echo $section ?>
A chronicle of Atlas developments over the years20 November '15 Happy 20th Anniversary, Donkey Kong Country 2!
Donkey Kong Country 2: Diddy's Kong Quest is 20 years old!
And with that...
Our Krocodile Kore map is now available to enjoy!
Cranky even has some kind words to share with Diddy after the battle.
Another year of 20th anniversary celebrations, another collection of animated maps to enjoy — but there's much to be added and improved yet, so I won't be going into hibernation just yet.
Thanks again to everyone who has supported this project; hopefully it'll be a valuable reference for us all.
...posted by Qyzbud
2 September '15 Gangplank Galley, Ahoy!
Our Gangplank Galley map has been updated! — complete with warp room and all Bonus Areas!
As well as the typical updates of animated bananas, smooth, game-like frame rates and extra rooms you've come to expect, this revamped map features a dynamic sunset effect scripted by Kingizor; wherever your mouse cursor moves to along the map, the lighting will adjust to mimic how it looks in-game!
In addition, I've started adding more info to the room labels (which now gracefully fade away to improve the view when the rooms aren't hovered over), and have provided a (Short URL) link to make sharing these maps a little easier and tidier.
All feedback is welcome, so don't be shy if you have suggestions, etc.
...posted by Qyzbud
31 August '15 Our Mainbrace Mayhem map has been updated!
Wowsers, I've got to do better at posting updates here.
I've been working away at a bunch of different map features and fixes, but first up...
Our Mainbrace Mayhem map has been updated — complete with its warp room and all bonus areas!
But that isn't the full experience... If you're feeling adventurous (and your computer and browser are up to the challenge), take a peek at the WINDY version below!
http://www.dkc-atlas.com/maps/dkc2/1-2-windy
I've recreated the movement of both the foreground and background clouds (thanks for the feedback, Cyclone!) to match the in-game look. If that doesn't take you back to the holiday season of 1995, I don't know what will!
Among other bits and pieces, I've added music and the path indicator arrows to the Gangplank Galleon world map, fixed the "Select a map..." dropdown menu so that more locations are accessible, and I've also detailed the intricacies of the 75 Kremcoin cheat in the Kaptain's Kabin!
So there we go! Pirate Panic and Mainbrace Mayhem are both complete — Gangplank Galley gets the upgrade treatment next!
...posted by Qyzbud
21 November '14 Our Donkey Kong Country Maps are Complete!
Happy 20th Anniversary, Donkey Kong Country!
THE COUNTDOWN IS COMPLETE!
Today's update is a fittingly big one; cast your eyes over the following upgrades and additions...
Thanks again to all of you who have chipped in ideas and offered support.
Please feel free to share these maps with friends and random internet acquaintances!
...posted by Qyzbud
7 September '14 Map added: Stop & Go Station Bonus Area #1!
6 September '14 Map updated: Stop & Go Station is animated and switchable!
Several improvements have been made to our Stop & Go Station map:
- Objects, baddies and bananas are animated!
- Hanging lights have been added!
- Toggling FG2 switches to "STOP" mode, FG1 switches to "GO" mode!
- Lights and barrels change mode when FG is toggled!
- Bonus Areas are marked (enable first overlay)!
- Golden tokens sparkle!
I'll be tinkering away to improve and enhance various aspects of this map (such as allowing STOP/GO switching by clicking the barrels, and having the Rockkrocs respond to the STOP/GO mode!), but I wanted to share the progress so far.

We're now 21% along our mapping journey.
...posted by Qyzbud
5 September '14 Map added: Bouncy Bonanza Bonus Area #2!
Today we finish up the Bouncy Bonanza map with Bonus Area #2!
We're now 20% through our adventure!
Ready for some Rockkrocs? Our updated Stop & Go Station map is up next!
...posted by Qyzbud
4 September '14 Maps added: Bouncy Bonanza Bonus 1 and Winky Room!
Bonus Area #1 and the "Winky Room" are now on our Bouncy Bonanza map!
They are both very small, simple rooms (with nearly identical layouts), but they are essential to our mapping quest! Of course, the Winky Room isn't essential to DK and Diddy's quest, as it doesn't add to their completion percentage, but Winky likes any chance he can get to stretch his legs — and squash a few Zingers!
Two maps, one percent... that makes a total of 19% of our journey done.
...posted by Qyzbud
3 September '14 Map updated: Bouncy Bonanza!
Today's map update kicks the CSS3 animation concept up a notch...
Bouncy Bonanza's map has been brought to life!
For the first time ever, we have near-perfect movement simulation for all objects and baddies in a level.
- Kritters jump back and forth!
- Zingers swoop in their correct arcs!
- Moving platforms move up & down! (or side-to-side!)
It's as close as a DKC Atlas map has ever come to being a complete simulation of in-game action.

The Kritter movements on this map are currently just largeish GIF animations, as their sprites need to match up with their movements, but the Zingers and platforms use CSS3 animation. Since they rely on relatively modern (and still not 100% supported) CSS3 animation techniques for their movements, some older/less capable browsers may not show the Zinger/platform movements, but the objects will still be visible.
I studied the movement range and timing of the moving objects very closely, so they should all be pretty faithful to the in-game behaviours. I even engineered a set of cubic bezier values to adjust the 'end of path' easing to be more true to Rare's formula.

Anyhow, it too a lot of R&D, but I'm happy with the result — and I hope you are too!
...posted by Qyzbud
2 September '14 Map updated: Mine Cart Carnage!
There are no Bonus Areas here, but we're finally we're getting some really significant map animation updates.
Our Mine Cart Carnage map has been animated!
Many of our previous maps were at least somewhat animated already, but this one had only had DK and the Continue Barrel in (slow) motion. Well, those two have been brought up to speed, and the rest of the of the animated game objects are now animated, too.
Here's what's new:
- All objects (DK Barrels, banana bunches, etc.) are animated!
- All bananas are animated!
- Two Krashes are animated! (Only the ones on flat track sections — true to the game)
- All K-O-N-G Letters and Animal Tokens sparkle!
- An overlay based on DKC3's Warp Barrels has been added!
We are now 17% through the game!
...posted by Qyzbud
1 September '14 Map added: Winky's Walkway is now complete!
Winky's Walkway's Bonus Area is up!
So, the first level of Monkey Mines is now complete!
Our next map update will perhaps be more of a treat, as the current version is a rather bare-bones experience. In fact, I think all of the maps added/updated from here on will be substantial improvements where animation and information is concerned.
In related news, the DKC map index page is now equipped with a clickable overworld map! Pretty soon we'll be able to access any map we like in a game-like fashion.
Anyhow, our new-look maps are 16% complete!
...posted by Qyzbud
31 August '14 Map updated: Winky's Walkway!
We're starting a new world today — Monkey Mines! First up, it's the smallest level in the series (and as such, my favourite for testing new map ideas).
Our improved Winky's Walkway map!
Beyond the usual animation speed improvements, I've given the light fixtures a bit of animation (the beams of light aren't yet animated — maybe someday), and have even used CSS3's animation capabilities to give the Zinger near the end an orbit to match his in-game movement! This is something I'd like to do more of, but I intend to make it an option that can be switched on/off.
You may have noticed courtesy of the first link in this post that I've also provided a clickable world map for Monkey Mines. I'm currently working to create and position the Kong Family icons (Cranky, Funky and Candy), as well as incorporating Simian Segue into the world maps — so check back soon!
Edit: The Kong Family icons are now on both world maps!
...posted by Qyzbud
30 August '14 Map added: Very Gnawty's Lair!
Our first DKC boss map has been launched: Very Gnawty's Lair!
It's not the most extensive of maps, but you can see the bothersome beaver hop on the spot in anticipation for the upcoming battle!
So there we have it; Kongo Jungle's maps are finally available in full here at DKC Atlas. Interestingly, boss battles don't add towards your game completion percentage in DKC, so they shouldn't be factored into our 101% countdown... so, we are still 14% through the game.
I'd better get the world map navigation system set up for World 2, now!
...posted by Qyzbud
29 August '14 Map added: Barrel Cannon Canyon Bonus Area #2
Barrel Cannon Canyon's second and final Bonus Area is now up!
This is one of the few Bonus Areas in the game where you can't collect all of the tangible treasures in any given attempt. Tompa has impressively pointed out that you can in fact collect all of the main prizes, but only when using DK — and only if your timing/positioning is spot-on!
Well, that's Barrel Cannon Canyon taken care of! Of course, I still have plenty of work to do on the various barrel info overlays, so stay tuned to the project topic, as I will likely post a few design ideas there looking for feedback; I want these maps to look nice to as many of you as possible, after all.
We're 13% of our way through the game.
Our first DKC boss map — Very Gnawty's Lair — will be added next!
...posted by Qyzbud
28 August '14 Map added: Barrel Cannon Canyon Bonus Area #1
Alrighty then, here we have Barrel Cannon Canyon's first Bonus Area!
The second Bonus Area of the game to feature a dose of barrel-blasting (kind of this level's theme, I guess!), this time you actually get to control the timing of each blast. Of course, it quickly becomes obvious that button-mashing is the most efficient method in this Bonus Area.
That's 12% of our journey done.
...posted by Qyzbud
27 August '14 Map updated: Barrel Cannon Canyon!
Thanks to everyone who has provided feedback; your suggestions and comments help shape this project!
The Barrel Cannon Canyon map has been updated!
This is one map that will definitely be getting some ongoing improvements, as it has dozens of barrels with different behaviours that I wish to provide information about. Many barrels currently have some basic info (arrows) courtesy of custom sprites by Simion32, but there are plenty that still need this information to be added, and I would like to provide it as an overlay, rather than having arrows, etc. baked into the sprites themselves.
Anyhow, it's certainly a start!
Other new features include;
- Animated bananas
- Better animations for the jumping Kritters
- Far more game-accurate animation speeds
- Barrel locations based more closely on game logic
- And of course... butterflies!
But hey, most of that stuff is to be expected by now, right?
So, the next couple of days will see BCC's bonus areas added, but I'll also make an effort to improve the barrel information, fulfil the various requests/suggestions that have been made, and — train your monkeys and hide your bananas — we're also sure to see our first boss map appear soon!
11% down...

...posted by Qyzbud
26 August '14 Map updated: Coral Capers is now complete!
Despite the beautiful music and graphics of this level, this is one of the less impressive updates; there are no bonus areas to add and the bananas were already animated... basically, the most significant updates are the more game-accurate animation speeds, and the small amount of extra level area that has been added to the top of the map, as per the extra reach of DKCRE's terrain extraction vs. my old methods.
Still, even though it's not a huge update, it's a step up in accuracy, and paves the way for further feature improvements in the future.
...posted by Qyzbud
25 August '14 Map added: Reptile Rumble Bonus Area #3!
The third bonus area has been added, which means...
Reptile Rumble is now complete!
The aim here is straightforward; collect the bananas as you bounce from the platform-suspended tire. The floating platform moves side to side, which makes it easy to reach every banana if your landings are precise.
After receiving feedback, I've decided to go with the double-size world map navigation system; I personally think it's an improvement over the smaller version — but then, I do love pixels.
Oh, and I will be adding the other locations (Cranky, Funky, Candy) to these world maps, but I'm not sure if they will serve any real purpose. Feel free to share your thoughts on the Level Mapping Project topic on our forum!
As of this update, we're now 10% of our way through the game.
...posted by Qyzbud
24 August '14 Map added: Reptile Rumble Bonus Area #2!
Of course, this looks a bit more complicated than it actually is from a gameplay perspective (a single tap of the B button, and it was all done for you), but it's the first real opportunity we had to see what barrel blasting was all about!
In addition to this map, I've also put up a world map navigation system for Kongo Jungle — as suggested by Raccoon Sam! Although functional and accurate, it's a little on the small side at the moment, so I made an alternate version that is double the size.
This new navigation system isn't fully integrated into the mapping structure yet, but I'm keen to hear feedback from you all; please post in the DKC Atlas Level Mapping Project topic to let me know what you think!
...posted by Qyzbud
23 August '14 Map added: Reptile Rumble Bonus #1!
As those who keep their eye on our countdown timer may have noticed...
Bonus Area #1 has been added to the Reptile Rumble map!
It mightn't be a favourite of those with claustrophobia, but there is a nice symmetry to this room.
That's 8% of our mapping journey complete, and 93 days to go until DKC turns 20 years awesome!
Next map in [countdown=08/24/2014 8:00 UTC]... Edit: It's ready — Take a look![/countdown]
...posted by Qyzbud
December
27 Dec '08 Lake Orangatanga info page is ready to view
I've added a snapshot and a written summary for Lake Orangatanga, and each of the levels for that world have a brief summary, too. These will most likely be improved upon soon - let me know if you have any suggestions.
26 Dec '08 DKC3 Atlas launched!
Content is so far limited to a brief level summary and a set of snapshots for Lakeside Limbo, but the final atlas has been launched at last. I trust you all played a few rounds of DKC3 with the 'MERRY' cheat on, to bring some Christmas cheer to your dear old SNES. ;)
20 Dec '08 Pirate Panic and Mainbrace Mayhem terrain added in DKC2 maps
I have started a DKC2 map viewer, and have added terrain and background graphics for the first two levels - Pirate Panic and Mainbrace Mayhem.
15 Dec '08 Home page and navigation improved, new subsection links/pages added
I've added two info feeds to the main page; one for recent site updates, and one for any news of interest for the DKC gaming community. At the moment these are both just coded as part of the standard page, but soon I hope to have live RSS feeds instead.
Also this update, I have made a start to the Projects section by featuring two of this year's most exciting DKC projects, and have published the first article in the new Articles section. A big thanks to Jomingo for his journalistic contribution.
November
November 29/30 '08
The Pirate Panic level info page now features a summary and a handful of snapshots (no captions yet), and I've made a world overview page for Gangplank Galleon, too.
November 28 '08
Unfortunately I didn't have time to get the Pirate Panic page happening, but I've added a little planning page for the Factfiles section. Not much of an update, but it's better than nothing!
November 27 '08
Well it has been a long time coming, and is a few days late for when I had hoped to launch it, but the DKC2 Atlas is finally here! Apart from a handful of very useful PAR codes, there's not a whole lot in the way of informative content at this point, but now that the layout is more-or-less complete, adding such content is is next on my to-do list. The Pirate Panic level info page will be my main focus for tomorrow's DKC2 update.
Oh, and Happy Belated DKC Day, for the 25th! ;)
November 18 '08
The Croctopus Chase map is now complete.
November 16 '08
The Ice Age Alley map is now complete.
November 15 '08
Although I still need to add the baddies and overlays, there's now plenty more to see on the Ice Age Alley map than just terrain. I've also updated the Millstone Mayhem challenges.
November 13 '08
Another 'challenge' update - check 'em out: Ropey Rampage, Reptile Rumble and Millstone Mayhem.
November 11 '08
I've added a trio of challenges to Vulture Culture's page. If you want to know who suggested a challenge, hover over it with your mouse. If nothing pops up, it means I came up with the challenge myself. Good luck, and enjoy these tricky tasks!
November 10 '08
With the recent emphasis on level mapping, I've somewhat neglected the Level Info pages. Today's update is a step towards remedying this injustice... I've added a summary and a snapshot gallery to Vulture Culture's page, and have also created 'At a glance' panels for each of Gorilla Glacier's pages. More level info will be added soon, and some cool challenges by gamer_boy997 will be featured in tomorrow's update.
November 1 '08
I forgot to mention last update that I've started the Level Scenery page, which features a collection of the graphics seen in the foreground and background of DKC's levels. This time 'round I've finished the Slipslide Ride map, so check out the complete layout of this highly unusual level.
October
October 30 '08
Woah! Overdue for an update... I've spent a lot of time lately saving up for a new phone, which I can now use to perform site updates and forum posts/administration wherever I am. That ought to help bring some more rapid developments!
The most sizeable addition to the Atlas is the Snow Barrel Blast map, which is now complete. I've improved the buttons of the map viewer a bit, too. Over the last few days, I've also been working on general design aspects like text formatting, quick links to key sections of Level Info pages and that sort of thing. I've also changed some of the site's folder structure - how exciting!
Furthermore, the DKC2 Atlas is on its way, and will be available mid November!
September
September 8 '08
I've finished the map of Clam City, which completes the collection of Vine Valley maps. That's three worlds down, three to go! Of course then there are the animal buddy/regular bonus areas... oh, and the entirety of DKC2 and DKC3...
I guess it's fair to say this project is still in its early stages. ;)
I'm still working on Coral Capers and Clam City a little; both maps now have bubbles which can be toggled on as a foreground effect, and I'm working on ways to show which directions Clambos shoot. I think of these things as 'extras', and I consider the maps complete even without such additions. Still, more info is always handy, eh?
September 6 '08
A new map today - Orang-utan Gang. This is the first map to feature individually toggleable overlay sub-layers, so you can now reveal only the hidden stuff you want to see, without spoiling other secrets or filling the scene with clutter. I will work on enabling this for the other maps once I've finished mapping Clam City.
September 2 '08
The Temple Tempest map is now complete, and I've just finished upgrading the map viewer's toggle buttons. Entire layers (terrain, sprites, etc.) can still be shown/hidden collectively by clicking the main buttons, but many more elements can now be toggled individually courtesy of the smaller 'sub-layer' toggle buttons. Try toggling the different sub-layers of Temple Tempest's terrain; now the animated torches in the terrain graphics can be toggled on and off separately from the base layer.
The Foreground and Overlay sub-layer buttons are yet to be linked to their respective sub-layers, but this will soon be done. I may give the other sub-layer buttons a graphical icon (as the sprite buttons have currently) rather than just a number.
August
August 27 '08
The Forest Frenzy map (map #13) is now viewable in full; behold the ropes, Kritters, swarming Zingers and the great Necky flock of this woodland wilderness.
August 24 '08
Come on, you knew it was on its way - The Tree Top Town map is now complete and ready to be admired (beware of falling Gnawtys). I've updated Mine Cart Carnage's sprite layouts, so all positions are correct now, and the 'conditional' carts are shown as overlays, rather than as part of the regular object layer.
August 21 '08
Continuing my work on the level mapping project, I've spent some time improving the viewing interface. I've upgraded the element toggle buttons with improved functionality, so you can now toggle visibility of bananas/baddies/objects separately, rather than just toggling 'sprites'. I've also cleaned up the rest of the interface a little.
August 18 '08
I've made some significant updates to the level maps over the last few days (how else would I spend a weekend without internet access?). Here's a rundown on the progress:
- Vulture Culture, the first level of Vine Valley has been completely mapped out
- Winky's Walkway's mini drum baddies are now visible as overlays, and the hanging light fixtures are displayed (but not yet the beams)
- Stop & Go Station has a 'green light' effect when foreground is toggled on
- Barrel Cannon Canyon and Reptile Rumble's objects are now all in their exact starting positions, like the other maps
- Reptile Rumble and Bouncy Bonanza now have foreground graphics available to be switched on
- DK's starting position is now shown on all complete maps
- Animated midway barrels have been placed on all complete maps
Other less significant changes have been made also (such as the way background graphics are displayed, the temporary removal of the 'Grid' button, etc.), but the above list sums up the most important changes. Enjoy the maps, and let me know what you think!
August 15 '08
Another addition to the level map collection; Millstone Mayhem is now available.
August 13 '08
Have you received errors, or otherwise had difficulty viewing DKC Atlas? If so, please read this forum post, view the links, and post a message to let me know. Thanks.
For today's update, I've added a small X/Y mouse coordinate indicator to the mapping interface, which will be useful for specifying exact positions on maps. I plan to allow this info to follow the mouse cursor, so that users of IE-based browsers can see the coordinates wherever they are on the map. Of course, Firefox users benefit from the entire interface being accessible at any point.
August 12 '08
Two newly-completed maps are now available! Check out Bouncy Bonanza and Stop & Go Station. There have also been various tweaks and additions to other maps, so take a look around if you want to discover the other changes.
August 7 '08
Most of my recent efforts have been to do with reorganising the forum, so the Atlas itself has been a little quiet. However, you may have noticed the new link on this page above the site's nav menu... Go on, click it! Inside you will see that I've added a few banana maps, so now all of the first two worlds have their bananas in place.
July
July 31 '08
I've finally brought the Level Info snapshot credits up to date, so if you've submitted a snapshot that is on display, you will see your name below the caption. Unfortunately, users of Internet Explorer browsers will not be able to view the correct formatting. I really must recommend Firefox for those who want a better browsing experience.
Some further improvements today:
- The PAR Codes page has been fully updated with a more useful format
- Captions have been added the snapshot galleries here, here and here
- A handful of other small changes/improvements
July 30 '08
To keep the ball rolling, I've worked on another bunch of features:
- The Animal Buddy Token Rooms are being given Level Info and Map pages.
- All DKC levels now have at least terrain and background graphics on display in the Interactive Map Viewer (among other subtle changes/additions)
- I'm working on attaching 'snap taken by...' notes to submitted snapshots
- Rambi has been added to the fledgling Tricks section
July 29 '08
A few minor changes around the place today:
- The Tips & Tricks section is now available, but in early stages
- I've started to reformat the PAR Codes page, to allow extra info/descriptions to be displayed. (I'm still working on it, but let me know if you like/hate it so far)
- Now the World Info navigation arrows match the size of the Level Info ones.
More updates on the way, soon.
July 24 '08
Today's update is to the World Info pages. I've improved the design a little, and added content to each world page. Why not browse through them to see what's new?
June
June 26 '08
Finally, an end to the update drought. I have mainly been working to improve formatting, structure and navigation in the past few days; partially to fix the appearance of the snapshot galleries, which had a bit of a compatibility issue when viewed with the newly released Firefox 3 browser. When working with that sort of stuff, it's generally better to hold off on updates until things are more or less complete... otherwise things might look rather discombobulated. Okay, so here's the latest:
- Galleries have been fixed for Firefox 3 compatibility
- Page titles now have a simple 'shadow' text effect
- Practically all pages are now template-based
- World info pages have next/previous arrows
- Warps/Shortcuts page has improved formatting
- Oh, the Coral Capers map is complete, too
This template system sets the groundwork for more efficient future improvements, to both content and design. The plans I mentioned on my last update post (June 15) are now at the top of my to-do list, so you'll see tricks, glitches, mysteries and PAR codes aplenty before too long.
June 15 '08
Another mapping update. Lots of development has been done (I've nearly finished all maps for the first world now), but I haven't had internet access lately, so rather than bit-by-bit, I'm sharing a few days' progress all at once. Anyhow, here's what's new:
- Reptile Rumble's map is ready to view (although it's not yet perfect)
- Barrel Cannon Canyon's map is also ready, but imperfect
- Although not yet populated with baddies, the map of Coral Capers is worth taking a look at. I've designed some custom background graphics which (I hope) do the level justice.
- I've also added a set of Next/Previous buttons for map navigation
I've been working to improve a few other sections, too. I've finally finished designing a template system to simplify and streamline Level Info page creation and updating. As a result of this, all levels, bosses and worlds up to and including Vine Valley now have info pages commenced. These will be improved significantly after a bit more work, but it's nice to share some of this early development now that things are underway.
I plan to make the tricks, glitches and mysteries pages a target for next update, or at least an update in the very near future. I also have a few ideas for improving the PAR Codes page, so hopefully those new features will be available soon, too.
June 9 '08
Over the last few days, I have made various updates to the map viewer's design, and to a few of the maps themselves. Here's a list of the most notable updates:
- Ropey Rampage map is nearly complete
- Millstone Mayhem's terrain is complete (animated torch graphics are all in place)
- All of Vine Valley's maps have been commenced
- Many maps feature improved background graphics
- Map Status, To-do List and Notes have been added to all map pages
Due to a new display technique I'm trying out, a map will have a 'broken image' graphic in its top left corner until I have created/uploaded all of its required layers. So far the only map that can be considered 'complete' in regards to this technique is the one of Ropey Rampage. Others will soon follow suit.
Comments are welcome, and can be posted on the project's forum thread.
One last change I should mention; I have decided to reduce the default text size for the site. I personally prefer this size, as I like the way it looks, and it lets me get more info on screen. If you have any opinions, or experience any issues as a result of this, kindly post a message on this forum thread. Thanks, and enjoy the updates!
May
May 20 '08
Thanks to all of you who entered the Screenshot Competition. There were some really nice shots submitted, and I have now updated the relevant pages; Bouncy Bonanza, Stop & Go Station and Millstone Mayhem. I have not yet attached captions or the submitter's name to these screenshots, but that will be taken care of soon. I'll work out a good system for submitting captions soon, then we can add a bit of insight and humour to the galleries.
Some of you may notice that I've changed some filename and URL conventions. The Jungle Hijinxs level info page, for example...
Old:
http://www.dkc-atlas.com/pages/dkc/levels/1-1_Jungle_Hijinxs.php
New:
http://www.dkc-atlas.com/dkc/levels/1-1
Hopefully this will make things much easier for anyone trying to remember and/or type the address of a level info page (or any other page), as well as helping to keep things neat and tidy from a developer's perspective.
May 17 '08
Although there's a lot of work to be done yet, I'd like to announce that the Interactive Level Map Viewer has been officially launched as part of the Level Info pages of DKC Atlas. To see what the fuss is about, take a look at the interactive maps of Jungle Hijinxs and Winky's Walkway, which are the most complete maps available so far. Please direct any comments to the mapping project's forum thread.
The level info page for Bouncy Bonanza has been updated, too... but only a little. If you have any screenshots you'd like to have shown on this page (or any for Stop & Go Station, or Millstone Mayhem), post them as an entry in our DKC Screenshot Competition, before midnight tonight!
May 7 '08
The level info page for Mine Cart Carnage has been updated.
May 6 '08
A few things to report today:
I have added a level info page for Winky's Walkway, which (as well as the usual stuff) even features a mystery and a couple of challenges. I hope to be steadily adding more level info pages over the next week and beyond.
The screenshot galleries on each Level Info page now have an advanced display method which I am really fond of. The images are now displayed at double-size when clicked, and are bordered. The site is 'faded' into the background to give the screenshot a clear prominence. As I mentioned, I quite like the effect, but as always your feedback on this is appreciated. After all, I do want to hear the opinions of those who aren't me...
Finally, I would like to mention a brilliant side project being developed by a highly talented member of the DKC Atlas Forum, known as Simion. As an off-shoot of a bigger project that he is part of (a DKC level builder!), Simion has been working to develop an application which extracts all sorts of media from a DKC ROM file. Recently this extraction tool has expanded to include the ability to extract entire level terrain layouts... Incredible stuff. You can follow the progress of both amazing projects at the following forum threads:
April
April 9 '08
This main page has been quiet over the last week, but lots has been happening since the last update. Take a look inside Very Gnawty's Lair... He has finally got around to redecorating!
I've also begun developing an interactive level map viewer which will be used to display maps for each of DKC's levels. The mapping project itself can be followed here on the forums. Your thoughts and suggestions are warmly welcomed, as always.
Lastly, the In-game Text page is nearly complete, and includes a lot of quotes for Cranky that are never seen in the game.
Well, that's about the size of it... Y'all come back now, hear?!
April 2 '08
Today's update has been mostly behind the scenes stuff; tidying code, tweaking layout etc. If you notice any change for the worse, let me know.
A new feature for DKC Atlas (forshadowed in yesterday's update post) allows parts of some pages to be displayed or hidden for your viewing convenience. Hopefully that will be useful for keeping info handy, whilst minimising clutter. Take a peek at the (updated) In-game Text page to see this technique in action.
I've also brought a few more pages to life in the last few days; all of Kongo Jungle's levels have their 'at a glance' guides filled out, and as evidenced by that last link, I've begun designing the 'world info' pages, too.
April 1 '08
It appears that DKC Atlas was the target of a malicious April Fools prank.
I had been meaning to make a fun update earlier today, but some thoughtless hacker beat me to it, by 'redecorating' the main page, and leaving an insultry message. I've only just managed to get back into my account to clean things up. Hopefully I will have a real update ready soon.
I also found a mouldy banana peel in my shoe this morning. I mean... I enjoy a good joke now and then, but seriously... that's just going too far.
The offending message can be viewed below.
Hacker's noteHah! This stupid page was nearly as easy to mess around with as that dimwitted ape's lame adventure! Imagine... parts of the levels just left lying around, unfinished... Ostriches wearing sneakers underwater?!
...and just look at Diddy's hat!
Ridiculous! I'm not giving this 'Qyzbud' back his login access until he gives up on this site, and makes one for a decent game!
So long, suckers! Try not to hurt yourself out there!
-CRANKY
March
30 March '08
The main update for today is the splendiferous debut of Unseen Scenes, a section devoted to the hidden areas of DKC's levels, which aren't ever visited during the course of the game. I've also updated the In-game Text a little (as promised), but there is still much to be done, so check back soon!
29 March '08
The In-game Text and Graphic Layers (Fullscreen Graphics) resources have been updated, although there is a long way to go yet for both sections. These will both be steadily updated over the next few days. You can help with the in-game text, if you feel like lending a hand.
26 March '08
Today I've made small updates to nearly every page. The most notable update is the Warps/Shortcuts section, which now has a guide to all of Kongo Jungle's shortcuts. New 'section overview' pages are now available, too. Clicking on a main menu link (instead of the links that drop down) will now take you to an 'overview' page, where you can read up about that section and its contents. I have also commenced the Graphic Layers section, which has a gallery of DKC's fullscreen graphics.
3 March '08
So I promise an increase in updates, and look what happens... OC ReMix announce a DKC2 remix project. Consequently, I'll be taking a bit of time out of web design to work on a remix of Cranky's Conga. Hit the forums here if you want to chat about the project, or my involvement in it. Or both.
Today's update isn't just me saying there won't be many updates for a while; there have been a few changes to the Level Info pages, so have a browse, and let me know what you think about the new 'previous/next' buttons. Any content suggestions are also appreciated.
I hope all goes well with this DKC2 remix project. I've been looking forward to such a thing for a very long time now, and hopefully my name will be on the official track list when it's released... We'll see!
February
26 February '08
This update has been a little while coming, as I've been working on matters related to the Forum a fair bit lately. Check it out, and sign up if you haven't already. Before you do that, or perhaps after, have a look at the PAR Codes section, which is the content of today's update.
As of tomorrow, there should be an exponential increase in forum and website progress.
21 February '08
Oh happy day! I've brought a new page to life! Most likely nothing new to the majority of DKC fans, but who knows? The In-game Cheats page is the one of which I speak... So take a peek and let me know if I could improve anything. Don't hesitate!
19 February '08
Work has begun on the Ropey Rampage level guide, but several sections of the page still need content. If you have some suggestions, please post them on the DKC Atlas forum in the relevant thread. Thanks.
After some thought on the matter, and a couple of good suggestions, I've made an update to the Warps guide. There are now images to help make the instructions more easy to understand. I've also changed the text a little, to reflect in-game spelling. Feedback is always welcome.
17 February '08
Today's update includes a guide to the warps that can be found in a handful of DKC's levels. There are a couple of other little changes, such as the new "Go to top of page" buttons for long pages, and two new glitches mentioned on the Jungle Hijinxs level info page. Oh, and take a look below... I thought it was probably a good idea to put a copyright disclaimer note below each page, to show respect to Nintendo and Rareware.
My sincere thanks to everyone who has been helping the forums get off to a great start with a lot of interesting conversations, remember that any comments and suggestions about this site are welcomed, as I'm trying to make this the best resource I possibly can for DKC fans.
14 February '08
Site launch yesterday, and already an update? You bet! Well first of all, thanks a bunch to all of you who left such nice comments in the Guestbook. Kind words like that really make all this effort feel worthwhile.
As for the content of today's update, take a look at the In-game Text section. It's not an enormous update, but hey. In the spirit of Valentine's Day, I have for you the loving words of DK's sweetheart, Candy. A free banana for the first person who spots Rare's grammatical error... ;)