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Konga Beat: Difference between revisions

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==Origin==
==Origin==


Bongos were Donkey Kong's musical attack in ''[[Donkey Kong 64]]'' for the [[Nintendo 64]]. They would later play a more important role in the [[Gamecube]] rhythm game, ''[[dkwiki:Donkey Konga|Donkey Konga]]'', and its sequels, ''[[dkwiki:Donkey Konga 2|Donkey Konga 2]]'' and ''[[dkwiki:Donkey Konga 3|Donkey Konga 3]]'', and were used as the controls for ''[[dkwiki:Donkey Kong Jungle Beat|Donkey Kong Jungle Beat]]''. In fact, the bongos DK uses for Konga Beat are almost an exact replica of the bongo controller used for ''Donkey Konga''. The final smash involves Donkey Kong hitting the bongos and clapping in between; and the player pressing the A Button within rhythm with accurate timing, which are a translation of the gameplay of ''Donkey Konga''. In ''Donkey Kong Jungle Beat'', Donkey Kong could make similar circular waves by clapping to stun the enemies. The name of this move may also be a merge of ''Donkey '''Konga''''' and ''Donkey Kong Jungle '''Beat'''''.
Bongos were Donkey Kong's musical attack in ''[[Donkey Kong 64]]'' for the [[Nintendo 64]]. They would later play a more important role in the [[Gamecube]] rhythm game, ''[[dkwiki:Donkey Konga|Donkey Konga]]'', and its sequels, ''[[dkwiki:Donkey Konga 2|Donkey Konga 2]]'' and ''[[dkwiki:Donkey Konga 3|Donkey Konga 3]]'', and were used as the controls for ''[[dkwiki:Donkey Kong Jungle Beat|Donkey Kong Jungle Beat]]''. In fact, the bongos DK uses for Konga Beat are almost an exact replica of the bongo controller used for ''Donkey Konga''. The final smash involves Donkey Kong hitting the bongos and clapping in between; and the player pressing the A Button within rhythm with accurate timing, which are a translation of the gameplay of ''Donkey Konga''. In ''Donkey Kong Jungle Beat'', Donkey Kong could make similar circular waves by clapping to stun the enemies. The name of this move may also be a portmanteau of ''Donkey '''Konga''''' and ''Donkey Kong Jungle '''Beat'''''.


==''[[Brawl]]'' Manual description==
==''[[Brawl]]'' Manual description==

Revision as of 10:04, November 30, 2011

Template:Infobox Final Smash

File:Donky Kong Konga beat Full Power.jpg
DK's Konga Beat at full power.

Konga Beat is Donkey Kong's Final Smash, where he gets out his bongos and plays them. This involves him creating shock waves to attack his opponents. The announcer says "Ready? Go!", then the "DK Island Swing" song plays, with DK clapping and playing the drums.

If a player doesn't press any buttons, the shock wave created just barely covers DK. However, the player can increase the power and range of the attack by timing their button presses to the beat of the music. When a player press the attack button to the beat, he claps or strikes the bongos, creating a forceful wave each time. The strong shock wave's diameter is a bit bigger than Final Destination, while the weak shockwaves have a vacuum effect, making it harder for foes to escape the player's stronger, better timed waves.

During the Final Smash, DK is invincible but immobile. If it is used at the wrong place and the wrong time, the other characters can easily dodge the whole attack just by staying far away. The DK player should make sure that the enemies cannot escape before using this attack.

The immobility can also cause other problems - in scrolling stages like Rumble Falls, DK may be taken away from the screen. This is reduced somewhat as the Final Smash slows down the stage while it's in use, though it can still result in DK becoming vulnerable near the edge when the move ends. Using the move in midair will cause DK to scroll with the screen.

Timing

As the attack begins, red circles will appear and shrink upon the bongos. These rings serve as a timing aid, if the player presses the attack button when the ring lines up with the drums, he will get a large shock wave that can do 15% damage or so. Alternately, the player can hit the button just as DK raises his hands to strike the bongos. If the player does 4 successful beats in a row, Donkey Kong will clap, creating a shock wave that has more knockback.

Origin

Bongos were Donkey Kong's musical attack in Donkey Kong 64 for the Nintendo 64. They would later play a more important role in the Gamecube rhythm game, Donkey Konga, and its sequels, Donkey Konga 2 and Donkey Konga 3, and were used as the controls for Donkey Kong Jungle Beat. In fact, the bongos DK uses for Konga Beat are almost an exact replica of the bongo controller used for Donkey Konga. The final smash involves Donkey Kong hitting the bongos and clapping in between; and the player pressing the A Button within rhythm with accurate timing, which are a translation of the gameplay of Donkey Konga. In Donkey Kong Jungle Beat, Donkey Kong could make similar circular waves by clapping to stun the enemies. The name of this move may also be a portmanteau of Donkey Konga and Donkey Kong Jungle Beat.

Brawl Manual description

"Attack by beating out a vicius beat on the DK bongos. DK is invincible - you can power the attack up by pressing A in time with the music."

Trophy description

Konga Beat trophy from Super Smash Bros. Brawl.
The Konga Beat trophy from Brawl.

DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.

Wii: Super Smash Bros. Brawl

Trivia

  • There are 3 beats that occur even before the announcer says "Ready? Go!".
  • Some people believe the announcer's voice during this Final Smash is actually the Melee announcer's voice at the beginning of a battle in said game.
  • If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created by a perfect beat will grow to enormous size because the timing will be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
  • There have been various rumours about bonus effects earned if a perfect beat is kept throught the entire move, such as instantly getting a fully charged Giant Punch. These have all been disproven.

External links