Donkey Kong occupies an odd moral position in Nintendo gaming. He's been an out-and-out villain - especially in his debut performance as a kidnapping ne'er-do-well battling the proto-Mario Jumpman - and he's also served as a playable support character, free from ethical chattels, in tens of Nintendo titles such as Mario Kart and Tennis. But in 1994, somebody at either Rare or Nintendo came up with the idea of DK as a central protagonist, giving him a story of his own in Donkey Kong Country.
In retrospect it seems obvious. DK is lithe and powerful, agile, athletic and brutishly charming. When he's given free range to use his abilities, invariably in a platform environment, he shines. What he does in Jungle Beat is exactly that - springing, thumping and wall-jumping his way through a superlative selection of traditionally themed levels, which combine just the right amount of innovation with a comfortable familiarity.
When it was originally released on GameCube back in 2005, Jungle Beat used the unusual and brilliant bongo peripheral - a set of two electrical drums that handled all of the varied controls. A tap on either drumhead handled movement, while a slap on both produced a jump and an air-clap activated the onboard microphone for an offensive slap, producing a 360-degree burst of sound to dizzy and destroy foes.