| Donkey Kong 64 | |
|---|---|
Collector's Edition North American box art | |
| Developer | Rare |
| Publisher | Nintendo |
| Director | George Andreas |
| Producer | Shigeru Miyamoto |
| Programmer | Chris Sutherland[3] |
| Artist | Mark Stevenson |
| Composer | Grant Kirkhope |
| Series | Donkey Kong |
| Platform | Nintendo 64 |
| Release | |
| Genres | Platform,action-adventure[4][5][6] |
| Modes | Single-player,multiplayer |
Donkey Kong 64 is a 1999platform game developed byRare and published byNintendo for theNintendo 64. It is the firstDonkey Kong game to feature 3D gameplay. As the gorillaDonkey Kong, the player explores themedlevels to collect items and rescue his kidnapped family members fromKing K. Rool. The player completesminigames and puzzles as five playable Kong characters—each with their own special abilities—to receive bananas and other collectibles. Inmultiplayer modes, up to four players can compete indeathmatch andlast man standing games.
Rare began working onDonkey Kong 64 in 1997, following the completion ofDonkey Kong Country 3 (1996). A 16-person team, with many recruits from Rare'sBanjo group, conceived it as a2.5D platformer similar toCountry before reworking it into a more open-ended game using theengine fromBanjo-Kazooie (1998). It was the first of two games to require the Nintendo 64Expansion Pak, an accessory that addedmemory resources.Grant Kirkhope composed the soundtrack, which includes acomedy hip-hop song, the "DK Rap", that features in the introduction.
Donkey Kong 64 was released in North America in November 1999 and worldwide in December. Nintendo backed the release with aUS$22 million marketing campaign that included advertisements,sweepstakes, and a national tour.Donkey Kong 64 received acclaim and was Nintendo's bestseller during the 1999holiday season, selling 5.27 million copies worldwide by 2021. Reviewers praised the exceptional size and length, but criticized its camera controls and emphasis on item collection and backtracking. Some cited its gameplay and visual similarities toBanjo-Kazooie as a detriment. Critics saidDonkey Kong 64 did not match the revolutionary impact ofDonkey Kong Country but was still among the Nintendo 64's best 3D platformers. It won the 1999E3 Game Critics award for Best Platform Game and multiple awards and nominations from magazines.
Donkey Kong 64 was rereleased on Nintendo'sWii U Virtual Console in 2015. It was Rare's finalDonkey Kong game before its acquisition byMicrosoft in 2002, the last majorDonkey Kong game untilDonkey Kong Jungle Beat (2004), and the franchise's only 3D platformer untilDonkey Kong Bananza (2025). Retrospective reviews ofDonkey Kong 64 were mixed; critics considered it emblematic of the tedium in Rare's "collect-a-thon" adventure platformers. It has been blamed for precipitating 3D platforming's decline in popularity for its excessive emphasis on collecting items, while the "DK Rap" garnered infamy as one of the worst songs in a video game.[7]

Donkey Kong 64 is a 3Dplatformer in which the player, asDonkey Kong andhis friends, explores an island and collects items to progress throughminigames and puzzles.[8][9] The game follows atraditional storyline for the series:King K. Rool and his reptilianKremlings invade the idyllic DK Isle and kidnap Donkey Kong's friends, planning to power up their Blast-O-Matic weapon and destroy the island.[8][10] After a tutorial, the player embarks as Donkey Kong to rescue the others from their kidnappers and stop K. Rool's plan.[9] While exploring the in-game world and completing puzzle minigames, the player collects two types of bananas: colored bananas, which are color-coded differently for each Kong character, award the player with banana medals and can be traded for access to each world'sboss fight; and golden bananas, a certain number of which are required to unlock each new in-game world.[10]
Most of the puzzles are simple and involve rearranging items, manipulating switches and tiles, or matching items as in the gameConcentration. Minigames include races,minecart rides, and barrels that shoot the characters asprojectiles. There are five such golden banana-rewarding objectives for each of five playable characters across eight themed worlds—200 goals in total, in addition to a connectingoverworld.[9] The worlds' themes include underwater, forest, jungle, and industry.[8][10] Unlike priorDonkey Kong games, the objectivescan be completed in any order.[11][10] The player canfast travel between sections of thelevel with designated warp pads and can swap between characters in designated swap barrels.[1][12] The player collects banana coins, which can be spent to unlock new weapons and abilities, and other collectibles such as weapon ammunition and blueprint puzzle pieces. As in other Rare games, the player often encounters an impasse such as an indestructible object or out-of-reach area, and must acquire a new ability with which to eventually backtrack and resolve it.[9]
Donkey Kong's kidnapped friends become playable characters after being rescued.[13] Each of the five characters begin with basic abilities and can purchase additional, unique abilities fromCranky Kong as the game progresses, which are necessary to solve certain puzzles. For example, Donkey Kong can operate levers,Chunky Kong can lift rocks,Tiny Kong can crawl through holes,Diddy Kong can fly, andLanky Kong can float.[14] The characters each use unique projectiles and musical instruments. For example, some doors can be opened only with Donkey Kong's coconut projectiles and others can be opened only with Diddy Kong's guitar. There are more special abilities than face buttons on the controller, so button combinations are needed to trigger some abilities. Combinations also trigger special modes, including alternative camera angles, a sniper mode, and a snapshot mode which unlocks more in-game secrets. Playable versions of the originalDonkey Kong (1981) andJetpac (1983) are hidden within the game, and playing through them is required to finish the story.[9] The player-character can also transform into animals, such as Rambi the Rhino and Enguarde the Swordfish, who recur from earlier series games.[15] Optional hardware support includes awidescreen mode[8] andRumble Pak compatibility.[16]
A separate multiplayer mode has six[17] minigames for two to four players.[8] Monkey Smash is an open arena,deathmatch-style minigame in which up to four players find ammo and use their respective projectile weapons from the single-player game to damage other players before losing all their ownlives. Battle Arena is a king-of-the-hill minigame in which players use weapons and explosives to knock each other off the edge of a platform.[9] Each mode has several sub-types in which players can compete based on time or score.[16]
The British studioRare, which created the successfulDonkey Kong Country games for theSuper Nintendo Entertainment System in the mid-1990s, developedDonkey Kong 64,[18] withGregg Mayles leading the effort.[19] Development began in 1997, shortly after the completion ofDonkey Kong Country 3: Dixie Kong's Double Trouble! (1996).[20] It was originally reported as an intended release on theNintendo 64's64DD add-on,[21][22][23] but transitioned to cartridge while the 64DD was delayed and eventually canceled.[24] Rare artist Carl Tilley disputed the possibility of a 64DD release, recalling toDid You Know Gaming? that "Rare [management] wouldn't have wanted to release on the DD. Hardware sales dictated where best to sell the game."[25]Time Extension argued that early reports of a 64DD release were "a mistake, a mistranslation, or simply talks between upper management."[25]Grant Kirkhope stated thatProject Dream was the 64DD title being developed by Rare at the time, notDonkey Kong 64.[25] A team of 16 people worked on the game across three years, and an additional eight members assisted in its later stages.[2][20] George Andreas served as the project's director.[26]
Rare conceivedDonkey Kong 64 as a linear,2.5D platform game similar to theDonkey Kong Country games. The Nintendo 64 was still new, and at the time Rare did not have a commongame engine. The linear version was developed for around 18 months before it was eliminated in favor of a more open-ended approach similar to Rare's 1998 gameBanjo-Kazooie (1998).[20] Many developers transitioned from theBanjo team,[27] and the final version was built atop theBanjo game engine.[19]
The character models were designed and animated from scratch. Rare was unable to reuse the models from theDonkey Kong Country series, where they had beenpre-rendered and modeled withNURBs usingPowerAnimator;Donkey Kong 64's real-time 3D graphics could only use polygons, so the team used a new tool, Gamegen. The pre-rendered models were used as reference for the polygon models and textures, such as for the interior of the Kongs' mouths.[28] Though the real-time graphics prevented Rare from reproducing the level of detail seen in theDonkey Kong Country series, they allowed for more expressive characters.[20] Rendering satisfactory models proved challenging; lead artist Mark Stevenson noted that "Being able to see this character from any angle, you'd make an animation, put it in the game, and you'd think it looked good side-on, but awful from every other angle!"[26]

The strong emphasis on collectibles was a design choice made at the request of Rare co-founderTim Stamper to distinguishDonkey Kong 64 fromBanjo-Kazooie. According to director George Andreas, "I'd always go back to him and say 'Here's some' and he'd go 'No, more things'".[26] Retrospectively, Andreas commented that he should have reined himself in; particularly, he would have liked to unify the color-coded banana system. Rare attempted to differentiateDonkey Kong 64 fromBanjo-Kazooie through its variety of playable characters, cinematic set-pieces, and bombasticboss battles. According to Andreas, Donkey Kong creatorShigeru Miyamoto was appalled when he saw Donkey Kong shoot a realisticshotgun used as a placeholder during a pre-release demonstration, and quickly sketched the coconut gun used in the final game.[26]
A removed feature, "Stop 'N' Swop", allowed data to be transferred fromBanjo-Kazooie toDonkey Kong 64 to unlock in-game bonuses.[29] During development, Rare discovered the Nintendo 64'smemory retained data for several seconds after a cartridge's removal. They implemented ahot swapping feature whereby removing theDonkey Kong 64 cartridge and quickly inserting theBanjo-Kazooie cartridge, while the data of the former was still in memory, would unlock bonus content. Nintendo requested Stop 'N' Swop's removal when Rare submittedDonkey Kong 64 for approval. Nintendo was concerned the Nintendo 64 would not reliably retain the data for long enough for the feature to work and that it could potentially damage consoles.[30][31] Specifically, Nintendo 64 models produced afterBanjo-Kazooie's release reduced the amount of time the console retained memory, making Stop 'N' Swop nearly impossible to activate as intended.[29]
Donkey Kong 64 was the first of two games[32] to require the Nintendo 64'sExpansion Pak, the other beingThe Legend of Zelda: Majora’s Mask. The expansion pack is a consoleRAM upgrade bundled with the game.[8] The Expansion Pak was previously used to power optional higher-resolution graphics, but in the case ofDonkey Kong 64, it was marketed as improving the frame rate and rendering of objects at a distance.[33] Chris Marlow, who was working onConker's Bad Fur Day (2001) at the time, claimed that Rare could not resolve a bug that occurred without the Expansion Pak and thus they were forced, at great expense, to bundle the game with the memory upgrade.[34] However, Stevenson called Marlow's story a "myth" and said that the decision to use the Expansion Pak was made early. Though such a bug did exist toward the end of development, according to Stevenson, the Expansion Pak was not the solution for the problem and it was not introduced for that reason.[28] According to Stevenson, the Expansion Pak was used to power the dynamiclighting system.[35] Nintendo stated that the choice to bundle, rather than selling the accessory separately, would avoid consumer confusion.[36]

Grant Kirkhope composed the soundtrack, whichNintendo Life described as closer in spirit toBanjo-Kazooie than toDavid Wise'sDonkey Kong Country soundtracks.[37] However, Kirkhope commented that he tried to retain the darker, atmospheric tone that Wise brought toDonkey Kong Country, and included a remix of Wise's "DK Island Swing".[26]Donkey Kong Country 3 composerEveline Fischer was originally assigned toDonkey Kong 64; Kirkhope became involved after he was asked for assistance, and he provided Donkey Kong's voice.[38]
The "DK Rap", which introduces the Kong character abilities, was conceived and written by Andreas, scored and recorded by Kirkhope, and performed by Andreas andChris Sutherland.[3][39] It was intended to be a lighthearted joke, although critics interpreted it as a serious songwriting attempt.[26][3][40]Nintendo of America ran a "DK Rap" contest in which fans record their own version of the rap to win prizes including a trip to its headquarters.[41]
Rare announcedDonkey Kong 64 with a single screenshot on its website[1] and coverage in the January 1999 issue ofNintendo Power.[42]Electronic Gaming Monthly wrote that the game was in production for over 2 years by the time it released,[2] andIGN noted that it debuted in playable form atE3 1999.[43] It was also demonstrated at Nintendo's 1999 trade showSpaceworld.[44]Donkey Kong 64 was expected to be a bestseller, as the console's "crowning achievement" in graphics and sound.[45][46]

Donkey Kong 64's sizableUS$22 million marketing campaign doubled the typical budget for a major Nintendo release. The campaign included a 60-second commercial played at over 10,000 movie theaters during the holiday season, and additional advertisements via billboards, print, and radio.[2] A promotional "The Beast Is Back" tour brought a truck outfitted with Nintendo games across the United States,[47] and a separate sweepstakes between the series andDr Pepper was advertised insupermarkets. Nintendo projected sales of 2.5 million copies within one year,[33] and later that year increased the number to 4 million copies (1.5 million more than forThe Legend of Zelda: Ocarina of Time), including 1 million of the translucent green Nintendo 64 bundles.[2] Polled retailers expectedDonkey Kong 64 to be the top console game sold during the 1999 holiday season.[48] It had littleholiday season competition from Nintendo, as Nintendo had moved releases includingMario Party 2,Perfect Dark, andPokémon Stadium into the next year.[15][2]
Rare and Nintendo releasedDonkey Kong 64 in North America in November 1999,[2][15] and a worldwide release followed the next month.[1][49] Nintendo offered a special bundle of the game and console, including a banana yellow-colored game cartridge, its required Expansion Pak, and a transparent green "Jolly Rancher-style" Nintendo 64 console.[2][1][16]
In April 2015,Donkey Kong 64 was digitally rereleased as one of the first Nintendo 64 games added to Nintendo'sWii U Virtual Console catalog.[50][51] This was the game's first rerelease, as it had not appeared on theWii Virtual Console.[52][53] Why it was never released on the Wii Virtual Console is unknown,[53] althoughNintendo World Report speculated that it may have been related to the fact that it contains both the original arcadeDonkey Kong (which was already available on the Virtual Console) andJetpac (which Nintendo does not hold the rights to) as playable bonuses.[54]
| Aggregator | Score |
|---|---|
| Metacritic | 90/100[55] |
| Publication | Score |
|---|---|
| AllGame | 4.5/5[15] |
| Edge | 8/10[56] |
| Famitsu | 33/40[49] |
| GameFan | 7/10[57] |
| GamePro | 5/5[12] |
| GameSpot | 9/10[8] |
| IGN | 9/10[9] |
| N64 Magazine | 93%[1] |
| Next Generation | 4/5[13] |
| Nintendo Life | N64: 7/10[37] Wii U: 7/10[10] |
| Nintendo Power | 8.6/10[17] |
| The Cincinnati Enquirer | 3.5/4[4] |
| Publication | Award |
|---|---|
| E3 1999Game Critics Awards | Best Platformer[19] |
| Nintendo Power Awards (1999) | Best Overall Game, Best N64 Game, Best Adventure Game, Best Graphics, Best Music, Best Sound[58][59] |
Donkey Kong 64 received "universal acclaim", according to video gamereview aggregator websiteMetacritic.[55] It became the Nintendo 64's top seller during the 1999 holiday season and Nintendo's chief defense against competitorSega's introduction of itsDreamcast console.[60] As a bestseller,Donkey Kong 64 joined Nintendo's "Player's Choice" game selection, where high sales continued through the next holiday season.[61] Cumulative worldwide sales were 5.27 million,[62] including more than 2.3 million copies in North America by 2004.[63] It won the 1999E3 Game Critics award for Best Platform Game,[19] and several annual awards fromNintendo Power, including best overall game of 1999.[58][59] TheAcademy of Interactive Arts & Sciences nominatedDonkey Kong 64 for "Game of the Year" and "Console Game of the Year" during the3rd Annual Interactive Achievement Awards (now known as theD.I.C.E. Awards).[64][65]GamePro named it an "Editor's Choice".[12]IGN describedDonkey Kong 64 as the biggest and most ambitious Nintendo 64 game as of its release, but very similar toBanjo-Kazooie in its platforming and puzzle design.[9] Similarities between the two games was a common refrain.[1][13] Overall, reviewers were more impressed by its visuals than by its other elements, such as gameplay.[66][9]
Reviewers criticized the emphasis on collecting items and backtracking[32][a]—"an interactiveegg hunt".[13] This had become a trend in Rare's games, andDonkey Kong 64 followed the "predictable formula" of making players collect multiple sets of items and in full for a special ending.[66]Next Generation noted Rare's propensity for backtracking.[13]GameSpot more diplomatically assumed that players who liked collecting items would be titillated by itsreplay value, and those who did not would be frustrated by its chores.[8]The Cincinnati Enquirer applauded the minigames as a "welcome diversion [which] add to the fun of an already massive adventure", and which are so good they would have worked as their own released games on previous-generation consoles.[4]EGM said the puzzles and minigames are fun the first time through, but they quickly become worn when replayed with increasingly tighter time restrictions.[66]GameSpot, however, considered parts ofDonkey Kong 64's gameplay "cerebral", requiring the consideration of several simultaneous tasks to solve later puzzles.[8] Already familiar with concepts borrowed fromSuper Mario 64,Ocarina of Time, andBanjo-Kazooie, critics considered the player's tasks less innovative or interesting to decipher.[15][9] In retrospective reviews,Nintendo Life described the chore of collecting objects "excessive" and repetitive. They suggested that backtracking, for instance, could be reduced by letting the player switch between characters at any time.[10][37]
The size and length were frequently noted.[1][9][17][12][13][37] With an estimated 30 hours in basic gameplay,[2][1][10]IGN called it Rare'sWar and Peace.[9]GameFan wrote that "big" is an understatement, and "the adventure found within is mastodonic".[57] Writers fromAllGame andEGM became frequently lost or distracted in its world.[15][66] The ingenuity of the boss battles, particularly the final battle against K. Rool, was highlighted,[1][66] although the story's ending disappointedEGM.[66] Reviewers found little entertainment in the multiplayer mode but praised the gameplay variety between the five characters.[8][9] The controls also frustrated reviewers, between slow movement speed and camera angle issues.[15][1][8][17][66] For example, characters who become unresponsive during their attack animations are vulnerable to encroaching enemies.[66]Edge wrote that the lack of camera improvements overBanjo-Kazooie was inexcusable.[56]
Even with the RAM expansion for graphics,Donkey Kong 64's visuals were only found marginally—if at all—better than that of its contemporary games, such as the previous year'sBanjo-Kazooie.[15][8][9][66]IGN avowed thatDonkey Kong 64 was not as pretty asBanjo-Kazooie, especially in its water and backgrounds, though it still ranked among the console's prettiest games because the setting is barren and nondescript at first, and only later introduces lighting effects and richer textures.IGN hoped for more from Rare, praising the particle effects (such as in the desert wind), but considering its dynamic lighting overused.[9]N64 Magazine said the enhanced effects were most often used for decoration, though they also played some role in puzzles based on illuminating paths.[1] Graphical difficulties were reported even with the extra memory, such as frame rate slowdowns and distant features not appearing in any detail, though overall they commended the graphical flourishes.[8][9]GameSpot also saw a lack of variety in the environment.[8]
The characters were praised for their personalities, animations, and portrayal of Rare's signature humor.[15][37][57][12][9] Several reviewers noted the personalities shown in character animations.[9][12][57]IGN considered the characters less baffling than those of other Rare games, and sometimes funny.[9]GameFan found that the addition of the three new playable characters to the series offered little personality that would be missed.[57]
IGN said that the music was less clever thanBanjo-Kazooie's, but Kirkhope's soundtrack still delivered a variety of moods[9] and fit the setting.[10] Aural clues in the surround sound and the quality of the underwater effects impressedGameSpot.[8] Reviewers criticized the opening "DK Rap"[32] as "embarrassing"[1] and among the worst video game music.[9]GamePro said it was humorous but lowbrow.[12] Eight years later,Nintendo Life said the song was "loved by some, loathed by others", similar to the game itself.[37]
The consensus was thatDonkey Kong 64 lacked the revolutionary potential ofDonkey Kong Country but was of a sufficient high quality to sell well during the holiday season.[8][9][66]The Cincinnati Enquirer described its platform style as coupled with many others, such asSuper Mario 64,Banjo-Kazooie, andJet Force Gemini (1999): "Replace the story line, the graphics and a couple of gameplay elements and you basically have the same game". Nonetheless, he said "its mastering of elements that have been done to death may be just the spark needed" to evolve the genre in games released in later years, celebrating its gameplay as addictive and some of the best on the Nintendo 64.[4] Though hyped fans would be disappointed,IGN said thatDonkey Kong 64 remains an excellent and expansive platformer with an overwhelming amount of things to do.[9]GameFan, on the other hand, was most disappointed by how it "truly offers nothing new" and compared its monotony and repetition with the 1999 filmEyes Wide Shut: "a big bloated project with not enough brilliant moments to justify the numbness ... [of] sitting through the whole thing", it "fails to live up to the Rare name".[57]Donkey Kong 64's 3D platforming was commonplace by the time of its release and, according toGameSpot, would have fared better as a Nintendo 64launch game.[8] With its competition considered,Daily Radar wrote thatDonkey Kong 64 was simply the best 3D platform game on the console.[5]Edge qualified this thought:Donkey Kong 64 was the closest any third-party developer had come to outdoing Nintendo's mastery of game structure and was "a fine effort ... in its own right", but its gameplay was derivative and unimaginative compared to the freedom and flexibility of Nintendo'sSuper Mario 64.[56]
In a retrospective review,Nintendo Life found the Wii U controller an easy substitute for the Nintendo 64's controls.[10]
Rare's 3D platformers became notorious for their emphasis on collecting items, andKotaku rememberedDonkey Kong 64 as "the worst offender" with hundreds of color-coded bananas.[27] Other retrospective reviewers agreed.[67][68][69]Electronic Gaming Monthly wrote: "As ...Super Mario 64 breathed life into the 3D platforming genre,Donkey Kong 64 sucked it all out" and solidified Rare's reputation for making "collect-a-thon" games.[70] The indie developer behindA Hat in Time, a spiritual successor toBanjo-Kazooie, blamedDonkey Kong 64 for the "collect-a-thon platform adventurer" genre's decline in popularity.[71][72] The game holds aGuinness World Record for most collectible items in a platform game.[73]
Retro Gamer andGame Informer both remembered the reception as "mixed",[19][74] in consideration of its similarities withBanjo-Kazooie and lack of genre-pushing changes.[19] Despite positive reviews,Donkey Kong 64 and Rare's subsequent Nintendo 64 games did not receive the acclaim of their previous releases. Rare was acquired byMicrosoft in 2002,[75] leavingDonkey Kong 64 as Rare's finalDonkey Kong game.Donkey Kong did not receive another major installment untilDonkey Kong Jungle Beat (2004) five years later,[76] andDonkey Kong 64 remained the franchise's only 3D platformer untilDonkey Kong Bananza (2025).[77]Electronic Gaming Monthly noted at the game's launch, that the Nintendo 64 was approaching the end of its lifecycle, as gamers turned their sights to the SegaDreamcast and SonyPlayStation 2.[2]IGN later namedDonkey Kong 64 as worthy of aremake for theNintendo 3DS handheld console.[78] In 2009,Official Nintendo Magazine placed the game 89th in a list of the best Nintendo games, calling it "a forgotten classic".[79]
The "DK Rap" is still remembered for its negative reception,[7] but enjoyed an upswing in popularity more than a decade after its release[3], as anInternet meme. Sutherland believes this happened because those who played the game as children had realized the song was meant to be taken as a joke, not a serious songwriting attempt.[26] Similarly, Kirkhope commented that "it's a bit likeABBA, the way they've kind of come back into fashion over the years".[3] Renditions of the "DK Rap" appeared inSuper Smash Bros. Melee (2001) andDonkey Konga (2003).[80] In 2017, Kirkhope composed a similar rap forYooka-Laylee, a platform game made in homage to Rare's works.[81] The rap plays during Donkey Kong's introduction inThe Super Mario Bros. Movie (2023), included at the behest of Donkey Kong's voice actorSeth Rogen. Kirkhope was flattered by the song's inclusion but disappointed he did not receive credit; the film simply credits it as originating fromDonkey Kong 64.[82][83]
It also gained criticism for the DK Rap, the song that played at the start of the game. Some of the criticism was levelled at it for using the word "hell" in its lyrics, even though the game was rated E for Everyone in North America. Most, though, criticised it for being a rubbish song.
When we think of all-time terrible moments in gaming, the entire majesty that was the DK Rap most certainly comes to mind.
But the biggest addition to Kongs style was likely the unforgettably bad DK Rap from the start of the game.
The 'Donkey Kong Rap' is probably the worst rap songs ever written, but you know you still love it. It's rap from the 90's, what do you expect?
Although quite a few games were released in theDonkey Kong franchise afterDKC3, none of them were in the same vein (or series) asDonkey Kong Country.Donkey Kong 64, a pseudo-sequel to the SNES games, delivered aSuper Mario 64 style 3D platformer with plenty of collectables ...