Tapittytap the screen to Control a Tribe of Monkeys in Jungle Rumble
A deep dive on the game design of Jungle Rumble: Freedom, Happiness, and Bananas
I love rhythm games. I have always wanted to make one. I love slapping on bongos in Donkey Konga, tapping the DS screen in Rhythm Heaven, and playing the plastic in Guitar Hero. But the follow-the-script thing irks me. They grade along a single axis of accuracy. As a designer, I like games where the player makes meaningful decisions. I like games where the player ponders tradeoffs between something quick yet weak and something slow yet strong. Why does playing with rhythm have to be one dimensional?
Rhythm Control
My design goal was a way to control a game with rhythm. Parroting the prewritten has been done with great style. I wanted the player to dum-ditty-dum to make something happen, and zum-zum-zum to make something else happen. I wanted every move to add a layer of craziness to the world in sync with the beat. I just had no idea what that meant.
What I really wanted was an interactive music video with the player fighting like Michael Jackson in Smooth Criminal through waves of grooving enemies.









