The Weight of Jumps in Donkey Kong Country Returns

2026-01-23T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Donkey Kong Country Returns
Genres
2D Platformer
Release Date
November 21, 2010 (Wii)
May 24, 2013 (3DS)
July 4, 2019 (Shield)
January 16, 2025 (Switch)
January 20, 2026 (Switch 2)
Length
HowLongToBeat: 8.5-10.5 hours
Reviews
Edge: 7/10
Eurogamer: 3/5
Gamespot: 8/10
OpenCritic: 77/100
Creators
Developer: Retro Studios
Publisher: Nintendo
Platforms
Switch: Digital
Switch 2: Digital / Physical

Website

Playing Bananza, with all its climbing and smashing, I’ve nearly forgotten that Donkey Kong’s basic action is to jump. Jumping is how I distinguish platformers from non-platformers, but not every game with jumping is a platformer. In platformers, jumping is supposed to be experiential, not purely functional, and from this stand, I wouldn’t call all Ratchet & Clank games platformers in the same vein that Crash Bandicoot games are.

Donkey Kong Country Returns

Donkey Kong Country jumps are peculiar. I control a gorilla, so of course the gravity feels heavy. I can’t jump far by default, but rolling and jumping is a different story. Timing jumps while landing on enemies is more essential than ever: there’s momentum that is hard to find and easy to lose. It’s all unforgiving: if I miss the next platform, there’s rarely room to recover. And sidekicks only help so much, so pulling off the hardest sequences is a great achievement.

Donkey Kong Country Returns

In soul album terms, Mario’s best platforming efforts remind me of Marvin Gaye’s playful layering in What’s Going On, while platforming groove in Donkey Kong Country Returns is closer to D’Angelo’s Brown Sugar. It relies on challenging drum programming, the undertones are buried deep down, there’s seemingly not much. But it still draws me in over time. Inevitably, Returns received its Voodoo in the form of Tropical Freeze, probably the best 2D platformer ever made. I can’t wait to talk about some time in the future, but for now, Brown Sugar it is.

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My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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