Donkey Kong Jungle Beat[a]is a 2004platformandscore-attackgame developed and published byNintendofor theGameCube.It follows thegorillaDonkey Kongas he sets out to defeat a series of evil kings to conquer the jungle.Jungle Beatis designed for use with theDK Bongos,abongo drum-styleGameCube controllercreated for theDonkey Konga(2003)rhythm game.The player controls Donkey Kong through variousside-scrollinglevelsas he collects bananas, swings on vines, chainscombos,rides animals, and defeats enemies andBoss es.
Donkey Kong Jungle Beat | |
---|---|
![]() North American GameCube cover art | |
Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Director(s) | Yoshiaki Koizumi |
Producer(s) |
|
Programmer(s) |
|
Artist(s) | Takeshi Hosono Kenta Motokura Taeko Sugawara Atsushi Mishima |
Composer(s) | Mahito Yokota |
Series | Donkey Kong |
Platform(s) | GameCube,Wii |
Release | GameCubeWii |
Genre(s) | Platform,score attack |
Mode(s) | Single-player |
The debut project of the 65-memberNintendo EAD Tokyo,Jungle Beat'sdevelopment began around July 2003, afterShigeru Miyamotosuggested that Nintendo should commission a newDonkey Konggame. Development was led by directorYoshiaki Koizumiand producer Takao Shimizu, who sought to create a simple, accessible game in contrast to more complex contemporary games. Koizumi conceived a game that used the DK Bongos instead of a standardgamepadto control theplayer character,and applied lessons he had learned from previous projects during development. Because the tone differed from previousDonkey Konggames, the team excluded most of the franchise's existing elements andcharacters.
Jungle Beatwas released in Japan in December 2004 and in the West in 2005 as the first majorDonkey Konggame sinceDonkey Kong 64(1999). It received mostly positive reviews from critics, who complimented its use of the DK Bongos, with praise for its visuals andlevel design,but was criticized for its short length and lowdifficulty level.Nintendo EAD Tokyo went on to develop the critically acclaimedSuper Mario Galaxy(2007), which refined concepts that were introduced inJungle Beat.Jungle Beatwas rereleased as part of Nintendo'sNew Play Control!line of GameCubeportsfor theWiiin 2008; the port contains reworked controls and levels. This version was released as a downloadable game for theWii Uin 2016.
Gameplay
editDonkey Kong Jungle Beatis a2.5Dplatform game.Like previousDonkey Konggames, the player controls the gorillaDonkey Kongthrough a series ofside-scrollinglevels.It features a simple plot: Donkey Kong sets out on a journey to defeat a series of evil kings attempting to conquer the jungle. While it is compatible with a traditionalGameCube controller,Jungle Beatis designed for use with theDK Bongos,a controller that resembles a pair ofbongo drumsand was previously used for theDonkey Konga(2003)music game.Hitting the individual drums causes Donkey Kong to move; the player hits both drums to jump and claps in front of the DK Bongos' built-in microphone to send a shockwave. The player uses these controls to perform backflips, slap the terrain, swing on vines, and jump between walls.
As the player starts the game, they select a kingdom to explore; there are 16 kingdoms in total, which become available as thecampaignprogresses. Each kingdom features three levels: two main platforming stages and oneBoss fight.Unlike traditional platformers,Jungle Beatcontainsscore-attackelements: the goal is not simply to get to the end of the level, but to get as many points, or "beats", as possible. Beats are obtained by grabbing bananas, which are scattered throughout levels or can be summoned by defeating enemies and interacting with objects. The player performscombosin midair by grabbing bananas; a counter initiates and rises with each banana acquired before landing. Beats also serve as Donkey Kong'shealth,as the player loses beats if they are damaged by enemies or hazards. If the beat count reaches zero, the player receives agame overand must restart the kingdom from the beginning.
Similar toDonkey Kong Country(1994), certain levels feature rideable animals, each providing a unique attribute: squirrels allow Donkey Kong to glide slowly through the air; wildebeests charge right continuously and plow through objects that provide bananas; orcas carry Donkey Kong through water; and birds allow Donkey Kong to fly. Between most levels, there is a shortminigamewhere the player must tap the bongos as fast as they can to earn extra bananas. The final level of each kingdom contains a Boss fight against a large enemy. The game features four types of Boss es, each of which must be defeated in a different manner: gorillas must be taken on in aPunch-Out!!-style arena; tanks resembling elephants must be defeated by throwing back bombs that they fire; warthogs must be defeated by throwing coconuts at them; and birds must be defeated by destroying the giant egg they are carrying.
At the end of each kingdom, the total sum of beats (after deducting any damage taken during the Boss fight) is tallied. The player earns a crest for completing a kingdom, with additional crests earned by obtaining more beats. Crests are required to play new kingdoms, and clearing all the kingdoms in a section unlocks the next set of kingdoms. Players can revisit earlier kingdoms to earn more beats and crests.
Development
editDonkey Kong Jungle Beatwas the debut project ofNintendo EAD Tokyo,[1][2]agame developmentdivision of Japanese video game companyNintendothat was formed in 2003 with a 65-person team.[1][3]Nintendo started planning to develop a newDonkey Konggame internally when the series' developerRarewas acquired byMicrosoftin September 2002,[4]and development began for theGameCubeshortly after EAD Tokyo was established in July 2003. Division headsYoshiaki Koizumiand Takao Shimizu—who had previously led development on Nintendo'sSuper Mario Sunshine(2002)—respectively served as director and producer.[5]Donkey KongcreatorShigeru MiyamotoandTakashi Tezukaalso served as producers,[6]whileSunshineprogrammerKoichi Hayashidawas the assistant director and contributed to somelevel design.[7]Jungle Beatwas the first majorDonkey Konggame since Rare'sDonkey Kong 64(1999),[8]although it was intended as "more of a stopgap than a permanent status quo" for the franchise.[9]
TheJungle Beatconcept originated atNintendo EAD's primary office inKyoto,shortly before staff moved toTokyoto form the new division, when Donkey Kong creatorShigeru Miyamotosuggested that Koizumi and Shimizu develop a newDonkey Konggame. Koizumi and Shimizu were presented the DK Bongos during a meeting regardingDonkey Konga,[5]and Koizumi conceived the central idea forJungle Beatupon seeing players' reactions to using them. Koizumi explained to EAD Tokyo that he wanted to prioritize what players would experience over how functional the game would be. He said thatJungle Beat"show[s] how we take experiences with our own families at home, or in places other than work, and bring those experiences back to our work".[10]Koizumi, who had handled charactercontrolsandvirtual camera systemson previous projects, had been "hearing from many people" that controlling characters in modern games was becoming challenging and harbored a desire to create a game with a simple control scheme that did not rely on a traditionalgamepad.[5]
Using the DK Bongos presented some challenges; since the controller restricted the player's movements, EAD Tokyo had to conceive newgame mechanicsas a workaround.[5]The developers chose to change the camera angle when Donkey Kong encounters an enemy—altering the control scheme as a result—to keep his abilities and theactionvaried.[11]The automatic camera also allowed Koizumi to avoid camera problems he found in previous3Dgames that he had worked on.[12]EAD Tokyo prioritized simplicity;[13]Shimizu said that because contemporary video games took considerable time to complete and lost appeal if an individual had to stop playing,Jungle Beat'slevels were designed to take between five and ten minutes without any shortcuts.[11][13]He felt that the game would appeal to a busy person because it did not contain long save orloadtimes.[13]
The developers reflected the simplicity through the story, which only features Donkey Kong trying to be "the best"; they sought to narrate through the gameplay instead.[13]Tonally, Koizumi wantedJungle Beatto be extravagant and hoped it "would make even bystanders giggle and enjoy themselves".[11]Because the tone differed from previousDonkey Konggames, EAD Tokyo excluded most of the series'recurring charactersand elements, aside from Donkey Kong himself and bananas. Koizumi felt this would allowJungle Beatto stand on its own and reflect the style of EAD Tokyo.[13]Miyamoto supervised EAD Tokyo and reviewedJungle Beat'scontent throughout development, similar to the role he played during the development of Rare'sDonkey Kong Countryin 1994.[14]Mahito Yokotacomposed the soundtrack, his first project as a composer after joining Nintendo in 2003.[15]Like he did onThe Legend of Zelda: The Wind Waker(2002), sound programmer Masafumi Kawamura attempted to synchronize the music with the gameplay, like when Donkey Kong jumps.[16]
Although the game is 2D, Shimizu noted development was still difficult due to technical restraints.[17]EAD Tokyo aimed to releaseJungle Beatduring Japan's 2004–2005 winter season, which presented a considerable challenge.[13]During a showing at the Nintendo World event in November 2004, Koizumi and the team carefully observed player feedback and used it to polish the game shortly before its release.[12]The team was ultimately able to complete the game in time for the 2004Christmas shopping season.[13]A two-playermultiplayergame mode was planned,[18][19]but did not appear in the finished product.[20]
Release
editNintendo announcedDonkey Kong Jungle Beatin May 2004[18]and showcased it atE3 2004that month.[19][21]Nintendo's showing was considered "[b]old, energetic, full of attitude and unexpected surprises",[22]andIGNdescribedJungle Beatas "[t]hesleeper hitof the show "and wrote that attendees did not want to stop playing its presenteddemo.[19]After the showing, in JulyJungle Beatwon twoGame Critics Awards—selected by journalists from publications such asTime,Entertainment Weekly,andCNN—for "Best Original Game" and "Best Puzzle/Trivia/Parlor Game".[23]It was also showcased at Nintendo World, which took place in five locations across Japan in November.[12]
Jungle Beatwas released in Japan on December 16, 2004, in Europe on February 4, 2005, and in North America on March 14. It was the first video game to receive a rating of E10+ from theEntertainment Software Rating Board.[24]It was released as both a standalone game and abundlewith the DK Bongos.[25][26]The European version was released on the same day as theGame Boy AdvanceDonkey KonggameDK: King of Swing.[26]To promote the North American release, Nintendo sent 20 individuals dressed up as apes to participate in the 20thLos Angeles Marathon,which took place on March 6. The individuals woreJungle Beat-branded clothing, carried DK Bongos, and chanted the game's title as they ran.[27]Jungle Beatwas released when Donkey Kong had mostly been relegated tospin-offsand supporting roles in other Nintendo franchises, following Microsoft's acquisition of Rare.[8]
Jungle Beatdid not perform well commercially.[8]In a 2007 interview withMTV,Nintendo of America writer Nate Bihldorff said that he was "still pissed that not enough people boughtJungle Beat".[28]MTV opined thatJungle Beat"required aMario-size leap of faith. It's one thing to ask people to control a tennis game with a controller shaped like a remote control, but to run away from a giant lizard and beat up an evil ape using bongos? It's a hard sell and wasn't a very successful one ".[28]MTV noted that the DK Bongos were introduced before instrument-controlled games likeGuitar Herobecame popular, suggesting audiences were apprehensive towards the concept.[28]Furthermore,Donkey Kongfans sawJungle Beatas "merely an aside to theDonkey Kongplatforming saga "rather than the return to the style of Rare'sDonkey Kong Countrytrilogy(1994–1996) that they wanted.[29]
New Play Control!version
editNintendo rereleasedDonkey Kong Jungle Beatas one of theNew Play Control!games, a product line comprising seven updatedportsof GameCube games for theWii.[30]The rerelease,New Play Control! Donkey Kong Jungle Beat,was released in Japan on December 11, 2008, as the line's first release.[31]This was followed by a North American release on May 4, 2009, and a European one on June 5.[32]It was also released as a downloadable game on theWii U'seShopon November 3, 2016.[2]
In lieu of the DK Bongos, theNew Play Control!version ofJungle Beatis controlled using theWii Remote,using itsNunchukaccessory to control Donkey Kong's movement and itsmotion detectionfeature to clap. To accommodate the more traditional control scheme, the level designs were altered to include more obstacles, and players do not have to collect crests to progress.[32][33]It also replaces the banana-based health meter with a more traditionallifesystem, adds aBoss rushmode, and supportswidescreentelevision displays.[33]
Reception
editAggregator | Score | |
---|---|---|
GC | Wii | |
GameRankings | 82%[53] | 81%[54] |
Metacritic | 80/100[51] | 78/100[52] |
Publication | Score | |
---|---|---|
GC | Wii | |
Destructoid | N/A | 8.25/10[34] |
Edge | 8/10[35] | N/A |
Electronic Gaming Monthly | 7.67/10[36] | N/A |
Eurogamer | 8/10[37] | 8/10[38] |
Game Informer | 7.5/10[39] | N/A |
GamePro | 4/5[40] | 4/5[41] |
GameRevolution | B−[42] | B−[43] |
GameSpot | 7/10[44] | N/A |
GameSpy | 4/5[45] | N/A |
IGN | 8.8/10[46] | 8.4/10[47] |
Nintendo Power | 4.6/5[48] | N/A |
Detroit Free Press | 3/4[49] | N/A |
The Sydney Morning Herald | 4/5[50] | N/A |
Publication | Award |
---|---|
Game Critics Awards | Best Original Game,E3 2004[55] Best Puzzle/Trivia/Parlor Game, E3 2004[55] |
Donkey Kong Jungle Beatreceived "generally favorable" reviews across both its releases.[51][52]Most reviewers considered it unique and fun to play but rather short given the retail price. It was praised for its wide appeal; possessing both a simplicity targeted at new gamers, and a complex, skill-oriented combo system to attract more hardcore gamers.IGNpraised the GameCube version's graphics, saying that "DK's fur makesStarFox Adventuresmodels look primitive ".[46]Criticisms include the game's short length, despite the replayability offered by the score system in levels.[44]There were also complaints of repetitive Boss fights, as the same four Boss es are used several times throughout the game with limited features to distinguish them.[44]One of the primary criticisms, however, was the lack of past characters and elements fromRare'sDonkey Kong Countrygames. Despite these criticisms it was rated the 95th best game made on a Nintendo System inNintendo Power's Top 200 Games list.[56]
Non video-game publications also praised the GameCube version.The New York Timesgave it a favorable review and called it "wildly entertaining".[57]The Sydney Morning Heraldgave it four stars out of five, praising the graphics, environments and gameplay, but complained of the game's short length.[50]Detroit Free Pressgave it three stars out of four and complimented the use of bongos in the game.[49]Common Sense Mediagave the Wii version four stars out of five. Although positive to the game, they considered more as rental than purchase due to its short length.[58]
Legacy
editEAD Tokyo went on to developSuper Mario Galaxy(2007) for the Wii, which was acclaimed as one of thegreatest video games of all time[59]and became one of thebestselling Wii games.[60]Galaxyrefined concepts that EAD Tokyo introduced inJungle Beat;Koizumi reflected thatJungle Beatprovided him with the experience to create engaging gameplay with a simple control scheme inGalaxy.[61]In fact,GamesRadarsaid thatJungle Beatbecame more compelling when viewed as aGalaxyprototype, with shared sound effects and a "gleeful turnover of ideas [that] reeks ofGalaxy'sscattershot fun-bursts ".[62]Destructoidsaid the connections betweenJungle BeatandGalaxywere obvious when consideringJungle Beat's"level of imagination and surrealism... [which] wasn't present in the [Donkey Kong Country] games ",[63]whileKotakunoted further parallels between level tropes inJungle BeatandSuper Mario Galaxy 2(2010).[64]
AfterJungle Beat,the DK Bongos only saw use in twoDonkey Kongasequels. Support forOdama(2006) was dropped prior to release, while a planned DK Bongos-controlledracing game,DK Bongo Blast,was released on the Wii asDonkey Kong Barrel Blastin 2007 without support.[28]TheDonkey Kongseries did not receive another major installment until 2010, when theRetro Studios-developedDonkey Kong Country Returnswas released for the Wii.[29]Retrospectively, journalists have citedJungle Beatas one of the bestDonkey Konggames.[65][66]Jeremy Parish, writing forPolygon,considered it the franchise's best game behindDonkey Kong(1994) for theGame Boy,summarizing it as "a one-of-a-kind thing that really shouldn't work but absolutely does".[65]Jungle Beathas been referenced in Nintendo'sSuper Smash Bros.,a series ofcrossoverfighting games.Super Smash Bros. Brawl(2008) includes a stage based onJungle Beat'sRumble Falls level,[67]while one of Donkey Kong's attacks inSuper Smash Bros. Ultimate(2018)—in which he rapidly punches adversaries—is a tribute toJungle Beat.[68]
Notes
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External links
edit- Official Nintendo Wii minisiteArchivedAugust 9, 2017, at theWayback Machine
- Donkey Kong Jungle BeatatMobyGames