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Donkey Kong Jungle Beat[a] is a 2004 platform and score-attack game developed and published by Nintendo for the GameCube. It follows the gorilla Donkey Kong as he sets out to defeat a series of evil kings and conquer the jungle. Jungle Beat is designed for use with the DK Bongos, a bongo drum-style GameCube controller created for the Donkey Konga (2003) music game. The player controls Donkey Kong through various side-scrolling levels as he collects bananas, swings on vines, chains combos, rides animals, and defeats enemies and bosses.

The debut project of the 65-member Nintendo EAD Tokyo, Jungle Beat's development began around July 2003, after Shigeru Miyamoto suggested that Nintendo should commission a new Donkey Kong game. Development was led by director Yoshiaki Koizumi and producer Takao Shimizu, who sought to create a simple, accessible game in contrast to more complex contemporary games. Koizumi conceived a game that used the DK Bongos instead of a standard gamepad to control the player character, and applied lessons he had learned from previous projects during development. Because the tone differed from previous Donkey Kong games, the team chose to exclude most of the franchise's existing elements and characters.

Jungle Beat, the first major Donkey Kong game since Donkey Kong 64 (1999), was released in Japan in December 2004 and in the West in 2005. It received positive reviews; critics were impressed by its idiosyncratic control scheme and praised its originality and inventiveness. The visuals and level design were highlighted, while the short length and low difficulty level were criticized. Despite positive reviews, Jungle Beat was unsuccessful commercially, attributed to it predating the popularity of instrument-controlled games like Guitar Hero. The DK Bongos were only used in two subsequent games, while the Donkey Kong franchise did not receive another installment until Donkey Kong Country Returns for the Wii in 2010.

Nintendo EAD Tokyo went on to develop the critically acclaimed Super Mario Galaxy (2007), which refined concepts that were introduced in Jungle Beat. Jungle Beat was rereleased as part of Nintendo's New Play Control! line of GameCube ports for the Wii in 2008; the port contains reworked controls and levels and received positive reviews. This version was released as a downloadable game for the Wii U in 2016. Retrospectively, Jungle Beat is remembered for its uniqueness and experimental nature; it has been cited as one of the best GameCube and Donkey Kong games.

Gameplay

[edit]

Donkey Kong Jungle Beat is a 2.5D platform game in which the player controls the gorilla Donkey Kong through a series of side-scrolling levels. It features a simple plot: Donkey Kong sets out on a journey to defeat a series of evil kings and conquer the jungle. While it is compatible with a traditional GameCube controller, Jungle Beat is designed for use with the DK Bongos, a GameCube controller that resembles a pair of bongo drums and was previously used in the Donkey Konga series of rhythm games. Hitting the left drum causes Donkey Kong to move left, while hitting the right drum causes him to move right. The player hits both drums to jump and claps in front of the DK Bongos' built-in microphone to send a shockwave. The player uses these controls to perform backflips, slap the terrain, swing on vines, and jump between walls.

As the player starts the game, they select a kingdom to explore; there are 16 kingdoms in total and they are gradually unlocked as the campaign progresses. Each kingdom features three levels: two main platforming stages and one boss fight. Unlike traditional platformers, Jungle Beat contains score attack elements: the goal is not simply to get to the end of the level, but to get as many points, or "beats", as possible. Beats are obtained by grabbing bananas, which are scattered throughout levels or can be summoned by defeating enemies or interacting with objects. The player can perform combos in midair while grabbing the bananas to increase their beat count. When performing combos, a counter is started, rising with each successive combo move acquired before landing. Beats also serve as Donkey Kong's health, as the player loses beats if they are damaged by enemies or hazards. If the beat count reaches zero, the player receives a game over and must restart the kingdom from the beginning.

Like previous Donkey Kong franchise games, in certain levels the player must ride animals, each of which offers a unique attribute: squirrels allow Donkey Kong to glide slowly through the air; wildebeests charge right continuously and plow through objects that provide bananas; orcas carry Donkey Kong through water; and birds allow Donkey Kong to fly. Between most levels, there is a short minigame where the player must tap the bongos as fast as they can to earn extra bananas. The final level of each kingdom contains a boss fight against a large enemy. The game features several types of bosses, each of which must be defeated in a different manner: gorillas must be taken on in a Punch-Out!!-style arena; tanks resembling elephants must be defeated by throwing back bombs that they fire; and birds must be defeated by destroying the giant egg they are carrying.

At the end of the kingdom, the total sum of beats (after deducting any damage taken during the boss fight) is tallied up. Completing a kingdom earns a crest, while additional crests are earned by achieving certain amounts of beats. Crests are required to play new kingdoms, which is determined by the number shown. Clearing all the kingdoms in a section unlocks the next set of kingdoms. Players can revisit earlier levels to try to earn more beats, thus earning more crests.

Development

[edit]
Donkey Kong Jungle Beat's use of the DK Bongos (bottom) originated from director Yoshiaki Koizumi's (top) desire for a simple, easy-to-learn control scheme.

Donkey Kong Jungle Beat was the debut project of Nintendo EAD Tokyo,[1][2] a game development division of Japanese video game company Nintendo that was formed in 2003 with a 65-person team.[1][3] The idea for Jungle Beat originated at Nintendo's primary office in Kyoto, shortly before staff moved to Tokyo to form the new division.[4] Donkey Kong creator Shigeru Miyamoto suggested that EAD Tokyo develop a new Donkey Kong game. As such, shortly after EAD Tokyo was established in July 2003, development began. Division heads Yoshiaki Koizumi and Takao Shimizu—who had previously led development on Nintendo's Super Mario Sunshine (2002)—respectively served as director and producer.[4] Miyamoto and Takashi Tezuka also served as producers,[5] while Koichi Hayashida was the assistant director and contributed to some level design.[6]

With Jungle Beat, Koizumi and Shimizu sought to create an accessible, easy-to-understand game.[4] The idea to control Donkey Kong using the DK Bongos originated from Koizumi, who had handled character controls and virtual camera systems on previous projects. He had been "hearing from many people" that controlling characters in modern games was becoming challenging, which developed into a desire to create a game with a simple control scheme that did not rely on a traditional gamepad.[4] Upon seeing the DK Bongos, he conceived the central idea for Jungle Beat. Using the DK Bongos presented some challenges; since the controller restricted the player's movements, EAD Tokyo had to come up with new game mechanics as a workaround.[4] The developers chose to change the camera angle when Donkey Kong encounters an enemy—altering the control scheme as a result—to keep his abilities and the action varied.[7] The automatic camera also allowed Koizumi to avoid camera problems he found in previous 3D games he had worked on.[8]

EAD Tokyo prioritized simplicity during the development of Jungle Beat.[9] Shimizu commented that, as contemporary video games took considerable time to complete and lost appeal if an individual had to stop playing, Jungle Beat's levels were designed to take between five and ten minutes, without any shortcuts, to complete.[7][9] He felt that the game would appeal to a busy person because it did not contain long save or load times.[9] The developers reflected the game's simplicity through its story, which only features Donkey Kong trying to be "the best"; they sought to instead tell the story through the gameplay.[9] Tonally, Koizumi wanted Jungle Beat to be "over the top" and hoped it "would make even bystanders giggle and enjoy themselves."[7] The decision to exclude elements and characters from previous Donkey Kong games—the only elements returning being the Donkey Kong character and bananas—was made because of the tone, which differed from its predecessors, and because the developers wanted to reflect the style of EAD Tokyo.[9]

During its showing at the Nintendo World event in November 2004, Koizumi and the team carefully observed player feedback, and used said feedback to polish the game shortly before its release.[8] EAD Tokyo aimed to release Jungle Beat during Japan's 2004–2005 winter season, which Shimizu commented presented a considerable challenge. The team was ultimately able to complete the game in time for the 2004 Christmas shopping season.[9] A two-player multiplayer game mode was planned,[10][11] but did not appear in the finished product.[12] Mahito Yokota composed the game's soundtrack.[5] Like he did on The Legend of Zelda: The Wind Waker (2002), sound programmer Masafumi Kawamura attempted to synchronize the music with gameplay sound effects, like when Donkey Kong jumps.[13]

Release

[edit]

Nintendo announced Donkey Kong Jungle Beat in May 2004,[10] before a demo was showcased at E3 2004 later that month.[11][14] IGN's staff described it as "[t]he sleeper hit of the show" and wrote that attendees did not want to stop playing.[11] After the showing, in July 2004 it won two Game Critics Awards—selected by journalists from publications such as Time, Entertainment Weekly, and CNN—for "Best Original Game" and "Best Puzzle/Trivia/Parlor Game".[15] It was also showcased at Nintendo World, which took place in five locations across Japan in November 2004.[8]

Jungle Beat was initially released in Japan on December 16, 2004. A European release followed on February 4, 2005, and a North American one on March 14, 2005.[16] The game was released as both a standalone title and a bundle with the DK Bongos.[17][18] The European version released on the same day as the Game Boy Advance Donkey Kong game DK: King of Swing.[18] To promote the North American release, Nintendo sent 20 individuals dressed up as apes to participate in the 20th Los Angeles Marathon, which took place on March 6, 2005. The individuals wore Jungle Beat-branded clothing, carried DK Bongos, and chanted the game's title as they ran.[19]

New Play Control! version

[edit]

In October 2008, Nintendo announced that Donkey Kong Jungle Beat would rereleased as one of the New Play Control! titles, a product line comprising seven updated ports of GameCube games for the Wii.[20] The rerelease, New Play Control! Donkey Kong Jungle Beat, was released in Japan on December 11, 2008, as the line's first release.[21] This was followed by a North American release on May 4, 2009, and a European one on June 5, 2009.[22] In lieu of the DK Bongos, the New Play Control! version is controlled using the Wii Remote, using its Nunchuk accessory to control Donkey Kong's movement and its motion detection feature to clap. To accomodate the more traditional control scheme, the level designs were altered to include more obstacles, and players do not have to collect crests to progress.[22][23] It also replaces the banana-based health meter with a more traditional life system, and adds a boss rush mode and support for widescreen television displays.[23]

Reception

[edit]

Donkey Kong Jungle Beat received "generally favorable reviews", according to the review aggregate website Metacritic.[24]

Critics characterized Jungle Beat as idiosyncratic. For IGN, it was eccentric even by the standards of Nintendo, a company known for peculiar games like the Pokémon series and Mario Artist: Talent Studio (2000). Eurogamer felt that Jungle Beat symbolized Nintendo's stated intent with the recently-announced Revolution: "to level the playing field and invent new ways for us to interact with and enjoy console games".

Visuals and sound

The DK Bongos Critics advised against using a standard GameCube controller

Gameplay

The short length was considered Jungle Beat's biggest failing.


  • https://www.ign.com/articles/2005/03/12/donkey-kong-jungle-beat
    • Nintendo games tend to be a bit strange, "[b]ut even for the company responsible for Pokemon and Talent Studio, Donkey Kong Jungle Beat is just plain weird."
    • At first glance it appears to be a 3D tribute to Nintendo's classic platformers, but using bongos??? It's a new take on the platform genre, but from first glance it sounds like it plain and simple doesn't work.
    • But then you start playing it, and you become enthralled by the combo system. "[Y]ou'll wonder... how you could have ever scoffed at the idea in the first place."
    • There's no story, the reviewer considers this a "gutsy move" considering that most Nintendo games have at least some sort of story (such as Sunshine's cutscenes, which the review thinks detracted from the experience). The lack of story works though, as Nintendo manages to build the game's characters through goofy animations and voice clips.
    • Great presentation, menus can be navigated easily using the bongos, worlds are previewed before you select them.
    • Visually, the game is stunning and far more detailed than its contemporaries. The models and their fur effects make Star Fox Adventures look "primitive". Backgrounds are occasionally too barren/simple but "just about every locale on screen alternatively looks clean and crisp, from the giggling, jelly platforms and shimmering, transparent waters, to the unpredictable tree vines and cannonball-filled mazes." Runs at a steady 60 FPS, and the cartoony sound effects are complimented by the upbeat, tropical soundtrack.
    • The presentation is great, but what about the gameplay? The 16 levels are addictive and varied.
    • One problem: it's short. It's possible to blow through all 16 levels within 3-4 hours. However, there's a ton of replay value, and going to get all the medals will double the playtime.
    • Combo system is "incredibly deep and satisfying". It's "the most intriguing and ultimately rewarding part of the game", creating big combos adds tons of replay value.
    • One big gripe: the controller. While the bongos work great, the reviewer isn't convinced it's really an improvement over the standard GameCube controller. In some ways it's better (e.g. beating up bosses) and gives you a good workout, but "there are also plenty of times during the game where we wondered how much more responsive it might play if we just had a plain old controller to make our way through it." The bongos sometimes feel like a gimmick. The GameCube controller just simulates the bongos, which isn't a good alternative.
    • No multiplayer mode, even though this game seems as if it's tailor-made for it.
    • Verdict: 8.8/10. Not perfect, but a great game nonetheless. "Jungle Beat is a surprisingly addictive and well-made platformer with a unique control twist. Anybody who says differently either didn't take the time to really play it or has no business playing games."
  • https://www.nytimes.com/2005/03/17/technology/circuits/realism-on-the-track-surrealism-in-the-jungle.html
    • "Sometimes a gaming peripheral is more necessity than luxury... wildly entertaining"
    • Uses the bongos in clever ways, like clapping to stop enemies' watermelon projectiles and use them as weapons, or jumping on enemies and beating them senseless.
    • Design-wise, it's a typical Nintendo platformer. Unfortunately, a traditional GameCube controller is "unusable": "one imagines button associations were made pretty much at random. With the bongos though, Beat is a blast."
    • The environments are more varied—"vivid, colorful, and sometimes surreal"—than Gran Turismo 4's, released around the same time.
  • https://www.smh.com.au/lifestyle/charming-romp-20050331-gdl105.html
    • Playing a game using bongos sounds silly, but it "never feels like a gimmick".
    • Imaginative bosses, sing the bongos to take down foes is satisfying.
    • "It is a charming romp through dazzling jungle environments via glistening ice chambers, volcanic caverns and aquatic wonderlands. But sadly, many players will complete Jungle Beat in just a few hours."
    • Verdict: 4/5 stars.
  • https://www.gamespot.com/reviews/donkey-kong-jungle-beat-review/1900-6120321/
    • The game is inventive, unique, and charming, but it's really short—there may not be reason to come back to it.
    • Without the bongos, the game is mediocre. The bongos offer surprising variety in your moveset, allowing you to do all sorts of things. The controls are where most of the fun comes from and they're well integrated, though they can be a bit tiring.
    • The platforming is well-designed and the bosses are a highlight since they're "really cool". However, dislikes that the bosses begin to repeat at a certain point.
    • The short length (it's only around three hours) and repetition of boss fights "really rob Donkey Kong Jungle Beat of a lot of its appeal" to the point that it's hard to justify its $40 price tag. There is replay value but it's not substantial enough.
    • Visually, the game's as polished as you'd expect from a Nintendo game. It's never "overly fancy" but characters are animated well and there's nice attention to detail. The audio's good too though it's drowned out a bit by slamming on the bongos.
    • Verdict: 7/10. The game's a "scream" for the first eight levels but there's not a lot to come back to once you've seen everything the game has to offer. Experienced players will be able to get through it within a day without dying. Recommends renting it if you don't have kids or don't have the bongos already.
  • https://web.archive.org/web/20080322031146/http://cube.gamespy.com/gamecube/donkey-kong-jungle-beat/594468p1.html
    • While instrument-based controllers are cool, they usually don't have much use after you've played some songs. Jungle Beat seems like it's made to give you something else to do with the DK Bongos.
    • The game's not deep but "it's full of technique... Once you get into the groove with the bongo controls, the feeling of rapidly switching back and forth between pounding the drums and clapping your hands... is one of deep satisfaction (and slightly tired hands)."
    • The game's not long so trying to master the controls is a great way to add replay value.
    • Laments how much the bosses are repeated throughout the game. The Punch-Out!!-style ape battles are a highlight
    • Advises against using a standard GameCube controller; because the game's built around the bongos, a normal pad won't give you that sense of accomplishment.
    • Verdict: 4/5. Definitely worth buying if you already have Donkey Konga, but even ignoring that, it's simply really fun. Even though there's no multiplayer mode it's still fun to enjoy with friends
  • https://web.archive.org/web/20080114015525/http://www.gameinformer.com/NR/exeres/BF4D8516-50A7-4CC6-9790-0F8F00A404B4.htm
    • Although the graphics are great (notes they're colorful and turn generic environments lively), Jungle Beat suffers from "awkward and imprecise" controls. It feels less like a finished product and more like a glorified tech demo; the reviewer laments that it still feels like the E3 build.
    • Controlling Donkey Kong with the bongos may be entertaining, but his small moveset stemming from the bongos limits the gameplay. Since it's easy to make mistakes, the game offers plenty of health, but this has the effect of making it too easy.
    • The boss fights are the most challenging part because it takes a few tries to figure them out. The camera work "deliver[s] some of [Jungle Beat's] coolest and most entertaining moments", to the point that the reviewer wishes that Nintendo spent more time fleshing the boss fights out over the stagnant 2D platforming.
    • Verdict: 7.5/10. Gorgeous graphics and moments of brilliant level design, but there's not much to write home about once the novelty of the bongos wears off. "In the end, you personally need to weigh how much a wacky control scheme is worth to you. I got a few solid hours of fun watching a big ape shamble around, but I could have gotten that from Mighty Joe Young. And in a battle between two primates, I'll always go with the one that has Charlize Theron, thank you very much."
    • Second opinion: Great graphics, creative design elements, and the bongos definitely give it a unique identity, but there isn't much beyond that. Controls are imprecise, it's too easy. At first it seems like an innovative take on the 2D platform genre, but as time goes on the bongos begin to feel more like a gimmick. And like most gimmicks, it'll likely provide brief amusements before fading off into obscurity.
  • https://www.eurogamer.net/r-dkjunglebeat-gc
    • Alongside Yoshi's Topsy-Turvy and WarioWare: Twisted! for the GBA, WarioWare, Inc.: Mega Party Games! for the GameCube, and the Nintendo DS, Jungle Beat symbolizes Nintendo's stated goal with the Revolution: "to level the playing field and invent new ways for us to interact with and enjoy console games". If the Revolution's going to have a "poster child", though, it's Jungle Beat.
    • Controlling it using the bongos "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"
    • Surface-level the game is simple. You're moving Donkey Kong through 2D levels using bongos. Learning to use the bongos is a trial-and-error process, but as you play the game's nuances become clearer and controlling becomes easier. After some time, it becomes "second nature"
    • Maneuvering Donkey Kong is only the initial fun, it takes a backseat after you start wanting to collect as many bananas and chain together as many combos as possible
    • Game is structured cleverly; levels only take a few minutes to complete. Managed to make it through most of the game without having to replay levels, it was only after the final boss that they started going back to prior levels to continue, which made them care about combos
    • Levels are designed to be exploited, but it's not immediately obvious.
    • Bosses are "'basic but interesting' rather than 'boring and hard'", and them being repeated balances the difficulty.
    • The game is so compelling that you rarely lose motivation to play. It's addictive and has spectacle, and the graphics are gorgeous. ("remember those Donkey Kong Country magazine covers with the rendered fur and all that? This looks like that. In-game. With close-ups")
    • Jokes that the only reason they stopped playing was they were sweaty and needed to take a shower
    • The late game has some annoying difficulty spikes, and sometimes the bongo controls can be a tad imprecise.
    • Biggest issue is the length. The game's inventive and full of ideas but ends really quickly. "It feels like it ought to be the single-player component to Donkey Konga... and it's disappointing to find that none of the tasks that would translate so well to mini-games... are available outside their respective levels"
    • Verdict: 8/10. The issues are minor; "gloriously refreshing" given the last two decades of 2D platformers, and the short length is really the only thing holding it back. Worthy prep for the Revoltion.
  • Nintendo Power (issue 191, p. 88, reviewed by Andy Myers, Christopher Shepperd, George Harrison, Steve Thomason, and Steven Grimm)
    • Would've been easy to write off the bongos as a mere novelty if they'd only been used for Donkey Konga, but Jungle Beat takes rhythm-based games into fresh territory.
    • The game gets pretty challenging later on. The controls are easy to learn but it takes a while to develop the precision that a standard controller would offer, which will prepare you for the late-game.
    • Chris says the game feels so good it's like you're directly controlling Donkey Kong with your brain. Steven calls it the most original platformer in years and hopes for sequels. Steve says he'd originally though Jungle Beat was a gimmick but playing it changed his mind, it's both familiar and unique.
    • Verdict: 4.6/5 (four 4.5/5s, one 5/5)
  • https://archive.org/details/electronic-gaming-monthly-issue-190-april-2005 (p. 134)
    • Bryan:
      • At first glance looks like "just another garden-variety, side-scrolling platformer sporting stunning graphics. It ain't."
      • Replacing a standard controller with bongos makes for an unconventional experience that's nonetheless a must-have for GameCube owners
      • It's still rooted in traditional platform design, but the controls depart significantly from what you're accustomed to. It's weird at first, but within a few levels you'll be comfortable and playing with tons of rhythm. The game also rewards skill
      • Complains that the bosses aren't as creative as the main gameplay, due to the repetition of the four boss types.
      • 8/10
    • Mark:
      • Agrees with Bryan
      • The controls are entertaining on their own, remove them and you're left with a solid but formulaic platformer.
      • Wishes the game focused more on mechanics like pummeling foes with your fists and deflecting projectiles, it only "hints at these elements" and just focuses on formulaic platforming.
      • "Great casual gaming fun... for a couple of days."
      • 7/10
    • Crispin
      • The bongos tire out your hands and they're not the future of gaming, but happy to use them to play Jungle Beat
      • Some areas (like underwater and flying sections) control awkwardly and the bosses are repetitive, but the levels are varied in their challenges and harken back to classic platformers. Levels are "short and sweet" as well, encouraging multiple playthroughs.
      • 8/10
    • Magazine advises against using a standard GC pad, the button layout makes it harder to keep DK moving like the bongos do

Wii rerelease

[edit]

Legacy

[edit]

After Jungle Beat, the DK Bongos saw use in only two more games, both of which were sequels to Donkey Konga. Support for Odama (2006) was dropped prior to release, while a planned DK Bongos-controlled racing video game, DK Bongo Blast, was released on the Wii as Donkey Kong Barrel Blast in 2007 without support. MTV opined that while Jungle Beat used the DK Bongos well, it "required a Mario-size leap of faith. It's one thing to ask people to control a tennis game with a controller shaped like a remote control, but to run away from a giant lizard and beat up an evil ape using bongos? It's a hard sell and wasn't a very successful one."[25] MTV also noted that the DK Bongos were introduced before instrument-controlled games like Guitar Hero became popular, suggesting audiences were apprehensive towards the concept when Jungle Beat was released.[25]

EAD Tokyo went on to develop Super Mario Galaxy (2007) for the Wii, which was acclaimed as one of the greatest video games of all time[26] and became one of the bestselling Wii games.[27] Galaxy refined concepts that EAD Tokyo introduced in Jungle Beat; Koizumi reflected that Jungle Beat provided him with the experience to create engaging gameplay with a simple control scheme in Galaxy.[28] In fact, GamesRadar said that Jungle Beat became more compelling when viewed as a Galaxy prototype, with shared sound effects and a "gleeful turnover of ideas [that] reeks of Galaxy's scattershot fun-bursts."[29] Destructoid said the connections between Jungle Beat and Galaxy were obvious when considering Jungle Beat's "level of imagination and surrealism... [which] wasn't present in the [Donkey Kong Country] games",[30] while Kotaku noted further parallels between level tropes in Jungle Beat and Super Mario Galaxy 2 (2010).[31]

The Donkey Kong series did not receive another major installment until 2010, when the Retro Studios-developed Donkey Kong Country Returns was released for the Wii.[32] Retrospectively, journalists have cited Jungle Beat as one of the best Donkey Kong games.[33][34] Jeremy Parish, writing for Polygon, considered it the franchise's best game behind Donkey Kong (1994) for the Game Boy, summarizing it as "a one-of-a-kind thing that really shouldn't work but absolutely does."[33] Jungle Beat has been referenced in Nintendo's Super Smash Bros., a series of crossover fighting games. Super Smash Bros. Brawl (2008) includes a stage based on Jungle Beat's Rumble Falls level,[35] while one of Donkey Kong's attacks in Super Smash Bros. Ultimate (2018)—in which he rapidly punches adversaries—is a tribute to Jungle Beat.[36]

Notes

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  1. ^ Japanese: ドンキーコングジャングルビート, Hepburn: Donkī Kongu Janguru Bīto

References

[edit]
  1. ^ a b "Nintendo EAD Tokyo". GameSpy. Retrieved July 9, 2020.
  2. ^ Whitehead, Thomas (November 2, 2016). "Donkey Kong Jungle Beat Hitting the North American Wii U eShop This Week". Nintendo Life. Retrieved June 11, 2020.
  3. ^ Lindemann, Jon (March 12, 2009). "2003: The Year in Review". Nintendo World Report. Retrieved July 9, 2020.
  4. ^ a b c d e IGN staff (June 14, 2004). "Donkey Kong Jungle Beat Info". IGN. Archived from the original on June 18, 2004. Retrieved July 9, 2020.
  5. ^ a b Nintendo EAD Tokyo (December 16, 2004). Donkey Kong Jungle Beat (GameCube). Nintendo. Level/area: Credits roll.
  6. ^ Nutt, Christain (April 13, 2012). "The Structure of Fun: Learning from Super Mario 3D Land's Director". Gamasutra. Retrieved July 9, 2020.
  7. ^ a b c Boyer, Brandon; Alexander, Leigh (November 27, 2007). "MIGS 2007: Nintendo's Koizumi On The Path From Garden To Galaxy". Gamasutra. Retrieved July 10, 2020.
  8. ^ a b c Iwata, Satoru (October 4, 2007). "Super Mario Galaxy : Listening to Many Voices". Iwata Asks. Nintendo. Retrieved July 10, 2020.
  9. ^ a b c d e f "ドンキーコング ジャングルビート 開発スタッフインタビュー". Nintendo. Retrieved July 10, 2020.
  10. ^ a b Colayco, Bob (May 11, 2004). "Donkey Kong to march to a Jungle Beat". GameSpot. Retrieved July 10, 2020.
  11. ^ a b c IGN staff (May 12, 2004). "E3 2004: DK Jungle Beat". IGN. Retrieved July 10, 2020.
  12. ^ Elston, Brett (April 5, 2006). "Donkey Kong Jungle Beat review". GamesRadar+. Retrieved July 10, 2020.
  13. ^ Iwata, Satoru (October 4, 2007). "Super Mario Galaxy : Why Use an Orchestra?". Iwata Asks. Nintendo. Retrieved July 10, 2020.
  14. ^ Gerstmann, Jeff (May 14, 2004). "Donkey Kong Jungle Beat Hands-On". GameSpot. Retrieved July 10, 2020.
  15. ^ Thorsen, Tor (July 13, 2004). "Game Critics award Best of E3 2004". GameSpot. Retrieved July 10, 2020.
  16. ^ a b Cole, Michael (March 22, 2005). "Donkey Kong Jungle Beat". Nintendo World Report. Retrieved July 12, 2020.
  17. ^ Nintendo of America (March 14, 2005). "Take Your Game to the Next Level with Donkey Kong Jungle Beat; Control the Action in Nintendo's New Video Game with a Set of Bongos" (press release). Business Wire. Retrieved July 12, 2020.
  18. ^ a b Nintendo of Europe (December 8, 2004). "The King of the Jungle is Back in Donkey Kong: Jungle Beat" (press release). GamesIndustry.biz. Retrieved July 12, 2020.
  19. ^ Casamassina, Matt (March 8, 2005). "Apes Run Rampant". IGN. Retrieved July 12, 2020.
  20. ^ Totilo, Stephen (October 2, 2008). "'Donkey Kong: Jungle Beat' Wii Re-Make to Use Wii Remote, Nunchuk". MTV. Retrieved July 12, 2020.
  21. ^ Tanaka, John (October 2, 2008). "First Look: Wii de Asobu Pikmin". IGN. Retrieved July 12, 2020.
  22. ^ a b Ronaghan, Neal (May 21, 2009). "New Play Control! Donkey Kong: Jungle Beat". Nintendo World Report. Retrieved July 12, 2020.
  23. ^ a b DiRienzo, David (April 17, 2015). "Donkey Kong Jungle Beat". Hardcore Gaming 101. Retrieved July 12, 2020.
  24. ^ "Donkey Kong Jungle Beat for GameCube Reviews". Metacritic. Retrieved July 13, 2020.
  25. ^ a b Cite error: The named reference MTV: Support was invoked but never defined (see the help page).
  26. ^ Attributed to multiple sources:
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