Played during the Backloggd’s Game of the Week (19th Sep. – 25th Sep., 2023).

The 1980s and 1990s saw a significant evolution in the practice of climbing in Japan, with the newfound popularity of free climbing correlating with environmental concerns. It was the widespread construction of climbing gyms at the end of the century that cemented this development, compensating for the poor rock durability of Japan's mountain ranges – Osaka's City Rock Gym was the first to be established in 1989. The practice of free climbing spread throughout Japanese society, creating a veritable subculture with its own codes, traditions and rituals [1], while Japanese sports institutions promoted the discipline in various competitions [2]. This has culminated in the inclusion of sport climbing in the Tokyo 2020 Olympic Games.

Cultural production followed suit: the first high-profile production was Baku Yumemakura's Kamigami no itadaki (1997) and its manga adaptation in 2000. Shinichi Ishizuka's Gaku: Minna no yama (2003) and Shinichi Sakamoto's Kōko no hito (2007) followed in its wake, before the more adolescent slice-of-life works of recent years. Burabura Donkey seems to fit into this trend: Atsushi Kaneko explained that it was the most natural concept for him to experiment with the use of the GBA's L and R buttons [3]. The project was originally intended to use 3D assets and original characters, but Nintendo pushed for 2D and the inclusion of the Donkey Kong characters. The project was consistent with Nintendo's experimental philosophy regarding its hardware and its desire to create a tangible link between the player and the gaming experience.

Burabura Donkey demonstrates the strength of the climbing concept, but also the limitations of such a system. The title does not quite manage to balance out its difficulty due to some uninspired level design. While the physics of spinning and throwing are well recreated, the game is rather cumbersome when the player is facing enemies, and there are times when they can be caught off guard by erratic movements and permissive hitboxes. Burabura Donkey leans heavily towards the arcade variety, with timed challenges to collect Crystal Coconuts and missions in the bonus mode adding to the difficulty of the title. Nevertheless, the Adventure mode provides a good opportunity for players to familiarise themselves with Donkey Kong's movements, a necessity as the title tends to be rather painful on the fingers as the buttons have to be held down for long periods of time.

Although the concept is fresh, Burabura Donkey suffers from contradictory ideas. The presence of enemies and bosses serves to mimic the progression of Donkey Kong Country, but is sometimes superfluous or contrived. The bosses all explore different ideas, attempting to use the various concepts introduced in previous levels – the boulders Donkey Kong can grab or the bombs he can throw – but the execution is often rather awkward: the fight against Davy Bones is particularly slow and suffers greatly from the complexity of the controls. Paon's concept is solid, however, and despite disappointing sales in Japan – Burabura Donkey was a GBA exclusive – Nintendo seems to have been satisfied enough to commission Donkey Kong: Jungle Climber (2007) for the DS.

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[1] On the success of free climbing and the creation of a homosocial and hierarchical subculture, see Wolfram Manzenreiter, 'No pain, no gain: embodied masculinities and lifestyle sport in Japan', in Contemporary Japan, vol. 25, no. 2, 2013, pp. 215-236.
[2] In particular, following the announcement in 2016 of the inclusion of climbing in the 2020 Olympic Games, the joint work of the Ministry of Education, Culture, Sports, Science and Technology (Monbu-kagaku-shō), the Japan Sport Council (Nihon supōtsu shinkō sentā), and the Japan Mountaineering and Sport Climbing Association (Nihon sangaku supōtsukuraimingu kyōkai), has led to the inclusion of climbing in high-level sports curricula, as well as the construction and renovation of facilities needed to prepare athletes. On the topic, see Ruizhi Chen, Yuan Li, 'Development and Revelation of Japanese Sport Climbing', in Advances in Social Science, Education and Humanities Research, vol. 571, 2021, pp. 873-878.
[3] '『ぶらぶらドンキー』開発スタッフインタビュー', on nintendo.co.jp, consulted on 11th June 2007.

Reviewed on Sep 20, 2023


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