Alolan_Apples
“Assorted” Collector
This is the last level in DK64, and the last blog entry on my DK64 Remake Suggestions. To be honest, I had more fun writing the SM64 Remake Suggestions. This level is going to change slightly. In previous levels (as well as the hub), I suggested removing one mission each, giving a good explanation. Some are really bad missions that should go while the others are still good, but I prefer to keep them. And there are some missions that are retained, but you don't earn a golden banana for it anymore.
This blog entry is all about Hideout Helm. The challenges to shutting down the machine are a good idea because I like when games review your skills. However, the challenges are pretty crappy. So I suggest revamping them. Now for the suggestions:
Getting to the Machine:
Using Tiny Kong's Monkeyport to get to the upper ship is a good idea. Same with Donkey sniping a faraway coconut switch to form a bridge. But at this part, the Kasplat should be replaced with a Chunky pad to perform Gorilla Gone. This will make the vines appear, thus giving you access to the level.
The first phase once you enter is getting to the machine and opening the doors that block the generators. All of them are pretty good, but there are two changes I seek. One, instead of a pineapple switch to open the door to the lava passage, have a Chunky wall switch instead (where he can use primate punch to hit). Also, the gates should be replaced with fruit switch activated gates so each Kong uses both their shooters and their instruments to gain access to each section.
Final Mini-games:
This is the part with the heaviest editing needed for the level. They should test all of the moves Cranky Kong taught the Kong family.
Getting the last boss key:
Once the machine is shut down, you should have access to the next part. In one of my earlier blog entries, I suggest rewarding the crowns only for total completion (all 17 to 25 golden bananas collected, all five banana medals collected, both banana fairies caught, and the boss is defeated). This brings us down to eight instead of 10. That time, the total number of crowns at this point needed is two instead of four so people wouldn't be pressured to going for total completion.
At the door with the Nintendo coin (which has the N64 logo) and Rareware coin, the requirement should be swapped with 36 banana medals. That's right! 36 banana medals, whether or not Dixie Kong is added. If we only stick to five Kongs, then you should have at least one banana medal in every level, and all five of them in at least four of them. You can only miss four to get the final boss key. At least you don't have to collect bananas to earn them anymore. And the hard stuff is gone.
Defeating K. Rool:
I'm only going over a few changes this time. K. Rool is the hardest boss you'll ever fight in a Nintendo 64 game (yes, even harder than the Zelda bosses, as well as Bowser from Paper Mario). The reason being is that if you die during one round, you have to start the whole thing over. Like all DK64 bosses, you can't regenerate in between. Also, K. Rool moves very quickly, and 3 whole watermelons isn't enough. I would be proud of you if you were able to defeat him on the original N64 version and not the VC or emulator versions.
One of the changes they can make is that you move onto a new round if your Kong is defeated or if time runs out. But if all 12 rounds are used up, you have to fight him all over again. Also, your Kong should completely regenerate if a new round begins.
Since I suggested to remove the barrels and make the X button to activate barrel moves, there should be an X button command instead of a barrel.
And that concludes the DK64 Remake Suggestions.
This blog entry is all about Hideout Helm. The challenges to shutting down the machine are a good idea because I like when games review your skills. However, the challenges are pretty crappy. So I suggest revamping them. Now for the suggestions:
Getting to the Machine:
Using Tiny Kong's Monkeyport to get to the upper ship is a good idea. Same with Donkey sniping a faraway coconut switch to form a bridge. But at this part, the Kasplat should be replaced with a Chunky pad to perform Gorilla Gone. This will make the vines appear, thus giving you access to the level.
The first phase once you enter is getting to the machine and opening the doors that block the generators. All of them are pretty good, but there are two changes I seek. One, instead of a pineapple switch to open the door to the lava passage, have a Chunky wall switch instead (where he can use primate punch to hit). Also, the gates should be replaced with fruit switch activated gates so each Kong uses both their shooters and their instruments to gain access to each section.
Final Mini-games:
This is the part with the heaviest editing needed for the level. They should test all of the moves Cranky Kong taught the Kong family.
- Donkey Kong
- Baboon Blast - part of the first mini-game involving Donkey (or the second one if you like to do it next). You're in a barrel blast challenge where you have to use the barrels to reach the DK star under time pressure. You have one minute to do it.
- Strong Kong - part of the second mini-game, alongside with Gorilla Grab. You use this move to walk on electric grounds to reach the lever.
- Gorilla Grab - part of the second mini-game. You need to pull the lever to activate the floor switch to perform a simian slam.
- Chunky Kong
- Hunky Chunky - part of the first mini-game, along with Primate Punch. You need to be big to break the crates.
- Primate Punch - part of the first mini-game. You need to break all boxes to beat the game.
- Gorilla Gone - part of the second mini-game. You will go through a maze full of spotlights that move. You can use Gorilla Gone to help you avoid the light before reaching the checkered spot.
- Tiny Kong
- Mini Monkey - part of the first mini-game. You have to walk through small pipes before reaching a switch.
- Ponytail Twirl - part of the second mini-game, along with Monkeyport. You have to twirl across the gaps to reach each Tiny pad until you reach the switch.
- Monkeyport - part of the second mini-game. Each time you teleport, you have a new gap to get across.
- Lanky Kong
- Orangstand - part of the first mini-game, along with Baboon Balloon. You need to climb up pipes to reach each Lanky pad.
- Baboon Balloon - part of the first mini-game. You need to float to reach each pipe base to climb, and to reach the switch.
- Orangsprint - part of the second mini-game. You have to use Orangsprint to go through the entire maze under time pressure. Oh, and no switch needed.
- Diddy Kong
- Chimpy Charge - part of the first mini-game, along with Simian Spring. You need to hit all four wall switches to lift the cage with the floor switch.
- Rocketbarrel Boost - part of the second mini-game. You need to fly through all stars to complete it.
- Simian Spring - part of the first mini-game. The pads help you climb platforms with wall switches.
Getting the last boss key:
Once the machine is shut down, you should have access to the next part. In one of my earlier blog entries, I suggest rewarding the crowns only for total completion (all 17 to 25 golden bananas collected, all five banana medals collected, both banana fairies caught, and the boss is defeated). This brings us down to eight instead of 10. That time, the total number of crowns at this point needed is two instead of four so people wouldn't be pressured to going for total completion.
At the door with the Nintendo coin (which has the N64 logo) and Rareware coin, the requirement should be swapped with 36 banana medals. That's right! 36 banana medals, whether or not Dixie Kong is added. If we only stick to five Kongs, then you should have at least one banana medal in every level, and all five of them in at least four of them. You can only miss four to get the final boss key. At least you don't have to collect bananas to earn them anymore. And the hard stuff is gone.
Defeating K. Rool:
I'm only going over a few changes this time. K. Rool is the hardest boss you'll ever fight in a Nintendo 64 game (yes, even harder than the Zelda bosses, as well as Bowser from Paper Mario). The reason being is that if you die during one round, you have to start the whole thing over. Like all DK64 bosses, you can't regenerate in between. Also, K. Rool moves very quickly, and 3 whole watermelons isn't enough. I would be proud of you if you were able to defeat him on the original N64 version and not the VC or emulator versions.
One of the changes they can make is that you move onto a new round if your Kong is defeated or if time runs out. But if all 12 rounds are used up, you have to fight him all over again. Also, your Kong should completely regenerate if a new round begins.
Since I suggested to remove the barrels and make the X button to activate barrel moves, there should be an X button command instead of a barrel.
And that concludes the DK64 Remake Suggestions.