Donkey Kong Country: Tropical Freeze details

Posted under News, Wii U
4 months ago by (@NE_Brian)
donkey_kong_country_tropical_freeze

This month’s issue of Game Informer contains a feature on Donkey Kong Country: Tropical Freeze. We’ve rounded up details from the magazine’s report below.

- Snowmads are made up of penguins, owls, rabbits, sea lions, and walruses
- Diddy Kong’s cartwheel attack useful for close attacks
- Use Kong Pow with Diddy to turn all enemies on the screen into extra balloons
- As previously mentioned, Dixie’s Kong Pow turns onscreen enemies into gold hearts
- Dixie’s ponytail is like a propeller underwater for extra speed
- Enemies will get tougher as you progress
- Tucks (penguin-like enemies) start out with Donkey Kong being able to take them out by jumping on their heads or rolling into them
- Later, they’ll have spears and helmets at their disposal, so you can only attack them from behind
- Tucks will then come with double-sided spears and spiked helmets, so they must be stunned first before you can attack
- 6 islands
- 6-7 levels per island
- Boss stage and a bonus level as well
- Bonus level unlocks after collecting all KONG letters in each level
- World 1: Lost Mangroves (rainforest, vine grabbing, zip-lining)
- World 2: Autumn Heights (Bavarian-like mountain, mine carts, hot-air balloons, giant owls, jagged cliff faces)
- World 3: Bright Savannah (tall grass, orange/brown colors, like an African safari, dodge brush fire and penguins with spears)
- World 4: Sea Breeze Cove (blue harbors, sandy inlets, lots of swimming, dodge electric seaweed and manage air supply)
- World 5: Juicy Jungle (tropical forest that produces a rare fruit, home to an elaborate processing plant, jump off jellies to reach new heights)
- World 6: DK Island (Donkey Kong’s tree house has been frosted over, has homages to levels from Donkey Kong Country Returns)
- Will always control Donkey Kong in single-player
- Side characters add to Donkey Kong’s abilities
- Subtle differences between the side characters
- Can switch between side characters by breaking barrels in the levels
- Icons on the barrels rotate slowly so that you can pick your partner
- Offers challenging gameplay

Be sure to check out Game Informer’s full article on Donkey Kong Country: Tropical Freeze this month, which is accompanied by a batch of new screenshots.



  • AceRuby

    Can’t wait to play it!

  • http://lwiis64.deviantart.com/ L.A.C.

    I’ll pass. I think is too similar to the one I already have and what I find significantly different, which is the side characters, I can’t play as them in single player. I miss the old day’s tagging system… Don’t get me wrong, I know it will be a great game.

    • Lolo

      FINALLY someone that recognizes this! I really don’t like the other 3 Kongs just serving as attachments….thats just lame. In DKCR, I had to purposely play 2 player mode and let Donkey die, just so I could play Diddy Kong on my own…and I am still not fond of that method just to play as who I want to play as.

      That, and lack of mentioning of the animal buddies. I don’t think I will see Squawks or Quawks fly the kongs through a level ever again :(

      • http://lwiis64.deviantart.com/ L.A.C.

        Yeah. In the old games, you could play as both characters switching whenever you wanted. Now you just play as Donkey Kong and the others are, like you said, attachments. They are more like power-ups instead of playable characters (in single player, of course.) Retro are brilliant developers, but changing the tagging system for a power-up-like mechanic was a terrible decision.

        I loved the announcement of Cranky as playable character. He is my favorite of the Kongs. But since they don’t give me the option to choose whichever character I want, it is worthless to me.

    • Thomas_NE

      I’ll pick it up at some point, but it’s a bit odd that Retro’s new project doesn’t strike me as a Day 1 must-buy. I don’t see what the twist is for this sequel. Is it the side-characters? ‘Cause as you mentioned they’re not required. Is it the dynamic camera angles? That seems pretty gimmicky.

      I really think making 2 of these in a row was a mistake for Retro.

      • http://lwiis64.deviantart.com/ L.A.C.

        Yeah. Is too soon. Specially for a game with so many levels, so much collectibles and such hard difficulty. The replay value is too great to make a sequel so soon, imo.

        And I agree with you. Two more side-characters and “dynamic” camera angles are not enough for me to buy another DKC game.

        • Lolo

          I tried the demo at Best Buy, and it felt just like DKCR. Swimming felt like a side-scrolling version of swimming in Super Mario Galaxy, you shake the remote to twirl underwater.

          To be honest, I have started to look at this game like the NSMBU to DKCR. NSMBU feels pretty much like NSMB Wii. DKC: TP doesn’t seem to differentiate itself much from DKCR.

          • http://lwiis64.deviantart.com/ L.A.C.

            Really? Cause I bought NSMBU and I didn’t really like it much. It has many fun and new levels, but it just felt like a big SNMBW dlc.
            The DS entry brought the classic side-scrolling Mario games back and the Wii entry expanded on the idea and added multiplayer. But I felt like the Wii U entry didn’t really do anything new but mimic everything the others did right. Nothing much new or groundbreaking.

            I feel the same about Tropical Freeze as well.

          • Brandon

            it’s at least better than nsmb2 on the 3ds thats for sure. coins really? :P

          • http://lwiis64.deviantart.com/ L.A.C.

            I actually think I should have bought the 3DS game instead. I don’t like the game revolving around coins either, but I like the level design more than the Wii U game.

          • Brandon

            buy it & tell me if it is better then I’ll bring up this discussion again but at your own pace I can wait ok?

    • Thepieking07

      You can play just as the side characters in hard mode.

    • chris

      Beat the game, unlock hard mode, play as the other Kong’s separately.

      I know your post is old, but i was following links and it brought me here lol

  • TheMartianGeek

    Well, I personally am thrilled that there is a sequel to DKCR. That was my favorite game of all time, and I could see Tropical Freeze (on a more powerful system and with better controllers) being even better. (May we refer to it as Donkey Kong Country Returns 2?) Heck, I’d welcome a DKCR3 a few years down the road.

    The one thing that worries me, though, is the level count…if there are only 6 worlds and each one has 6-7 regular levels, that means there will be only 36-42 total (or 42-48 with the bonus levels, 48-54 with the boss levels). That barely even beats out the SNES DKC games for level count, and DKCR had 54 regular levels (63 counting bonus, 71 counting boss). Come on…with all the data you can fit on a Wii U disc, can’t we have at least that many levels in this? I’d even accept another delayed game release. Granted, there could be a secret world (or multiple), but there would have to be a minimum of 12 additional secret levels to equal DKCR’s. I suppose there’s always DLC as well, but I’ve noticed that downloadable level packs in Nintendo games tend to exclusively contain special challenge levels (that I rarely care about) rather than just regular old levels, and I’m not sure such a thing would even fit Donkey Kong anyway.

    • http://gentlerobot.com/ Gentle Robot

      Yeah it’s a really amazing game. I don’t know how to describe it other than “creative.”

    • Another_Unknown

      This worries me too.

    • Shawksta

      We cant say for sure, the game aint out yet and for all we know there could still be some hidden things.

      Do note that World 4 in DKCR only had a whopping 4 regular levels, so dont just throw off Tropical Freeze just yet over its level count. And we have to put into mind the 3DS remake added a secret world, who knows Tropical Freeze might have even more.

  • henrik

    Side scrollers are easier to develop that’s why there is so many idie side scrollers, it seems Nintendo want to crank out as many games they can while they learn to use the Wii U hardware.

    • Daniel Page

      I wouldn’t say side scrollers are easier to develop. That is a bit of a generalization. Some platformers can be incredibly complex in design. This game is no exception seeing as it uses a lot of 3D and 2D elements.

      • henrik

        any game in which the camera is fixed is easier to develop than one which is not.

        • D Page

          What would you mean by “fixed”? Mathematically inclined people would be more specific when they throw a term around like that, especially in the presence of a game developer who is also a mathematician/computer scientist. I wouldn’t agree with that statement and I make computer games. Even for this game, the 2D and 3D elements of stages intermingle at times (meaning the level isn’t just a projection onto a linear path).

          Fixed can mean a lot of different things. It can mean numerous concepts like (not all of them):
          1) The camera is controlled exclusively by the player. The game doesn’t automate that process outside the player.
          2) The camera only pans orthogonal to the level area, and only remains the same size.
          3) The camera’s view size is fixed.
          4) The camera never changes position.

          I mean, let me take a basic example, classic Mega Man (I’m pretty well known for my fan work in this area). I’d disagree that the camera is fixed because the camera is always moving, and between rooms the camera is taken control of by the not the player, but the camera engine. The screen size remains the same, but its behaviour can change quite a bit. The camera always remains orthogonal to the view though. The view size is fixed, but the camera’s position is not, nor is the player’s capacity to control it.

          It is worth pointing out that DK Tropical Freeze does not employ one of (1)-(4) exclusively. It does a lot of “in between” (1)-(4) and thensome. If you even followed the advertisements for this game, you’d know that they put a lot of emphasis on the camera movements and behaviour.

          Let us move back to your generalization. I agree that the camera can be a difficult part of the engine, but the difficulty of development can be very much independent of the camera. You statement undermines the work that goes into games that base strongly in gameplay elements. Sometimes it can take months just to get things “right”. The camera often times is more of a implementation plan. The easy way to pigeonhole your statement is to just take any camera of a 3d game, and remove one of the dimensions. Then you have a 2d game with what you may insist is a “fixed” camera. I recommend reading up a bit more about mathematics and how these cameras are exactly constructed since it can make one look silly.

          • henrik

            Sorry I didn’t clearly state myself what I meant was non-player controlled or fixed camera angles.
            My understanding is it’s much easier for developers to constrain gameplay to a 2D or fixed plane as it lessens variables which in turn can make the game more accessible. Now I’m not saying these games are easy to develop but the more variables one removes from an equation the easier it is to focus on other things (gameplay) which is why I believe many great looking games have pretty bland gameplay.
            Maybe I’m silly and none of the above makes any sense.
            One last thing I am definitely not mathematically inclined.

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