Howdy, Farmhands!
I need to level with you for a moment. This post is going to be me telling you about Donkey Kong lore for multiple paragraphs, with a small chart at the end that isn't terribly gameable. You are going to read it anyway because you love me and want me to feel appreciated. You wouldn't make a 35 year old man cry, would you? No? Thought not. We will get through this together.
During the Gamecube era, Nintendo released a peripheral known as the DK Bongos. They were a controller made of two Bongos. You hit the bongos to input commands. It was very weird. 4 games went to market with explicit compatibility with these Bongos, 3 rhythm games by Tatsunoko known as "Donkey Konga" and an adventure title by Nintendo EAD called "Donkey Kong Jungle Beat." A 5th game intended to make use of the Bongos for the Gamecube was moved to the Wii and converted into a motion control game- Paon's racing game, "Donkey Kong Barrel Blast."
The Donkey Konga trilogy was, to my knowledge, the reason the add-on was even developed to begin with. You hit the bongos in time with the song, gathered points, which were called "Beats" and aimed for the best possible score. Donkey Kong Jungle Beat, again, was an adventure title, with a more traditional level system for DK to travel through from point A to point B. As all actions were controlled via the DK Bongos, you were required to not only move Donkey Kong through platforming challenges with fucking Bongos, you were expected to chain actions together in order to acquire points, or "Beats," and aim for the best possible score. Donkey Kong Barrel Blast was a pretty bad racing game and is only mentioned here because the monkeys flew through the sky with jetpacks made of bongos, but held in front of them so they could hit the bongos to make the flying happen. It was a weird fucking game. I don't know if the original planned Gamecube release would have used "Beats" as a point system to fulfill the rule of three for this paragraph, but I'd like to think it would have.
This era of DK eventually passed. Paon made some handheld games, DK himself continued to show up in Mario Party, Smash Bros, and Mario Kart, but overall things went quiet until Retro Studios got to make the DKC Returns Duology. Then Nintendo EAD (Now Nintendo EPD) shifted their Mario Odyssey sequel to be a new Donkey Kong game! What a fun and wacky history this ape has had. They even got King K. Rool to return after being absent for a decade, that's great! They really know what fans of this series want.
Hey, what's he saying in this cutscene-
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| Oh FUUUUUUUUCK they've made it MEAN something. |
This is a single line and frankly, I don't think I've seen a ton of Donkey Kong fans on the internet do anything with this other than register it as a neat call back. Bananza is a game that makes heavy use of music- textually all of DK's brand new transformations in the game are triggered by Pauline singing the relevant song. Performing music triggers changes in the environment, directs players towards objectives, and, again, makes your big monkey become and even BIGGER monkey once you learn the right tune. Referencing the fact that music has a beat, and then hitting your big belly to trigger your own transformation is just riffing off of that for one final boss, right? Well...I mean, if we backtrack to just the last developers to make something for the franchise, we get these fucks.
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| Tikis your Tak Tribe |
And yeah, no, these are just instruments with eyes. Like straight up, the Tiki Tak tribe are all musical instruments and their entire thing is playing music to cause changes in the environment and spell wild animals to do their bidding. Hell, their big boss, the largest and in-charge-est of the tribe is Tiki Tong, who's just one big Bongo. I'm sensing a through-line here, folks. Clearly music, and more specifically, "Beat" is a thing in this fictional universe. Maybe only the folks from Nintendo EPD intend to call it that specifically, but that's enough for me. Clearly multiple developers across three consoles felt this was a throughline worth chasing. It's just a shame there wasn't anything even further back during the Rare days- oh my god i forgot about donkey kong 64.
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| DONKEY KONG SIXTY-FOUUUUUUURRRRRRRRRRR |
Oh shit and these were references to the DKC trilogy! At the end of levels, some of the monkeys would pull out an instrument and play a little riff before running off! This arguably goes all the way back to the original opening cutscene from DKC 1 where DK kicks Cranky Kong off the treetops to beatbox with his stereo! It's been here all along! Music -does- things in this universe, and we have a specific name for it now, but it's always been present!!! Holy fucking shit, guys! And all the bullshit connections I've made thus far is before we start looking at the wider Mario-Universe the DK stuff sits inside; the entire first Mario & Luigi RPG was predicated on Princess Peach's voice being capable of waking up a magic star to make it grant wishes, for fuck's sake. Music = Magic.
Whewwwwwwwww.
Ok, so like. That's over now. If you've scrolled down until the writing looked less insane, here's where the water calms. Thank you and I'm sorry for all that. I will definitely do it again as this project continues. Please don't unsubscribe here's the gameable stuff.
Magic on Donkey Kong Island is made with Music, but not just any Music will do. Specific Songs with Specific Intent can produce replicable results, making use of the performers' will, or "Beat" to make change in the real world. Most of these Songs were written down by the Kongs and Kremlings of old, lost along with their respective empires. It is still possible for someone to learn them, should the wind flowing through the trees harmonize with the Beat of an adventurous heart.
Songs are comprised of an Action and a Target. Depending on the interpretation of this two-word descriptor, the in-fiction output of any single combination can vary by table. This is not a bug, it is a feature. When discovering a new Song, the player should roll on each of the following tables, then discuss with the rest of the Party to determine the effect and potential limitations of the Song, as well as give it a new name. All Songs need a title. It'd be rude to not give it one.
| 2d6 | 1-2 | 3-4 | 5-6 |
|---|---|---|---|
| 1 | Summon | Banish | Friendly |
| 2 | Grasping | Release | Sealing |
| 3 | Leaping | Diving | Dashing |
| 4 | Change | Hold | Wild |
| 5 | Shrinking | Expanding | Dimensional |
| 6 | Draining | Flooding | Levitating |
| 2d6 | 1-2 | 3-4 | 5-6 |
|---|---|---|---|
| 1 | Vine | Fruit | Kong (Self) |
| 2 | Boulder | Bees | Kremling (Other) |
| 3 | Flame | Parrots | Kreature (Animal) |
| 4 | Wave | Barrel | Koncept (Concept) |
| 5 | Zap | Temple (Building) | Kreeper (Ghost) |
| 6 | Snow | Gears (Machinery) | Kontainer (Object) |
This will produce outputs such as "Hold Barrel" or "Shrinking Parrots." Whether or not this is useful is up to the performer. All Songs require a musical Instrument to perform, and one can find Bongos, Flutes, and such littered randomly across DK Isle that still retain the magic of a specific Song inside, waiting to be played. These Songs cannot be learned on their own, though their Instrument can be used to play other tunes the performer already knows.
Songs are noisy, and their effects may only last until the end of the tune. Changes that defy things like gravity will naturally end the moment reality comes back into play. Those that effect another's perception of the world may last up to 1d4 rounds after the performer has moved onto another set. It's impossible for a performer to focus on anything but the song they're playing; a wrong note will end the effect prematurely, after all. It's recommended that players come up with a specific tune for each of their known Songs. Not for gameplay purposes, but because it's fun.
You don't even have to locate a specific Character Pad to use them.
Until Next Time,
Farmer Gadda












