1981–1982: Conception and first game in 2015 In the late 1970s, the Japanese company
Nintendo shifted its focus from producing toys and playing cards to
arcade games. This followed the
1973 oil crisis, which increased the cost of manufacturing toys, and the success of
Taito's arcade game
Space Invaders (1978). In 1980, Nintendo released
Radar Scope, a
Space Invaders-style
shoot 'em up. It was a
commercial failure and put the newly established subsidiary Nintendo of America in a financial crisis. Its founder,
Minoru Arakawa, asked his father in-law, Nintendo CEO
Hiroshi Yamauchi, to provide a new game that could repurpose the unsold
Radar Scope cabinets. Most of Nintendo's top developers were preoccupied, so the task went to
Shigeru Miyamoto, a first-time game designer. Supervised by
Gunpei Yokoi, Miyamoto settled on a
love triangle with the characters
Bluto,
Popeye, and
Olive Oyl from the
Popeye franchise, but a licensing deal between Nintendo and
King Features fell through. Whereas previous platform games focused on climbing, Although Miyamoto's team was told it would be a failure, It grossed $4.4 billion across various platforms, making it one of the highest-grossing games of all time. In 1982,
Universal City Studios filed
a lawsuit alleging
Donkey Kong violated its trademark of
King Kong. The lawsuit failed when Nintendo's lawyer,
Howard Lincoln, discovered that Universal had won a lawsuit in 1976 by declaring that
King Kong was in the
public domain.
1982–1994: Sequels and first hiatus Miyamoto and his team used
game mechanics and
levels that could not be included in
Donkey Kong as the basis for a sequel. Miyamoto wanted to make Donkey Kong the protagonist, but the
sprite graphic was too big to easily maneuver, so he created a new character,
Donkey Kong Jr. The team still wanted Donkey Kong on top of the screen, so they conceived a plot in which Mario had caged him and Donkey Kong Jr. had to save him. To develop
Donkey Kong Jr. (1982), Nintendo
reverse-engineered Ikegami's
Donkey Kong code, making it the first game that Nintendo developed without outside help. Following
Donkey Kong Jr. release, Ikegami sued Nintendo for
copyright infringement. In 1990, the
Tokyo High Court ruled in favor of Ikegami, and the companies reached a
settlement. Also in 1983, Nintendo released the Famicom, known worldwide as the
Nintendo Entertainment System (NES), in Japan; two of the three
launch games were ports of
Donkey Kong and
Donkey Kong Jr. The early library also included
Donkey Kong Jr. Math (1983), an
edutainment game based on
Donkey Kong Jr., while
Hudson Soft developed the Japan exclusive
Donkey Kong 3: The Great Counterattack (1984) for
NEC PC-8801,
NEC PC-6601, and
Sharp X1.
Donkey Kong 3 and
Donkey Kong Jr. Math were
commercial failures.
Sega obtained the license to develop a game featuring a playable Donkey Kong as a
parking attendant, but it was canceled after a
management buyout from
Gulf and Western Industries in 1984.
Donkey Kong went on an extended hiatus, while the spin-off
Mario franchise found success on the NES, cementing Mario as Nintendo's
mascot. the first original
Donkey Kong game in ten years. It features Mario as the player character and begins as a
remake of the 1981 game before introducing over 100
puzzle-platforming levels that incorporate elements from
Donkey Kong Jr. and
Super Mario Bros. 2 (1988). The 1987 ''
Official Nintendo Player's Guide advertised a Donkey Kong
revival for the NES, Return of Donkey Kong
, which was never released. The 2020 Nintendo data leak included a prototype for Yoshi's Island (1995) featuring a protagonist who resembles Stanley. Its title, Super Donkey
, suggests that Yoshi's Island
began as a Donkey Kong
game before it was altered to star the Mario'' character
Yoshi.
1994–1996: Rare and Donkey Kong Country founders
Tim and Chris Stamper (pictured in 2015) led the development of
Donkey Kong Country (1994), which reestablished
Donkey Kong as a major franchise. Around 1992,
Rare, a British developer founded by the brothers
Tim and Chris Stamper, purchased
Silicon Graphics, Inc. (SGI)
Challenge workstations with
Alias rendering software to render
3D models. The move made Rare the most technologically advanced UK developer and situated them high in the international market. Nintendo wanted to compete with Sega's
Aladdin (1993), which features graphics by
Disney animators. Lincoln, who became a Nintendo of America executive following the Universal lawsuit, learned of Rare's SGI experiments during a trip to Europe. After impressing Nintendo with a demonstration, some sources indicate that the Stampers requested this, Nintendo reasoned that licensing
Donkey Kong posed minimal risk as the franchise was dormant. though he provided support and contributed design ideas. After 18 months of development, It reestablished
Donkey Kong as a major Nintendo franchise and heralded Donkey Kong's transition from villain to hero. Miyamoto felt Rare had "breathed new life into" Donkey Kong and demonstrated that it could be trusted with the franchise. Following the success, Nintendo purchased a large
minority stake in Rare. Following ''Diddy's Kong Quest
, the Donkey Kong Country
team split in two, with one half working on Donkey Kong Country 3: Dixie Kong's Double Trouble! (1996). Dixie Kong's Double Trouble
features Dixie and a new character, Kiddy Kong, as the protagonists, and incorporates 3D-esque gameplay and Zelda-inspired role-playing elements. Although it was released late in the SNES lifespan and after the launch of the Nintendo 64, Dixie Kong's Double Trouble!'' sold well.
1995–2002: Franchise expansion Separate Rare teams developed the Game Boy games
Donkey Kong Land (1995),
Donkey Kong Land 2 (1996), and
Donkey Kong Land III (1997), which condensed the
Country series' gameplay for the
handheld game console. A port of
Country was eventually released for the
Game Boy Color in 2000. Rare also developed a
tech demo for a
Virtual Boy Donkey Kong game, which was canceled after the system's commercial failure. It received favorable reviews and sold 4.5 million copies. Two characters,
Banjo the Bear and
Conker the Squirrel, appeared in
Diddy Kong Racing before starring in the
Banjo-Kazooie and
Conker franchises. In 1997, Rare began working on
Donkey Kong 64, the first
Donkey Kong platform game to feature 3D gameplay. They conceived it as a linear game similar to the
Country series, but switched to a more open-ended design using the game engine from their 1998 game
Banjo-Kazooie after 18 months. though critics felt it did not match the revolutionary impact of
Donkey Kong Country. At
E3 2001, Nintendo and Rare announced three
Donkey Kong projects: the
GameCube game
Donkey Kong Racing and the
Game Boy Advance (GBA) games
Donkey Kong Coconut Crackers and
Diddy Kong Pilot. However, development costs were increasing, the Nintendo 64 did not perform as well as Nintendo's previous consoles, and the GameCube was also expected to be a sales disappointment. Rare began looking to be acquired, but Nintendo did not see Rare remaining valuable in the long term and opted against acquiring them. In September 2002,
Microsoft acquired Rare for $375 million, making Rare a
first-party developer for
Xbox.
Donkey Kong Racing was canceled,
2002–2010: After Rare After Microsoft acquired Rare, Nintendo relegated Donkey Kong to spin-offs and guest appearances in its other franchises, such as
Mario Kart,
Mario Party, and
Super Smash Bros. In 2003, Nintendo and
Namco released
Donkey Konga (2003), a spin-off
rhythm game. It was designed for the
DK Bongos, a GameCube peripheral that resembles
bongo drums. Nintendo of America executive
Reggie Fils-Aimé opposed releasing
Donkey Konga, concerned it would damage the
Donkey Kong brand, but it sold well and received positive reviews. It was followed by
Donkey Konga 2 (2004) and the Japan exclusive
Donkey Konga 3 (2005). It returned to the
Donkey Kong Country style of platforming, controlled using the DK Bongos. It was directed by
Yoshiaki Koizumi as the debut project of
Nintendo EAD Tokyo. Koizumi sought to create an accessible game with a simple control scheme to contrast with more complex contemporary games. A racing game that used the DK Bongos,
Donkey Kong Barrel Blast, was developed by
Paon for the GameCube, but was moved to the Wii with no support for the bongos. It was released in 2007 to negative reviews, with criticism for its controls. Despite the acquisition, Rare continued to develop games for Nintendo's handheld consoles since Microsoft did not have a competing handheld.
Mario vs. Donkey Kong, a
spiritual successor to the Game Boy
Donkey Kong that restored Donkey Kong's villainous role, was developed by
Nintendo Software Technology and released on the GBA in 2004. It was followed by the DS sequels
March of the Minis (2006),
Minis March Again! (2009), and
Mini-Land Mayhem! (2010).
2010–2025: Retro Studios and second hiatus (pictured in 2013) produced the
Retro Studios Donkey Kong games. In 2008, Miyamoto expressed interest in a
Donkey Kong Country revival. The producer
Kensuke Tanabe suggested enlisting
Retro Studios, which had developed the
Metroid Prime series. With
Donkey Kong Country Returns, Retro sought to refine classic
Country elements and introduce mechanics such as surface-clinging and simultaneous
multiplayer.
Returns, the first original
Country game since ''Dixie Kong's Double Trouble!'', was released for the Wii in November 2010. with critics considering it a return to form for the franchise. It was rereleased with additional content for the
Nintendo 3DS in 2013, and for the
Nintendo Switch in 2025. Retro developed a sequel,
Donkey Kong Country: Tropical Freeze, for the
Wii U. The greater processing power allowed for new visual elements, such as lighting and translucency effects and dynamic camera movement.
Tropical Freeze was released in February 2014 to favorable reviews, but sold poorly in comparison to
Returns;
Nintendo Life attributed this to the Wii U's commercial failure. It achieved greater success when it was ported to the Switch in May 2018, outselling the Wii U version within a week.
Tropical Freeze remained the most recent major
Donkey Kong game for over a decade, and a remake of the GBA game (2024) with new levels and
cooperative gameplay for the Switch. Nintendo and the
Activision Blizzard subsidiary
Vicarious Visions, with consultation from Miyamoto, worked on a
Donkey Kong game for the Switch for six months. Codenamed
Freedom, the project was an
open-world 3D platformer that emphasized traversal, with grinding on vines as a core mechanic. It was canceled in 2016 after Activision Blizzard redirected resources to the
Call of Duty franchise, due to a reduced focus on
single-player games and the declining sales of Vicarious Visions'
Skylanders franchise. Details and concept art surfaced in 2024.
2025–present: Donkey Kong Bananza After
Nintendo Entertainment Planning & Development (EPD) completed
Super Mario Odyssey (2017), Koizumi directed them to develop a 3D
Donkey Kong game. A programmer had been conducting experiments with
voxel technology and
destructible environments, which had been used to a limited degree in
Odyssey. began on the Nintendo Switch and shifted to the
Nintendo Switch 2 around 2021. The producer, Kenta Motokura, said
Bananza was an opportunity to establish separate 2D and 3D
Donkey Kong series as Nintendo had done with
Super Mario. reviewers described it as a triumphant return for
Donkey Kong and the Switch 2's
killer app. ==Story and characters==