This game, released in late 1996, was quite possibly the last shock of life for the SNES and the 16-bit era. I spent the better half of my 2nd grade year playing this game to death ignoring my new N64 and despite remembering it as a respectable game, it also left me wanting something different and more exciting by the time it was all over. While it certainly doesn't match the original appeal of the first game or the exciting advancements of Diddy's Kong Quest, this is still a classic worthy of 5 stars in its own right. Since the first two games were utter masterpieces, I will inordinately spend most of this review emphasizing the games flaws rather than its strengths because any good quality it has can be experienced in the first two games alone. There were several mistakes the developers made while composing this game's concept, music, setting, and characters in addition to other things that make it seem like they could have improvised a better final product if they just didn't go wrong somewhere in the process. The first immediate change you will notice is that neither Donkey Kong nor Diddy Kong are playable characters this time around. As the storyline implies, they've both taken a subtlety announced fishing vacation in the Northern Kremisphere and are by consequence kidnapped by Baron K. Roolenstien, a new alias and disguise of King K. Rool. Roolenstien is harnessing Donkey Kong's strength to harness a power source called Kaos.