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Playing With Super Power: Nintendo Super NES Classics eGuide
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Contents

  • Earthbound
    • Overview
    • Development
    • Characters
    • Say “Fuzzy Localization!”
    • Places of Interest
    • 16 Bits
    • Confidential Information
    • Legacy
    • Earthbound Credits
  • Super Fans
    • Introduction
    • Sam Filstrup
    • Artist Spotlight: Studio Tamago
    • Ben Hickling
    • Sam Santala
    • Artist Spotlight: Orioto
    • Sophie Pearson
    • Nadyasonika
    • Artist Spotlight: Alain “Wuppes” Wildgen
    • Fansite Spotlight: Zelda Universe
    • Xavier Garcia
    • Gonzalo “Genzoman” Ordoñez
    • Music Spotlight: Video Games Live
    • KlausBoss
    • Artist Spotlight: Per Fhager
    • Fansite Spotlight: Metroid Database
    • Artist Spotlight: Dan Cattell
    • Fansite Spotlight: F-Zero Central
    • Zoki64
    • Ted Graves
    • Li Kovacs
    • Music Spotlight: Metroid Metal
    • Artist Spotlight: Josue Martinez
    • Fansite Spotlight: Starmen.Net
    • PrinceOfRedroses
    • Artist Spotlight: Tsurera
    • Fansite Spotlight: StarFox-Online
    • Thiago Almeida
    • Artist Spotlight: Jenni Källberg
    • Efraim Rodríguez
    • Artist Spotlight: Gnomo del Bosque
    • Fansite Spotlight: DK Vine
    • Layze Michelle
    • Matthew Z.
    • Artist Spotlight: Joel Sousa
  • Realizing the 16-Bit Dream
    • Introduction
    • Launch Titles
    • Lifespan
    • Legacy
    • Design
    • Under the Hood
    • Across the Generations
    • Accessories
    • Top 20 Best-Selling Games
    • Nintendo Hardware Museum
  • Super Mario World
    • Overview
    • Development
    • Characters
    • World 1: Yoshi’s Island
    • World 2: Donut Plains
    • World 3: Vanilla Dome
    • World 4: Twin Bridges
    • World 5: Forest of Illusion
    • World 6: Chocolate Island
    • World 7: Valley of Bowser
    • World 8: Star World
    • World 9: Special World
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World Credits
  • The Legend of Zelda: A Link to the Past
    • Overview
    • Development
    • The Hero of Hyrule
    • Hyrule
    • Franchise Firsts
    • 16 Bits
    • Confidential Information
    • Legacy
    • The Legend Of Zelda: A Link To The Past Credits
  • Super Mario World 2: Yoshi’s Island
    • Overview
    • Development
    • Characters
    • World 1
    • World 2
    • World 4
    • World 5
    • World 6
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Mario World 2: Yoshi’s Island Credits
  • Kirby’s Dream Course
    • Overview
    • Development
    • Abilities
    • Demo Play
    • Traps & Tricks
    • Courses
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby’s Dream Course Credits
  • Donkey Kong Country
    • Overview
    • Development
    • More Than Just a Pretty Ape
    • Soundtrack
    • Characters
    • Animal Buddies
    • Donkey Kong Isle
    • Kongo Jungle
    • Monkey Mines
    • Vine Valley
    • Gorilla Glacier
    • Kremkroc Industries, Inc.
    • Chimp Caverns
    • Gangplank Galleon
    • 16 Bits
    • Confidential Information
    • Legacy
    • Donkey Kong Country Kredits
  • Super Metroid
    • The Metroid Menace
    • Development
    • Samus
    • Zebes
    • Crateria
    • Brinstar
    • Wrecked Ship
    • Maridia
    • Norfair
    • Tourian
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Metroid Credits
  • Star Fox
    • Overview
    • Development
    • Characters
    • Items
    • Courses Overview
    • 16 Bits
    • Confidential Information
    • Legacy
    • Star Fox Credits
  • Super Mario Kart
    • Overview
    • Development
    • Racers
    • Items
    • Tracks Overview
    • Mario Circuit
    • Ghost Valley
    • Bowser Castle
    • Choco Island
    • Koopa Beach
    • Vanilla Lake
    • Rainbow Road
    • Notable Foes
    • Battle Mode
    • 16 Bits
    • Confidential Information
    • LEGACY
    • Super Mario Kart Credits
  • F-Zero
    • Overview
    • Development
    • Gameplay
    • The Machines and Their Pilots
    • Tracks Overview
    • Mute City I/II/III
    • Big Blue, Sand Ocean, Death Wind I/II
    • Silence
    • Port Town I/II
    • Red Canyon I/II
    • White Land I/II
    • Fire Field
    • 16 Bits
    • Confidential Information
    • Legacy
    • F-Zero Credits
  • Star Fox 2
    • Overview
    • Development
    • Teaching a Young Fox New Tricks
    • Invisible Legacy
    • Characters
    • Locations
    • But Wait, There Was More…
    • Enemy Gallery
    • Star Fox 2 Credits
  • Super Punch-Out
    • Overview
    • Development
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • Special Circuit
    • 16 Bits
    • Confidential Information
    • Legacy
    • Super Punch-Out!! Credits
  • Kirby Super Star
    • Overview
    • Development
    • The History of Twinkle Pop
    • The Evolution of the Inhale
    • Games
    • 16 Bits
    • Confidential Information
    • Legacy
    • Kirby Super Star Credits

Playing With Super Power: Nintendo Super NES Classics Guide › Donkey Kong Country

Development

The New Model

In the summer of 1993, Tony Harman was traveling the globe in search of the next big thing. At the time, Mr. Harman served as Product Acquisitions and Development Manager for Nintendo of America, and he was about to make his greatest discovery. Upon visiting the humble offices of Rare, Ltd., nestled away in the English countryside, Mr. Harman viewed an impressive demonstration of a 3D-modeled boxer running on the Super NES. It wasn’t a game, but rather a glimpse into the future: Nintendo’s future, and the future of video games.

Nintendo president Hiroshi Yamauchi was not convinced, however, even given Rare’s existing relationship with Nintendo. Rare had been no stranger to the original NES; they were one of the first Western developers granted a publishing license after reverse-engineering Nintendo’s hardware. The company proved to be a prolific developer during the 8-bit days, producing dozens of games before seemingly going silent altogether at the onset of the 16-bit age.

Yet still, Nintendo of Japan didn’t believe an external developer could create a first-party Nintendo game up to the company’s high standards. Mr. Harman proposed a deal with Mr. Yamauchi that instead of one of Nintendo’s commercials—whose budgets averaged in the low millions—Mr. Harman and Rare would use the money to create a gaming project. The worst that could happen was that Nintendo was short a single commercial. Mr. Yamauchi finally agreed, and once again the ape with the odd name would forever shape Nintendo’s fortunes.

It’s difficult to explain just how impactful Donkey Kong Country was at the time of its release. Modern games can easily churn out real-time visuals eons beyond the pre-rendered visuals of Donkey Kong Country. But in 1994, having a video game feature visuals from the same machines that brought the dinosaurs in Jurassic Park to life was literally unbelievable—until it wasn’t. To further contextualize the circumstances: Toy Story, the world’s first fully computer-animated feature-length film, was released a year afterDonkey Kong Country.

ACM

The visuals in Donkey Kong Country were created using a technique known as Advanced Computer Modeling (ACM). Rare defined ACM as the use of 3D graphics for every element in a game. The developer favored an advanced 3D modeling and animation software called PowerAnimator (also referred to as Alias), which was used for such films as The Abyss and Independence Day, among many others. PowerAnimator eventually evolved into Maya, a leading software suite for visual effects-laden motion pictures such as Transformers, Harry Potter, and Kung Fury.

Today, the actual 3D modeling procedure used for Donkey Kong Country is commonplace and possible to a certain extent even on low-end personal computers. But in the early 1990s it was uncharted territory and required immensely expensive Silicon Graphics-powered supercomputers. What made Rare’s work with ACM even more impressive were the groundbreaking compression techniques that allowed the bleeding-edge 3D graphics to be displayed smoothly on a Super NES and even a Game Boy.

Upon seeing a work-in-progress version of the game, Nintendo president, Hiroshi Yamauchi, noted what an amazing addition the game would be for the Nintendo 64. When he was told the game was actually for the Super NES, Mr. Yamauchi completely rearranged Nintendo’s plans for that year’s Winter CES to make Donkey Kong the star of the show. Nintendo execs took to the stage and played out a lengthy, tongue-in-cheek safari skit, eventually revealing the triumphant return of their Kong who had reigned king over the arcades a decade prior. Again, the audience believed this to be a promising new title for Nintendo’s upcoming Silicon Graphics-powered 64-bit console, but were left awe-struck when it was revealed to be the 16-bit Super NES.

Exposed

To further illustrate the disparity between now and then, gamers in 1994 rarely had the opportunity to glimpse unreleased games outside of tiny screenshots in magazines or brief glimpses in commercials. For Donkey Kong Country, Nintendo pulled out all the stops. A VHS tape titled Donkey Kong Country: Exposed was sent to Nintendo Power subscribers. The 15-minute-long video featured a tour of Nintendo of America’s headquarters in Redmond, Washington. That alone was like getting a golden ticket to Willy Wonka’s factory. Instead of Oompa Loompas, various NOA staff members from the secretive Treehouse are introduced as they revealed behind-the-scenes tidbits about the game.

The Treehouse, named after Donkey Kong’s home, was where Nintendo of America worked on the quality assurance and localization of Donkey Kong Country. Access to the Treehouse was so limited that even high-ranking executives had never stepped foot inside. Again, to have a home video delivered to your doorstep, giving you access to the most covert department of a notoriously enigmatic company, was an unparalleled experience for fans.

Extensive gameplay is shown throughout the video, with testers enthusiastically discussing their favorite parts of the game and revealing specific secrets. Now anyone who had seen this tape would have exclusive knowledge of cool things to try out and show off to their friends when the game came out. As the teaser builds to the apex of its closing montage, with thunderous drumming alongside gameplay highlights, text on the screen calls out Nintendo’s competitors by name and reminds everyone that Donkey Kong Country will be exclusive to their console. Their 16-bit console. They had the ace up their sleeve and they weren’t afraid to shout it from the treetops.

Donkey Kong Country: Exposed was one of the most successful video game marketing campaigns ever devised. Fans could watch the video with no prior knowledge of or interest in Donkey Kong Country, and 15 minutes later it was the only thing they could think about. Needless to say, the game was a relentless success, selling nearly 10M lifetime copies worldwide and single-handedly prolonging the commercial viability of the Super NES at a time when everyone else was pushing newer and more expensive hardware in an attempt to maintain relevancy.

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