Editing Donkey Kong Country 2: Diddy's Kong Quest

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==Development==
==Development==
Even before the first ''[[Donkey Kong Country]]'' turned out to be a blockbuster success, the game's development team already had plans for a sequel.<ref name="RetroGamer">Rory Milne (July 2018), "The Making Of ''Donkey Kong Country 2''". ''Retro Gamer Magazine Issue 181 (p. 65 to 68)''. Retrieved September 27, 2020</ref> The team focused first on the game's environments; the game's setting was informed by [[Gregg Mayles]]' life-long obsession with pirates and the fact that the first ''Donkey Kong Country'' had already featured most stock platforming level archetypes. While some ideas from its predecessor were carried over, all of the levels in ''Donkey Kong Country 2'' were brand new.<ref name="RetroGamer"></ref> Replacing Donkey Kong with the new character Dixie Kong came from a desire to take risk and surprise players.<ref name="RetroGamer"></ref>
Even before the first ''[[Donkey Kong Country]]'' turned out to be a blockbuster success, the game's development team already had plans for a sequel.<ref name="RetroGamer">Rory Milne (July 2018), "The Making Of ''Donkey Kong Country 2''". ''Retro Gamer Magazine Issue 181 (p. 65 to 68)''. Retrieved September 27, 2020</ref> The team focused first on the game's environments; the game's setting was informed by [[Gregg Mayles]] life-long obsession with pirates and the fact that the first ''Donkey Kong Country'' had already featured most stock platforming level archetypes. While some ideas from its predecessor were carried over, all of the levels in ''Donkey Kong Country 2'' were brand new.<ref name="RetroGamer"></ref> Replacing Donkey Kong with the new character Dixie Kong came from a desire to take risk and surprise players.<ref name="RetroGamer"></ref>


Speaking of the game's level design, Mayles explained that ''Donkey Kong Country 2'' went with a more exploration-based structure as ''"If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it"'' and to make the game more different from its predecessor.<ref name="RetroGamer"></ref> Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. [[Nintendo]] was less involved in ''Donkey Kong Country 2''{{'}}s development, which Gregg Mayles chalked up to the success of the first game.<ref name="RetroGamer"></ref>
Speaking of the game's level design, Mayles explained that ''Donkey Kong Country 2'' went with a more exploration-based structure as ''"If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it"'' and to make the game more different from its predecessor.<ref name="RetroGamer"></ref> Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. [[Nintendo]] was less involved in ''Donkey Kong Country 2''{{'}}s development, which Gregg Mayles chalked up to the success of the first game.<ref name="RetroGamer"></ref>

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