DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!
Video Statistics and Information
Channel: Digital Foundry
Views: 371,104
Rating: undefined out of 5
Keywords: DF Retro, Digital Foundry Retro, Rare, Rareware, Playtonic, Digital Foundry, Donkey Kong Country, Killer Instinct, making of, making of Donkey Kong Country, making of Killer Instinct, donkey, kong, retro, nintendo, snes, super, graphics comparison, frame rate, performance, fps, visual comparison, framerate, head to head, frame-rate, head to head comparison
Id: GQ7qtqqgTlo
Channel Id: undefined
Length: 47min 21sec (2841 seconds)
Published: Sat Dec 16 2017
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highly recommend watching this, love hearing about the ways older games were made.
crazy how much has changed in 20 years
It's absolutely amazing to me how good Donkey Kong Country manages to look even all these years after release, especially the environments and backgrounds. All these leaps and bounds in technology and DKC is STILL putting other 2d platformers to shame in the environment department.
Graphics aside, Rare's music composers were a treasure. Hats off to David Wise and Robin Beanland. I wish I still had my copy of Killer Cuts from the SNES/KI bundle.
I remember when Donkey Kong Country came out, it was such a huge deal. Getting that VHS tape from Nintendo Power in the mail, I must have watched it a billion times. I didn't actually have an SNES at the time, but my friend did so that's how I got to play.
Killer Instinct wasn't as big of a deal. Sure, it got a VHS tape like DKC, there was a comic in Nintendo Power, and media outlets (Nintendo Power, EGM and Game Pro) made a huge deal over how the SNES version was basically just a downgraded version of a game that ran on arcade hardware (arcade hardware that later became the N64), but I never got to play it as a kid. The only one of my friends who was actually interested in the game was one of those self-proclaimed "cool kids" with the spiked up hair and an unhealthy obsession with Neil Peart.
I like the part were they talk about the how dk64 was originally going to be more faithful to the other dkc games but the levels wound up being too short (because they were 3d levels) so they scraped that and went with the Mario 64 collect-a-thon style design. Which they said people also didn't like because it was the opposite of the precision platformer design fans wanted.
Years later and people wonder why 3d platformers are dead.
wish they'd compared KI Gold to KI2 arcade. Not sure why they compared it to KI arcade. Otherwise really good video