bad idea.
i still remembered most of the secret levels, bonus barrels, etc. from playing the game as a kid, and thus it sucked up a significant portion of last week's when-i-should-have-been-working time. despite having somewhat of a different look (the game and its sequels carry the mid-90s Rare graphics made distinctive by the original DKC and Killer Instinct), and lacking mario, i daresay these games, at times, out-platform the mario series. add to that the fact that for people who are compulsive about discovering game secrets (me), the first game is filled with them and the second and third games are so full of extra shit that going back and finding all of it will definitely take longer than playing through the game straight the first time.
at it's heart, each game features two characters, one of which you control and the other, who follows you. each character has their own distinct advantages and disadvantages, and you can switch at any time between the two. conveniently, if you're hit by an enemy, you just lose one of the two, so having both of your characters in the game gives you a little security to guard against slip-ups.

these games are really great in a lot of ways, but they are wonderful at pacing in a way that, once again, even mario games generally don't pull off as well. there are lots of ways to get around and ways to interact with the environment. rather than just running and jumping and stomping, each character has their own set of moves and attacks, and then the characters can combine to perform their own sort of combination moves. almost any move in the game can either be used for attack (but only on certain enemies; other attacks are necessary against other enemies) or also for reaching a ledge, hitting a lever, finding a bonus coin, etc., and to finish the game, you have to learn to use just about every move for just about every possible contingency.

and that's what's great about it, and what makes the platforming so interesting, and still not stale after three games' worth. it's always built, in just about every level on some kind of gimmick. jumping mine cars, clearing fences for rollercoaster cars, jumping pits using vertical-scrolling barrels, jumping pits using horizontal-scrolling barrels, jumping pits using 18 different kinds of barrels while a giant crocodile chases you, forcing you to navigate said barrels at lightspeed...

but the game always starts simple. it says: hey, you can jump, and you can roll. now you have to jump and roll. it says: hey, you can jump from barrel to barrel. now you can jump from barrel to barrel while dodging stationary enemies. now you can jump from barrel to moving barrel while dodging moving enemies. and so and so forth until you end a level doing something you literally had no idea was possible in the game (or by using your fingers) five minutes before. but it's all introduced and paced in such a way that there's never a point where suddenly you think to yourself "my god, what am i supposed to do? i'm not ready for this", while at the same time never becoming a game of "do this 100 times to win", which happens a lot in platforming games. even better, while you've achieved a pretty decent level of doing-crazy-monkey-shit by the time you've finished the game(s), you have to reach a whole new level of experimentation and permutations on the skills you already have if you want to actually reach all the bonus levels and find the bonus coins, etc. it kicks a lot of ass. which is why i'm writing about it. i'm looking at finishing DKC 3 tonight, if i ever finish grading.
yeah, i should probably get on that.
