For kids of the era, November 20th seemed like the eve of a revolution. Regardless of any real impact this marketing blitzkrieg might have had, as the days leading up to Thanksgiving 1994 winded down, people got excited. Nintendo even put out a promotional video with a bunch of baseball cap-endowed, long-haired wiener kids talking about how awesome the game would be.
![gay4 donkeykong gaming gay4 donkeykong gaming](https://4.bp.blogspot.com/-nFIdxmsj8DY/UvwKhv7BnZI/AAAAAAAAAas/LuTfchthOFk/s1600/DAG+Funky+kong.png)
It was on gigantic, imposing displays and marquees at Wal-Mart and Babbages. From the moment images of the new Donkey Kong game utilizing the new Silicon Graphics rendering technology were released, Donkey Kong Country was the talk of the town – it was everywhere. So Rare came up with the next best thing. Unfortunately, the mere facsimiles possible on extant hardware at the time were rough, difficult to make, and not really facilitative to platformers. Now came the most crucial part: the hype.Īt this point, whether developers wanted to embrace it or not, 3D was coming, and coming quickly. Now Nintendo had their concept and the development team to see it realized. This relationship would be most clear later on with games like the Mortal Kombat clone Killer Instinct and their legendary first-person shooters for the N64, but that’s a different story altogether. Rare would be a portal through which Nintendo could still communicate with the steadily Westernizing American gaming populace while still publishing under Nintendo’s banner. Enter England-based Rare studio, who had already turned a few heads in the previous gen with games like Snake Rattle ‘n’ Roll, Marble Madness, and the infamous Battletoads. Things were really starting to change in the 90s, and it seemed pretty clear that Nintendo was looking ahead and saw a glimpse of a future where Japan didn’t have a total monopoly on gaming. But how would they go about making such a game? How would they create a platformer distinct from Mario, but with the same sensibilities and level of quality? And that’s when Nintendo remembered they already had a critter-and what better way to have one of those “800lb gorilla” games for the Holiday season than one starring an 800lb gorilla? But as Mario went on sabbatical, quietly plotting his revenge in the form of an earth-shattering 3D comeback, Nintendo needed an ace, something to compete with the Sonics, the Sparksters, the Bubsys, and all the other cool, happening, accessorized critters trying to get a slice of what was once exclusively Mario’s pie. Even the once almighty Mario dared not show his face during what is now affectionately referred to as the “‘tude era”, letting Yoshi take the reigns (quite ironically) in his second 16-bit outing. Suddenly, unless you were a hip anthromorph, you just weren’t rad enough to helm a platforming franchise.
![gay4 donkeykong gaming gay4 donkeykong gaming](https://billiardsnmore.com/wp-content/uploads/2020/04/1-35.jpg)
Sonic had hit the scene, and his sense of style and attitude dazzled young gamers in a way Mario couldn’t compete with anymore. Instead, Jumpman, who we later learned was an Italian plumber named Mario, found stardom with Donkey Kong and would become the face of gaming itself in the 80s, while Donkey himself was relegated to being a special guest appearance.īut in the 90s, things began to change. But Donkey Kong’s eponymous villain never got to claim the success of his franchise. It was a phenomenon like few things were up till then, and it was the foundation upon which Nintendo built its vast empire. Before there were “gamers”, at least as we know them today, people played Donkey Kong. The name alone has a particular resonance far beyond gaming culture.