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Donkey Kong

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

Donkey Kong

8 sections
  • Donkey Kong is a video game franchise, and even its name was a small piece of design. Shigeru Miyamoto chose donkey to suggest stubbornness and kong to hint at a gorilla. The ape he built around that name began as a villain, and for years he stayed one. By 2021 the series had sold more than 65 million copies for Nintendo. It reached that mark even though the company shelved the character more than once. This documentary follows the gorilla across more than four decades. How did a single arcade game grow into a franchise with cartoons, theme parks and Lego sets? Why did Nintendo set the character aside twice? And who finally turned the villain into a hero?

  • The 1973 oil crisis raised the cost of manufacturing toys, and that nudged Nintendo toward arcade games. Taito's Space Invaders, released in 1978, showed where the money was. Until then Nintendo had built its business on toys and playing cards. In 1980 it released Radar Scope, a shoot 'em up in the Space Invaders mold. It flopped. The failure pushed the newly established Nintendo of America into a financial crisis.

    Minoru Arakawa, who founded the American arm, turned to his father-in-law, Nintendo CEO Hiroshi Yamauchi. He asked for a new game that could put the unsold Radar Scope cabinets to use. Most of Nintendo's top developers were busy elsewhere. The job landed on Shigeru Miyamoto, who had never designed a game before.

    Gunpei Yokoi supervised Miyamoto, who first sketched a love triangle starring Bluto, Popeye and Olive Oyl. Then a licensing deal between Nintendo and King Features fell through. Bluto became a gorilla, an animal Miyamoto described as "nothing too evil or repulsive". Popeye turned into Mario, the new hero, and Olive Oyl into Pauline, the damsel in distress. Miyamoto pointed to the fairy tale "Beauty and the Beast" and the 1933 film King Kong as influences.

    The finished game sends the player up a construction site as Mario to rescue Pauline, and it ranks among the earliest platform games. Earlier games in the style centered on climbing. Miyamoto put the weight on jumping over obstacles and across gaps. He pictured a playable comic strip that unfolded over several levels, each with its own scenario. Most arcade games of the day repeated a single scenario. Because he could not program, Miyamoto asked technicians whether his ideas were feasible. Four programmers from Ikegami Tsushinki then spent three months building the game.

    Miyamoto's team was told the game would fail. When it arrived in July 1981, it became Nintendo's first major international success instead. A windfall of $280 million rescued Nintendo of America and made the company a prominent name in the United States. In 1982 a Game & Watch version appeared, and Nintendo licensed the game to Coleco for home console ports. Across all platforms it grossed $4.4 billion, which places it among the highest-grossing games ever.

    Also in 1982, Universal City Studios sued, claiming that Donkey Kong violated its trademark of King Kong. Nintendo's lawyer, Howard Lincoln, found the flaw in that argument. Universal had won a 1976 lawsuit by declaring that King Kong was in the public domain. The case collapsed. Miyamoto's creation had survived its first legal fight, and a sequel would soon bring a second.

  • Donkey Kong Jr. arrived in 1982, assembled from mechanics and levels that had not fit into the first game. Miyamoto wanted the gorilla himself as the hero. The sprite was too big to move around easily, so he invented a new character, Donkey Kong Jr. The team still wanted the big ape at the top of the screen. They wrote a plot in which Mario cages him and his son must set him free. Nintendo reverse-engineered Ikegami's code to make it, so this was its first game built without outside help. After release, Ikegami sued for copyright infringement. In 1990 the Tokyo High Court sided with Ikegami, and the two companies reached a settlement.

    Sega won a license to make a game starring a playable Donkey Kong as a parking attendant. A management buyout from Gulf and Western Industries in 1984 killed the project. Donkey Kong entered a long hiatus while the spin-off Mario franchise thrived on the NES and made Mario Nintendo's mascot. The gorilla survived only in cameos in unrelated games.

    The first game's tenth anniversary approached in 1991, and Nintendo staff began discussing a revival. They could not start a new game then, so they made Donkey Kong Jr. a playable character in Super Mario Kart in 1992. The talks bore fruit in 1994 with a Game Boy title simply called Donkey Kong, the first original entry in ten years. It opens as a remake of the 1981 game, then adds more than 100 puzzle-platforming levels. These borrow ideas from Donkey Kong Jr. and Super Mario Bros. 2 from 1988.

    The 1987 Official Nintendo Player's Guide advertised a Donkey Kong revival called Return of Donkey Kong, which was never released for the NES. In the early 1990s Philips licensed five Nintendo characters, Donkey Kong among them, for the CD-i format. Riedel Software Productions worked on a CD-i game between 1992 and 1993 before it was canceled. A 2020 leak of Nintendo data included a Yoshi's Island prototype with a hero resembling Stanley and the title Super Donkey. That hints that Yoshi's Island began life as a Donkey Kong game.

  • Around 1992 the British developer Rare, founded by the brothers Tim and Chris Stamper, bought Silicon Graphics Challenge workstations running Alias rendering software. The purchase let the studio render 3D models, and it made Rare the most technologically advanced developer in the UK. Rare first tried the technology in a boxing game. Meanwhile Nintendo was locked in a console war with Sega, whose Genesis rivaled the Super Nintendo. Sega had Aladdin from 1993, with graphics by Disney animators, and Nintendo wanted an answer. Howard Lincoln, by then a Nintendo of America executive, heard about Rare's experiments during a trip to Europe.

    A demonstration impressed Nintendo, and Tim Stamper proposed a platform game built on pre-rendered 3D graphics. Nintendo let the Stampers use the Donkey Kong property. Accounts differ on who asked. Some sources say the Stampers requested it, while the designer Gregg Mayles recalled that Nintendo made the request. Either way, Nintendo saw little risk because the franchise was dormant. The resulting game, Donkey Kong Country, scrolled sideways in a style Mayles based on the Super Mario series. It was the first Donkey Kong game that Miyamoto neither directed nor produced, though he offered support and design ideas.

    Rare used a compression technique to turn 3D models into SNES sprites with little loss of detail. That made Donkey Kong Country one of the first games on a mainstream home console to use pre-rendered graphics. The series had little established universe, so Rare could freely expand it. After 18 months of development, the game came out in November 1994 and critics hailed its visuals as groundbreaking. It sold 9.3 million copies and became the third-bestselling SNES game. Miyamoto felt Rare had "breathed new life into" the franchise and had shown it could be trusted with it. Nintendo then bought a large minority stake in Rare.

    Donkey Kong Country 2: Diddy's Kong Quest followed in 1995, with Diddy rescuing a kidnapped Donkey Kong. Mayles gave it a pirate theme, reflecting his fascination with pirates. It was less linear and harder than the first, and it became the sixth-bestselling SNES game. Then the team split in two. One half made Donkey Kong Country 3: Dixie Kong's Double Trouble! in 1996, with 3D-esque gameplay and role-playing elements inspired by Zelda. It arrived late in the SNES lifespan and after the Nintendo 64 launched, yet it sold well.

    Rare also shrank the series for handhelds. Separate teams made Donkey Kong Land in 1995, Land 2 in 1996 and Land III in 1997 for the Game Boy. The programmer Paul Machacek persuaded Tim Stamper that building Land as an original game would use resources better than a port. Rare also built a tech demo for a Virtual Boy Donkey Kong game, but the system's commercial failure ended it.

    Diddy Kong Racing, a kart racer, was Nintendo's major product for the 1997 Christmas season on the Nintendo 64. Rare had planned it as a sequel to its NES game R.C. Pro-Am from 1988, then added Diddy to make it easier to sell. It earned favorable reviews and sold 4.5 million copies. Banjo the Bear and Conker the Squirrel appeared in it before starring in their own franchises.

    Work on Donkey Kong 64 began in 1997. Rare imagined a linear game like the Country series, but after 18 months switched to a more open design using the engine from its 1998 game Banjo-Kazooie. The move to 3D was hard because the technology was new. Rare could not match the detail of the Country pre-rendered images, since the Nintendo 64 drew graphics in real time. Donkey Kong 64 came out in November 1999 and was Nintendo's bestselling game of that Christmas season. Reviews were positive, though critics felt it lacked the revolutionary impact of Donkey Kong Country.

    At E3 2001, Nintendo and Rare announced three Donkey Kong projects: Donkey Kong Racing for the GameCube, and Donkey Kong Coconut Crackers and Diddy Kong Pilot for the Game Boy Advance. Costs were climbing, the Nintendo 64 had underperformed, and the GameCube was expected to disappoint. Rare started looking for a buyer. Nintendo did not see Rare as valuable in the long term and chose not to acquire it. In September 2002 Microsoft bought Rare for $375 million, making it a first-party developer for Xbox. Nintendo kept the Donkey Kong rights. Donkey Kong Racing was canceled, and Rare reworked the other two projects into It's Mr. Pants in 2004 and Banjo-Pilot in 2005.

  • In the years after Microsoft's deal, Nintendo treated Donkey Kong mainly as a spin-off star and a guest in franchises such as Mario Kart, Mario Party and Super Smash Bros. Donkey Konga, a rhythm game from Nintendo and Namco, arrived in 2003. It was built for the DK Bongos, a GameCube peripheral shaped like bongo drums. Reggie Fils-Aimé of Nintendo of America opposed its release, fearing damage to the brand. It sold well and earned positive reviews. Donkey Konga 2 followed in 2004, and a Japan-only Donkey Konga 3 in 2005.

    Donkey Kong Jungle Beat, released for the GameCube in 2004, was the first main Donkey Kong game since Donkey Kong 64. It returned to Country-style platforming and was played with the DK Bongos. Yoshiaki Koizumi directed it as the first project of Nintendo EAD Tokyo, aiming for an accessible game with simple controls. Reviews were positive, but sales disappointed. A Wii version with new controls came in 2008. Donkey Kong Barrel Blast, a racing game by Paon, was meant for the bongos on the GameCube. It moved to the Wii without bongo support and drew negative reviews in 2007, with controls taking the blame.

    Rare kept making Nintendo handheld games because Microsoft had no competing handheld. Between 2003 and 2007 it produced Game Boy Advance ports of the Country games and a Nintendo DS version of Diddy Kong Racing with extra material. Paon made DK: King of Swing in 2005 and DK: Jungle Climber in 2007, which mix Country elements with puzzle play inspired by Clu Clu Land from 1984. Mario vs. Donkey Kong, from Nintendo Software Technology in 2004, restored the gorilla's villain role. DS sequels followed in 2006-2009 and 2010.

    In 2008, Miyamoto said he was interested in reviving Donkey Kong Country. The producer Kensuke Tanabe suggested Retro Studios, the team behind the Metroid Prime series. Donkey Kong Country Returns reached the Wii in November 2010 and sold 4.21 million copies in under a month. Critics saw a return to form. It was rereleased for the Nintendo 3DS in 2013 and the Nintendo Switch in 2025.

    Codenamed Freedom, a Switch project came from Nintendo and the Activision Blizzard subsidiary Vicarious Visions, with Miyamoto consulting for six months. It was an open-world 3D platformer in which grinding on vines was a core mechanic. In 2016 it was canceled after Activision Blizzard redirected resources to Call of Duty. Details and concept art surfaced in 2024.

    Once Nintendo EPD finished Super Mario Odyssey in 2017, Koizumi told the team to make a 3D Donkey Kong game. One programmer had been experimenting with voxel technology and destructible environments. The team realized those ideas suited the gorilla's strength. Donkey Kong Bananza began on the Switch and moved to the Switch 2 around 2021. Its producer, Kenta Motokura, saw a chance to create separate 2D and 3D Donkey Kong series, as Nintendo had done with Super Mario. Reviewers greeted its release in July 2025 as a triumphant return and the Switch 2's killer app. Bananza also brought back the Kremlings after an absence of nearly 20 years.

  • The original Donkey Kong had a cast of three: the antagonistic gorilla, Mario in his overalls, and Pauline, Mario's girlfriend. The gorilla was Pauline's escaped pet ape, and Mario climbed a construction site to rescue her. In Donkey Kong Jr., Mario locks the ape in a cage, and the diaper-wearing Jr. sets out to free his father. The 1994 Game Boy game brought all four back. It also gave the gorilla a red necktie bearing his initials, DK, for the first time.

    Kevin Bayliss of Rare redesigned the gorilla for Donkey Kong Country. Alongside the red tie, he gained what GamesRadar+ called "menacing, sunken eyes" and a "beak-like muzzle". Bayliss made him blocky and muscular because that was easier to animate. Rare's hero is a separate character from the arcade original, who reappears as the elderly Cranky Kong. Cranky delivers scathing, fourth-wall-breaking jokes that compare modern games unfavorably with older ones such as the original Donkey Kong. Nintendo has been inconsistent about whether Cranky is the hero's father or grandfather.

    Rare moved the setting from a city to Donkey Kong Island, an idyllic isle. Its first new arrival was Diddy Kong, the hero's sidekick and nephew. Diddy's design, based on a spider monkey, began as a redesign of Donkey Kong Jr. At Nintendo's request it became a separate character, which is why Jr. has rarely appeared since. Rare added more Kongs: Funky Kong, a surfer; Candy Kong, the hero's girlfriend; Dixie Kong, Diddy's girlfriend; and Kiddy Kong, a large toddler. Chunky is Kiddy's brother, Tiny is Dixie's sister, and Lanky is a buffoonish orangutan.

    The series' main villain is King K. Rool, an anthropomorphic crocodile who leads the Kremlings, an army that wants to steal Donkey Kong's hoard of bananas. The name Kremlings plays on the Moscow Kremlin, and their theme music carries Soviet influences. Polygon called K. Rool an archetypal villain who "often wears disguises and invents strange gadgets for his elaborately evil schemes". In Donkey Kong Country 2 he dresses as a pirate captain. The Retro Studios games swap in new enemies: the Tiki Tak Tribe, floating masks that hypnotize animals into stealing the bananas, and the Snowmads, Viking invaders who summon a dragon. Bananza offers VoidCo., a mining company run by the apes Void Kong, Grumpy Kong and Poppy Kong, until a plot twist replaces them with K. Rool and the Kremlings.

    Mario's world and Donkey Kong's world are the same fictional universe, even though the franchises mostly stay apart. Donkey Kong and other Kongs are often playable in Mario Kart, Mario Party and Mario Tennis. In Super Mario Odyssey in 2017, Pauline is the mayor of the city from the original game. Bananza goes further with a 13-year-old Pauline who acts as Donkey Kong's sidekick and is implied to be the original Pauline's granddaughter.

    Play in the Country games revolves around side-scrolling levels linked by a world map. Each world ends in a boss fight. The series is known for high difficulty and an emphasis on momentum, so players must react quickly to oncoming hazards. Barrels return from the original games as weapons, as containers broken open to reveal power-ups and as cannons that launch the Kongs. Levels hide bananas, balloons, puzzle pieces and the letters K, O, N and G. Animal friends help too, including Rambi the rhino, Enguarde the swordfish and Squawks the parrot. In the Retro Studios games, the second Kong rides on Donkey Kong's back, and Diddy's jetpack lets him hover briefly.

    Donkey Kong Bananza, the newest entry, is built around destruction. Donkey Kong can smash almost every surface and rip chunks of terrain from the ground or walls.

  • Yukio Kaneoka, one of Nintendo's earliest audio engineers, composed the music for Donkey Kong and Donkey Kong Jr. He wanted a "pretty melody" that would carry players on an adventure, much like those in Disney films. The designers resisted, because they wanted comical music to match the games' tone. Hirokazu Tanaka, who later became known for his work on Metroid and Pokémon, also contributed. Miyamoto himself wrote the opening and closing music for Donkey Kong.

    David Wise, who worked at Rare from 1985 to 2009, composed most of the Donkey Kong Country music. He mixed natural environmental sounds with melodic and percussive accompaniment. His influences included the music of Koji Kondo, the Follin brothers' Plok! soundtrack from 1993, and 1980s synthesizer-heavy rock, dance music and film scores. He tried to imitate the sound of the Korg Wavestation synthesizer. Eveline Fischer composed part of the first Country game. Wise then left with part of the Diddy's Kong Quest team to work on Project Dream, and Fischer wrote most of Dixie Kong's Double Trouble. She drew on film composers such as Alan Silvestri and Klaus Doldinger. For the 2005 Game Boy Advance port, Wise wrote a replacement soundtrack after Rare struggled to convert her score.

    Graeme Norgate and Grant Kirkhope adapted Wise's soundtracks for the first two Donkey Kong Land games, and Fischer adapted her own score for Land III. Fischer was set to score Donkey Kong 64 but moved to sound effects, and Kirkhope replaced her. Nintendo Life judged his score closer to his Banjo-Kazooie work than to Wise's Country music. The game's introduction features the "DK Rap", a comic song introducing the Kongs. Its director, George Andreas, wrote it, Kirkhope scored and recorded it, and Andreas and Chris Sutherland performed it, with other Rare staff on the chorus.

    Wise was unavailable for Donkey Kong Country Returns, so Kenji Yamamoto took over. At the request of Miyamoto and Iwata, the score mostly rearranged tracks from the original Country, plus some new material. Yamamoto focused on what Tanabe felt made the music iconic, such as the piano arrangements and the bassline. Wise left Rare during that game's development, then worked with Yamamoto on Tropical Freeze. Newer technology finally let him reach a "1940s big band jazz" sound that the SNES could never produce.

  • Computer and Video Games called Donkey Kong "the most momentous" game of 1981, because it "introduced three important names" to the industry: Nintendo, Shigeru Miyamoto and Mario. The game also paved the way for the NES, which revived the crashed Western game industry and moved dominance of the home console market from the US to Japan. The NES leaned heavily on Donkey Kong's arcade hardware. Nintendo brought an arcade cabinet to the chip maker Ricoh for analysis, and that led Ricoh to produce the NES's Picture Processing Unit.

    Crazy Kong in 1981 and Hard Hat Mack in 1983 were among the clones that mixed running, jumping and vertical climbing. People first called such games "Donkey Kong-type" or "Kong-style" before the word platformer took hold. VG247 noted that Donkey Kong was not the first platform game, but "it was the first to matter". GamesRadar+ called it the first game to tell a story through graphics, giving arcades an unprecedented narrative depth.

    Donkey Kong Country's pre-rendered graphics showed a level of detail no console game had offered, and imitators followed. Vectorman in 1995, then Crash Bandicoot, Kirby Super Star and Sonic 3D Blast in 1996, all drew inspiration from it. The Australian Broadcasting Corporation credited it with proving that 2D games could stay relevant after 3D arrived. Donkey Kong 64 left a different mark. It has been blamed for the decline of 3D platformers because it leaned so hard on collecting items. Electronic Gaming Monthly wrote that Super Mario 64 had "breathed life into the 3D platforming genre" while Donkey Kong 64 had "sucked it all out". Jonas Kaerlev, who developed A Hat in Time, said it gave the genre a reputation for tedium.

    The Daily Telegraph called the original arcade game "the most fiercely contested video game of all time". The 2007 documentary The King of Kong, directed by Seth Gordon, followed Steve Wiebe and Billy Mitchell as they chased and defended the world record. The Telegraph described the competition as bitter and said the rivalries add to the game's lasting appeal. The Country games are also popular with speedrunners.

    The New York Times compared the soundtracks of Country and Diddy's Kong Quest to the Beatles' Revolver and Sgt. Pepper's Lonely Hearts Club Band, but for video games. Donald Glover sampled the track "Aquatic Ambience" in his 2012 song "Eat Your Vegetables", and David Wise approved. In 2020 the Scottish band Alestorm released a pirate metal album titled Curse of the Crystal Coconut, full of references to the franchise.

    Ice Cube used the line "it's on like Donkey Kong" in his 1992 song "Now I Gotta Wet'cha", though it is unclear whether he coined it. In November 2010 Nintendo filed a trademark request for the phrase as part of its marketing for Donkey Kong Country Returns.

    A Ruby-Spears cartoon aired in 1983 on CBS as part of the Saturday Supercade block. Game Informer later called it "abysmal... filled with bad puns and ridiculous situations". Soupy Sales voiced Donkey Kong. A very different series, Donkey Kong Country, ran for 40 episodes from 1997 to 2000. Medialab Technology made it with computer animation and motion capture, and the limits of that technology shaped its stories. The writer Simon Racioppa noted that characters could not pick up objects. GameSpot later called its aged animation "nightmare fuel".

    The Super Mario Bros. Movie, released in 2023, gave the Kongs a prominent role, with Seth Rogen voicing Donkey Kong. It earned over $1.3 billion, the highest total for any film based on a video game. In 2024 Universal Studios Japan opened a Donkey Kong Country area that expanded Super Nintendo World by 70%. Its Mine-Cart Madness coaster is based on the Tiki Tong boss fight from Returns. Lego released four Donkey Kong sets in August 2023.

    Sales tell their own story. DK: King of Swing is the franchise's worst seller, with 280,000 copies worldwide. Fans, meanwhile, build theories to fill the gaps in the lore. Kotaku called one theory, which says Donkey Kong Jr. died in an off-screen conflict, "a fascinating example of how fandoms can run away with the smallest bits of narrative available". In June 2025, Nintendo and Universal filed a copyright notice for a Donkey Kong film with the United States Copyright Office.

Updated

Common questions

Who created Donkey Kong?

Shigeru Miyamoto created Donkey Kong for Nintendo. The original arcade game was released in July 1981 and was Nintendo's first major international success.

Why was the original Donkey Kong game made?

Nintendo made Donkey Kong to put unsold Radar Scope arcade cabinets to use after Radar Scope failed in 1980. Nintendo of America's founder Minoru Arakawa asked Nintendo CEO Hiroshi Yamauchi for a new game, and the task went to first-time designer Shigeru Miyamoto.

What is Donkey Kong Country and why did it matter to the Donkey Kong franchise?

Donkey Kong Country is a 1994 Super Nintendo game by the British developer Rare. It used pre-rendered 3D graphics, sold 9.3 million copies, and reestablished Donkey Kong as a major Nintendo franchise while turning the character from villain to hero.

How many Donkey Kong games have been sold?

Donkey Kong had sold more than 65 million copies by 2021, making it one of Nintendo's bestselling franchises. The Super Nintendo version of Donkey Kong Country is the bestselling game in the series, excluding rereleases and arcade games.

What happened to Donkey Kong when Microsoft bought Rare?

Microsoft acquired Rare in September 2002 for $375 million, but Nintendo kept the rights to Donkey Kong. Rare's planned Donkey Kong Racing was canceled, and Nintendo then relied on other studios such as Retro Studios and Paon for the series.

What is the newest Donkey Kong game?

Donkey Kong Bananza, released in July 2025 for the Nintendo Switch 2, is the newest main Donkey Kong game. It is a 3D platformer with destructible environments and was the first 3D Donkey Kong game since Donkey Kong 64.

All sources

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  101. 179Diddy Kong joins Smash Bros. Brawl rosterLudwig Kietzmann — August 22, 2007
  102. 180Super Smash Bros. (Wii U) Stage ListAnthony Labella — December 24, 2014
  103. 182MagazineMario & Sonic Go Back to the OlympicsJason B. Jones — October 20, 2009
  104. 183Every Punch-Out!! Opponent, RankedKevin Wong — January 5, 2016
  105. 187MagazineA Look Back At The '80s Donkey Kong CartoonBen Reeves — November 25, 2011
  106. 189Feature: 10 Strangest Moments In Captain N: The Game MasterChris Scullion — September 21, 2019
  107. 190Captain N The Game Master – The Complete SeriesMichael Drucker — February 1, 2007
  108. 192Donkey Kong Country (Cartoon)David DiRienzo — May 18, 2014
  109. 193NewsAn Emmy Awards Debate: What Makes 'Donkey Kong' Run?Charles Solomon — June 1, 1999
  110. 195MagazineMario's First Comic Book AppearanceBen Reeves — December 17, 2012
  111. 197Check out this forgotten Donkey Kong Country comic from the UKJohn Szczepaniak — September 30, 2021
  112. 198Donkey Kong LandNick Zverloff — April 17, 2013
  113. 199Here's where the Mario movie series may go nextTom Phillips — April 11, 2023
  114. 203Review Roundup For The Super Mario Bros. MovieEvan Campbell — April 4, 2023
  115. 206Is Donkey Kong In The Super Mario Galaxy Movie?Ollie Reynolds — April 1, 2026
  116. 211USJ’s new Donkey Kong Country is a barrel of funJoel Tansey — December 12, 2024
  117. 216This Plush Donkey Kong Can Be Yours Down UnderJames Newton — October 16, 2010
  118. 217List of Donkey Kong amiibo – GuideAnthony Dickens — November 3, 2023
  119. 218Lost and found: Donkey Kong trading cards from 1982Frank Caron — February 7, 2007
  120. 21917 videogame soundtracks ahead of their timeBrett Elston — April 28, 2009
  121. 221MagazineDonkey Kong Lego Sets Join The Super Mario LineupWesley LeBlanc — April 28, 2023
  122. 224The 10 Best-Selling Nintendo Franchises of All TimeGarrett Martin — January 9, 2023
  123. 231Nintendo’s Top-Selling Switch 2 Games Of All TimeTom Phillips — August 6, 2026
  124. 232The Secret History of Donkey KongTravis Fahs — July 6, 2011
  125. 233The 50 most important games of all timeSam Loveridge — April 12, 2013
  126. 234MagazineHow Donkey Kong and Mario Changed the WorldJennifer Latson — June 2, 2015
  127. 235The Famicom LegacyJeremy Parish — August 21, 2017
  128. 236MagazineNikkei ElectronicsSeptember 12, 1994
  129. 237MagazineNikkei ElectronicsDecember 19, 1994
  130. 238Top 10 Donkey Kong ImitatorsLevi Buchanan — March 11, 2008
  131. 239Five Critical Moments in Platform Game HistoryJeremy Parish — July 26, 2014
  132. 241Let's remember Donkey Kong Country, 25 years laterTim Rogers — November 27, 2019
  133. 242Donkey Kong Country 1 & 2Pedro Hernandez — August 17, 2011
  134. 243Donkey Kong Country turns 25: Gaming's biggest bluffJeremy Parish — November 21, 2019
  135. 244Game music of the day: VectormanBrett Elston — September 30, 2010
  136. 245Rising to greatness: The history of Naughty DogColin Moriarty — October 4, 2013
  137. 246Kirby Super Star developer interview – SNES Classic EditionAkinori Sao — Nintendo — October 10, 2017
  138. 248Review: Kaze and the Wild MasksJeremy Peeples — March 26, 2021
  139. 249Good Game Stores – Feature: RebootsAustralian Broadcasting Corporation — February 26, 2013
  140. 254MagazineDonkey Kong Country: Tropical FreezeBen Reeves — December 20, 2013
  141. 255It's Donkey Kong's 33rd birthday todayJeffrey Matulef — July 9, 2014
  142. 257Donkey Kong Jungle BeatMatt Casamassina — March 11, 2005
  143. 258MagazineDonkey Kong Turns 25August 15, 2006
  144. 260Donkey Kong Nearly Missed Out On Pixels StardomDarren Calvert — July 23, 2015
  145. 262Donkey Kong: the game that refuses to be beatenSam Rowe — September 10, 2014
  146. 264MagazineThe King of Kong: ReviewPeter Travers — August 7, 2007
  147. 266VideoThe Most Emotional Video Game Music in the Unlikeliest of PlacesDale Driver — IGN — August 6, 2023
  148. 274Nintendo trying to trademark "It's on like Donkey Kong"Brett Elston — November 10, 2010
  149. 275MagazineNintendo Trademarks 'It's On Like Donkey Kong'Jason Schreier — November 10, 2010
  150. 276Nintendo seeks to trademark 'On like Donkey Kong'Doug Gross — CNN — November 10, 2010
  151. 277Nintendo Wants to Trademark 'It's On Like Donkey Kong'Sarah Jacobsson Purewal — November 11, 2010
  152. 278Nintendo says, "It's on like Donkey Kong"Stephanie Nunnely-Jackson — November 10, 2010
  153. 279Book2021CESAゲーム白書 (2021 CESA Games White Papers)Computer Entertainment Supplier's Association — 2021
  154. 280MagazineThe 10 Most Overrated GamesZiff Davis — May 2005
  155. 281BookI Am Error: The Nintendo Family Computer / Entertainment System PlatformNathan Altice — MIT Press — 2015
  156. 282MagazineDonkey Kong CountryAtko et al. — Future Publishing — December 1994
  157. 283MagazineBig Buzz for an X-Mas BoomZiff Davis — December 1997
  158. 284MagazineCover Story: Sonic 3DEMAP — July 1996
  159. 285MagazineDonkey Kong 64Ziff Davis — February 2000
  160. 286BookRange: Why Generalists Triumph in a Specialized WorldDavid Epstein — Pan Macmillan — June 27, 2019
  161. 287MagazineUp in the TreehouseThe Feature Creature — IDG Communications — January 1996
  162. 288MagazineThe Making of: Donkey Kong LandBenjamin Hayhoe — Future plc — July 7, 2022
  163. 289BookBeyond Donkey Kong: A History of Nintendo Arcade GamesKen Horowitz — McFarland & Company — July 30, 2020
  164. 290BookThe Complete History of Computer and Video GamesPaul Glancey — EMAP — 1996
  165. 291MagazineGorilla Keeps on Climbing! KongSt Ives — December 1983
  166. 292MagazineThe History of Donkey KongStuart Hunt — Imagine Publishing — October 2007
  167. 293BookThe Ultimate History of Video GamesSteven L. Kent — Three Rivers Press — 2001
  168. 294MagazineAping Mario?Chet McDonnell — Imagine Media — January 1995
  169. 295MagazineThe Making of: Donkey Kong Country 2Rory Milne — Future plc — May 14, 2018
  170. 296MagazineThe Evolution of Donkey Kong CountryRory Milne — Future plc — September 1, 2022
  171. 297MagazineNintendo Went ApeScary Larry — International Data Group — December 1994
  172. 298MagazineReview Crew: Game of the MonthEd Semrad et al. — Sendai Publications — November 1994
  173. 299BookGame Over: How Nintendo Conquered the WorldDavid Sheff — Vintage Books — 1994
  174. 300MagazineDonkey Kong CountryE. Storm — DieHard Gamers Club — November 1994
  175. 301MagazineGorilla Game DesignUndercover Lover — International Data Group — December 1994
  176. 303MagazineShow Me the Monkey! Donkey Kong 64Todd Zuniga — Ziff Davis — December 1999

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