Since this version attempts to address both the difficulty and controls I can see more why Nintendo felt this game in particular needed a remake so soon after the original release.
![golden temple donkey kong country returns golden temple donkey kong country returns](http://images2.wikia.nocookie.net/__cb20101027164113/donkeykong/images/6/61/DKCR_World_Map.png)
So who the fuck was the game for? I'm guessing NCL and Retro had different audiences in mind and we ended up with a compromised game that has a notable issue for both. Motion controls market better to casuals but casuals don't want the game that hard. I thought that was the whole damn point of this wiggle waggle nonsense? DKC Returns has a hardcore difficulty but hardcore gamers don't want to fight with unresponsive controls. Though it is ironic that part of the goal here is to open the game up to a wider audience. The moral of the story? Don't force dumb gimmick controls to games where it doesn't fit merely because it markets well to rubes. This might not be something that even can be fixed. Changing a games controls after the fact is something that has to be thoroughly tested as you never know what might suddenly break. There could be problems in certain levels where having them together makes it unbeatable. In theory they could perhaps give the game classic DKC controls but the game wasn't designed for run and throw to be the same button. See the problem is that they seperated the functions into two commands in the first place. The stereoscopic 3D is a nice addition, and while the game wasn’t originally tailored around that experience, there are a few places where it works especially well, though the character models are degraded somewhat on the 3DS.
![golden temple donkey kong country returns golden temple donkey kong country returns](https://vignette.wikia.nocookie.net/donkeykong/images/e/e6/DKCR_WorldMap.png)
The roll maneuver itself seemed twitchier than I remember it being on the Wii, even with its despised shake mechanic. Grab is inexplicably mapped to the shoulder buttons, which was pretty unnecessary and frustrating, given the two duplicated face buttons and the tradition of mapping run and grab to the same button. In the default configuration, run and roll are mapped to X and Y, while jump is mapped to A and B.
![golden temple donkey kong country returns golden temple donkey kong country returns](https://www.mobygames.com/images/shots/l/491285-donkey-kong-country-returns-wii-screenshot-cranky-kong-is.png)
Get recommendations for new movies to watch, rent, stream, or own.
#GOLDEN TEMPLE DONKEY KONG COUNTRY RETURNS MOVIE#
Having years of experience with the original Donkey Kong Country series, the button layout simply didn’t work well, as it was seemingly mapped from the Wii version’s Nunchuk scheme. AllMovie provides comprehensive movie info including reviews, ratings and biographies. While the Wii Remote shake moves have thankfully been replaced with buttons, the actual control scheme doesn’t make a lot of sense. It took me a few minutes to get used to the controls in DKCR3D, and I still wasn’t happy.