A Sales Story | E11 | Donkey Konga

Overview Discussion (17)

Kenka

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DKa_opening_2.png

As an executive, I hated Donkey Konga[...] The first game actually sold reasonably well, but boy was I not a fan.
—Reggie Fils-Aimé​

I'm going to take you back to the past. To a past in which the combined top 30 software charts in Japan would routinely sell over 400,000 units even with no major releases, and in which Nintendo were not nearly as ubiquitious as they are now. Yes my friend, the world was different then.

The year is 2003. The headlines about Nintendo in the press feature the GameCube and the GBA. The Nitro (codename of the Nintendo DS) and the Revolution (codename of the Wii) are products in development. Sony Playstation 2 dominates the charts in Japan and the Xbox is quickly becoming a powerhouse in the West. Super Mario Sunshine failed to light up the charts and so did The Legend of Zelda: The Wind Waker. More than ever, Nintendo is #3 in the video game market. Enter now Donkey Konga.

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Donkey Konga is a rhythm game and the first Nintendo game that took advantage of the conga accessories, used also in Donkey Kong Jungle Beat (the first game produced by the Super Mario Galaxy team). These are two drums that you plug into your GameCube and which allow for a few basic actions.

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Front shot of the congas. Pay attention to the Start button in the middle part.

Though limited in scope, this control scheme is quite effective to reinforce immersion. In particular, the team behind Donkey Kong Jungle Beat found ingenious ways to adapt its gameplay to the controller. Go play the game if you haven't.

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The passing icons indicate which bongo (left, right, both) and position (center, rim) you should hit with your hand.

Not many could predict the evolution of Donkey Konga's sales when it hit Japan in December. It was supposed to be a product of its time, which back then, meant a game that would be gobbled up by the Nintendo loyal, and no one else. And that's what happened.

However, what sets apart Donkey Konga's sales from other games of that period is its trajectory; launched on Dec, 12th, it had a respectable debut of 61k which was enough to reach spot #9 on its launch week, while 14 other new releases charted as well (I told you the world was different then).

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Top 10 during the launch week of Donkey Konga (Famitsu weekly sales for Wk. 50 in 2003 - credit: Nichebarrier.com)

At that time, there were no sign yet that Donkey Konga would eventually become one of the stars of the holiday period. Back then (much like today), any newly released game would rapidly decrease in sales and exit the charts after just a few weeks. However, our game would not follow the norm. The next week, its sales increased and reached 79k. That was good enough to climb two places to now be #7.

Charting above the game is another title that should be familar to most here: Taiko no Tatsujin on the PS2, which, like Donkey Konga, also saw its sales increase compared to the week prio. A juggernaut, it had a life-to-date tally of 357,000 units at that point, while Donkey Konga would stand at 141,000. There was no contest as to which was the more popular game.

However, things would begin to change the week after. While Donkey Konga managed to increase its sales again, topping 97k, Taiko no Tatsujin's weekly sales dropped by 4%. And while Donkey Konga's weekly sales did finally begin to decrease in its fourth week in the market (but by merely 10%), it was clear to observers that the game was the surprise of the year. With a total tally of more than 400,000 units, it eventually landed not too far from Taiko (about 580k), which occupied the same niche on a much more popular console.

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Donkey Konga weekly sales in Japan (credit: Nichebarrier.com, Famitsu figures)

The game's encouraging sales prompted Nintendo to release a sequel only eight months later. Unfortunately, Donkey Konga 2 didn't make as much of an impression on the charts and only reached a quarter of its predecessor's total sales—a result that could be largely attributed to the GameCube's rapid decline in Japan, as well as to a fatigue effect due to coming so soon after the first game. A dual pack 'Donkey Konga 1+2' was released at the same time as the sequel and added 27k copies to DK1's LTD tally. A third game, Donkey Konga 3: Tabehōdai! Haru Mogitate 50 Kyoku, a Japan-only title, sold even less. And so, like many Nintendo series, Donkey Konga eventually got shelved.

As far as reptrospectives go, Donkey Konga was also (infamously) remembered for not having its best tracks featured in the Western releases; in particular, the absence of 'Ambitious Japan!' in Donkey Konga 2 hurt fans badly (well me, at least). This is just one example. Many forums voiced their concerns with each installement released, and that certainly didn't help with the popularity of the series overseas.

But still. Globally, Donkey Konga went on to sell 1.18 million, enough to beat Metroid Prime 2. It earned its place in the top 25 most-sold Nintendo-published games on the GameCube. And while it is a largely obscure game as far as the sales community is concerned, I felt its sales trajectory was striking enough to be deserving of its own feature.

I hope you enjoyed this piece, and that it brought back memories from a time when being a Nintendo fan was anything but easy. Thank you.
 
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Donkey Konga was originally planned to have an arcade release (via Tri-Force) too iirc but like Namco's Star Fox Armada (later renamed Assault) it was canned.
 
I enjoyed reading this Kenka. I own both games on the Gamecube and played 2 again couple of months ago. I didn’t knew a third game was released in Japan and would love to see more of these articles. I think Donkey Konga suffered like Pikmin being released on a not so successful console and wonder what it would do on the switch.
 
Donkey Konga was originally planned to have an arcade release (via Tri-Force) too iirc but like Namco's Star Fox Armada (later renamed Assault) it was canned.
That I didn't know! I wonder how the whole saga around the Triforce influenced the non-release of SoulCalibur III on the GameCube. The second opus sold best on the GC in the US if memory serves.
I enjoyed reading this Kenka. I own both games on the Gamecube and played 2 again couple of months ago. I didn’t knew a third game was released in Japan and would love to see more of these articles. I think Donkey Konga suffered like Pikmin being released on a not so successful console and wonder what it would do on the switch.
Many thanks. It's interesting that you still play games on the GameCube. And it's surprising that your console still works!
 
It must also be noted that, thanks to the konga peripheral, somehow Donkey Konga gave birth to the best platform of that era.


Yes. I am talking about Jungle Beat.
 
It must also be noted that, thanks to the konga peripheral, somehow Donkey Konga gave birth to the best platform of that era.


Yes. I am talking about Jungle Beat.
This is the absolute truth.

I was so extatic when I tried the game during the Japan Expo of 2004. It was the first proof (yes!) that the blue ocean strategy would be successful. It was a taste of what the Wii would be.
 
Fun read @Kenka but might be worth holding fire on the 3rd entry selling worst as it opened stronger than the 2nd in its first two weeks (see below). Worth moving the images to the centre & fixing the broken link. Always recommend checking the Media Create Sales via archival links & spreadsheet available to download in the opening post by @Chris1964 in every weekly sales thread.
tumblr_mqi6nkpsbe1rrftcdo1_400.gif

Media Create Sales: Week 50, 2003 (Dec 08 - Dec 14)
00./00. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 42.500 / NEW
Media Create Sales: Week 51, 2003 (Dec 15 - Dec 21)
10./00. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 62.500 / 111.000
Media Create Sales: Week 52, 2003 (Dec 22 - Dec 28)
04./10. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 105.200 / 216.264
Media Create Sales: Week 01, 2003 (Dec 29 - Jan 04)*
05./04. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 93.800 / 310.100
Media Create Sales: Week 02, 2004 (Jan 05 - Jan 11)
04./05. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 26.500>???<29.800 / 336.601 - 339.899
310.100 + 26.501 = 336.601
310.100 + 29.799 = 339.899
*Spreadsheet has this as Week 01, 2004 & have kept with those listings even though it clashes with archived sales threads - thanks to @Chris1964 for the data, are you able to clarify?

Media Create Sales: Week 27, 2004 (Jun 28 - Jul 04)
04./00. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500) - 32.168 / NEW
Media Create Sales: Week 28, 2004 (Jul 05 - Jul 11)
04./04. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500) - 17.007 / 49.175
27./00. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - ???<5.086* / ???
39./00. [GCN] Donkey Konga 1 + 2 Pack (Donkey Konga / Donkey Konga 2) <ACT> (Nintendo) {2004.07.01} (¥7.980)
Media Create Sales: Week 29, 2004 (Jul 12 - Jul 18)
00./00. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500) - ???<9.041** / ???
Media Create Sales: Week 30, 2004 (Jul 19 - Jul 25)
21./00. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500)
43./00. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800)
Media Create Sales: Week 31, 2004 (Jul 26 - Aug 01)
31./21. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500)
Media Create Sales: Week 32, 2004 (Jul 26 - Aug 01)
45./31. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥4.500)
*new release at position 21 sold 5.086 copies. **10th position in charts sold 9.041 (no top 50 listings on spreadsheet for Week 29, 2004)

Media Create Sales: Week 51, 2004 (Dec 13 - Dec 19)
00./00. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800) - ???<48.681* / NEW
Media Create Sales: Week 52, 2004 (Dec 20 - Dec 26)
06./00. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800) - 107.467 / ???
Media Create Sales: Week 53, 2004 (Dec 27 - Jan 02)
19./06. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800) ??? / 175.273 (see yearly sales figure for CY2004 total)
Media Create Sales: Week 01, 2005 (Jan 03 - Jan 09)
17./19. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
Media Create Sales: Week 02, 2005 (Jan 10 - Jan 16)
31./17. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
Media Create Sales: Week 03, 2005 (Jan 17 - Jan 23)
37./31. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
Media Create Sales: Week 04, 2005 (Jan 24 - Jan 30)
00./00. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
Media Create Sales: Week 05, 2005 (Jan 31 - Feb 06)
50./00. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
Media Create Sales: Week 06, 2005 (Feb 07 - Feb 13)
44./50. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800)
*new release at position 10 sold 48.461 copies (no top 50 listings on spreadsheet for Week 51, 2004)

Media Create Sales: Week 11, 2005 (Mar 14 - Mar 20)
04./00. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500) - 36.985 / NEW
Media Create Sales: Week 12, 2005 (Mar 21 - Mar 27)
10./04. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500) - 15.681 / 53.666
Media Create Sales: Week 13, 2005 (Mar 28 - Apr 03)*
00./00. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500) - ???
Media Create Sales: Week 14, 2005 (Apr 04 - Apr 10)
24./00. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500) - ???<5.545** / ???
Media Create Sales: Week 15, 2005 (Apr 11 - Apr 17)
28./24. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500)
Media Create Sales: Week 16, 2005 (Apr 18 - Apr 24)
48./28. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500)
Media Create Sales: Week 17, 2005 (Apr 25 - May 01)
00./00. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500)
Media Create Sales: Week 18, 2005 (May 02 - May 08)
50./00. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500)
*top 50 charts are incomplete on spreadsheet for Week 13, 2005.
**new title in 16th position sold 5.545 copies.

Summer 2004 sure had a lot of Donkey Kong with Mario vs Donkey Kong & Donkey Kong Country 2 on GBA, plus there was fierce handheld rivalry in the form of Dragon Ball Z: The Legacy of Boku II (itstillcounts.gif). Not to be left out of the Summer of Simian Love, Ape Escape: Pumped & Primed, Eyetoy: Monkey Mania (whatyearisit.gif) & Monkey Turn V launched. Namco published Taiko no Tatsujin: Atsumare! Matsuri da! Yondaime on July 22nd for PS2 because why not compete a second third time with Nintendo by also releasing Taiko no Tatsujin: Go! Go! Godaime! on the 9th December *le sigh*. Dragon Ball Advanced Adventure & Ape Escape: Academy helped round out the Year of the Monkey. Yes I know Donkey Kong is a gorilla!

But wait there's (even) more cause 2005 saw Dragon Ball Z Budokai 3 put up big numbers while Ape Escape: On the Loose for PSP on March 17th threw a banana peel in the works. DK: King of Swing on GBA arrived week 20 with less of a Bongo Bang & more of a wet thud however by this point it was out with the old & in with the NDS as it rained adorable cats & dogs. 🐱 🐶
tumblr_mm6ua2piK91rrftcdo1_400.gif

Media Create Sales: CY2003 Top 100 (Dec 30, 2002 - Dec 28, 2003)
064./000. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 216.264 / NEW
Media Create Sales: CY2004 Top 100 (Dec 29, 2003 - Jan 02, 2005)
059./064. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 218.218 / 434.482
080./000. [GCN] Donkey Kong: Jungle Beat # <ACT> (Nintendo) {2004.12.16} (¥5.800) - 175.273 / NEW
000./000. [GCN] Donkey Konga 2 # <ACT> (Nintendo) {2004.07.01} (¥6.800) - ???<133.631* / NEW
000./000. [GCN] Donkey Konga 1 + 2 Pack (Donkey Konga / Donkey Konga 2) <ACT> (Nintendo) {2004.07.01} (¥7.980) / ???<133.631* / NEW
Donkey Kong: Jungle Beat selling 175.273 in CY2004 means 175.273 - 107.467 (week 52) = 67.806 sales combined in weeks 51 & 53, 2004 with no more than 48.461 sold week 51.
*Wario World for Gamecube at 100th position sold 133.631 copies in CY2004.
Media Create Sales: CY2005 Top 100 (Jan 03, 2005 - Jan 01, 2006)
000./000. [GCN] Donkey Konga 3 # <ACT> (Nintendo) {2005.03.17} (¥4.500) - ???<128.724* / NEW
*Yuu Yuu Hakusho: Forever on PS2 sold 128.724 copies in CY2005
Media Create Sales: CY2006 Top 500 (Jan 03, 2005 - Jan 01, 2006)
100./000. Taiko Risshiden V [1/2][Koei the Best] <SLG> (Koei) {2006.01.19} (¥2.940) 17.281 / NEW
000./000. [GCN] EVERYONE! # <ACT> (Nintendo) - ???<17.281
Dat UK GC price! So yeah it does appear to have dropped off rather quickly but maybe its cause people were happy with the original doing gangbusters, selling over 434,000 copies in Japan alone. One mark against its success or failure has to be the cost of licensing 3 sets of tracks for the first two entries. Super Mario Wiki entry for Donkey Konga reveals that only the (superior/inferior fill in as per taste/lackthereof - depending on your answer I may have to go Mambo on your Donkey Ass) Japanese version contains Mambo No. 5 (plus Donkey Konga cutting floor entry). Donkey Konga 2: Hit Song Parade! features a Cool Blue Shadows Nintendo logo (more detail on its Wiki). Detail on the songs used in Japan - worth pointing out ones users here might care about like @DarkDetective Conan & @brutaka3 with PrettyCure themes in both titles. Not the same game tunes, not the same content! Gonna need answers from Nintendo Europe as to why Godiego - The Birth of the Odyssey/Monkey Magic is not included the European versions when the dubbed show of Monkey was very popular (with me!) as a wee laddie. 😠 😡 😭

But the main thing is the delays in localisation & possibly lower sales for the sequel meant the third & final entry was Japan only, despite having almost twice as many songs. Donkey Konga 3: Tabe-houdai! Haru Mogitate 50 Kyoku aka Donkey Konga 3: All-You-Can-Eat! Springtime Freshly-Picked 50 Songs featuring Funky Kong. Japan wins again! But why did others have to fail?!? Nintendo, we don't have to be losers, we can be heroes too! Really the only thing I'd keep from the international versions is the funky drummer Nintendo logo in the UK advert.

Don't lose hope @Aostia82 / @Kenka et al as our very own shy Discord advisor Rösti posted some Positively Bongolicious Nintendo Switch patents back in 2018...itshappening.gif eventually. Maybe. No idea! Perhaps the controller lives on with the Gamecube adapter, the Konga Beat special move in Smash & how Nintendo should remaster the 3 Japanese versions for Switch. Replace any licensed tracks it cannot renew with Nintendo & Namco songs plus Jungle Beat & Barrel Blast, double plus a BC DK: Konga compatibility patch for Tropical Freeze. 🐵
(Late edit: even monkeys at typewriters have better grammar & punctuation than me). 🙈
15687771-13j3syx.png
 
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Still have the bongos sitting in the corner of the room. Fun concept, particularly with how they implemented it in Jungle Beat. Enjoyed the write-up!
 
Fun read @Kenka but might be worth holding fire on the 3rd entry selling worst as it opened stronger than the 2nd in its first two weeks (see below). Worth moving the images to the centre & fixing the broken link. Always recommend checking the Media Create Sales via archival links & spreadsheet available to download in the opening post by @Chris1964 in every weekly sales thread.
tumblr_mqi6nkpsbe1rrftcdo1_400.gif






*Spreadsheet has this as Week 01, 2004 & have kept with those listings even though it clashes with archived sales threads - thanks to @Chris1964 for the data, are you able to clarify?







*new release at position 21 sold 5.086 copies. **10th position in charts sold 9.041 (no top 50 listings on spreadsheet for Week 29, 2004)










*new release at position 10 sold 48.461 copies (no top 50 listings on spreadsheet for Week 51, 2004)









*top 50 charts are incomplete on spreadsheet for Week 13, 2005.
**new title in 16th position sold 5.545 copies.

Summer 2004 sure had a lot of Donkey Kong with Mario vs Donkey Kong & Donkey Kong Country 2 on GBA, plus there was fierce handheld rivalry in the form of Dragon Ball Z: The Legacy of Boku II (itstillcounts.gif). Not to be left out of the Summer of Simian Love, Ape Escape: Pumped & Primed, Eyetoy: Monkey Mania (whatyearisit.gif) & Monkey Turn V launched. Namco published Taiko no Tatsujin: Atsumare! Matsuri da! Yondaime on July 22nd for PS2 because why not compete a second third time with Nintendo by also releasing Taiko no Tatsujin: Go! Go! Godaime! on the 9th December *le sigh*. Dragon Ball Advanced Adventure & Ape Escape: Academy helped round out the Year of the Monkey. Yes I know Donkey Kong is a gorilla!

But wait there's (even) more cause 2005 saw Dragon Ball Z Budokai 3 put up big numbers while Ape Escape: On the Loose for PSP on March 17th threw a banana peel in the works. DK: King of Swing on GBA arrived week 20 with less of a Bongo Bang & more of a wet thud however by this point it was out with the old & in with the NDS as it rained adorable cats & dogs. 🐱 🐶
tumblr_mm6ua2piK91rrftcdo1_400.gif



Donkey Kong: Jungle Beat selling 175.273 in CY2004 means 175.273 - 107.467 (week 52) = 67.806 sales combined in weeks 51 & 53, 2004 with no more than 48.461 sold week 51.
*Wario World for Gamecube at 100th position sold 133.631 copies in CY2004.

*Yuu Yuu Hakusho: Forever on PS2 sold 128.724 copies in CY2005

Dat UK GC price! So yeah it does appear to have dropped off rather quickly but maybe its cause people were happy with the original doing gangbusters, selling over 434,000 copies in Japan alone. One mark against its success or failure has to be the cost of licensing 3 sets of tracks for the first two entries. Super Mario Wiki entry for Donkey Konga reveals that only the (superior/inferior fill in as per taste/lackthereof - depending on your answer I may have to go Mambo on your Donkey Ass) Japanese version contains Mambo No. 5 (plus Donkey Konga cutting floor entry). Donkey Konga 2: Hit Song Parade! features a Cool Blue Shadows Nintendo logo (more detail on its Wiki). Detail on the songs used in Japan - worth pointing out ones users here might care about like @DarkDetective Conan & @brutaka3 with PrettyCure themes in both titles. Not the same game tunes, not the same content! Gonna need answers from Nintendo Europe as to why Godiego - The Birth of the Odyssey/Monkey Magic is not included the European versions when the dubbed show of Monkey was very popular (with me!) as a wee laddie. 😠 😡 😭

But the main thing is the delays in localisation & possibly lower sales for the sequel meant the third & final entry was Japan only, despite having almost twice as many songs. Donkey Konga 3: Tabe-houdai! Haru Mogitate 50 Kyoku aka Donkey Konga 3: All-You-Can-Eat! Springtime Freshly-Picked 50 Songs featuring Funky Kong. Japan wins again! But why did others have to fail?!? Nintendo, we don't have to be losers, we can be heroes too! Really the only thing I'd keep from the international versions is the funky drummer Nintendo logo in the UK advert.

Don't lose hope @Aostia82 / @Kenka et al as our very own shy Discord advisor Rösti posted some Positively Bongolicious Nintendo Switch patents back in 2018...itshappening.gif eventually. Maybe. No idea! Perhaps the controller lives on with the Gamecube adapter, the Konga Beat special move in Smash & how Nintendo should remaster the 3 Japanese versions for Switch. Replace any licensed tracks it cannot renew with Nintendo & Namco songs plus Jungle Beat & Barrel Blast, double plus a BC DK: Konga compatibility patch for Tropical Freeze. 🐵
(Late edit: even monkeys at typewriters have better grammar & punctuation than me). 🙈
15687771-13j3syx.png

Brother, your post should be appended to the OP. There is a goldmine of information here. Congrats also, you out-did me on my own topic, what the hell! :D
 
Donkey Konga was one of those games I never heard of when I was younger but when I learned of it as an adult I wanted to try. Sounded goofy enough that it was right up my alley. Never did though. Similar for Skyward Sword on Wii. At least I played that on switch.
 
Donkey Konga was a blast! Played it first on Ncon in germany..back than a fan convention. SOmebody had it from japan...man..i spend hours on it!
 
If the trackers are accurate Donkey Konga sold 855.000 units between Japan and United States, leaving 325.000 for the rest of the world. From Europe I know it sales in Spain, which were over 15.000 units.
 
Thanks @Bruno MB ! 15'000 units doesn't sound bad for the Spanish market during the GC era. Question: did it outsell Resident Evil 4 on GC there?
 
If the trackers are accurate Donkey Konga sold 855.000 units between Japan and United States, leaving 325.000 for the rest of the world. From Europe I know it sales in Spain, which were over 15.000 units.
Are you able to confirm if the Double Pack sales are included & provide the specific numbers for the United States? Otherwise I'll cry deduct 434.482 from 855.000 which equals 420.518 tops.
Media Create Sales: CY2003 Top 100 (Dec 30, 2002 - Dec 28, 2003)
064./000. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 216.264 / NEW
Media Create Sales: CY2004 Top 100 (Dec 29, 2003 - Jan 02, 2005)
059./064. [GCN] Donkey Konga # <ACT> (Nintendo) {2003.12.12} (¥6.800) - 218.218 / 434.482
Japan: 434.482 minimum
US: 420.518 maximum
Spain: 15.000
Rest of Donkey Kong World: 310.000
Total Global Bongo Saturation: 1.180.000
Brother, your post should be appended to the OP. There is a goldmine of information here. Congrats also, you out-did me on my own topic, what the hell! :D
All good, you were the one who identified the holiday sales trajectory in Japan & it was fun to read & inspired me to look up the sales to complement your article. Who knows, maybe our Uncle who works at Nintendo can put in a word for the article which inspires Nintendo to green light, Donkey Konga 1,2,3 Switch with Bongo Peripheral. Jungle Beat HD Rumble is a must!

How about patching existing Switch games to support the controller. Super Mario Bongo Wonder anyone?! Better still, Metroid Dread Kong, think OG Dante & Trish in the Viewtiful Joe port on PS2. Replay the game with Donkey Kong having to run & hide from the Jungle Beat baddies including none other than the nefarious Dread Kong. Of course all of this is leadings gup to the main event, Odama HD with the Bongo mic uses to lead your pinball army to rhythmic glory. Even third party games like Ratatan can support it too! 😄 The most important thing is that you got your article finished, unlike someone who shall remain The Nameless ('I blame society...'), meaning it's a Tuesday without a new Sales Story article. 😠 So let's fill the void!!
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Nintendo Dream magazine as translated by shmuplations
Yoshiaki Koizumi – Director
Takao Shimizu – Producer

—Was there any resistance internally to the idea of using the bongos for an action game, instead of a normal controller?​

Koizumi: Yeah, we had some feedback, mostly from people who only played it in passing, that the timing for the jump (hitting both bongos at the same time) was difficult. But we've tuned the game so that being slightly off in your timing is still OK.

—What player demographic are you aiming at with Donkey Kong Jungle Beat?​

Koizumi: For this game? I don't know anymore. (laughs)

—But actually, I think there are a lot of users who bought Donkey Konga and now have the bongos just lying around, taking up space. I know Donkey Konga 2 will be out soon, but I'm sure they'll be happy to have a different type of game like Jungle Beat to play too.​

Shimizu: I think as a company, Nintendo's product development is very driven by consideration for the end-user. The N64 rumble pak is one such example, where a lot of software was developed for it. To be honest, I have a daughter and for Christmas last year I bought her Donkey Konga. But now those bongos are just lying on the floor gathering dust… so for me, I'm on a personal quest in this development to bring those bongos back to life for her. (laughs)
 
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