the kingdoms in a section unlocks the next set of kingdoms. Players can revisit earlier kingdoms to earn more beats and crests. Development Donkey Kong Jungle Beat was the debut project of Nintendo EAD Tokyo, a game development division of Japanese video game company Nintendo that was formed in 2003 with a 65-person team. Nintendo started planning to develop a new Donkey Kong game internally when the series' developer Rare was acquired by Microsoft in September 2002, and development began for the GameCube shortly after EAD Tokyo was established in July 2003. Division heads Yoshiaki Koizumi and Takao Shimizu—who had previously led development on Nintendo's Super Mario Sunshine (2002)—respectively served as director and producer. Donkey Kong creator Shigeru Miyamoto and Takashi Tezuka also served as producers, while Sunshine programmer Koichi Hayashida was the assistant director and contributed to some level design. Jungle Beat was the first major Donkey Kong game since Rare's Donkey Kong 64 (1999), although it was intended as "more of a stopgap than a permanent status quo" for the franchise. The Jungle Beat concept originated at Nintendo EAD's primary office in Kyoto, shortly before staff moved to Tokyo to form the new division, when Donkey Kong creator Shigeru Miyamoto suggested that Koizumi and Shimizu develop a new Donkey Kong game. Koizumi and Shimizu were presented the DK Bongos during a meeting regarding Donkey Konga, and Koizumi conceived the central idea for Jungle Beat upon seeing players' reactions to using them. Koizumi explained to EAD Tokyo that wanted to prioritize what players would experience over how functional the game would be. He said that Jungle Beat "show[s] how we take experiences with our own families at home, or in places other than work, and bring those experiences back to our work". Koizumi, who had handled character controls and virtual camera systems on previous projects, had been "hearing from many people" that controlling characters in modern games was becoming challenging and harbored a desire to create a game with a simple control scheme that did not rely on a traditional gamepad. Using the DK Bongos presented some challenges; since the controller restricted the player's movements, EAD Tokyo had to conceive new game mechanics as a workaround. The developers chose to change the camera angle when Donkey Kong encounters an enemy—altering the control scheme as a result—to keep his abilities and the action varied. The automatic camera also allowed Koizumi