Jump to navigation
Advertisement

Donkey Kong Jungle Beat Review

GameCube Review by Tom Bramwell

15 February, 2005

'Donkey Kong Jungle Beat' Screenshot 1

Those waiting for the Revolution may be surprised to learn that it's already here.

We're all keen to see just what Nintendo has in mind for its next generation console, but if the goal is as professed - to level the playing field and invent new ways for us to interact with and enjoy console games - then the Revolution's already taking place on high streets around the world.

With their tilt sensors, Yoshi's Universal Gravitation and Wario Ware: Twisted! both demonstrated ingenious control ideas on the humble GBA, while Wario Ware GameCube had us leaping behind the sofa to satisfy peculiar winning conditions, and the Nintendo DS is exciting to developers precisely because it invites them to reject existing ideas and play around with the possibilities for control and display.

All are examples of Nintendo ideas that are just as fresh to old hands as they are to newcomers. But if the Revolution needs a poster-child, then Donkey Kong Jungle Beat is surely it. It's a platform game that you control using bongo drums, and it works so well that we've set up a Word filter to slap us in the face if we try and type the word g!mmick without a significant degree of obfuscation.

Yeeowch! (A more significant degree than one exclamation mark, it seems. We should never have bought that extendable boxing glove monitor attachment.)

On the surface, Jungle Beat is suspiciously simple. Using a pair of bongo drums (supplied with the game, or kept over from last year's short-lived rhythm-action title Donkey Konga) the player moves Donkey Kong around gloriously rendered 2D side-scrolling environments, tapping left to move left, right to move right, hitting both drums together to jump, and clapping hands near enough the built-in microphone to emit sonic shockwaves that pummel enemies, smash walls and so on.

'Donkey Kong Jungle Beat' Screenshot 2

Amusingly, our experience of traditional 2D platforming probably means we had just as hard a time learning how to play it as the average Child Of PlayStation would have with a D-pad after years of analogue sticks. Gradually though the subtleties start to make themselves clear - partly through trial and error, and partly thanks to a handy array of between-level demo movies that clue you in on particular techniques - and the often tricky levels soon become easier to navigate.

You learn how to bring DK to a quick stop, how to leap between opposing walls, how to take down particular enemies by first clapping and then leaping on top to bash them, and so on. And what isn't made explicitly clear is satisfyingly intuitive. Find yourself a "helibird" for example and you quickly work out how it responds to drum input and how to move it quickly to avoid obstacles, and things like bounce pads, clap-sensitive temporary platforms, parachuting, swimming, swinging between ropes (or chains of swinging monkeys) and using nest-bound monkeys to propel yourself as if they were DK's old barrel-cannons all quickly becomes second nature.

But the range and quality of DK's activities are only the initial attractions; soon your desire to secure as many bananas as possible and string together ludicrous combos takes over and the game becomes one of those exercises in piecing it all together without putting a foot wrong.

The way it's all structured is clever. Every "kingdom" consists of two levels, which only take a few minutes each to complete and generally conclude with a drum-as-fast-as-you-can bit to collect extra bananas, followed by a showdown with one of four main boss-types. The idea is that the amount of bananas (or "beats") you have not only serves as your health meter, but also dictates the level of reward you'll receive when the boss takes a fall. Simply defeating the boss is worth a bronze crest, but silver requires that you finish with 400, gold 800 and platinum with a seemingly impossible 1200. Crucially, you not only have to collect that many bananas in the first two levels, but hang on to them against the resident boss as well. And obviously you need crests to open new levels.

We don't know how good we are at this compared to the average monkey (which in itself ought to be something worth contemplating), but at our standard we managed to make it through most of the game without having to replay too many levels. In fact, it was only after the final boss, when another set of kingdoms cheekily opened up, that we realised we'd have to start honing our skills in previous areas to keep going.

And though we'd been enjoying it up to that point, that's when we really started to care about combos. Which in turn helped us to better appreciate the intricacy of the design.

'Donkey Kong Jungle Beat' Screenshot 3

Combos in Jungle Beat are simple enough - all you really have to do is collect a lot of bananas without landing on the ground or getting hit by an enemy - but there are several things to consider as you start to take advantage of them. First - clapping-shockwaves will ensnare any bananas in DK's immediate vicinity. Thus, when you're thrown into the midst of five bunches of bananas suspended in the air, quickly clapping five times will grab them all, and this clapping method coupled with your being off the ground will also mean the accumulated bunches are worth more to your total.

Second - the levels are generally designed to be exploited like this, but it may not be all that obvious to you until you get the hang of doing things like adding a brief pause for a clap when you're leaping between walls, springing off ledges to keep combos alive instead of just landing flat-footed, using clap-then-drum bat enemies to juggle yourself through the air, and using your momentum to stick to the level's network of bounce pads, DK-throwing monkey nests, helibirds and the like.

As you become more and more proficient, however, you'll find that combos help you to edge closer to those big banana totals, and that you barely even touch the ground in some areas. Then it's just a question of beating the boss without getting hurt.

Fortunately the bosses come under the heading of "basic but interesting" rather than "boring and hard", and their repeated use means this levels-then-boss approach isn't too unfair as, for all their bigger environments and slightly different attack patterns, you do at least know what you're doing. The basic casts are Kong (one-on-one beat-'em-up where you dodge punches or kicks then drumroll to land your own), Roc (a bird holding what's either a bomb or an egg, which has to be destroyed), Tusk (an elephant-shaped tank who chucks explosive pineapples around for you to make use of) and Hog (a jump-happy warthog who chucks fruit). All are gorgeously rendered, sufficiently challenging efforts with puntastic names. A Hog with a Mohawk, for example, is obviously "Mo Hog".

Jungle Beat soon becomes so compelling that you're rarely at a loss for motivation. If you're not simply revelling in the design or your own massive combos, you're hopelessly addicted to securing the requisite number of bananas and coming through unscathed against the boss, or you're cooing at something completely unexpected (the level that involves zip-lines and swimming through jelly in the sky, for example), or you're seduced by an end-of-level ski-jump-on-a-buffalo bit, or you're staring at the quality of the visuals (remember those Donkey Kong Country magazine covers with the rendered fur and all that? This looks like that. In-game. With close-ups). The only real reason we stopped was the sweat patches under our arms. Actually - that'll be a good quote for the press clippings folder, PR people: "DK Jungle Beat. You'll only stop to shower."

'Donkey Kong Jungle Beat' Screenshot 4

It's not without fault, mind you. The "Ninja Kong" enemy at the end of one of the latter stages is what we'd term "a difficulty spike" and harder to beat than the end-of-game boss; some sections become repetitive due to the ease of failure - parachuting over lava, for example; and some of the levels, whilst often interesting enough when you first play through them, won't be remembered fondly and will be tiring to trawl back through for more beats - the underwater levels, in particular, and one lava effort toward the end which brings all the most irritating enemies together under one roof.

Plus, as much as we admire the bongo-based control system, there are times when it betrays you to your death by sending you scampering a bit too far, or having you jump up when you meant to jump left. And there are times when Kristan, sitting there playing DK: King of Swing on his Game Boy, notices that you're trying to float a bubble through a maze and decides to make a loud click sound, popping it and very nearly prompting the first recorded case of bongos as a murder weapon. (Although we probably won't hold that last bit against the game, in fairness.)

But perhaps the most disappointing thing about Jungle Beat is that it's over so quickly. While it lasts it's bright, fresh, engaging, full of clever ideas, and you only tend to feel like stopping because your arse is sweating. But the truth is you could happily drum your way through it in an evening. It feels like it ought to be the single-player component to Donkey Konga - whack those two on a disc together and it's a must-buy - and it's disappointing to find that none of the tasks that would translate so well to mini-games (the ski jump, helibird and turtle racing, etc) are available outside their respective levels, either. For an arcade-flavoured game it's surprisingly single-minded.

But, as we glance around for a cymbal to cap things off, it would be cruel to hold these things against Donkey Kong Jungle Beat. Nintendo's burgeoning Revolution means it's barely even the most innovative 2D platform game we've played this month, but compared to the last two decades' output it's gloriously refreshing, and it's only the lack of longevity that leads us to hesitate in recommending it. If you can stomach the cost though, you'll soon see that it's far more than a gimmiEEEEOWWW. A suitable drumroll for the Revolution, then.

8/10

Read our Scoring Policy

Advertisement

Are you excited about Donkey Kong: Jungle Beat on GameCube?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-32 of 32 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
moore25
15/02/05 @ 13:13
#1
0
You buried this comment
Comment below viewing threshold
Show
Is today National Donkey Kong day, or something?
reflux
15/02/05 @ 13:14
#2
0
You buried this comment
Comment below viewing threshold
Show
Me want bad. *glances at hyo*
Edited 1 times, most recently on 15/02/05 @ 13:14
ChrisOTR
15/02/05 @ 13:14
#3
0
You buried this comment
Comment below viewing threshold
Show
Sounds great! Not really room in my house for any more space-consuming peripherals though...
Blerk
15/02/05 @ 13:16
#4
0
You buried this comment
Comment below viewing threshold
Show
Pfft.
Worst. Idea. Ever.
Blerk
15/02/05 @ 13:17
#5
0
You buried this comment
Comment below viewing threshold
Show
And before you start flaming, bear in mind that I'm a miserable goit.
steven
15/02/05 @ 13:18
#6
0
You buried this comment
Comment below viewing threshold
Show
Great game... a bit short and basic... but an example of a perfectly executed idea IMO.
krudster [mod]
15/02/05 @ 13:22
#7
0
You buried this comment
Comment below viewing threshold
Show
I officially name February 15th 2005 *National Donkey Kong day*!
gamingdave
15/02/05 @ 13:24
#8
0
You buried this comment
Comment below viewing threshold
Show
A very entertaining game, I simply cant stop grinning like an idiot when playing this. Beautifuly crafted, gorgeous visuals with superb level design. Whilst I agree its easy to work through, its not easy to master. I wouldnt call finishing all the levels finishing the game. Different people have different ways of looking at this, but I think theres plenty of replay value, going for platinums and then personal bests, learning new combos etc.

Infact learning new combos is great, its the first time I can think of in ages where I have replayed a level and really stopped to think if that one little section could have been done better. The way the end of level video hints slowly increases your skill are superb, how you did in a level effects which tip your shown (ie you nearly reach a place you haven't before and you'll be shown a hint how to get that bit closer). The combos arent really about bananas, but not touching the ground. So doing a backflip, onto a wall, bouncing to the opposite wall, onto a trampoline, swing on a vine then ground pounding will give you a 6 combo and any bananas collected during this time will be worth more.

Overall id have to say this is a 9 for me, even though it could be called short, its given me some of the best FUN from a game in ages.
Spanky
15/02/05 @ 13:29
#9
0
You buried this comment
Comment below viewing threshold
Show
I'm having a hard time finding this game without the bongos?! I got them with Konga, i don't need 2 sets.
Destria
15/02/05 @ 13:32
#10
0
You buried this comment
Comment below viewing threshold
Show
Yes you do. Yes. You do. Very much so.

Multiplayer Konga = t3h w1n
Royal Fool
15/02/05 @ 13:36
#11
0
You buried this comment
Comment below viewing threshold
Show
I want this. I also want Donkey Konga a lot... just haven't been brave enough to make the purchase. And Pan-European National Snake Day is coming up in three weeks. ;)

So was this game done in-house by Nintendo and not Namco or anyone?
malloc
15/02/05 @ 13:47
#12
0
You buried this comment
Comment below viewing threshold
Show
>So was this game done in-house by Nintendo and not Namco or anyone?

Pretty sure it was the new EAD that N created a year or two ago. 50 person team, or sthg.

Nice review, although is it possible to go into more detail on the developer. Yes it's Nintendo, but doesn't really narrow it down much.
Sly9
15/02/05 @ 13:51
#13
0
You buried this comment
Comment below viewing threshold
Show
From IGN:

Taking the production role for Donkey Kong Jungle Beat is Takao Shimizu. Direction is being handled by Yoshiaki Koizumi. Koizumi was director on Mario Sunshine while Shimizu served as an assistant director on the title. Now, the two are in charge of Nintendo's Tokyo development studio.

ST..
15/02/05 @ 14:18
#14
0
You buried this comment
Comment below viewing threshold
Show
You see I'd like this - but I wish it was a REAL ordinary controller based DK game than a bongo drum thing....
gamingdave
15/02/05 @ 14:36
#15
0
You buried this comment
Comment below viewing threshold
Show
ST.. if you like any of the DKC games you will like this. The bongos really arent a gimmick and getting into a rythm helps with your timing, your not just bashing randomly.
BradlayLaw
15/02/05 @ 14:47
#16
0
You buried this comment
Comment below viewing threshold
Show
The game is great. You get sore hands though.
Killerbee
15/02/05 @ 14:57
#17
0
You buried this comment
Comment below viewing threshold
Show
I was looking at the box for this at lunchtime. Nice idea and great to see Nintendo continuing to do things differently. I still can't quite see myself bongo-ing my way through a platform game though...
petebritish
15/02/05 @ 15:14
#18
0
You buried this comment
Comment below viewing threshold
Show
I would say if you own a Gamecube and like any kind of platform game Get this game. Absolutely superb!! This is the reason I got into games in the first place FUN all the way..
Even my 56 year old father in law bought a gamecube this week due to this game.Lets hope there's a sequel in the pipeline
tiddles
15/02/05 @ 15:21
#19
0
You buried this comment
Comment below viewing threshold
Show
Is it Freeloader compatible for people who own US/JPN cubes?

Will N5 ditch the standard controllers altogether in favour of bongos?

EDIT: You'll need the very latest version of Freeloader (1.06B) to run it - it's not compatible with 1.06b (as I discovered today...). No word as yet on the second question.
Edited 1 times, most recently on 16/02/05 @ 22:52
Blerk
15/02/05 @ 15:39
#20
0
You buried this comment
Comment below viewing threshold
Show
'kay. Looks like it's just me who thinks it looks shit, then.

:-)
malloc
15/02/05 @ 16:01
#21
0
You buried this comment
Comment below viewing threshold
Show
Must admit that I really didn't care about this game. The more I hear of it the more I want it and this review has probably pushed me over the edge. heh.

Just got to finish off Paper Mario first though.
@tomix
15/02/05 @ 16:09
#22
0
You buried this comment
Comment below viewing threshold
Show
I got Donkey Konga from Game last week for £20 and love it. If I can get this for a bargain price it looks like a must buy. 2 player bongo fun would be great.
Sid Nice
15/02/05 @ 20:10
#23
0
You buried this comment
Comment below viewing threshold
Show
I love this game, the only problem I have.... Is I'm knackered after half an hours play. I paid £32.00 for it and the enjoyment that everyone's had playing the game, has made it a worthy purchase.
blizeH
15/02/05 @ 20:30
#24
0
You buried this comment
Comment below viewing threshold
Show
I'm considering buying this with a set of bongos and Donkey Konga with a set of bongos.

2 Games, 2 Sets of Bongos job done!

Can someone e-mail me any decent offers to blizeh (at) gmail (dot) com

Thanks :)
Genji
16/02/05 @ 07:09
#25
0
You buried this comment
Comment below viewing threshold
Show
"As good as halo then?"

Oh yes. In fact, the control method is so good that I'm going to propose using it for the next Halo game! Shit, it should be adapted for use with ALL GAMES FROM NOW ON. It'll be a bongo revolution!
Psi
16/02/05 @ 09:22
#26
0
You buried this comment
Comment below viewing threshold
Show
ooooo been waiting for this review! (shreaks in joy)

Blerk you misery, how can bongo's ever be a bad idea?!?!?
reflux
16/02/05 @ 10:25
#27
0
You buried this comment
Comment below viewing threshold
Show
Hyo, I only stay in Karlstad during the weeks. Normally I try to work my 40 hours during monday-thursday and take the fridays off (or atleast "work" from home). I don't like Karlstad and the hamsters need company you know (ok ok, my gf as well).
Genji
16/02/05 @ 10:52
#28
0
You buried this comment
Comment below viewing threshold
Show
I'd rather have new ideas (even if they're bad) than an endless parade of games where the only differences are cosmetic.
O-Fox
17/02/05 @ 11:15
#29
0
You buried this comment
Comment below viewing threshold
Show
Doubt the neighbours would be impressed
elvenearth
19/02/05 @ 22:57
#30
0
You buried this comment
Comment below viewing threshold
Show
I would love to rent this game, but considering the state of cube sales in Australia, not many video stores are increasing their Gamecube stock, so if I want to play it I will have to buy it.....damn, damn, damn.
Burgerhouse
14/03/05 @ 20:20
#31
0
You buried this comment
Comment below viewing threshold
Show
Yey, I own this game and it is GREAT, truly excellent and some parts are difficult so it won't just last for a couple of hours.

BONGOS RULE!!!
jlaakso
27/12/05 @ 14:54
#32
0
You buried this comment
Comment below viewing threshold
Show
Having sampled the game in a store, I bought this for my wife for Christmas. She actually screamed out in joy. The next night, she was clapping in her sleep.

I also think it's ace. It may look like a gimmick, but it really isn't. The only thing that makes me go "I dunno" is that now I have a peripheral about twice the size of the Gamecube, which is only used to play one game.

Comments: 1-32 of 32 in total

Want to comment on this article? Log in, or register!

X View gallery