Donkey Kong Country is Pretty Based

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This video is brought to you by Raycon.  Click the link in the description to   get 15% off their Everyday E25 Wireless  Earbuds. Stay tuned for more details.   I apologize in advance if this video seems  unsure of itself. This is a topic I've always   had a hard time explaining myself on, and I'd  be really appreciative if you could bear with   me. Maybe you could even posit your own theories  in the comments below. I have… a complicated   relationship with platformers. Not talking  collectathons here: I'm talking point A to point B   platformers. I so frequently either bounce off of  them, or end up complaining about them. Mega Man   11? Never finished it, didn't really care. Super  Mario 3D World? Had some good ideas, but it was   pretty bland. Donkey Kong Country: Tropical  Freeze (oh boy, I'll rot in hell for this one).   It was kinda fun in the moment, but I eventually  forgot everything except the cool level setpieces,   and just can’t get past more than a few levels  on repeat playthroughs. Here's the rub: I have   never been able to explain why. I just don't know.  I really have no passion for these games at all. I   don't want to play them or even think about them:  but I don't necessarily think they're bad. A lot   of them are fun to play in the moment: I just  never find myself ruminating on my experience   in any meaningful way. There are some platformers  I do like. Crash Bandicoot is really addictive,   Celeste is one of my favorite games in recent  memory, and if you held me at gunpoint, Klonoa   2 would be my favorite video game of all time.  Why do I love these games, and not these?   If I had to pick my favorite thing about video  games as a medium (not what I consider the best,   or even the most essential thing, just my  favorite), it would be their nigh unparalleled   immersive qualities. Movies, television shows,  and books have their own distinct qualities:   but the introduction of an interactive axis  is why I find myself returning to video games   time and time and time again. Video games  are fuckin cool. Now, I don't say that as   an elitist gamer fuckboi who thinks Halo  3 is "higher art" than the Invisible Man.   Every medium has their set of unique strengths, it  just so happens that I am particularly fond of the   ability for video games to construct a world; to  craft virtually any environment under the sun, and   allow the player to explore that simulacrum. That  is what "immersion" has always been about for me:   the ability for a game to set up a believable  space for the player to exist within.   If you were to pull from my favorite games list,  I guarantee you most of them have something to do   with exploring a space of some kind. Breath of  the Wild, Xenoblade Chronicles, Chrono Trigger,   Bloodborne, Toy Story 2, Oblivion, Metroid  Prime 2: I can lose myself in these sounds,   in these sights in, in these mechanics, in these  worlds. Why do you think I like Zelda so damn   much? Before we had all this fancy tech to sell  everyone on a convincing illusion of reality:   actual wizards were conjuring those facades  on 16-bit consoles; trying to get backgrounds   to scroll and make animations happen by snapping  between different sprites. Where modern technology   allows for photo realism as we further approach  the apex of visual engineering: games on the SNES   were a collection of magic tricks to convince  your brain that this assortment of pixels was   totally real, and in a few cases, it's easy to  not only see how they got away with it, but how   these games continue to get away with it. Super Metroid is an obvious standout, it   weaponizes its otherworldly setting to instill a  sense of foreboding in the player. You're just as   alone on this planet as Samus is. It's you versus  the world, not in a Doom-esque power fantasy,   but a slower, more methodical crawl through  uncharted territory. If only Metroid could   crawl, this sentence would have made a lot more  sense. Super Metroid got away with this for so   many reasons: its darker color palette gave it an  illusion of dim lighting, everything was dingy and   unsafe; the soundtrack had a grungy techno vibe  to reinforce the idea that you're in dangerous   new territory, battling against the elements;  progression was made to be fairly nonlinear to   give the game an adventurous undercurrent. And  so it was a synthesis of various elements that   made Super Metroid one of the most immersive  video games I've ever played, even to this day.   Spectacular though it might have been, Nintendo  were still bound to 16-bit hardware. Companies   like SEGA allowed for so much more creative  freedom when it came to aesthetic design. Nintendo   weren't, and still really aren't known for their  feats of visual engineering. They're often behind   the console power curve, and will almost always  sacrifice resolution for a more stable framerate.   Even the Nintendo Gamecube, which was arguably  one of the strongest consoles they created for   its time, still reflected a different attitude  than the rest of the industry. The Vice President   of ArtX, the console designers, had this to  say about their ideas behind the console:   "...We spent three years working with Nintendo of  America and with all sorts of developers, trying   to understand the challenges, needs, and problems  they face...It was important we didn't require   jumping through hoops for high performance to be  achieved...What's going to allow the Miyamoto-sans   of the world to develop the best games..." -Greg Buchner, ArtX's Vice President   Nintendo are game developers first and  foremost. As Reggie now famously said,   [insert clip]. Nintendo's always been about fun  games. They’re overwhelmingly mechanically driven,   and there's nothing wrong with that! Yet, it is  funny that one of their most noteworthy titles is,   in part, remembered for a slightly different  reason, and in my opinion it's one of the most   immersive titles in Nintendo’s library.  Donkey Kong Country for the SNES [play   intro]. Ask anyone what Donkey Kong Country is best   known for, and aside from the obvious “it’s a fun  platformer,” I guarantee they'll also give you an   answer relating to its graphical quality.  Nintendo, interested in Rareware's advanced   computer graphics technology, quickly bought half  the company in the hopes that they'd make a game   for them that would rival SEGA's Aladdin. They  were sort of admitting that they needed a heavy   hitter to help them compete with the upcoming  Playstation and SEGA CD; their CG renders were   a powerful weapon for that battle. Thus it became  the marketing angle, and Donkey Kong Country went   on to sell nine million copies in total, quickly  becoming the second best-selling game on the Super   Nintendo. It won a bevy of awards, was highly  rated by most publications, and was even cited as   being the savior of the floundering SNES. Though,  to say that Donkey Kong Country "saved" the SNES   is probably a little hyperbolic. It was  still the best-selling console of its era,   I mean come on. Still, the fact remains that this  is one of the better looking games on the system,   and could stand to visually compete with  games like Aladdin and Earthworm Jim.   It's not that other SNES titles looked bad, per  say, there was just a clear divide. Super Mario   World and Mega Man X had hand-drawn sprites, and  there's a limit to that approach. Their animation   quality was sufficient enough to offer the  illusion of movement, but not much else. Sprites   would snap together with little cohesion because  each frame had to be drawn practically from   scratch. The struggle was not having enough frames  of animation; whereas, the problem Rareware ran   into was having too many. Rare were transforming  fully rendered 3D models into 16-bit sprites.   This approach of downscaling higher resolution 3D  models is inherently going to offer more detail   than hand-drawn pixel art. DKC has so many more  frames of animation to work with when directly   compared to other SNES offerings, and it helps to  sell that illusion more convincingly. In fact, it   had so many more frames to work with that they had  to start cutting those frames out so that DK and   Diddy didn't crawl across the screen at a snail's  pace. It simulates a truly gorgeous day/night   cycle using color gradients, with accompanying  weather effects to give each stage a more dynamic   look, and an expert handling of background line  scrolling to give the player a more convincing   sense of movement. All of this was pretty standout  for the time, at least on Nintendo hardware.   Obviously, these techniques were  a result of technical limitations,   but as someone coming into the game fresh, I was  impressed by DKC’s impeccable ability to sell   any type of atmosphere. Whether you're  running across the treetops of a lush jungle,   swimming through coral reefs at the ocean floor,   riding a minecart through a perilous mineshaft,   or working your way through a dangerous factory.   David Wise and Eveline Novakovic handled the  composition, and there was a clear focus on   setting a specific mood. DK Island Swing has  23 seconds of crickets and birds chirping,   backed by a set of bongos  steadily rising in volume.   It almost lulls you into its talons before  entering any semblance of a main melody.   Then, like dominoes, another instrument enters  the fray, setting off another 3 seconds later,   and another, and another,   until...   That build-up and payoff is  incredibly satisfying in itself,   but the song eventually begins its slow descent  that lasts almost as long as the buildup.   It's slower, with less instruments involved all  at once, and contrasts the upbeat energy that   only just trickled through your ears. Not every song has such a dramatic journey,   but what matters is that they all have  sufficient build-ups that draw you into the song   just as much as they draw you into the level.  They often reflect your play experience:   Minecart Madness is more chaotic, with abrupt  changes in pitch and volume, and seemingly random   melody shifts. It does a pretty good job emulating  what you'll be going through in the level, quickly   reacting to incoming obstacles at an irregular  frequency. Aquatic Ambience, as the name suggests,   is the most calming song in the game. It has a  slower pace, and mixes in some string instruments   to give it a more serene tone. You’re encouraged  to take your time and absorb your surroundings.   You could even say that the harsher industrial  clangs you can faintly hear are a reminder that,   up above the water, the Kremlings are  wreaking havoc. These water levels are   only a short reprieve from the evil above. It startles me just how easy it is to apply   that feeling to my own life right now: a  series of distractions meant to keep me sane,   with subtle reminders that bad things are  happening all around me. Aquatic Ambience   is the song I listen to the most, usually to  calm myself down. There's almost a healing   quality to its steady progression. Doesn't matter  where I am or what I'm doing, Aquatic Ambience is   powerful. Do yourself a favor if you're  listening to these songs outside of the game:   seek out the restored versions on YouTube. They're  the highest quality versions out there, recreated   with the same instruments, but recorded in much  higher quality than the SNES could output.   Probably goes without saying, but you're gonna  need to get yourself a good pair of earbuds for   these songs. I listen to basically all of my music  using Raycon's Everyday E25 Wireless Earbuds. It's   incredible to me how seamless they are to use,  simply pair them to your phone through Bluetooth,   and they'll be connected every single time you put  them in your ears. They have noise-cancelling too.   Helps to really lose yourself in these godlike  songs when you can't hear dogs barking or your   roommates fighting or everyone screaming bloody  murder out your window as the world catapults   toward its inevitable collapse. I have these  things attached at the hip in their neat carrying   case that doubles as a charger: while I work  out, cook, and waste the day away lying in bed.   They're half the price of other premium wireless  earbuds, come in an assortment of neat colors, and   if you click the link in the description, you'll  get 15% off your first order! BuyRaycon.com/kingk   will once again get you 15% off your first  order. No joke, these are definitely the   best earbuds I've had the pleasure of using. Now, if you'll excuse me, I feel a primal urge   welling up inside me. All this Donkey Kong music,  it’s… it’s getting to me. I need… to be free.   Mario games are fun to play in the moment,  with catchy tunes that invade your mind space:   but they don't really need to provide much  context as to what's going on. There will often   be a threadbare backdrop to contextualize why  the adventure is happening. Mario needs to stop   Bowser to save the princess. From that point, you  bounce from level to level, taking on platforming   challenges as they come. It's been hard for me to  explain why this has never really clicked with me.   I've tried playing Mario 3 so many times over  the years, and I always end up dropping it.   Something about it is so… primitive? It was an NES  platformer, so that makes sense, but so many other   games took after this style of "create levels  and think about the rest later." For a long time,   I've never really known how to explain  this. I'd play Super Mario 3D Land or   World and just have to conclude that something is  wrong. Those games don't grab me. Is it because   of their lack of story? Is it their restrictive  controls? Level design? Donkey Kong Country may   have taught me what the problem is. Every level  of DK island isn't just a series of obstacles   set up by the designers, they’re also the clear  next step in a journey across the island. Mario   games always have a hub world, but the moment  I enter a level, it strikes me as artificial.   Everything I'm seeing, interacting with: it's  all a construct to get me to jump around.   Donkey Kong Country's approach is to  make a series of levels that aren't mere   constructs. Platforms don't simply float in  the air: they're made out of mountains, trees,   minecarts, caves, factories. Each level might  be a test of your platforming ability, but it's   also another piece of DK's Island. It's his home,  a place he effortlessly swings through in pursuit   of the kremlings. It's a more meaningful adventure  than what I'd find in, say, a Mega Man game, where   you go from level to level to level. There’s some  really good art direction in the Mega Man games,   and there’s always some bangin’ music, but it’s  hard to shake the fact that it was a meticulously   designed obstacle course first and a place last.  Let me repeat: there is nothing wrong with this.   Lots of people enjoy this type of game design,  but for one reason or another, it doesn’t work   for me. It strikes me as artificial. Often I use  video games to escape into another dimension:   to experience another world vicariously through  a player avatar. It's not to say that I can't   find value in games like Super Monkey Ball, for  instance, which don't fit into some world, and   are ostensibly just a series of levels. I adore  Super Monkey Ball for reasons that don't relate   to immersion at all, as I do with many other  games. That game, though, clearly isn’t trying   to be anything more than an obstacle course.  It’s unapologetic in how challenging it is,   trusting players to get better of their own  accord. As such, you’re given the tools to figure   out the game on your own. Platformers, though,  are so often built around adventure narratives.   You get to run around world maps to select levels,  and that implies a degree of adventure and world   building that so often isn't part of what the game  is trying to do: and yet the suggestion of a grand   adventure through an entire world is nevertheless  present; a world that is too often extremely   welcoming. Nothing takes me out of a game more  than an easy adventure with no incentive to   master its mechanics. Mario games are meant to be  accessible, so that makes perfect sense, but not   only is there never anything to keep me hooked,  there’s never anything to keep me coming back. You   consume the level and spit it back out. That’s as  far as the exchange between player and game goes.   That's why I so often harp on about "immersion"  in my Mario games, to the dismay of my commenters.   Immersion is a strength Donkey Kong Country  flaunts not just in its aesthetic elements:   after all, immersion is a synthesis of  interactive and passive attributes.   Difficulty and mastery are important immersive  qualities. In DKC, there's a focus placed on a set   of fairly difficult levels that would hopefully  keep the player from steamrolling through the game   in a single day. Rareware certainly knew what they  were doing on this front, coming off of games like   Battletoads. It's a pretty short game if you know  what you're doing, but there are also a buttload   of bonus barrels, bananas, kong letters, and  animal tokens to find throughout the world. Cranky   even encourages the player to find all of the  secrets and beat the game in under an hour. It's   a design philosophy meant to increase its inherent  replay value, and as a result I don't often find   myself being taken out of the experience by  way of padding. Its stage design plays into a   wonderful sense of flow. Enemies and obstacles are  arranged in such a way that you can barrel through   them while maintaining your rhythm. Rolling into  enemies will increase your speed, and if you roll   into multiple at once you'll shoot through these  levels like a bullet. Some enemies can tank your   roll, some can't be bounced on, and some need to  be avoided entirely. You're asked to produce an   answer on the fly, in-tune with the rhythm they've  set up for you in each level. They pair this with   your ability to delay a jump when rolling  off the edge of a platform, which can score   you a lot more distance and maintain your speed.  Though, I will say the player isn't taught this   particularly well. I only figured out you could  do it when I watched other people play the game,   and it's often required to reach secrets. I'm sure  this stuff was in the manual, but my point is:   the game itself gives little indication that you  can even do this, and conventional game design   wisdom would never intentionally throw you off the  edge of a cliff like that. Barrel cannons are some   of the most important level gimmicks for producing  that unique rhythm: when you're first introduced   to them, they carry you through the level at  an intense pace, shooting you from barrel to   barrel. Later levels will ask you to start timing  your shots with moving and rotating barrels,   as they slowly ramp up in speed and intensity. If  you know the level well enough, you can time these   shots to rip through it at a breakneck pace. DK  and Diddy have different abilities, and you can   switch between them on the fly. The catch is that,  if either of them is hit, they disappear until you   find another Kong barrel. DK can pound the ground  to find secrets, throw barrels much farther,   and he's overall tough enough to deal with most  enemies no problem. This comes at the cost of   him being much slower than diddy, who can run and  jump much faster, at the cost of being completely   unable to kill several strong kremlings. Snow Barrel Blast is a great example of what   you can expect to deal with: you've had a lot of  experience with barrel cannons up to this point,   so the twist this time is that they'll be rotating  at various speeds. You have to contend with these   sections, alongside some regular platforming  on icy terrain. This section, where you can   roll through a line of beavers and then jump on a  vulture afterwards is a good illustration of that   sense of rhythm. You could always jump on the  beavers individually for a safer approach, but   it will never be as fast or as fluid as rolling  right into them and timing your jump correctly.   It reminds me of Sonic in that regard, where  you can technically take each level at a snail's   pace to avoid hitting enemies or running into  obstacles, but it's often less fun than curling   up into a ball and finding the most optimal way to  maintain your speed. You'll also probably want to   use Diddy for this section, but you might want to  be a little more conservative about who you place   in front. After all, one hit and the partner  is gone until you get another Kong barrel.   You better be sure you know exactly where and  when to switch, and be deft enough to avoid taking   damage. Essentially, DKC has a bit of a learning  curve. In some ways, it feels like one of the most   un-nintendo games ever produced. I wonder why! This can make a first-time playthrough a little   uninviting. It has a few rough difficulty spikes  that make it harder to adjust to its playstyle.   Minecart Madness is part of the reason why it  took me so many attempts to truly resonate with   the gameplay. Out of nowhere, in only the second  world, you've got a fast-paced level that doesn't   let you stop to take in your surroundings.  This wouldn't be an inherent problem,   but the challenges in this level are fairly brutal  compared to the rest of the game. It wouldn't feel   out of place in the final world. I'd even go as  far as to say the minecart level in the final   world isn't even as tough as Minecart Madness. You  have to make so many precise jumps all at once,   and there's even a fake out Kremling right at the  very end meant to catch unsuspecting players off   guard. This actually happens in a few other levels  later on, exacerbating this game's camera issues.   While most of the time you can see what's ahead  of you fairly easily, there are several instances   where you can't see what you're doing: usually  when you have to look at something below you.   Unlike other platformers, where you can hold the  directional buttons to tilt the camera vertically,   Donkey Kong Country wrenches control of its  camera out of the player’s hands. In levels   like the aforementioned Snow Barrel Blast, trying  to see anything below you is next to impossible.   Poison Pond might have the worst visibility  in the entire game, with fast moving fish and   spike tires that constantly blindside you. Admittedly, those are minor problems at best.   Not only do they show up in a few levels, they  start to vanish the more familiar you are with   the level design. Could that be considered  trial and error? Sure. But I can more easily   move past them since you're supposed to  learn these levels inside and out. Classic   Sonic has pretty much the exact same visibility  issue, arguably with more frequency than DKC,   but I continue to enjoy those games because they  encourage you to keep playing and get better.   That reward of knowing exactly what's around the  corner, and dodging it to maintain your speed,   is too great to get bogged down in all  the problems that come before that point.   I still think it's an issue worth addressing,  though: especially since the boss fights   don't benefit from repeat playthroughs in the same  way. They're pretty damn easy no matter your skill   level. You have a giant bee with invulnerability  phases, a vulture that shoots nuts at you,   a jumping beaver, and an enemy gauntlet. There  are also two slots taken up by the same boss, only   with additional attacks. Due to the way saving  works, you’ll often be forced to fight these   bosses multiple times if you get a game over, and  you probably will get a game over several times.   This can quickly compound their issues. There  just isn't a lot going on here besides extremely   basic pattern recognition. These are some hefty  anticlimaxes for each world, and always felt like   a boring formality. King K. Rool, the bastard who  stole my username, is the best boss on offer here,   though that's not exactly saying much. He's got  a few curveballs here and there that might throw   you off. The way he jumps around at the end got  me a few times, and avoiding the cannonballs   was sufficiently challenging: but I wouldn't  exactly call him an expert boss for a Donkey   Kong Country game. A large portion of the fight  is spent with the player just waiting around,   so there's nothing further to learn or improve  on. All you'll ever do in future playthroughs is   maybe optimize your jump to hit him in  the head as soon as he throws the crown?   Maybe? Eh, who am I kidding? He's pretty much  as rudimentary as the others in that regard.   Cool music, though. Also I might have  uh… I might have fallen for his fake out…   and I got really mad… *ahem*. Now,  this would be great on its own:   difficult levels you have to master already  craft a more intimate relationship between   the game and the player. Pretty much all of them  meet this criteria… but they go a step further   and beg you to explore them for secrets. Each level has several secrets to uncover.   Bonus barrels whisk you off to participate in  a mini-game for extra lives. I really enjoyed   hunting for these, even the ones that ask you  to take leaps of faith. As I've grown older and   a little less impatient, I’ve grown a fondness  for more obscure secrets, even if I do feel like   a few too many of them ask you to make these  life or death decisions at the end of a level,   and over a bottomless pit. Who would ever go  for this, anyway? I understand that an obvious   telegraph sorta defeats the point, but I feel  like you can achieve a sense of obscurity and not   also couple it with the dilemma of instant death.  Many of the bonus barrels are hidden off screen in   safe corners of the map; some of them are more  obvious, but ask you how to get there instead.   This can mean luring an enemy to that location and  jumping on its head, or carrying your animal buddy   throughout the stage. It feels more fulfilling to  get to the end of Snow Barrel Blast with Expresso   and land in a bonus barrel, than it is to take a  leap of faith and maybe reap the rewards. I really   like how the animal buddies act as both power-ups  to change up the gameplay every once in a while,   and keys to secret Kong letters or bonus barrels.  Carrying them to the end of the level is a lot   harder than it sounds, and you're often rewarded  for your efforts in some way. Winky gives you   incredible jump height and the ability to kill  bees; Expresso can run fast and glide across   the stage; Rambi can piledrive through enemies and  secret walls; and Engarde gives you the ability to   attack enemies underwater (though he's often the  hardest animal buddy to find). While they function   almost identically to a mushroom or fire flower,  their rarity makes it even more fun to find them   in each level. Their bonus rooms make good use of  their abilities, hiding the most points in secret   locations you can only find when you've mastered  how each buddy works. Unfortunately, these bonus   rooms are… the only competent ones on offer. See, while finding the bonus rooms is mostly fun,   what's waiting for you on the other side is  usually not. You've got a few easy slot-minigames,   some memory matches, jumping on claptraps a bunch,  and… whatever this is? Where you spell out a word?   Except the letters flash in order so even the most  basic of spelling challenges is taken away from   you. You're almost always going to be repeating  the exact same boring mini-game, with your reward   feeding back into your lives counter. Every.  Single. Time. Getting lives isn't inherently a   boring reward, since as I mentioned before, this  game can get pretty difficult and I got quite a   few game overs. I actually kinda like doing the  animal buddy mini-games, where there are hidden   multipliers that encourage you to play to each  buddy's strengths. But when they're just another   way to get lives, existing alongside a plethora  of shorter and easier ways to collect them (ones   that don't force you back to the last checkpoint)  it's hard to ever fully enjoy myself in them. What   happens when you’ve mastered the game? You’re just  gonna have a stockpile of lives at your disposal   that you’ll never even need anyway. So then if  you don’t need lives, where does that leave the   actual minigames? They're repetitive, simple, and  pointless. As a result, when I replay the game,   I don't really feel the need to go after all the  secrets. Counterintuitive though it may seem,   I still think the act of searching for these  barrels is its own reward. Poking and prodding   the various walls and floors is part of the  learning process: it's part of the affirmation   that what you're exploring is an authentic,  virtual space. Exploration is the final piece to   the immersive puzzle. You have gorgeous levels to  soak in, difficulty to make you appreciate them,   and exploration that allows you to savor them.  Donkey Kong Country, then, flawed as it is,   truly feels like an adventure! It's a far more compelling game than one   which is more mechanically well-rounded. There's  no doubt in my mind that Super Mario 3D World is a   more mechanically polished experience than Donkey  Kong Country. Secrets are fun to go after, they’re   well placed, there aren’t any leaps of faith, no  cheap moments to con you out of a life, and no   strange difficulty spikes. Mario level design is  practically a science at this point: and yet, it   doesn’t change the fact that science is cold and  calculated. I'm drawn to games like Donkey Kong   Country; games that have far more visible flaws,  and yet achieve something more ambitious than your   everyday platformer. For as many problems as  Donkey Kong Country might have when considered   as a generic platformer, when considered as an  immersive adventure? I would say it's a success.   That base experience, standard and routine as  it might often feel, is rewarding! Learning   each level's rhythm and mastering them inside  and out, while fully immersed in its synthesis   of interactive and noninteractive design, is oddly  relaxing. Though the game doesn't offer me much   extrinsically, I have taken it all in. I know  DK island, and I'd like to revisit it sometime.   As stressful as this game once was for me, it now  feels like a stress-reliever. I can just… lose   myself in it all. Perhaps none of this makes any  sense. Platformers are platformers! They're fun   because they're challenging obstacle courses. Only  their control and level design matter, surely!   I’m not even sure I fully understand why most  traditional platformers feel so soulless to me.   You're welcome to give me your own hypothesis  in the comments. I'll be paying extra close   attention to this comment section, so let's  get a good discussion going. Whatever the case:   Donkey Kong Country is a traditional  platformer that utterly captivated me where   others didn’t. There has to be some reason  for it. Maybe this was part of that answer.
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Channel: KingK
Views: 198,119
Rating: undefined out of 5
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Id: IqNpXvsiKHg
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Length: 34min 47sec (2087 seconds)
Published: Fri Aug 21 2020
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