King Kong Pc Game Crack Download
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Other users on the internet report being able to get the game working in Windows 7 by using a cracked executable (one with the copy protection removed or at least bypassed in some manner) and updated Starforce drivers. This will not work in Windows 8 or Windows 10 and you try it at your own risk in Windows 7.
Sorry, it is still showing up on my computer. I guess since I bought it, it is still available to download for me. I did not realize they took the game down. That is a bummer for everyone else. Maybe if enough people inquire about it, they will put the game back.
My king kong works but when i open it the game runs rly fast even in the menu and i have tried everything but nothing helps pls i need help with this this game was my childhood and i want some nostalgia here :P
Only problem is that DK64 isn't as revolutionary a game to the N64 as DKC was to the Super NES. Graphically DK64 isn't a huge step up from games like Rayman 2 or Banjo-Kazooie. The game itself walks the now-well-trodden path that BK did a few years back, making it seem that Rare has fallen into a predictable formula of games--collect multiple types of items (this time using multiple characters).
Collect everything and be treated to a "special" ending. Is it really worth it for the payoff? It's not that DK64 is uninspired--its mini-games will be a lot of fun the first time you play them. But you play them over and over again through the course of the game--with shorter times limit and higher requirements making them harder.Control does not seem quite as tight as it should be in a 3D platform game of this type and takes some getting used to. If you stand still and perform an attack you won't be able to start moving again until it's done--leading to situations where you're surrounded by enemies unable to escape unscathed. The camera gets in the way or adjusts itself at some of the most inopportune times in levels like Frantic Factory where you have to make pinpoint jumps. Mine cart levels are back, but they're fewer in number than DKC (thank god!) and are just races/challenges.Rare's got a fine game in DK64. Better than most. Revolutionary? No. Fun? Yes. It'll take you many hours to complete the game, and if you want to collect everything--better set aside at least 40 hours if you're not using a hint book.
I have a love/hate relationship with DK64. There are moments during the game where this is the best Rare has ever done--bits that tip their hat to Metal Gear Solid, boss battles, ingenious puzzles and minigames, the variety of multiplayer games, the inclusion of jet PAC and the original arcade DK. I especially enjoyed all of the boss battles and multiplayer games. The very last boss battle is quite possibly the most ingenious ever. There's little difference between each of the screens in four-player mode and the one-player game. But all that enjoyment is spaced out by nothing but collecting items and bananas. It's basically, get something, switch characters, repeat--that's the game. When entering a new level I thought, "here we go again" and had to stop playing a few times because I grew tired of it. At other points I had no idea where to go next, and did a few levels out of the order you're supposed to. Instead of fog, enemies and items simply fade into view as you approach them, making it difficult to stand at one end of an area and look around and tell where anything else is. I didn't feel satisfied after finishing the game, because the ending does absolutely nothing to wrap up/further the story (even after the last boss). It just doesn't seem polished. That said, this is still one of the top N64 games.
So. What have we got on the menu this time? Obviously it's all 3D and looks lovely, but at first glance you'd be forgiven for thinking it had something of a passing resemblance to Banjo-Kazooie. I guess there are only so many ways you can do a 3D platform game with animals throwing stuff at each other, so you'll have to get over that. First things first--DK64 is seriously different from anything else as it absolutely HAS to have the Expansion Pak plugged in to work. This is akin to PC games requiring a 3D card, but Nintendo is shouting the fact that the game will come bundled with the Pak from the rafters. Nice...unless you've already got one. This is probably going to be an expensive game. Still, there have been rumors recently that top-brass at Nintendo are so convinced people are going to love DK that they are anticipating sales so spectacular that it will out-perform the entire Dreamcast lineup combined this Christmas. They might be right. Who knows?
There are to be five characters in this outing. Donkey, Diddy (both of whom we all know and love/hate--mostly love I reckon), and the new guys, Tiny, Chunky and Lanky--presumably each suffixed with the Kong family name. Chunky Kong has kind of a nice ring to it doesn't it? Each character has a unique set of moves (much like juno and crew in Jet Force Gemini), and there are apparently 109 special moves in total across the five characters. Different moves allow access to different parts of each level--and we're assured that "backtracking" is going to be a major part of the gameplay experience. From what we saw, the structure is very much "hub-based" like Mario or B-K, so you'll be opening up new areas with certain characters, and then taking each of the chums through in order to find new sections beyond the limits of each monkey. No word yet on whether co-op multiplay will be featured though--but we can only hope. Still, jet Force is paving the way...maybe it could happen. We'll fill you in as soon as we know.
Now, exactly one year later, it's here, and it's got a lot to prove. It needs to be sufficiently different to BK. It needs to justify its astonishing? 60 asking price (thanks to Nintendo's clueless distributor, THE, refusing to sell a version of the game without the required expansion pak). And, after Perfect Dark's disappointing delay made us cry real tears, it needs to give N64 owners a Christmas to remember.
Rare's perverse sense of humour has become increasingly apparent in recent games UFG's 'Specialist Magazine' springs to mind), and if you're looking for more, be sure to spend some time with DK64's absolutely superb instruction manual. With Cranky 'hosting' it, Rare have been given free reign to poke fun at their very own game, including a brilliant bit where the old ape introduces the section explaining Candy's Musical Instruments with, "Hey! This is robbed from Zelda!" Top-notch.
The boss encounters in DK64 are the most exciting since Zelda, with Rare chucking in every fancy graphical effect and quick camera cut they can muster to make the battles fast, involving and painfully tricky. Oddly, some of the battles don't ask you to physically touch the boss - Lanky, for example, needs to ride around in a speedboat, steering through rings to complete an electrical circuit and fry the big baddie, while Tiny's encounter is a tricky, platform-jumping challenge. The final battle with King K. Rool, meanwhile, is just about the longest, satisfying and most inventive in videogame history. And we're not going to show you any of it. Ha!
Then, like the sparkling ray of sunlight that signifies the end of the storm, this arrived. Donkey Kong 64 is everything a platformer should be: vast, complex, beautiful to look at, and impossibly involving. While lesser games cower in the corner with their half-hearted controls and linear play, DK64 presents intricate puzzles, sprawling levels and magnificent sights that perfectly reflect how much real effort has gone into its making. This is Rare's second successful stab at a platformer of Miyamoto quality; this time, we hope GT, Ubi Soft, VIS, Infogrames and Crystal Dynamics are paying attention.
DK64 is the first platformer for months to ditch long, linear paths in favour of huge, open-plan 3D worlds. The very first level, Jungle Japes, is a beautiful start to the game - a gigantic, multi-levelled jungle clearing filled with things for Donkey Kong to run around, jump onto, climb up and fire at. It's followed by a wonderfully picturesque woodland area complete with working water-mill, a watery wonderland towered over by an active lighthouse, and a menacing, multi-roomed castle that takes a good ten minutes to climb to the top of Throughout DK64, Rare are positively begging you to explore and experiment, all the while teasing you with locked doors, sealed-off bananas and unreachable objects.
Because the five members of the DK family are individuals (unlike Banjo-Kazooie's glued-together duo), Rare have been able to stuff every level with things to do. In just one of Frantic Factory's many rooms, you'll notice a mini game barrel just high enough for Lanky, a Tiny-sized miniature tunnel entrance, a sealed-off room that Chunky could easily punch his way into, and a mid-air platform that's crying out for Diddy's jetpacking skills. You'll be itching to explore them all, and tedious character swapping is kept to a minimum - the uniform distribution of puzzles around each world means there's plenty to do with one character before needing to move on to the next.
It's all the more impressive, then, that DK64 manages to keep things sufficiently varied. Two types of challenges lead to the fabled Golden Bananas: traditional tests of agility (negotiate platforms, fly through rings, stomp on switches), and short, self-contained mini games. The platforming is mostly stuff we've seen before in Mario and Banjo-Kazooie, but pulled off with typical Rare flair - why scale a mountain when you could be trekking in and out of a mountain-sized toadstool? - and most of the mini games are tremendous fun. It's all pitched at just the right difficulty level, too: no puzzle will stop you in your tracks, but there's a pleasant 'aah, I see!' factor to every gold-plated banana reached. 2b1af7f3a8