11-18-2012, 12:49 AM
Sengir's Design for Donkey Kong 3
The overworld is high above the ground with a ton of vines hanging down from the jungle canopy and a bunch of treetops to swing to and from. There are no enemies that can do damage in the overworld but if DK or Diddy fall they will lose a life. DK's tree hut is located here.
"Dungeons" are just parts of the world where enemies exist, usually themed. DK does not have to go through a loading screen to get to dungeons as they are seamlessly integrated into the world. Examples of dungeons include a tall mountain with a mineshaft the DK can enter, an opening in the trees below that drops DK at the shore, a section of jungle where trees were removed and in their place an ancient ruin or even a barrel cannon that fires DK towards a tall cliff.
DK moves with the circle pad with a peanut gun-armed Diddy atop him. Diddy can change directions with the d-pad.
Multiplayer allows Diddy to be controlled by another player with the circle pad
The overworld is high above the ground with a ton of vines hanging down from the jungle canopy and a bunch of treetops to swing to and from. There are no enemies that can do damage in the overworld but if DK or Diddy fall they will lose a life. DK's tree hut is located here.
"Dungeons" are just parts of the world where enemies exist, usually themed. DK does not have to go through a loading screen to get to dungeons as they are seamlessly integrated into the world. Examples of dungeons include a tall mountain with a mineshaft the DK can enter, an opening in the trees below that drops DK at the shore, a section of jungle where trees were removed and in their place an ancient ruin or even a barrel cannon that fires DK towards a tall cliff.
DK moves with the circle pad with a peanut gun-armed Diddy atop him. Diddy can change directions with the d-pad.
Multiplayer allows Diddy to be controlled by another player with the circle pad