That does bring us to the New mode, introduced to help those that may struggle with the level of difficulty in this game - particularly its sub-objectives of Kong Letters and puzzle pieces. Only unlocked after collecting all KONG letters and completing rather tricky Kong Temples, they reward persistent and skilled players, potentially beyond the scope for some jumping into this title as one of their first platformers. They're all excellent and welcome stages, with a few that are standouts due to their length and/or witty level design. Each is based on one of the eight worlds, and represent some of the most challenging moments in the entire game. It works and apes the Mario run/dash mechanic, and may be good for less experienced players to naturally run at a slower pace, but is less intuitive, while later more demanding levels will likely be too difficult for anyone that can't handle the mascot's lolloping pace on the Circle Pad.įor veterans of the Wii title considering a double-dip there's likely to be one key question what's new? The headline addition, for experienced gamers in any case, is the Cloud Gateway, which features eight brand new levels as well as the tricky finale from the original. In this option grabbing is fixed to X, with Y taking over as a Run button, as DK gambols along at a slower rate than he does with the Circle Pad at full stretch - stomping is now moved to the shoulder buttons. While we certainly recommend the Circle Pad control scheme outlined above, there is an alternative to use the D-Pad for movement. With A or B to jump, settling your thumb over the two main buttons while keeping a finger poised over the shoulder button becomes second nature, and most importantly removes any quirks of inadvertently shaking the Wii Remote and plunging to your doom. DK now grabs vines, barrels and grasses with either shoulder button, while pounding and blowing is done with X or Y. While waggling to pound and blow was passable in the original release, tolerated due to being part of an exceptional title, the 3DS setup is a far more intuitive affair. Those unique mechanics highlight one advantage this version has over the Wii original, as waggle has deservedly bitten the dust. You can also tackle Time Trials, the gold medals of which require perfect runs, while keen players will eventually unlock a minor but challenging additional variation for each level. Figuring out which items can be manipulated is a treat for first-timers once the process clicks, with the title sensibly forgoing time limits and allowing you to progress at your own rate. You're not simply blasting through levels and looking for hidden areas - though they're in there too - but also manipulating plants, fans and other parts of the environment with the blow and stomp mechanics. All have to be used, particularly when seeking out hidden puzzle pieces - which unlock concept art and other goodies - and the all-important KONG letters. Beyond basic moving and jumping, we have rolling - used to make a longer jump or take out enemies - as well as pounding and blowing. The DK platforming mechanics put to work in these areas are unique from its Nintendo contemporaries, helping this franchise to distinguish itself. The tempo's never settled, keeping you on your toes as you go from a steady level heavy on exploration, to rushed stages riding a rhino over collapsing environments, and then terrifically entertaining mine kart and rocket barrel set pieces. Each has its own variations of enemies, twists on the game's conventions and, at times, devious trickery. You explore worlds that incorporate pirate ships firing cannons, sprawling forests with enormous swinging contraptions, a factory full of smog, a brooding volcano and more. In normal mode DK has two hearts, with Diddy adding his own when he's released from a barrel lose two hearts and you lose Diddy Kong, which encourages a careful rather than reckless approach. Diddy is particularly valuable as the difficulty ramps up, not just for his jet pack but the extra hits he allows. DK wears a tie, Diddy Kong has a jet-pack and clings to his old ape's back - invaluable for extending and controlling the hefty primate's jumps - while also firing a peanut gun in local multiplayer. In typical Nintendo style this is gaming at its most irreverent and, most importantly, fun.
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