If you were able to see inside my room, you’d observe that my pants are slumped over in the corner. That is because they have been charmed off by the likes of New Play Control Donkey Kong Jungle Beat, and Klonoa. I say charmed because the truth is far more grotesque. But, if you have an iron stomach, inviso-text will reveal what regular text cannot. There’s actually nothing shady going on here. It’s not as if some manic monkey ripped them off of me while that dastardly rabbit boy held me down, they both just star in really great game.
I was worried that my repeat trip into Jungle Beat would reek far too much of a double dip. So at first I bought it on the promise of new content, and also because I do most of my gaming at night, so slapping my palms on fake plastic bongos isn’t the nicest way to show gratitude for a roof over my head. So it became a pretty easy buying decision, one that lacked the usual buyers remorse I encounter each and every time (no matter the game I always regret spending over $50 on anything). And because of how familiar I am with its Gamecube iteration, I’m really surprised by how different this new fangled Wii version is.
Say what you’d like about the New Play Control line thus far, but it’s pretty clear that aside from a more streamlined control method, you are still playing the same game. Pikmin’s fundamentals of escaping a terrifying planet remained intact in the move to the Wii. And the rules of tennis didn’t receive any tinkering just because you can now swing your arm to smack a ball around in Mario Power Tennis. But Jungle Beat is a significant change. It sounds silly, but the Wii version’s more traditional health system changes the game. I’m a bit hesitant to tack on a “for the better” at the end there, because it’s just different.
Basically, in the old Jungle Beat, your health worked much like Sonic’s rings do. As you go through the level, you collect bananas and attempt to build up multiplier combos as you do so. If you get hurt, you lose some of those bananas. At the end of each kingdom (which itself is made up of two standard platforming stages and a boss fight), your bananas are counted, and you’re rewarded based on your end count. But what the Wii’s Jungle Beat does differently is keep your banana count and health separate, as your health is indicated through a more traditional three heart system. Get hit, lose a half of a heart, but your bananas are untouched.
What I like so much about this new system is that it pays to be a bit more experimental. With that thought of, “Well, if I get hurt my bananas will take a hit,” in the back of your mind, I was always less likely to take chances. But in knowing that my experiment could pay off without affecting my banana horde, I have been exploring every which way. While it’s odd that such an imaginative game has been injected with something so antiquated, it still manages to work really well.
One change I’m surprised wasn’t made was in regards to the controls. Yes, they have been changed, but Nintendo didn’t make the awkward misstep I imagined they would have. Since it was played with the bongos, in the original Jungle Beat you slapped left and right to move in those directions. Naturally, I believed Nintendo would have us waggle with the remote and nunchuk to move everyone’s favourite kidnaper, similar to their previous Gamecube to Wii re-imagining; DK Barrel Blast. But instead, you control Donkey with the analog stick, simple as that. The one thing I find odd is that you now waggle to have Donkey create that sound wave around him. On the Gamecube, this would have him grab onto whatever was around him, which included bananas. On the Wii, he’ll still grab onto bosses, enemies, and whatnot, but he won’t make any effort to grab hold of bananas. Instead, you hit A to do that now. I didn’t figure this out until I noticed my awful banana counts at the end of each kingdom (grabbing bananas with Kong’s hands continues a combo, just touching them does not). It was a really odd choice that complicates things, and I’d love to know the reasoning behind it.
While the New Play Control line-up seems like it lacks a genuine effort to make these titles play like genuine Wii games, don’t lump Jungle Beat in that category. It’s just worthy of your time.
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