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Donkey Kong
The words "Donkey Kong" in all caps in bold red letters with yellow borders; the "O"s have stars in the middle.
Created byShigeru Miyamoto
Original workDonkey Kong (1981)
OwnerNintendo
Years1981–present
Films and television
Film(s)The Super Mario Bros. Movie (2023)
Animated series
Games
Video game(s)List of video games
Audio
Original music"Aquatic Ambience"
"DK Rap"
Miscellaneous
Toy(s)Lego Super Mario
Theme park attraction(s)Super Nintendo World
Related franchise(s)

Donkey Kong[a] is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong, a large, powerful gorilla, and other members of the Kong family of apes. Donkey Kong games include the original arcade game trilogy by Nintendo R&D1; the Donkey Kong Country series by Rare and Retro Studios; and the Mario vs. Donkey Kong series by Nintendo Software Technology. Various studios have developed spin-offs in genres such as edutainment, puzzle, racing, and rhythm. The franchise also incorporates animation, printed media, theme parks, and merchandise.

Miyamoto designed the original 1981 Donkey Kong to repurpose unsold arcade cabinets following the failure of Radar Scope (1980). It was a major success and was followed by the sequels Donkey Kong Jr. (1982) and Donkey Kong 3 (1983). Nintendo placed the franchise on a hiatus as it shifted focus to the spin-off Mario franchise. Rare's 1994 reboot, the Super Nintendo Entertainment System (SNES) game Donkey Kong Country, reestablished Donkey Kong as a major Nintendo franchise. Rare developed Donkey Kong games for the SNES, Game Boy, and Nintendo 64 until it was acquired by Microsoft in 2002; subsequent games were developed by Nintendo, Retro Studios, Namco and Paon. After Donkey Kong Country: Tropical Freeze (2014), the franchise went on another hiatus until Donkey Kong Bananza (2025).

The main Donkey Kong games are platformers in which the player must reach the end of a level. Donkey Kong appears as the antagonist or protagonist; his role alternates between games. The original games featured a small cast of characters, including Donkey Kong, Mario, and Pauline. Rare's games expanded the cast with friendly Kongs alongside the Kremlings, an army of antagonistic crocodiles led by Donkey Kong's nemesis King K. Rool. Mario, the protagonist of the 1981 game, became Nintendo's mascot and the star of the Mario franchise, and Donkey Kong characters appear in Mario games such as Mario Kart, Mario Party, and Mario Tennis. Donkey Kong characters also feature in crossover games such as Mario & Sonic and Super Smash Bros.

Outside of video games, the franchise includes the animated series Donkey Kong Country (1997–2000), a themed area in Super Nintendo World at Universal's theme parks, soundtrack albums, and Lego construction toys. Donkey Kong is one of Nintendo's bestselling franchises, with more than 65 million copies sold by 2021. The original game was Nintendo's first major international success; it rescued Nintendo of America from a financial crisis, and established it as a prominent force in the video game industry. The franchise has pioneered or popularized concepts such as in-game storytelling and pre-rendered graphics, inspired other games (including clones), and influenced popular culture.

History

[edit]

1981–1982: Conception and first game

[edit]
Shigeru Miyamoto, a Japanese man wearing a black coat and white shirt with red, yellow, and blue Pikmin characters
Donkey Kong creator Shigeru Miyamoto in 2013

In the late 1970s, the Japanese company Nintendo shifted its focus from producing toys and playing cards to arcade games. This followed the 1973 oil crisis, which increased the cost of manufacturing toys, and the success of Taito's arcade game Space Invaders (1978). In 1980, Nintendo released Radar Scope, a Space Invaders-style shoot 'em up.[1] It was a commercial failure and put the newly established subsidiary Nintendo of America in a financial crisis. Its founder, Minoru Arakawa, asked his father in-law, Nintendo CEO Hiroshi Yamauchi, to provide a new game that could repurpose the unsold Radar Scope cabinets.[2] Most of Nintendo's top developers were preoccupied, so the task went to Shigeru Miyamoto, a first-time game designer.[3][4]

Supervised by Gunpei Yokoi,[3] Miyamoto settled on a love triangle with the characters Bluto, Popeye, and Olive Oyl from the Popeye franchise, but a licensing deal between Nintendo and King Features fell through.[4][b] Bluto evolved into a gorilla, an animal Miyamoto said was "nothing too evil or repulsive".[5] He was named Donkey Kongdonkey to convey stubborn and kong to imply gorilla.[8] Popeye became Mario, the new protagonist, while Olive Oyl became Pauline, the damsel in distress.[4] Miyamoto cited the fairy tale "Beauty and the Beast" and the 1933 film King Kong as influences.[5]

Donkey Kong was one of the earliest platform games,[c] with players controlling Mario as he ascends a construction site to rescue Pauline from Donkey Kong.[10] Whereas previous platform games focused on climbing,[9] Miyamoto placed an emphasis on jumping to avoid obstacles and cross gaps. He envisioned something akin to a playable comic strip that unfolded across multiple levels with unique scenarios. This was uncommon in contemporary arcade games, which typically featured a single scenario that repeated.[11] As he lacked programming expertise, Miyamoto consulted technicians on whether his ideas were possible.[12] Four programmers from Ikegami Tsushinki spent three months turning Miyamoto's design into a finished game.[13]

Although Miyamoto's team was told it would be a failure,[14] Donkey Kong became Nintendo's first major international success upon its release in July 1981. The $280 million windfall gain rescued Nintendo of America from its financial crisis and established it as a prominent brand in America.[15][16] Donkey Kong achieved further success in 1982, when Nintendo released a Game & Watch adaptation and licensed it to Coleco for ports to home consoles.[17][18] It grossed $4.4 billion across various platforms, making it one of the highest-grossing games of all time.[19] In 1982, Universal City Studios filed a lawsuit alleging Donkey Kong violated its trademark of King Kong. The lawsuit failed when Nintendo's lawyer, Howard Lincoln, discovered that Universal had won a lawsuit in 1976 by declaring that King Kong was in the public domain.[20][21]

1982–1994: Sequels and first hiatus

[edit]

Miyamoto and his team used game mechanics and levels that could not be included in Donkey Kong as the basis for a sequel. Miyamoto wanted to make Donkey Kong the protagonist, but the sprite graphic was too big to easily maneuver, so he created a new character, Donkey Kong Jr. The team still wanted Donkey Kong on top of the screen, so they conceived a plot in which Mario had caged him and Donkey Kong Jr. had to save him.[22] To develop Donkey Kong Jr. (1982), Nintendo reverse-engineered Ikegami's Donkey Kong code, making it the first game that Nintendo developed without outside help. Following Donkey Kong Jr.'s release, Ikegami sued Nintendo for copyright infringement. In 1990, the Tokyo High Court ruled in favor of Ikegami, and the companies reached a settlement.[13]

Donkey Kong 3, released in 1983, features shooter gameplay that departs from its predecessors. Instead of Mario, the player controls Stanley, an exterminator from the Game & Watch game Green House (1982), who must fend off Donkey Kong and a swarm of bees.[23] Also in 1983, Nintendo released the Famicom, known worldwide as the Nintendo Entertainment System (NES), in Japan; two of the three launch games were ports of Donkey Kong and Donkey Kong Jr.[24] The early library also included Donkey Kong Jr. Math (1983), an edutainment game based on Donkey Kong Jr.,[25] while Hudson Soft developed the Japan exclusive Donkey Kong 3: The Great Counterattack (1984) for NEC PC-8801, NEC PC-6601, and Sharp X1.[26] Donkey Kong 3 and Donkey Kong Jr. Math were commercial failures.[27][25] A line of other educational games was canceled following the failure of Donkey Kong Jr. Math. Bruce Lowry, Nintendo of America's vice president of sales at the time, later called it "the worst game we ever sold".[28]

Sega obtained the license to develop a game featuring a playable Donkey Kong as a parking attendant, but it was canceled after a management buyout from Gulf and Western Industries in 1984.[29][30] Donkey Kong went on an extended hiatus,[27] while the spin-off Mario franchise found success on the NES, cementing Mario as Nintendo's mascot.[4] Donkey Kong's appearances were limited to cameos in unrelated games.[31] Nintendo staff began discussing a Donkey Kong revival as the original game's tenth anniversary approached in 1991. They were unable to start a new game at the time, so they included Donkey Kong Jr. as a playable character in Super Mario Kart (1992). However, the discussions led to the production of the Game Boy game Donkey Kong (1994),[32] the first original Donkey Kong game in ten years. It features Mario as the player character and begins as a remake of the 1981 game before introducing over 100 puzzle-platforming levels that incorporate elements from Donkey Kong Jr. and Super Mario Bros. 2 (1988).[33][34]

The 1987 Official Nintendo Player's Guide advertised a Donkey Kong revival for the NES, Return of Donkey Kong, which was never released.[27] In the early 1990s, Philips obtained the license to use five Nintendo characters, including Donkey Kong, in games for the CD-i format. Philips contracted Riedel Software Productions to make a CD-i Donkey Kong game; it was developed between 1992 and 1993, but canceled.[35] The 2020 Nintendo data leak included a prototype for Yoshi's Island (1995) featuring a protagonist who resembles Stanley.[36] Its title, Super Donkey, suggests that Yoshi's Island began as a Donkey Kong game before it was altered to star the Mario character Yoshi.[37]

1994–1996: Rare and Donkey Kong Country

[edit]
Tim (right) and Chris (left) Stamper; the middle-aged men both wear black polos with red logos on the right of the buttons. Tim has a beard, while Chris is balding.
Rare founders Tim and Chris Stamper (pictured in 2015) led the development of Donkey Kong Country (1994), which reestablished Donkey Kong as a major franchise.

Around 1992, Rare, a British developer founded by the brothers Tim and Chris Stamper, purchased Silicon Graphics, Inc. (SGI) Challenge workstations with Alias rendering software to render 3D models.[38][39] The move made Rare the most technologically advanced UK developer and situated them high in the international market.[38] Rare began experimenting with using the technology in a boxing game. At the time, Nintendo was embroiled in a console war with Sega, whose Genesis competed with the Super Nintendo Entertainment System (SNES).[40] Nintendo wanted to compete with Sega's Aladdin (1993), which features graphics by Disney animators.[41][42] Lincoln, who became a Nintendo of America executive following the Universal lawsuit,[43] learned of Rare's SGI experiments during a trip to Europe.[44]

After impressing Nintendo with a demonstration,[40] Tim Stamper suggested developing a platform game that used pre-rendered 3D graphics.[39][45] Nintendo granted the Stampers permission to use the Donkey Kong intellectual property;[45] some sources indicate that the Stampers requested this,[38][40] though the designer Gregg Mayles recalled that it was Nintendo that requested a Donkey Kong game.[41] Nintendo reasoned that licensing Donkey Kong posed minimal risk as the franchise was dormant.[45] Rare's reboot, Donkey Kong Country (1994), features side-scrolling gameplay that Mayles based on the Super Mario series.[41] It was the first Donkey Kong game neither directed nor produced by Miyamoto,[46] though he provided support and contributed design ideas.[41]

Donkey Kong Country was one of the first games for a mainstream home video game console to use pre-rendered graphics,[40] achieved through a compression technique that allowed Rare to convert 3D models into SNES sprites with little loss of detail.[41] Because Donkey Kong did not have much of an established universe, Rare was free to expand it, introducing Donkey Kong's sidekick Diddy Kong (who replaced Donkey Kong Jr.) and the antagonistic Kremlings.[41][47] After 18 months of development,[40] Donkey Kong Country was released in November 1994 to acclaim, with critics hailing its visuals as groundbreaking.[d] It was a major success,[44] selling 9.3 million copies and becoming the third-bestselling SNES game.[42][52] It reestablished Donkey Kong as a major Nintendo franchise and heralded Donkey Kong's transition from villain to hero.[53] Miyamoto felt Rare had "breathed new life into" Donkey Kong and demonstrated that it could be trusted with the franchise.[54] Following the success, Nintendo purchased a large minority stake in Rare.[44]

Rare began developing concepts for a Donkey Kong Country sequel during production,[55] and Nintendo green-lit the project immediately after the success.[53] Donkey Kong Country 2: Diddy's Kong Quest, released in 1995, features Diddy rescuing a kidnapped Donkey Kong and introduces Diddy's girlfriend Dixie Kong. It was designed to be less linear and more challenging,[56][57] with a theme reflecting Mayles' fascination with pirates.[57] Diddy's Kong Quest was a critical success and is the sixth-bestselling SNES game.[58] Following Diddy's Kong Quest, the Donkey Kong Country team split in two, with one half working on Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996).[59] Dixie Kong's Double Trouble features Dixie and a new character, Kiddy Kong, as the protagonists, and incorporates 3D-esque gameplay and Zelda-inspired role-playing elements. Although it was released late in the SNES lifespan and after the launch of the Nintendo 64, Dixie Kong's Double Trouble! sold well.[60]

1995–2002: Franchise expansion

[edit]

Separate Rare teams developed the Game Boy games Donkey Kong Land (1995), Donkey Kong Land 2 (1996), and Donkey Kong Land III (1997), which condensed the Country series' gameplay for the handheld game console.[42] Rare's Game Boy programmer, Paul Machacek, convinced Tim Stamper that developing Land as an original game rather than a port would be a better use of resources.[61] A port of Country was eventually released for the Game Boy Color in 2000.[62] Rare also developed a tech demo for a Virtual Boy Donkey Kong game, which was canceled after the system's commercial failure.[42]

Rare developed further Donkey Kong games for the Game Boy (left) and Nintendo 64 throughout the late 1990s.

The first Donkey Kong game for the Nintendo 64, Diddy Kong Racing, a kart racing game, was released as Nintendo's major 1997 Christmas shopping season product.[63] Rare originally developed it as a sequel to its NES game R.C. Pro-Am (1988), but added Diddy Kong to increase its marketability.[64] It received favorable reviews and sold 4.5 million copies.[64][65] Two characters, Banjo the Bear and Conker the Squirrel, appeared in Diddy Kong Racing before starring in the Banjo-Kazooie and Conker franchises.[66]

In 1997, Rare began working on Donkey Kong 64, the first Donkey Kong platform game to feature 3D gameplay.[67] They conceived it as a linear game similar to the Country series, but switched to a more open-ended design using the game engine from their 1998 game Banjo-Kazooie after 18 months.[42][68] Transitioning Donkey Kong to 3D proved challenging since the technology was still new. The designers could not replicate the detail of Country's pre-rendering on the Nintendo 64, which rendered graphics in real time.[69] Donkey Kong 64 was released in November 1999, accompanied by a US$22 million marketing campaign.[70] It was Nintendo's bestselling game during the 1999 Christmas season and received positive reviews,[71][72] though critics felt it did not match the revolutionary impact of Donkey Kong Country.[73][74][75]

At E3 2001, Nintendo and Rare announced three Donkey Kong projects: the GameCube game Donkey Kong Racing and the Game Boy Advance (GBA) games Donkey Kong Coconut Crackers and Diddy Kong Pilot.[76][77][78] However, development costs were increasing, the Nintendo 64 did not perform as well as Nintendo's previous consoles, and the GameCube was also expected to be a sales disappointment. Rare began looking to be acquired,[79][80] but Nintendo did not see Rare remaining valuable in the long term and opted against acquiring them.[81] In September 2002, Microsoft acquired Rare for $375 million,[82] making Rare a first-party developer for Xbox.[38] Nintendo retained the rights to Donkey Kong under the terms of the acquisition.[83] Donkey Kong Racing was canceled,[76] and Rare reworked Donkey Kong Coconut Crackers and Diddy Kong Pilot into It's Mr. Pants (2004) and Banjo-Pilot (2005).[84][85]

2002–2010: After Rare

[edit]

After Microsoft acquired Rare, Nintendo relegated Donkey Kong to spin-offs and guest appearances in its other franchises, such as Mario Kart, Mario Party, and Super Smash Bros.[86][87] In 2003, Nintendo and Namco released Donkey Konga (2003), a spin-off rhythm game. It was designed for the DK Bongos, a GameCube peripheral that resembles bongo drums.[88] Nintendo of America executive Reggie Fils-Aimé opposed releasing Donkey Konga, concerned it would damage the Donkey Kong brand, but it sold well and received positive reviews.[89][90] It was followed by Donkey Konga 2 (2004) and the Japan exclusive Donkey Konga 3 (2005).[87]

Donkey Kong Jungle Beat, the first main Donkey Kong game since Donkey Kong 64,[87] was released for the GameCube in 2004.[91] It returned to the Donkey Kong Country style of platforming, controlled using the DK Bongos.[92] It was directed by Yoshiaki Koizumi as the debut project of Nintendo EAD Tokyo.[93][94] Koizumi sought to create an accessible game with a simple control scheme to contrast with more complex contemporary games.[94] It received positive reviews, but was a commercial disappointment.[87] A Wii version, featuring revised Wii Remote and Nunchuk controls, was released in 2008 as part of the New Play Control! line.[95] A racing game that used the DK Bongos, Donkey Kong Barrel Blast, was developed by Paon for the GameCube, but was moved to the Wii with no support for the peripheral.[96] It was released in 2007 to negative reviews,[97] with criticism for its controls.[98][99]

Despite the acquisition, Rare continued to develop games for Nintendo's handheld consoles since Microsoft did not have a competing handheld.[38] It developed ports of the Country games for the GBA and Diddy Kong Racing for the Nintendo DS with additional content, released between 2003 and 2007.[e] Meanwhile, Paon also developed DK: King of Swing (2005) for the GBA and DK: Jungle Climber (2007) for the DS, which blend Country elements with puzzle gameplay inspired by Clu Clu Land (1984).[104] Mario vs. Donkey Kong, a spin-off series that acts as a spiritual successor to the Game Boy Donkey Kong, was developed by Nintendo Software Technology. It began with a 2004 GBA game and continued with the DS sequels March of the Minis (2006), Minis March Again! (2009), and Mini-Land Mayhem! (2010).[105] Mario vs. Donkey Kong restored Donkey Kong's villainous role from earlier games.[106]

2010–2025: Retro Studios and second hiatus

[edit]
Kensuke Tanabe, a Japanese man wearing glasses, a brown shirt, and red tie
Kensuke Tanabe (pictured in 2013) produced the Retro Studios Donkey Kong games.

In 2008, Miyamoto expressed interest in a Donkey Kong Country revival. The producer Kensuke Tanabe suggested enlisting Retro Studios, which had developed the Metroid Prime series.[107] With Donkey Kong Country Returns, Retro sought to refine classic Country elements and introduce mechanics such as surface-clinging and simultaneous multiplayer.[108][109] Returns, the first original Country game since Dixie Kong's Double Trouble!, was released for the Wii in November 2010.[53] It sold 4.21 million copies in under a month and received positive reviews,[110][111] with critics considering it a return to form for the franchise.[112][113][114] It was rereleased with additional content for the Nintendo 3DS in 2013,[115] and for the Nintendo Switch in 2025.[116]

Retro developed a sequel, Donkey Kong Country: Tropical Freeze, for the Wii U. The greater processing power allowed for new visual elements, such as lighting and translucency effects and dynamic camera movement.[117][118] Tropical Freeze was released in February 2014 to favorable reviews,[119] but sold poorly in comparison to Returns;[120] Nintendo Life attributed this to the Wii U's commercial failure.[121] It achieved greater success when it was ported to the Switch in May 2018, outselling the Wii U version within a week.[122] Tropical Freeze remained the most recent major Donkey Kong game for over a decade,[123] though the Mario vs. Donkey Kong series continued with Tipping Stars (2015) and Mini Mario & Friends: Amiibo Challenge (2016) for the Wii U and 3DS,[124][125] and a remake of the GBA game (2024) with new levels and cooperative gameplay for the Switch.[126]

Nintendo and the Activision Blizzard subsidiary Vicarious Visions, with consultation from Miyamoto, worked on a Donkey Kong game for the Switch for six months. Codenamed Freedom, the project was an open-world 3D platformer that emphasized traversal, with grinding on vines as a core mechanic. It was canceled in 2016 after Activision Blizzard redirected resources to the Call of Duty franchise,[123][127] due to a reduced focus on single-player games and the declining sales of Vicarious Visions' Skylanders franchise. Details and concept art surfaced in 2024.[128]

2025–present: Donkey Kong Bananza

[edit]

After Nintendo Entertainment Planning & Development (EPD) completed Super Mario Odyssey (2017), Koizumi directed them to develop a 3D Donkey Kong game.[129][130] A programmer had been conducting experiments with voxel technology and destructible environments,[131] which had been used to a limited degree in Odyssey.[129] EPD realized that Donkey Kong's strength was a good fit.[129] The development of Donkey Kong Bananza, the first 3D Donkey Kong game since Donkey Kong 64,[132] began on the Nintendo Switch and shifted to the Nintendo Switch 2 around 2021.[131] Donkey Kong was redesign to combine the expressiveness of Miyamoto's original design and his more cool and adventurous Country depiction.[129] Pauline was redesigned as his young sidekick, and the Kremlings were reintroduced after a nearly 20-year absence.[129][133] The producer, Kenta Motokura, said Bananza was an opportunity to establish separate 2D and 3D Donkey Kong series as Nintendo had done with Super Mario.[130] Bananza was released in July 2025 to acclaim;[134] reviewers described it as a triumphant return for Donkey Kong and the Switch 2's killer app.[135][136][137]

Story and characters

[edit]

The original Donkey Kong features three characters: Donkey Kong, a large, antagonistic gorilla; Mario, the overall-wearing protagonist; and Pauline, Mario's girlfriend. Donkey Kong follows Mario as he ascends a construction site to rescue Pauline from Donkey Kong, his escaped pet ape.[10] In the sequel, Donkey Kong Jr., Mario imprisons Donkey Kong in a cage. The game introduces Donkey Kong's son, the diaper-wearing Donkey Kong Jr.[138][139] Mario, Pauline, Donkey Kong, and Jr. return in the 1994 Game Boy Donkey Kong,[140] in which Mario again must rescue Pauline from the Kongs.[34] The Game Boy game was the first Donkey Kong game to depict Donkey Kong wearing a red necktie bearing his initials, "DK".[141]

Beginning with Donkey Kong Country, Donkey Kong's role shifted from antagonist to protagonist.[53] Rare's Kevin Bayliss redesigned him;[142] alongside the red tie from the Game Boy game, he was given what GamesRadar+ described as "menacing, sunken eyes" and a "beak-like muzzle",[141] and Bayliss designed him as blocky and muscular to make animating him easier.[142] The Donkey Kong in Rare's games is a separate character from the one in the arcade games, who appears as the elderly Cranky Kong.[143] Cranky Kong provides scathing, fourth wall-breaking humor in which he unfavorably compares current games to older ones like the original Donkey Kong.[144][145] Nintendo has been inconsistent about whether Cranky is Donkey Kong's father, making the modern Donkey Kong a grown-up Donkey Kong Jr., or grandfather.[143]

Rare's games moved the primary setting from a city to Donkey Kong Island,[146] an idyllic isle.[73] Because Donkey Kong did not have much of an established universe, Rare was free to expand it with new characters.[41] Donkey Kong Country introduced Diddy Kong, Donkey Kong's sidekick and nephew. Diddy's design was based on a spider monkey;[147] he was created as a redesign of Donkey Kong Jr. but retooled into a separate character at Nintendo's request.[41] As a result, Donkey Kong Jr. has made few appearances since Country.[143] Other supporting Kong characters that Rare introduced include Funky Kong, a surfer; Candy Kong, Donkey Kong's girlfriend; Dixie Kong, Diddy's girlfriend; Kiddy Kong, a large toddler; Chunky Kong, Kiddy's brother; Tiny Kong, Dixie's sister; and Lanky Kong, a buffoonish orangutan.[148]

Country introduced King K. Rool, an anthropomorphic crocodile who is the series' main antagonist.[149] K. Rool leads the Kremlings, an army of crocodiles who seek to steal Donkey Kong's hoard of bananas.[62] Their name is a play on the Moscow Kremlin and their theme music incorporates Soviet influences.[150] Polygon summarized K. Rool as an archetypal game villain who "often wears disguises and invents strange gadgets for his elaborately evil schemes",[149] such as dressing as a pirate captain in Donkey Kong Country 2.[151] The Retro Studios Country games introduce different villains: the Tiki Tak Tribe, a race of floating masks who hypnotize animals into stealing the banana hoard,[152][153] and the Snowmads, Viking invaders who summon a dragon to take over Donkey Kong Island.[118] Bananza introduces VoidCo., a mining company consisting of the villainous apes Void Kong, Grumpy Kong, and Poppy Kong,[154] before K. Rool and the Kremlings replace them in a plot twist.[133]

Although the Mario and Donkey Kong franchises largely remain separate, they take place in the same fictional universe. Donkey Kong and other Donkey Kong characters frequently appear as playable characters in Mario spin-offs such as Mario Kart, Mario Party, and Mario Tennis.[155][156][157] Pauline appears in the 2017 Mario game Super Mario Odyssey as the mayor of the city from the original Donkey Kong.[158] Bananza features a 13-year-old Pauline as Donkey Kong's sidekick,[129] and implies that she is the original Pauline's granddaughter.[159]

Gameplay

[edit]

Original series

[edit]
An upright arcade cabinet with a joystick and three buttons, colored in red, blue, white, and black
A model of an original Donkey Kong (1981) arcade cabinet

Donkey Kong and Donkey Kong Jr. are early examples of the platform game genre. In both games, the player must guide the playable character (Mario in the first game, Donkey Kong Jr. in the second) to scale four levels while avoiding obstacles. The player jumps to dodge incoming obstacles (such as barrels) or cross gaps and climbs ladders or vines to reach the top of the level.[160][138] In the first game, Mario can destroy obstacles by obtaining a hammer power-up,[161] while in the second, Donkey Kong Jr. can do so by knocking pieces of fruit down from vines.[138] Points are awarded for dodging or destroying obstacles, collecting items, and completing stages quickly.[161] The player begins each game with three lives,[138] which they lose if they touch an obstacle or fall.[161]

Donkey Kong 3 departs from this gameplay: it is a shooter game in which the player controls Stanley, an exterminator who must prevent Donkey Kong from stirring up insects in his greenhouse. The player fires bug spray at Donkey Kong and enemy insects that attempt to steal Stanley's flowers. They complete levels by spraying Donkey Kong enough to force him to the top of the screen or by killing all the insects.[162]

The 1994 Game Boy game begins with the four stages from the original Donkey Kong, but after completing the fourth, the player is presented with over 100 additional stages that introduce puzzle-platform gameplay in which Mario must scout each level within a time limit to locate a key.[163] Mario can pick up and throw objects and enemies, similar to Super Mario Bros. 2, and perform acrobatics to reach otherwise inaccessible areas of the levels.[33] This gameplay would serve as the basis for Mario vs. Donkey Kong,[163] which introduces stages in which Mario must guide six Mini-Mario toys to a toy box while protecting them from hazards.[164] Mario vs. Donkey Kong's sequels make guiding the Mini-Mario toys the focus, with each stage requiring the player to do so with touchscreen controls.[165] This gameplay has been frequently compared to the strategy video game Lemmings (1991).[166]

Side-scrolling games

[edit]

The Donkey Kong Country series features platforming gameplay in which players complete side-scrolling levels to progress, reminiscent of Nintendo's Super Mario series.[41] The player progresses through a world map that provides access to the themed worlds and their levels.[62] They traverse the environment, jump between platforms, and avoid enemy and inanimate obstacles.[62][167] Each world ends with a boss fight with a large enemy.[168] The Country series is known for its high difficulty level and emphasis on momentum, requiring players to react to oncoming obstacles quickly to maintain flow.[169][170][171]

Players control one of the various playable Kongs, depending on the game: Donkey Kong, Diddy Kong, Dixie Kong, Kiddy Kong, Cranky Kong, or Funky Kong.[62][172][173] The Rare games each feature two protagonists, with the newer protagonist carrying over to the sequel while another is introduced.[53] The Retro Studios games star Donkey Kong with other characters as his sidekicks.[174][175] Players primarily control one Kong, with the second acting as additional hit points.[173] In the Retro Studios games, the second Kong rides on Donkey Kong's back to provide special abilities; for instance, Diddy's jetpack allows him to temporarily hover.[173]

Barrels return from the original series and can be used as weapons or broken to uncover power-ups.[176] One barrel variant releases a partner Kong when thrown.[168] Each level contains collectibles such as bananas, letters that spell out K–O–N–G, balloons, and puzzle pieces. These items can be found within the main level or by discovering hidden bonus stages, where they are earned via completing a challenge.[174][177] Country's game mechanics also include blasting out of barrels that function as cannons,[178] vehicle sequences with minecarts and barrel-themed rockets,[173][178] and swinging vines.[178]

In certain levels, the player can free an animal that provides the Kongs with special abilities, similar to the Super Mario series' Yoshi.[179] Recurring animal friends include Rambi, a rhino that can charge into enemies and find hidden entrances; Enguarde, a swordfish that can defeat enemies underwater; and Squawks, a parrot who carries the Kongs or assists in finding collectibles.[62][180] Outside the main gameplay, the Rare games' world maps contain areas where players can converse with non-player characters, such as Cranky, who provide advice, collectibles, and save points.[181] The Retro Studios games feature shops (run by Cranky in Returns and Funky in Tropical Freeze) where the player can purchase items like power-ups and lives.[174][182]

The Donkey Kong Land trilogy reflects the SNES Country gameplay, with different level design that accounts for the Game Boy's hardware limitations.[183][184] Jungle Beat adds score-attack elements, challenging players to complete levels with as many points as possible.[185]

3D platformers

[edit]

Donkey Kong 64 blends Country elements with adventure gameplay that emphasizes collecting items to proceed, reminiscent of Super Mario 64 (1996) and Banjo-Kazooie, as well as third-person shooting.[69][73] The player explores worlds and solves puzzles tailored to the unique abilities of the five playable characters (Donkey Kong, Diddy, Chunky, Tiny, and Lanky).[69] Donkey Kong Bananza similarly focuses on exploration and collecting items in open worlds,[186] with many journalists comparing it to Nintendo EPD's previous game, Super Mario Odyssey.[186][187][188] Bananza is distinguished by its destructible environments: Donkey Kong can smash almost every surface, destroy terrain, and rip pieces of the environment from the ground or walls.[189][190][191]

Spin-offs

[edit]

DK: King of Swing and DK: Jungle Climber feature settings and elements from the Country games, but require players to use the shoulder buttons to grab and climb pegboards to reach the end of a level.[192][193] Diddy Kong Racing and Donkey Kong Barrel Blast are kart racing games that play similarly to the Mario Kart series, though Diddy Kong Racing features an adventure mode with boss fights and Barrel Blast has the player shake the Wii Remote and Nunchuk alternatively to accelerate.[66][194] The Donkey Konga trilogy was developed by the Taiko no Tatsujin developers and features the same gameplay:[195][196] they are rhythm games in which the player must hit scrolling notes to the beat of the music with accurate timing, with stylized notes corresponding to different buttons. Players build combos by hitting two or more notes; the combo ends when they miss a beat.[197]

Music

[edit]

The music for Donkey Kong and Donkey Kong Jr. was composed by Yukio Kaneoka, one of Nintendo's earliest audio engineers. Kaneoka wanted to take players on an adventure with a "pretty melody", which he compared to those in Disney films. He faced resistance from the designers, who wanted comical music to reflect the games' tone.[198] Hirokazu Tanaka, a sound engineer who later garnered recognition for his work on Nintendo's Metroid and Pokémon franchises, also contributed,[199] while Miyamoto wrote Donkey Kong's opening and closing music.[14]

David Wise, a British man wearing a red cap and black shirt, plays a saxophone
David Wise, the Donkey Kong Country series' primary composer

The Donkey Kong Country series features atmospheric music that mixes natural environmental sounds with melodic and percussive accompaniments.[200] It was primarily composed by David Wise, who worked at Rare from 1985 to 2009.[201][202] Wise drew inspiration from Koji Kondo's Super Mario and Legend of Zelda music, Tim and Geoff Follin's Plok! (1993) soundtrack, and 1980s synthesizer-heavy rock music, dance music and film soundtracks.[201] He aimed to imitate the sound of the Korg Wavestation synthesizer.[200] After Wise moved with a portion of the Diddy's Kong Quest team to work on Project Dream, Eveline Fischer—who composed a portion of the first Country—handled the majority of Dixie Kong's Double Trouble.[59] Fischer attempted to give levels a sense of purpose and drew inspiration from film composers such as Alan Silvestri and Klaus Doldinger.[59] Wise composed a replacement soundtrack for the 2005 GBA port of Dixie Kong's Double Trouble after Rare had problems converting Fischer's score.[203]

Graeme Norgate and Grant Kirkhope adapted Wise's Country soundtracks for the first two Donkey Kong Land games,[204][205] while Fischer adapted the Dixie Kong's Double Trouble soundtrack for Donkey Kong Land III.[59] Fischer was set to compose music for Donkey Kong 64,[206] but shifted to working on sound effects.[59] She was replaced by Kirkhope,[206] who composed alongside the Banjo-Kazooie games and Perfect Dark (2000).[69] Nintendo Life described Kirkhope's Donkey Kong 64 score as closer in spirit to his work on Banjo-Kazooie than to Wise's Country music.[207] Donkey Kong 64's introduction features the "DK Rap", a comedy rap song which introduces the Kong characters. It was written by Donkey Kong 64's director, George Andreas, scored and recorded by Kirkhope, and performed by Andreas and Chris Sutherland, with other Rare staff joining on the chorus.[208]

Wise was unavailable during the development of Donkey Kong Country Returns, so Kenji Yamamoto took over.[53] At the request of Miyamoto and Iwata, the Returns soundtrack mostly comprises rearrangements of tracks from the original Donkey Kong Country,[170] plus some new material by Yamamoto. He focused on what Tanabe felt made Donkey Kong Country's music iconic, such as piano arrangements and the bassline.[108] Wise left Rare during Returns' development and collaborated with Yamamoto on the Tropical Freeze soundtrack. Technological advances allowed Wise to achieve a "1940s big band jazz" sound that he had been unable to produce on the SNES.[202] Beyond the Country series, Wise composed the Diddy Kong Racing soundtrack.[209] Other composers who have contributed to Donkey Kong games include Mahito Yokota, who composed for Jungle Beat,[210] and Lawrence Schwedler, who composed for Mario vs. Donkey Kong.[211]

Other media

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Crossovers

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Donkey Kong is represented in every game in Nintendo's Super Smash Bros. series of crossover fighting games. Donkey Kong debuted in the original Super Smash Bros. (1999) as the only heavyweight fighter, with slow but powerful attacks.[212] Diddy Kong was added as a playable fighter in Super Smash Bros. Brawl (2008),[213] while King K. Rool was added in Super Smash Bros. Ultimate (2018).[149] Smash games also feature Donkey Kong stages and music.[214][215]

Donkey Kong appears in Mario & Sonic, an Olympic Games-themed crossover between Mario and Sega's Sonic the Hedgehog franchise, as a playable character;[216] in the Wii version of Punch-Out!! (2009) as the final boss;[217] and in Mario + Rabbids Kingdom Battle (2017), a crossover between Mario and Ubisoft's Raving Rabbids franchise, as the protagonist of an expansion pack.[218] The toys-to-life game Skylanders: SuperChargers (2015) includes Donkey Kong as a playable character in the versions released on Nintendo platforms.[219]

Animated series

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A Donkey Kong cartoon produced by Ruby-Spears aired as part of CBS's hour-long Saturday Supercade programming block in 1983.[27] The cartoon follows Mario and Pauline as they attempt to capture Donkey Kong after he escapes from a circus. Game Informer described the series as "abysmal... filled with bad puns and ridiculous situations".[220] Soupy Sales voiced Donkey Kong,[221] while Peter Cullen and Frank Welker (who later garnered recognition for voicing Optimus Prime and Megatron in the Transformers franchise) voiced Mario and Donkey Kong Jr.[220][222] Donkey Kong is also a recurring character in Captain N: The Game Master, a DIC Entertainment series that ran on NBC for 34 episodes between 1989 and 1991.[223][224]

Donkey Kong Country, a television series produced by the French-Canadian company Medialab Technology, ran for 40 episodes between 1997 and 2000, bridging the gap between Dixie Kong's Double Trouble and Donkey Kong 64.[225][226] Reflecting the games' pre-rendered 3D graphics, Donkey Kong Country was produced using computer animation,[226] accomplished with motion capture technology.[227] The series adopts a sitcom approach and follows Donkey Kong as he attempts to protect a magical artifact, the Crystal Coconut, from King K. Rool.[226][228] The creative direction was largely dictated by the limitations of early motion capture technology; Simon Racioppa, one of the writers, noted restrictions including characters being unable to pick up objects and introducing new locations and characters being discouraged. Donkey Kong Country was produced with little input from Nintendo, and was the final Western series that Nintendo licensed before it shifted to producing and distributing anime.[225] The series was popular in France and Japan, though less so in the United States.[226] Retrospectively, Hardcore Gaming 101 criticized the series for lacking the adventure of the Country games,[226] while GameSpot called its aged animation "nightmare fuel" and "visually disturbing".[228]

Printed media

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The first issue of Blip, a short-lived American comic book published by Marvel Comics in 1983, features a story in which a foolish news reporter attempts to interview Mario during the events of the original Donkey Kong. The story characterizes Donkey Kong as the result of a failed experiment to breed construction-worker gorillas.[229] Blip marked Mario's first appearance in a comic book, years before Valiant Comics' Nintendo Comics System series in the 1990s.[230] The British comics publisher Fleetway Publications published a promotional Donkey Kong Country comic in the UK in 1995,[231] while Michael Teitelbaum wrote children's book adaptations of Donkey Kong Country, Donkey Kong Land and Donkey Kong Country 2.[232]

Films

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Seth Rogen, a white man with glasses, a beard, and a purple suit
Seth Rogen voices Donkey Kong in The Super Mario Bros. Movie (2023).

Elements from the Donkey Kong franchise feature prominently in The Super Mario Bros. Movie (2023),[233] an animated film produced by Nintendo, Illumination, and Universal Pictures.[234] Mario (Chris Pratt) and Princess Peach (Anya Taylor-Joy) seek the Kongs' help to stop Bowser (Jack Black) from invading the Mushroom Kingdom. Seth Rogen and Fred Armisen voice Donkey Kong and Cranky Kong, while other Kongs make cameo appearances and the "DK Rap" plays during Donkey Kong's introduction.[235] Donkey Kong was redesigned for the first time since Donkey Kong Country, combining elements of Rare's design and his original arcade-era design.[236][237] The Super Mario Bros. Movie received mixed reviews,[238] and Rogen received criticism for voicing Donkey Kong in his regular speaking voice.[239] The film earned over $1.3 billion, making it the highest-grossing film based on a video game.[234]

In November 2021, before The Super Mario Bros. Movie's release, reports emerged that Illumination was developing a Donkey Kong film with Rogen set to reprise his role.[240] In June 2025, Nintendo and Universal filed a copyright notice for a Donkey Kong film via the United States Copyright Office.[241]

Theme parks

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In September 2021, Nintendo and Universal Destinations & Experiences announced a Donkey Kong-themed expansion of the Super Nintendo World themed area at Universal Studios Japan and Universal Epic Universe. The area, Donkey Kong Country, opened at Universal Studios Japan in 2024 and expanded the size of Super Nintendo World by 70%.[242] It was designed with consultation from Miyamoto and includes a roller coaster, Mine-Cart Madness, based on the Tiki Tong boss fight from Donkey Kong Country Returns. The area also features a K–O–N–G letter collection game and offers Donkey Kong-themed food and merchandise.[243][244] A similar version of the section opened alongside Universal Epic Universe in 2025.[245]

Merchandise

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Donkey Kong merchandise includes clothing,[246] toys such as plushes and Amiibo figures,[247][248] trading cards,[249] breakfast cereal,[220] and soundtrack albums.[250][251] The Lego Group began producing Donkey Kong Lego construction toys in 2023 as a subseries within its Lego Super Mario product line.[252] The initial four sets, based on the Donkey Kong Country games, were released in August 2023.[253]

Legacy

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Sales

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Donkey Kong is one of Nintendo's bestselling franchises,[254] with sales reaching 65 million units by March 2021.[255] Five Donkey Kong games (Donkey Kong Country, Donkey Kong Land, Donkey Kong Country 3: Dixie Kong's Double Trouble!, Donkey Kong 64, and Donkey Kong Country Returns) have shipped over a million copies in Japan alone,[256] and several have been added to Nintendo's Player's Choice and Nintendo Selects bestseller lines.[257][258] Excluding rereleases and arcade games, as of 2022 the SNES version of Donkey Kong Country is the franchise's bestselling game, with 9.3 million copies sold worldwide, while DK: King of Swing is the worst-selling, with 280,000 copies sold worldwide.[52]

Year Game Platform(s) Sales
1981 Donkey Kong Arcade, ColecoVision, Game & Watch, Nintendo Entertainment System 15.73 million[f]
1982 Donkey Kong Jr. Arcade, Nintendo Entertainment System 1.14 million[g]
1983 Donkey Kong 3 Arcade 5,000[261]
1988 Donkey Kong Classics Nintendo Entertainment System 1.56 million[262]
1994 Donkey Kong (1994) Game Boy 3.07 million[263]
Donkey Kong Country Super Nintendo Entertainment System, Game Boy Color, Game Boy Advance 13.31 million[h]
1995 Donkey Kong Land Game Boy 3.91 million[266]
Donkey Kong Country 2: Diddy's Kong Quest Super Nintendo Entertainment System 5.15 million[267]
1996 Donkey Kong Land 2 Game Boy 2.35 million[268]
Donkey Kong Country 3: Dixie Kong's Double Trouble! Super Nintendo Entertainment System 3.51 million[266]
1997 Donkey Kong Land III Game Boy, Game Boy Color 1.03 million[269]
Diddy Kong Racing Nintendo 64, Nintendo DS 6.47 million[i]
1999 Donkey Kong 64 Nintendo 64 5.27 million[267]
2003 Donkey Konga GameCube 1.18 million[260]
2004 Mario vs. Donkey Kong Game Boy Advance, Nintendo Switch 2.49 million[j]
2005 DK: King of Swing Game Boy Advance 280,000[52]
2006 Mario vs. Donkey Kong 2: March of the Minis Nintendo DS 1.52 million[262]
2010 Donkey Kong Country Returns Wii, Nintendo 3DS, Nintendo Switch 10.71 million[k]
Mario vs. Donkey Kong: Mini-Land Mayhem! Nintendo DS 2.98 million[263]
2014 Donkey Kong Country: Tropical Freeze Wii U, Nintendo Switch 4.1 million[l]
2025 Donkey Kong Bananza Nintendo Switch 2 3.49 million[275]

Effect on the industry

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If you can't imagine a world without Super Mario Brothers, without the NES, and maybe even without Nintendo at all, then you can't imagine a world without Donkey Kong. Both as a remarkable piece of game design and a commercial breakthrough for the single most important gaming company in Japan, Donkey Kong changed the world, and 30 years later we're still feeling its effects.

The original Donkey Kong is regarded as one of the most important video games of all time.[276][277] Its success established Nintendo as one of the video game industry's leaders.[276][277] Computer and Video Games called Donkey Kong "the most momentous" game of 1981, as it "introduced three important names" to the industry: Nintendo, Shigeru Miyamoto, and Mario.[278] Donkey Kong also paved the way for the NES,[279] which rejuvenated the crashed Western game industry and shifted the home console market's dominance from the US to Japan.[280] The NES was largely based on the Donkey Kong arcade hardware;[279] Nintendo took a Donkey Kong arcade cabinet to the semiconductor chip manufacturer Ricoh for analysis, which led to Ricoh producing the NES's Picture Processing Unit.[281]

Donkey Kong inspired many games, including clones such as Crazy Kong (1981) and Hard Hat Mack (1983),[282] that featured a mix of running, jumping, and vertical traversal.[283] These were initially referred to as "Donkey Kong-type" or "Kong-style" games, but eventually came to be known as platformers.[283][284] While Donkey Kong was not the first platform game, VG247 wrote "it was the first to matter" by establishing the genre's template.[285] Furthermore, Donkey Kong's spirited graphics, humor, and contextualization of the gameplay with a story distinguished it from contemporary arcade games.[10] Donkey Kong is regarded as the first game to use graphics to tell a story,[286] which GamesRadar+ said provided an unprecedented level of narrative depth.[276]

Donkey Kong Country's pre-rendered graphics featured a level of detail unprecedented in console games at the time,[287][288] and inspired many imitators.[31] It inspired games such as BlueSky Software's Vectorman (1995),[289] Naughty Dog's Crash Bandicoot (1996),[290] HAL Laboratory's Kirby Super Star (1996),[291] and Traveller's Tales and Sonic Team's Sonic 3D Blast (1996).[292] Country's influence has carried into more modern games such as Mekazoo (2016) and Kaze and the Wild Masks (2021);[293][294] the Australian Broadcasting Corporation credited it for demonstrating 2D games could remain relevant after the introduction of 3D.[295] Yooka-Laylee and the Impossible Lair (2019)—developed by Playtonic Games, whose staff includes Rare alumni that worked on Country—was noted for its gameplay similarities to Country.[296]

The Country games established Rare as a leading video game developer and set the standard for its work.[38][297] Country originated conventions characteristic of Rare's later output, including an emphasis on collecting items,[62] irreverent humor,[144] visual appeal, and tech demo-like design.[297] Conversely, Donkey Kong 64 has been blamed for precipitating 3D platforming's decline in popularity for its excessive emphasis on collecting items.[298][299] Electronic Gaming Monthly wrote that whereas Super Mario 64 had "breathed life into the 3D platforming genre", Donkey Kong 64 had "sucked it all out".[300] Jonas Kaerlev, who developed the 3D platformer A Hat in Time (2017), said Donkey Kong 64 gave the genre a reputation for tedium that contributed to a decline in interest.[299]

Cultural impact

[edit]

Donkey Kong was described by Game Informer as one of iconic video game characters prior to the stardom that Mario achieved.[301] Donkey Kong has been described as a mascot for both Nintendo and the video game industry.[m] In 2007, the Monster Jam racing series obtained the license to use Donkey Kong's appearance for a monster truck. The truck debuted in a December 2007 show in Minneapolis and toured with Monster Jam throughout 2008.[306] Donkey Kong appears as an antagonist in the film Pixels (2015), which pays homage to classic arcade games,[307] while the film War for the Planet of the Apes (2017) features treacherous apes nicknamed "donkeys", a reference to Donkey Kong.[308]

Donkey Kong high score competitors Steve Wiebe (left) and Billy Mitchell (right) feature in the documentary The King of Kong (2007).

The original Donkey Kong is a popular competitive video game. The Daily Telegraph called it "the most fiercely contested video game of all time",[309] while Polygon wrote that achieving the highest score "is probably the most coveted arcade game world record".[310] The King of Kong (2007), a documentary film directed by Seth Gordon,[311] brought Donkey Kong's competitive culture to prominence.[310] It follows two players, Steve Wiebe and Billy Mitchell, in their respective attempts to obtain and maintain the world record.[311] The Telegraph described Donkey Kong competition as bitter and said the heated rivalries between players contribute to the game's lasting appeal.[309] The Donkey Kong Country games are also popular in the video game speedrunning community.[312]

IGN said that Donkey Kong Country's soundtrack contributed to an increased appreciation for video game music as an art form,[313] and The New York Times called Country and Diddy's Kong Quest's soundtracks the video game equivalents to the Beatles' Revolver (1966) and Sgt. Pepper's Lonely Hearts Club Band (1967).[150] Musicians such as Trent Reznor and Donald Glover have praised the Donkey Kong Country track "Aquatic Ambience".[313] Glover sampled it in his 2012 song "Eat Your Vegetables", to which David Wise expressed approval.[314] OverClocked ReMix has released Donkey Kong remix albums including contributions from Wise, Beanland, and Kirkhope.[315] Curse of the Crystal Coconut, a 2020 pirate metal album by the Scottish heavy metal band Alestorm, contains numerous references to the Donkey Kong franchise, including its title; those who pre-ordered the album had a chance to win an Alestorm-branded Nintendo 64 with a copy of Donkey Kong 64.[316]

Donkey Kong is noted for its active fandom.[146][317] Nintendo Life described one fansite, DK Vine, as "highly respected".[318] The franchise's lack of a detailed backstory has led fans to theorize its fictional chronology. Kotaku described one theory, which postulates that Donkey Kong Jr. was killed in a violent, off-screen conflict to explain his absence in the Country series, as "a fascinating example of how fandoms can run away with the smallest bits of narrative available" to rationalize inconsistencies.[146] A team of fans led by animator Alex Henderson released DKC: Curse of the Crystal Coconut, an animated tribute short film, in 2021 to commemorate the franchise's 40th anniversary and the Donkey Kong Country television series' 25th anniversary.[319] Several voice actors from the Country television series reprised their roles for DKC: Return to Krocodile Isle, a follow-up animation released in 2023.[320]

In the years following the original Donkey Kong's release, the catchphrase "it's on like Donkey Kong" entered pop culture vernacular.[321] The phrase has been used in television series, films, music, and news headlines;[322][323] it is typically used to say something is "going down".[324] It was popularized by the rapper Ice Cube, who used the phrase in his song "Now I Gotta Wet'cha" (1992), though it is unclear if he coined it.[324][325] In November 2010, Nintendo filed a trademark request for the phrase with the U.S. Patent and Trademark Office as part of its marketing for Donkey Kong Country Returns.[322]

Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Donkey Kong is a franchise developed and published by , centered on the adventures of an anthropomorphic gorilla named Donkey Kong and his family and friends as they engage in platforming, action, and puzzle-solving challenges across various jungle-themed worlds. The series originated with the 1981 Donkey Kong, designed by , in which the protagonist Jumpman—later renamed —navigates industrial obstacles to rescue his girlfriend Pauline from the rampaging ape, marking Nintendo's breakthrough success in the and introducing two enduring characters. This title, developed in just four to five months using existing arcade hardware, became the best-selling coin-operated of its time, propelling Nintendo into global prominence. Over the decades, the franchise evolved significantly, shifting Donkey Kong from to in sequels and spin-offs. The 1994 Super Nintendo Entertainment System release Donkey Kong Country, co-developed with Rare Ltd., revitalized the series with groundbreaking pre-rendered 3D graphics and introduced Diddy Kong as Donkey Kong's nephew and sidekick, as they battle the reptilian Kremlings led by King K. Rool to safeguard their banana hoard. This game, the first in a acclaimed trilogy—including Donkey Kong Country 2: Diddy's Kong Quest (1995) and Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996)—sold millions and showcased innovative gameplay mechanics like animal allies and mine cart sequences. The modern era has seen ports and remakes, such as Donkey Kong Country: Tropical Freeze (2014) for and , where Donkey Kong and allies fend off arctic invaders, alongside new entries like Donkey Kong Country Returns HD (2025) enhancing the 2010 original with improved visuals. Beyond core platformers, Donkey Kong has appeared in diverse spin-offs and crossover titles, expanding his legacy across Nintendo's ecosystem. Rhythm-based games like the series (2003–2004) feature DK banging bongos, while racing entries such as and fighting games in Super Smash Bros. highlight his strength and barrel-throwing abilities. The franchise's influence extends to merchandise, animations, and even a 2025 title Donkey Kong Bananza for 2, emphasizing exploration in underground worlds with Pauline. Overall, Donkey Kong remains one of Nintendo's flagship properties, embodying themes of adventure, family, and tropical mayhem for over four decades.

History

1981–1982: Conception and first game

Shigeru Miyamoto conceived Donkey Kong in early 1981 as a way to repurpose unsold arcade cabinets from Nintendo's previous game, Radar Scope, which had failed commercially in the US market. Initially titled "Popeye's Beer Barrel Attack Game," the project drew inspiration from the Popeye cartoon, where Miyamoto envisioned the sailor rescuing Olive Oyl from the villain Bluto, but Nintendo could not secure the licensing rights from King Features Syndicate. Turning to the 1933 film King Kong for additional influence, Miyamoto created original characters: the antagonist Donkey Kong, a "stubborn ape" who kidnaps the heroine Pauline (inspired by Olive Oyl), and the hero Jumpman, a carpenter later renamed Mario after Nintendo's US warehouse landlord. "I got the idea from 'King Kong' and 'Popeye'," Miyamoto recalled in a 1999 interview. Development began on April 6, 1981, at R&D1 in collaboration with , involving a small team of four programmers who coded in on a 3 MHz Z80 CPU with severe memory constraints of 16 KB. Technical challenges abounded due to the hardware's limitations, including the absence of , which required approximating parabolic jump trajectories using bit shifts and integer additions for realistic physics, and optimizing from 50 to 25 bytes per frame to fit within the 16.6 ms processing time. The core barrel-throwing mechanic emerged as a puzzle-platform element, where Donkey Kong rolls barrels down inclined girders for Jumpman to navigate by jumping and climbing, drawing from the climbing action in and simple controls akin to to ensure broad accessibility. The game looped through four innovative stages—barrel evasion, a chase, precise jumping platforms, and a climactic —structured like the Japanese narrative form for escalating tension, and was completed in about three and a half months despite overruns. Donkey Kong released in Japanese arcades on July 9, 1981, with shipping an initial run of 2,000 converted cabinets to the market that sold out rapidly by late 1981, eventually totaling approximately 132,000 units worldwide. It received acclaim for pioneering the platform genre through its emphasis on jumping as a central mechanic—rare in 1981 arcade games—and for blending elements with challenging, physics-based puzzles that influenced future titles. In April 1982, Universal City Studios sued in federal court, alleging that Donkey Kong infringed on their trademarks under the by creating consumer confusion. The district court granted to in July 1982, ruling there was no likelihood of confusion between the properties, a decision upheld on appeal in 1984; countersued successfully for Universal's with its licensing contracts, securing $1.8 million in damages plus attorney fees.

1982–1994: Sequels and first hiatus

Following the success of the original Donkey Kong, Nintendo quickly developed a sequel titled Donkey Kong Jr., released for arcades in July 1982. The game reversed the roles from its predecessor, with players controlling Donkey Kong's young son, Junior, as he navigates platforms, climbs vines, and collects keys to rescue his father—the same Donkey Kong character from the 1981 arcade game, later retroactively identified by Nintendo as Cranky Kong—from imprisonment by Mario. New mechanics included swinging on ropes, avoiding electric shocks, and pie-throwing sequences, expanding on the series' platforming foundation while introducing puzzle-like elements in later stages. The title was a commercial hit, selling around 30,000 arcade cabinets worldwide, though it fell short of the original's 132,000 units. In 1983, Nintendo shifted the formula further with , another arcade release that October, developed internally by the company's R&D1 division. Departing from platforming entirely, the game adopted fixed-screen shooter gameplay centered on Stanley the Bugman, a armed with a . Players position Stanley at the bottom of the screen to shoot upward at swarms of unleashed by Donkey Kong, who hangs from the ceiling and spits oil to disrupt progress; success requires protecting potted plants below while forcing Donkey Kong higher to end rounds. This vertical-oriented mechanic emphasized precision aiming and resource management, with a competitive two-player mode pitting Stanley against Donkey Kong directly. The game sold approximately 5,000 cabinets, reflecting a more niche appeal compared to earlier entries. Nintendo extensively ported these early titles to home systems throughout the to capitalize on the growing console market. appeared on the Famicom at launch in 1983, alongside a port of the original game, while followed on the NES in 1984. In , both sequels launched as individual Arcade Classics Series cartridges for the NES in June 1986, preserving the original arcade visuals and sounds with minor adaptations for home hardware. The 1988 NES compilation Donkey Kong Classics bundled the original Donkey Kong and into a single cartridge, enhancing accessibility and replayability for family audiences. Additional ports emerged on platforms like the , , and (starting with the 1989 console launch, though major Donkey Kong titles arrived by the early 1990s), ensuring the series' early games reached broader players amid Nintendo's console expansion. After Donkey Kong 3, the franchise entered a decade-long hiatus from new content, spanning 1984 to 1994, as Nintendo pivoted development priorities to the NES era's breakout hits. With the 1983 Famicom launch demanding rapid innovation, resources flowed toward establishing Super Mario Bros. (1985) as a flagship and The Legend of Zelda (1986) as an action-adventure pioneer, both created by key figures like who had originated Donkey Kong. The arcade market's decline and a creative lull—lacking compelling ideas to evolve the Kong-centric formula without repeating established tropes—further stalled progress, relegating the series to re-releases until external partnership revived it.

1994–1996: Rare and Donkey Kong Country

In 1994, licensed the Donkey Kong intellectual property to the British developer Rare to revitalize the dormant franchise, tasking them with creating a modern that could compete with emerging 32-bit consoles. Rare assembled a core team led by designer Gregg Mayles, who envisioned a 2D enhanced by pre-rendered 3D graphics to deliver cinematic visuals on the (SNES). Development of began in 1993, with Rare investing in expensive (SGI) workstations—each costing around £80,000—to create computer-generated (CG) models of characters, environments, and animations. These machines ran software like Alias to render detailed 3D assets, which were then converted into 2D sprites through a process involving keyframing, texturing, and overnight rendering sessions, resulting in fluid animations and layered for depth in levels. Innovations included basing character movements on real animal references, such as horses for Donkey Kong's gait, and designing levels with hidden secrets and varied biomes to encourage exploration. The game reintroduced Cranky Kong as the original Donkey Kong from the 1981 arcade title. Donkey Kong Country launched in November 1994 and became a massive commercial success, selling 9.3 million copies worldwide and extending the SNES's lifecycle during the transition to next-generation hardware. Its pre-rendered graphics and David Wise's orchestral soundtrack earned widespread critical acclaim for pushing the SNES's technical limits and delivering engaging platforming. The title won multiple year-end honors, including Kids' Choice Awards for Favorite in 1995 and 1996, and was praised by outlets like for its visuals and replayability. The game's success prompted immediate sequels, with Donkey Kong Country 2: Diddy's Kong Quest releasing in 1995 and Donkey Kong Country 3: Dixie Kong's Double Trouble! in 1996, both continuing the pre-rendered style and level design innovations. These sequels introduced Diddy Kong as Donkey Kong's agile sidekick and the Kremling Krew as recurring reptilian antagonists, expanding the franchise's lore and character roster. Together, the two sequels sold over 8 million copies combined, contributing to the trilogy's overall impact of more than 17 million units.

1995–2002: Franchise expansion

Following the success of the Donkey Kong Country trilogy, the franchise expanded into handheld spin-offs with , a 2D developed by Rare and released for the Game Boy in June 1995. This game featured Donkey Kong and Diddy Kong navigating levels inspired by the Country series, adapting its pre-rendered graphics and mechanics to the portable hardware while introducing new worlds and bosses. Sequels (1996) and (1997) continued this format, incorporating elements from Country 2 and 3, such as co-op play with Diddy and new characters like Dixie Kong, who was first introduced in Donkey Kong Country 2: Diddy's Kong Quest (1995) as a ponytail-wielding ally capable of helicopter spins for gliding. The series ventured into 3D with , released for the in November 1999 and developed by Rare, blending platforming, puzzle-solving, and collectathon elements in a vast adventure where Donkey Kong assembles a including Diddy, Lanky Kong, Tiny Kong, and Chunky Kong to retrieve stolen bananas from King K. Rool. These new Kongs expanded the roster with unique abilities—Lanky's long arms for stretching, Tiny's pony tail for shrinking through small passages—shifting narratives from linear rescues to expansive quests across interconnected worlds. The game achieved commercial success, selling approximately 5.27 million copies worldwide, establishing the franchise's viability in three-dimensional . Ports and compilations broadened accessibility, including a faithful adaptation of for the Game Boy Color in November 2000, which retained the original's levels and visuals while optimizing for color display and adding minor enhancements like battery saves. This port, also by Rare, allowed portable play of the trilogy's foundational title without significant compromises to its core platforming. Toward the end of Rare's involvement, the franchise experimented with rhythm genres through the series, developed by starting around 2002 and initially released in in December 2003 for the . Players used DK Bongos controllers to drum along to popular songs featuring Donkey Kong and friends, marking a departure from platforming into music-based party that emphasized timing and performance. This innovation highlighted the series' growing versatility across genres during its expansion phase.

2002–2010: After Rare

Following Microsoft's acquisition of Rare Ltd. in September 2002 for $375 million, Nintendo retained ownership of the Donkey Kong intellectual property, including characters co-developed by Rare such as Diddy Kong and King K. Rool. This separation ended Rare's direct involvement in the franchise, leading to the cancellation of in-development projects like Donkey Kong Racing, a planned for the that featured Donkey Kong characters alongside . The loss of Donkey Kong licensing rights to Rare prompted to rework elements of the project into other titles, marking a shift in the franchise's development away from Rare's creative influence. Nintendo took internal control of the Donkey Kong series, beginning with for the in 2004. Developed by Nintendo EAD Tokyo, the game introduced innovative bongo drum controllers (DK Bongos) for rhythm-based platforming, where players clapped and slapped to control Donkey Kong's movements through jungle environments. In 2008, Nintendo rereleased it as for the , adapting the controls to the Wii Remote and Nunchuk for motion-based inputs while adding new levels and modes to enhance accessibility. These efforts demonstrated 's focus on experimental hardware integration to revitalize the character post-Rare. The period also saw the launch of the puzzle-platform series, starting with the 2004 Game Boy Advance title developed by . Evolving from the 1981 arcade game's rivalry theme, it cast Donkey Kong as an antagonist stealing Mini-Marios for toy production, with Mario navigating puzzle levels to recover them. The original sold approximately 1.37 million units worldwide, while DS sequels like (2006) and (2010) each achieved sales around 1 million copies, establishing the series as a steady franchise extension. In 2007, Nintendo released Diddy Kong Racing DS for the Nintendo DS, a remake and expansion of Rare's 1997 N64 racing game, serving as a spiritual successor to the adventure-racing genre. Developed by PAON, it featured Diddy Kong as the protagonist in vehicle-based races and challenges but omitted core Donkey Kong elements like the titular character, focusing instead on a broader cast including new DS-exclusive modes and touch-screen controls.

2010–2025: Retro Studios and second hiatus

In 2010, Nintendo assigned Retro Studios to develop Donkey Kong Country Returns for the Wii console, reviving the Donkey Kong Country series with a focus on side-scrolling platforming reminiscent of the original Rare titles from the 1990s. The project began after key staff from Retro's Metroid Prime series departed in 2008, prompting Shigeru Miyamoto to propose a new Donkey Kong Country game, with producer Kensuke Tanabe recommending Retro for its platforming expertise. Revealed at E3 2010 and released on November 24, the game emphasized co-operative gameplay, dynamic level design, and hand-drawn animations, earning acclaim for revitalizing the franchise's core mechanics. By February 2011, it had sold 4.21 million units worldwide, establishing it as one of the Wii's top-selling titles. Retro Studios continued the series with Donkey Kong Country: Tropical Freeze, released on February 21, 2014, for the , which introduced Cranky Kong as a playable character alongside and Diddy Kong, adding his cane-based pogo mechanics to diversify traversal and combat options. The game received critical praise for its refined controls, challenging boss encounters, and environmental variety across frozen-themed worlds, building on Returns with enhanced co-op features and orchestral music. A port followed on May 4, 2018, incorporating a "Funky Mode" for easier accessibility with the surfer character Funky Kong playable from the start. Combined lifetime for both versions reached approximately 6.64 million units, underscoring sustained popularity despite the 's limited install base. A spin-off, Donkey Kong Country Returns 3D, arrived in 2013 as a portable adaptation for the Nintendo 3DS, featuring stereoscopic 3D visuals and touch-screen controls while retaining the original's content with minor adjustments for handheld play. Donkey Kong also appeared in cameo roles within the Mario Kart series, such as selectable tracks and characters in Mario Kart 8 (2014) and Mario Kart Tour (2019), but no major solo titles emerged from Retro Studios after Tropical Freeze. From 2018 to 2024, the franchise entered a second hiatus, as Retro Studios shifted focus to Metroid Prime 4: Beyond, whose development was restarted in January 2019 under their lead, delaying other projects amid Nintendo's prioritization of first-party IPs like Metroid. Rumors circulated of internal reboots or experimental Donkey Kong concepts at Nintendo's Entertainment Planning & Development division, but these yielded no confirmed releases during the period.

2025–present: Donkey Kong Bananza and revival

In July 2025, Nintendo released Donkey Kong Bananza, a 3D open-world platforming adventure exclusively for the Nintendo Switch 2, marking a significant revival for the franchise after years of limited output. Developed by Nintendo Entertainment Planning & Development (EPD), the same internal team behind Super Mario Odyssey, the game was initiated when producer Yoshiaki Koizumi approached the group to create a new 3D title emphasizing Donkey Kong's raw strength and destructive capabilities. Directed by Kazuya Takahashi and produced by Kenta Motokura, the project consulted series creator Shigeru Miyamoto to refine Donkey Kong's portrayal, resulting in redesigned character aesthetics that made the ape more expressive and less perpetually annoyed to better convey his personality during gameplay moments like smashing through environments. A key feature is the return of Pauline as Donkey Kong's companion, shifting her from a damsel-in-distress archetype to an active ally in the underground exploration adventure. The game's mechanics build on predecessors like Donkey Kong Country: Tropical Freeze by expanding platforming with open-world smashing and transformation abilities. Donkey Kong Bananza achieved strong commercial success shortly after launch, selling 3.49 million units worldwide by September 30, 2025, driven by its innovative blend of precise platforming, expansive exploration, and fully destructible underground biomes. Critics lauded the title for its satisfying movement controls, powerful ability progression, and environmental interactivity, earning a Metacritic score of 91 and perfect 10/10 ratings from outlets like IGN, which called it a "groundbreaking 3D platformer." In developer interviews, the team highlighted how the aesthetic redesigns—such as Donkey Kong's more dynamic fur and facial animations—enhanced emotional depth without altering his core gorilla identity, allowing for broader expressive range in cutscenes and interactions. The September 2025 Nintendo Direct announced paid DLC, Donkey Kong Bananza: DK Island & Emerald Rush, expanding the base game with new islands and challenges, further boosting player engagement. The game's momentum extended beyond gaming in 2025, with Donkey Kong integrated into Universal Epic Universe's , which opened on May 22 in , featuring a area inspired by Rare's 1990s designs through lush jungle theming and the Mine-Cart Madness family coaster ride. Rumors of a standalone Donkey Kong , potentially releasing in 2026 as a sequel to , gained traction following and Nintendo's July 2025 copyright filings for an untitled project, aligning with the character's renewed prominence. Looking ahead, presentations in late 2025 teased potential sequels and crossovers for the Bananza series, signaling ongoing franchise expansion amid strong post-launch support.

Fictional elements

Story

The original Donkey Kong arcade game, released in 1981, centers on the antagonist Donkey Kong, who kidnaps the damsel Pauline and climbs to the top of a construction site, forcing the hero Jumpman (later renamed Mario) to navigate platforms, ladders, and hazards like rolling barrels to rescue her across four unique stages. The narrative evolved in early sequels, reversing roles in Donkey Kong Jr. (1982), where players control Donkey Kong's son as the protagonist, who scales vines and avoids Mario's traps to free his imprisoned father from a cage. In Donkey Kong 3 (1983), the story shifts to pest exterminator Stanley defending his greenhouse from an invading Donkey Kong and swarms of alien insects, using a sprayer to repel them without a traditional rescue motif. The Donkey Kong Country series, beginning in 1994, reestablishes Donkey Kong (now abbreviated as DK) as the hero alongside his family and friends, who repeatedly defend their banana hoard on Donkey Kong Island from the reptilian Kremling Krew led by the scheming King K. Rool. This multi-game saga unfolds across titles like (where DK and Diddy Kong retrieve stolen bananas), Donkey Kong Country 2: Diddy's Kong Quest (Diddy and Dixie Kong rescue the captured DK from Kaptain K. Rool), and Donkey Kong Country 3: Dixie Kong's Double Trouble! (Dixie and Kiddy Kong search for the missing DK and Diddy, uncovering K. Rool's robot scheme and venturing into mechanical realms like KAOS Kore). The arc culminates in later entries such as (2010) and Tropical Freeze (2014), where DK's extended family battles new invaders like the Tiki Tak Tribe and the Snowmads, who freeze the island, emphasizing collective protection of their home. In Donkey Kong Bananza (2025), the plot pivots to an expansive underground adventure, with DK and his allies, including a reimagined teenage Pauline as a companion, pursuing a villainous conglomerate that has stolen their bananium gems and buried , shifting focus from damsel rescues to proactive global exploration against corporate exploitation. Throughout the franchise, recurring themes highlight the Kong family's tight-knit dynamics and loyalty, exemplified by intergenerational teamwork against threats; King K. Rool's persistent, overambitious conquests for power or resources; and environmental preservation in modern entries, such as combating industrial or climatic invasions that endanger the island's ecosystem.

Characters

Donkey Kong, often abbreviated as DK, serves as the primary protagonist of the modern Donkey Kong franchise, depicted as a large, powerful gorilla who wears a distinctive red tie. Originally introduced as the antagonist in the 1981 arcade game Donkey Kong, where he kidnapped Pauline, the character evolved into a heroic figure in subsequent titles, particularly from Donkey Kong Country onward, as the grandson of the original Donkey Kong. In Donkey Kong Bananza (2025), DK is portrayed as a heroic adventurer with "big muscles" and a "big heart," embarking on quests to recover stolen bananas while showcasing enhanced expressiveness in his animations. Diddy Kong, DK's loyal sidekick and nephew, was first introduced in Donkey Kong Country (1994) as an agile, inventive young monkey equipped with peanut popguns for combat. Characterized by his red cap, red shirt with yellow stars, and energetic personality, Diddy is less physically imposing than DK but compensates with speed and resourcefulness, often assisting in platforming and racing games like Diddy Kong Racing (1997). Cranky Kong represents the original Donkey Kong from the 1981 arcade game, reimagined in later entries as DK's grumpy grandfather and a skeptical elder residing in the Kong family home. Known for his irritable demeanor and tendency to criticize the younger Kongs, Cranky provides guidance and comic relief across the series, from Donkey Kong Country (1994) to more recent titles. The primary antagonists in the Donkey Kong series are led by King K. Rool, the tyrannical ruler of the Kremling Krew, a race of crocodilian creatures bent on stealing the Kongs' banana hoard. K. Rool, a large, green, pot-bellied Kremling often adorned with a crown and cape, frequently adopts disguises such as the Baron K. Roolenstein or boxer Kaptain K. Rool to thwart the heroes. His minions include the bulky general Klump and the strong but dim-witted enforcer Krusha, who serve as recurring foes in battles and platform challenges. Among the Kong allies, Dixie Kong stands out as Diddy's girlfriend and a resourceful partner, notable for her long blonde ponytail that she uses as a glider via a helicopter spin maneuver, first featured in Donkey Kong Country 2: Diddy's Kong Quest (1995). Funky Kong, a laid-back and expert mechanic, supports the group by crafting vehicles and weapons from scrap materials, appearing as a chill inventor in titles like (1994). Pauline, originally the from the 1981 game, evolves into an active ally in Donkey Kong Bananza (2025), depicted as a 13-year-old singer whose vocal abilities empower DK during adventures. The visual design of Donkey Kong characters underwent significant evolution, beginning with Rare's pre-rendered CG models in the 1990s, which gave the series a realistic, cinematic look in games like (1994) through (1999). After Rare's departure in 2002, developer introduced more stylized, cartoonish updates in the 2010s, as seen in (2010) and Donkey Kong Country: Tropical Freeze (2014), emphasizing vibrant colors and fluid animations. The 2025 redesign in Donkey Kong Bananza, spearheaded by , shifts further from Rare's aesthetics toward heightened expressiveness, with exaggerated facial features and body language to better convey emotions and personality.

Gameplay

Original series

The original Donkey Kong (1981) established foundational platforming mechanics in arcade gaming, where players control Jumpman (later known as ) to rescue Pauline from the titular across a series of vertically oriented construction-site levels. Core actions involve navigating girders and platforms by running left or right, climbing ladders to ascend, and jumping to evade rolling barrels thrown by Donkey Kong or emerging fireballs that pursue the player. Hammers appear periodically as temporary power-ups, allowing Jumpman to smash barrels and fireballs for brief invincibility and offensive capability, though their limited duration requires strategic timing to maximize utility without leaving the player vulnerable afterward. The game cycles through four distinct stages, each emphasizing different challenges within a single loop that repeats with escalating speed and obstacle density: the 25m features bent girders where barrels roll down inclines and fireballs spawn from oil drums; the 50m uses elevators and ladders amid moving springs that launch Jumpman if mistimed; the 75m pie factory employs conveyor belts carrying hazardous pies alongside fireballs; and the 100m stage requires removing eight yellow s by jumping on them while avoiding Donkey Kong's throws and enemy movements to cause the structure to collapse and free Pauline. Successful completion of a stage awards 100 points per ladder climbed during ascent, with bonus items like umbrellas (250 points), purses (500 points), and hats (750 points) scattered for collection to boost scores. Scoring rewards skillful navigation and risk-taking, such as 100 points for jumping a single barrel or fireball, 200 points for leaping over two barrels simultaneously, 300 points for picking up a , and 500 points for destroying a barrel with the hammer (300 points for a fireball). The lives system starts with three attempts by default, with extra lives awarded at 20,000 and 50,000 points (configurable via dip switches), and the game ends upon depletion, though high scores persist for leaderboards. Donkey Kong Jr. (1982) shifts perspective to the ape's son, who must climb to free his imprisoned father from Mario's cage, introducing and traversal as primary alongside simplified physics that reduce carryover compared to the original's more parabolic arcs for easier control in . Players swing left or right on vines and chains by holding directional inputs, enabling momentum-based crosses over gaps or drops of fruit (200–800 points based on enemy type) to stun pursuing Snapjaws, electric sparks, or birds. Key collection is central: the vine stage culminates in grabbing a key atop platforms, the chain stage involves inserting up to three keys into locks while dodging enemies, the springboard stage uses bouncing platforms and cables for horizontal progress, and the hideout finale retrieves a final key amid moving platforms and Mario's grabs. Donkey Kong 3 (1983) diverges into a fixed-screen vertical shooter, where gardener Stanley the Bugman uses a spray can to repel insects and push Donkey Kong upward off-screen while protecting five flower pots at the bottom from theft by bugs like Buzzes and Beespies. Aiming is precise with the joystick directing spray streams upward, downward, or horizontally, prioritizing bug elimination (50–500 points per type) before they reach the flowers, which deduct points if carried away; Donkey Kong descends periodically, dropping bugs and requiring direct sprays to the ape (1,000 points per push segment). The super sprayer power-up, dangling from vines, temporarily extends spray range for efficient crowd control, though no height-altering springs appear—instead, strategic positioning on the single screen balances offense and defense across endless waves with increasing insect aggression.

Donkey Kong Country series

The Donkey Kong Country series features side-scrolling platforming gameplay that emphasizes exploration and skillful navigation through diverse environments, such as jungles, caves, and factories. Levels are designed with non-linear structures, allowing players to backtrack for hidden secrets like bonus areas and collectibles, which encourage thorough exploration to achieve 101% completion by gathering all bananas, K-O-N-G letters, and extra items. Progression involves traversing worlds on a map, culminating in boss fights against variants of the antagonist King K. Rool, who employs unique attacks like cannonballs or mechanical suits in each encounter. Banana collection serves as both currency for lives and a core motivator, with 100 bananas yielding an extra life, while full completion unlocks bonus content and endings. A hallmark of the Rare-developed games (, Donkey Kong Country 2: Diddy's Kong Quest, and Donkey Kong Country 3: Dixie Kong's Double Trouble!) is the use of animal companions, accessed via special barrels, that provide temporary power-ups and alternative traversal methods. Rambi the enables powerful charges to smash through enemies and barriers, Enguarde the delivers rapid dashes for underwater combat, and Winky the frog offers high jumps to reach elevated platforms. These buddies are integral to solving environmental puzzles and accessing secrets, though they are limited to specific level segments in the first three titles. Retro Studios' entries, Donkey Kong Country Returns (2010) and Donkey Kong Country: Tropical Freeze (2014), build on this foundation with modern controls and expanded co-op mechanics while scaling back traditional animal buddies. Returns introduces motion controls, such as shaking the Wii Remote for ground pounds or rolls to defeat foes, and supports tag-team play where players switch between Donkey Kong and Diddy Kong—Diddy providing abilities like a peanut popgun or jetpack boost for flight. Tropical Freeze incorporates ice-themed mechanics, including snowball rolling to build momentum for smashing obstacles or creating paths, alongside limited animal assistance from Rambi for charging sequences. Both games maintain the series' emphasis on precise platforming, with simultaneous two-player co-op allowing independent control of paired Kongs, each contributing unique abilities like Dixie's ponytail float for gliding in earlier titles or Cranky's cane pogo in Freeze.

Other games

The Donkey Kong franchise has ventured into rhythm-based gameplay through the series, where players use DK Bongos controllers to drum along to onscreen musical cues from a library of licensed songs and original tracks. Timing accuracy determines scoring, with successful hits building combos that apply multipliers to boost points, encouraging sustained performance without missing beats. In the puzzle-oriented series, gameplay shifts to a Lemmings-inspired formula where players manipulate the environment to guide wind-up Mini-Marios—small versions of the —through obstacle-filled levels to reach an exit door while collecting keys. Later entries, such as : Mini-Land Mayhem!, introduce mechanics for assembling robotic and contraptions from parts to navigate themed attractions and solve more complex puzzles. Donkey Kong 64 expands the series into a 3D collectathon platformer, tasking players with controlling multiple Kong characters across expansive worlds to gather 201 golden bananas as primary objectives, alongside colored bananas, blueprints, and other items to unlock areas and progress. further innovates 3D platforming by tying movement and combat to rhythmic inputs via bongo controllers in the original release, where rapid drumming propels Donkey Kong forward and clapping performs attacks; the 's New Play Control! version adapts these to shakes for claps and slams, enhancing the physicality of traversal and enemy encounters. Donkey Kong Bananza (2025) introduces open-world exploration in a vast underground environment, where Donkey Kong smashes through destructible terrain using brute force abilities, complemented by co-op buddy assists from Pauline's vocal powers for puzzle-solving and combat. The game incorporates vehicle sections for traversing layered biomes and features rhythm-infused boss battles that blend timing-based inputs with platforming challenges.

Music

Composers and development

The music for the original 1981 arcade version of Donkey Kong was composed by Hirokazu "Hip" Tanaka, who pioneered techniques by utilizing the 8-bit hardware's simple waveforms to create looping motifs that built tension during gameplay sequences like barrel-dodging chases. Tanaka's approach relied on the system's limited polyphony, generating short, repetitive phrases from square and noise channels to evoke urgency without full melodic complexity. In the Rare era, David Wise served as the primary composer for (1994), developing orchestral-inspired tracks composed on synthesizers to mimic lush, cinematic arrangements within the Super Nintendo Entertainment System's (SNES) sound capabilities. Wise's process involved layering sampled instruments like brasses and percussion, drawing from and ambient influences to craft immersive jungle environments, a departure from earlier arcade simplicity. For (1999), Wise collaborated with and , evolving production techniques to leverage the 64's enhanced audio processing for more dynamic, multi-layered scores that incorporated rock and electronic elements across expansive 3D levels. Retro Studios marked a shift toward hybrid styles in Donkey Kong Country Returns (2010), where composers Kenji Yamamoto, Minako Hamano, Masaru Tajima, and Shinji Ushiroda blended chiptune remixes of classic themes with modern orchestration, using the Wii's hardware to integrate percussion-heavy rhythms and atmospheric synths for side-scrolling action. This team-based approach emphasized iterative sound design, remixing motifs from the Rare series while adding orchestral swells recorded with digital tools to heighten platforming intensity. David Wise returned for Donkey Kong Country: Tropical Freeze (2014), collaborating with Yamamoto and Peter Nielsen to refine these techniques on the Wii U, incorporating adaptive layering where tracks dynamically adjusted based on environmental interactions like icy slides. The soundtrack for Donkey Kong Bananza (2025) was composed by Naoto Kubo, incorporating arrangements of classic themes by David Wise to blend retro motifs with modern production on the Nintendo Switch 2 hardware.

Notable soundtracks

One of the most iconic tracks in the Donkey Kong franchise is "Aquatic Ambience" from Donkey Kong Country (1994), composed by David Wise using ambient synth layers to evoke an underwater sense of mystery and serenity during aquatic levels. This piece, featuring ethereal melodies and subtle electronic textures, has been praised for its innovative use of the Super Nintendo's sound capabilities to create immersive atmospheres, influencing ambient video game music design. It has been remixed in subsequent titles like Donkey Kong Country 2: Diddy's Kong Quest and featured in official Nintendo concerts, underscoring its enduring appeal. The "DK Rap" from Donkey Kong 64 (1999), crafted by composer Grant Kirkhope as a hip-hop style introductory theme, humorously outlines the game's collectible bananas and playable Kong characters, becoming a cultural meme due to its catchy, albeit simplistic, lyrics and rhythm. Kirkhope's track, performed with conga drums and rap verses, marked an early experiment in blending hip-hop with platformer soundtracks, leading to fan remixes and live performances at events like Nintendo Directs. Its reception evolved from initial criticism for cheesiness to nostalgic celebration, inspiring covers and even a 2024 orchestral redo by Kirkhope himself. In Donkey Kong Jungle Beat (2004), the soundtrack emphasizes tribal rhythms through drum-heavy compositions that dynamically sync with the game's bongo controller inputs, enhancing rhythmic in jungle environments. These percussion-focused tracks, blending African-inspired beats with electronic elements, innovated interactive audio by varying intensity based on player performance, paving the way for motion-controlled music in the era. The approach received acclaim for making music a core mechanic, influencing titles like . The soundtrack for Donkey Kong Bananza (2025), composed by Naoto Kubo, features arrangements of classic Donkey Kong themes by David Wise, blending retro motifs with modern production and earning praise for its nostalgic appeal, contributing to the game's Metacritic score of 91.

Other media

Crossovers

Donkey Kong has been a staple in the Mario Kart series as a playable heavyweight racer since his debut in Mario Kart 64 in 1996, where he replaced Donkey Kong Jr. from the previous entry, bringing his signature strength and banana-themed items to the tracks. He returns in subsequent titles, including Mario Kart 8 Deluxe, often paired with vehicles that emphasize his robust build. In the Super Smash Bros. series, Donkey Kong debuted as a starter playable fighter in the original 1999 game for Nintendo 64, showcasing a moveset centered on his brute force, such as the Giant Punch—a charged melee attack inspired by his arcade-era punches—and the Cargo Throw, where he hurls opponents like cargo, echoing his barrel-throwing antics from the 1981 Donkey Kong arcade game. Additional moves like Spinning Kong draw from his rolling maneuvers in Donkey Kong Country, allowing him to barrel through foes while maintaining his heavyweight status across installments like Super Smash Bros. Ultimate. Other Kong family members have integrated into Nintendo's broader franchises, with Diddy Kong appearing as a playable character in the series starting with in 2007, participating in minigames and board challenges alongside Mario staples. The Kongs also make cameo appearances in (2017), including family members like Cranky Kong visible among the guests at and Peach's ill-fated moon wedding, tying into the shared universe. External collaborations extend Donkey Kong's reach, notably in the Mario & Sonic at the Olympic Games series, where he debuted as a playable in the 2007 Wii edition, competing in events like and against Sega's Sonic cast in this Nintendo-Sega partnership. On mobile platforms, Donkey Kong features in through limited-time events, such as the 2025 Donkey Kong Bananza missions that reward players with in-game statues of DK and Pauline, linking back to his core adventures. Donkey Kong Bananza (2025) further embeds the character within the Mario ecosystem via its 2-player co-op mode, where one player controls Donkey Kong and the other Pauline—mirroring cooperative dynamics from Super Mario Odyssey by the same development team—along with local and online GameShare support for shared play across Nintendo Switch systems.

Animated series and films

The first animated adaptation featuring Donkey Kong was the "Donkey Kong" segment of the anthology series Saturday Supercade, produced by Ruby-Spears Productions and airing on CBS from September 1983 to September 1984. In these segments, Donkey Kong, voiced by Soupy Sales, is depicted as an escaped circus ape who repeatedly kidnaps Pauline, voiced by Judy Strangis, prompting plumber Mario, voiced by Peter Cullen, to pursue and rescue her across various adventurous settings inspired by the original arcade game. The 17 Donkey Kong-focused episodes out of the season's 26 half-hour installments marked the character's debut in animation and introduced Mario's earliest televised portrayal. A more extensive animated series followed with , a computer-generated imagery (CGI) production that aired from August 1997 to August 2000, spanning two seasons and 40 episodes. Developed by and , and primarily animated using technology, the series was based on the 1994 of the same name and broadcast on in , Fox Kids in the United States, and various international networks. Donkey Kong, voiced by , leads his family—including Diddy Kong (voiced by Andrew Sabiston), Cranky Kong (Benedict Campbell), and Candy Kong (Louise Vallance)—against the villainous King K. Rool () and his Kremling forces in musical adventures set on Donkey Kong Island, incorporating rap-style songs and gameplay-inspired scenarios. Donkey Kong's next major animated appearance came in the 2023 The Super Mario Bros. Movie, produced by Illumination and . Voiced by , Donkey Kong serves as a secondary and eventual ally to , residing in the Jungle Kingdom with his father Cranky Kong and engaging in comedic rivalries, including a boxing match and kart race against the protagonist. The film, directed by and , grossed over $1.3 billion worldwide, highlighting Donkey Kong's role in expanding the Mario universe's cinematic appeal. As of mid-2025, reports indicate early development on a standalone Donkey Kong film by and , following a for an untitled motion picture project filed in June 2025. The project may draw inspiration from the plot of the July 2025 Donkey Kong Bananza, where Donkey Kong ventures underground to battle the villainous VoidCo corporation and recover stolen bananas from banandium mines. No release date or confirmed creative details have been announced, though it could follow the 2026 sequel to .

Printed media and merchandise

Donkey Kong has appeared in various printed media, including and novelizations that expand on the character's adventures beyond video games. In Japan, several adaptations were published starting in the 1990s, such as the 4-koma style Super Donkey Kong gag released by , featuring humorous short stories with Donkey Kong and supporting characters like Diddy Kong engaging in lighthearted escapades on Donkey Kong Island. These often drew from the series, portraying Donkey Kong as a heroic yet clumsy leader defending his banana hoard from Kremling threats. In the United States during the 1990s and early 2000s, Donkey Kong featured in , with stories like the 2000 four-page comic "Donkey Kong in When the Banana Splits," where he teams up with other characters to thwart a villainous plot involving chaotic banana antics. Additionally, German Club published multi-part in the mid-1990s, such as the 1995 adaptation of , depicting Donkey Kong and Diddy Kong's quest to recover stolen bananas in serialized adventure narratives. Novelizations and guidebooks have provided deeper lore for the Donkey Kong universe. The 1995 chapter book Donkey Kong Country by Michael Teitelbaum, published by Troll Communications, retells the game's storyline in prose form, emphasizing Donkey Kong's role as the protector of his island home and his partnership with Diddy Kong against King K. Rool's invasion, complete with illustrations capturing key scenes like barrel-throwing sequences. This was followed by sequels such as Rumble in the Jungle (1995) and Rescue on Crocodile Isle (1996), which expand the narrative with additional details on character backstories and environmental challenges in the Donkey Kong Country trilogy. For more recent releases, art books tied to Donkey Kong Bananza (2025) include concept illustrations and developer insights, showcased in publications like the September 2025 issue of Nintendo Dream magazine, highlighting redesigned character models and level designs that blend classic arcade elements with modern platforming. Merchandise featuring Donkey Kong has been a staple since the , with plush toys emerging alongside the launch in 1994. Japanese manufacturer produced early plush figures, such as the 8-inch Donkey Kong doll with posable arms for recreating game poses, which became popular collectibles emphasizing the character's muscular build and red tie. Apparel lines, including T-shirts and hats with banana motifs, followed suit through Nintendo's official partnerships, while action figures from brands like ToySite captured Donkey Kong in dynamic stances, such as mid-roll or with a barrel. Sales of these items peaked with the 2025 Donkey Kong Bananza redesign, introducing limited-edition collectibles like glow-in-the-dark figures and apparel featuring updated, more expressive designs for Pauline and Cranky Kong, available exclusively through Nintendo's online store. Trading cards and strategy guides further document Donkey Kong's world. The 1999 Japanese Donkey Kong Card Game trading card series, produced by , includes over 250 cards with character , such as Donkey Kong's strength stats and abilities drawn from , allowing players to build decks for competitive battles. Strategy guides, like the 1995 for , provide walkthroughs alongside lore snippets on Kong family dynamics and enemy weaknesses. For Donkey Kong Bananza, 2025 releases include updated trading card sets with for new characters and environments, integrated into Nintendo's promotional materials to enhance fan engagement.

Theme parks

Donkey Kong-themed attractions have been integrated into Universal Studios' areas, beginning with expansions dedicated to the subseries. At , the expansion to opened on December 11, 2024, featuring lush jungle environments inspired by the 1990s video games developed by Rare. The centerpiece is Mine-Cart Madness, a family-friendly steel rollercoaster that simulates high-speed mine cart chases through treacherous tracks, avoiding obstacles like boulders and gaps as seen in levels. Visitors can engage in interactive using Bands, which track challenges such as collecting coins and stamps while exploring the area, enhancing immersion through physical and digital elements tied to the game's mechanics. Character meet-and-greets with Donkey Kong are also available, allowing guests to interact with the ape in his treehouse setting. Universal Epic Universe in Orlando, Florida, launched on May 22, 2025, incorporating as a core part of its from day one. Similar to the version, it includes the Mine-Cart Madness rollercoaster, where riders join Donkey Kong in defending the from Kremlings by navigating dynamic track jumps and hazards. The zone emphasizes exploration with Band-enabled activities, such as key challenges and scoring systems that encourage venturing through the themed to uncover hidden elements and compete on leaderboards. Animatronic figures and environmental storytelling further bring the world to life, with Donkey Kong's treehouse serving as a central hub. In contrast, at , which debuted on February 17, 2023, currently focuses on Super Mario-themed attractions without a addition as of late 2025, though future expansions have been speculated. These implementations highlight Nintendo's partnership with Universal to translate Donkey Kong's platforming adventures into physical, participatory experiences.

Legacy

Commercial performance

The original Donkey Kong arcade game was a major commercial success, with Nintendo selling 132,000 cabinets worldwide by 1982 and generating $280 million in revenue during that period. This performance helped stabilize Nintendo's American operations and established the franchise as a key revenue driver in the early arcade market. The Donkey Kong Country trilogy, developed by Rare for the Super Nintendo Entertainment System, achieved strong sales during the mid-1990s. Donkey Kong Country sold 9.3 million units, Donkey Kong Country 2: Diddy's Kong Quest sold 5.1 million units, and Donkey Kong Country 3: Dixie Kong's Double Trouble! sold 3.5 million units. Including related titles like the series, the Rare-developed era of the franchise exceeded 20 million units sold overall. In the modern era, titles developed primarily by have continued the franchise's momentum. (including its ports) has sold approximately 4.8 million units, while Donkey Kong Country: Tropical Freeze (across and versions) has reached 4 million units as of 2018, with further growth to around 6.5 million by 2025. The 2025 release Donkey Kong Bananza for 2 sold 3.49 million units within its first few months, contributing to renewed interest. As of 2025, the Donkey Kong franchise has sold over 105 million units worldwide, reflecting sustained performance across platforms. re-releases, such as enhanced ports of Donkey Kong Country Returns and Tropical Freeze, have boosted cumulative totals by approximately 20% since 2018 by attracting new audiences and leveraging the console's install base.

Industry impact

The original Donkey Kong arcade game, released in 1981, pioneered key elements of the platformer genre by introducing jumping mechanics as a core gameplay feature for navigation and obstacle avoidance, which laid foundational principles for subsequent titles including Super Mario Bros. This innovation marked one of the earliest video game hits to blend puzzle-solving with vertical progression, influencing the shift from static arcade experiences to dynamic, character-driven platforming that defined the genre's evolution. Donkey Kong Country (1994) significantly advanced visual technology in 2D gaming by popularizing pre-rendered computer-generated sprites, which provided cinematic depth and realism on the Super Nintendo Entertainment System without requiring full 3D rendering capabilities. This technique, leveraging Silicon Graphics workstations for asset creation, influenced competitors like Naughty Dog's Crash Bandicoot series, which adopted similar pre-rendering approaches to achieve high-fidelity visuals on comparable hardware. Nintendo's management of the Donkey Kong intellectual property has exemplified strategies for reviving dormant franchises, as seen in the 2025 release of Donkey Kong Bananza for the Nintendo Switch 2, developed by the team behind to reinvigorate the series with modern 3D platforming after years of limited mainline entries. Crossovers in titles such as Super Smash Bros. and have further sustained the franchise's relevance by integrating its characters into broader ecosystems, ensuring ongoing engagement without standalone sequels. The arcade success of Donkey Kong provided crucial financial backing for 's expansion into home consoles, directly funding the development and launch of the Family Computer (Famicom) in 1983 as the company's entry into the consumer market. Later, (2004) innovated input methods by requiring the DK Bongos peripheral for rhythm-based controls, where players clapped and drummed to propel Donkey Kong through levels, pioneering motion and percussion integration that anticipated broader peripheral-driven gameplay in 's portfolio.

Cultural influence

Donkey Kong has permeated popular culture through the iconic phrase "It's on like Donkey Kong," which originated from the intensity of the 1981 arcade game's barrel-throwing challenges and gained widespread use in the 1980s arcade scene before being popularized by rapper in his 1992 song "Now I Gotta Wet 'Cha." Nintendo officially trademarked the phrase in 2010, cementing its association with the franchise. The character and gameplay elements have been parodied in animated television shows, including episodes of where reenacts Donkey Kong scenarios or creates shadow puppets of the ape, and , which features skits like bonding with his son by simulating the original arcade game's levels. In internet culture, the "" from (1999) has become a staple due to its humorous, character-introducing lyrics, often remixed and shared ironically across platforms since the early 2000s. The barrel-rolling mechanic from the original game has also entered gaming lore as a symbol of classic arcade frustration and ingenuity, frequently referenced in discussions of early design. Donkey Kong represents Nintendo's foundational arcade era, marking the company's breakthrough in the with its debut and introducing enduring characters like (originally Jumpman). His visibility surged with his antagonistic role in the 2023 animated film , voiced by , which grossed over $1.3 billion and introduced the character to new audiences. The 2025 release of Donkey Kong Bananza for Nintendo Switch 2 further amplified this, sparking surges in fan art on platforms like and at conventions, with players sharing custom creations from the game's "DK Artist" mode. The franchise received formal recognition with the original Donkey Kong arcade game's induction into the World Video Game Hall of Fame in 2017, honoring its cultural and historical significance. Its soundtracks, particularly from the Donkey Kong Country series, have been celebrated in events, including orchestral performances at concerts like Symphonic Legends, highlighting their innovative use of real instruments in composition.

References

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