To get this thread sort of back on track (not that I am not enjoying the other discussions going on), I played through the first three or four levels of the Wii version of Donkey Kong Jungle Beat last night (I stopped and saved after the part where you punch the giant monkey a lot).
I should reiterate that not only had I never played this game before, I had never even seen it played. This means that some of what I say will be describing what many of you have already seen, and I really can't say what was changed aside from the obvious control method.
From the opening screen, the game really shines graphically. I don't know if this has anything to do with the 480p boost, but I was immediately reminded of the first time I saw Donkey Kong Country and how crisp everything was. The game opens with a fake "level" that you have to traverse to get to the menu. This works really well because it forces you to learn the controls before you start playing. If you can't read the instructions posted on various signs, there are also little monkeys that follow you around and wave Wii remotes to show you where to swing the remote. They do this constantly, so if you stand still in just the right place it looks like they are smacking you in the ass. This is especially satisfying if you are clapping at the angry oily pig while they smack your gorilla buttocks.
The controls are very straightforward. Movement is mapped to the nunchuk stick, A jumps, Z (or B, I can't remember now) hard drops to break stuff, and a quick whack of the Wii remote claps. You can aim the impact of the clap with the control stick very easily. There are quite a few times where you alternately beat the nunchuk and remote. So far this has come up when it's time to repeatedly punch a giant deformed brightly colored animal of some kind, grab bonus bananas at the end of a round, or get in extra punches on the giant monkey (I know - primate).
I had mentioned Donkey Kong Country earlier. Playing through the opening levels I felt the gameplay was much more like New Super Mario Bros than DKC. This was a good thing for me because I prefer the more restrictive feel of that kind of platformer. Aside from the odd floating animals, the only thing that really stood out was the fun of clapping. It's a very satisfying feeling to whack the remote, and the game world has a nice variety of objects to interact with by clapping (just like in the real jungle where you can clap to make mushrooms become engorged to 10 times their normal size).
The other reason the "whack" control scheme was satisfying was the sound from the remote. I usually turn off the remote sounds (it used to be because I didn't want to buy new batteries, now it's because I don't want to charge the batteries... because I am a cheap AND lazy bastard) in games after seeing what they are. Yeah, the sound is still crackling and tinny, but it's immediately gratifying in providing additional feedback for the motion you just performed with a little drum sound. When it is appropriate to use the nunchuk for whacking as well, it gets another little sound out of the remote.
I enjoyed the experience for the most part, and the only real disappointment for me was how generic some of the banana collecting felt but I suppose that is a pretty standard convention for this kind of game. It looks great, and I had no issues or control confusion picking up and playing immediately. For someone who never played on GC I'd say it's definitely worth a shot. For those of you who loved the game on GC it's a tough call. From the level design I saw, I can see how someone charmed by the unique control scheme on GC would be disappointed by this version. It feels very much like a 16-bit platformer. Many of us want this, but if you already have an attachment to the other version of the game the two things might be hard to separate.
I'm going to try Pikmin tonight if I get a chance...