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Nintendo rereleased Donkey Kong Jungle Beat as one of the New Play Control! games, a product line comprising seven updated ports of GameCube games for the Wii. [30] The rerelease, New Play Control! Donkey Kong Jungle Beat, was released in Japan on December 11, 2008, as the line's first release. [31]
Donkey Kong Racing was developed by Rare as a console sequel to Diddy Kong Racing. [103] It was a racing game in which players rode on animals rather than vehicles. [104] Following the Microsoft acquisition, Rare attempted to rework Donkey Kong Racing as a Sabreman game for the Xbox and Xbox 360 before canceling it entirely. [104] [105]
Donkey Kong Jungle Beat features new levels and modified level design for existing levels to give the game a more traditional platforming feel. [6] Pikmin allows players to roll back their game saves to previous days, erasing only a recent part of the save file, though this did not carry over to Pikmin 2. [7]
Donkey Kong Jungle Beat: One of Donkey Kong's animal friends whose body can be used like a parachute to allow him to glide around and reach new areas. Mr. Nutz Mr. Nutz: An anthropomorphic red squirrel wearing shoes, gloves and a cap. Ray the Flying Squirrel SegaSonic the Hedgehog: A yellow flying squirrel.
Donkey Kong Jungle Beat: 2004 GameCube New Play Control! Donkey Kong Jungle Beat: 2008 Wii Enhanced visuals and controls. [135] Double Dragon: 1987 Arcade: Double Dragon Advance: 2003 Game Boy Advance Remake of the original game. [136] Double Dragon II: The Revenge: 1988 Arcade: Double Dragon II: Wander of the Dragons: 2013 Xbox 360 Remake of ...
Donkey Kong Jungle Beat, the first main Donkey Kong game since Donkey Kong 64, [81] was released for the GameCube in 2004. [85] It returned to the Donkey Kong Country style of platforming, controlled using the DK Bongos. [86] It was directed by Yoshiaki Koizumi as the debut project of Nintendo EAD Tokyo.
Similar to the role he played during the development of Donkey Kong Country and Donkey Kong Jungle Beat (2004), Miyamoto supervised Retro and reviewed Returns ' content throughout development. He wanted Retro to keep Donkey Kong Country 's unique visuals and feel in mind, [14] and emphasized elements he felt should be retained from prior games ...
There, Shigeru Miyamoto pushed him to hold a much bigger vision for the next Mario series game and Koizumi said this: "By working on [Donkey Kong Jungle Beat] together, I got to know the staff well enough by then, and I thought, if it was with this team, we may just be able to tackle the new and difficult challenge of making spherical platforms ...
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