Nintendo and Rare aren't monkeying around! Diddy's Kong-Quest exceeds the standards set by Donkey Kong Country. This is the game you want under your palm tree this holiday!
Wii Game Name: Donkey Kong Country Returns Region: USA Language: English Game Format: WBFS Mirror: Rapidgator / RG.to. Donkey Kong Country Returns (USA) Download Link. Protected Area. We provide complete list of Wii ISO for you to download and play in your console. The format of the games provided here are either in ISO or WBFS format, both. Donkey Kong Country Returns is the series' first traditional home console installment since Donkey Kong Jungle Beat (2005), and also the first Donkey Kong Country entry not to involve video game.
Driving Miss Dixie
Even though the version we reviewed was only 80 percent complete, it already had more levels, better graphics, and better gameplay than the original had a year ago. The only thing the programmers can do is add more to this game!
In this quest, Kaptain K. Rool and the Kremlings have kidnapped Donkey Kong and are ransoming him for the Banana Hoard (from DKC). Diddy and his gorilla-friend, Dixie, set out to find Donkey Kong.
But Kaptain K. Rool isn't going to make things easy for the Kongs. He has all types of beautifully rendered (but devilishly despicable) enemies on hand, like peg-legged crocodiles, wretched rats, and pitiless piranhas. K. Rool does his deeds in some of the most cleverly illustrated levels ever seen on a home system. Wait until you ride the skulls in the Pirate Amusement Park or blast through the thorny jungles in Bramble Scramble.
The game has more than 100 levels with eight unique areas to explore. As usual, there are tons of hidden areas and bonus games, so you'll be playing this one well into next Christmas!
Safari So Good
The rendered graphics are superb and extremely clean. They're especially impressive when you consider this is a 16-bit game, not some fancy-shmancy CD system. As a matter of fact, this is what Killer Instinct should've looked like! The smoothly scrolling layered backgrounds also add nice graphical touches (like the rain in the Gangplank Galley) to this superb looker.
Like last year's DKC, the music and sounds once again equal the SNES's best. The music rocks out in places and tones down in more dramatic scenes. From the monkey's echoes of 'ooh-ooh' when it's trapped in the barrels to the crocodiles' snapping jaws, this game erupts with sonic treats.
Te control is pretty much the same as in the last game. You can switch between Dixie or Diddy, and can run, jump, and throw just like in DKC. The only caveat is that some levels are extremely tough, so younger players may ask their monkey's uncles for a hand with the game.
Plan It with the Apes
As for older gamers, what more could you ask for? Yeah, it's a little cutesy, but don't let that fool you. Although you may find yourself breezing through the easy, pattern-reliant bosses, you definitely won't be able to finish this in one sitting. Since you now have to pay for Cranky's advice (and game saves, and Funky's flights, and Swank/s Bonus Games), you'll need to spend more time than ever in the Country.
Easily the best SNES game this year, Diddy's Kong-Quest is one we suggest you give a try. This game will make a monkey out of the most experienced players!
ProTips:
- To knock off the first boss, Krow, just fling his eggs back at him. Four hits should do the job.
- When Kruncha turns red, he'll take away a life regardless of your bouncing monkey antics.
- Simultaneously pushing Buttons Y and B makes your animal friend, such as RatUy, jump higher.
- Watch for groups of bananas that form letters. There's usually a 1-up or token nearby.
Overall rating: 6
11-23-2010, 05:06 AM (This post was last modified: 09-06-2011, 11:53 AM by neobrain.)
Donkey Kong Country Returns (tested version: NTSC-U)
General Settings
- Dual Core: Enabled
- Idle Skipping: Enabled
- Framelimit: Auto
- HLE the IPL: Enabled
- CPU Emulator Engine: JIT Recompiler or JITIL experimental Recompiler (try what works best for you; it seems that on 32bit, JITIL is faster while on 64bit JIT is faster)
- Lock threads to core: Enabled (disabled can be faster, however, it can make the game freeze when loading the world map)
Direct3D (DX9) Settings
- Pretty much everything at default is fine for this game, but have EFB Copy to Texture and Safe Texture Cache set to Fast!
- for better image quality you can also check 'Force Bi-/Trilinear Filtering' (especially for 2D stuff), 'EFB scaled Copy', 16x Anisotropic Filtering and, if you have a strong machine, SSAA 4x or 9x. VSync can also help against scroll jerkiness.
- if you're struggling for speed, you can try disabling Fog, Native Mips, Pixel Lighting and CPU->EFB Access, as these don't seem to be needed for the game. Gaining speed in exchange for some visual quality is also achieved by setting EFB scale to x2 or x1.
One more setting that seems to give some extra speed is Enable Block Merging in the game properties (right-click on the game in Dolphin's game browser). However, if you don't know what you're doing, don't fiddle around with the other settings, you you might get issues and later not know anymore how to get rid of them...
DSP (HLE) Settings
Configure to your liking. However, DTK sound doesn't seem to be needed for this game, so you might want to disable it due to the sound issues. (that won't fix the issues, but it seems to be to make it a bit better)
Wiimote Settings
The game is can played with Wiimote and Nunchuk or Wiimote (horizontal) only. (Since with the horizontal wiimote style the only wiimote-typical movement necessary is a bit of shaking, I'm sure this could be easily configured to work with a Controller, too)
Known Issues
- Core: The game has been broken between revision 5699 and r6460, has been fixed by skid in r6461, so use a revision earlier than 5699 or after r6461.
Another issue is that the game randomly freezes. Especially when the world map is being loaded (that diving-through-the-clouds-sequence doesn't even start). This doesn't seem to happen if 'lock threads to core' is enabled (which however, can slow things down for some (especially those with Hyper-Threading CPUs)).
- Sound: This is the most problematic part of the emulation of this game...music and sound effects DO work, however, there's annoying noise being produced when 1. a FMV plays and 2. a level is loaded. This noise can be gotten rid of, though, by pressing the HOME-button on the wiimote (so be sure you have that one bound to some button if you use a controller). Other than that, sound effects tend to cut off randomly. Sometimes they reappear again, but it seems very random.
Update: Since r6480, the sound cutouts are mostly gone! Also XAudio2 doesn't crash the game anymore.
- Graphics: Garbled text is fixed by enabling Safe Texture Cache (fast). The low-res Donkey Kong is fixed by using EFB to Texture. What remains are some minor glitches: the good old bloom offset issue, which is only really obvious in the beach levels (World 2)and the loading screen being red. Also, some 2D sprites (like the control help by that piggy thing) are kinda greenish. Looks like a typical case for Safe Texture Cache but that doesn't fix it here.note: the loading screen issue got fixed around or shortly after 3.0.
On revisions after r6461 I am also having some glitched textures on the wrecked ship on the save game selection screen. <-- this can be fixed by disabling 'Display List Cache'
If you want to get rid of the offset bloom issue (the 'red glow', especially in the beach levels), here's a patch: http://forums.dolphin-emu.org/showthread.php?tid=13347 (you have to choose the DKCR Projection hack); here it is compiled into a recent build: http://electrodexs.net/dolphin/default.htm (r6495, {Requested} r6505 with DKTOS, MH3v2, and FifoBsy patches)
- Input: This issue only affects older revisions; it's gone after r6461: There's a strange issue concerning the wiimote (or any input, i.e.): Randomly the wiimote doesn't seem to get recognized by the game. This seems to be especially the case with using JITIL and when either the game or a config window has been opened before. So your best chances to get your wiimote recognized and working are setting whatever settings you want/need (and of course don't forget to pair your wiimote), then CLOSE Dolphin. Open Dolphin, and load the game (without opening anything else first). If it didn't work, close Dolphin again, start it again, load the game again...etc. about 50% of the time it works for me.
I'll add stuff if I find or hear about anything else.
Overall (Dolphin r5697)
The game runs well, I get 90 to 100% speed most of the time with my machine (see sig). The game appears smoother with VSync, so try it out. I guess for fullspeed at all times, you would need a dualcore with 3,6 - 4 GHz.
I cannot say yet if the game is playable all the way through. (should someone finish it on Dolphin, please tell; without any spoilers, though!)
The game in its current state is playable and enjoyable (and it looks muuuch better with Dolphin than on the Wii), but the sound issues are quite the funspoiler and in the end makes playing the game on the Wii more preferable, I guess...let's hope someone can get the sound fixed for this exceptionally fun game
Some Screenshots at my native res 1920x1080, for your viewing pleasure with 4xSSAA (with 9xSSAA my card or Dolphin seem to refuse to render anything -_-)
Thanks to iNeXuS for this video:
General Settings
- Dual Core: Enabled
- Idle Skipping: Enabled
- Framelimit: Auto
- HLE the IPL: Enabled
- CPU Emulator Engine: JIT Recompiler or JITIL experimental Recompiler (try what works best for you; it seems that on 32bit, JITIL is faster while on 64bit JIT is faster)
- Lock threads to core: Enabled (disabled can be faster, however, it can make the game freeze when loading the world map)
Direct3D (DX9) Settings
- Pretty much everything at default is fine for this game, but have EFB Copy to Texture and Safe Texture Cache set to Fast!
- for better image quality you can also check 'Force Bi-/Trilinear Filtering' (especially for 2D stuff), 'EFB scaled Copy', 16x Anisotropic Filtering and, if you have a strong machine, SSAA 4x or 9x. VSync can also help against scroll jerkiness.
- if you're struggling for speed, you can try disabling Fog, Native Mips, Pixel Lighting and CPU->EFB Access, as these don't seem to be needed for the game. Gaining speed in exchange for some visual quality is also achieved by setting EFB scale to x2 or x1.
One more setting that seems to give some extra speed is Enable Block Merging in the game properties (right-click on the game in Dolphin's game browser). However, if you don't know what you're doing, don't fiddle around with the other settings, you you might get issues and later not know anymore how to get rid of them...
DSP (HLE) Settings
Configure to your liking. However, DTK sound doesn't seem to be needed for this game, so you might want to disable it due to the sound issues. (that won't fix the issues, but it seems to be to make it a bit better)
Wiimote Settings
The game is can played with Wiimote and Nunchuk or Wiimote (horizontal) only. (Since with the horizontal wiimote style the only wiimote-typical movement necessary is a bit of shaking, I'm sure this could be easily configured to work with a Controller, too)
Known Issues
- Core: The game has been broken between revision 5699 and r6460, has been fixed by skid in r6461, so use a revision earlier than 5699 or after r6461.
Another issue is that the game randomly freezes. Especially when the world map is being loaded (that diving-through-the-clouds-sequence doesn't even start). This doesn't seem to happen if 'lock threads to core' is enabled (which however, can slow things down for some (especially those with Hyper-Threading CPUs)).
- Sound: This is the most problematic part of the emulation of this game...music and sound effects DO work, however, there's annoying noise being produced when 1. a FMV plays and 2. a level is loaded. This noise can be gotten rid of, though, by pressing the HOME-button on the wiimote (so be sure you have that one bound to some button if you use a controller). Other than that, sound effects tend to cut off randomly. Sometimes they reappear again, but it seems very random.
Update: Since r6480, the sound cutouts are mostly gone! Also XAudio2 doesn't crash the game anymore.
- Graphics: Garbled text is fixed by enabling Safe Texture Cache (fast). The low-res Donkey Kong is fixed by using EFB to Texture. What remains are some minor glitches: the good old bloom offset issue, which is only really obvious in the beach levels (World 2)
On revisions after r6461 I am also having some glitched textures on the wrecked ship on the save game selection screen. <-- this can be fixed by disabling 'Display List Cache'
If you want to get rid of the offset bloom issue (the 'red glow', especially in the beach levels), here's a patch: http://forums.dolphin-emu.org/showthread.php?tid=13347 (you have to choose the DKCR Projection hack); here it is compiled into a recent build: http://electrodexs.net/dolphin/default.htm (r6495, {Requested} r6505 with DKTOS, MH3v2, and FifoBsy patches)
- Input: This issue only affects older revisions; it's gone after r6461: There's a strange issue concerning the wiimote (or any input, i.e.): Randomly the wiimote doesn't seem to get recognized by the game. This seems to be especially the case with using JITIL and when either the game or a config window has been opened before. So your best chances to get your wiimote recognized and working are setting whatever settings you want/need (and of course don't forget to pair your wiimote), then CLOSE Dolphin. Open Dolphin, and load the game (without opening anything else first). If it didn't work, close Dolphin again, start it again, load the game again...etc. about 50% of the time it works for me.
I'll add stuff if I find or hear about anything else.
Overall (Dolphin r5697)
The game runs well, I get 90 to 100% speed most of the time with my machine (see sig). The game appears smoother with VSync, so try it out. I guess for fullspeed at all times, you would need a dualcore with 3,6 - 4 GHz.
I cannot say yet if the game is playable all the way through. (should someone finish it on Dolphin, please tell; without any spoilers, though!)
The game in its current state is playable and enjoyable (and it looks muuuch better with Dolphin than on the Wii), but the sound issues are quite the funspoiler and in the end makes playing the game on the Wii more preferable, I guess...let's hope someone can get the sound fixed for this exceptionally fun game
Some Screenshots at my native res 1920x1080, for your viewing pleasure with 4xSSAA (with 9xSSAA my card or Dolphin seem to refuse to render anything -_-)
Thanks to iNeXuS for this video:
Intel i5-4690k (Devil's Canyon) @ 3.5 GHz (+Scythe Mugen) / Gainward GTX 1070 Phoenix (OC'd) / ASUS Z97 PRO GAMER / 16GB G.Skill DDR3-2400 CL10 TridentX / X-Fi XtremeMusic / Win10 Pro 64bit / Dell S2716DG Monitor / 3x original WiiMote+MotionPlus+Nunchuk