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==Development==
==Development==
''Donkey Kong 64'' started development immediately after the conclusion of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!|Donkey Kong Country 3]]''{{'}}s.<ref name="DF Retro">Digital Foundry (December 16, 2017). [https://www.youtube.com/watch?v=GQ7qtqqgTlo DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!]. 'YouTube''. Retrieved December 16, 2017</ref> The original incarnation of ''Donkey Kong 64'' was meant to be more similar in design to the ''Donkey Kong Country'' series than the final game, featuring linear levels played through a combination of forward-scrolling and side view sections, similar to ''{{wp|Crash Bandicoot (video game)|Crash Bandicoot}}''.<ref name="DF Retro"></ref> After around 18 months, development was rebooted after Rare took notice of the trend of open 3D games started by ''[[Super Mario 64]]''.<ref name="DF Retro"></ref> Transitioning the series to true 3D proved challenging: graphic artist [[Mark Stevenson]] noted, "''As an artist who was on the DKC games, I used to build and animate the characters from a fixed side-on view. 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! It was challenging from a technical and design perspective.''"<ref name="GamesRadar">Tom Power (December 6, 2019). [https://www.gamesradar.com/uk/making-of-donkey-kong-64/ As Donkey Kong 64 turns 20, the devs reflect on its design, the infamous DK Rap, and how a shocked Shigeru Miyamoto created the Coconut Shooter]. ''GamesRadar. Retrieved December 06, 2019</ref> ''Donkey Kong 64'' was among the first Nintendo 64 game to feature dynamic lighting, although its implementation was faked after the first rendering.<ref name="GamesRadar"></ref>
''Donkey Kong 64'' started development immediately after the conclusion of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!|Donkey Kong Country 3]]''{{'}}s.<ref name="DF Retro">Digital Foundry (December 16, 2017). [https://www.youtube.com/watch?v=GQ7qtqqgTlo DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!]. 'YouTube''. Retrieved December 16, 2017</ref> The original incarnation of ''Donkey Kong 64'' was meant to be more similar in design to the ''Donkey Kong Country'' series than the final game, featuring linear levels played through a combination of forward-scrolling and side view sections, similar to ''{{wp|Crash Bandicoot (video game)|Crash Bandicoot}}''.<ref name="DF Retro"></ref> After around 18 months, development was rebooted after Rare took notice of the trend of open 3D games started by ''[[Super Mario 64]]''.<ref name="DF Retro"></ref> Transitioning the series to true 3D proved challenging: graphic artist [[Mark Stevenson]] noted that "''As an artist who was on the DKC games, I used to build and animate the characters from a fixed side-on view. 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! It was challenging from a technical and design perspective.''"<ref name="GamesRadar">Tom Power (December 6, 2019). [https://www.gamesradar.com/uk/making-of-donkey-kong-64/ As Donkey Kong 64 turns 20, the devs reflect on its design, the infamous DK Rap, and how a shocked Shigeru Miyamoto created the Coconut Shooter]. ''GamesRadar. Retrieved December 06, 2019</ref> ''Donkey Kong 64'' was among the first Nintendo 64 game to feature dynamic lighting, although its implementation was faked after the first rendering.<ref name="GamesRadar"></ref>


Due to the success of ''{{wp|Banjo-Kazooie}}'', one of the first requests Rare co-president [[Tim Stamper]] made was to include even more collectables. Mechanics such as the 5 playable characters and "thrilling moments" such as mine cart and slide sequences were also deviced to differentiate the game from ''Banjo-Kazooie''.<ref name="GamesRadar"></ref> [[Grant Kirkhope]], who had composed the soundtrack to ''Banjo'', settled on a darker tone due to [[David Wise]]'s work on the original ''Donkey Kong Country'' trilogy.<ref name="GamesRadar"></ref> Although the [[:File:Donkey Kong's Real Weapon Beta.jpg|realistic gun models]] sighted in pre-release material were always intended to be placeholder, the final design of the [[Coconut Gun]] was only conceived after a mortified [[Shigeru Miyamoto]] saw Donkey Kong's shotgun in a demo of the game and immediately drew up a replacement.<ref name="GamesRadar"></ref>
Due to the success of ''{{wp|Banjo-Kazooie}}'', one of the first requests Rare co-president [[Tim Stamper]] made was to include even more collectables. Mechanics such as the 5 playable characters and "thrilling moments" such as mine cart and slide sequences were also deviced to differentiate the game from ''Banjo-Kazooie''.<ref name="GamesRadar"></ref> [[Grant Kirkhope]], who had composed the soundtrack to ''Banjo'', settled on a darker tone due to [[David Wise]]'s work on the original ''Donkey Kong Country'' trilogy.<ref name="GamesRadar"></ref> Although the [[:File:Donkey Kong's Real Weapon Beta.jpg|realistic gun models]] sighted in pre-release material were always intended to be placeholder, the final design of the [[Coconut Gun]] was only conceived after a mortified [[Shigeru Miyamoto]] saw Donkey Kong's shotgun in a demo of the game and immediately drew up a replacement.<ref name="GamesRadar"></ref>

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