november ~
black crows pecking
pumpkin remains

november ~
black crows pecking
pumpkin remains

on the sill
watching costumed kids
the black cat
fall twilight ~
muertoween lights glow
on the maple tree


It only struck me now that this level is, to a large extent, “Animal Antics” done right: the 3 most interesting animal buddies in this game ( & also the new animal buddies 1st introduced in this game ) challenged in a race upward gainst the rising toxic green lava, or whate’er it’s s’posed to be. This is also a much better version o’ “Slime Climb”, as the toxic lava is consistently rising @ the same pace so that gains you make @ certain setpieces give you mo’ time in later setpieces, rather than having the water jump to near where you are @ e’ery so event point, like in “Slime Climb”.
fall holiday ~
the turning o’ dusty
yellow leaves
ripening
stone wall leaves & moss ~
fall twilight


Thanks to its focus on platforming & barrel cannons, this level is much funner than it is to write ’bout. Howe’er, unlike levels like “Hot-Head Hop”, this level’s platforming is a bit mo’ intricate — as well as harder. You have subtle touches like the transition from the upward-shooting barrels under the K to the small platform with the Klomps, where you want to land on 1 o’ the Klomps & bounce onto the head o’ the other 1, but are @ a high risk o’ landing ’tween them & getting hit.
scattered leaves
black shadows &
orange holes

fall sunset ~
standing ’lone on the rail
portapotty


“Topsail Trouble” feels like 2 different levels joined @ the midpoint, with the 1st half acting essentially an introduction to the animal buddy Rattly & the 2nd half basically being a harder version o’ “Mainbrace Mayhem”, with its nets & ropes littered with far mo’ enemies — & with a greater focus on the mo’ dangerous Zingers, whom you can’t jump on, than Klingers — in much tighter clumps, leaving much less room to maneuver thru them. This 2nd half would’ve probably worked better if it didn’t come only 3 levels afterward — both in terms o’ providing a better reason for this leap in difficulty & for better variety. Then ’gain, maybe a slight rise in difficulty is a good way to end a world, e’en the 1st. I don’t think as a kid I e’er found this level that challenging for where it is — not on the same level as, say, “Red-Hot Ride” or e’en the end o’ DKC1’s 1st world, “Barrel Cannon Canyon”. Jumping & weaving ’tween tightly-packed, fast-moving Zingers is certainly funner than waiting for the slow-moving Klingers to get out o’ your way. Part o’ me feels like this level would’ve worked better if they a’least mixed the disparate elements, but I can see how it would’ve been awkward to keep getting & losing Rattly. Such a stark split would’ve worked better as a rare contrast if it weren’t done on a few other levels, such as “Rambi Rumble” — & e’en that was mo’ memorable. Then ’gain, this level is still somehow mo’ coherent than “Mainbrace Mayhem”.