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{{italic title}}
{{italic title}}
{{About|the video game|the series with the same name|[[Donkey Konga (series)]]}}
{{Distinguish|[[Donkey Kong]]}}
{{game infobox
{{game infobox
|image=[[File:Dkk.jpg|250px]]
|image=[[File:Dkk.jpg|250px]]
|developer=[[Namco]]
|developer=[[Namco]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|released={{released|Japan|December 12, 2003|USA|September 27, 2004|Europe|October 15, 2004|Australia|October 28, 2004<ref>[https://web.archive.org/web/20120307084711/http://palgn.com.au/1696/updated-australian-release-list-24-10-04/ Updated Australian Release List – 24/10/04 (Wayback Machine)]</ref>}}
|release={{release|Japan|December 12, 2003|USA|September 27, 2004|Europe|October 15, 2004|Australia|October 28, 2004<ref>{{cite|deadlink=y|archive=web.archive.org/web/20120307084711/http://palgn.com.au/1696/updated-australian-release-list-24-10-04|language=en-au|title=Updated Australian Release List – 24/10/04|publisher=PALGN Video Game Feature|accessdae=June 28, 2024}}</ref>}}
|genre=Music
|languages={{languages|en_us=y|jp=y}}
|modes=Single-player, Multiplayer
|genre=[[Genre#Rhythm games|Rhythm]]
|modes=Single player, multiplayer
|ratings={{ratings|esrb=E|pegi=3|cero=A|usk=0|acb=g}}
|ratings={{ratings|esrb=E|pegi=3|cero=A|usk=0|acb=g}}
|platforms=[[Nintendo GameCube]]
|platforms=[[Nintendo GameCube]]
|media={{media|gcn=1}}
|format={{format|gcn=1}}
|input={{input|dkbongo=1}}
|input={{input|dkbongo=1}}
|serials=DOL-GKGJ-JPN (Japan)
}}
}}
{{About|the video game|the series with the same name|[[Donkey Konga (series)]]}}
'''''Donkey Konga''''' is a [[Donkey Kong (franchise)|''Donkey Kong'']] video game for the [[Nintendo GameCube]]. It was developed by [[Namco]] and published by [[Nintendo]] in 2003 in Japan and 2004 overseas. It is the first installment of the [[Donkey Konga (series)|''Donkey Konga'' series]], and it is notable for being the first game to be compatible with the [[Nintendo GameCube#DK Bongos|DK Bongos]]. A year later, a sequel to the game was released, ''[[Donkey Konga 2]]'', followed by ''[[Donkey Konga 3 JP]]'', the latter of which never received an international release.
'''''Donkey Konga''''' is a [[Donkey Kong (franchise)|''Donkey Kong'']] video game for the [[Nintendo GameCube]]. It was developed by [[Namco]] and published by [[Nintendo]] in 2003 in Japan and 2004 overseas. It is the first installment of the [[Donkey Konga (series)|''Donkey Konga'' series]], and is notable for being the first game to be compatible with the [[Nintendo GameCube#DK Bongos|DK Bongos]].
 
''Donkey Konga'' eventually received two sequels: ''[[Donkey Konga 2]]'' and the Japan-exclusive ''[[Donkey Konga 3 JP]]''.


==Story==
==Story==
[[File:DKa opening.png|thumb|left|The opening sequence]]
[[File:DKa opening.png|thumb|left|The opening sequence]]
[[File:DKa opening 2.png|thumb|left|Donkey Kong realizes the potential to become famous from playing bongos.]]
[[File:DKa opening 2.png|thumb|left|Donkey Kong realizes the potential to become famous from playing bongos.]]
[[Donkey Kong]] and [[Diddy Kong]] are strolling across a beach and suddenly find a mysterious pair of barrels. DK attempts to open it but is stopped by Diddy, who believes it is a trap from [[King K. Rool]].
[[Donkey Kong]] and [[Diddy Kong]] are strolling across a beach and suddenly find a mysterious pair of [[barrel]]s. DK attempts to open it but is stopped by Diddy, who believes it is a trap from [[King K. Rool]].


Following Diddy's advice, the duo take the barrels to [[Cranky Kong]]. Cranky chuckles and explains that they are bongos. DK decides to call them the "DK Bongos", and he plays on them. Diddy comments that DK is bad at the bongos, and he tries the bongos. DK, in turn, laughs and claims that Diddy plays the bongos poorly. He claps, which cause the bongos to glow. Cranky explains that the instrument glows and makes noises from detecting clapping.
Following Diddy's advice, the duo take the barrels to [[Cranky Kong]]. Cranky chuckles and explains that they are bongos. DK decides to call them the "DK Bongos", and he plays on them. Diddy comments that DK is bad at the bongos, and he tries the bongos. DK, in turn, laughs and claims that Diddy plays the bongos poorly. He claps, which cause the bongos to glow. Cranky explains that the instrument glows and makes noises from detecting clapping.
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The main gameplay is largely identical to the ''{{wp|Taiko no Tatsujin}}'' games, which were also designed by the same developers. The player has the option to utilize the DK Bongos or a standard GameCube controller. During gameplay, the player controls [[Donkey Kong]], whose goal is to hit scrolling notes, known as beats. They must hit it with accurate timing when it moves under a cursor on the far left. There are four types of beats (red, light blue, yellow, and purple), and are each associated with a different button. A word appears on screen for every passing note, and the displayed word is based on the accuracy of the player hitting the beat. A combo is displayed if the player hits two or more consecutive beats, but it vanishes if the player misses a beat.
The main gameplay is largely identical to the ''{{wp|Taiko no Tatsujin}}'' games, which were also designed by the same developers. The player has the option to utilize the DK Bongos or a standard GameCube controller. During gameplay, the player controls [[Donkey Kong]], whose goal is to hit scrolling notes, known as beats. They must hit it with accurate timing when it moves under a cursor on the far left. There are four types of beats (red, light blue, yellow, and purple), and are each associated with a different button. A word appears on screen for every passing note, and the displayed word is based on the accuracy of the player hitting the beat. A combo is displayed if the player hits two or more consecutive beats, but it vanishes if the player misses a beat.


{|class="dktable-brown" width=40%
{|class="wikitable dk" width=40%
|-
|-
!Variant
!Variant
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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.
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.


{|class="dktable-brown" width=100%
{{content description|dk=y
|-
|image1=[[File:DKa Street Performance mode.png|200px]]
!Mode
|name1=Street Performance<br>1 player
!Description
|description1=Based on the concept of {{wp|street performance}}, Donkey Kong can perform songs and earn Coins, which he can use to purchase unlockables at DK Town. During gameplay, Donkey Kong earns two coins for every beat that he hits with perfect timing, or one coin for regularly-timed beats. A coin counter appears next to [[Ellie the Elephant|Ellie]] at the bottom-left with a self-explanatory purpose of keeping count of the number of collected coins. A bar at the top-right corner tracks how many notes the player hit. A "CLEAR" label appears in the center, and it divides the bar into two color-coded segments, red and yellow, which respectively represent poor and good performance. The bar gradually fills up for every note hit by the player, but it contrarily decreases for every missed note. The results are calculated after the song ends; Donkey Kong wins if the bar fills past the Clear label and keeps the Coins that he obtained on the way. If Donkey Kong loses at a challenge, he does not keep the coins.
!width=7%|Players
|image2=[[File:DKa Challenge mode.png|200px]]<br>1-2 players
|-
|name2=Challenge
|align="center"|[[File:DKa Street Performance mode.png|320px]]<br>Street Performance
|description2=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 Keg]]s.
|Based on the concept of {{wp|street performance}}, Donkey Kong can perform songs and earn Coins, which he can use to purchase unlockables at DK Town. During gameplay, Donkey Kong earns two coins for every beat that he hits with perfect timing, or one coin for regularly-timed beats. A coin counter appears next to [[Ellie the Elephant|Ellie]] at the bottom-left with a self-explanatory purpose of keeping count of the number of collected coins.
|image3=[[File:DKa Battle mode.png|200px]]<br>2 players
 
|name3=Battle
Additionally, a bar appears at the top-right corner that tracks how many notes the player hit. A "CLEAR" label appears in the center, and it divides the bar into two color-coded segments, red and yellow, which respectively represent poor and good performance. The bar gradually fills up for every note hit by the player, but it contrarily decreases for every missed note. The results are calculated after the song ends; Donkey Kong wins if the bar fills past the Clear label and keeps the Coins that he obtained on the way. If Donkey Kong loses at a challenge, he does not keep the coins.
|description3=A multiplayer mode where Donkey Kong and Diddy competitively perform a song with a goal for the highest score.
|1 player
|image4=[[File:DKa Jam Session mode.png|200px]]<br>1-4 players
|-
|name4=Jam Session
|align="center"|[[File:DKa Challenge mode.png|320px]]<br>Challenge
|description4=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.
|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 Keg]]s.
|image5=[[File:DKa Ape Arcade menu.png|200px]]<br>1-2 players
|1-2 players
|name5=Ape Arcade
|-
|description5=DK and Diddy can play the mini-games here if they purchased them from DK Town.
|align="center"|[[File:DKa Battle mode.png|320px]]<br>Battle
|image6=[[File:DKa DK Town menu.png|200px]]<br>1 player
|A multiplayer mode where Donkey Kong and Diddy competitively perform a song with a goal for the highest score.
|name6=DK Town
|2 players
|description6=DK Town is the only mode to solely take place on the main menu. Here, the player has the ability to purchase unlockables, including songs with on Gorilla difficulty level, mini-games, and sound sets. They can also view Street Performance, Challenge, and mini-game high scores in the Hall of Records. The former two options have individual charts per difficulty level. Lastly, the player can access the Electric Hut to change a few settings: Stereo/Mono, Volume Balance, and DK Bongo and Controller. The second option, Default, resets each setting to their default value.
|-
}}
|align="center"|[[File:DKa Jam Session mode.png|320px]]<br>Jam Session
|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.
|1-4 players
|-
|align="center"|[[File:DKa Ape Arcade menu.png|320px]]<br>Ape Arcade
|DK and Diddy can play the mini-games here if they purchased them from DK Town.
|1-2 players
|-
|align="center"|[[File:DKa DK Town menu.png|320px]]<br>DK Town
|DK Town is the only mode to solely take place on the main menu. Here, the player has the ability to purchase unlockables, including songs with on Gorilla difficulty level, mini-games, and sound sets. They can also view Street Performance, Challenge, and mini-game high scores in the Hall of Records. The former two options have individual charts per difficulty level. Lastly, the player can access the Electric Hut to change a few settings: Stereo/Mono, Volume Balance, and DK Bongo and Controller. The second option, Default, resets each setting to their default value.
|1 player
|}


===DK Town unlockables===
===DK Town unlockables===
==== Jungle Jams ====
==== Jungle Jams ====
The player can purchase individual songs to perform on Gorilla (expert) difficulty.
The player can purchase individual songs to perform on Gorilla (expert) difficulty. They cost the following amount of coins:
 
{{columns|
{|class="dktable-brown" width=65%
*Diddy's Ditties: 365 coins
|-
*Bingo: 25 coins
!Item
*Campfire Medley: 580 coins
!Cost
*Pokémon Theme: 250 coins
|-
*Kirby:Right Back at Ya!: 848 coins
|Diddy's Ditties
*We Will Rock You: 69 coins
|365 coins
*Like Wow: 1,898 coins
|-
*Wild Thing: 580 coins
|Bingo
*I Think I Love You: 99 coins
|25 coins
*Louie Louie: 1,990 coins
|-
*The Loco-Motion: 2,060 coins
|Campfire Medley
*Shining Star: 1,005 coins
|580 coins
*All the Small Things: 1,313 coins
|-
*Rock This Town: 644 coins
|Pokémon Theme
*You Can't Hurry Love: 3,399 coins
|250 coins
*Right Here, Right Now: 1,200 coins
|-
*Dancing in the Street: 1,745 coins
|Kirby:Right Back at Ya!
*Rock Lobster: 980 coins
|848 coins
*Stupid Cupid: 1,599 coins
|-
*The Impression That I Get: 1,399 coins
|We Will Rock You
*What I Like About You: 590 coins
|69 coins
*Whip It: 707 coins
|-
*Busy Child: 800 coins
|Like Wow
*Para Los Rumberos: 380 coins
|1,898 coins
*Sing, Sing, Sing (With a Swing): 12 coins
|-
*Oye Como Va: 2,250 coins
|Wild Thing
*On the Road Again: 1,600 coins
|580 coins
*Hungarian Dance No.5 in G Minor: 1,848 coins
|-
*Turkish March: 331 coins
|I Think I Love You
*DK Rap: 6,800 coins
|99 coins
*The Legend of Zelda Theme: 4,900 coins
|-
*Mario Bros. Theme: 4,900 coins
|Louie Louie
*Donkey Konga Theme: 100 coins
|1,990 coins
}}
|-
|The Loco-Motion
|2,060 coins
|-
|Shining Star
|1,005 coins
|-
|All the Small Things
|1,313 coins
|-
|Rock This Town
|644 coins
|-
|You Can't Hurry Love
|3,399 coins
|-
|Right Here, Right Now
|1,200 coins
|-
|Dancing in the Street
|1,745 coins
|-
|Rock Lobster
|980 coins
|-
|Stupid Cupid
|1,599 coins
|-
|The Impression That I Get
|1,399 coins
|-
|What I Like About You
|590 coins
|-
|Whip It
|707 coins
|-
|Busy Child
|800 coins
|-
|Para Los Rumberos
|380 coins
|-
|Sing, Sing, Sing (With a Swing)
|12 coins
|-
|Oye Como Va
|2,250 coins
|-
|On the Road Again
|1,600 coins
|-
|Hungarian Dance No.5 in G Minor
|1,848 coins
|-
|Turkish March
|331 coins
|-
|DK Rap
|6,800 coins
|-
|The Legend of Zelda Theme
|4,900 coins
|-
|Mario Bros. Theme
|4,900 coins
|-
|Donkey Konga Theme
|100 coins
|}


====Bongo Sets====
====Bongo Sets====
The player can purchase alternate sounds for the bongos to make during gameplay.
The player can purchase alternate sounds for the bongos to make during gameplay. They cost the following amount of coins:


{|class="dktable-brown" width=65%
{{columns|
|-
*Electric Drum Set: 25,000 coins
!Item
*Konga Crew Set: 64 coins
!Cost
*Toy Set: 14,900 coins
|-
*Quiz Set: 912 coins
|Electric Drum Set
*Mario Set: 4,599 coins
|25,000 coins
*Dogs Set: 11 coins
|-
*Kirby Set: 2,599 coins
|Konga Crew Set
*Latin Percussion Set: 1,900 coins
|64 coins
*Zelda Set: 4,599 coins
|-
*Big Band Set: 88 coins
|Toy Set
*Laser Space Set: 77 coins
|14,900 coins
*Car Set: 66 coins
|-
*Country Set: 49 coins
|Quiz Set
*Barnyard Set: 1,050 coins
|912 coins
*Classical Orchestra Set: 2,220 coins
|-
*Cold Set: 460 coins
|Mario Set
*Whip It Set: 707 coins
|4,599 coins
*Jungle Set: 333 coins
|-
}}
|Dogs Set
|11 coins
|-
|Kirby Set
|2,599 coins
|-
|Latin Percussion Set
|1,900 coins
|-
|Zelda Set
|4,599 coins
|-
|Big Band Set
|88 coins
|-
|Laser Space Set
|77 coins
|-
|Car Set
|66 coins
|-
|Country Set
|49 coins
|-
|Barnyard Set
|1,050 coins
|-
|Classical Orchestra Set
|2,220 coins
|-
|Cold Set
|460 coins
|-
|Whip It Set
|707 coins
|-
|Jungle Set
|333 coins
|}


====Monkey Shines====
====Monkey Shines====
The player can purchase three mini-games to play in the ape arcade, two of which have a 2-player competitive (Vs.) mode.
The player can purchase three mini-games to play in the ape arcade, two of which have a 2-player competitive (Vs.) mode.


{|class="dktable-brown" width=100%
{{content description|dk=y
|-
|image1=[[File:100M Vine Climb DKa.png|200px]]
!Item
|name1=[[100M Vine Climb]]<br>Cost: 4,800 coins
!Cost
|description1='''Single player''': "Climb vines and collect fruit to set records!"<br>'''Multiplayer (Vs.)''': "Climb vines and collect fruit to be the king of the Jungle!
!In-game description
|image2=[[File:Banana Juggle DKa.png|230px]]
|-
|name2=[[Banana Juggle]]<br>Cost: 5,800 coins
|align="center"| [[File:100M Vine Climb DKa.png|230px]]<br>[[100M Vine Climb]]
|description2='''Single player''': "Juggle bananas and set records!"<br>'''Multiplayer (Vs.)''': "Compete at juggling! Only one ape can win!"
| 4,800 coins
|image3=[[File:Bash K.Rool DKa.png|230px]]
| '''Single player''': "Climb vines and collect fruit to set records!"<br>'''Multiplayer (Vs.)''': "Climb vines and collect fruit to be the king of the Jungle!
|name3=[[Bash K.Rool]]<br>Cost: 5,800 coins
|-
|description3="Slam King K.Rool back into the ground. Go for high scores!"
|align="center"| [[File:Banana Juggle DKa.png|230px]]<br>[[Banana Juggle]]
}}
| 5,800 coins
| '''Single player''': "Juggle bananas and set records!"<br>'''Multiplayer (Vs.)''': "Compete at juggling! Only one ape can win!"
|-
|align="center"| [[File:Bash K.Rool DKa.png|230px]]<br>[[Bash K.Rool]]
| 5,800 coins
| "Slam King K.Rool back into the ground. Go for high scores!"
|}


==List of songs==
==List of songs==
''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.
''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.


===Japan===
{{columns|count=2|
;Japan
*[[bulbapedia:Advance Adventure|Advance Adventure]] - [[bulbapedia:GARDEN|GARDEN]] (''[[bulbapedia:Advanced Generation series|Pokémon Advance Generation]]'' opening theme #1)
*[[bulbapedia:Advance Adventure|Advance Adventure]] - [[bulbapedia:GARDEN|GARDEN]] (''[[bulbapedia:Advanced Generation series|Pokémon Advance Generation]]'' opening theme #1)
*[[pikipedia:Ai no Uta|Ai no Uta]] - [[pikipedia:Strawberry Flower|Strawberry Flower]] (''[[pikipedia:Pikmin series|Pikmin]]'' commercial theme song)
*[[pikipedia:Ai no Uta|Ai no Uta]] - [[pikipedia:Strawberry Flower|Strawberry Flower]] (''[[pikipedia:Pikmin series|Pikmin]]'' commercial theme song)
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*{{wp|Piano Sonata No. 11 (Mozart)|Turkish March}} - {{wp|Wolfgang Amadeus Mozart}}
*{{wp|Piano Sonata No. 11 (Mozart)|Turkish March}} - {{wp|Wolfgang Amadeus Mozart}}
*We are the One ~Bokura wa hitotsu~ - {{wp|Akira Kushida}} (''{{wp|Bakuryū Sentai Abaranger}}'' ending theme)
*We are the One ~Bokura wa hitotsu~ - {{wp|Akira Kushida}} (''{{wp|Bakuryū Sentai Abaranger}}'' ending theme)
 
;North America
===North America===
*{{wp|All The Small Things}} - {{wp|Blink-182}}
*{{wp|All The Small Things}} - {{wp|Blink-182}}
*{{wp|Bingo (folk song)|Bingo}} - William Swords
*{{wp|Bingo (folk song)|Bingo}} - William Swords
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*Campfire Medley  
*Campfire Medley  
*{{wp|Dancing in the Street}} - {{wp|Martha and the Vandellas}}
*{{wp|Dancing in the Street}} - {{wp|Martha and the Vandellas}}
*Diddy's Ditties (an instrumental cover of ''Happy Birthday'')
*Diddy's Ditties
*[[DK Rap]]  
*[[DK Rap]]  
*''Donkey Konga'' Theme  
*''Donkey Konga'' Theme  
Line 350: Line 223:
*{{wp|Wild Thing (The Troggs song)|Wild Thing}} - {{wp|The Troggs}}
*{{wp|Wild Thing (The Troggs song)|Wild Thing}} - {{wp|The Troggs}}
*{{wp|You Can't Hurry Love}} - {{wp|The Supremes}}
*{{wp|You Can't Hurry Love}} - {{wp|The Supremes}}
 
;Europe
===Europe===
*{{wp|99 Luftballons|99 Red Balloons}} - {{wp|Nena (band)|Nena}}
*{{wp|99 Luftballons|99 Red Balloons}} - {{wp|Nena (band)|Nena}}
*{{wp|All The Small Things}} - {{wp|Blink-182}}
*{{wp|All The Small Things}} - {{wp|Blink-182}}
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*{{wp|Wild Thing (The Troggs song)|Wild Thing}} - {{wp|The Troggs}}
*{{wp|Wild Thing (The Troggs song)|Wild Thing}} - {{wp|The Troggs}}
*{{wp|You Can't Hurry Love}} - {{wp|The Supremes}}
*{{wp|You Can't Hurry Love}} - {{wp|The Supremes}}
}}


==Regional differences==
==Regional differences==
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{{br}}
{{br}}


The Japanese version has a start-up warning advising players to be weary of vibrations, the sound, and the time of day they play. This warning is absent from the North American and European releases. A health and safety warning is featured in every regional release of ''[[Donkey Konga 2]]'', but this exact warning was also featured in the Japanese version of the sequel.
There is a start-up warning advising players to be wary of vibrations, the sound, and the time of day they play, though this message does not appear in international releases. A health and safety warning is featured in every regional release of ''[[Donkey Konga 2]]'', but this exact warning was also featured in the Japanese version of the sequel.
 
==Browser game==
[[File: Donkey Konga Microsite.png|thumb|300px]]
An interactive {{wp|microsite}} to promote ''Donkey Konga'' was developed by Lightmaker and published by Nintendo in 2004. The microsite allows the player to explore Konga Island to find information about ''Donkey Konga'', and contains four levels of an {{wp|Adobe Flash}} version of the game, where the player must control the DK Bongos with the arrow keys and space bar. Konga Island features four areas:
*'''Beach''': The starting area, where each of the levels of the Donkey Konga training session are played.
*'''Waterfall''': Unlocked after completing level 1. It features an "About Donkey Konga" section, as well as a [[minigame]] where Donkey Kong must throw [[coconut]]s at barrels to release 6 music notes. Collecting them reveals the opening theme from ''[[Donkey Kong (game)|Donkey Kong]]''.
*'''Jungle''': Unlocked after completing level 2. It allows the player to view 20 screenshots of ''Donkey Konga'', as well as play a minigame where Donkey Kong must collect 16 falling notes to create a wildlife melody.
*'''Konga Island Outdoor Cinema''': Unlocked after completing level 3. It allows the player to view a commercial for ''Donkey Konga''.
Completing the first three levels unlocks the fourth and final level, which unlocks a downloadable ''Donkey Konga'' wallpaper and screensaver upon completion.


==Reception==
==Reception==
{|class="wikitable review_template" cellpadding="4" style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
{{quote|As an executive, I hated Donkey Konga[...] The first game actually sold reasonably well, but boy was I not a fan.|Reggie Fils-Aimé}}
{| class="wikitable reviews"
!colspan="4" style="font-size:120%; text-align: center; background-color:silver"|Reviews
!colspan="4" style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
Line 457: Line 340:
|}
|}
{{br}}
{{br}}
In a 2022 interview, Nintendo of America executive [[Reggie Fils-Aimé]] confessed to hating ''Donkey Konga'', stating he had "pushed back" against the Japanese office regarding the game, finding it unfun to play and that it might hurt the ''[[Donkey Kong (franchise)|Donkey Kong]]'' brand.<ref>{{cite|language=en|author=Xplay|date=May 3, 2022|url=www.youtube.com/watch?v=H2zvvuiFM5Q&t=4044s|timestamp=1:07:24|title=Reggie Fils-Aimé Interview + Star Wars Games! {{!}} Xplay Live|publisher=YouTube|accessdate=May 3, 2022}}</ref>


==Staff==
==Staff==
{{main|List of Donkey Konga staff}}
{{main|List of Donkey Konga staff}}
Hiroyuki Onoda was the director of this game and would later reprise his role for its sequels. [[Koji Kondo]] and [[Toru Minegishi]] are credited as sound support. Along with Masanori Sato, prominent ''Mario'' franchise illustrator [[Yoichi Kotabe]] served as graphic support.
Hiroyuki Onoda was the director of this game and would later reprise his role for its sequels. [[Koji Kondo]] and [[Toru Minegishi]] are credited as sound support. Along with [[Masanori Sato]], prominent ''Super Mario'' franchise illustrator [[Yoichi Kotabe]] served as graphic support.


==Gallery==
==Gallery==
Line 473: Line 358:


==Media==
==Media==
{{more media|section=yes}}
{{media table
{{media table
|file1=Donkey Konga Main Theme.oga
|file1=Donkey Konga Main Theme.oga
Line 487: Line 371:
|title4="Super Mario Theme"
|title4="Super Mario Theme"
|length4=0:19
|length4=0:19
|file5=Donkey Konga The Legend of Zelda Theme.oga
|title5="The Legend of Zelda Theme"
|length5=0:30
}}
}}


==References to other media==
==References to other media==
*''[[Donkey Kong (game)|Donkey Kong]]'' - When choosing whether to display the screen in 50Hz or 60Hz, [[Mario]] (as he appears in ''Donkey Kong'') acts as a cursor and [[Donkey Kong]] stands to the left (also as he appears in ''Donkey Kong'').
*''[[Donkey Kong (game)|Donkey Kong]]'' - When choosing whether to display the screen in 50Hz or 60Hz, [[Mario]] (as he appears in ''Donkey Kong'') acts as a cursor, and [[Donkey Kong]] (also as he appears in ''Donkey Kong'') stands to the left. The "NES" Bongo Set use sound effects from this game. The left bongo plays Mario's jump sound effect and clapping plays the sound effect of Mario jumping over an obstacle.
*''[[Super Mario Bros.]]'' - The track "Mario Bros. Theme" is a remix of a track from this game.
*''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'': In the "NES" Bongo Set, the right bongo plays the sound effect of [[Donkey Kong Jr.]] getting hit by an obstacle.
*''[[zeldawiki:The Legend of Zelda (Series)|The Legend of Zelda series]]'' - [[zeldawiki:The Legend of Zelda (Theme)|The Legend of Zelda Theme]] is featured on the North American, European and Australian versions of the game.  
*''[[zeldawiki:The Legend of Zelda (Series)|The Legend of Zelda series]]'' - [[zeldawiki:The Legend of Zelda (Theme)|The Legend of Zelda Theme]] is featured on the North American, European and Australian versions of the game.  
*''[[Donkey Kong Country]]'' - The track "Donkey Kong Country Theme" is the ''Super Smash Bros. Melee'' arrangement of a track from this game.
*''[[Donkey Kong Country]]'' - The track "Donkey Kong Country Theme" is the ''Super Smash Bros. Melee'' arrangement of "[[DK Island Swing]]" from this game.
*''[[bulbapedia:Pokémon anime|Pokémon (anime)]]'' - The North American release includes the anime's theme song.
*''[[bulbapedia:Pokémon anime|Pokémon (anime)]]'' - The North American release includes the anime's theme song.
*''[[Donkey Kong 64]]'' - [[Donkey Kong]], during the "K. Rool Bash" mini-game, can be heard saying "Hey!", "Cool!", and "Yeah!" throughout. Also, the Melee version of the [[DK Rap]] appears in the game.
*''[[Donkey Kong 64]]'' - [[Donkey Kong]] and [[Diddy Kong]]'s voice clips are recycled from this game during the mini-games. Also, the ''Super Smash Bros. Melee'' version of the [[DK Rap]] appears in the game.
*''[[Super Smash Bros. Melee]]'' - The tracks "[[smashwiki:Music (SSBM)#Jungle Japes|Donkey Kong Country Theme]]", "[[smashwiki:Music (SSBM)#Rainbow Cruise|Rainbow Cruise]]", "[[smashwiki:Music (SSBM)#Opening|Super Smash Bros. Melee Opening]]", and "[[smashwiki:Music (SSBM)#Kongo Jungle|DK Rap]]" are taken from this game.
*''[[Super Smash Bros. Melee]]'' - The tracks "[[smashwiki:Music (SSBM)#Jungle Japes|Donkey Kong Country Theme]]", "[[smashwiki:Music (SSBM)#Rainbow Cruise|Rainbow Cruise]]", "[[smashwiki:Music (SSBM)#Opening|Super Smash Bros. Melee Opening]]", and "[[smashwiki:Music (SSBM)#Kongo Jungle|DK Rap]]" are taken from this game.
*''[[wikirby:Kirby: Right Back at Ya!|Kirby: Right Back at Ya!]]'' - The Japanese and North American releases both include the anime's theme song.
*''[[wikirby:Kirby: Right Back at Ya!|Kirby: Right Back at Ya!]]'' - The Japanese and North American releases both include the anime's theme song.
Line 511: Line 398:
==External links==
==External links==
{{NIWA|StarfyWiki=List of references to The Legendary Starfy series in non-Starfy games#Donkey Konga|StrategyWiki=1}}
{{NIWA|StarfyWiki=List of references to The Legendary Starfy series in non-Starfy games#Donkey Konga|StrategyWiki=1}}
*[https://www.nintendo.co.jp/ngc/gkgj/index.html Japanese site]
*[https://www.nintendo.co.jp/ngc/gkgj/index.html Official website]
*[https://www.nintendo.co.uk/Games/Nintendo-GameCube/Donkey-Konga-267906.html Nintendo UK site]
*[https://www.nintendo.com/en-gb/Games/Nintendo-GameCube/Donkey-Konga-267906.html British English website]


{{br}}
{{br}}
{{DKGames}}
{{Donkey Kong games}}
{{GC}}
{{GCN}}
[[Category:Nintendo GameCube games]]
[[Category:Nintendo GameCube games]]
[[Category:Games]]
[[Category:Games]]

Latest revision as of 20:52, June 28, 2024

This article is about the video game. For the series with the same name, see Donkey Konga (series).
Not to be confused with Donkey Kong.
Donkey Konga
Dkk.jpg
For alternate box art, see the game's gallery.
Developer Namco
Publisher Nintendo
Platform(s) Nintendo GameCube
Release date Japan December 12, 2003
USA September 27, 2004
Europe October 15, 2004
Australia October 28, 2004[1]
Language(s) English (United States)
Japanese
Genre Rhythm
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
Mode(s) Single player, multiplayer
Format
Nintendo GameCube:
Optical disc
Input
Nintendo GameCube:
Serial code(s) DOL-GKGJ-JPN (Japan)

Donkey Konga is a Donkey Kong video game for the Nintendo GameCube. It was developed by Namco and published by Nintendo in 2003 in Japan and 2004 overseas. It is the first installment of the Donkey Konga series, and it is notable for being the first game to be compatible with the DK Bongos. A year later, a sequel to the game was released, Donkey Konga 2, followed by Donkey Konga 3 JP, the latter of which never received an international release.

Story[edit]

Photo of the story mode of Donkey Konga
The opening sequence
Donkey Kong recognizes the potential to become famous by publicly performing on the Bongos. Opening sequence of Donkey Konga
Donkey Kong realizes the potential to become famous from playing bongos.

Donkey Kong and Diddy Kong are strolling across a beach and suddenly find a mysterious pair of barrels. DK attempts to open it but is stopped by Diddy, who believes it is a trap from King K. Rool.

Following Diddy's advice, the duo take the barrels to Cranky Kong. Cranky chuckles and explains that they are bongos. DK decides to call them the "DK Bongos", and he plays on them. Diddy comments that DK is bad at the bongos, and he tries the bongos. DK, in turn, laughs and claims that Diddy plays the bongos poorly. He claps, which cause the bongos to glow. Cranky explains that the instrument glows and makes noises from detecting clapping.

In response, Donkey Kong and Diddy perform and clap with the bongos more. After they make a lot of loud noise, DK becomes discouraged and admits that he and Diddy are not good at playing the bongos. Cranky explains that nobody starts out as a professional, and their performance gradually improves from practicing. DK initially mentions his dislike of practicing, but suddenly realizes that he might achieve fame if he becomes good at the bongos, which Cranky believes to be a possibility. DK and Diddy then daydream about becoming rich and owning lots of bananas, causing Cranky to sigh and remind them to practice; the pair head out to get some training in as the scene ends.

Gameplay[edit]

The main menu of Donkey Konga
The main menu.

The main gameplay is largely identical to the Taiko no Tatsujin games, which were also designed by the same developers. The player has the option to utilize the DK Bongos or a standard GameCube controller. During gameplay, the player controls Donkey Kong, whose goal is to hit scrolling notes, known as beats. They must hit it with accurate timing when it moves under a cursor on the far left. There are four types of beats (red, light blue, yellow, and purple), and are each associated with a different button. A word appears on screen for every passing note, and the displayed word is based on the accuracy of the player hitting the beat. A combo is displayed if the player hits two or more consecutive beats, but it vanishes if the player misses a beat.

Variant Button
Yellow
Left drum beat
Bongos: Left pad
Controller: Control Stick or +Control Pad
Red
Right drum beat
Bongos: Right pad
Controller: A Button, B Button, X Button, Y Button, C Stick
Light blue
Clap
Bongos: Clap
Controller: L Button, R Button, Z Button
Purple
Both drum beats
Bongos: Both pads
Controller: Simultaneously hitting a button representing each a yellow and red note

Modes[edit]

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.


Image Name Description

Gameplay of Street Performance mode of Donkey Konga, with a beach background. Street Performance
1 player
Based on the concept of street performance, Donkey Kong can perform songs and earn Coins, which he can use to purchase unlockables at DK Town. During gameplay, Donkey Kong earns two coins for every beat that he hits with perfect timing, or one coin for regularly-timed beats. A coin counter appears next to Ellie at the bottom-left with a self-explanatory purpose of keeping count of the number of collected coins. A bar at the top-right corner tracks how many notes the player hit. A "CLEAR" label appears in the center, and it divides the bar into two color-coded segments, red and yellow, which respectively represent poor and good performance. The bar gradually fills up for every note hit by the player, but it contrarily decreases for every missed note. The results are calculated after the song ends; Donkey Kong wins if the bar fills past the Clear label and keeps the Coins that he obtained on the way. If Donkey Kong loses at a challenge, he does not keep the coins.
Gameplay in Donkey Konga, with a ruins background theme. Rambi stands next to the counter, along with Cranky Kong. Numerous Banana Birds hop around the bottom of the screen.
1-2 players
Challenge 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.
The multiplayer "Battle" mode of Donkey Konga
2 players
Battle A multiplayer mode where Donkey Kong and Diddy competitively perform a song with a goal for the highest score.
The "Jam Session" mode of Donkey Konga
1-4 players
Jam Session 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.
The Ape Arcade menu of Donkey Konga
1-2 players
Ape Arcade DK and Diddy can play the mini-games here if they purchased them from DK Town.
The DK Town mode of Donkey Konga
1 player
DK Town DK Town is the only mode to solely take place on the main menu. Here, the player has the ability to purchase unlockables, including songs with on Gorilla difficulty level, mini-games, and sound sets. They can also view Street Performance, Challenge, and mini-game high scores in the Hall of Records. The former two options have individual charts per difficulty level. Lastly, the player can access the Electric Hut to change a few settings: Stereo/Mono, Volume Balance, and DK Bongo and Controller. The second option, Default, resets each setting to their default value.

DK Town unlockables[edit]

Jungle Jams[edit]

The player can purchase individual songs to perform on Gorilla (expert) difficulty. They cost the following amount of coins:

  • Diddy's Ditties: 365 coins
  • Bingo: 25 coins
  • Campfire Medley: 580 coins
  • Pokémon Theme: 250 coins
  • Kirby:Right Back at Ya!: 848 coins
  • We Will Rock You: 69 coins
  • Like Wow: 1,898 coins
  • Wild Thing: 580 coins
  • I Think I Love You: 99 coins
  • Louie Louie: 1,990 coins
  • The Loco-Motion: 2,060 coins
  • Shining Star: 1,005 coins
  • All the Small Things: 1,313 coins
  • Rock This Town: 644 coins
  • You Can't Hurry Love: 3,399 coins
  • Right Here, Right Now: 1,200 coins
  • Dancing in the Street: 1,745 coins
  • Rock Lobster: 980 coins
  • Stupid Cupid: 1,599 coins
  • The Impression That I Get: 1,399 coins
  • What I Like About You: 590 coins
  • Whip It: 707 coins
  • Busy Child: 800 coins
  • Para Los Rumberos: 380 coins
  • Sing, Sing, Sing (With a Swing): 12 coins
  • Oye Como Va: 2,250 coins
  • On the Road Again: 1,600 coins
  • Hungarian Dance No.5 in G Minor: 1,848 coins
  • Turkish March: 331 coins
  • DK Rap: 6,800 coins
  • The Legend of Zelda Theme: 4,900 coins
  • Mario Bros. Theme: 4,900 coins
  • Donkey Konga Theme: 100 coins

Bongo Sets[edit]

The player can purchase alternate sounds for the bongos to make during gameplay. They cost the following amount of coins:

  • Electric Drum Set: 25,000 coins
  • Konga Crew Set: 64 coins
  • Toy Set: 14,900 coins
  • Quiz Set: 912 coins
  • Mario Set: 4,599 coins
  • Dogs Set: 11 coins
  • Kirby Set: 2,599 coins
  • Latin Percussion Set: 1,900 coins
  • Zelda Set: 4,599 coins
  • Big Band Set: 88 coins
  • Laser Space Set: 77 coins
  • Car Set: 66 coins
  • Country Set: 49 coins
  • Barnyard Set: 1,050 coins
  • Classical Orchestra Set: 2,220 coins
  • Cold Set: 460 coins
  • Whip It Set: 707 coins
  • Jungle Set: 333 coins

Monkey Shines[edit]

The player can purchase three mini-games to play in the ape arcade, two of which have a 2-player competitive (Vs.) mode.


Image Name Description

Gameplay of Donkey Kong in the 100M Vine Climb mini-game of Donkey Konga 100M Vine Climb
Cost: 4,800 coins
Single player: "Climb vines and collect fruit to set records!"
Multiplayer (Vs.): "Climb vines and collect fruit to be the king of the Jungle!
The Banana Juggle mini-game of Donkey Konga Banana Juggle
Cost: 5,800 coins
Single player: "Juggle bananas and set records!"
Multiplayer (Vs.): "Compete at juggling! Only one ape can win!"
Gameplay of the Bash K.Rool mini-game of Donkey Konga. Bash K.Rool
Cost: 5,800 coins
"Slam King K.Rool back into the ground. Go for high scores!"

List of songs[edit]

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.

Japan
North America
Europe

Regional differences[edit]

Aside from a different set of songs, Donkey Konga's North American logo is different from the European and Japanese logo. This change is reflected both in-game and on each region's box cover. The Japanese logo has a subtitle, which western versions do not have.

Title screen for Donkey Konga
North America
European title screen for Donkey Konga
Europe
Japanese title screen for Donkey Konga
Japan

Every title screen depicts a scene of the beach, but the North American one displays a different scene from the European and Japanese versions. The latter two depict a straight view of the beach, which is partially obscured by the game's logo. The North American title screen shows Donkey Kong and Diddy Kong partying at the shore, complete with a pair of bongos and a boombox in the scene.

The GameCube menu banner for Donkey Konga in North America.
North America
The European and Japanese GameCube menu banner for Donkey Konga.
Europe/Japan

The logo on the GameCube menu banner is also different between regions.

A start up warning that only appears in the Japanese release of Donkey Konga. It reminds players to be mindful of play time, sounds, and vibrations.

There is a start-up warning advising players to be wary of vibrations, the sound, and the time of day they play, though this message does not appear in international releases. A health and safety warning is featured in every regional release of Donkey Konga 2, but this exact warning was also featured in the Japanese version of the sequel.

Browser game[edit]

A screenshot of the Donkey Konga microsite.

An interactive microsite to promote Donkey Konga was developed by Lightmaker and published by Nintendo in 2004. The microsite allows the player to explore Konga Island to find information about Donkey Konga, and contains four levels of an Adobe Flash version of the game, where the player must control the DK Bongos with the arrow keys and space bar. Konga Island features four areas:

  • Beach: The starting area, where each of the levels of the Donkey Konga training session are played.
  • Waterfall: Unlocked after completing level 1. It features an "About Donkey Konga" section, as well as a minigame where Donkey Kong must throw coconuts at barrels to release 6 music notes. Collecting them reveals the opening theme from Donkey Kong.
  • Jungle: Unlocked after completing level 2. It allows the player to view 20 screenshots of Donkey Konga, as well as play a minigame where Donkey Kong must collect 16 falling notes to create a wildlife melody.
  • Konga Island Outdoor Cinema: Unlocked after completing level 3. It allows the player to view a commercial for Donkey Konga.

Completing the first three levels unlocks the fourth and final level, which unlocks a downloadable Donkey Konga wallpaper and screensaver upon completion.

Reception[edit]

“As an executive, I hated Donkey Konga[...] The first game actually sold reasonably well, but boy was I not a fan.”
Reggie Fils-Aimé
Reviews
Release Reviewer, Publication Score Comment
Nintendo GameCube Tom Bramwell, Eurogamer 6/10 In the end, Donkey Konga is just too short-lived, even in multiplayer, to be worth the sort of outlay it represents. Nintendo has been surprisingly generous in its pricing here - most people will sell you the game and a set of bongos for £30 as far as we can see, and extra sets run to just £20 - but with the songs already shortened (and covered by a fairly decent bunch of impersonators, rather than licensed, curiously) Donkey Konga just doesn't have the legs. We appreciate the simplicity of the idea, but in the absence of the hidden depths we normally expect from this sort of game - or the ritual humiliation we now demand - it ultimately wears thin far too quickly. And for that reason we can't see it becoming the eBay legend that Samba was, although we've little doubt that you'll be able to find it on there all too quickly.
Nintendo GameCube Juan Castro, IGN 8.5/10 Donkey Konga packs hours of fun. It's a good single-player experience and a great multiplayer one. If you can round up four buddies and four bongo controllers, you're set for the evening. All that's missing in a room with this game (and four bongos) is booze and a bowl of Tostitos. A somewhat limited song selection is the only thing keeping the multiplayer aspect from being the greatest thing EVAR, so to speak. The graphics, while bland and lacking several layers of polish, get the job done without causing too much of an eye-sore. The mini-games offer a little fun, but your best still sits in Kongo's primary game modes.
Aggregators
Compiler Platform / Score
Metacritic 76
GameRankings 77.67%

In a 2022 interview, Nintendo of America executive Reggie Fils-Aimé confessed to hating Donkey Konga, stating he had "pushed back" against the Japanese office regarding the game, finding it unfun to play and that it might hurt the Donkey Kong brand.[2]

Staff[edit]

Main article: List of Donkey Konga staff

Hiroyuki Onoda was the director of this game and would later reprise his role for its sequels. Koji Kondo and Toru Minegishi are credited as sound support. Along with Masanori Sato, prominent Super Mario franchise illustrator Yoichi Kotabe served as graphic support.

Gallery[edit]

For this subject's image gallery, see Gallery:Donkey Konga.

Media[edit]

Help:MediaHaving trouble playing?

References to other media[edit]

Names in other languages[edit]

Language Name Meaning
Japanese ドンキーコンガ
Donkī Konga
Donkey Konga

References[edit]

  1. ^ Updated Australian Release List – 24/10/04. PALGN Video Game Feature (Australian English). Archived March 7, 2012, 08:47:11 UTC from the original via Wayback Machine.
  2. ^ Xplay (May 3, 2022). Reggie Fils-Aimé Interview + Star Wars Games! | Xplay Live (1:07:24). YouTube (English). Retrieved May 3, 2022.

External links[edit]