Donkey Kong Jungle Beat, developed for the Gamecube in 2005, has received a second chance at life as a New Play Control! branded Wii game. The 2.5D platformer was EAD Tokyo's freshman effort and showcases exactly why Nintendo chose them to take the reigns of its flagship series for Super Mario Galaxy.
One of DKJB's original appeals was its implementation of a unique bongo controller. While at first glance the bongos seemed like a gimmick, the controller was anything but (well maybe it was a little gimmicky). It only had three inputs: two drums and a microphone, by hitting the right or left drum, Kong would travel in the corresponding direction; simultaneous drum hits made Kong jump; and a microphone registered hand claps as attacks. Granted certain combinations of the above could produce more advanced moves necessary for high scores, but the simplicity of basic navigation provided a "pick up and play" experience that anyone could understand.
The instrument-themed controller didn't just provide accessibility, it created a visceral reaction I'd yet to experience in a video game. The no-holds-barred offensive to collect on banana debts produced a light-hearted aggression in players and supported the feeling of rage that I imagine all apes forced to wear neck ties suffer. Every pounding of a player's fist was transferred with chaotic force onscreen...and it felt great.
The bongos also strongly played into the largely rhythm-based level design. While very much a platformer, the tempo of the music was matched to the obstacles. Once a player understood this, a rhythm nirvana quickly took over with the music swelling, monkeys clapping, and the crowd cheering Kong along as he flew gracefully through a level. As you can imagine, so married was the controller to the original game that I was incredibly disappointed to find the input was replaced in the Wii release by traditional analog stick movement, button pressing and a spritz of waggle.
That's not to say however, all is lost. DKJB is still one of the best platformers in recent memory. Reviewers have praised both the Gamecube and Wii releases but only with a qualifier stating that it can be beaten in five hour sitting. While technically true, I disagree with the negative connotation. While the initial play through is easy and somewhat short, the game isn't about getting to the finish; its focus stresses perfecting runs and gaining high scores and rewards aptitude with bonus levels. As a player progresses in skill, the fusion of a his or her input and level strategy combined with the stage's rhythm reveals challenges that put even the most experienced gamers to task.
No game exists in a vacuum, especially a rerelease. The Wii version lacks one of the core pillars contributing to a cohesive and thoroughly integrated concept. That being said, the combination of an adequate control scheme with the quality of visuals, level design and mechanics still make this game a top tier title. While I found myself sorely missing the intensity, simplicity and quirkiness of the old bongo controller, I realized that those who had not experienced it would probably never care... and ultimately that's for the better. A rerelease to a larger user base gives people another chance to experience one of the best overlooked games of last generation. If the original cannot be easily found, New Play Control! DKJB is a strong psuedo-runner up in an era when quality platformers are all but extinct.
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