I've been playing alot of Donkey Kong: Jungle Beat as of late. Jungle Beat is a title for the Gamecube developed by Nintendo EAD, the very same studio behind Super Mario Galaxy, as a matter of fact. Jungle Beat is an amazing game. Besides the fact that its just plain fun, the design behind the whole thing is nothing short of genius. Playing as Donkey Kong, players employ a bongo peripheral to roam through a series of side-scrolling levels. The game is divided into seventeen kingdoms, each represented by a different fruit. Each kingdom is divied into three levels that must be played in consecutive order to complete the kingdom as a whole. The first two levels of each kingdom are side-scrolling, platforming stages, where DK must reach the fruit at the finish of each stage to move forward. The final level of each kindgom is a boss fight.
This is an outdated screen. The bar along the top is actually in the bottom-right corner, in a much more aesthetic form.The crests serve to unlock new kingdoms. Kingdoms come in sets, four kingdoms to a set. Completing a set unlocks a new set. But crests unlock kingdoms within the sets. It may take 16 total crests, earned by completing multiple kingdoms, to unlock a higher kingdom.
The moral of the story is this is genius game design. The gameplay has a progression, which can be seen as follows.
- Player Skill
- Beats Earned
- DK Health Bar
- Boss Battle Skill
- Final Beat Count/Player's Score
- Crests Earned
- Kingdom Unlocked/Award for Player Skill
And this is what makes Jungle Beat so awesome. It focuses on what video games do best: gameplay. It utilizes a system both relient upon and rewarding of player skill. Therefore, players feel compelled to play well, for reward and for the satisfaction of that ever-elusive high score count. You can always play better.
Which brings me back to the beginning. All of this would be moot if Jungle Beat didn't have a robust combo system in place. The whole reason this progression system works is because the gameplay is so deep. The combo system is highly functional. Beats are reflective of player skill, and "skill" only exists because the gameplay was specifically designed to be dynamic, to allow for variance in play and play style.
Oh! And for the record this creates amazing replay-value, which people seem to value so highly these days. For some reason.
p.s. Sorry about the image-quality. All Jungle Beat images online are of this terrible quality; its the best I could do.
p.s.s. For more information on specifics of Jungle Beat please see Jorik Mandemaker's FAQ. Or just buy the game.
p.ssssssss....Can you believe the L-Block won!
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