"It's just so ridicalous!" Desi Arnaz couldn't have said it any better. It's the way that these rhythm-dance beat games have overtaken America like a crack habit, but without the obvious subliminal effects or harm to the gamer's wallet. When Dance Dance Revolution took over our shores, it hit like a lightning bolt, getting gamers to step to the beat both in arcades and homes. Sega and Sonic Team somehow entered the mix with the awesome Dreamcast release Samba de Amigo, a game that redefined party fun thanks to its presentation, courtesy of a pair of interactive maracas and a floor mat. These two are primary examples of how a rhythm dance game can be done right. But what if a newcomer tries to get into the mix? Will they get the same result?
That's what Nintendo is gambling on with their latest release, Donkey Konga. The game is the latest in the long line of Donkey Kong games by the company, and is a departure from the Rare platformers we've been used to on the SNES and Nintendo 64. In the game, Donkey Kong and his cousin Diddy come across some bomgo drums and soon find themselves in a frenzy to just get into the beat, and the game carries on from there, challenging you to a number of scenarios and songs to "beat" in order to earn coins to unlock harder songs.
The gameplay is pretty basic, but it surprisingly works for this sort of game. It can be played with the typical GameCube controller, but, TRUST ME when I say that it's best played with the bongo drum peripheral. Made up of two attached bongo drums with an ultra-sensitive microphone and a button on the front, the drums really are what make this game special. You can pound one drum, both, or clap to keep up with the rhythm, which scrolls across the screen towards a bar and must be timed in order to keep the flow going. The icons indicate exactly what must be hit, and at what time, and some of the easier songs allow you to sink into the gameplay rather nicely. The harder songs then pick up and become more challenging.
One thing I did notice, however, is that, as the tempo picked up in later songs, it didn't really change the fact that the game still remained easy to master. Easier, in fact, that anything DDR ever threw my way in its manic stages of hyper-intensive techno. This may be good news for kids or rookie players who are just looking to have a good time, but what about the veterans who may soon find that the game, while fun, may grow a bit tedious thanks to the lack of genuine challenge? There are plenty of songs here, to be sure, and different modes to check out, but, for some, it may be a cakewalk. Granted, some will disagree, especially with some of the unlocked expert songs.
Also, I couldn't help but be a bit disappointed with a couple of other things. For one thing, the game's interface seems rather basic. It's great to see that Nintendo and Namco worked together to retain the good looks that DK is known for, complete with good animation and presentation screens, but the actual interaction screens seem a bit static and generic at best. An Aztec castle that barely scrolls? A rain forest covered in rain? Sure, the gameplay interface works, and some Donkey Kong Jr.-styled vine stages feel old-school, but would a little more animation or comical screen play have been out of the question?
The song selection, while inventive in spots, has a few duds. I definitely liked how Nintendo included a few classic Nintendo tunes, like the Legend of Zelda theme, the DK Rap (the best part about the flawed Donkey Kong 64), and even the classic Mario theme, but some others need to go. "You Can't Hurry Love"? "Wild Thing"? "The Locomotion"? There are a few great music choices, don't get me wrong (nothing beats banging your hands to the Mighty Mighty Bosstones' "The Impression That I Get"). However, some good ideas soon run amuck in a bit of mediocrity. Just keep an ear open for more upbeat tunes and avoid some of the more generic rock stuff, and you'll reap the benefits.
I know, it sounds like I'm riding a downhill slope with Donkey Konga, but I really don't mean to be. It's just that the game really doesn't seem to fit the Donkey Kong style. Sure, the characters and bananas are present, and even some of the songs seem like Donkey Kong's speed. Maybe it's the fact that I'm seeking redemption from Donkey Kong 64. Maybe I was really longing for that Donkey Kong Racing game that was announced and then canned upon Rare's departure to Microsoft. It just seems that Donkey Kong is meant for better glory than a rhythm game. Maybe Donkey Kong: Jungle Beat will turn me around next year.
Donkey Konga does have benefits, though. The gameplay, while a bit on the easy side, still works wonderfully, with great timing and plenty of hand-clapping, drum-banging enjoyment. (It even tips its hat to DDR at times with a line method where you have to bang the drum continually to keep up the beat.) The game really shines with its various modes, particularly a two player versus mode (trust me, buy another set of drums for this) and a four player "jam session" that can't be beat, allowing players to go up against one another in a frenzy of rhythms. It's a complete blast for all ages.
Donkey Konga is a mixed bag overall. The fact that such an opportunity for bongo banging bliss is presented is a blessing, but the game is lacking presentation and a selection of fitting songs. The utter lack of challenge may leave some a bit burned by its presence. However, considering that there are no other games like this on the GameCube, it's still a welcome addition, and is bound to toil away plenty of your hours with its multiplayer aspects and its small heaps of enjoyment. So put your Desi Arnaz face on and prepare to "babaloo", even if it's only for an overnight rental. You know you want to.





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