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Filed under: Editorial, Highlight Article

Beat the Backlog: Donkey Kong Jungle Beat

Thanks to PhantomZ2 for helping with edits. Also, thanks to Hyle of DK Vine for helping with research. 

Virtually everything was working against Donkey Kong Jungle Beat, Nintendo’s 2004 GameCube side-scroller. This was the worst selling console Nintendo manufactured by that point, limiting Jungle Beat’s reach by default. Still, the ‘Cube had several bona fide hits. None of them used the DK Bongos, an off-beat controller that came bundled with Jungle Beat and the 2003 rhythm spin-off Donkey Konga. Although Reggie Fils-Aimé wasn’t a fan of the latter, it managed to become a modest success (a feat its direct sequel couldn’t replicate, locking the third Konga to Japan). From afar, the former conversely looks… unwieldy, uninviting, even shallow. Why build a platformer around the Bongos? Was Nintendo simply innovating for the sake of it? Everyone I knew who knew of Jungle Beat—already a fairly elusive club, for the record—didn’t care to find out and wrote it off as some tacky experiment. To most, the GameCube went without a traditional Donkey Kong adventure. In a way, they aren’t wrong! 

Donkey Kong Jungle Beat DK Bongos warning

When I purchased my copy of Donkey Kong Jungle Beat a few years ago, the store owner was thrilled to finally be rid of it. Shame I didn’t need his Bongos, though. Betcha they’re still there, collecting dust… (Image: LongplayArchive)

That’s only part of the story, though. Some essential Kong-text: former series steward Rare was purchased by industry newcomer Microsoft in 2002. Thankfully, Rare got to keep making games for Nintendo handhelds until 2008. None of them were more successful than their Donkey Kong Country remakes. Y’know, Donkey Kong Country. The iconic Super NES trilogy that triumphantly revived Donkey Kong and put them on the map! 

Original Donkey Kong outings, meanwhile, led to disparate interpretations of the title character and his franchise. Arcade-era throwback Mario vs. Donkey Kong barely featured Donkey Kong iconography and reduced the laidback hero into an antagonistic loser. Paon’s games proudly boasted Rare imagery despite resembling no prior Donkey Kong mechanically. “Normal” Mario spin-offs—Golf, Kart, Tennis, Baseball—began integrating elements from DK’s series (most prominently Diddy Kong, his adventuring partner), inadvertently insinuating that it’s merely an extension of the Mario banner, not something that truly stands on its own. Add the DK Bongo titles and Rare’s remakes to the mix, and it felt like Nintendo lacked a cohesive vision directing the broader Donkey Kong brand. From the mid to late Nineties, the ape inarguably ranked among their top dogs. Mere years later, many perceived him as a guinea pig past his prime. 

Starting Donkey Kong Jungle Beat

After the Rare buyout, Nintendo began planning a new Donkey Kong. Company wunderkind Shigeru Miyamoto suggested greenhorn studio Nintendo EAD Tokyo, who went on to become the 3D Super Mario team, helm it. (Image: LongplayArchive)

And where younger, casual players weren’t drawn to Jungle Beat, it was even less appealing to Donkey Kong diehards! Much of that stems from the circumstances surrounding it: where Rare’s creations were widely celebrated, the tide had turned. Now, I’m sure their work sincerely didn’t click with plenty of people, and, presumably, only after the studio’s departure did they feel emboldened to express that. This isn’t to suggest Rare’s trilogy is immaculate or above criticism either; nothing is. But a heavy disdain suddenly grew palpable: several outlets—including Nintendo’s!—began criticizing Country and its cast (Rare enthusiasts theorized this hailed from a sense of betrayal that a competitor, an “enemy,” now owned them). A myth claiming Miyamoto disliked Country’s “mediocre gameplay” spread rapidly, to the point he eventually had to publicly refute it. Many forums debated the series’ merits, and often unfavorably.

And, well… hey, it’s easy to feel sour or insecure when the legitimacy of something you venerate is harshly disputed. Certainly, when you’re a diffident teenager and it’s being targeted by the overwhelming echo chamber that is the online gaming sphere. Country zealots were on the defensive, emotions Jungle Beat, a wild departure for Donkey Kong, did little to calm. 

Donkey Kong Jungle Beat Opening Ceremony curtain call

A theatrical energy undergirds certain Mario titles, something Jungle Beat borrows. Its Opening Ceremony illustrates that beautifully: you physically clap to start the show, the leaves on the screen pull away à la curtains, and a spotlight shines above DK, introducing the star. (Image: LongplayArchive)

A mistranslation furthered fans’ frustrations. In actuality, director Yoshiaki Koizumi and company innocently sought to express their vibrant personality through Jungle Beat, which simply didn’t mesh with the series’ typical tones. We wouldn’t learn that for another fifteen years, though. Until then, word was that EAD Tokyo only deemed Donkey Kong and “the banana” as worthwhile, as being “fresh enough for today.” Which, well… did these people like Donkey Kong, then? It embodies so much more than its namesake, and Jungle Beat thoroughly avoided its iconography in favor of creating its own—while, strangely, going so far as to replace established elements with knockoffs. Bulldozing steed Hoofer, for instance, could’ve easily been DK’s reliable rhino Rambi! In 2007, Super Mario Galaxy, EAD Tokyo’s next title, brilliantly charted a bold, novel path for its star while honoring his roots, retroactively making Jungle Beat’s deficiencies even more glaring. Ultimately, this all led to a deep, albeit sadly undeserved, revulsion by DK devotees, the audience you’d assume would be most amenable to trying it (some aficionados were outright venomous, causing part of the fanbase to, understandably, develop a toxic reputation that’s taken years to shed).

Even Donkey Kong, the main anchor to the older games, seemed less recognizable. Rare maestro Grant Kirkhope voiced him in the seminal Nintendo 64 blockbuster Donkey Kong 64, clips Nintendo recycled over the next few years. By 2004, the two were growing as synonymous to my impressionable self as Charles Martinet was with Mario. Enter Takashi Nagasako, in his second time voicing the ape after Mario Power Tennis and first time doing so in his home franchise. While I eventually grew fond of his raucous, brasher take, it was a stark shift. One that admittedly always suited Jungle Beat, as its characterization of the hero, of course, seemed inharmonious with his Rare self. Again, the dude’s a chill, sociable beach bum. Suddenly, he was more thunderous, more expressive, more aggressive. The manual and Koizumi said his goal here is to become the undisputed jungle king, and not necessarily a noble one. 

Donkey Kong Jungle Beat Durian Kingdom Battle For Storm Hill

I was in middle school during the GameCube era. Most of my classmates lambasted Nintendo for being “kiddie;” Jungle Beat was never gonna speak to them. (Image: LongplayArchive)

Anybody unfazed by the drama or drums is greeted with a tutorial upon beginning Jungle Beat. The controls are simple: press the left drum to move left, right goes right, pushing both simultaneously makes the ape hop, and clapping initiates his Sound Wave Attack. It emits shockwaves that can harm enemies, let DK instantly grab bananas—oops, beats; they’re dubbed beats in Bongo land—and grab any other nearby goodies. Pineapple bombs or a flower to swing from, for two examples. Underwater levels add a wrinkle to the setup: press left or right to move down in the corresponding direction, and DK’ll slowly float up if left alone. 

Advanced moves add flair to the affair. An inessential but neat technique is the backflip: dash in one direction, immediately perform an about-face, and then quickly jump. This grants a little more height than a normal leap. The Ground Pound, a Mario universe staple, also crashes Jungle Beat: press both buttons while midair and the gorilla will violently plummet straight down. Even wall jumping carries over; when you vault towards one, Donkey Kong’ll cling onto it until you press the opposing button. Or if you press the corresponding button, he’ll gently slide down. Importantly, these abilities add to your combo counter, an important aspect of the game we’ll discuss later.

Donkey Kong Jungle Beat Banana Kingdom Dawn Savanna

Grunts struck by the green shockwave layer are stunned temporarily, while those unlucky enough to fall within the red one face damage or death depending on their durability. Clapping’s handy! (Image: LongplayArchive)

Most levels are split into four “Barrels:” D, K, J, and B. Plus, the Sun Barrel hosts the tutorial and the Moon Barrel contains two boss arenas, meaning Jungle Beat sports 51 levels split between 19 Kingdoms. Standard Kingdoms span two stages and a boss, though they may lack aesthetic continuity. That’s not a complaint; transitioning from, say, a bright sky full of floating gelatin to dark ruins provides an exciting unpredictability. Visually, the environments look a little flat and empty, helping keep the attention on Donkey Kong. Same for the Geist-esque giant DK who’s often superimposed on the bottom-left of the screen. Still, the Fruit Kingdoms are diverse, colorful, and, yes, can channel the moodier, more naturalistic Country locales of yore. This isn’t Donkey Kong Island or its neighbors, but only two backdrops—one being that Jell-O descent—are atypical for the series. 

Anyway, Jungle Beat’s early levels are simple. More so than in most games, of course, they have to be. This one-of-a-kind experience is initially disorienting; when first trying it two decades ago, I felt like I was some clumsy, lumbering gorilla! Mastering Donkey Kong’s midair movement in particular took practice (pro tip: keep beating the drums to maintain his horizontal momentum). Every time Jungle Beat told me I was starting or extending a combo almost felt like a tease; how does any of this work? Still, you’ll clear these openers without much hassle, things’ll start clicking, and you’ll realize you have the strength to save the day. 

Donkey Kong Jungle Beat Party Monkeys let the ape stuff his face with fruit

Somewhere long ago, I saw the argument that Jungle Beat could’ve easily been a Wario side-scroller had EAD Tokyo dropped the apes, “DK Island Swing” remixes (a rare overt tie to its Rare forebears), and replaced the fruits with treasure. I disagree; this is firmly a Donkey Kong game. (Image: LongplayArchive)

By design, levels in Donkey Kong Country boast invisible through lines: with practice, you’ll swing from vines, bop atop baddies, and roll into them in one fast, uninterrupted motion. A similar thrust fuels the Fruit Kingdoms: jumping from flowers, golden goo, and more increases your combo count. The higher it is, the bigger the beat multiplier (and the more neon nature fairies tail DK). Once you land on solid ground, the combo ends and the beats are added to your collection. Should you take damage during the performance, then those beats are lost. EAD Tokyo encourages you by augmenting the music with additional instruments and chants of “Go! Go! Go!” as your combo escalates. It’s energetic, intense! Other opportunities to bag bananas come from minigames that end each level, where you rapidly bang the Bongos, and by finding purple fairies. Netting one hundred of their blooms yields as many beats. And that’s the core appeal of Jungle Beat, in grabbing bananas and attaining new high scores. Part of the challenge, however, is derived from retaining beats; taking damage reduces your total, and suffering a hit without any in reserve incurs a game over. 

Jungle Beat doesn’t only encourage replays; it demands them. Every Kingdom can be cleared within ten minutes, considerably less if you’re better than me. After you thwart a tyrant, DK partakes in an award ceremony. Crests are the prize. By default, you’ll bag a Bronze Crest. Possessing 400 beats then spawns a Silver Crest, 800 rewards Gold, and finally 1,200 summons a coveted Platinum Crest. Every Kingdom requires a certain amount of Crests to access, and you’ll need 51 out of 72 to unlock them all. Thankfully, the final boss only demands 22, so there is leniency. Roughly a fourth of the game, including the true final boss, will remain hidden, but reaching the credits isn’t punishing. Definitely for the best, given how off-kilter Jungle Beat is. And this is a smart approach, one Donkey Kong Country 2, 3, and Super Mario successfully employ: keep the main campaign accessible and tuck the tougher stuff away in the post-game. Altogether, there’s plenty of meat to Jungle Beat.

Donkey Kong Jungle Beat Lemon Kingdom Cactus Mine combo

Weirdly, the score attack focus evokes vintage SEGA. Even DK’s somewhat “cooler” attitude—he sticks his tongue out to mock foes when dodging their attacks—and the more extreme font used by the Jungle Beat logo recall their rebellious spirit. (Image: LongplayArchive

Jungle Beat’s boss lineup is evenly split between four archetypes: evil Kongs, the avian Rocs, the bouncy Hogs, and the durable Tucks. The four main Barrels host one boss of each variety, and they grow progressively harder. Dread, Karate, Ninja, and Sumo Kong, the most memorable of the bunch, are… nevertheless pretty bland. But their brawls are fine and reminiscent of Punch-Out!!: alternate between the drums to punch and clap to dodge (notably, they’re the only bosses who alter the control scheme). After withstanding enough punishment, an animation plays where they get angry, making them even more ferocious.

That’s an attribute the other tyrants, all of whom are fought along 2D planes, share. Anyway, Rocs are serviceable; get the Party Monkeys to fling you into the air, then crack the bird’s egg. The other stock bosses fare worse, unfortunately. Clap to grab a bomb, clap again when facing the Tuck to toss it into its nose, and then chuck the bombs it spits out towards its heart. A Hog throws coconuts at DK, so clap to stun the green ones in midair, approach ‘em, volley them back, and then pummel the pig. Oh, and the final bosses are Cactus King and Ghastly King, the latter being the former’s tougher form. Bluntly named “Final Kong” in Japan, his design is his only striking quality. King’s glowing mouth, the teeth that blur into his muzzle, and the gloomy color palette come across as… alien, unnatural. Appropriate notes to close Jungle Beat on, right?

Donkey Kong Jungle Beat Banana Kingdom Dread Kong (Boss)

Quick reaction times are key in the levels—you’ll often get propelled somewhere with only a split second to procure floating produce—and against their overlords. Lethargic opener Dread Kong is forgiving, but his kin are unassumingly quick! (Image: LongplayArchive)

Another quirk Jungle Beat shares with Country is that its bosses are effectively bigger, badder versions of its basic enemies: monkeys, birds, pigs, and elephants (and more) roam these realms! More than anything else, these freaks separate Jungle Beat the most from its predecessors. Some baddies, like the teleporting Ninjapes, meld with Donkey Kong’s aesthetic well enough. But then you’ll face fuzzy, pudgy, squishy pig heads. Occasionally, you race Chopperbird, a random guy in a costume who… can somehow fly. Oh, and who could forget Kobu Kokko, whose name suggests it’s an unholy fusion of a Piranha Plant and Cucco? Most foes are small and simplistic, capable of being swatted away with a simple clap or punch. More complex pests, like the thorny chicken mutant, have their weak points telegraphed visually, in this case through a red comb. My favorite minibosses are the fish whose tongues you pull out and fling back by smashing the left drum; it’s intuitive and rewards you with a short ride atop the beast.

While essential context bizarrely isn’t provided by Jungle Beat proper, it isn’t just white noise. Themes and motifs—shinto shrines, otherworldly black tar, aliens, and the sun and moon (Super Mario Odyssey shows EAD Tokyo successor EPD Tokyo remains enchanted by the latter)—tie it together. Sinister tar grows more prevalent as you progress; late-game pains are composed of it and vomit faded, toxic fairies at DK, a stark contrast to the fruit-loving pixies that assist him. Historically, this franchise adores nature, champions it, and so does Jungle Beat! It’s about a gorilla, his animal pals, and sweet spirits working together to defend their land, victories DK celebrates before a magic tree under the comforting glow of the moon. Jungle Beat just expresses its love differently. 

Donkey Kong Jungle Beat Peach Kingdom Torch Tusk (Boss)

Here, you gotta scale the battlefield while evading the Tusk’s attacks. It’s hardly unmanageable, although you will get nailed while wall jumping through that small opening at least once, but it strains the Bongos. (Image: LongplayArchive)

A healthy focus on Animal Buddies—er, Jungle Buddies—accentuates that love, even if their designs are as hit or miss as the rogues. Distancing him somewhat from Rambi, Hoofer sprints right and relies on you to evade hazards. Giant whale Orco spends the last fourth or so of his levels cathartically bashing through obstacles DK couldn’t. Hideous Helibirds give Donkey Kong a lift, while the equally unsightly Flurl the Flying Squirrel helps him parachute down; think Squawks and Quawks, respectively. During the Aughts, it was difficult to accept these four. To an extent, it still is. Had even one more familiar face graced Jungle Beat, I’d be able to more readily embrace it. But I still commend it. Retro Studios’ subsequent Donkey Kong Country sequels, Returns and Tropical Freeze, only feature two Animal Buddies. Justifiably, Jungle Beat lacks Country’s branding, but it does dutifully uphold this fundamental virtue: Donkey Kong is about Donkey Kong and a community working together.

Whisking him across the cosmos, then, was another major break for Nintendo’s most aesthetically grounded platforming series. But that strangeness has lessened over time. Parts of Paon’s DK Jungle Climber and Barrel Blast are set along the final frontier. Mario Kart World reinforces the notion that the Kongs are developing spacefaring technology. Even the moon coincidentally scores an encore in Returns, a moment goofier than anything Jungle Beat ever musters. EAD Tokyo broke new ground for the gorilla, space he went on to embrace. 

Donkey Kong Jungle Beat Durian Kingdom Battle For Storm Hill enemies gettin' clapped

Even critics of Donkey Kong Country adore their scores. Mahito Yokota’s Jungle Beat compositions don’t quite measure up, but they nicely augment its bombast. (Image: LongplayArchive)

Now, I must stress that, no, the DK Bongos aren’t some dumb gimmick; they define Jungle Beat. And, yes, they aren’t perfect. I have a fairly cramped gaming setup, so I know that comfortably using this cumbersome toy can be tough. Clapping frequently gets irritating, an issue that assuredly inspired the levels’ short lengths. Should you clap too quietly, the Bongos will fail to hear it (you’ll invariably discover that smacking them on the side will register as a clap). Altogether, Jungle Beat is physically demanding in ways few other games are. 

But that very physicality also elevates it! Pressing a button feels empowering because you aren’t just pressing a button; you’re physically beating a drum, which provides loud feedback that not only synergizes with but enhances DK’s actions, his beatings. You can play Jungle Beat with a standard GameCube pad, and it’s good that the option exists, but I can’t imagine it without the Bongos. No other controller is as tactile or visceral as them. 

Donkey Kong Jungle Beat Durian Kingdom Aerie Fortress wall jump

Durian Kingdom, the final trial before Cactus King, is a highlight. Foreshadowing the inter-connectivity levels in Returns and Tropical Freeze enjoy, this is a three-act tale of DK storming Ninja Kong’s stronghold. (Image: LongplayArchive)

Humorously, Jungle Beat and Donkey Kong Bananza, EPD Tokyo’s latest project and a full circle moment for them, inadvertently imply that the gorilla’s fists are the most complex weapons in Nintendo’s arsenal. One uses a distinct controller to convey his heft and physicality, and the other’s engaging, fresh digging mechanics require the strongest console they’ve put out yet! And Bananza proudly shares Jungle Beat’s focus on DK’s physical strength. Lessons were learned, however: it marries that ideal with a palpable adoration of his history. More bluntly, DK’s clap returns in Bananza, acting as the midair counterpart to his famous Hand Slap. And I hope more from Jungle Beat bled over, too. Let’s get a few bonus rooms based on it! Maybe a Hoofer fossil’s waiting to be unearthed! 

Plus, Jungle Beat’s energy endures elsewhere. A handful of its ideas live on through Mario Galaxy. Jungle Climber aesthetically pulls from it. Super Smash Bros. Brawl contains collectibles, music, and an arena based on Jungle Beat (ironically, it’s a scrolling stage that’ll kill Donkey Kong should you trigger his DK Bongo Final Smash). Curios Donkey Kong: Jungle Fever and Banana Kingdom inherited its visuals. Inspiration from Jungle Beat’s animations presumably led to DK dishing out some brutal jungle beatings in the Retro duology. That became his new Final Smash in Ultimate, which also hosts Spirits based on Karate and Ninja Kong. Surprisingly, Universal’s Donkey Kong Country theme park namedrops Jungle Beat. A New Play Control! version for the Wii reworked its controls while supplementing it with additional content. Ideally, anyone hoping to try Jungle Beat would hunt down the GameCube original, but the re-release is fine. Oh, and Jungle Beat is the first game to receive an E10+ ESRB rating. That’s kinda neat, right?

Donkey Kong Jungle Beat Cactus King cleared

The credits tease unexplored areas, like the celestial Star Fruit Kingdom. For now, though, let’s label this game Jungle Beaten. (Image: LongplayArchive)

Commercial success eluded Donkey Kong Jungle Beat; Nintendo of America’s Nate Bihldorff once lamented “that not enough people bought” it. That’s certainly reflected in the amount of fanfare it receives online; Country and DK64 tributes are commonplace, yet I can’t recall ever stumbling upon, say, a drawing of Dread Kong. Mostly, I perceive Jungle Beat as an underdog, a word I wouldn’t use to describe many first-party Nintendo games. It’s bold and experimental, qualities that don’t always yield a bestseller (though given how unorthodox the GameCube library is—a cel shaded Zelda, a Zelda-like Star Fox, a first-person Metroid, a Mario built around a super soaker—Jungle Beat fits right in). Still, the system’s core Donkey Kong was a critical darling, has advocates, and any fears of it burying Rare’s legacy are long gone. Today, it’s a likable, respected installment in the franchise. 

Considering Jungle Beat’s place in the series and its studio’s history, I hope it gets another chance someday. Maybe that’d come through a Returns HD-esque definitive remaster, a basic remaster of either version, or just dumping the original on Nintendo Switch Online. But I hope Nintendo figures something out, because Jungle Beat warrants it. This is unquestionably the hottest Donkey Kong has been in years, even decades, and this entry’s absence on the Switches is a hole I hope they fill. After DK’s done digging holes and excavating fossils throughout Bananza’s subterranean realm, I mean. 

Donkey Kong Jungle Beat ending

Fittingly, Jungle Beat ends by asking us to applaud. While the Country titles resonate the most with me, their Tokyo-made cousin is no slouch! It won’t click with everyone, but it’s absolutely worth trying and, frankly, is the best Donkey Kong outside Country. (Image: LongplayArchive)

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