Video: Visual storytelling in Donkey Kong Country: Tropical Freeze

After writing three in-depth posts about the visual storytelling in World 1, World 2, and World 3 of Donkey Kong Country: Tropical Freeze, I realized something: the blog format isn’t well suited for what I’m trying to explain. So I rectified that oversight by creating a more complete analysis, this time of the entire game, in video form!

This video was a lot of work, but I think it turned out well! Thanks to everybody who’s been following my posts thus far. I had a ton of fun making this video, so I’ve started a new YouTube channel for this blog: Dpad on YouTube. Please check out my video and let me know what you think!

I’ve been watching Let’s Play videos for several years now, and after being an admirer from afar, I decided to finally tackle this new method of analysis. In this post, I want to talk about what went into the creation of this video. I’m sure there are plenty of resources out there for Let’s Players. Here’s my perspective on what I went through in the creation of this first video.


First, I needed to play the game again so that I knew what I was talking about! I’ve already played DKCTF extensively for the write-up of the previous posts, but I went through the game for the umpteenth like, making notes on each level I played. I did this without capturing any footage; the focus at this stage was just to get information, and to figure out what footage I needed to capture.

I also played bits and pieces of the previous Donkey Kong Country games, as I knew I wanted to make comparisons to Tropical Freeze.

Gathering the assets

Next, I needed the assets: that is, the audio and visuals needed to make the video happen. I captured footage with the Hauppauge HD PVR Rocket. There are probably more sophisticated game recorders out there, but this one seemed intuitive to use and was fairly inexpensive at $140. That said, before I started gathering my assets, I played around with this recorder for a couple hours, learning how it connected to the system, troubleshooting errors that came up, and experimenting with short videos to see how big the file sizes were.

Once all that was out of the way, I played through each level, starting and stopping the recorder for each level so that I could better organize the data. Some levels I played all the way through, especially those levels where I knew I would be taking about them extensively. Other levels I knew I wouldn’t devote much time to analyzing them, so I played until I died, sometimes only 30 seconds.

One great feature of many games is the ability to adjust the volume of the music and sound effects independently. In 25 years of playing video games, I’ve never found a use for these options. But for this project, they came in handy! I turned the music all the way down, recording only sound effects. I knew that when I put the video together, I would have music playing on a separate track from the gameplay footage.

Then I needed to capture music. I readjusted the settings—turning the music all the way up and the sound all the way down. Luckily, DKCTF has many unlockables in the game, like soundtracks. I recorded 2-3 soundtracks from each world, usually for 3-4 minutes so that I had plenty of music to work with. The game doesn’t let you unlock all the soundtracks, so in a few cases I went to specific levels to record the music I needed.

Finally, I gathered some footage from the previous games in the series: DKC, DKC2, DKC3, and DKC Returns. I had the SNES games on the Virtual console, so I played them right from my Wii U. I also had DKC Returns on disc. No emulators were used in the creation of this video!

Recording the scripts

With all assets gathered, next it was time to write the scripts. This was a challenge for me: any follower of my blog knows that I write lengthy posts! The difference between reading and speaking, though, is that somebody can read something much faster than speaking the same words out loud.

The final script was over 6,000 words long! I tried to limit my discussion of each world to around 600-700 words, plus there was a little extra to introduce and conclude the video.

The scripts written, the next step was to record the voiceover. I purchased the Snowball iCE USB microphone by Blue from Best Buy. The mic is pretty good quality for $50. I figured, before I buy a ton of expensive equipment that I might not even use, it’s best to start with fairly inexpensive equipment and improve it over time should I really get into making this videos.

I recorded the scripts in chunks, only 2-3 sentences at a time. If I tried speaking longer than that, I usually stumbled over my words! I recorded the audio in Audacity, a free, open-source audio editor. After recording each segment, I combined the segments into one track, spacing my sentences apart as naturally as I could.

I’m not entirely satisfied with the voice-over work in this video. If I made the video again, I would spend more time editing my scripts for word choices (I tend to repeat certain words and phrases a few times, which makes the voice-over sound redundant in parts) and I would’ve rerecorded some of the sections so that the cadence was more natural.

Preparing the video

With all this prep work complete, it was time to put the video together! I edited the video with Adobe Premiere. I don’t own the program myself, but I’m a professor in a Mass Communication department, so I have access to this program on the school’s computers. I’ve used video editing software before, mostly Sony Vegas, but Adobe Premiere was considerably more sophisticated than Vegas. Fortunately, Google is a good friend! Typing in “How do I do XXX in Adobe Premiere” taught me a lot!

With the project open, I started by laying down my voice-over tracks. Then, I created text overlays for all the level names in the game. I relistened to my voice-overs, had whenever I started discussing a new level or world, I dropped a text overlay at the appropriate place.

Then I laid down the music. Each song would play long enough to cover the analysis of 4-5 levels of a given world. I think there are 15 tracks total in this video. I couldn’t have the music competing with my voice-overs, so I adjusted the audio so that the voice-overs were the loudest, and the music was quieter.

Finally, I was ready to sequence the game footage. I started at the beginning of the video and worked through to the end. I imported the videos, adjusted the volume so that the sound effects were quieter than the music, then cut the video into pieces, depending on what I discussed in the voice-overs.

I didn’t use all the footage from each level, so if I had unused footage, I put it toward the back of the timeline, as I knew I would need some general filler footage for the intro and conclusion to the video. By the time I got to editing the conclusion, I had a couple dozen clips to choose from. Almost no video repeats itself on this project!

Of course, there were several snafus I had to overcome in the creation of this project. Sometimes I forgot to record a tiny section of gameplay, or my voice-over just wasn’t good enough so I rerecorded it. Sometimes the video wasn’t displaying properly in the editor, so I had to fix it. And exporting the video took a few tries until I was satisfied with the final result.

Overall, I estimate that it took about 40 hours to produce this 37 minute video! Hopefully in the future, now that I’ve been through the process once, I can produce videos faster!

Since I am so pleased with how this first video turned out, for my next project I’m going to analyze the visual storytelling in the first Donkey Kong Country game: how did the inaugural entry to the series tell its story?

Stay turned for more videos, and more blog posts!

Game on,

Storytelling thru Gameplay: World 3 of Donkey Kong Country Tropical Freeze

In this post we’ll continue our examination of the visual storytelling behind Donkey Kong Country Tropical Freeze. In previous posts we examined the storytelling in World 1 and World 2 and discovered that, if you look at each level’s backgrounds, enemy placements, and themes, you can learn much about DK’s quest to return to his frozen homeland.

Let’s get started!

An African homecoming

World 3, Bright Savannah, is a welcome addition to the Country series’ themes. While we’ve seen plenty of jungles in the DKC series, a natural habitat for gorillas and monkeys, we haven’t seen the savannah before. The first level, Grassland Groove, has such a happy vibe to it that it really contrasts with the previous worlds, especially the Lost Mangroves.

We see a few Snowmads in this level, but they are relatively peaceful. Considering the dancing trees, the chanting voices, and the frequent fireworks, Grassland Groove doesn’t seem to care about the conflict between DK and the Snowmads!

In the background we see several houses, though it’s not certain who lives in them. In the previous world, Autumn Heights, it was clearly established that the homes were the refuge of the owls.

Grassland Groove

Grassland Groove

The inhabitants of Grassland Groove, whoever they are (the flying chickens?) have a rich culture, as seen with the animal totems and fireworks.

Grassland Groove

Grassland Groove

By the last third of the level, the backgrounds open up to reveal miles and miles of unspoiled grasslands. While some culture outside of DK and the Snowmads live in the Bright Savannah, their impact on the land is minimal. As I gazed upon these soaring vistas, I felt like the Snowmads could make a life here without disrupting the current ecosystem.

Grassland Groove

The level ends with DK on top of giant totems. The sun shines, the music swells, and the chorus sings “Donnnnkeyyyy Kongggg!”

Grassland Groove

As we’ll see later in this post, the Snowmads don’t have such a respectful approach to the Savannah as this level might suggest. In fact, this level might have worked better as World 1-1. This optimistic level, the best one in the game with a complete through line, would’ve been the perfect way to begin the game.

A harsh landscape

In level 3-2, Baobab Bonanza, we learn firsthand what a difficult terrain the Bright Savannah is. The baobabs are trees that release giant, crushing seeds. Not only do DK and the Snowmads have to contend with the plant life, but also the high rocks, waterfalls, and charging water buffalo. It’s survival of the fittest in the Savannah!

Baobab Bonanza

Baobab Bonanza

There’s little evidence that any particular culture lives here—monkey, Snowmad, or otherwise. The threat of three-story tall seeds probably has something to do with that.

Baobab Bonanza

In 3-3, Frantic Fields, we see that the Snowmads have indeed established a firm presence on the Savannah. Grassscapes extend from horizon to horizon. While both the Snowmads and DK caused me a bit of consternation in World 2 for their mutual destruction of the owl’s culture, I’m fine with the Snowmads taking up residence here.

However, they learn right away that this land isn’t for the feint of heart and weak of will. A mighty windstorm rises up, threatening to undo their progress.

Frantic Fields

Frantic FieldsThe numerous Snowmad flags show that they’ve been here for a while, and they intend to keep this land as their own, like imperial conquerors.

Frantic Fields

Their ambitions, though, are checked when pieces of their bridges and structures are torn away by tornadoes.

Frantic Fields

The native fauna don’t seem to be putting up too much of a fight against the Snowmads. Additionally, they aren’t rushing to join their cause either, like the owls did in Autumn Heights. The animals have enough problems of their own. Just look at this water buffalo tumbling end over end through the windstorm!

Frantic Fields

That scene just cracks me up. 🙂

The environmental challenges increase in 3-4, Scorch ‘n’ Torch. As far as I can tell, there’s no evidence of any cultures that live in this level. We don’t see homes like in Grassland Groove, and we don’t seen wooden forts like in Frantic Fields. It appears that in the burning land, anybody who can survive can claim it as home.

Scorch 'n' Torch

The Snowmad penguins seem oddly complacent in the land of fire. Considering fire isn’t the natural habitat of the penguin, I’m not sure if these penguins are resigned to their fate on the Savannah or if they are that confident they can survive in the face of overwhelming odds against them.

Scorch 'n' Torch

Jackpot! The Snowmads find fish

In level 3-5, Twilight Terror, the visual storytelling gets a lot more interesting. This is a pseudo-water level. Given that the Snowmads are a seafaring nation, and comprised primarily of water-loving animals, Twilight Terror showcases the first part of the Bright Savannah that’s actually suited to their needs and desires. In fact, of all the levels so far, the shores of Twilight Terror are the most fitting home for the Snowmads.

And boy have they settled in. A series of dams, cranes, and structures cover the landscape. The Snowmads have set up shop in a big way.

Twilight Terror

These waters prove bountiful. The Snowmads lift net after net of beautiful, glistening fish from the sea.

Twilight Terror

The Snowmads have even set up some sort of processing (or canning?) operation, perhaps to send much needed supplies to places like the Lost Mangroves.

Twilight Terror

In 3-6, Cannon Canyons, we find the largest Snowmad base yet. This sprawling city, extending high into the air and through every canyon, shows that the Snowmads mean business. This city is a large contrast to the more modest camps seen in previous levels. Perhaps with the huge supply of fish close by, the Snowmads figure they can make a life here on the Savannah.

Cannon Canyons

While the Snowmads had trouble settling the land in earlier Savannah levels, by 3-6, they’ve proven that they have the engineering expertise needed to survive.

DK, though, does everything in his power to blast through their walls and towers, doing some damage to their city.

Cannon Canyons

Cannon Canyons

Cannon Canyons

Maybe if the Snowmads didn’t construct their DK traps out of dynamite, they could’ve avoided some of this damage. 🙂

Despite the threat posed by DK, and the numerous anti-DK signs everywhere (the red ties on shields with a line through them), some Snowmads apparently find time to rest. Inside the building to the right of DK in the following screencap, a penguin sleeps peacefully. It’s hard to tell in the screencap, but in motion, you can see the penguin’s chest rise and fall as his head rests on his plump belly.

Cannon Canyons

In 3A, Rickety Rafters, the Snowmads continue to build their civilization. They create numerous mechanical contraptions and homes on stilts, and at first, it’s not clear what they are trying to accomplish.

Rickety Rafters

Rickety Rafters

In the middle of the level, we get a glimpse at what these machines might be for. Three Snowmadic ships are hanging suspended in the air. This, however, is only a partial explanation. Why hoist the ships so high? While it’s a neat visual, I’m not sure how it fits with the wider storytelling on display in this world. If you look at the Level Select map before entering the level, there isn’t even any water nearby.

Rickety Rafters

The Snowmads can’t survive everywhere

Level 3-B, Bramble Scramble, shows that the Snowmads are still having some trouble on the Bright Savannah. Thorns cover the level from top to bottom: almost nobody lives here, though a few penguins are seen wandering around. This level, much like Baobab Bonanza, shows that the Snowmads can’t adapt to every environment.

Bramble Scramble

Bramble Scramble

Just like the other worlds, a secret monkey temple was constructed on the Bright Savannah long ago. In 3-K, Precarious Pendulums, we find that the Snowmads have raided another temple.

This temple features many movable contraptions, though I don’t think the Snowmads made them, despite their engineering prowess. Considering the deep scratch marks in the stone walls, these devices have been here for some time.

Precarious Pendulums

What’s interesting about these temples is that, while Snowmad imagery like flags drape the interior, they seem like they were hastily hung up. Given the emptiness of these temples, it’s probable that the Snowmads already raided these temples of their treasures long before DK arrived.

Precarious Pendulums

Precarious Pendulums

Silly monkeys with their bananas

DK and crew arrive at the final boss to find their bananas stolen again. While previous boss battles have featuredcrowds of Snowmads eagerly watching the conflict, the this arena is relatively sparse. Only a few penguins sit in the stands.

Triple Trouble

Do they not see DK as a threat? Are they bored with these staged fights? Or do they have more important things to do? Considering how industrious they’ve been in building cities, cranes, and fish nets, the Snowmads might be too tired on the Bright Savannah to give entertainment much thought.

The enemies this time are three apes, decked out with Snowmad helmets.

Triple Trouble

Given that monkeys aren’t seen elsewhere in the game as enemies, it seems to me that these monkeys are screwing around, having some fun with DK, rather than siding with the Snowmads the way the owls did in Autumn Heights. Monkeys naturally compete over food in the wild, and given the taunting attitude of these monkeys, I’m guessing they put the Snowmad helmets on as a way of taunting the penguins.

Maybe that’s why nobody’s in the stands.

Overall, the Bright Savannah has some interesting contradictions as far as storytelling goes. On the one hand, I think this world’s bright opening would’ve made it much better suited as World 1 than World 3, especially since the theme in World 1 isn’t that memorable. The first few levels show a surprising balance between the Snowmad civilization and the native animals.

As the world progresses, though, the Snowmad civilization really gets established in a much more effective and permanent way than in the previous two worlds, justifying the Bright Savannah’s placement as World 3. The Snowmads cut their teeth in World 1, and ultimately realized, as did past civilizations, that the Mangroves are uninhabitable. In World 2 they recruited the owls, in part because of DK’s violence against the owl culture.

Now in World 3, the Snowmads have established a firm presence. Will the Bright Savannah serve as a launching point for the conquest of more islands? We’ll see next time as we explore the storytelling of World 4: Sea Breeze Cove!

Game on,

Storytelling thru Gameplay: World 2 of Donkey Kong Country Tropical Freeze

In a previous post, we examined how World 1 of Donkey Kong Country Tropical Freeze has a deep, rich, and layered story, accomplished largely through gameplay and not cutscenes. This game is a platformer, and platformers often don’t have much story going on during the levels.

But if you pay attention to the backgrounds, the enemy placements, the puzzles, and the objects you interact with, you’ll see that DKCTF has an intricate story about the clash of cultures and people groups trying to make a living on a tiny chain of tropical islands.

In this post we’ll look at the storytelling going on in World 2, Autumn Heights. This world is quite a departure from worlds we’ve seen in DKC past, even the past of most platforming games. Most platformer worlds have standard (even clichéd) themes like Fire, Water, Jungle, Rock, Ice, etc, and DKCTF has some of that as well.

World 2, as far as I can tell, is German-themed. Monkeys and European mountain architecture aren’t common combinations, so let’s get into this and see what this world has to offer!

The owl’s land

World 1, Lost Mangroves, had evidence of three competing cultures: an ancient monkey culture, a technological advanced culture that tried to invade the island but failed, and the nomadic culture of the Snowmads. From the opening in 2-1, Windmill Hills, we see that the culture of Autumn Heights is very different.

Tropical Freeze screenshot: Rat chops wood

We see rats chopping wood, living in harmony with the birds. This island has established towns and finely crafted buildings. Whoever lives here has been here for a long time, and is thriving.

It’s apparent that this land is largely the domain of the owls. While the owls are technically Snowmads, I think Autumn Heights is their ancestral home. Perhaps they aligned with the penguins and walruses at a latter date. Maybe they even tipped Lord Fredrick off that the DK Island chain would be a good place to live.

It’s clear the owls have been here for generations. In the background you can see numerous owl statues carved from rock.

Tropical Freeze screenshot: Owl statues

The mountains in the background are more than idyllic, green hills: we even see the hints of a giant owl bust carved into the mountainside.

Tropical Freeze screenshot: Owl mountain

Maybe the owls led the Snowmads here. Or maybe the Snowmads enslaved the owls, and forced themselves upon this wonderful land?

When we get to 2-2, Mountain Mania, we see more evidence that the owls live here. Many of the houses have perches right outside: these homes are meant for birds.

Tropical Freeze screenshot: Owl homes

In this level, though, we see a new side of Donkey Kong: his antagonism for other cultures. The player rides Rambi the rhino through Mountain Mania, smashing everything that gets in his way.

Rambi destroys artwork like owl totems, probably carved decades ago, with no regard for the culture that created these works.

Tropical Freeze screenshot: Rambi destroys owl statue

The happy, peaceful music is such a striking contrast to Donkey Kong’s cultural violence. Is Donkey Kong partially to blame for his suffering? Sure, his homeland was violently taken away from him, and he has every right to want it back. But does he have to destroy the owls in the process of getting home? Even though the owls are technically bad guys, and hurt DK when he touches them, they are passive as far as enemies go: they don’t seek out DK. They just fly in place until he finds them.

Toward the end of the level, Rambi stomps on a golden platform, summoning a barrel. DK shoots through the air and splits an owl mountain in two, releasing flying lava balls unto the owl’s home.

Tropical Freeze screenshot: Owl mountain

Tropical Freeze screenshot: Split owl mountain

Leaf us alone, DK

In 2-3, Horn Top Hop, we get a deeper appreciation for the owl’s elegant culture. This level is littered with well-crafted horns. The owls just want to blow their horns, making music, sometimes even balancing leaves on the sound of their voice.

Tropical Freeze screenshot: Owls blow horns

Tropical Freeze screenshot: Blowing leaves

It’s in this level that we start to get a sense that the owls don’t want the penguins and walruses in their land. The Snowmads are screwing around in their horns, as if they are toys! The owls just want to blow those penguins out of there!

Tropical Freeze screenshot: Blowing penguins in horns

As DK progresses through Autumn Heights, he gets closer and closer to the giant owl mountain we saw in 2-1. At the end of 2-3, DK falls inside the greatest owl horn, an instrument likely capable of projecting music for miles around.

Tropical Freeze screenshot: Giant horn

Tropical Freeze screenshot: Inside the giant horn

Even though the Snowmads have some presence on the island, just like the Lost Mangroves, they aren’t that successful in conquering it. In 2-4, Sawmill Thrill, we visit a lake, developed with numerous log structures. Do beavers live here? If so, where are they? Perhaps they are hiding in their lodges and dams, hoping the Snowmads will leave.

Tropical Freeze screenshot: Rainy lake

Tropical Freeze screenshot: Giant beaver dam

This isn’t the first time we’ve seen a beaver dam: we saw one back in 2-2 as well.

Tropical Freeze screenshot: Beaver dam

Maybe in Autumn Heights, the owls own the air and the mountains, and the rodents own the timber and waterways.

So far, we haven’t seen effects of the Snowmads’invasion like in the Lost Mangroves. There are no Snowmad crates, no barrels of fish, like in World 1. Perhaps the Snowmad fighting force was too devastated by the harsh environment of the Lost Mangroves to mount a serious offensive on Autumn Heights.

The rodents have a home, too

While Autumn Heights is mostly populated by the owls, the mice also have a strong presence, mostly underground. After Sawmill Thrill, in 2-A, Crumble Cavern, we see where the mice live. They live in the mines, storing their hordes of cheese.

Tropical Freeze screenshot: Cheese horde

As the level progresses, the cave gets sparser and sparser. There is a lot of open room here, but perhaps the caves are too cold, too murky, for the Snowmads.

Tropical Freeze screenshot: Caves

Tropical Freeze screenshot: Caves

In the next level, 2-B, Rodent Ruckus, DK stumbles upon the rodents’ cheese factory.

Tropical Freeze screenshot: Swinging cheese

The rodents are a little sloppy with the transport of their cheese, but they are at least capable builders. DK’s destruction of their society is kept to a minimum. It seems as if he’s stumbled into these caves by accident (and even landed on a crazy rocket barrel!). He just wants to get out in one piece.

Tropical Freeze screenshot: Cheese factory

Tropical Freeze screenshot: Cheese factory

Though this is largely the home of the rodents, in several spots we seen owl totems and wooden carvings. Despite being such different animals (owls eat mice, after all) the two animals have learned to live in balance with one another. It’s a lesson DK could stand to learn himself.

Tropical Freeze screenshot: Owl carvings in cave

Tropical Freeze screenshot: Cheese factory

Climbing up the mountain

By the time we get to 2-5, Alpine Incline, we’ve made significant progress up the side of the mountain. The penguins have a greater presence here than past Autumn Heights levels, though there still isn’t much evidence of a successful Snowmad occupation: no Snowmad crates or flags here.

Tropical Freeze screenshot: Penguins on balloons

The flying penguins (?) seem to enjoy the thin air; maybe at least some of the Snowmads can find a way to coexist with the owls.

Tropical Freeze screenshot: Flying penguins

The carved owl mountains are getting closer, and far more numerous. DK is inching closer to their capital.

Tropical Freeze screenshot: Owl mountains

In 2-6, Wing Ding, DK reaches the owl’s biggest city. The elegance of their architecture is amazing: DK even enters many of their buildings.

Tropical Freeze screenshot: Inside owl building

Tropical Freeze screenshot: Owl houses

DK continues his campaign of cultural violence, smashing apart leaded glass windows and breaking the owl’s totems.

Tropical Freeze screenshot: Breaking owl glass

Tropical Freeze screenshot: Breaking owl window

Tropical Freeze screenshot: Owl totems

Tropical Freeze screenshot: Breaking owl totems

Once again, we simply see the owls flying in place; they aren’t pursuing Donkey Kong. It makes you wonder: is DK liberating the owls from the oppression of the penguins? Or maybe the owls simply tolerate the penguins because the penguins don’t break the owl’s things the way DK does. DK’s violence might, in a way, be working to unite the owls and penguins together. The enemy of my enemy is my friend, and all that.

Tropical Freeze screenshot: Ringing the bell

As in World 1, Autumn Heights is also home to a temple of the ancient monkeys, Bopopolis. The temple is decorated in monkey statues, though the Snowmads have hung their flags wherever they can.

Tropical Freeze screenshot: Bopopolis monkey statue

Tropical Freeze screenshot: Bopopolis entrance, with Snowmad flag

As in the Lost Mangroves, it’s clear that Autumn Heights is a land of competing cultures. Even before the Snowmads arrived, there was competition between the owls, the rodents, and the monkeys. However, it appears as if the monkeys have been gone from this island for sometime. Their temple, Bopopolis, has survived, but it has no floor. This level contains 37 owls. The temple is a place of the air, and it has been repurposed as a home for the owls.

Maybe DK has some right to wage a war of aggression against the owls after all.

Tropical Freeze screenshot: Owls in Bopopolis

The monkeys and owls face off

DK and company finally make it to the owl’s hideout. DK blasts inside an owl mountain to face the owl leader.

Tropical Freeze screenshot: Entering owl mountain

Once inside, the owls smash a banana with a giant mallet, causing DK and friends to freak out. It’s clear the owls are trying to insult and intimidate Donkey Kong. Owls don’t eat bananas; and Tropical Freeze’s plot isn’t about DK retrieving his banana hoard, as in previous games. The owls are sick of DK’s destruction of their homeland, justified or not.

Tropical Freeze screenshot: Getting ready to smash a banana

Tropical Freeze screenshot: Smashed banana

Tropical Freeze screenshot: Donkey Kong and Dixie freak out

The mother owl has ice powers and uses them to attack DK. Presumably she got them from the Snowmads. The owls were fed up with DK’s violence and enlisted the help of the penguins. It appears in this final battle that the owls and the penguins have come to a mutual respect for each other.

Tropical Freeze screenshot: Owl uses ice attack!

DK defeats the owls, and prepares to leave Autumn Heights.

What does the next island, Bright Savannah, have in store for Donkey Kong?

Game on,

Storytelling thru Gameplay: World 1 of Donkey Kong Country Tropical Freeze

Among gamers is a persistent debate about storytelling: to use cutscenes or not? For some games, cutscenes can be an effective way of telling a story. Video games, though, are an interactive medium, and some believe that storytelling is better accomplished through gameplay: as few cutscenes and lengthy text screens as possible.

Cutscenes are seen by some as a crutch, an easy way to tell a story. But they break the immersion of the game, and they force the player to sit and watch.

Telling story through gameplay, effectively, is more challenging.

A couple weeks ago I reviewed my favorite levels in Donkey Kong Country Tropical Freeze and made a striking observation: in World 6, the game tells a very dramatic story, all without a single cutscene. It got me thinking: does the rest of the game feature the same quality of storytelling?

Let’s find out! In this 7-part series, we’ll examine all seven worlds of DKCTF to see how the story is told through gameplay. Does the game have a coherent story? Is it effective? And most importantly, is this a better way of telling stories than through cutscenes?

The game’s opening

The game begins with a cutscene, which immediately casts doubt on my theory. This principle of storytelling through gameplay doesn’t necessary mean that games can never use cutscenes, but they have to be used sparingly. Let’s see what this scene accomplishes.

It opens with DK and friends having a party.

DK and friends eating banana cake.

The party is cut short by the arrival of the Snowmads, arctic Vikings looking for new lands to conquer.

Snowmad ships arrive across the ocean.

The Snowmad leader, Lord Fredrik—a giant walrus—wants to turn Donkey Kong Island into a frozen paradise more suitable for his people. He blows a frost horn that freezes the island solid.

Lord Fredrik blows the ice horn.

The monkeys come outside to investigate, but are immediately blown off the island.

Donkey Kong, Dixie Kong, Cranky Kong, and Diddy Kong investigate the Snowmads.

The monkeys are blown off the island!

Lord Fredrik parks his ship on top of the volcanic island, and ice coats the land.

Donkey Kong Island is frozen.

Donkey Kong Island is frozen.

The cutscene ends when DK is thrown into an abandoned airplane, the start of the first level. The cutscene last 2:33, fairly short. And as far as DKC games go, this story has the highest stakes compared to the previous four games. DK isn’t called into battle to save his banana horde or a handful of friends: now he’s saving his entire homeland, something he just accomplished in the previous game, Donkey Kong Country Returns.

In DKC Returns, however, the enemies were slow in conquering DK Island. They had a presence, but it wasn’t absolute. This time, the Snowmads completely subdued the island in a matter of seconds.

The game begins on a Game Over, in a sense, and now the sequel begins: how does DK take back his post-apocalyptic island from these foreign invaders?

Who inhabits the Lost Mangroves?

DK flies miles and miles through the air, roughly to the southwest of DK Island, to land in the Lost Mangroves. Each world is a separate island chain that DK must traverse to get back to his home.

When he arrives in the first level, Mangrove Cove, immediately there’s a dissonance. DK lands in a broken, metal airplane.

DK lands in broken airplane.

The mangroves are littered with discarded wreckage of a previous era. The planes sit in the trees, on the ground, even underwater.

DK finds plane parts underwater.

Where did these planes come from? The game never explains, but I have a theory.

The technology behind the airplanes is clearly more advanced than the technology that the Snowmads possess. They arrived via wooden boats and ships: the littered technology of the Lost Mangroves is several generations ahead of where the Snowmads are at.

Additionally, giant metal ships can be seen from time to time. These ships are clearly more advanced than the Snowmad’s ships, yet for all their advancement, they weren’t able to survive the harsh environment of the mangroves.

Sunked ship in Mangrove Cove.

Which must mean that somebody previously tried to conquer the Lost Mangroves. Who? We don’t know. Clearly there was a fierce battle, as the wreckage of this failed quest is abundant. And considering the disrepair of this machinery, the battle for the Lost Mangroves didn’t happen yesterday, but likely years and years before.

As DK travels this world, the player gets the sense that the animals are protectors of their homes. Somebody tried exploiting these lands long ago, and failed. The junkyards foreshadow the ending of the game: the animals beat back invaders before, and hopefully they can do it again.

The Snowmads have a presence in this world, but it’s minimal. In the background, their ships quietly patrol the cove.

Snowmad ships explore the cove.

So why are the Snowmads in the mangroves when they were able to settle DK Island so quickly? My working theory is that the Snowmads sent scouting parties to each of the six main island chains, and Lord Fredrik went to DK Island. The scouting parties are investigating these other islands to see if they are suitable homes; maybe the Lord plans on freezing these islands at a later date.

Snowmad crates dot the first level, providing evidence that the Snowmads only just arrived and are unloading their cargo.

Snowmad crates

At the end of Mangrove Cove, DK destroys three Snowmad ships, letting them know that they aren’t welcome here.

DK destroys Snowmad ship.

In the second level, Shipwreck Shore, we find that the Snowmads are better settled. They are setting up tents and lodging. Even their barrel of fish is starting to attract flies.

Snowmad camp and fish barrel.

The Snowmads have docked a ship and are once again unloading their property.

Snowmad ship.

However, this level also features a sunken ship, so the Snowmad’s prospects for survival are in question.

Sunken ship in Shipwreck Shore.

After completing the second level, players can now visit Funky Kong, who sells extra lives, monkey barrels, and power-ups.

Funky Kong in DKC Tropical Freeze

The presence of Funky Kong—or rather, his mode of transportation—is the first stumble for the game, storytelling-wise. Funky Kong is flying one of these advanced airplanes, similar to the planes we’ve just seen strewn across two levels. Does that mean the monkeys made this technology? More likely, Funky Kong repurposed a plane left behind by the last invaders.

Funky Kong appears in every world; thus, his shop needs to be mobile so that it makes sense why he’s in each world. However, since he has such a well-maintained plane, this raises the question: why doesn’t he just fly DK back to DK Island and be done with it?

Ancient inhabitants

After level 2, players have the option of playing level 1A, Zip Line Shrine. This level deepens the culture of these islands.

The player begins by entering a temple guarded by three banana statues.

Banana shrine.

This temple is ancient. We don’t know who created it, but given its banana motif, it’s safe to say the monkeys had something to do with it.

Banana shrine.

The monkeys were here first, and these temples prove it. Additionally, each level contains secret bonus rooms, all with similar architecture.

Bonus level.

In Zip Line Shrine, the Snowmads are almost nonexistent. There are a few hootz here and there; they seem more like scouts, investigating whether these temples (with their numerous traps and safeguards) are worth fighting for.

DK flies past Blue Hootz.

When players reach the third level, Canopy Chaos, they once again find evidence of an extinct culture. Whoever inhabited the Lost Mangroves before set up massive machines, machines so durable they are still running in some cases.

Cannons in the background of Canopy Chaos.

Grinding machines in Canopy Chaos.

The Snowmads have some slight interest in these machines, as we see evidence of their cargo crates once again.

Snowmad crate in Canopy Chaos.

The new invading culture mixes with the old

In Trunk Twister, we find more evidence of a previous invasion force. Trunk Twister is the first mine cart level. Why are there mine tracks here? The previous invaders must have thought something was worth mining, and built miles of track to support their enterprise. The invaders are no longer here, but their equipment survives in disrepair.

Mine cart in Trunk Twister.

Sunken ship in Trunk Twister.

We find more cargo crates, only this time, they aren’t tagged with the Snowmad snowflake; the Snowmads are not responsible for the advanced technology seen in this world.

Mine track in Trunk Twister.

In level 1B, Busted Bayou, we have perhaps the most evidence yet that the previous invaders couldn’t survive this landscape. Why did so many planes crash? Was there a storm, or some magic, that brought them down? The planes are most degraded in Busted Bayou compared to the other levels, suggesting that the previous invasion force came in waves over a span of time.

Planes in Busted Bayou.

Planes in Busted Bayou.

Planes in Busted Bayou.

Snowmad enemies are nonexistent in this level. However, if you look closely, you can see a Snowmad ship in the background, sailing slowly through the twisted mangroves. It’s almost as if they realize that this landscape is not for them. Maybe they can make a life in the open areas near the island shore, but the interior of the Lost Mangroves is closed to them: it’s not worth the effort.

Thus, Lord Fredrik decided to keep moving his fleet forward, searching for better lands.

Snowmad ship in the background of Busted Bayou.

The first six worlds in DKCTF feature a bonus temple level that’s unlocked if players collect all the KONG letters in each level. These temple levels are challenging, and feature fewer assists than other levels.

These temples are akin to the temple we saw previously in Zip Line Shrine. Despite the peril that comes with navigating these temples, the Snowmads find them to be a suitable home.

When entering the first temple, Swinger Flinger, players see a fallen Snowmad banner, along with a “No DK” sign.

Entrance of Swinger Flinger temple.

This temple, though, was built by the monkeys, and DK fights to eliminate every Snowmad from the temple. This is a sacred place, and the Snowmads have desecrated it.

Monkey statue at the end of Swinger Flinger.

The first world closes with a battle against Pompy the Presumptuous. The Snowmads have established an arena, made from the discarded technology of the previous invaders. Even if the Lost Mangroves aren’t the perfect home for them, some of them will make a life here. After all, a scouting party doesn’t make an entertainment arena unless it plans on staying put.

Battle against Pompy the Presumptuous

Hopefully you found this analysis of World 1: Lost Mangroves insightful! If you have any thoughts on the storytelling in this world, please let me know! I’m curious if others agree with me that Lost Mangroves features three different cultures; the ancient monkey culture, the technologically advanced but since-deceased invading culture, and the more primitive Viking Snowmad culture.

If you pay attention to what’s happening in a game, you might realize that the storytelling is deeper than initial appearances.

Game on,

Top 24 Levels in Donkey Kong Country Tropical Freeze

Of all video game genres, the side-scrolling platformer is my favorite. And of all the platformers out there, the Donkey Kong Country series is by far the best designed.

Sure, the Mario series runs a close second. But I always found DKC more difficult, more atmospheric. It doesn’t always have the razzle-dazzle of Mario, the kookiness, the originality. DKC sticks with a couple ideas and does them well.

I love all five DKC games. In this post I’ll be discussing DKC Tropical Freeze for the Wii-U.

I come back to this game over and over again. When I’m bored, lonely, or just need a diversion, this game is there for me. I play it for an hour or so and all my cares drip away.

Not every level is good. But many of them are great.

Think of this post as a playlist. If I need 60-90 minutes of quality entertainment, fun all the way through, these are the levels I play. I don’t search for puzzle pieces, but if I find them I grab them. I don’t do the bonus levels, as I like listening to the stage music and not the zany bonus music. I don’t play all the levels on this playlist, but pick and choose between 75% of them.

Let me know if the comments what your favorite levels are! Videos courtesy of Zephiel810 and Easy2plaYFullHD.

Busted Bayou

As much as I love Tropical Freeze, the first world is underwhelming. However, Busted Bayou clearly stands above the rest.

The music is swinging, the graphics are alluring, and the use of shadows and dark space to conceal platforms and puzzles is ingenious.

This is a world I want to spend time in.

Discovering the hidden star in the leaves is one of my favorite memories from this game.

Windmill Hills

Before I played Tropical Freeze, I was getting jaded with the world designs in platformers. There’s always an ice world, fire world, water world, desert world, etc. World themes have gotten very cliche; DKC and Mario games are to blame for this.

Then I saw World 2 in Tropical Freeze. A German-themed world? That’s the best way I describe it to friends. Anybody think of this theme differently? The folk instruments, the windmills and bells, the beer steins–it’s all so different. And Windmill Hills nails it.

The music is so relaxing, and the juxtaposition between jungle apes and Germany is so strange.

This level has a great sense of scale, as you fly through the air and jump from windmill to windmill. This is my second favorite level in the game.

Mountain Mania

You can’t go wrong with the Rambi levels. Who doesn’t love running around breaking things?

If you aren’t searching for puzzle pieces, this level’s quick and exhilarating. Smashing rocks and smashing bells. That’s all you need in life.

Sawmill Thrill

DKC Returns and DKC Tropical Freeze are awesome games, don’t get me wrong. But by this point in the DKC franchise, the infamous mine cart level formula has gotten a little stale.

The mine cart levels in DKC and DKC2 are most memorable to me (did DKC3 even have them?), but those games actually use the mine carts only a couple times. They were memorable because of how sparse they were.

To Tropical Freeze’s credit, they did try to mix up the mine cart formula. Of the mine cart levels, Sawmill Thrill is the best.

The music is more akin to original DKC music, and there’s just something satisfying about switching from the mine cart to the sawed log boat.

Alpine Incline

Okay, the last level from World 2! If I don’t have a lot of time, I play Windmill Hills, followed by Alpine Incline.

The music’s a little dark, and the stage is a little scary. You jump from such high platforms with very little margin for error.

This level really gives me a sense of vertigo!


I love the inclusion of the temple levels in the DKC Returns and Tropical Freeze. With no checkpoints, the levels are unforgiving.

However, they are a challenge. If I’m playing to relax, which is what this playlist of level is all about, I usually don’t turn to these levels. But if I had to pick one, Bopopolis would be it.

It’s so difficult to time the bops and jumps just right. But when you get it down, when you fly through the level with no errors, I get a sense of great accomplishment!

Grassland Groove

Picking a top level in Tropical Freeze is tough, but Grassland Groove has to be it.

We’ve seen jungle theme in DKC before: jungle is the primary theme! For some reason, though, we’ve never seen African theme.

World 3 is a real treat, just like World 2, in overturning expectations!

Grassland Groove has the best music and the best graphics of any level in the game. This level is fun and happy, celebratory even. The excessive fireworks are also a nice touch.

When you get to the end, stand on the balloons for a few seconds and let the music finish. The sun shines, and the crowd sings your praise. Can you end a level any better than this?

Frantic Fields

Frantic is right! Dust storms, tornadoes, flying water buffalo, this level has it all! It’s a Rambi level, so that automatically makes it good in my book.

But this Rambi level isn’t so much about smashing stuff, but dodging debris. The end section, when DK and Rambi are caught in a wind storm, jumping from rock to rock, is sublime.

Scorch ‘N’ Torch

As I said before, lots of platformers have obligatory fire or lava levels. The trope has been so overused that fire levels just don’t excite me anymore, even though fire is inherently exciting!

Scorch ‘N’ Torch changed my perceptions. Finally, a new take on the fire level!

The idea of branches and grass slowly burning the longer you stand in place is masterful. It forces you to keep jumping, to keep moving. It adds a little stress, but a good kind of stress.

You feel like the world is actually burning around you, that you have to escape, unlike most fire levels, where it seems inconceivable that a monkey could stand in the middle of a volcano and not feel the slightest discomfort (I’m looking at you DKC, Returns!).

Amiss Abyss

One major problem with DKC Returns: no water levels! I know many gamers hate water levels, but the water levels in the DKC series, especially the first one, were so epic, peaceful, and calm.

Now they’re returned in Tropical Freeze! My one criticism is that most of them have transitions between water and land parts, and usually the land part has different, more upbeat music than the water parts. I want to listen to the ambient water music the whole way through!

Amiss Abyss doesn’t disappoint in the music area. The new soundtrack is awesome, and the music doesn’t change on the land parts.

Plus, the black on blue shadow effort looks rad.

Irate Eight

If you’re noticing at theme on this list, I prefer the relaxing, atmospheric levels over the more chaotic ones. Irate Eight is an exception.

You’re constantly under pressure to keep moving. This is the hardest of the water levels, but the pounding classic DKC medley encourages you to keep fighting, keep pressing forward.

Even though I love swimming in real life, water is one of the scariest things to me. Being under so much dark water in this level, with stuff constantly flying at me, sets me on edge. But I like that feeling. And Irate Eight captures the horror of water so well.

Rockin’ Relics

Same music as Irate Eight, same effect of scaring the pants off me! The pounding rain, the rockin’ relics, the lightning flashes: very cool.

This level does have different musics for the water and land sections, which I’m usually annoyed with in Tropical Returns. However, this time the tracks on both land and sea are awesome, and the transition between them is much smoother.

Frosty Fruits

Okay, World 1 was a bit of a letdown, theme-wise. World 5 is even more so.

After the awesome new themes of Germany and Africa in Worlds 2 and 3, and the return of water levels in World 4, we are treated (get it?) to…fruit theme.

Fruit theme?!

DKC Returns had a secret bonus level that was fruit-themed. It was difficult, and quite silly. I was so surprised, then, to see Retro Studios double down on the fruit theme.

Because of the theme, I just can’t enjoy most of the levels in World 5.

Frosty Fruits is the CLEAR exception. The music is moody, the platforming is exciting, and the frosty theme actually transitions nicely to World 6. After all, this game is called Tropical Freeze.

Platform Problems

One more challenge temple level. Platform Problems is a little easier than Bopopolis, but no less satisfying to complete.

This level is so rickety: the platforms are constantly falling away. You have to think fast, and jump quick, if you want to make it out alive.

Homecoming Hijinx

We’re getting to the end of the game! World 6 blows all other worlds out of the water. This is how ice levels should be done.

What’s so ingenious about this world is that each of the 8 levels is reflective of one whole world from DKC Returns. It really feels like DK’s island has frozen over. The stakes are high. You want to save your homeland.

The first level in DKC Returns paid homage to the first level of DKC. Homecoming Hijinks pays homage to both.

The music sets the mood: this is a sad world. The snowmads have already won the war. They’ve settled in and made DK Island their home. All traces of the monkeys and their forest friends have been eliminated.

Now DK has to fight back!

Jungle theme has always been one of my least favorite video game world themes. But frozen jungle? That I can do.

Seashore War

I know I said Grassland Groove is my favorite level, and Windmill Hills is second, but some days, Seashore War tops both of them combined.

The music is forlorn. Is this really a war? The snowmad’s ships are everywhere, conquering the bay. And DK has to single-handedly take them out.

The water is freezing, so no more swimming. That’s fine. Water is an obstacle again. Water’s scary, like I said, and freezing water is especially scary.

I love all of the ships that DK has to pull up from the sea. Even though it makes no sense (video game physics, y’all), his strained grunts, against the backdrop of the melancholy music, makes you feel DK’s pain as he tears apart the snowmad fleet.

Aqueduct Assault

The third world of DKC Returns was Cave world. Not one of my favorite themes, but it had some sweet mine cart levels (better than Tropical Freeze). We return to the caves, not to race mine carts, but to climb across frozen, stone ruins.

Nearly every platform breaks away. These aqueducts have stood the test of time. They are ancient relics.

Unfortunately, the snowmads ruined them. Completing the level is bittersweet. Sure, DK liberated this part of the island from the snowmads. But at what cost? The remnants of some ancient civilization are reduced to dust and crumble.

Blurry Flurry

DKC Returns tried to mix up the gameplay by adding in rocket barrel levels. The music is a little too jazzy for my taste, but the rocket levels are a nice diversion from the mine cart levels.

If I had to pick one rocket barrel level from Tropical Freeze, Blurry Flurry is it. The final few seconds in the snowball make it all worth it.

Forest Folly

David Wise, original composer of DKC, returned to Tropical Freeze to contribute to the music. He really hit it out of the park on Forest Folly, as per his style.

The land is still frozen, and the music is strangely accepting of the devastation. By this point, DK has liberated half of his island. But the snow keeps coming, and the snowmads refuse to give up their stranglehold.

Giant totems are frozen, and the snowmads seem very comfortable with their new home.

DK has a sort of resignation to himself in this level. He’s getting sick of the snowmad’s crap, but he’s here to do a job, and he’ll finish the job, even if he’s alone.

Cliffside Slide

So it looks like I’m just favoriting every level in World 6 at this point!

Another shadow level, Cliffside Slide gets us away from the melancholy feelings of the previous levels and gets serious.

Snow is burying the island, and DK is mad. The snowmads know no rest from their wickedness. Now they’re destroying million year old dinosaur fossils.

DK can’t save everything. But maybe he can bury the snowmads in their own snow.

Frozen Frenzy

I always loved the factory levels in DKC. They seem like such a weird theme. Jungle animals in industrialized areas? What a perfect way to show the extent that DK’s home is conquered by outside forces!

True, the factories were already present in DKC Returns. The snowmads seem to have taken up residence in a factory DK previously destroyed.

How strange, then, that DK has to activate this factory before he can defeat the snowmads! Factories were always DK’s enemy. But the enemy of his enemy is his friend.

DK will turn on this polluting factory if that means getting the snowmads off his island.

Meltdown Mayhem

Fire levels are boring. But ice and fire levels? Amazing!

For some reason, 2D platformers usually don’t mix ice and fire themes, even though they naturally go together. You can’t get any more contrasting than ice and fire.

We return to the volcano from DKC Returns (really DKC2), but even the volcano is frozen! The snowmad’s reach has extended way too far.

Atop Rambi, DK will smash all the ice apart, returning the volcano to its natural state.

Is an active, boiling volcano safe? No. But in DK’s mind, an active volcano is a much more manageable, a much more predictable foe than the icy havoc of the snowmads.

Dynamite Dash

When I’m playing to relax, usually I finish my playthrough with Meltdown Mayhem. But if I’m not ready to put the controller down yet, I play the two World 6 bonus levels.

Dynamite Dash is another cave level. But this time you blow everything up.

And sometimes that’s enough.

Icicle Arsenal

Whereas the normal 8 levels in World 6 are frozen reskins of DKC Returns levels, Icicle Arsenal is original. The castle featured in this level didn’t appear in Returns.

It seems, then, that the snowmads have done more than just occupy DK Island. Now they are building their own castles, their own settlements.

And DK, once again, is here to tear them down.

Game on,