Reviews
Donkey Kong Jungle Beat
Gamecube - Falco - 15th April 2006

Donkey Kong makes a return to his platforming roots, but this time Diddy and co. aren’t around to back him up. Donkey Kong Jungle Beat sees DK on a quest to become king of the jungle however this means it’s you, Kong and unlikely controller against the odds in a series of fruit themed kingdoms.

It is the controller where DK Jungle Beat sets its self apart from most other platform games. Rather than using the classic D-pad and buttons, Jungle Beat beat uses the DK bongos. At first it seems a little strange to be bopping the bongos but after a quick go it becomes very intuitive.

The left and right drums control DK’s movement so as you tap faster he runs faster. Jumping, an integral part of a platform game is handled by tapping both sides at the same time. Donkey isn’t defenceless though as a quick clap near the microphone and he beats his chest in a stereotypical gorilla way and unleashes a sonic boom around him usually stunning the enemies.

The clap aspect is the first problem though. When people start playing they have a habit of smacking the drums with a furious vigour and this leads to a clap instead of movement. Eventually this will be over come by getting the feel of the game.

The game is more reminiscent of a sonic game than a traditional Nintendo platformer as the focus is more on pace, combo’s and flowing game play than precise jumps to small platforms. However DK has been paying attention to his old rival Mario, he can now use his trademark wall jump to spring up tight vertical inclines with ease by tapping one side then the other.

Playing with style is what will earn you the top medals. This is because of the combo system, which multiplies the number of bananas or ‘beats’ in your barrel while you’re airborne. This encourages amazing feats on gymnastics and fevered clapping to catch monkey that propel you skywards. The ‘beats’ make up your health meter and if you lose them all is game over and its back to the start of the kingdom.

The flowing style of the game is what gives the game its appeal. When you start you’ll be stumbling around the levels at a rather cut back pace but after a few levels and minutes you’ll be bouncing around like Spiderman in a jelly house. Seeing an early kingdom played through in full flow and pace is amazing and highlights the good the level design.

The levels encourage a live and learn style of play, like Wario did when he branched out into party games. If in doubt you bop and clap until you get the hang of it. But you're not completely alone as the smaller monkeys are here to guide you through so your never stuck for long.

However the game is not always like this eventually the game gets harder and loses the charm that makes the first part so fabulous. Its mainly the timing of things that leads to frustration as in one section you have to jump to catch swinging monkeys then a squirrel and then manoeuvre through falling rocks Its just too much for the control system to cope with. The other bad section is the towers, as when you fall you have to hit the tiny ledge other wise you have to repeat the whole section again.

The other bad factor is compound damage. When progress depends on getting high score medals its frustrating. When you fall into a rock you take damage, then you fall into the fire below you take even more, then you have to shake the embers out of DK’s fur and you’ve guessed it your taking more damage. When you take such a beating from one mistake its unfair and to an extent not your fault so is more frustration than fun.

As always with DK games he’s helped by a whole host of creatures. The best of these is Mooshin the mountain goat. Mooshin’s sections are the best as they are a lot faster and streamlined than the levels where DK is on foot. Mooshin also has a very fun mini game where you rocket down a ski jump before jumping skywards trying to get a new record. The other animals are a different story, and the Helibird is a prime example. You see the drums control each wing and it gets needlessly complicated as you can’t ascent quickly upwards and you end up veering to one side and in the trickier sections it may result in you stopping playing. The squirrel is hardly better although he is mainly used at the start of the game and so are more lenient.

DK’s quest to become king doesn’t just involve platforming. Each kingdom is split into 3 sections: 2 levels and a deadly boss. These boss encounters are something very special.

The first is a boxing style fight between DK and Dread Kong. If you thought DK was big you haven’t seen anything yet. These Monkeys are much burlier and bigger than DK and pack quite a punch. The fights are similar in style to the original Punchout! on the NES. You dodge and wait until his side or back is vulnerable and then you pummel each bongo as fast as you can to get it lightning fast jabs.

The others are far more akin to more traditional platform bosses who require skills that you pick up along your adventure such as throwing melons, or volleying them back like Ronaldinio. However there are only four types of boss including the Gorillas the later ones are just faster or alternately coloured versions of the same type.

The graphics are extremely nice, especially on Donkey Kong himself. His fur is as nice and fluffy as Conkers, if not more so, and flows in the wind as he swings through the lush environments. Although the camera is permanently pulled back so you can see a lot of the area, you get a more zoomed in DK in the corner. This version is also very tidy and shows off the graphical power really well.

DK’s enemies and allies are very well constructed as well. The ones that lack fur effects make up for it by being round and mostly jaggy free. Combined with the Wind Waker/Four Swords smoke and 2D effects it makes a beautiful world to play though. Although it doesn’t have the next generation shine to it stands up well against the next level competition.

The different worlds are vibrant and colourful but you won’t get a lot of time to admire it. Later the more tomb/temple like levels make up for their lack of colour, with the lighting that shines out from the fiery pits and torches.

On a technical level the game never stutters through over load. However there is very little on the screen at once. There are also next to no loading times in Jungle beat because of this very fact.

The sounds are nice and light. The tunes are very reminiscent of past Donkey Kong games and the first level is accompanied by the jungle japes theme from DK64.

The boss battles have suitable dramatic music to accompany them but with some of them you’ll be concentrating too hard to notice. The sound effects of reactions to the environment are suitable musical to match the feel of the game. Every time the bongos are stuck you get a plunk sound back from the game. The petals and the faeries that drop them give off a piano style sound that is quite nice and a contrast to the percussive sounds of the drums.

The game is very high score based as completing the levels isn’t enough to progress as you need the emblems to unlock the further levels. If you like getting 100% then the gold medals should keep you coming back long after the novelty wears off.

Like the DS that followed it’s like a dog whistle to people who see you play it. They will flock to see what you’re doing and when offered will more than likely have a go. Due to the simple game play anyone can have a go as long as you keep to the early levels.

Although no matter how fun Jungle Beat is you have to be quite fit to play. Extended play is a real strain on the arms, after you play a few levels it feels like you’ve been arm wrestling against DK himself. This means that you won’t blast through it for a few days.

Over all apart from the frustrating later levels it’s a worthy purchase. Its one of those games that everyone should play. It is also good value as you receive a set of DK bongos and a huge 500 stars at Nintendo of Europe as well as your VIP bonuses.

+ Great graphics
+ Unique Control System
+ Pick up and play

- Sore hands
- Compound damage
- Frustrating later levels

7/10