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. The bar gradually fills up for every note hit by the player, but it contrarily decreases for every missed note. 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. 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.Īdditionally, a bar appears at the top-right corner that tracks how many notes the player hit. During gameplay, Donkey Kong earns two coins for every beat that he hits with perfect timing, or one coin for regularly-timed beats. Every song has a varying number of beats, which is indicated from the number of barrels next to their titles on the selection menu.īased on the concept of street performance, Donkey Kong can perform songs and earn Coins, which he can use to purchase unlockables at DK Town. The second player plays as Diddy Kong in multiplayer modes. A combo is displayed if the player hits two or more consecutive beats, but it vanishes if the player misses a beat.Ĭontroller: Simultaneously hitting a button representing each a yellow and red noteĪll four gameplay modes (except Challenge) have three levels of difficulty modes, from lowest to highest: Monkey, Chimp, and Gorilla. A word appears on screen for every passing note, and the displayed word is based on the accuracy of the player hitting the beat. There are four types of beats (red, light blue, yellow, and purple), and are each associated with a different button. They must hit it with accurate timing when it moves under a cursor on the far left. During gameplay, the player controls Donkey Kong, whose goal is to hit scrolling notes, known as beats. The player has the option to utilize the DK Bongos or a standard GameCube controller. The main gameplay is largely identical to the Taiko no Tatsujin games, which were also designed by the same developers. 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. 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. Cranky explains that nobody starts out as a professional, and their performance gradually improves from practicing. After they make a lot of loud noise, DK becomes discouraged and admits that he and Diddy are not good at playing the bongos. In response, Donkey Kong and Diddy perform and clap with the bongos more. Cranky explains that the instrument glows and makes noises from detecting clapping. He claps, which cause the bongos to glow. DK, in turn, laughs and claims that Diddy plays the bongos poorly. Diddy comments that DK is bad at the bongos, and he tries the bongos. DK decides to call them the "DK Bongos", and he plays on them. Cranky chuckles and explains that they are bongos. Rool.įollowing Diddy's advice, the duo take the barrels to Cranky Kong. DK attempts to open it but is stopped by Diddy, who believes it is a trap from King K. Donkey Kong realizes the potential to become famous from playing bongos.ĭonkey Kong and Diddy Kong are strolling across a beach and suddenly find a mysterious pair of barrels.
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