Donkey Kong Country was a Platform game developed from Rare for the SNES and the Gameboy in 1994. Nintendo's main goal in 1994 was to show that the Super NES could still hold its own against the graphics and audio capabilities of the more expensive and more powerful machines coming into the market from Sega, Sony, and other companies.
King K. Rool and his Kremlings have stolen Donkey Kong's banana hoard, and now it's up to Donkey Kong and his little friend Diddy Kong (a small cute monkey) to get it back. With help from Cranky Kong, Candy Kong and Funky Kong, the two simian heroes will have to explore every inch of the island, from the treetops of the Kongo Jungle to the icy cliffs of Gorilla Glacier. Donkey is stronger while Diddy is quicker to move. You can lift barrels, earn bonuses and jump on foes' heads, travelling through fantastic tropical places. A fantastic arcade/action platform that is!
This game was created as a Sonic-killer, showing the power of the SNES. Nintendo's main goal in 1994 was to show that the Super NES could still hold its own against the graphics and audio capabilities of the more expensive and more powerful machines coming into the market from Sega, Sony, and other companies. With 256 colors on screen, solid backgrounds, fluid and fast animation, pre-rendered sprites and great music and sound FX, this game is a trademark to Nintendo's 16bit console.
In-game music sample:
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Super Nintendo (SNES)
CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors) SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo