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Donkey Konga (Includes Bongos) (GameCube)

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In this mode, DK and Diddy can practice their performance on songs. A displayed scoreboard counts by accuracy (Great, OK, and Bad) along with the number of missed beats. Thomas, Lucas M. (May 12, 2011). "Nintendo's History at E3: 2004". IGN. Archived from the original on May 5, 2022 . Retrieved May 5, 2022. Characters: The ever-popular Donkey Kong holds center stage, and he's joined by his little pal Diddy Kong. Also making appearances are Cranky Kong and King K. Rool™. All four gameplay modes (except Challenge) have three levels of difficulty modes, from lowest to highest: Monkey, Chimp, and Gorilla. The second player plays as Diddy Kong in multiplayer modes. Every song has a varying number of beats, which is indicated from the number of barrels next to their titles on the selection menu. The beauty of the DK Bongo controller, which comes bundled with the game and looks like a basic set of bongo drums, is that it's largely self-explanatory. Though, aside from the obvious left and right drum pads, there is a small microphone in between that is there to sense the sound of a hand clap. Ultimately, tapping the sides of the bongos or simply saying the word "clap" into the mic seems to get the job done, too, which speaks to the extreme sensitivity of the microphone. Using these three basic motions--hitting the left drum, hitting the right drum, and clapping your hands--Donkey Konga builds a full-on rhythm action game. By design, it's fundamentally easy to control, but that doesn't prevent Donkey Konga from offering a hearty challenge.

Test Monkey (November 2004). "Donkey Konga Review for GameCube on GamePro.com". GamePro. p.106. Archived from the original on February 4, 2005 . Retrieved March 30, 2014. Van Zelfden, Alex (May 1, 2008). "The Music of Super Mario Galaxy". IGN. Archived from the original on May 5, 2022 . Retrieved May 5, 2022. Lane, Gavin (July 18, 2020). "Feature: Best Donkey Kong Games Of All Time". Nintendo Life. p.2. Archived from the original on July 21, 2020 . Retrieved July 20, 2020.A mode where the player performs an endless number of songs to see how many they can clear. The song number is displayed on a counter in front of two Steel Kegs. Liu, Johnny (March 18, 2005). " Donkey Kong Jungle Beat Review". Game Revolution. Archived from the original on March 31, 2014 . Retrieved March 31, 2014. a b c d Totilo, Stephen (April 23, 2007). "Multiplayer: Not Enough Support Drummed Up for Nintendo Bongos". MTV. Archived from the original on July 10, 2020 . Retrieved July 17, 2020. 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 excluded most of the franchise's existing elements and characters. Vasconcellos, Eduardo (June 2, 2005). "GameSpy: Donkey Konga 2". GameSpy . Retrieved March 30, 2014.

Cole, Michael (March 22, 2005). " Donkey Kong Jungle Beat". Nintendo World Report. Archived from the original on July 15, 2020 . Retrieved July 12, 2020.Lindemann, Jon (March 12, 2009). "2003: The Year in Review". Nintendo World Report. Archived from the original on June 7, 2019 . Retrieved July 9, 2020.

Gerstmann, Jeff (May 14, 2004). " Donkey Kong Jungle Beat Hands-On". GameSpot. Archived from the original on February 11, 2021 . Retrieved July 10, 2020. Iwata, Satoru (October 4, 2007). "Super Mario Galaxy: Benefits of a Spherical Field". Iwata Asks. Nintendo. Archived from the original on May 18, 2011 . Retrieved May 1, 2022. Theobald, Phil (March 8, 2005). "GameSpy: Donkey Kong Jungle Beat (GCN)". GameSpy. Archived from the original on March 11, 2005. Nutt, Christian (April 13, 2012). "The Structure of Fun: Learning from Super Mario 3D Land's Director". Gamasutra. Archived from the original on June 20, 2020 . Retrieved July 9, 2020.Iwata, Satoru (October 4, 2007). " Super Mario Galaxy: Why Use an Orchestra?". Iwata Asks. Nintendo. Archived from the original on May 13, 2018 . Retrieved July 10, 2020.

On the other hand, the battle mode is strictly a head-to-head versus experience, in which two players try to outscore each other. The game adds a bit of chance to the battle mode with the introduction of a few special icons. The game borrows the "POW" icon from the original Mario Bros., and, when hit, this icon will take away a chunk of your opponent's score. A slot-machine interface will also randomly appear during battle mode, and at the same time you'll get three drum icons with the word "stop" over them. If you can hit all three of these icons with the same level of accuracy, you'll get a substantial point bonus. If competition, be it against the computer or another player, isn't your thing, the jam mode strips out any point tallies and lets up to four players just play. The 100 Greatest Games Of All Time". Empire. 2009. Archived from the original on May 15, 2011 . Retrieved April 21, 2022. Donkey Konga features around thirty songs, most of which differ between regional release. Every region has songs that originate from other Nintendo titles along with traditional music, including kids' medleys, pop and classical. Almost every traditional song was made into a shortened cover for the North American release. Mario vs. Donkey Kong (2004, GBA) • Mario vs. Donkey Kong 2: March of the Minis (2006, DS) • Mario vs. Donkey Kong: Minis March Again! (2009, DSiWare) • Mario vs. Donkey Kong: Mini-Land Mayhem! (2010, DS) • Mario and Donkey Kong: Minis on the Move (2013, 3DS) • Mario vs. Donkey Kong: Tipping Stars (2015, 3DS/Wii U) • Mini Mario & Friends: amiibo Challenge (2016, 3DS/Wii U) • Mario vs. Donkey Kong (2024, Nintendo Switch)Casamassina, Matt (May 6, 2009). "N ew Play Control! DK Jungle Beat Review". IGN. Archived from the original on October 25, 2012 . Retrieved March 30, 2013. Donkey Kong and Diddy Kong are sitting on a beach one day when they come across some mysterious objects that resemble barrels. Fearing they had something to do with King K. Rool, they take them to Cranky Kong. Cranky explains that they are bongos, so Donkey tries playing them, as does Diddy. Then, when Donkey claps, the bongos start glowing. Cranky explains that the bongos have some kind of power inside them. Donkey and Diddy continue to play the bongos, but they both play terribly. Cranky advises them to practice. At first they are against this, but then they realize if they can become successful in playing the bongos, they could afford as many bananas as they wish, so they start practicing. GamesRadar staff (June 3, 2009). "New Play Control! Donkey Kong Jungle Beat Review". GamesRadar+. Archived from the original on April 21, 2022 . Retrieved April 21, 2022. Helgeson, Matt (November 2004). "Donkey Konga". Game Informer. No.139. p.161. Archived from the original on February 8, 2005 . Retrieved March 30, 2014. The Legend of Zelda series - The Legend of Zelda Theme is featured on the North American, European and Australian versions of the game.

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