Developed by RARE, one of those games that i cant stop replaying. music is what originally brought me in with its impressive soundtrack. It has my heart. I loved playing it when I was in Mexico. One of those essential games . Easy to get into , a great starter. A masterpiece.
screenshots

aspect 16:9 (I like my shi stretched <3)
soundtrack

JUNGLE
Simian Segue
DK Island Swing

CAVE
Cave Dweller Concert ❤ ❤
Mine Cart Madness
Misty Menace ❤
Life In The Mines ❤

FOREST
Forest Frenzy
Treetop Rock ❤

RUINS
Voices Of The Temple

UNDERWATER
Aquatic Ambience ❤ ❤

MOUNTAINS
Northern Hemisphere
Ice Cave Chant ❤

FACTORY
Fear Factory ❤

KONGS
Funkys Fugue
Candy’s Theme
Candy’s Love Song

BADDIES
Bad Boss Boogie
Gang-Plank Galleon
K. Rools Cacophony ❤
I DIDN’T WANT TO SPOIL ANYTHING, I WANT YOU TO EXPERIENCE IT FOR YOURSELF.
Understanding The Aesthetic
Since the NES days games like Super Mario Brothers* (side-scrollers) were immensely popular. Almost synonyms with gaming at the time and were presented as an example of what a great game looked like. That’s why whenever old heads talk about gaming they always bring up “levels” and “worlds” as examples. It’s not that modern games don’t have “worlds” or “levels” but they’re implemented differently(not all modern games are side-scrollers). So with that in mind, naturally RARE took inspiration. Yes this game plays virtually identical to a Super Mario game. Go right(—>) until you beat the level. Meanwhile (opinion) being more aesthetically pleasing than any of the Mario games until Yoshis Island*. Part of what makes DKC feel so special is its graphical fidelity. Every screen feels rich. A level of detail not many other games could reach during the 16bit era. Colors look beautiful and sounds that feed the impressiveness of each environment. The S-SMP/DMP audio chip blasting tunes that nobody thought could be in a videogame. It was magic. Love at first sight for me. DKC usage of pre-rendered graphics. A 3D model was converted into SNES sprites.

, ENOUGH TALKING GO CATCH A THRILLLL !!!
SPRITES
The pile of bananas. A portrait of Candy on the wall hiding at a relationship/love interest. My point is the house feels lived in. Somebody sleeps here. Whoever lives here isn’t afraid to leave the entrance wide open. Every character was living their life before you turned the game on. Conflict was brewing up before you got here. K. Rool had to prepare an army to take over the island. DKC’s characters carry personalities and life experiences as well as its enemies. They have their own personalities. Its retro appearance gives a warmth.