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Donkey Konga Wii

PostPosted: July 21st, 2008, 11:40 am
by Jomingo
First off, I don't want to confuse anyone. There has been no talk by anyone of Donkey Konga coming to the Wii. This topic is solely for speculatory purposes.

Now, I was just wondering what you guys would think if they made a new Donkey Konga for the Wii, using the Wii mote and Nunchuck as the bongos.

I think the likelyhood of this happening is very high, as it fits perfectly with Nintendo's casual audience. And let's admit, music games are all the rage these days.

So if this happened, what would you like to see changed and added from previous installments?

Re: Donkey Konga Wii

PostPosted: July 29th, 2008, 12:36 pm
by DK4Ever
I dunno, I was always very dissapointed in these, they could have just as easily made a Mario music game, and let DK have his pride.

I had been expecting a new DK platformer when Donkey Konga 1 was released, and was shocked and dismayed when it first showed up.

I don't know what they've have to change, but it would work well with the new casual geared Nintendo, and the general idea of the Wiimote...

But Paon is in charge of DK now, and I'm under the impression Paon is made up of DK fans like us, so I'm sure they wouldn't do something like this to others like them.

I admit, Barrel Blast was saddening, but I still bought it, solely because King K. Rool, Funky and Lanky were playable characters.

But if by some strange twist, Nintendo convinces Paon to release a Donkey Konga before a new DK platformer, I may just abandon Nintendo altogether. I decided after E3 to give them one more chance. Hopefully they won't shatter my dreams like this. :cry:

Re: Donkey Konga Wii

PostPosted: July 29th, 2008, 12:40 pm
by CaptainEddie
K. Rool, Funky, and Lankey were playable in jungle Beat? I don't remember that...

Re: Donkey Konga Wii

PostPosted: July 29th, 2008, 12:59 pm
by gamer_boy997
He probably mixed jungle beat with Barrel Blast.

Re: Donkey Konga Wii

PostPosted: July 29th, 2008, 2:11 pm
by DK4Ever
Yep, I'm sorry, I missed that, I said Jungle Beat when I meant to say Barrel Blast.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 2:47 am
by Jomingo
Yeah, they weren't playable in Jungle Beat, because Jungle Beat didn't feature a single returning character from the past game, just DK and an entirely new cast of characters.

I'm going to have to disagree with you on a few points DK4ever. I agree, the Konga games were dissapointing. But when you said you were expecting a new DK platformer when Konga came out, don't you realise that Jungle Beat came out almost simultaneously, or at the most a couple months apart? I know, Jungle Beat sucked anyways, but...

Another thing, as much as I hate to say this but Paon is not in charge of DK. Paon was given permission to make a few DK titles, and all of them bombed critically and money-wise. I'm sure if Nintendo would let such a small insignificant company that had only developed a couple Japan only games make Donkey Kong games, then I bet they'll let almost anyone who asks, especially if it's capcom or Namco or whoever did the Kongas.

And how was Barrel Blast saddening? Yeah, it was a little short, and their were a couple of environments that didn't fit, but other than that I loved it.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 3:26 am
by DK4Ever
Jomingo wrote:And how was Barrel Blast saddening? Yeah, it was a little short, and their were a couple of environments that didn't fit, but other than that I loved it.

I'm sorry, I meant to say Barrel Blast was saddening because it was another non-platformer DK (Which isnt THAT much of a problem) that unfortunately was given to using the Wiimote controls. This attributed to it's lack of sales, because I will say it was a very fun game and did have me DK fanboy-gasming, finally getting to see K. Rool as a playable character, along with the return of Funky. (At least to the states, he was in Donkey Konga 3 in Japan)

Though one thing that always had me wondering, why did Chunky or Kiddy not make the cut, and why did they have to add so many characters just to balance out the weights? I'd have liked to see other kremlings, Kutlass, Klomp (Yeah, I know it's just kritter with a pegleg, but still) in place of Kip and Kass, and why was the original DKC Krusha not in and why did a kremling who looks only somewhat the same with a different name (Kludge) take his place?

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 3:30 am
by Jomingo
The reason they invented Kludge was because it fit the pattern. Each game they added a new Blue strong kremling character, and to my knowledge I don't think any of them appeared more than once.

Read this topic to see why Chunky and Kiddy weren't in it.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 4:03 am
by DK4Ever
Well, to be honest, although they had Kasplat as the Blue Kremling in the story mode of DK64, Krusha was playable in Multiplayer. Classic, DKC Krusha with the mohawk.

And I was under the impression that they were going for a DKC 1 -ish feel with Barrel Blast (Minus of course, Wrinkly) as they had Candy, Klump, and more DKC-esque locations.

So I just figured they'd use the original Krusha, but oh well.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 6:25 am
by Jomingo
Minus Wrinkly, Tiny, Lanky, Dixie, Kopter, the Lava levels, the space level, the snow levels, etc.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 6:37 am
by DK4Ever
Well actually, DK64 went for a more DKC-esque feel, so I'd accept Tiny and Lanky, as much as we both don't like Tiny, because they debuted in this game.

Kopter, yes, he doesn't belong, but I felt he fit in more than Kip and Kass did, I despise them both.

And the snow levels, well, Gorilla Glacier?

Though you are right about the lava and space levels.

Re: Donkey Konga Wii

PostPosted: July 30th, 2008, 6:55 am
by Jomingo
I think the Snow levels are more Christmasy, so they are more based on K3 than Gorilla Glacier. K3 is in DKC3.

Re: Donkey Konga Wii

PostPosted: September 5th, 2008, 3:36 pm
by Sean
I find it hilarious that people hate on Barrel Blast for using Wii controls, since that's the entire point of the system. I would say it's a far better realization of Nintendo's goal with the Wii then Mario Galaxy essentially just using it as a glorified mouse w/spinning feature. Not to mention it's actually more precise than, oh, every single other motion-controlled racing game on the system. I want to go right, bam, I go right. I want to go straight, I can go bloody straight. Can't do that with the damn wheel, and lord I've tried.

Re: Donkey Konga Wii

PostPosted: September 5th, 2008, 4:37 pm
by Qyzbud
Interesting... the first two or so posts of this topic are regarding Donkey Konga, but the next eight or so are about Barrel Blast. :roll:

Jomingo, I'll have to change your rank/username to Major Off-Topic.


I think the bongo music-based game idea was a good one, but rather poorly executed. The only experience I can speak from is the original Donkey Konga, but from what I've heard, most of my criticisms are appropriate to its sequels, too.

Firstly, the music - it has to be more about the DK games, much less about 'popular' music. At least they have to have a 'choose your style' option where you can nominate a VG music/chart music preference, or something along those lines. I know they are trying to appeal to the general public, not just DK/video game fans, but this was something that really bothered me. It's a Donkey Kong game about music... why isn't there more DONKEY KONG MUSIC involved?

Well, that would make a future Konga game far better straight away. Also, the Wii supports the DK bongos, right? Make sure the new Konga supports the bongos! That's a no-brainer if you ask me, but after *sigh* Barrel Blast* ditched the bongos, I started to doubt the logic of the universe.

*Okay, so I mentioned Barrel Blast - but it was for a far more on-topic reason than all of the above instances...

Re: Donkey Konga Wii

PostPosted: September 6th, 2008, 7:03 am
by Jomingo
Yeah, if a new Konga game came to the Wii, this is how I'd do it:
-Change the songs. Have some DKC themed music, and no Mario/LoZ/Kirby/Pokemon musice. No more nursery songs, like Bingo was his name-o and such. I like the popular songs, as long as they choose songs that make sense, and there's a good balance of DKC related songs.
-Have original Gamecube bongo support. I'm sure they've got a bunch of the original bongos lieing around in a warehouse, so package it with the game. The original Kongas and DKJB all work on the Wii, so it would be good to reintroduce them. Though, as long as it's the original Gamecube ones. I don't want them to make new Wii Bongos, because if they make a new peripheral there gonna want to use it, and thus all the future Wii DK Games will be Bongo games.
-Have DK themed powerups and stuff. The Pow Block in the original Konga(The one in battle mode that when hit would start a spinner that you'd have to stop on the right characters, which had Mario, Yoshi, Peach and Wario!) could've been replaced with a TNT barrel with DK, Diddy, Dixie, and K. Rool on it.
-DKC Relevant Minigames!
-Less menus. The Kongas were all accessed through menus, they could've had a map to go to. I would've created a new little city/part town place in DK Jungle, with a Swanky Show(to replace the Ape Arcade menu), a Candy's Record Hut(for the records section), a Stage(for the "Street Performance" menu), Cranky's Challenge(for the Challenge mode), Wrinkly could host a tutorial(which was strangely missing from the series), and Brash's Shop for the store place thing.
-More multiplayer head-to-head modes.

Re: Donkey Konga Wii

PostPosted: September 6th, 2008, 11:20 am
by Sean
I can sum up how you'd get me to buy a Donkey Kong music game in about two sentences: Go play Dance Dance Revolution: Mario Mix. Study it thoroughly and rip it off mercilessly.

I mean, jesus christ. 29 songs, ALL remixed, most of them being Mario tunes from the most obscure places you could think of (Yoshi's Cookie, for crying out loud), with the non-Mario songs none the less remixed to fit in with the others and still feel appropriate for the game. A full-blown story mode, plenty of Mario characters and drones showing up, and just a level of presentation quality that takes four-framed Ellie and the Banana Raptors out back and mercy kills them with two in the brainpan. If any of the Kongas were half the game Mario Mix was, I'd have bought them in a heartbeat. Instead you essentially get the impression that Namco was doing everything in their power to not use the DK license, which makes sense when you learn that they're basically just remakes of a similar series they had on the Playstation 2 (or so I've heard).

Re: Donkey Konga Wii

PostPosted: September 6th, 2008, 11:51 am
by Tiptup Jr.
I've never played Mario Mix, but it sounds awesome. I've also never played a Konga game, so I'm left at a disadvantage in this conversation. Does anyone here have these games? I mean, I was thinking of getting Donkey Konga 2 for Boombastic, but when I heard how bad they butchered Shaggy's masterpiece, I had nightmares for weeks. *shudders* If they made a Konga for the Wii, I would buy it if it was good. :roll:

I might paraphrase, but below is the Family Guy version of the epic (and not-so-epic) rants and posts in this thread:


"Oh... Okay Bert."

Re: Donkey Konga Wii

PostPosted: September 7th, 2008, 7:00 am
by Jomingo
Well said Sean, from what I've heard Mario Mix was indeed a great tribute to the series, and thus is a good example of what the Kongas should've been.

Re: Donkey Konga Wii

PostPosted: September 7th, 2008, 7:52 am
by Sean
The very blatant lack of actual Donkey Kong music in the entire trilogy says all that needs to be said about the quality of the games. Just so everyone knows, the pre-existing Donkey Kong songs from all three games amounts to the following:

    The Smash Bros. Melee DK Rap remix
    The Smash Bros. Melee Jungle remix
    The main theme from Donkey Kong Jungle Beat
    The Japanese opening of the Donkey Kong Country TV show

And that is literally it. Four songs, out of a trilogy that has over 100 by the end of it. The only way to inflate that is if you include the "Donkey Konga themes", the unique songs they made for all three games (and if you do, you're very silly). The only other DK song in the entire trilogy is the victory jingle from DK Arcade, which plays at the end of minigames and the like.

And to make it worse, you only get all of that if you live in Japan! If you're in Europe, you get the two Melee songs, no problem, but if you live in North America, you get the DK Rap and NOTHING else. The jungle music does not appear in the American version of Konga 2. On top of all the other problems with the games, the absolutely rushed production values resulting in terrible looking, badly animated models that, again, Mario Mix puts to absolute shame, and you will not dissuade me from calling the entire trilogy a trainwreck of massive proportions. Ugh.

Re: Donkey Konga Wii

PostPosted: September 8th, 2008, 7:37 am
by Jomingo
I was thinking earlier. If they had included some sort of "story mode" to this game, I'd rather if have been more of a "career" mode. I mean, why does every spinoff have to have a story about some adventure in which you have to play the bongos to save the day? Can't DK ever just have a game where he's playing around? So a career mode might have been interesting. There could be several "cities" you go to and play gigs, such as Kongo Jungle Square, Big ape City, one of the Tree top towns, Lake Orangutanga, and maybe even one on Crocodile Isle. You plan your gigs, and use Funky's plane to travel between them.

You'd probably start in "Kongo Jungle Square", and play all of your gigs there. If you do good on a gig, they might have you play again. Also, the better you do, the wider your popularity spreads. You'll soon be visiting far off places. You'd need to decide which gigs to do, depending on the difficulty of the gig, the money you'd make, and the cost of the travel. While in different towns, there would be shops and record huts hosted by popular faces.

Each "gig" would consist of you playing a certain number of songs of varying difficulty levels. You'd also have to choose the right mood of songs to please the audience. The audience would have a happiness meter, and you'd have to keep it full in order to get more and better gigs.

You'd also be able to play this Career mode with up to four friends(as DK, Diddy, Dixie, and someone else, possible Kiddy, Tiny, or Lanky).

Re: Donkey Konga Wii

PostPosted: September 8th, 2008, 9:54 am
by Swing King
Thats a kool idea but NO KROCKODILE ISLE!!! Unless it takes place before DKC2.

Re: Donkey Konga Wii

PostPosted: September 8th, 2008, 11:07 am
by Jomingo
Sorry, I keep forgetting about that. In that case, there could be one on the "sun sun islands" from DKJC.