DS has the same problem. Especially for the first year or so, games using the touchscreen where buttons would be far more appropriate is quite common. Use the D-pad to steer? No, use the touch screen! Press A to jump? No, touch this little icon!
One particularly bad example, though unofficial, is the DS Action Replay. The interface is completely touchscreen-based. By which I mean there are up, down, and enter buttons on the touchscreen, to navigate the menu on the top screen. Yeah. The buttons don't do anything; you touch the
exact same buttons on the screen instead. Oh, Datel...
It happens in reverse sometimes too. I often find myself wishing I could touch the screen to direct my character in Soul Silver, and while you can navigate the menus with the buttons, you frequently have to press A once just to enable the cursor (even if you're just going to then press B to cancel).
Then too a lot of games implement motion or touch controls, but badly. Like in Twilight Princess, you swing your Wiimote to swing your sword. Yay! But you have no control over speed or direction. Any swing you do results in the exact same slash every time. (Meanwhile the
fishing rod is completely motion-sensitive the way you wish the sword was. Hoo boy virtual fishing sure is fun.)
As for DKC in particular, aside from probably-awkward motion controls where there shouldn't be... I really like the sound of some of those graphic effects. (How long until we see a sunset-silhouette level in an SMW hack?

) The running along the background actually sounds like something out of a Paper Mario game.
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