Community Discord: / discord If suspense had a theme song... Sheesh, Kirkhope wasn't messing around when he made this one. Nothing but tension until the device is finally defused. Let me know what you think in the comments!
Bad news, K. Rool has finally fixed his Blast-O-Matic after that gruesome crash. With the blueprints you managed to collect I should be able to stall the charge but it won't last forever, you have 40 minutes to turn it off. Hurry Kongs or else you won't have a home to return to.
@@cadpigIover 50 minutes if you get all of them. There are 40 Blueprints, spread across the 7 main worlds and D.K. Isles with 5 Kongs each, plus the 10 minutes you start with.
Some day I was playing it without knowing this, and I had almost all blueprints but I didn't give them (only from Jungle Japes), so... "you have 10 minutes to turn it off." :')
That is not what he says, what he actually says is: "Here's the deal Kong...The blueprints you've collected have a allowed me to delay the blast-o-matic firing sequence for (...) minutes. Find and deactivate the machine in the main cavern. Hurry, or you won't have an island to go back to!
Honestly, the moment of Hideout Helm that absolutely seals the deal of setting the mood is that this theme keeps playing as you’re selecting your Kong in the Tag Barrel. No more fun and games. No room to screw up. No turning back. If that timer hits zero, you lose and DK Isles get blown to pieces. If there was ever a time to get serious, it’s now. One of my absolute all-time favorite levels in gaming.
That ticking clock adds a lot of tension to the song, with all of that "stop the ultimate weapon before it fires and destroys the monke island" thing this level has
As much as K Rool's willing to harm his folower to make sure the blast-o-matic is repaired, the capstone of this, in the pre-Hideout Helm cutscene, where he insists on firing the Blast-O-Matic despite his engineers insisting that it hasn't been properly safety-tested and could blow them all to smithereens, is actually the entirely correct, if extremely reckless, decision to make in that context, as the Kongs are breaking into the Kremlings' base of operations *literally at that very moment.* There is _no more time_ for preparations or fine-tuning. K. Rool's only two options at that point are to proceed straight to endgame regardless of the risks, or to watch his Evil Plan be torn to pieces.
It also illustrated how unhinged K.Rool has finally become. He's had enough, and is willing to risk in destroy his own island and himself to get DK and his crew. Really shows even goofy villains like him have a very dark and creepy side. This "final" stage really feels dark for a DK game.
I love this song, it makes me feel like I've uncovered a hidden locked off area hiding a dark secret that I have to uncover before the place destroys my home.
Been a while since a cover has given me goosebumps, but this one did, the ticking clock at the start, with the wailing strings, into that first dum-dum. Perfect tension and mood setter. Superbly done.
@@franciscojaviermendezrinco1902 Might be hard without Rareware, seeing as most of the original staff are at PlayTonic now. The Rareware now isn't the same one it was.
Watching all of these guys walk together makes me wonder how the game would've played had it been designed like DKC games, tagging each other on-the-go, and using tag barrels to recover characters (one hit health) Moves that separate you from other Kongs (Tiny's hair twirl, Lanky's hand stand, etc) could be explained by monkey-see-monkey-do behavior, where the one who CAN do it must do it first, the others will help each other to reach you :) Could've made a more cohesive experience with this, and would've been fun seeing an AI personality for each Kong maneuver the world alongside ya
I swear, anytime I've played this level, I tense up and feel like the stakes have never been higher in a video game. :O It's all in the song. Grant Kirkhope knew how to heighten the atmosphere of a game to a whole new level.