All The Ghosts You Felt So Certain Of (Donkey Kong Country)
To start, a dyad. The game is based on a double, after all. There is no traditional attract mode. Indeed, almost all of the arcade trappings that defined the platformer’s shift to home consoles are gone, the lone holdout having been the score, kept vestigially in Super Mario World and gone here. And yet the start of the game is all about attraction – a wire-framed Rare logo, followed by an ostentatiously 3-D Nintendo logo.
The content is akin to that of Banzai Bill or the polygonal space ships of Star Fox – a straightforward demonstration of technological prowess. In this case, a clever hack for 3D graphics in which the output of high-powered digital rendering on ultra-expensive Silicon Graphics machines was converted into sixteen-bit sprites in the same way that Mortal Kombat used video and ClayFighter had used claymation figures. The result were the smoothest 3D models in console history.
Unfortunately, it holds up terribly. To a modern eye it looks pixelated and muddy – a bad imitation of the future. It doesn’t help that the computing strength used to render the models here is a sneeze compared to a modern console, or that the design for Donkey Kong here became the new standard, reused all the way to the present day, so that this appears to be a primitive copy instead of a preview of the future.
Next, nostalgia. The old familiar girders, rendered in vivid 3D. An old and wizened monkey sits atop it, turning the crank of a gramophone. The classic music chimes forth, nearly allowed to resolve, when on the last note a boombox drops from the sky, followed by a younger ape long on attitude, who kicks the old man off. The girders transform to trees, and there is rocking out, a shredding guitar remix of the music as the new generation of Kong boogies.
Once again, the message is unmistakable. Not so much a passing of the torch as the law of the jungle, young eating old. This ain’t your father’s goofy monkey. But the choice of history to dethrone is careful. Nintendo didn’t offer just any property out to a British studio that had (by this point twice) impressed with their technical prowess – they offered one that hadn’t had a game in a decade, whose importance to the company was already as the discarded past to their main franchise.
This confluence of technological history and brand history has been present before – consider the way in which the Mega Man series haunted Mega Man X, or the sepia-toned recaps of the previous Metroid games. But it has never been so explicit – the sixteen-bit era literally kicking the decrepit eight-bit era off its chair. Of course, Cranky Kong then blasts his replacement as Donkey Kong with a barrel of TNT, so it’s not quite that simple.
Comparison, then. The best aspect to focus on is the console wars, 1994 having been a strange ceasefire in which Nintendo unexpectedly won the generation because the challengers all vacated the field.…