
Nintendo GAME BOY DMG-QDA GAME BOY Donkey Kong DONKEY KONG Super GAME BOY Action Game Surprise Action Nintendo
漫画を買うなら楽天kobo(電子書籍)が断然オススメ!
Donkey from Smash Bros. has been wearing DK’s tie since around this time…
The sound effects are really satisfying.
A game that had an amazing volume back then.
I got stuck on the gimmick halfway through and gave up.
I suppose it should still be working, so should I give it another try?
I’m grateful to come to the switch…
I wish I could play Kirby 2 and this on the Super Game Boy.
There’s a sequel, but I still like this one the most.
The way it’s crammed in is amazing.
I thought it was just a simple donkey, but it’s really long.
It’s a masterpiece, but the terrain customization gimmick is so free that it’s hard to determine the right answer.
I think it’s impressive how it fits within the GB capacity.
Why can they even play demos in between?
Te-tte-re-re-te, te-tte-re-re!
🦍100m
🦍75m
🦍50m
🦍25m
>>12
This is quietly my first transplant.
>>38
There wasn’t an FC version, was there…
I’m grateful because I wanted to try playing.
I thought it was just Donkey Kong on the 3DS, so I skipped it.
Is the vibrant color on the Super Game Boy different from that on the Game Boy Color?
>>14
Completely different.
Is this Donkey actually Cranky, I wonder?
Super Game Boy compatible software has a dedicated color setting, so the colors are different when run on hardware after the GBC.
Because Donkey Kong Jr. is here…
I feel like a lot has been inherited from Mario 64.
Each action and Mario’s diverse ways of dying
>>19
Mario dying from a fall was refreshing.
I want to do more with the Super Game Boy’s color scheme and sound engine… Please increase the options in the settings…
The various jumps of Mario definitely debuted here, right…?
I quietly like that they show a sneak peek of the new gimmick during the demo between stages.
I was thinking, hasn’t this existed before?
Is Jr. going to become a Donkey in the Super system once he grows up?
>>24
It seems like a different person.
>>26
Who!? Who is it!?
>>27
The son of the first generation (Cranky) is Jr and the second generation (Donkey) is the grandson, so there are suspicions about whether they are a parent or an uncle.
In the movie, Cranky’s son might have disappeared because he became Donkey.
>>27
As for the Rare version, it is currently DK’s grandson.
However, in the movie, they set up DK as Cranky Kong’s son, and in the Mario Kart footage for Switch 2, DK was redesigned based on the movie’s standards, so I don’t know how he will be treated from now on.
From around level 7, the difficulty becomes impossible for children.
You should not take the timeline of Mario games seriously.
>>28
In sports, babies can just come out without any problem…
There’s a theory that Funky Kong is actually Jr.
There was a theory that Funky Kong was originally Jr., but it was lost due to historical alterations.
Many stages…
I can’t believe Mario can move like this…
The triple jump aside, the back flip is something that you can become capable of using casually before it appears in the demonstration between stages.
I don’t like that my son is being taken away by a woman.
>>36
“But the reason for kidnapping is jealousy towards Mario, who is more into women than me.”
>>40
Oh, really? Gay.
It’s fun to be able to shortcut when you master jumping.
There are an unusually high number of death patterns.
I can’t believe they packed so many actions into that number of buttons on the GB.
I think it’s a really beautiful structure that the first stage, which was cleared by climbing the ladder diligently, returns as the first stage of the final world with increased volume, allowing you to smoothly ascend with continuous somersaults.
I’ve never reached the ending, but I hear it has an ending that connects to Super Mario Brothers.
In between stages, various actions are naturally introduced to the player through a demo.
It’s quite ironic to lock Jr in a cage in the DKjr homage stage.
What is this? I can’t clear this level!! After throwing my Game Boy in frustration, I touch it again after a while and suddenly clear it easily—such a mysterious game.
It’s nice to travel to different places…
The final boss battle is quite interesting.
The variations of barrel guarding or jumping while doing a handstand are, rather, luxurious like in 64 Mario.
Yet it still includes the element of collecting items for clearing, reminiscent of classic arcade games.
The final boss is a giant donkey.
The composition is nice.
At the beginning, I was thinking it was an easy game as my lives kept increasing rapidly.
From midway, I started dying a lot and lost my composure.
It’s fun to push the limits of not falling to your death.
There was a pole, and then Donkey Kong came first.
Yes, yes, it means to spin around with a pole and do a big jump.
Wooooooh, maximum rotation!
Nice catch death
I love the music of Invincible Hammer.
The Super Game Boy has a feature that subtly expands the sound source for use.
In this and Kirby 2, some sounds are increased just a little bit.
I think the title screen of Kirby 2 is easy to understand.
It was when weak Mario died just from falling from a high place.
>>59
It’s because there were no mushrooms, so it couldn’t become a supermarket.
>>59
I think I’ve trained quite a bit since there is more leeway than before the remake.
I’m performing at a demonstration that’s being neglected.
There are various gimmicks, and it’s interesting, isn’t it?
Also, the big jump during the counterattack feels great with the sound effect.
Mario without mushrooms is worryingly small, isn’t it…?
Super Donkey Kong is great, isn’t it…
Ah, I love Donkey Kong (GB) too!
>>65
(Super) Donkey Kong (GB) “Wait a minute, you guys!”
There are too many types of enemies.
There are too many ways to die.
Did you come online?
Let’s play from time to time.
But among the series, Mini Mario has really impressive leg power.
Mario’s life feels too trivial because the remaining lives don’t decrease fundamentally.
>>70
I keep dying, but my lives are increasing even more…