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===Design=== {{Quote box|quote=The stages were painstakingly arranged so that the player could "go first time" past obstacles ([i.e.] if there was a swinging rope then when it came on screen it was swinging towards you so you could jump onto it straight away)... If you time everything correctly, you can get through the level efficiently and impressively.|source=[[Gregg Mayles]]<ref name="RG: MakingOf"/>|width=30em|quoted=1}} Rare drew inspiration from the ''Super Mario'' series, Mayles citing ''[[Super Mario Bros. 3]]'' (1988) as the primary influence on the [[level design]]. Mayles wanted to make a game that was accessible but would flow seamlessly for a skilled player; as such, objects were placed so well-timed players could continually move through a level.<ref name="RG: MakingOf"/> Mayles noted that although the concept of [[speedrunning]] did not exist at the time, "the way the game was designed definitely supports it".<ref name=":0">{{cite web|last=Robinson|first=Andy|title=''Donkey Kong Country'' team reflects on the game's 25th anniversary|url=https://www.videogameschronicle.com/news/donkey-kong-country-team-reflects-on-the-games-25th-anniversary|website=[[Video Games Chronicle]]|access-date=14 June 2022|date=21 November 2019|archive-date=31 January 2022|archive-url=https://web.archive.org/web/20220131170941/https://www.videogameschronicle.com/news/donkey-kong-country-team-reflects-on-the-games-25th-anniversary/|url-status=live}}</ref> The level locales were inspired by the films ''[[Return of the Jedi]]'' (1983) and ''[[Indiana Jones and the Temple of Doom]]'' (1984).<ref name="JXV: BTS" /> The team designed levels using [[Post-it Note]]s; they conceived set pieces (such as swinging ropes), created every variation they could think of, drew them on Post-it Notes, and pieced them together.<ref name="Edge">{{cite magazine|title=Rare Vintage: Part One|url=http://www.next-gen.biz/features/rare-vintage-part-one?page=0%2C1|magazine=[[Edge (magazine)|Edge]]|access-date=17 October 2022|archive-url=https://web.archive.org/web/20101017054242/http://www.next-gen.biz/features/rare-vintage-part-one?page=0%2C1|archive-date=17 October 2010|pages=1β2|date=11 October 2010}}</ref> Rare featured barrels as a primary game mechanic to pay homage to the original arcade game,{{sfn|Milne|2022|p=18}} and included hidden collectibles like coins and balloons to add depth.{{sfn|Milne|2022|p=20}} Diddy Kong originated from Rare's search for a game mechanic akin to ''Super Mario''{{'s}} [[power-up]] system in that he would serve as the player's [[Health (game terminology)|health]]. Mayles said: "We thought a second character could perform this function, look visually impressive, and give the player a feeling that they were not alone".<ref name="RG: MakingOf" /> ''Donkey Kong Country'' did not have much scrapped content; Gunn said he only regretted that Donkey Kong walks across dotted lines instead of paths on the world map, which could not be implemented due to time constraints.<ref name="NLife: MakingOf" /> One scrapped idea, a collectible that would evade the player by running or hiding, served as the basis for the [[Jinjo]]s in Rare's subsequent game ''[[Banjo-Kazooie (video game)|Banjo-Kazooie]]'' (1998).{{sfn|''Retro Gamer'' staff|2007|p=20}} Reviewing ''Donkey Kong Country'' for release, Nintendo directed Rare to reduce the difficulty to appeal to a broad audience, reasoning that the secrets would provide sufficient challenge for hardcore gamers. At this point, Miyamoto made some last-minute suggestions, such as Donkey Kong's terrain slap, that were incorporated.{{sfn|Undercover Lover|1994|p=55}} Nintendo's [[Kensuke Tanabe]] flew to Twycross to [[video game localization|localise]] the game with Rare.<ref>{{Cite web|last=Iwata|first=Satoru|date=1 December 2010|title=''Donkey Kong Country Returns'' - White-knuckled action|url=https://iwataasks.nintendo.com/interviews/wii/donkey-kong-country-returns/0/3|access-date=4 July 2022|publisher=[[Iwata Asks]]|archive-date=5 July 2022|archive-url=https://web.archive.org/web/20220705190937/https://iwataasks.nintendo.com/interviews/wii/donkey-kong-country-returns/0/3/|url-status=live}}</ref>
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