechanics to make this an improvement on the original. It’s a shame as there was a fair but to like here, but the janky hit boxes, aggravating difficulty spike, and lack of originality mean Donkey Kong Country 2 feels like an inferior and less enjoyable retread of the first game to me.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Donkey Kong Country 2: Diddy’s Kong Quest? Was it part of your SNES library back in the day? What did you think to Dixie Kong and the new animal friends? Which of the boss battles was your favourite? Did you find all of the game’s secrets and bonus rooms? Did you struggle with the dramatic difficulty spike? Which of the Donkey Kong Country games is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong Country 2, leave them below, support me on Ko-Fi, and go check out my other Donkey Kong content.

Game Corner: Banjo-Kazooie (Nintendo 64)

Released: 29 June 1998
Developer: Rare
Also Available For: Nintendo Switch, Xbox 360, Xbox One, Xbox Series S/X

The Background:
Beginning life as Ultimate Play the Game and having established themselves as one of the biggest UK-based video game development companies, Rare built a strong working relationship with Nintendo after revitalising their Donkey Kong franchise on the Super Nintendo Entertainment System (SNES). Eager to capitalise on this success, Rare began work on “Project Dream”, an ambitious adventure game starring first a sword-wielding boy and eventually a bear with a backpack. As the project grew, Rare switched development to the upcoming Nintendo 64, eventually retooling the concept into a 2.5D sidescroller and, ultimately, a 3D action/platformer collectathon heavily inspired by Super Mario 64 (Nintendo EAD, 1996). Rare’s staff ballooned and their work hours increased as they sought to refine the 3D camera system and encourage player exploration across multiple, colourful worlds, infusing the game with a quirky, British sense of humour. Unfortunately, a multiplayer mode was scrapped due to time constraints alongside an ambitious plan to swap data between cartridges to unlock extra content. Banjo-Kazooie was universally praised, with critics praising the gameplay and visuals and technical superiority over Super Mario 64, though the camera was criticised as being unwieldy at times. Although we’ve been denied a long-running series of sequels, we got a Game Boy Advance spin-off and an equally lauded sequel followed in 2000, the characters appeared in various spin-offs and limited merchandise, and Banjo-Kazooie is widely regarded as one of the best and most pivotal 3D platformers of all time.

The Plot:
When his sister is kidnapped by the vain Gruntilda “Grunty” Winkybunion, dim-witted Banjo and loud-mouthed Kazooie quest to retrieve the magical Notes and Jiggies in Grunty’s lair to rescue the terrified bear cub.

Gameplay and Power-Ups:
Banjo-Kazooie is a 3D action/platformer collectathon in which players guide the titular bear and bird duo across nine main worlds, accessed via a main hub world, searching for magical jigsaw pieces (“Jiggies”) and Musical Notes to unlock additional worlds and progress further up Grunty’s lair to rescue Banjo’s sister, Tooty. You begin outside on Spiral Mountain, a diverse area where players can choose to learn or practice the duo’s moves, which are taught by the short-sighted mole Bottles, whom you’ll encounter at various molehills. Banjo and Kazooie have various moves to take out enemies and traverse the game’s worlds, some of which are similar to Mario’s 3D abilities and others which are unique to them. Banjo takes the lead and swipes with his claws in a short combo with B or rolls into enemies when running and pressing B. A sees him jump and pressing it again in mid-air sees him get a boost from Kazooie to cross small gaps. Pressing B in mid-air performs the super useful Rat-a-Tat Rap, where Kazooie pecks at enemies, while holding Z and pressing B when standing still sees Kazooie charge with her peak. Pressing A when standing still sees the duo backflip to higher areas and you can hold either A or B when underwater to swim, though you must collect air bubbles or resurface to avoid drowning. Similarly, you restore your health by collecting Honeycombs, extend your life bar by hunting down Extra Honeycombs, and snag an extra life from the golden Banjo trophies dotted around, You have decent control over the camera, but it can be clunky and get stuck on the environment at times. Indeed, the unreliability of the camera and Banjo’s inability to grab ledges are the only gripes I have with the game, but they’re easily dealt with once you get into the swing of things.

The duo’s abilities are expanded with some fun moves and bizarre transformations.

Banjo and Kazooie’s move set expands as you explore the game’s worlds, constantly adding new abilities to your arsenal that are tested by the environments. Kazooie fires eggs from her mouth or butt by holding Z and pressing C-up or C-down, respectively. This can be unwieldy as it’s difficult to precisely aim at targets but it’s great for picking enemies off from a distance and solving certain puzzles, such as extending bridges. The duo perform a ground pound by pressing Z in mid-air to crush enemies or activate switches to open new areas, reveal Jiggies, or start timed challenges. Holding Z and pressing C-left sees Kazooie dash across the landscape, greatly improving your movement speed and allow you to traverse inclines, while pressing C-right sees Kazooie shield Banjo with her wings, effectively making them invincible. Like your egg attacks, this “Wonderwing” ability lasts as long as you have ammo on hand (specifically Gold Feathers). Similarly, you’ll need Red Feathers and a Flight Pad to take to the air, where you can rise higher with A or blast at enemies and targets with B as long as you have Red Feathers to expend. Kazooie can also spring the duo to higher levels using Shock Jump pads, they can climb pipes and trees just by jumping to them, and Kazooie uses special shoes to vastly (if temporarily) increase her running speed or carry the duo across brambles and red-hot quicksand. You’ll also find numerous Mumbo Tokens everywhere; collect enough and the mystical shaman, Mumbo Jumbo, transforms the duo into various forms. These include a termite, a bee, a tiny crocodile, and a stout little walrus, with the transformation automatically ending once you venture far enough from the world. These forms are both amusing and incredibly useful: Banjo’s pumpkin form, for example, squeezes him into small spaces while his walrus form allows him to compete in a sledge race against the lazy polar bear, Boggy. The bee form lets you fly indefinitely by tapping B (though it’s even more unwieldy than the regular flying) and the termite allows you to clamber up steep surfaces that even best the Talon Trot. The crocodile form is the only one that can attack, snapping its jaws with B and easily crossing piranha-infested water, but it’s very small and no match for the bigger, tougher Mister Vile.

You use all the duo’s abilities to complete various missions to acquire Jiggies.

Like Super Mario 64, each world contains numerous collectibles you need to open new areas. There are 100 Musical Notes in each world and, when you leave the world, the Notes reset, so you’re better off collecting them all on your first go-through (which is possible, even when some areas require additional abilities to access). There are also ten Jiggies in each world, with one awarded when you find the five colourful Jinjos hiding in each world. Some Jiggies are out in the open, sitting on ruins or reached with a bit of platforming or careful traversal over narrow platforms, and others are guarded by bosses, revealed by hitting switches, or earned by solving puzzles. You’ll be smashing huts, hitting targets, completing races and timed events (such as jumping through hoops), and fending off waves of enemies to earn Jiggies. You’ll also aid various non-playable characters (NPCs), such as finding Captain Blubber’s gold, finding Boggy’s kids’ lost Christmas presents, rescuing Snorkel from a weighty anchor, and collecting acorns so Nabnuts can hibernate. Unlike in Super Mario 64, you’re not booted from the world upon collecting a Jiggy and your progress is saved even if you lose a life, though your Notes won’t be. Like that game, Jiggies are also found in the hub world, spawning when you activate switches in the main worlds, and you’ll also play some fun mini games to collect them. You’ll perform with Tiptup’s choir, spell out the game’s title on a sandcastle floor and on a Ouija board, match tiles and race through mazes in ancient pyramids, fly through hexagonal rings, defend sentient Christmas lights, and brave a dangerous fan room all to claim a prize. Jiggies become especially obtuse in Click Clock Wood, a world split into four seasonal sub-sections. You must complete tasks in the spring and summer to earn Jiggies in autumn and winter and vice versa, sprouting and watering a plant and helping Gnwaty throughout the seasons. The difficulty can spike in Clanker’s Cavern and Rusty Bucket Bay, where drowning is a constant threat alongside bottomless pits and polluted water that, like its ice-cold variants, quickly saps your air and health.

Presentation:
Banjo-Kazooie is an absolutely gorgeous game that still holds up today. Obviously, the game looks and runs a lot smoother on the modern re-releases but even the Nintendo 64 original stands the test of time thanks to its colourful visuals and quirky, fairytale-like world. Everything is so full of life and it’s truly remarkable and amusing. Banjo and Kazooie play pranks on each other when left idle, making daft sounds when jumping and attacking, and even the enemies are lively and peculiar, reacting when they spot you (my favourite’s being the Seaman Grublins, who shout an enthusiastic “Hi!” before charging!) Banjo, Kazooie, and all their supporting cast (and even collectibles) chatter with a whimsical babbling, communicating through gibberish, text bubbles, and pantomime movements. Enemies and hazards taunt you, collectibles encourage you to grab them, Bottles and Kazooie bicker constantly, and Grunty taunts you relentlessly as you explore or fail challenges. There’s a little bit of fog and pop-up but I can forgive it considering how large and varied each world is, especially compared to Super Mario 64. Like in that game, players visit worlds via a hub world, but these are unlocked in a fun and interesting way. You may need to explore or activate a switch to reach the puzzle pad and unlock the world, or activate a switch within the worlds to affect the hub world, and utilise various coloured cauldrons to fast travel throughout Grunty’s lair. Grant Kirkhope brings every environment to life with his infectious and whimsical soundtrack, which changes as you explore, becoming muted when underwater or ominous when exploring more dangerous areas. Grunty’s lair is a prime example, with Kirkhope’s rendition of “The Teddy Bear’s Picnic” warping and changing in each area. The soundtrack is, honestly, one of the best parts of the game and immediately makes an impact with Mumbo’s Mountain and only improves from there. Freezeezy Peak has a Christmassy overture that perfectly matches its festive aesthetic, Mad Monster Mansion is suitably spooky, and Click Clock Wood’s music alters depending on the season.

The game’s quirky humour is matched by colourful visuals and an infectious soundtrack.

The worlds on offer are as unique as the game’s quirky humour, which is both snappy and witty and very British at times. While things start very tame in Mumbo’s Mountain, which has no bottomless spits or hazards to worry about (except maybe drowning or taking fall damage), drowning or being bitten by Snacker are constant threats in Treasure Trove Cove, which highlights how large and varied the game’s worlds are with its beach, open sea, lighthouse, and pirate ship. Clanker’s Cavern (essentially Grunty’s sewer) introduces air bubbles to keep you from drowning and centres around the enormous semi-cybernetic shark Clanker and the duo’s efforts to both scale and explore within him. Bubblegloop Swamp is a suitably murky and hazardous environment thanks to the narrow platforms over piranha-infested water, which test your platforming skills. The world branches off to a maze and a giant crocodile, and meeting Tiptup inside a giant turtle. Freezeezy Peak is comparatively smaller but has always been a favourite, despite the ice-cold water and the tricky flying challenges. The annoying Sir Slushes and NPCs like Boggy and his kids and the anxious Wozza the Walrus add a lot of depth to the area. I was never a fan of Gobi’s Valley, which is treacherous like Freezeezy Peak but trickier to traverse as you need to fly, run, ride magic carpets, and complete timed challenges to get inside its pyramids. You’ll brutalise poor Gobi to earn Jiggies, feed Rubee’s snake, and tackle ancient challenges to claim prizes. I’ve always enjoyed Mad Monster Mansion, another wide and varied world sporting a haunted hedge maze, mansion, and church. Tombstones spring to life, brambles prick your feet, pipes must be scaled and dropped down, and you must race into the church to play a giant organ and sneak past a cantankerous ghost. Rusty Bucket Bay can be very challenging with its polluted water and bottomless pits in the engine room; like Mad Monster Mansion, it can also be easy to get lost as there are so many areas to explore. Finally, Click Clock Wood is actually four worlds in one and changes with each season, introducing different enemies and hazards. You’ll run up piles of leaves and snow mounds, for example, or platform using blossoming leaf platforms, but also find the water dried up, frozen over, or some areas are inaccessible depending on the season.

Enemies and Bosses:
Banjo and Kazooie encounter some bizarre enemies on their quest. You can practice your moves against the anthropomorphic vegetables patrolling Spiral Mountain and battle territorial termites and the first of many Grublin variants in Mumbo’s Mountain. Most enemies aren’t much of a threat as, while Buzzbombs swoop at you, Bigbutts try to gore you and can only be stunned, and Chinkers duplicate when hit, but most are easily taken out with a few hits. As you progress further through Grunty’s lair, her Gruntling minions become more durable and the beehives that yield Honeycombs are protected by swarms of bees, adding some challenge to each encounter. Mum-mums and Tee-hees pose a problem as they can only be destroyed with the Wonderwing, while Boom Boxes and Sharpnel mines explode when defeated or they make contact with you. Various Chompas burst from pipes and portraits to deliver a jump scare or take a bite out of you, often knocking you from high places if you’re slow to Rat-a-Tat Rap. Life rings and pipes come to life, monsters burst from wooden panels, mutated and regular crabs must be tipped over to attack their vulnerable bellies, and thrashing tentacles clog up tunnels alongside many environmental hazards. These include fan blades, scorching hot lava, brambles, freezing cold water, unseen piranha, and stinging sandworms but one of your biggest obstacles will be fall damage and bottomless spits, especially by the end game. While you can mitigate fall damage by landing in water or using the Feathery Flap, you’re more likely to plummet to the ground and take considerable damage, so be sure to watch your step, especially in Click Clock Wood. You’ll also have to be mindful of the likes of Snacker and Chump (who are difficult to defeat as the duo have no swimming attacks), Slappas (mummified hands that try to squash you) and the snowballs tossed by the jeering Sir Slushes.

The few boss battles are fun challenges that perfectly match the game’s light-hearted tone.

Banjo-Kazooie is a little light on traditional boss battles. While there are larger or challenging enemies battled in each world to acquire Jiggies, I would only classify a few as being traditional bosses. In Mumbo’s Mountain, for example, you battle Conga atop a tree. You must trick him into tossing his oranges to hit three switches for a Jiggy, feed one of his fruits to a hungry monkey for another, and then head up top to fire eggs at him for a third, but he’s more of an obstacle than a boss. While a tougher crab enemy awaits inside Treasure Trove Cove’s sandcastle, the gigantic Nipper is the game’s first real boss. He tries to clip you with his massive claws but it’s easy to dodge them and Rat-a-Tat Rap his eyes; three hits and he’s done, allowing you to enter his shell for a Jiggy. The closest Clanker’s Cavern has to a boss are the mutated Snippets you fight in a radioactive chamber. Similarly, you battle a gauntlet of frog-like Flibbets in Bubblegloop Swamp and a swarm Zubbas in Clock Clock Wood when you venture into their hive. Bubblegloop Swamp kind of has a boss in Mr. Vile, a mean crocodile who challenges Banjo’s croc form to gobble coloured worms but who isn’t fought in the traditional sense. Similarly, Sir Slushes supplant a boss battle in Freezeezy Peak; you must charge into them when flying to take them out and smash a larger Chinker to earn a Jiggy. Boggy also challenges you to two sledge races, one against your walrus form and one where you’ll need Kazooie’s speed shoes to win, with both being tricky due to you having to pass through slalom gates and avoid the freezing cold water. The closest Gobi’s Valley comes to a boss is when you race to swipe a Jiggy from Grabba, while Mad Monster Mansion simply has you sneak up on Napper. Rusty Bucket Bay does feature a showdown with Boss Boom Box, but it’s essentially just a bigger version of fighting a regular Bomb Box. He’ll split into smaller forms, exploding on contact, so either use your eggs or the Wonderwing, if you have enough Gold Feathers.

The final showdown with Grunty rightfully tests all the skills you’ve learned throughout.

Even when you finally reach the top of Grunty’s lair and confront her, you must first endure Grunty’s Furnace Fun, a quiz show you must complete without dropping to the insta-death lava below. The quiz tests your knowledge of the game, asking you to name worlds and characters, identify music, and even battle previous bosses. As you explore Grunty’s lair, you’ll inevitably meet her kindly sister, Brentilda, who tells secrets about Grunty that’ll be answers in this quiz. Honeycombs and extra lives are strewn about the board and you can earn Joker cards to skip challenges, each of which is timed and deals damage if you fail. You can also take different paths to the end, where you’ll be treated to a roll call and what appears to be the ending before the duo realise that Grunty escaped! You then venture to the rooftop for the final showdown, stocking up on ammo if you have enough Magical Notes to open the doors. The battle against Grunty has multiple phases, each one ending with her tossing a homing shot that you must defend against with the Wonderwing. In the first phase, Grunty swoops down on her broomstick; you must Talon Trot out the way and hit her with a Rat-a-Tat Rap three times, dodging her explosive fireballs after each hit. Things get tricky in the second phase; not only do you have to avoid slipping to your doom but Grunty’s now out of reach. She tosses multiple fireballs from afar and you have a very small window to hop on the ledge and pelt her with eggs, which is incredibly tricky without precision aiming. If you hit her enough times, she’ll fly high up, forcing you to use a Flight Pad to follow. While her fireballs are easily avoided, it’s not so easy to direct your Beak Bomb but, eventually, you’ll hit her enough to cause her to erect an impenetrable shield. In this phase, you activate the Jinjo statues with your eggs, avoiding Grunty’s shots, to bring her to the ground, then frantically avoid her barrage of fireballs and homing shots to power up the Jinjonator and send her plummeting to her doom.

Additional Features:
There are 100 Jiggies to collect in Banjo-Kazooie, ten in each world and ten in Grunty’s lair. While you don’t need all of them to unlock every world, you will need plenty to solve jigsaw puzzles and earn an upgrade to your life bar prior to the final showdown. There are also 900 Musical Notes to find, 100 in each world, which again you’ll need if you want to access every area of Grunty’s lair and the ammo stocks prior to the final boss. You can return to any world at any time to hunt down any Jiggies and Notes you’re missing and check your progress from the pause menu. Each world also has two hidden Extra Honeycombs which are worth collecting as you’ll extend your health bar with them, alongside multiple Mumbo Tokens, which you’ll need to change form. If you explore Grunty’s lair, you’ll activate cauldrons to create short cuts and discover Cheato, Grunty’s rebellious cheat book who gives codes to enter in Treasure Trove Cove’s sandcastle to increase your eggs and feather stocks. You can also utilise online guides to enter longer cheat codes in the same way to access mysterious eggs and a giant Ice Key, items that are completely useless here but unlock extras in the Xbox 360 version. There are other cheats you can enter as well to give you infinite lives, eggs, feathers, and air, though some of these cheats disable leaderboards and saving on the Xbox 360 version. Speaking of which, there are twelve Achievements in this version that are all simple to get, whereas the Nintendo Switch version lets you create save states. Finally, you can return to Banjo’s house and complete Bottles’ timed jigsaw puzzle challenges for additional fun cheats, my favourite being one that transforms Banjo and Kazooie into a washing machine!

The Summary:
I played Banjo-Kazooie to death as a kid. I was absolutely enamoured by everything, from its quirky characters to its colourful visuals, and its infectious soundtrack brought me such delight. I searched high and low for every secret I could find, eagerly testing out the sandcastle cheat codes and trying to open doors or find new areas. The game invites this at every turn, encouraging exploration and experimentation and crafting an intricate and enjoyable interconnected world. There are some nitpicks, of course. The camera is finnicky and awkward, flying can be clunky, the life system is antiquated, and it’s annoying that you must recollect Notes each time you enter a world if you don’t get all 100 on the first go. However, these are minor complaints, and the positives far outweigh these issues. I loved that you stay in each world after collecting a Jiggy and that there was a lot of variety in how you acquired them. From simply grabbing them, to completing puzzles, timed challenges, or the odd boss battle, I always felt a sense of accomplishment with every Jiggy I got. Similarly, the worlds are endlessly enjoyable, even the more annoying ones like Gobi’s Valley. I loved how characters carried over between worlds, how you altered the hub world with switches, and how each world had such a strong visual identity. Banjo and Kazooie steal the show with their quirky antics, versatile move set, and mismatched partnership. I just adore how whimsical and random everything is; it’s a lot of fun encountering new, oddball enemies and seeing them taunt the duo. While some elements were refined and expanded in the sequel, Banjo-Kazooie remains the superior game for me. nostalgia has a lot to do with that but I’ll never say no to playing this game. It’s always a joy to come back to it and I was doubly impressed to learn that I remembered how to get everything even though it’s been years since I last played it.

My Rating:

Rating: 5 out of 5.

Fantastic

Was Banjo-Kazooie part of your Nintendo 64 library back in the day? If you discovered it on modern platforms, how do you think they hold up to the original? What did you think to the game’s colourful visuals and quirky sense of humour? Which of the Jiggies was the most challenging for you to collect? Were you disappointed by the lack of traditional boss battles? Did you ever find all the game’s secrets and collectibles? Which world was your favourite and would you like to see the bear and bird duo make a proper comeback? I’d love to hear your thoughts and memories of Banjo-Kazooie so please share them in the comments, consider supporting me on Ko-Fi, and check out my other retrogaming content on the site.

Mini Game Corner [DK Day]: Donkey Kong ’94 (Nintendo Switch)


In 1981, Shigeru Miyamoto and his team at Nintendo R&D1 created Donkey Kong, an arcade title that introduced gamers to two of Nintendo’s most recognisable characters: Mario and Donkey Kong. To celebrate everyone’s favourite King Kong knock-off, I’m dedicating a few days this week to gaming’s most famous ape!


Released: 7 March 2025
Originally Released: 14 Jun 1994
Developer: Nintendo EAD / Pax Softnica
Also Available For: Game Boy and Nintendo 3DS (Virtual Console)

A Brief Background:
Back in 1981, Nintendo were in a tight spot after their plans to expand into North America with Radar Scope (Nintendo R&D2/Ikegami Tsushinki, 1980) failed. President Hiroshi Yamauchi thus tasked young designer Shigeru Miyamoto to create a new arcade cabinet to turn things around and, when plans to adapt the popular comic strip character Popeye fell through, Miyamoto took inspiration from Beauty and the Beast (Barbot de Villeneuve, 1740) and King Kong (Cooper and Schoedsack, 1933) to create Donkey Kong (Nintendo R&D1/Ikegami Tsushinki, 1981). A critical and financial success, Donkey Kong not only introduced to world to a prototype of Nintendo’s plumber mascot and ensured a foothold for Nintendo in the United States, it also kick-started a slew of ports and sequels. Perhaps the most notable conversion of the title was this version for Nintendo’s popular handheld, the Game Boy. Unlike the version released for the Game Boy’s home console counterpart, this Donkey Kong was more of a puzzle platformer and greatly expanded upon the core gameplay and mechanics of the original, solidifying Mario’s character following his successful solo ventures and bringing more eyes to Nintendo’s Super Game Boy peripheral. Widely praised and highly ranked amongst Donkey Kong’s solo ventures, Donkey Kong inspired a spiritual successor in 2004 and finally saw life outside of the retrogaming scene when it was released digital via Nintendo’s online services in 2011 and 2025.

The Review:
Although this version of Donkey Kong (referred to on the title screen as Game Boy Donkey Kong and widely known as Donkey Kong ’94) is a fundamentally different and expanded version of the original arcade game, it’s still technically quite simple and not varied enough in some aspects to warrant my usual full review. Upon first starting the game, players pick from three save files and immediately get underway playing an adaptation of the arcade hit, guiding a distinctly Mario-looking Mario across girders, through a pie factory, and removing rivets to reach the cantankerous ape, who escapes with Pauline each time. After clearing the first four stages, however, Donkey Kong scarpers across nine additional stages, each with anywhere from eight to fifteen levels, and the game completely changes from a simple platformer to a puzzle platformer. Luckily, Mario’s abilities have been expanded to accommodate this. His jump is far better now, allowing you to hop between platforms and across gaps and even survive falls from short to medium heights, largely eliminating the aggravating fall deaths from the original game. By crouching and pressing A, Mario performs a handstand to protect himself from Donkey Kong’s barrels and other hazards and then performs a somersault jump by pressing A again to hop to higher ground. Mario can also pull off a back flip if you quickly press the directional pad (D-pad) in the opposite direction alongside A, which is great for hopping over enemies or out of tight corners, as well as crouch to fit through narrow gaps. By pressing B on barrels and certain enemies, Mario picks these up and throws them, though you’ll primarily use this to retrieve the many keys hidden across the game’s stages. Finally, Mario can still grab his trusty hammer to take out enemies, though he can’t jump while using it. The game also includes the Super Hammer, which destroys certain blocks, and Mario can toss both weapons and quickly retrieve them to solve puzzles.

Smash blocks with your hammer and utilise various platforming skills to get the key to the door.

Many stages feature ladders and ropes you must climb. Sometimes these ladders rise and fall to make you time you climb, sometimes there are ropes, vines, or chains or you must carefully grab nearby vines, avoiding any enemies or a potentially fatal plummet like in Donkey Kong Jr. (Nintendo R&D1, 1982). There are also wires to spin on by holding up on the D-pad, which will fling you into the air or across the stage, though you must watch for insta-kill hazards like electrical sparks and spikes. Mario can also swim by tapping A, collect extra lives from 1-Up Hearts hidden in stages, and hop over enemies or retrieve Pauline’s lost items for bonus points. Finding all three of these and clearing a level takes you to a bonus game, where you must stop a slot machine or number icons to earn additional lives. Finally, players pull levers to open doors, activate or change the direction of moving platforms, and switch the direction of conveyer platforms, as well as utilise timed item blocks to aid their traversal. You can grab a ladder to quickly reach higher platforms, create a temporary bridge to toss the key to, and spawn a spring to bounce upwards, with some stages requiring multiple item blocks to clear them, avoid a deadly fall, or get the key to higher ground. You must retrieve the key and carry it to the door before the timer expires, taking care not to toss it into pits or water or leave it idle as it’ll vanish. Sometimes, the door is invisible, requiring you to pay attention during the intro cutscene; other times, it’s deep underwater or protected by hazards. While you can toss the key to defeat some enemies, you can’t carry it up ladders so you must use the item blocks, conveyors, platforms, and levers to get the key where you need it to go. While the challenge of getting the key to the door starts quite simple, with you simply avoiding some enemies or hazards, it quickly becomes complicated as the game throws deep chasms, hazardous mazes, and brain teasing puzzles that’ll have you checking a guide or using trial and error. The Nintendo Switch’s save state and rewind feature is a godsend here as it can be tricky figuring out what to do, though often the solution is very simple and you can even ride some enemies to cross gaps and such.

The game’s challenge is bolstered by some impressive visuals for the handheld.

It’s pretty amazing how visually engaging this version of Donkey Kong is compared to the original, and the other home console ports, especially considering the Game Boy’s limitations. Mario, Donkey Kong, and Pauline are all rendered very accurately, with the latter two having some fun animations. I enjoyed seeing Donkey Kong squeeze his butt through doors and the cute little chase animations that play between stages, and Mario has some amusing death animations here. He’ll be squashed flat as a pancake, incinerated, face plant and be left twitching or simply crash to the ground and die, which all adds to the visual charm. Add to that some fun and impressive animated sprite art and in-game cutscenes and you have a game that blows its counterparts away, as long as you don’t focus too hard on the backgrounds and sound. While the backgrounds are varied and you end up exploring a deep jungle, slipping around on a frozen iceberg, swimming through water, exploring a hazardous city, and climbing Donkey Kong’s fortified tower, they’re obviously very limited due. The game performs really well, though, with no real slowdown or sprite flickering, and makes good use of its assets by scrolling the screen in larger areas. It’s also surprisingly long and challenging, with some stages featuring so many levels that it can get quite taxing, though the music is naturally limited and quite repetitious. Each stage introduces new gimmicks, or turns old ones on their head, though, to have you riding Thwomp blocks, clinging to Monchee tails, avoiding Poison Mushrooms, riding platforms, creating bridges over gaps, battling against strong winds, and contending with the cheeky Donkey Kong Jr. as he pulls levers to mess up your progress.

Donkey Kong and his cheeky sprog regularly challenge your platforming skills.

Each stage is filled with puzzles, hazards, and enemies, some of which aid you since you can walk on or get a boost from them, but most of which will immediately kill you. Some resemble recognisable Mario enemies like Piranha Plants, Cheep-Cheeps, and Bloopers, others return from the original Donkey Kong games, like the flammable oil and egg-dropping birds, while others are quirky newcomers ranging from waddling penguins and aggressive crabs to spiky porcupines, deep sea divers, and various oddball anthropomorphs who patrol each platform. Every fourth level pits you against the titular Donkey Kong and forces you to hop up platforms, avoiding his projectiles, and either get to Pauline or toss a barrel at him three times. Sometimes, the action takes place over a bottomless pit, a body of water, or a bed or spikes. Other times, you hop to conveyor belts, ride platforms, or race across disappearing block platforms. Sometimes, you pull levers to reverse the direction of these gimmicks; others, these same levers open doors for you to reach Pauline. Often, Donkey Kong Jr. blocks your path or undoes your progress until you eventually trap him in a cage and take him out of the equation in Stage 9. Donkey Kong is largely stationary but sometimes jumps and causes debris to rain down, or also pull levers to annoy you. He throws barrels that must be picked up and thrown at him, oil barrels that you must jump over, boulders and springs that you can hop on to climb higher, and Poison Mushrooms to shrink you. Reaching and battling him is generally easier than tackling the obstacle courses that precede him, but things can get tricky when enemies spit projectiles or Donkey Kong smashes barrels to spawn Poison Mushrooms. When you reach the finale of Stage 9, you must again climb chains to push keys into holes and send Donkey Kong plummeting, only to be surprised by a three-stage final boss against a gigantic Donkey Kong! In this final bout, you must avoid his crushing fists and hop to higher ground, using your handstand to tip over barrels to toss at his big, stupid face. His fists also slam together and erratically smash the ground to mix things up, but as long as you stay high and in a handstand, you can mostly avoid his attacks and any damage.

The Summary:
I spent a long time regretting not getting this version of Donkey Kong when the Nintendo 3DS Virtual Console was active. I’d heard a lot of good things about it and was attracted to how it expanded upon the core gameplay of the admittedly limited original, though even I was surprised by just how much is packed into this little game! I find it amazing that Nintendo chose to create this expanded version for their less powerful handheld and not their industry changing home console, though it’s quite the technical marvel for the Game Boy. I loved how animated Mario and Donkey Kong were, how much variety was packed into every stage, and the clever way the developers reused and retooled each gimmick in challenging ways. Make no mistake, this Donkey Kong is a thinking man’s platformer and some of the stages really had me baffled about how to get the key to the door. The gameplay loop did become tiresome after a while, though, even with the fun cutscenes and throwaway bonus stages, especially in stages with an obscene number of levels. It was also disappointing that the battles against Donkey Kong and his sprog didn’t deviate too wildly from the original arcade game, especially as the developers could’ve snuck in some autoscrolling chasers to mix up the formula. I enjoyed Mario’s new moves and the item blocks, which had to be placed strategically to solve some puzzles, and the tension of racing to the key before it or your items disappeared. Some levels were more unfair than others, require multiple reloads, but this was a fun way to pass the time and a great expansion on the original title. While the Game Boy Donkey Kong did get a little too tiresome at times for me to rate it any higher, it’s still the best version of the original game, though it’s a shame the Nintendo Switch doesn’t allow for the Super Game Boy colour palette to be utilised.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you ever own Donkey Kong for the Game Boy back in the day? How do you think it compares to the original arcade version? Did you enjoy the challenge on offer or do you agree that it gets a bit tedious after a while? What did you think to the puzzle/platformer gameplay and Mario’s expanded moveset? Did you ever clear every stage in the game? Which Donkey Kong videogame is your favourite and why? How are you celebrating Donkey Kong’s anniversary this year? Whatever your thoughts on Donkey Kong, feel free to leave a comment below, support me on Ko-Fi, and check out my other Mario and Donkey Kong content.

Back Issues [Independence Day]: Captain America Vol. 5 #8-14


First appearing in 1941, Captain Steve Rogers/Captain America, became one of Marvel Comics’ most recognisable and celebrated characters not just for his super patriotism but also for being a prominent member and leader of Marvel’s premier super team, the Avengers. As today is Independence Day, this is the perfect excuse to pay tribute to the star-spangled Avenger.


Story Title: “The Winter Soldier” (Part 1 to Conclusion)
Published: 20 July 2005 (cover-dated: September 2005) to 1 February 2006 (cover-dated: April 2006)
Writer: Ed Brubaker
Artist: Steve Epting and Michael Lark

The Background:
By 1941, World War Two was in full swing and, after Nazi Germany invaded Denmark and Norway, the United States finally joined the fight to oppose the triumvirate “Axis powers” of Germany, Japan, and Italy. The ever-escalating conflict meant patriotism and national pride were high in America and Joe Simon and the legendary Jack Kirby capitalised by having Captain America and his kid sidekick, James Buchanan Barnes/Bucky, take the fight to the Axis and encourage readers to support the War. After the War ended, superheroes declined in popularity and Captain America’s solo title was cancelled in 1954. However, he got a new lease of life when he was recast as a “man out of time” and joined the Avengers. For decades, Bucky was one of the few comic book characters whose death seemed permanent but that all changed with this story arc. It was writer Ed Brubaker, fresh off reinventing Cap’s comics as espionage thrillers, who dreamed up the idea of reviving Bucky as part of a life-long desire to reinvent him as a brainwashed, special ops soldier. Although Captain America editor Tom Brevoort initially opposed the idea, he eventually relented when Brubaker pitched the idea as recontextualising Cap’s greatest failure and crafting a new anti-hero for readers to connect with. “The Winter Soldier” was widely praised and is seen as one of the greatest Captain America stories ever told. It also reinvented Bucky for a modern age and set him up to assume the Captain America mantle later down the line. The story was so influential that it was adapted into videogames, cartoons, and brought to life in the Marvel Cinematic Universe, with Sebastian Stan receiving critical acclaim for his portrayal of the character.

The Review:
Our story begins way back in 1945 in an experimental Soviet submarine floundering in the English Channel. There, we find the crew intercepting coded messages from Nazi Germany confirming that Captain America was blown up over the Channel Islands and, accordingly, they move to intercept and discover a heavily injured, one-armed survivor floating in the sea. We then jump to the Helicarrier, the flying battleship headquarters of the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.), where Nick Fury and Sharon Carter/Agent 13 show Cap photographic evidence of his old partner, Bucky, appearing older and alive and well despite seemingly perishing in that aforementioned explosion. Naturally, Cap isn’t just sceptical, he’s in full-blown denial, believing it must be some kind of trick and refusing to entertain the idea that his friend is not only alive but responsible for a horrific act of terrorism in Philadelphia. Specifically, a devastating bomb attack that saw Cap clash with Advanced Idea of Destruction (A.I.D.) whose beekeeper agents appeared to recover the tech, mercilessly gunning down any survivors, and set their Military Operatives Designed Only for Combat (MODOC) Squad on Cap. His skills tested by the seemingly semi-cybernetic ninjas as they quickly adapted to his superhuman abilities, Cap nevertheless bested his foes, though was wounded by a knife to the gut. Distracted by the wound, Cap was almost picked off by a MODOC soldier but was unexpectedly saved by a mysterious man in a domino mask and sporting a cybernetic arm, whom Cap recognised as his old partner, seemingly back from the dead and with no memory of his real name. Though his mysterious saviour fled, Cap’s told by Fury that he’s cropped up across the world over the decades as the “Winter Soldier”, a near mythical assassin for the Committee for State Security (KGB) who’s said to be kept in suspended animation between jobs. Unable to deny the evidence, Cap first lashes out and then commits to Fury’s plan to find Aleksander Lukin, the man behind the Philadelphia attack, and relieve him of his Cosmic Cube, dealing with the Winter Soldier if and when he crops up along the way.

Already frustrated by bureaucracy, Cap’s distraught to learn of Bucky’s horrendous fate.

While Brock Rumlow/Crossbones picks off soldiers stationed at a “re-education facility” and kidnaps the amnesiac Synthia Schmidt, daughter of the Red Skull, to set up a future conflict, Cap and Sharon prepare to drop into Mongolia but find their relationship strained since, just the day before, Sharon raged at Cap for recommending she be kept off the mission. Although Steve argued that he was trying to avoid her going off on a vendetta since her boyfriend was killed in the Philadelphia attack, she believes he was trying to keep her from killing Bucky and remained steadfast in his belief that the overwhelming evidence against his former friend was either faked or a misunderstanding. It doesn’t help that, two days previously, Fury confided to Steve that the mission isn’t authorised by the United States government, primarily due to all the “red tape” and diplomatic drama Lukin caused with his own little empire, Kronas International, on the Mongolian border. Cap, Sharon, Fury, and a S.H.E.I.L.D. squad storm Kronas, setting aside their grievances to fight their way inside, only to find Lukin hosting a meeting with high-ranking American politicians! Though ordered to stand down, Cap is aghast to find they’re brokering an oil pipeline deal with Lukin and refuse to believe he’s anything other than a lucrative businessman since all the evidence points to a convenient patsy, Jack Marlow. Forced to leave and unable to act since Lukin has diplomatic immunity, Cap stews on the ride home though he, Sharon, and Fury vow to topple the maniac one way or another. Luckily for them, a dossier mysteriously vanishes from Lukin’s office and ends up in Cap’s apartment. The document details how the injured Bucky was saved from death by the freezing water, revived by Soviet doctors, and suffered from brain damage that left him only with the instinct to fight. Though dismayed to find he wasn’t subjected to the super soldier serum, Bucky was kept in stasis and later fitted with his prosthetic arm. Bucky was then subjected to invasive brainwashing, reconditioned to become a loyal soldier and assassin for the Soviets, and easily  assassinated high profile targets as the Winter Soldier. The dossier explains, in great detail, the Winter Soldier’s early missions, which were all completed successfully, and that he was kept in stasis since his mental state became increasingly unstable while conscious and threatened to undo their brainwashing.

Bucky’s violent past as the Winter Soldier causes tension between Cap and Sharon.

This came to a head in 1973 when, after assassinating his latest target, the Winter Soldier  fled across America. Desperate to retrieve him, the Soviets aggressively interrogated anyone they could before finally following his erratic movements to New York City. Although he was apprehended, the incident rattled the Soviets and they decided not to deploy the Winter Soldier on American soil. The Winter Soldier was next charged with safeguarding Major General Vasily Karpov, who was highly suspicious of his “bodyguard” because of his background, though he took a perverse pleasure in the irony of an American protecting him. After successfully mitigating America’s efforts to invade the Middle East for about five years, the Winter Soldier was decommissioned and left to rot in an undisclosed location alongside other abandoned experiments. Disturbed by the dossier, Steve calls Fury and Sharon to discuss it further, believing Lukin used the Cosmic Cube to deliver the dossier to taunt him. Fury takes the document to be verified, though both he and Steve are confident that it’s accurate. Although Sharon believes that Bucky is lost to decades of Soviet brainwashing, Steve is adamant, based on the evidence, that a part of Bucky’s true self is still alive. Steve’s emotions are heightened by memories of when he and Bucky were celebrated War heroes. Back then, Bucky was an enthusiastic and thrill-seeking teenager in contrast to Steve’s more sombre respect for the harsh reality of war. Steve also remembers when he first met Bucky, then a plucky kid with some impressive fighting skills. Though initially hesitant because of his age, Steve agreed to take Bucky as his partner to inspire teenagers to sign up to the Army. Back in the present day, Steve and Sharon continue to butt heads and morals regarding the Winter Soldier: while Sharon believes he should be killed for his crimes, Steve refuses to entertain the idea that Bucky was anything other than an unwilling puppet.

Falcon and Iron Man help Cap track down the Cosmic Cube, which is guarded by the Winter Soldier.

Meanwhile, Lukin hosts a bidding war for his Cosmic Cube, proving its reality-bending power not just by manipulating the bidders to attend but also compelling them to sign documents to make their corporations subsidiaries of Kronas. However, during a recess, Lukin stumbles and appears physically drained by the Cosmic Cube and is driven into a violent rage when his aide dares to caution against its use. While racing across the city rooftops, Cap also finds his emotions in turmoil, desperately willing himself to get it together to save his former partner. He remembers another time when the two were fighting through the Netherlands in pursuit of the Red Skull and they were horrified when their enemy sent boobytrapped prisoners of war to curtail their counterattack. Cap’s thoughts are interrupted by his friend and former partner, Sam Wilson/The Falcon, who offers Steve a friendly ear and speculates that there’s more going on with Lukin and the Winter Soldier. Unlike the sceptical Sharon and Fury, the Falcon agrees to help Steve save Bucky and the two bring in Anthony “Tony” Stark/Iron Man to raid an A.I.D. facility. Though they encounter some resistance from a gigantic, weaponised mech suit, the three subdue their targets and force them to hand over the means to track the Cosmic Cube. Thanks to Tony’s tech, the three discover that the Cosmic Cube is heading to a Kronas research facility, unaware that Lukin has tasked the Winter Soldier with spiriting the Cosmic Cube far away and burying it, believing it to be cursed. Unfortunately, Tony’s unable to accompany them as recent corporate shenanigans would make it look bad for him if he was seen tangling with Kronas. Thus, Steve and Sam head out by themselves (though, once she finds out about it all, Sharon organises a strike team) unaware that the Winter Soldier has taken up a sniping position.

After a brutal slugfest, Cap restores Bucky’s memories with the Cosmic Cube.

Despite having the two dead to rights, the Winter Soldier misses a kill shot when the Falcon’s given a head’s up by the local birds and, his position compromised, calls in some backup to hold the gate. Undeterred, Cap charges through the troops, leaving the Falcon to cover his rear, and finally comes face-to-face with the Winter Soldier. Naturally, a brutal fist fight ensues during which Cap repeatedly tries to reason with his former friend and bring him to his senses and the Winter Soldier stubbornly refuses to listen to Cap’s words. Evenly matched, with the Winter Soldier’s bionic arm countering Cap’s vibranium shield, Bucky’s enraged by Cap’s repeated pleas, the fight spilling the two further into the facility. Realising that the Winter Soldier is determined to kill him, Cap surrenders and dares Bucy to pull the trigger. Sharon and the Falcon arrive in time to see not only the shot but also Cap’s superhuman reflexes; Steve dodges the bullet and tosses his shield, causing it to ricochet off the walls and knock he Cosmic Cube from the Winter Soldier’s grasp. Despite the Falcon earlier warning that no one has ever made the Cosmic Cube to work properly, Cap retrieves the artifact and utters a simple request: “Remember who you are”. Thanks to the Cosmic Cube’s reality warping powers, the Winter Soldier is bombarded by memories of both his past before he became an assassin and his time carrying working for the Soviets. Though Sharon’s ready to kill the Winter Soldier while he’s vulnerable, Cap talks her down and moves to comfort his traumatised friend. Overwhelmed by his actions and coming to his senses, Bucky lashes out in anger and remorse and grabs the Cosmic Cube, seemingly atomising himself as penance for his actions. However, Cap’s suspicions that Bucky’s still alive are quickly shown to be true, though Bucky’s left distressed by the ordeal. The story then ends with the reveal that Lukin shares his consciousness with the disembodied Red Skull, who chastises him for disposing of the Cosmic Cube and vows to assert full control in time.

The Summary:
This is my first time reading the “Winter Soldier” arc and I have to say that it lived up to the hype. Although I’m not the biggest fan of this art style, which was quite prominent in Marvel Comics at the time, it really adds to the mood and tension of the story. The arc is much more of a thriller than an all-out action piece, and a meditation on Captain America’s past and moral compass. As such, there isn’t really a primary villain for him to sink his fists into (an explosive scruffle with A.I.D’s mech is the best we get in this regard) and Cap instead battles more powerful enemies, such bureaucracy and international law. Despite possessing the Cosmic Cube, a device whose power is limited only by the wielder’s imagination (and their ability to keep a strong grip on it), Aleksander Lukin is more of an untouchable manipulator than a physical threat. As related by the Red Skull, Lukin never used the Cosmic Cube to its fullest extent, wary of its power and limited himself to small, controllable actions to mitigate its side effects. Indeed, the moment he experiences negative effects from wielding the Cosmic Cube, Lukin orders the Winter Soldier to dispose of it and is relieved to be rid of it. Still, Lukin remains a despicable villain, perpetrating horrendous acts of terrorism and hiding behind diplomatic immunity, making him the perfect foil for Captain America, who’s unable to bring Lukin to justice lest he spark a global conflict. Seen as a master manipulator who uses mind games and tricks to rile up his foes, Lukin otherwise hides behind his public façade and colludes with other, more disreputable forces (such as the Winter Soldier) to carry out his darker aspirations in secret.

Cap’s emotions are all over the place thanks to Lukin’s machinations and Bucky’s reappearance.

Consequently, “The Winter Soldier” would’ve been an extremely trying and aggravating time for Captain America even without Bucky’s involvement. Steve claims to be level-headed and focused on the mission but repeatedly loses his cool throughout the story thanks to Lukin’s machinations and his inner dialogue shows a man wrestling with his emotions. He has many outbursts over these issues, putting an aggressive beating on A.I.D’s forces and lashing out at both Fury and Sharon when they try to get him to see sense. The only person he doesn’t flip out on is the Falcon, who loyally stands by his side and takes his side even if he has his own doubts about the situation and the Winter Soldier. Cap’s shown to be in deep denial over the whole situation, first refusing to believe that Bucky is still alive, then refusing to believe that he’s a Soviet assassin, and stubbornly refusing to entertain Sharon’s arguments about killing the Winter Soldier or that there isn’t some part of Bucky still alive inside the killer. He’s partially right about this but I wonder if Bucky would’ve regained his senses without Cap using the Cosmic Cube and the story is very ambiguous about this, allowing the reader to see all sides of the argument. It helps that Sharon has a fully justified argument for killing the Winter Soldier. However, while is he responsible for many deaths over the years, Sharon’s judgement is clouded by her personal feelings since Bucky killed her boyfriend. Simultaneously, there’s no doubt that Cap is also biased towards Bucky and, believing he failed the boy by both involving him in his life and causing his condition, Cap’s determined to “save” Bucky, even if it means going against his present-day allies. Numerous flashbacks further reinforce this, showcasing Bucky’s incredible aptitude for fighting, his infectious enthusiasm, and how the atrocities of war affected him over time. Cap’s always carried a great deal of guilt and regret about Bucky’s death so it’s a shock to see his partner alive and turned into a mindless weapon and Cap sees it as a chance for redemption, both for himself and for his young friend. Cap believes so blindly in Bucky that he eventually refuses to fight and leaves his life in the assassin’s hands, then braves severe consequences by wielding the unstable Cosmic Cube to restore Bucky’s memories to the fractured Winter Soldier.

Bucky was totally reinvented as a bad-ass, tortured assassin.

Of course, the star of the show here is the titular Winter Soldier. At the time, I was sceptical about bringing Bucky back since he was one of the rare comic book characters who seemed destined to be dead forever. However, just like when DC Comics brought Jason Todd/Robin back as the Red Hood, retconning Bucky to have survived that explosion was a genius move that not only added new layers to Cap’s characterisation but also brought a bad-ass new anti-hero into Marvel Comics. Sporting long hair, a stoic visage, a form-fitting leather outfit, and an awesome robotic arm, the Winter Soldier cuts an intimidating and mysterious figure that’s only enhanced by his decades of assassinations. Restored to life and brainwashed by the Soviets, Bucky was transformed into a living weapon, a “blank slate” they could program to kill anyone they wished, one who easily infiltrated their enemy’s ranks since he looked and sounded just like them. Depicted as a natural fighter whose first instinct is to fight, the Winter Soldier is a keen marksman and an adept assassin, eliminating numerous targets when activated and easily holding his own against Cap despite lacking superhuman abilities. However, the Winter Soldier’s psyche is fractured, his mental state unstable, and he was frequently noted to be unreliable when activated for too long. When deployed on American soil, the Winter Soldier became confused and almost escaped his Soviet masters, ultimately leading to him being mothballed. It’s not made clear how and why he was released from captivity, but Bucky’s appearance causes a great deal of turmoil for Cap and their encounters cause confusion and anger in the unstable assassin. Obviously, much of Bucky’s past and future was cleared up in subsequent stories but this was a fantastic revival of the character, one that turned Cap’s life upside down and forever transformed Bucky from a plucky, annoying kid sidekick into a sexy, bad-ass killer.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever read the “Winter Soldier” arc? If so, what were your thoughts and what did you think to Bucky being revived? Do you think Sharon was right and that Bucky should’ve been put down? Did you enjoy seeing Cap wrestle with his guilt and conflicting morals? What did you think to the Winter Soldier’s look and backstory? Can you name some of your favourite Winter Soldier moments? How are you celebrating Independence Day today? Whatever your thoughts, drop a comment below and be sure to check out my other Captain America content across the site!

Wrestling Recap: Hogan & Rodman vs. Luger & Giant (Bash at the Beach ’97)

The Date: 13 July 1997
The Venue: Ocean Center; Daytona Beach, Florida
The Commentary: “The American Dream” Dusty Rhodes, Mike Tenay, Bobby “The Brain” Heenan, and Tony Schiavone
The Referee: Randy Anderson
The Stakes: Tag team match between heated rivals

The Build-Up:
On 4 September 1995, World Championship Wrestling (WCW) changed the wrestling industry with the debut of WCW Monday Nitro, which featured the unexpected WCW debut of Lex Luger and kicked off the “Monday Night Wars” by airing at the same time as the World Wrestling Federation’s (WWF) Raw is War. For eighty-four weeks, WCW dominated this ratings war thanks to signing wrestling’s biggest names to lucrative contracts, including Scott Hall and Kevin Nash, who regularly gatecrashed WCW programming to declare war on the organisation. At Bash at the Beach 1996, these “Outsiders” were joined by the legendary Hulk Hogan in a turn that legitimately shocked the wrestling world and reinvigorated Hogan’s career. Rechristened “Hollywood” Hogan, the former hero led the New World Order (nWo) as the WCW World Heavyweight Champion, leading to an alliance of WCW faithful to stand against the group. With Sting on a hiatus in preparation for dethroning Hogan, former nWo member the Giant and the aforementioned Lex Luger led the charge against the nWo, only for Hogan to bring in controversial basketball star “The Worm” Dennis Rodman for this tag team match. Rodman, who had long been a fan of professional wrestling, jumped at the chance to rub shoulders with Hogan and exacerbated the issues between him and Luger the previous month at Uncensored by costing Luger a triangle tag team match and joining Hogan in attacking and humiliating his opponent.

The Match:
This unlikely tag team contest occurred about one year after the nWo first dramatically formed and pretty much solidified that the group were the coolest baddies around since they were rubbing shoulders with the likes of Dennis Rodman. Amazingly, WCW Champion “Hollywood” Hulk Hogan and Rodman were accompanied to the ring by the “Macho Man” Randy Savage, a far more suitable pick for Hogan’s partner, though (as related by the commentary team) the purpose seemed to be to use Rodman to humble Hogan’s opponents and put WCW on the map using his celebrity status. Hogan and Luger started the match, with Luger getting the better of his opponent with some wrist and hammerlocks, so Hogan retaliated by baiting in and taunting his foe. After a bit of stalling, the two locked up and Luger muscled Hogan into the corner, though Hogan eventually answered back with a shoulder block, so Luger fired up and hit one of his own. Aghast, Hogan stalled on the ring apron, argued with the referee, posed, and pranced around the ring to drag out the action before luring Luger in with a test of strength and beating and choking him in the corners. Though downed by a slam, Luger dodged the Atomic Leg Drop and hit a big slam of his own, forcing Hogan to tag in Rodman. Rodman took a page out of Hogan’s book and pranced around, backing away from Luger’s challenge and sticking close to his corner, much to the annoyance of the crowd. When the two finally locked up, Rodman took Luger down with an arm drag, which caused everyone to lose their minds, so Luger retaliated by hitting Rodman and Hogan with multiple arm drags. Stunned, Rodman and Hogan retreated outside to reconvene with Savage before Rodman staggered back into the ring, leapfrogged over Luger, and hit a shoulder block.

After much stalling and messing about, Luger scored the victory in this dull match.

Although Rodman impressed with two more leapfrogs, he got blasted by a Luger clothesline. When Hogan tagged in, Luger answered the crowd’s calls and brought in the Giant. Hogan gained the early advantage with some clubbing blows, choking and chopping the Giant in the corner, but retreating when the Giant shrugged off Hogan’s clothesline and threatened to Chokeslam him. When Hogan returned to the ring, he eventually got planted with an atomic drop and Rodman returned to the fray. Despite his fearless arrogance, Rodman got caught in a bearhug and hit with an atomic drop, but Hogan attacked when the Giant lifted Rodman with a chokehold. The nWo continued to make a joke of the Giant with double team moves and cheap shots and, when the Giant refused to drop after a big boot or be hip tossed, Hogan brought in Rodman but the Giant easily powered out of the cover even with both dogpiling him. Luger tagged in and went on a tear before being shut down by Rodman and dropped by Hogan. More shots and choking from Hogan left Luger powerless to avoid the Atomic Leg Drop, though he kicked out at two to no reaction! Rodman took over with some elbows and a foot choke in the corner, easily dodging Luger’s charge before being repeatedly knocked down by the Giant. After smashing Rodman and Hogan’s heads together, the Giant went to Chokeslam Rodman, only for Sting to whack him over the back with a baseball bat! However, Luger got Hogan up in the Torture Rack and secured the win, before slapping the hold on both Rodman and Savage. Although Rodman showed some impressive agility and held his own in the ring, there was way too much stalling in this match and I hated how the nWo dominated the Giant, who was continuously overwhelmed by the simplest of strikes. They seemed hesitant to kick into a higher gear since Hogan’s repertoire is so limited and Rodman obviously isn’t a competitor, resulting in a plodding and frustrating affair with an anti-climactic finish.

The Aftermath:
If you’re wondering why Sting, who was touted as WCW’s saviour from the nWo at the time, attacked the Giant and tried to cost the WCW team the match, it turned out that it was actually Kevin Nash in disguise. Luger’s victory made him the number one contender for the WCW Championship but, while the match was scheduled to take place at Road Wild the next month, Luger famously challenged Hogan one week early on WCW Monday Nitro. Although Luger scored the victory and became the champion, he lost the belt back to Hogan at Road Wild and Hogan remained champion until the controversial 1997 Starrcade. Luger moved on to feud with Scott Hall, Buff Bagwell, and “Big Poppa Pump” Scott Steiner before joining the nWo Wolfpac in 1998. He never became WCW Champion again, similar to the Giant, who rejoined the original nWo to feud with “Big Sexy” Kevin Nash before ultimately leaving WCW for the WWF in 1999. This wouldn’t be the last time we saw Dennis Rodman in a wrestling ring, either, as the Worm dressed as Sting to cost Luger the belt at Road Wild and teamed with Hogan again at the following year’s Bash at the Beach to take on Diamond Dallas Page and Rodman’s basketball rival Karl Malone before losing to Randy Savage at the 1999 Road Wild event.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Dennis Rodman’s in-ring debut? What did you think to his performance in this match? Were you a fan of Lex Luger? What did you think to the way the nWo dominated the Giant? Who were your favourite members of the nWo? What are some of your favourite matches and moments from WCW’s Bash at the Beach pay-per-views? Whatever your thoughts on Dennis Rodman, Bash at the Beach, and WCW, feel free to voice them below, show me some love on Ko-Fi, and check out my other wrestling content.

Back Issues [Sonic Month]: Sonic the Hedgehog 30th Anniversary Special


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.


Story Title: “Seasons of Chaos”
Published: June 2021
Writer: Ian Flynn
Artists: Aaron Hammerstrom, Thomas Rothlisberger, and Tracy Yardley

The Background:
SEGA were quick to capitalise on Sonic’s surge of popularity once he was catapulted to mainstream success and finally (if briefly) knocked Nintendo from the top of the videogame industry. Following Nintendo’s success with DiC, SEGA soon spearheaded Sonic’s small screen debut with two concurrent cartoons, with most popular being Sonic the Hedgehog (1993 to 1994), or “SatAM”. SatAM’s darker tone made it stand out from the slapstick approach of its sister-series, though both styles were originally (and awkwardly) mashed together when Archie Comics began publishing a semi-continuation of both. Eventually bringing in more elements from the source material alongside their own convoluted lore, Archie’s Sonic the Hedgehog comics became the longest-running comic series based on a videogame. However, this achievement was sullied when a series of lawsuits forced not only major continuity changes but the eventual cancellation of the series after twenty-four years. In 2017, IDW Publishing picked up the license and an all-new series of Sonic comics hit shelves, one spearheaded by Archie Sonic writer Ian Flynn and artist Tyson Hesse and whose events and original characters were said to be canon to the videogames. To celebrate Sonic’s 30th anniversary in 2021, SEGA released a bunch of merchandise, including a new compilation for modern consoles and this one-shot publication, which was lauded as a fitting tribute for the Blue Blur and one of the greatest comic book outings for the character.

The Review:
“Seasons of Chaos” begins with Sonic the Hedgehog and his friends, Miles “Tails” Prower and Amy Rose (all beautifully rendered in their “Classic” forms) adventuring through Spring Valley Zone, whimsically smashing Badniks, before stumbling upon a Chaos Emerald out in the open. Just as Sonic moves to nab it for himself, the gem is stolen by none other than Metal Sonic! While Tails and Amy react in horror, Sonic gleefully prepares for a rematch against his metallic doppelgänger and is first sad and then enraged when Metal Sonic simply blasts away without a word. Eager to test his mettle against…Metal…Sonic gives chase and, following a hilarious misunderstanding with Amy when he asks for a “boost” and an assist from Tails, Sonic rockets into the sky and has to be saved from a fatal plummet by Knuckles. Knuckles relates how he was hanging out on Angel Island (exactly as depicted in the opening cutscene of Sonic & Knuckles (SEGA Technical Institute, 1994)) when one of the animals also found a Chaos Emerald, leading to am ambush by Metal Knuckles!  Though Knuckles fought valiantly against his metallic double, Metal Knuckles endangered the locals, forcing Knuckles to save their lives and allowing the robot to scarper with the Chaos Emerald. Naturally, Knuckles pursed his foe, which led him to Sonic. Realising that Metal Sonic and Metal Knuckles must’ve been sent by Doctor Eggman to retrieve the Chaos Emeralds for some nefarious scheme, our heroes waste no time in racing off to stop this plot…in fact, they’re so quick to run off that they leave Amy behind!

Amy ropes Mighty and Ray into helping her find the Chaos Emeralds, which are also sought by Fang.

Angered and despondent about being left out, Amy sadly wanders off with Tails’ Emerald Radar, oblivious to the robotic puppet spying on her. Her sadness turns to excitement when she bumps into Mighty the Armadillo and Ray the Flying Squirrel during their exercises. Interestingly, this is depicted as their first time meeting, though they have a mutual friend in Sonic. Realising the two are just the guys to help her out, Amy quickly convinces Mighty and Ray to join her in tracking down the Chaos Emeralds using Tails’ radar. Over in the Summer Falls Zone, Tails realises, to his dismay, that he’s lost his radar; luckily, the trio have an “expert treasure hunter” on hand and quickly find another Emerald. However, just as they go to grab it, they’re accosted by Fang the Hunter, Bean the Dynamite, and Bark the Polar Bear, three unscrupulous mercenaries who’ve been hired by Dr. Eggman to retrieve the Chaos Emeralds. While Knuckles matches brawn with the strong, silent Bark and Sonic tangles with the wacky, bomb-tossing Bean, Tails pursues Fang, awestruck by the hunter’s hover craft, the Marvelous Queen, which he sabotages to relieve Fang of his prize. However, Fang’s popgun leads to a game of hot potato as the teams vie for the gem, Bomb barely stopping himself from blowing it up, Sonic emulating another videogame icon, and the gem finally plummeting down a waterfall after Knuckles and Bark beat each other senseless trying to claim it. Realising that the thieves will find more Chaos Emeralds in the time it’ll take them to dive for this one, Sonic and his friends choose to get moving rather than waste their time, completely oblivious that the jewel has landed on Mighty’s head below! Ecstatic, Amy enthusiastically leads her new allies onwards, unaware that the Heavy King is monitoring not just their progress, but all the competing teams from its ominous control room through the eyes of its mechanical minions.

Sonic and his friends begrudgingly team up with their enemies to confront a common foe.

Running loops through the dense Autumn Forest Zone, Sonic and friends find themselves struggling with the dense foliage and troubled by Dr. Eggman’s aggressive pursuit of the Chaos Emeralds. Speaking of whom, they happen to spot Dr. Eggman pursuing Metal Sonic through the forest and, naturally, attack, easily disarming (literally) his Egg-O-Matic of its buzzsaw appendages. Nearby, Amy and the others find another Chaos Emerald and are challenged by Fang and his goons. Amy fills his friends in on the trio, noting that they’re all jerks except for the sullen Bark (who she thinks is just misled) and Mighty leads the three in an attack. True to Amy’s suspicions, Bark appears reluctant to fight and begrudgingly defends Fang from Mighty’s attack, stuffing him into a tree trunk. Bomb’s erratic explosives blast Ray and Amy from the sky and dislodge the Chaos Emerald, allowing the crazed duck to claim it, but Metal Knuckles suddenly steals it, leading the two teams to set aside their differences and give chase, Fang livid at the double-cross. They bump into Sonic, Tails, Knuckles, and the defeated Dr. Eggman, who explains that the rebuilt Heavy King turned against its master, reprogrammed Metal Sonic, Metal Knuckles, and Tails Doll and kicked Dr. Eggman from his base. Realising they share a common enemy, the group decides to work together to stop the Heavy King and heads to Dr. Eggman’s base in the Winter Caverns Zone, overcoming the natural landscape and the Heavy King’s defences through surprisingly effective teamwork. Sonic can’t help but mock Dr. Eggman’s embarrassing defences, leading to the doctor enjoying watching Metal Sonic blast Sonic while he’s distracted. While everyone works together to fight Metal Sonic and Metal Knuckles, Dr. Eggman and Tails reprogram Tails Doll to jam the Heavy King’s signal, returning the robots to Dr. Eggman’s control and forging another unlikely alliance. Not wishing to see his base suffer any further damage, Dr. Eggman simply remote opens the doors rather than let his newfound allies trash the place and they head inside to confront the Heavy King.

Sonic and friends defeat the Heavy King and split the Chaos Emeralds between them.

However, the Heavy King is nigh-untouchable thanks to having gathered all seven Chaos Emeralds. It channels their power through its staff, casting lighting bolts and energy balls that rain destruction upon its foes. The Heavy King relishes the conflict, plotting to restore the Hardboiled Heavies and conquer the world and easily shielding against or shrugging off their counterattacks. Realising they’re outmatched, Sonic uses himself as bait, focusing the Heavy King’s attention solely on him by insulting the maniacal robot. Sonic’s allies then steal the Chaos Emeralds and, rather than becoming Super Sonic and destroying the Heavy King, Sonic settles for easily toppling the now-powerless robot. It then begs forgiveness from Dr. Eggman, claiming to have been following its programming. Dr. Eggman commends his creation and forgives it, planning to install a software patch to keep it in check, and then orders his forces to attack. However, Sonic and the others have gone, along with the Chaos Emeralds, and Dr. Eggman’s forces are too weak and rundown from the assault to give pursuit, leaving Dr. Eggman sulking in his frozen base. In the aftermath, Bark meekly says goodbye to Amy and leaves with Fang, who claims a Chaos Emerald as his reward. Similarly, Knuckles leaves with another, planning to keep it as safe as the Master Emerald, and Mighty and Ray take two more, hoping to team up with Sonic again in the future. Sonic, Tails, and Amy also keep hold of a Chaos Emerald each, splitting the gems up to keep them out of Dr. Eggman’s hands in the future. To Amy’s glee, Sonic and Tails not only apologise for leaving her behind but also thank her for her help, leaving her as flustered as Bark. Sonic then races off into the sunset towards his next adventure.  

The Summary:
I absolutely adored “Seasons of Chaos”! after years, decades, of Sonic comics using art styles that were far removed from the original Japanese depictions of Sonic and his friends, it’s really refreshing to see a return to the classic art style, as beautifully brought to life in Sonic the Hedgehog CD’s (SEGA, 1993) anime sequences. Don’t get me wrong, I grew up with Richard Elson and Greg Martin’s renditions of Sonic and I love what Patrick “Spaz” Spaziante did with the characters, but Tracy Yardley always evokes the classic style so wonderfully and Sonic and his friends have never looked better than in “Seasons of Chaos”, in my opinion. Everyone looks ripped right out of the original Japanese artwork and strikes poses reminiscent of the videogames, to say nothing of the times the story switches to a side-view to recreate the kinetic, sidescrolling action of the videogames. Many Sonic comics focus more on drama and character moments and convoluted plots, and I can understand why. They’re comic book adaptations trying to keep readers coming back for more; simply showing Sonic smashing robots and dodging traps isn’t as engaging as it is in the games. However, there’s something to be said for the simplicity at work in “Seasons of Chaos”, which pays homage to the classic videogames by acting as a continuation of their events and could easily be slotted in as another post-Sonic Mania Plus (Christian Whitehead/PagodaWest Games/Headcannon, 2018) adventure. Interestingly, “Seasons of Chaos” opts for unique locations clearly inspired by the likes of Green Hill Zone, Angel Island Zone, and Robotnik Winter Zone. While it would’ve been nice to see familiar locations, I like that we got to see new environments that were similar and yet different enough as it tied into this story being a follow-up to Sonic Mania Plus, which also included a handful of new Zones clearly inspired by the classic videogames.

I cannot and will not ever stop gushing about how beautiful the art work is in this special!

“Seasons of Chaos” also references not just obscure Sonic titles but also the 3D adventures. Dr. Eggman chastises Metal Sonic’s brief hesitation when the Heavy King talks about becoming a “Metal Overlord”, for example, and the comic features Metal Knuckles as a primary antagonist, finally giving long-time Sonic fans a good look at its complex, armoured plated intricacies. I enjoyed the adventure set out in this story; it’s a classic race to retrieve the Chaos Emeralds but one that subverts expectations. Sonic is continually insulted and dismayed at Metal Sonic’s refusal to race, for example, and the Chaos Emeralds are scattered across the world, not unlike Sonic’s 8-bit adventures. “Seasons of Chaos” also brings back three of the franchise’s most obscure characters, Fang, Bean, and Bark, retaining them as a mercenary duo as depicted in previous American Sonic comics. I loved Fang’s depiction as an opportunistic, cowardly weasel who lets others do his fighting and is selfish and full of bluster (there’s a fun moment in the finale where Metal Sonic drags him back into the fight!) Bean retains the same crazed, pyromaniacal characterisation seen in the latter days of the Archie comics, while Bark is the strong, silent type who’s depicted as misled and reluctant but happy to match his strength against powerful foes. Similarly, the story also ropes in Mighty and Ray, two characters I never get tired of. I loved their brotherly dynamic (which is similar to the relationship between Sonic and Tails) and them making fast friends with Amy, forming a trio that acts as an early incarnation of Team Rose. Amy’s desire to prove herself and be useful is as infectious as her enthusiasm and the three bring a lot of levity to an already whimsical tale. Naturally, I adored the depiction of Sonic, Tails, and Knuckles as well. I loved the banter between Sonic and Knuckles, with Knuckles being oblivious to Sonic’s taunting and Sonic being a wise-cracking, adventurous spirit. While Tails felt like a bit of a background character, he stepped up to sabotage Fang’s craft and work with Dr. Eggman to reprogram Tails Doll, showing that these three have the perfect balance of skills to oppose Dr. Eggman’s plans.

A fantastically written and wonderfully illustrated celebration of the franchise.

In an interesting twist, Dr. Eggman isn’t the main villain. Instead, he’s the victim of another robot rebellion, humiliated and seeking revenge after the Heavy King took its programming a little too literally. Dr. Eggman’s depiction reminds me very much of his portrayal in Sonic the Hedgehog (Ikegami, 1996), being a prideful, grandiose, comical figure capable of malicious actions but largely a spiteful buffoon. Sonic routinely mocks his creations and easily trounces his machines and defences, Dr. Eggman reacts to the Heavy King’s betrayed with a childish tantrum, and he immediately sets his revived forces against his former allies the moment he regains control of them, only to find they’re too drained to fight. Every time I read “Seasons of Chaos”, I’m enamoured by the gorgeous colours and striking artwork. Everything has such a cute visual appeal that recalls a far less dramatic and more whimsical time in Sonic’s history, a time where the spirit of high-speed adventure was enough of an appeal for players and readers. I honestly wish IDW would publish a dedicated side series of classic Sonic adventures in this style as it’s truly beautiful and would be perfect for a five-page backup feature, at least, alongside whatever dramatic, world-ending plot is running through the main story. I loved how the comic recreated visuals from the videogames as fun Easter Eggs for long-time fans while crafting a fun, easy to follow adventure for these three teams. The action was bold and kinetic, with panels full of little details and quirks and humorous moments, from wild expressions to visual callbacks to the source material, and character defining moments for the likes of Amy, Mighty, and Ray, who both proved their worth and solidified their alliances with the main trio through this story. Ultimately, “Seasons of Chaos” was a fantastic celebration of Sonic’s 30th anniversary. The story and art did a great job of honouring the character’s past and rich history, weaving recognisable elements into a largely original story and casting a spotlight on the classic depictions of both iconic and obscure characters as only the comics can. I honestly wish the games leaned more towards this style, embracing what worked so well in the past and emphasising Sonic’s rich supporting cast and fun sense of adventure rather than focusing solely on Sonic alone as it made for a hugely enjoyable read.

My Rating:

Rating: 5 out of 5.

Fantastic

Did you enjoy “Seasons of Chaos”? Were you as captivated by the art style as I was? Did you like seeing Amy team with Mighty and Ray and the inclusion of Fang, Bean, and Bark? Were you disappointed that we didn’t get a Super Sonic finale? Would you like to see a spin-off comic in this style? What are some of your favourite stories and moments from IDW’s Sonic comics? How did you celebrate Sonic the Hedgehog this month? Whatever your thoughts, leave a comment below, consider supporting me on Ko-Fi, and go check out my other Sonic content.

Game Corner [Sonic Month]: Sonic Frontiers (Xbox Series X)


Sonic the Hedgehog was first introduced to gamers worldwide on 23 June 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon and, in keeping with tradition, I have been dedicating an entire month’s worth of content to SEGA’s supersonic mascot.


Released: 8 November 2022
Developer: Sonic Team
Also Available For: Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
Although I hate to say it, Sonic has had a tumultuous time in his 3D ventures. One of the lowest points was, undeniably, Sonic the Hedgehog (Sonic Team, 2006) and Sonic Forces (ibid, 2017) was a close second, but Sonic Unleashed (ibid, 2008) and Sonic Colors (ibid, 2010) were largely celebrated as high-speed adventures. Following Sonic Forces, Sonic Team (specifically Takashi Iizuka) began exploring new approaches for the series in anticipation of its 30th anniversary. Looking to expand on feedback from previous 3D games, the developers sought to reinvigorate the gameplay with an open world environment. They aimed to infuse the 3D world with a mysterious tone, repeatedly testing the limits of Sonic’s speed to make exploration fun for players. The game put a lot of focus on combat and told a slightly darker story than normal and was bolstered by pre-order bonuses and post-launch downloadable content (DLC), Sonic Frontiers sold 3.5 million by May 2023 and was met with largely favourable reviews. Reviews praised the controls, visuals, and soundtrack but criticised the combat, repetitive battles, and various technical glitches.

The Plot:
When Doctor Eggman seeks the ancient secrets of Starfall Islands and traps Sonic’s friends in Cyber Space, Sonic searches for the legendary Chaos Emeralds and battles the robotic Titans to save them.

Gameplay and Power-Ups:
Sonic Frontiers is both a massive departure for the franchise and, in many ways, the natural evolution of gameplay mechanics and course corrections first introduced to the series in Sonic Adventure (Sonic Team, 1998). While Sonic Adventure introduced a greater focus on narrative and exploration within limited (but, at the time, impressive) sandbox environments, and subsequent games have included role-playing game (RPG) mechanics to level-up Sonic’s abilities, Sonic has never tackled a fully open-world before. and there may be a good reason for that as Sonic Frontiers is somewhat unbalanced in how it juggles open-world exploration with high-speed action platforming stages and mini games. After selecting the difficulty and tinkering with the game’s extensive options (which allow you to tweak Sonic’s speed and cornering and other options), players explore five islands, collecting Golden Rings to avoid being defeated by enemy attacks and hazards and staying out of large bodies of water to avoid drowning. Hints and tips and handy tutorials are commonplace and, while these can be toggled off, I found them useful as Sonic has more abilities than ever. By default, Sonic jumps with A (performing a double jump when you press it again), attacks enemies or flies at springs or destructible objects with X, crouches with B, and creates a “Cyloop” while running if you hold Y (once you’ve purchased this Skill). You hold the Right Trigger to boost for as long as your stamina wheel lasts, with Sonic gaining a max speed boost and a brief infinite wheel when at maximum Rings, and use the Left and Right Bumpers to quick step and dodge attacks. Although there are no item monitors to collect (meaning no shields or speed ups or invincibility), the life system is gone, meaning you simply respawn from your last checkpoint or autosave when defeated. Defeating enemies and breaking crates yields “Skill Pieces”, which unlock various new skills to expand Sonic’s combat repertoire and abilities.

Sonic’s speed and agility are showcased through a bevvy of impressive and exciting skills and attacks.

The first and one of the most useful is the aforementioned Cyloop. By holding Y, you create a ring of light that, when connected in a circle, spawns Rings (sometimes even Ten Rings), Skill Pieces, and other pickups. This essentially means you can continuously spawn Golden Rings when in the open-world to stay alive, and the Cyloop can even be upgraded to damage or stun enemies. Sonic’s stomp also returns, allowing him to damage enemies and break objects by pressing B in mid-air, as does the Drop Dash and the Spin Dash, performed by holding B in mid-air and while holding the Left Trigger, respectively. Pressing in the left stick lets you Light Speed Dash across trails of Rings while pressing in the right stick locks on to enemies, which is super handy when unleashing Sonic’s new and colourful attacks. By stringing together combos, you fill a meter that sees Sonic duplicate himself with “Phantom Rush” to deal additional damage, you can hold LT when attacking to fire a barrage of sonic booms or hold the Right Tigger and press Y to perform a homing shot, and batter enemies with super-fast kicks and flips. You can wiggle the left stick off certain ramps and springs to perform air tricks and earn additional Skill Points, unlock an auto combo option to make battles even easier, and earn three new special moves after rescuing Amy Rose, Knuckles the Echidna, and Miles “Tails” Prower. You hold LB and RB to parry incoming attacks (sometimes the only way to make enemies vulnerable), press A when hit to instantly perform a recovery smash attack, and further increase Sonic’s abilities by rescuing local Koco and finding Power and Defence Seeds (again, by defeating enemies, smashing crates, or performing Cyloops). Chat to one of the many Elder or Hermit Kocos scattered around each island to trade these in to increase Sonic’s maximum speed or Ring capacity (or swap them round). One of these guys is supposed to up your attack power and defence, but I never saw the option onscreen, and those stats just went up as I played, so I’m not really sure what’s happening there. You must also find “Memory Tokens” for Sonic’s friends and bring them to one of his allies to continue the story, learn more about Starfall Islands, or take on a minigame to earn a Chaos Emerald.

Rails, parkour sections, various mini games, and side missions pad out the game and test your skills.

As you explore islands, you’ll hit springs, ramps, boost pads, or special rings to be rocketed towards collectibles (Seeds, Skill Pieces, etc). Rails will also appear, often spawning after you perform tasks, allowing you to quickly grind across large areas or tackle platforming challenges up high. Sonic can jump from wall to wall with A and must hop between rails, hit springs, avoid spikes, time swings on poles, and run along or up walls to reach collectibles or his objective. Objectives are helpfully signposted on the onscreen compass, but you can also utilise the map screen to set custom waypoints or discover areas of interest. However, the map must be uncovered by completing various tasks, such as hopping or sidestepping to light platforms, sky dive through glowing rings, hitting spheres into rings (or catching them before they fall), using Cyloop to assemble tetrominos, lighting up or extinguishing fires, hitting certain switches, or racing to a pre-set position against a time limit. These are fun, if monotonous distractions that only reveal a small portion of each map, so it takes a while to uncover the entire area. Some of these can only be tackled at night, while others are simply races to collect orbs and yield a letter grade. Exploring, using Cyloop, and defeating the various gigantic robotic Guardians also awards “Portal Gears” and/or “Vault Keys”. You’ll need Portal Gears to activate certain ruins and enter Cyber Space, with at least seven of these stages being present on every island. Each one acts as a short obstacle course and will award you Vault Keys for finishing the stage, finishing in a certain time and with a set number of Rings, and for finding the five Red Star Rings in each stage. Once you have enough Vault Keys, you can unlock a Chaos Emerald, though some Chaos Emeralds are only acquired by beating minigames. These see you herding Koco towards one of Sonic’s friends while avoiding bombs, using Cyloop to do some weeding, or playing a hacking minigame that’s simply a top-down shooter that sees you switching between white and black ammo with the bumpers. You must also move giant mirrors to redirect light beams (or rotate tombstones in an aggravating section) and, at one point, must activate towers scattered across Rhea Island to progress the story.

The Cyber Space stages left a lot to be desired but the Super Sonic parts were thrilling.

When in the open-world, Sonic Frontiers is reasonably impressive and you’re constantly rewarded with collectibles, interactable elements, or fun challenges to test you speed and combat skills. However, the game can be directionless at times and you’ll often be frantically looking for Memory Tokens or struggling to find ruins to access Cyber Space stages. these see players running in either 3D, 2.5D, or a mixture of both through stages inspired by Sonic’s previous adventures. However, these stages are incredibly short and basically amount to high-speed obstacle courses, with players using boost pads, ramps, springs, and loops to blast ahead at breakneck speeds. You may recognise the layouts since they not only reuse assets from Sonic’s more recent 3D adventures but are directly inspired by his 3D games. Once you spot these similarities, the stages can be quite fun but it’s disappointing that the game recycles the same areas over and over. You’ll be racing across multiple paths in Green Hill and Chemical Plant, hopping to cloud platforms and teleporters in Sky Sanctuary, and smashing tanks and attack choppers in Eternal Highway. Blocks, bridges, and platforms rise, fall, or crumble under your feet, spikes jut from every surface, water threatens to drown you, and gliders, rockets, and pulleys fling you across the stages (usually to a grind rail or some mid-air rings). Bottomless pits are plentiful, as are balloons, springs, and Badniks that can be chained together to reach higher platforms. It pays to go slow and explore a bit the first time through to find those Red Star Rings, as you only need to collect them once, and to experiment with different paths to find the fastest route. Once you find all seven Chaos Emeralds, Super Sonic engages in a boss battle against the island’s resident Titan. This sees you fighting against the Ring counter as much as the boss as you lose your Super form when you run out of Rings, meaning it’s best to spam Cyloop before the fight and increase your Ring capacity as some boss fights don’t have Rings to collect.  

Presentation:
Sonic Frontiers is definitely ambitious, especially for a Sonic title, but I wonder if the developers bit off a little more than they could chew in trying to emulate the likes of The Legend of Zelda: Breath of the Wild (Nintendo EPD, 2017). I say this because of the game’s open worlds are disappointingly bland, despite each island trying to stand out with a different theme (Kronos Island is mostly forests and the coastline, for example, while Areas Island is darker, featuring a volcano and lava). The game includes a day and night cycle, impressive rain effects, and lots of different areas to explore on each island. There’s always something to do and find wherever you go, such as Dr. Eggman’s abandoned tech and bases, the ruins of the long-forgotten Ancient civilisation, pyramids, great stone bridges and archways, and canyons and rivers. Unfortunately, you’ll see the same ramps, rings, springs, and boost pads all around. You’ll be blasted into the sky to precariously hop between floating platforms or string together rails and spring jumps, run up walls (both static and moving), and battle robots that pop from the ground or wander between the ruins, all while a lacklustre and morose soundtrack plays. Indeed, with the exception of the main song, “I’m Here”, and some of the more rocking Titan boss themes, Sonic Frontiers really drops the ball with its soundtrack. You can play classic themes on the in-game jukebox, but these won’t play in the Cyber Space stages, which don’t even have the courtesy to feature remixed tracks from the stages they’re ripping off!

While the game’s visually impressive (if repetitive), it’s the darker, bleaker narrative that gripped me.

Sonic is a touch more mature here. He’s still a wisecracking, thrill-seeking hero, but he sounds older and takes his mission very seriously. He has many deep and meaningful discussions with Sage, Dr. Eggman’s newest AI and surrogate daughter, and Tails, with much of the dialogue directly referencing previous games. Talking with Knuckles even includes a brief flashback to their first encounter and the story delves into the Ancients, an alien tribe of water-based creatures who brought the Chaos Emeralds to Earth and directly reference Sonic Adventure. Sonic has a lot of life to him here, racing off at high speeds, performing a flurry of attacks, and having some idle poses, which is all fun. Unfortunately, I found the Cyber Space stage really disappointing. They’re just too short and there are too many of them, and they’re too damn hard to find at times, meaning I often tackled them out of order. When you finally get into one, you’re initially amazed at the depth and distortion effects applied to the backgrounds, which sees islands, loops, and even the Death Egg looming in the distance, but you quickly see everything every aesthetic variant has to offer. Sure, it’s fun playing recreations of Chemical Plant, City Escape, and Rooftop Run, but it’s ridiculously lazy to recycle four themes over and over. SEGA have the assets to these environments from previous 2D Sonic games so it’s asinine to not reuse them here, along with remixes of the original tracks, especially as Sonic explicitly talks about how the Cyber Space environments are conjured from his memories. Badniks don’t even release woodland critters, and these stages are clearly secondary to the wide open-world environments, intended to be as much of a distraction and break from the narrative as the minigames and platforming challenges scattered about the islands. The Guardians, Titans, and various disposable robots are at least visually unique, with each requiring different Skills to defeat one even stealing your Chaos Emeralds, though their design is so alien that they clash as awkwardly with Sonic’s more cartoony and whimsical aesthetic as the Black Arms did years ago.

Enemies and Bosses:
When tackling the Cyber Space stages, a bunch of classic Badniks will pop up to smack you about or act as makeshift bridges to higher ground. These include everything you’d expect from the classic Zones recreated here, such as Buzz Bombers, Crabmeats, and Eggrobos. Spinners, tanks and attack choppers from the Guardian Units of Nations (G.U.N.) appear alongside rocket-firing Eggrobo variants, Choppers, and Moto Bugs, with all of them easily destroyed with a simple Homing Attack. Each of the game’s islands is patrolled by various robotic enemies created by the Ancient. Despite the long-dead civilisation being benevolent, these robots attack Sonic since he’s been fooled into aiding their destroyer, the entity known only as “The End”. The most commonly encountered are the Soldiers, who often attack in large groups but are extremely weak. They have variants who’ll encase themselves in an impenetrable shield, however, requiring the Cyloop to stun them. Cyclones often float around each island, protecting themselves with an electrical barrier but unwittingly helping you to traverse mid-air sections. Wheel-like Bangers race after you on Kronos Island, exploding when defeated, alongside Bubbles (spherical enemies that protect themselves with destructible orbs, not unlike the Metropolis Zone boss), while Ouranos Island boasts the Balloon robot, who will drown you unless you stomp through its body. Occasionally, a Capture will steal your Chaos Emeralds, forcing you to chase them down, grind along their jet trail, and stomp them to retrieve them. Eagles swoop down on Chaos Island and must be parried before you grab their handrails and crash them into the environment, Hoppers appear on Ares Island and must also be stomped on to avoid being endlessly launched into the sky, and various, pillar-like Defensive Weapons must be chopped down to size before their Badnik-like protectors attack. By far the worst of the regular enemies, for me, was the Wolf. These robotic canines attack in a pack and rapidly circle you, quickly striking and giving you little room to parry. You must parry each of them to stun them and deal damage but will instantly lose if the circle shrinks small enough and I could never get the timing right, even though you can just hold LB and RB indefinitely.

The unique and inventive Guardians are the perfect way to test your mettle (and your patience).

Each island is also home to four Guardians, who attack when you get close and respawn during a “Starfall” event. On Kronos Island, you must avoid Asura’s huge arms and shockwaves and race up its limbs to attack the three spikes on its “head”, each one protected by lasers and energy balls. Ninja, Chaos Island’s Shinobi, and Ouranos Island’s Kunoichi and Master Ninja are faster, more agile foes who test your dodge and parry abilities. The Tower, Chaos Island’s Excavator, and its Red Pillar and Silver Hammer variants have you frantically dodging projectiles and racing up its “body” to chip away at its segments, then chasing it down as it flees. Squid emulated Sonic Unleashed’s bosses with a chase across an endless racetrack generated by the robot’s “tails”, dodging projectiles and ramming its “head” when you get close. On Ares Island, Sumo has you ricochet off boxing ring-like ropes to force it into the electrified walls. Shark lurks under the sand and takes you on a joyride before it flails about for a short time and, while Strider may be immense and boast devastating laser beams, it’s completely immobile and generates grindable rings for you to attack it. The Tank was one of the more aggravating Guardians as it whips up a sandstorm, spins around using jet thrusters, and fires a barrage of projectiles and a flamethrower, making stunning it with your Homing Attack as difficult as damaging its thick armour. Chaos Island sees you avoiding bombardments from Fortress, grinding after it while avoiding projectiles to attack its main core, and using Cyloop to attack Spider’s legs before skydiving onto its head. Like Tank, Ouranos Island’s Caterpillar draws you in with a vacuum and, like Strider, you must grind over rings. This time, you avoid red orbs and collect blue ones to spawn yellow orbs that you can Homing Attack to stun it. Then, you must frantically chase after it to attack the weak spot on its back, making this as annoying as fighting Tank. Ghost was even worse, though, as it constantly sucks the Rings from you and floats between statues, forcing you to make tricky jumps just to use Cyloop to cause it damage. Tougher, far more aggressive variants of the Master Ninja, Spider, and Tank are also fought in the free “Another Story” DLC.

As epic as the Super Sonic fights are, the final boss opts for a completely different gameplay mechanic.

Four gigantic Titans, each possessing a Chaos Emerald, pose the greatest threat in Sonic Frontiers, one so great the Sonic requires the seven Chaos Emeralds and his Super Sonic form to stand a chance against them. Giganto is the first, easily shrugging off your attacks and flinging you away until you return and climb it to retrieve the seventh Chaos Emerald. You must parry Giganto’s wild swing to avoid losing time and Rings and get a clear opening to attack its face, frantically tapping X in a quick-time event (QTE) to deflect its giant laser and avoid being eaten. Wyvern is equally untouchable at first, with Sonic fleeing its missile barrage before scaling a massive tower to hop onto its body and then racing across a light trail and avoiding hazards (like when fighting Squid) to power-up. This boss fight is essentially a chase through the skies of Ares Island, with Super Sonic parrying  its missiles and claw swipes, avoiding debris and energy rings, and completing QTEs to fend of missile barrages, dodging its charge, and forcing its ordinance down its throat. By far the most troubling Titan for me was the Knight, primarily due to the lack of Rings and the ground spikes it bursts up to send you flying. The Knight is incredibly fast, striking with a gigantic sword that’s difficult to parry and flinging a buzzsaw-like shield that you must commandeer with a QTE and parry to ricochet into it. Add to that the missiles, lasers, lack of Rings, and how finicky it is targeting the Knight, and this was the worst of the bosses for me. Supreme is far easier, despite packing a massive energy cannon and its annoying sentries that push you back with lasers. Attack them to close the gap and the Supreme fires homing shots, flies with energy wings, and unleashes its massive energy cannon, requiring you to win a QTE. You’ll only take on the true final boss, The End, when playing on harder difficulties; on “Easy”, you simply win a QTE and defeat it in a cutscene. On harder modes, the boss is fought in a top-down shooter format like the hacking minigames, essentially ending the game with a bullet hell shooter that’s hardly a culmination of all the skills you’ve mastered.

Additional Features:
There are forty Achievements up for grabs in Sonic Frontiers, with five awarded each time you defeat a Titan and take out The End, one for defeating a Guardian for the first time, and one for talking to the Elder and Hermit Koco. You’ll get another for upgrading all of Sonic’s Skills (which is super easy to do just through regular play), one for destroying 100 objects, one for scoring your first S-rank in a Cyber Space stage, and one for completing various tutorials. You’ll get Achievements for activating certain Skills during regular gameplay, experiencing a Starfall event, collecting 200 Koco, repairing all Portals, and uncovering the entire map. They’re very do-able Achievements, with none of them tied to the game’s different difficulty settings, meaning the only reason to play on harder difficulties is to battle the true final boss. As you explore the game’s islands, you’ll find musical notes to unlock new tracks for the jukebox, as well as Purple Coins. These are traded at fishing holes found on each map, where Big the Cat lets you hook fish, crabs, treasure chests, and various items from the Sonic franchise. You’ll get an Achievement if you land every item at a single fishing hole and earn tickets to trade for Koco, Seeds, and other goodies. This is a fun little distraction that’s easy to play (just press A when the rings line up), though it’s a bit barebones and the game doesn’t do much with it or the grilling mini game found within. Similarly, Starfall events were more annoying than anything. These see a meteor shower cover the land and activate an aggravating slot machine every time you pick up star pieces, which grants Purple Coins and other rewards.

Sonic’s friends help him conquer Trial Towers and gain a power boost to put the story to rest.

Finishing the game on at least “Easy” mode unlocks “New Game+”, which carries over all your unlocked Skills and Sonic’s stats but not his items, as well as “Arcade Mode”, “Battle Rush”, and “Cyber Space Challenge”. Arcade Mode allows you to replay any Cyber Space stage to aim for a better time and score, Battle Rush sees you take on waves of enemies against a time attack, and Cyber Space Challenge is a regular time attack. You can also return to your original saved game to mop up any missing Achievements and finishing exploring each island, or hop into a Ring Portal to tackle the “Another Story” mode. This sees you take control of Amy, Knuckles, and Tails, exploring Ouranos Island for Chaos Emeralds and tackling tougher Guardians. Amy, Tails, and Knuckles share many of Sonic’s Skills alongside ones unique to them. Amy attacks with her tarot cards (which also allow her to hover) and Piko-Piko Hammer, Knuckles glides, climbs walls, and unleashes devastating punch combos, and Tails flings wrenches and flies for a short time, utilising air boosts to reach new areas, and even spawn his mech walker to freely fly as long his stamina wheel lasts. Each time you reach a Chaos Emerald, you switch back to Sonic to climb Trial Towers (a feat in itself!) to tackle enemy waves and rematches against Guardians. The Cyber Space stages are also much tougher in this mode, featuring five Silver Rings, five number circles, and three Animal Friends to rescue in place of the usual five Red Star Rings and pitting you in races against Tails or precarious drops into the void. Finally, there’s some fun free and optional DLC to use, with Sonic dressing up in Monster Hunter (Capcom, 2024 to 2025) armour, him and his friends and Koco dressing up for Sonic’s birthday and Christmas, and even the island’s getting a (frankly distracting) celebratory facelift.

The Summary:
There’s a lot to admire about Sonic Frontiers. Sonic Team really pushed the boat out in presenting a series of large, open-world environments to explore and showcase Sonic’s speed and parkour skills. Technically, this may be the most ambitious Sonic game yet, presenting sprawling lands alive with real-time enemies and bosses and with loads of tricks and things to discover. It’s a shame, then, that I found the execution so lacking. The islands are large, but often barren and not very visually interesting. The loops and springs and boost pads and such get old pretty quickly and it’s not long before you’ve seen everything Sonic Frontiers has to offer. I found the maps confusing at times, leaving me wandering with little direction as I searched for Portals or forcing me to go back and forth chatting to NPCs. Sonic’s combat abilities were very flashy and fun, but I did find it difficult to remember how to do certain moves and which gauges to keep track of, to say nothing of my confusion regarding raising Sonic’s stats. The Cyber Space stages were also a huge letdown, being mere snippets of action that were over as soon as they got interesting. I’m really disappointed that new assets weren’t used to recreate the areas that inspired these stages, and that the same environments kept being reused. It made these stages feel like an afterthought and as much padding as collecting Vault Keys and Memory Tokens. I enjoyed the Easter Eggs peppered throughout the surprisingly grim and dark story and the Titan bosses were very impressive and epic. I liked playing as Super Sonic and that Sonic’s abilities were tested here, and by the Guardians. However, these also became annoying after a time (and there’s not much incentive to fight them once you’ve accessed every Portal) and it would’ve been nice to play as Sonic’s friends in the main game, perhaps in some Cyber Space stages, mini games, or side missions. Sonic Frontiers is a lot of fun, but I also found it a chore to play through and that the pacing was all over the place. I dare say it might’ve been better if the developers had stuck to the open-world and RPG themes and downplayed the Cyber Space stages, then maybe the side gimmicks could’ve had more time to cook, but it’s probably still worth your time if you’re a fan of the franchise.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Sonic Frontiers? What did you think to the open-world gimmick and did you also find it a bit lacking? Were you also disappointed by how short and mundane the Cyber Space stages were? What did you think to Sage, her emotional connection to Dr. Eggman, and the lore of the Ancients? Which of the Guardians and Titans was your most or least favourite to fight? Did you ever collect everything scattered throughout the game and find all those Koco? Leave your thoughts on Sonic Frontiers down below, send me some love on Ko-Fi, and be sure to check out my other Sonic content!

Game Corner [Sonic Month]: Sonic Rush Adventure (Nintendo DS)


Sonic the Hedgehog was first introduced to gamers worldwide on June 23 1991 and, since then, has become not only SEGA’s most enduring and popular character but also a beloved videogame icon. Thus, in keeping with tradition, I’m dedicating some time to celebrate SEGA’s supersonic mascot.


Released: 13 September 2007
Developer: Dimps / Sonic Team

The Background:
SEGA’s desperate desire to create a mascot to rival Super Mario paid off when Sonic the Hedgehog became a mainstream icon with Sonic the Hedgehog 2 (SEGA Technical Institute, 1992). Despite subsequent success with both 2D and 3D titles, costly business decisions forced SEGA to withdraw from console manufacture, bringing the original “Console War” to an anti-climatic end. Now focused on software development, the unthinkable happened when Sonic and SEGA-branded videogames appeared on Nintendo’s GameCube and Game Boy Advance. Alongside Dimps, Sonic Team created a trilogy of largely lauded 2D throwbacks for the handheld and this partnership extended to the more powerful, dual screen Nintendo DS with the widely praised Sonic Rush (Dimps/Sonic Team, 2005). Introducing series staple Blaze the Cat and pioneering the hotly-debated Boost gameplay, Sonic Rush impressed enough to warrant a sequel. Inspired by adventure narratives, director Sakae Osumi decided the sequel should be set on the high seas, with pirate antagonists, and the developers expanded on the Sonic Rush’s game engine to incorporate more 3D elements and more use of the touchscreen. Released after the universally panned Sonic the Hedgehog (Sonic Team, 2006), critics noted that Sonic Rush Adventure proved the brand was still viable and praised the eye-catching visuals, upbeat soundtrack, and touchscreen functionality for the boat racing sections. While the plot and material collecting were criticised and we never got a third game in this sub-series, its influence was felt in Dimps’ subsequent 3DS port of Sonic Colours (Sonic Team, 2010).

The Plot:
Stranded in Blaze’s world following a mysterious storm, Sonic and Tails team with Blaze and an energetic, wannabe sailor to explore the neighbouring islands and keep the lost Jeweled Scepter away from Captain Whisker and his robo-pirates.

Gameplay and Power-Ups:
Like its predecessor, Sonic Rush Adventure is primarily a 2.5D action platformer focusing on high-speed platforming and Boost-based tricks. Initially, only Sonic is playable but, after clearing the third stage (known as a “Zone”), Blaze will be unlocked once again. While the game takes place on various islands, each Zone contains two stages (or “Acts”) and a third, dedicated boss battle against one of Doctor Eggman and Eggman Nega’s robotic giants (known as “Ghosts”). The game includes an “Options” menu where you can set the game to “Easy” or “Normal” mode to tweak the difficulty of bosses, toggle the ten-minute time limit on or off, and manually save your progress. Sonic Rush Adventure expands on the world map of its predecessor, allowing you to not only draw paths to other islands on the bottom screen but also enter buildings and talk with non-playable characters (NPCs). These allies give you hints, allow you to listen to the game’s soundtrack, offer additional missions to complete, and allow a stage and boss select so you can quickly retry completed Zones. Although Sonic and Blaze are still contrasting personalities, their controls and gameplay and essentially the same and as in Sonic Rush. Both jump with A or B, charge up a dash with down and A/B, and perform various mid-air tricks with A, B, and the Right trigger. You can use the directional pad in conjunction with these buttons to reach higher or further platforms, as well, though Blaze has the added benefit of her Burst Hover, which grants her a limited mid-air glide.

The core, Boost-paced gameplay remains unchanged but is bolstered by some new interactable elements.

In contrast, Sonic can home in on nearby targets and is much faster by default, though Blaze is also immune to fire. Both characters can grind on various rails, tapping B to pull off additional tricks. These tricks and smashing robots fill your “Tension Gauge” which, when partially or completely full, blasts you ahead with the Super Boost or Fire Boost when you hold down X or Y. This allows you to plough through Badniks and breakable walls and across gaps at high speed, completely invulnerable, though you need to be careful as it makes it much easier to miss ramps and other interactable objects that spring you across the environment. Golden Rings act as your life blood, protecting you from attacks and awarding you extra lives when you collect increments of 100, and you can snag all the usual power-ups (extra Rings, a barrier and magnetic shield, and a brief invincibility) alongside boosts to your Tension Gauge and top speed. Your Tension Gauge also gets a boost when you pass a checkpoint, and you’ll use loops, springs, and ramps to blast between both screens across the game’s colourful and distinct Zones. Similar to the last game, there are instances where you get additional gimmicks: Blizzard Peaks starts you on a snowboard for some high-octane grinding, Coral Cave sees you push and jump into large minecarts, and Pirates’ Island sees you riding a dolphin through rings in underwater tunnels. The hang glider reappears in Machine Labyrinth, now steam-powered and letting you Boost along, while catapults, cannons, and giant hooks and anchors carry you to higher platforms. Pirates’ Island includes a water cannon gimmick where you aim, fire, and grind along water streams, crystals allow you to float across deadly gaps in Sky Babylon, and the Haunted Ship’s cannons blast you through the sky, allowing you to press buttons to score points off rings. Occasionally, the game switches perspective, shrinking you to the background, bringing you to the foreground, and putting you in a third-person view as you switch tracks in a mine cart or grind across spiked vines.

The touchscreen is wonderfully utilised in third-person and sea-based race sections.

The “adventure” aspect of the game comes into play in the overworld. You’ll travel across the sea to reach each island and challenge the game’s Zones, which you can only do with Tails’ various sea craft. After plotting a path, you’re placed on the bottom screen and use the stylus to control Sonic as he grabs Rings, performs tricks off ramps, and avoids enemies. In these sections, tricks and other actions are performed by swiping or tapping the screen, which builds your “Boost Gauge” and allows you to rocket ahead by double-tapping the screen or pressing the Left or Right triggers. Clearing Acts awards various materials and a letter grade; the higher your grade, the more materials you acquire. These can be brought to Tails to create newer, more diverse sea craft, such as a submarine and a hovercraft. As each craft needs specific materials to be built and further upgraded, you’ll be revisiting Zones again and again to “farm” for these materials. These can also be located on the sixteen Hidden Islands, which act as brief obstacle courses designed to test your skills and award materials, and you must do this to progress though the story. Sonic starts with the Wave Cyclone, a simple hoverbike, before Tails builds the Ocean Tornado, a sailboat you control and fire the weapons of (comprised of a gun turret, cannon, and flamethrower). The Aqua Blast hovercraft is similar to the Wave Cyclone but players must move it side to side to avoid rocks and other hazards and fire its laser cannon in either short or charged bursts. The last craft you get direct control of is the Deep Typhoon, a heavily armed submarine that sees you exploring the ocean’s depths, tapping commands similar to a quick-time event to lock-on to and destroy enemies and hazards, as indicated by a radar. Additional power-ups are also found in these stages to repair your craft or fill your Boost Gauge, and they certainly offer a fair bit of variety, though the grinding for materials can get tedious at times.

Presentation:
Like Sonic Rush, Sonic Rush Adventure utilises traditional sprite art for its backgrounds alongside polygonal assets. These are primarily seen in the character and enemy models but various interactive elements (such as drums and bouncy ropes and the end goal treasure chests) are 3D models as well. Sonic and Blaze’s models seem to be copied wholesale from the last game, sporting the same animations, playstyles, and voice clips as before and therefore being just as blocky and clunky. Again, I wonder if it might’ve been better to swap things around and have fully polygonal environments and sprites for the characters, though these models do look a lot better when the action switches to the touchscreen for the sea sections or brief third-person sequences. As you might expect from the title, Sonic Rush Adventure places more emphasis on the story, meaning more cutscenes using both 3D models and still images and more interactions with NPCs. The standout of these is the now sadly forgotten Marine, a plucky raccoon girl with a love for the sea and its craft and who hides incredible power behind her boisterous personality. Sporting a quirky Australian dialect, she furthers Blaze’s development from a stoic princess into a more laidback defender of her world and is a joy to talk with, as are the various amusing koalas who help you. Sonic Rush Adventure incorporates a more sea-faring flair to its soundtrack, peppering every stage with upbeat tunes that match the fast-paced gameplay. The opening theme, “A New Venture”, is infectious in its whimsy though it was surprising and a little disappointing to find the game didn’t include voice acting to go with its cutscenes and still relied on simple text. For most of its length, Sonic Rush Adventure focuses on two new antagonists, Captain Whisker and Johnny, and doesn’t reveal Dr, Eggman and Eggman Nega’s involvement until later, though I genuinely think it would’ve worked just as well, if not better, to omit the Eggmen entirely and focus on his pirate-theme doppelgänger and Sonic’s latest rival, just to mix things up a bit.

The game shines through its increased emphasis on story and a unique pirate-aesthetic.

Sonic Rush Adventure is one of the more visually unique Sonic games, especially in its environments. While Zones blast along a mile-a-minute and it’s easy to overshoot ramps or plummet down the many bottomless pits, the new, sea- and pirate-themed aesthetic really benefits the visuals. This is immediately apparent in the heads-up display, whose font is a far cry from the usual, generic lettering in other Sonic titles and more akin to the short-lived “Storybook” games on the Nintendo Wii. Things start pretty standard in Plant Kingdom (which features vines to swing from and grind on, bouncy mushrooms, and robotic dinosaurs) before delving into steampunk in Machine Labyrinth. Similar to Metropolis Zone, Machine Labyrinth features steam-based springs and winding tubes alongside the hang glider, pinwheels, and massive drums that pinball you about. Coral Cave is a coral spin on a mine, featuring crystalline coral, coral bridges, and a partially flooded grotto alongside abandoned mine carts and tracks and waterfalls. Similar to Pirates’ Island, you must pay attention to the top screen or you’ll get crushed by falling hazards that are used as platforms to higher areas, and giant anchors will swing you about, too. The Haunted Ship was probably my favourite Zone. Featuring a misty graveyard of wrecked ships in the background and seeing you dash up ropes and mainsails, you’ll explore the dishevelled interiors, bash robotic pirate ghosts, and blast between ships using massive cannons. You’ll also bounce up to higher areas using special ropes or be forcibly dragged up by barrels. Sky Babylon was also visually very interesting, sporting a green night-time sky and strange, neon-glowing ruins in a mish-mash of Marble Garden, Sky Sanctuary, Altitude Limit, and the Babylon Garden. Strange floating orbs drag you higher, destructible platforms drop you past flaming hazards and to the ever-present electrical bolt lurking below, and you explore both the background and foreground. Blizzard Peaks started strong with its snowboarding section, which allowed some fun grinding, and with its snowy slides and giant icicles that you must jump between. Pirates’ Island is, essentially, Sonic’s version of Venice, featuring stone buildings, flooded ruins, spring-loaded fountains, and helpful dolphins to navigate its waters. These environments and their gimmicks are all recycled for the Hidden Islands, and there’s even a degree of choice in which locations you visit depending on which ships you have.

Enemies and Bosses:
Sonic Rush Adventure bolsters its unique environments with a slew of all-new Badniks, each one the creation of the Dr. Eggman/Eggman Nega duo and in keeping with the nautical/pirate aesthetic of the game. The most persistent of these are the various “Kaizoku” Badniks that toss explosive barrels, glide around on hang gliders, fire small, shoulder-mounted cannons, hide in snowballs, or attack with a cutlass. The Kaizoku Hogan variant is a touch tougher than the usual Badniks, swinging a ball and chain and sporting a health bar. The Hover and Gunner variants fly about using jetpacks, and the Skeleton versions float around like wandering spirits and toss bone sat the player. These Badniks are bolstered by the “Shisaku-gata” series of mechanical miscreants who chuck spanners, hover using steam-powered jetpacks, and push you back with jets of steam. More traditionally designed Badniks also appear, such as the Barrier Angler (a robotic angler fish, which also has an electrical variant), the Jaws-like Nibbles, the Dive Bat (another of Dr. Eggman’s many bat-themed Badniks), and the Rabid Crab (which focus more on melee attacks than Crabmeat’s projectiles). The Triceratank charges you with its horn similar to the Rhinobot, Ptera swoop from the skies, Sky Moons fire projectiles while hovering in the path of your jumps, and steam-powered Bomb Ghosts wander the Haunted Ship ready to explode in your face! Each Zone ends in a boss battle against one of Dr. Eggman and Eggman Nega’s gigantic robot creations. Unlike in the last game, where you were restricted to either a platform or a ring, Sonic Rush Adventure features more variety to its boss battles. You’re still restricted to a set area, but the arena and boss strategies alter as the fight progresses, switching between the screens. Each also possesses a health bar, though you no longer have your allies cheering you on, and ends with a dramatic, slow-motion final blow against the mech.

The massive bosses are far more visually interesting and complex than before.

The first boss you encounter is the Ghost Rex, a gigantic, robot Tyrannosaurus rex that stomps around in the background, stalks around your small stone platform, and tries to munch you with its powerful jaws. Dodge this attack to attack its head and repeatedly strike it when it tries to charge from either side of the platform and you’ll eventually fall to a cavern, where the Ghost Rex elongates its neck to try and crush you and cause shockwaves. The Ghost Pendulum is fought on a ring and stays out of reach and you must run around in a circle, striking its low-hanging fruit to smack them into it. As the fight progresses, more balls appear, with some sporting spikes and electrical barriers and the boss dropping to create shockwaves, which can all be tricky to avoid. The Ghost Kraken is also fought on a ring; it spins its tentacles to attack you, but you can smack these (especially the jewelled one) to damage it. It also tries to grab and slam you into the ground, forces you underwater, and spits ink to either stick you in place or obscure the screen. The Ghost Pirate awaits on the Haunted Ship, spewing fireballs and flaming vortexes and attacking with kicks and its cutlass. You must target the glowing red core, which eventually detaches and must be chased around to deal more damage, which can be tricky, especially if the ship’s swaying. The Ghost Whale is one of the most unique bosses as it’s fought on a rapidly deteriorating ice float. You must smack it when it charges to jump inside, where you have thirty seconds to battle to its inner core, destroying pods for more time and avoiding freezing hazards and ridable missiles.

Sadly, the new baddies are usurped by the Eggmen, who power-up to battle for the fate of both worlds.

The Ghost Condor was probably the toughest of the regular bosses for me. You’re running on a never-ending path on the bottom screen, avoiding mines, spiked platforms, and the boss’s charge. You must hit the green mines to fly up and smack the boss’s weak spot, landing on the platforms to deal additional damage, though the hazards, speed, and aggressiveness ramp up over time. Captain Whisker and Johnny first attack as a duo on a stage full of buzzsaw-spewing platforms. Captain Whisker fires his rocket arms and performs a ground pound to produce a shockwave and Johnny torpedoes at the player, and they have a team attack that must be repelled. Both must be defeated but this looks more intimidating than it is and it’s pretty easy to pepper them with hits. Captain Whisker then jumps into the Ghost Titan for a penultimate showdown not unlike the battleship bosses from the last game. You must hit its missiles to lower the shields on the cannons, then line up the aiming reticle to attack. The Ghost Titan also delivers a big punch, fires laser-guided flame blasts, litters your platform with bullets from its crotch, and spreads flames across the ground. Though there’s a lot happening at times this was a big, fun, boss made even more intimidating by it boxing you in with insta-kill lasers at the end. After collecting the seven Chaos and Sol Emeralds, you’ll battle the true final boss, the Egg Wizard, a super-powerful mech piloted by Dr. Eggman and Eggman Nega and wielding the fabled Jeweled Scepter. This is a three-phase battle that takes place from a top-down perspective in the molten core of Blaze’s world. You control Super Sonic and Burning Blaze, collecting Rings to sustain your transformation and switching between the two with R. In the first phase, you reflect boulders using Super Sonic’s A attack. You must then reflect the Egg Wizard’s fireballs and three flaming dragons to deal damage or switch to Burning Blaze and fire single or charged fireballs with A. Deal enough damage and the Egg Wizard regains some health and adds a targeted meteor, a flamethrower, and gigantic missiles that must be avoided or reflected to deliver the final blow. It’s not the hardest final boss but, with no checkpoints, few Rings, and many of the attacks stunning you, it can be a trifle aggravating to contend with.

Additional Features:
When exploring the seas of Blaze’s world, you’ll inevitable cross paths with Sonic’s latest rival, the arrogant robotic shark, Johnny. When you do, Johnny challenges you to the race, with the prize being a legendary Chaos Emeralds. These races take place on the Wave Cyclone and are thus performed using the touchscreen and stylus. Players can follow Johnny’s trail for a boost and must dodge his mines or they’ll suffer irreparable damage and lose. To stay ahead, you collect Rings and perform tricks off ramps to build and maintain your Boost Gauge, though you can replay each race as often as needed to score the Chaos Emeralds. Like before, Blaze doesn’t get Sol Emeralds from Special Stages like these. Instead, you talk to NPCs to take on various missions, with seven of the 100 available missions specifically relating to the Sol Emeralds. These are acquired by finding Hidden Islands or beating certain bosses again, and only by getting all seven of both will you unlock the game’s true ending. Other missions also challenge you to reach the goal within a certain time limit or while holding a set amount of Rings. You can also explore to find the sixteen Hidden Islands and replay previous Acts to get materials to build and upgrade your craft and score better rankings, and take on a time attack mode. Sonic Rush Adventure also includes a multiplayer component where players race against each other to finish Zones and defeat bosses the fastest, though I’ve never played this mode. Finally, there’s a sound test and movie viewer mode available and you can take on the bosses and Johnny’s race at any time by chatting to NPCs.

The Summary:
Sonic Rush was a fun, if barebones, return to form for Sonic, a natural progression of the Game Boy Advance titles and a nice taster of what the Nintendo DS could do with the franchise. Sonic Rish Adventure takes everything that worked and adds a bit more to it, expanding the narrative and the scope of both Sonic and Blaze’s world and delivering a fresh take on the usual, formulaic events by assuming a pirate aesthetic. I really enjoyed the sea-based sections, exploring the map and playing about with each craft. It was a fun use of the touchscreen that never outstayed its welcome, though it does get a touch tedious having to grind for materials. It might’ve been better if Tails built the ships as the story progressed and the materials were purely to upgrade each one to give you an edge in combat or against Johnny. The Zones were some of the most unique and visually interesting the series has ever seen, finally moving away from tried-and-tested tropes and embracing new aesthetics. The gameplay is fast-paced and fun, with lots happening at once and really gave me a sense of empowerment, though it’s still dogged by bottomless spits, insta-kill hazards, and unavoidable traps. Captain Whisker, Johnny, and Marine are some of the best new additions to the franchise and I’m honestly annoyed that they’ve never been seen again. I’ll reiterate that neither Eggman was necessary for this game, and it might’ve been better without them as Captain Whisker was a familiar enough threat given a quirky edge by being a pirate. It’s a shame that Sonic and Blaze’s gameplay was basically unchanged from Sonic Rush, with no new moves or abilities or playable characters added to the mix, but the 2.5D Boost gameplay was arguably better than it’s ever been here. It really feels like Sonic Rush Adventure filled in some of the blanks of the last game, adding more diversity and complexity to the boss battles, switching up the stage aesthetics, and placing more emphasis on the story. Add to that the fun sea mini games and races and opportunities for exploration and you have a really solid title that definitely deserves more love than it gets as I never see anyone talking about this one, and that’s a real shame.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you play Sonic Rush Adventure back in the day? What did you think to the new setting and the quirky new characters? Did you enjoy the pirate aesthetic to the stages and trying out new sea-based craft? What did you think to the grinding mechanic and the changes made to the boss battles? Did you ever defeat the Egg Wizard, and do you agree that Captain Whisker and Johnny were strong enough antagonists by themselves? Which of Sonic’s handheld adventures is your favourite and how are you celebrating him this month? I’d love to know what you think about Sonic Rush Adventure so leave a comment and be sure to check out my other Sonic content.