![]() It’ll be essential to finding the piles of hidden items throughout the game. Shaking the Wiimote and Nunchuck up and down (like in the racer Donkey Kong Jungle Beat) causes Donkey Kong to pound the ground with his massive hands, enabling him to break apart terrain and open new pathways. Ducking and shaking the Wiimote will allow you to blow flowers out of the way revealing hidden banana caches, or neuter some enemies covered in fire, exposing their weak points. It’s just as useful as it was in the SNES classics, but we doubt we’ll be using it as often as we did before simply because it would tire us out. To barrel roll through your enemies, you’ll have to shake the Wiimote while running. Wii, DKC Returns’s Wiimote functionality is a major part of the game that you won’t be able to avoid using (so much, in fact, that Classic or Gamecube Controller functionality is not an option). Unlike the minor additions we saw in New Super Mario Bros. The first major addition is the Wii Remote’s motion control abilities. From what we’ve seen so far, the end result is sure to be a quick fan favourite, although some new additions might raise an eyebrow. Retro Studios is best known for its Metroid Prime series on the Gamecube and Wii, but creating a new 2-D side-scroller for the ensemble-cast Kong family is a very different project indeed. ![]() This isn’t like the predecessors on the Super Nintendo. More importantly is the fact that this 2-D platformer is incredibly hard. Part of the reason is the ghastly fact that when playing the 2-player co-op mode, both Donkey and Diddy Kong’s deaths are added toward your life count loss. By the end of it, we had a big fat Game Over. ![]() At the beginning of the play session, we had 47 lives. At last month’s Nintendo Holiday Preview event, we got to try out the final build of Donkey Kong Country Returns for the Wii.
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