wet fall dusk ~
a yellow leaf lies back
in a pool

wet fall dusk ~
a yellow leaf lies back
in a pool
sunny day ~
lurking ’neath the station
a paper cup
In terms o’ 1st levels, “Pirate Panic” is stronger than DKC3’s “Lakeside Limbo”, but weaker than DKC1’s “Jungle Hijinx”. It does its job o’ introducing mechanics such as throwing your partner up to reach greater heights, holding A to use Rambi’s super charge, & the existence o’ the per-level hero coin, in plain sight for the only time in this level, but it doesn’t do so in particular interesting ways — they just sort o’ put these things in a sequence from left to right, banana formations giving information. One might suspect that the designers wanted to keep this level simple & basic to not o’erwhelm new players, but it comes @ the cost o’ being interesting or memorable; & if you compare to DKC1’s “Jungle Hijinx”, that level had multiple layers, with far mo’ cool collectibles you can grab.
fall cleaning ~
sour stench o’ green leaves &
wine bottles
fall cleaning ~
dripping gutters &
trash bags
fall cleaning ~
from green to brown
rusting dumpster
fall cleaning ~
spores bloom on
the month-ol’ casserole
fall cleaning ~
scattering the dumpster
yellow leaves
rainy morn ~
under the orange leaves
syrup scent
There are generally 2 popular opinions regarding Donkey Kong Country: those who only really know the 1st game ( which seems to have included Retro Studios when they made the 1st Donkey Kong Country Returns, as it only e’er referenced that game, but includes many other people as well ) & those who recognize Donkey Kong Country 2: Diddy’s Kong Quest as the magnum opus o’ the trilogy ( there are, ’course, a minority who vouch for the other games, & I myself am a minority in preferring the contentious 3 o’er 1 ). While the 1st Donkey Kong Country had visuals so good it killed 64-bit consoles & began to build the general level design principles for the series, with its strange gimmick levels & fast-paced precisely-timed challenges, in many ways it felt like a warmup, being mostly traditional platforming in traditional video game settings like forests & caves. With Donkey Kong Country 2: Diddy’s Kong Quest the developers clearly took advantage o’ the time not spent creating the whole engine wholly this time by perfecting these elements: graphics became e’en mo’ detailed & mo’ colorful; music became mo’ varied & mo’ memorable; traditional settings were replaced with pirate ships, rollercoaster rides, &, most iconically, bramble nests; & mo’ surreal gimmicks were implemented, such as seals that can turn lava into water by hitting them or honey that makes you stick to it. Mechanics that returned were developed with further gameplay twists: mine carts were turned into rollercoaster cars & you weren’t just avoiding obstacles, but also hitting switches to open doors or winning races. Fewer levels were linear left-to-right, with mo’ vertical levels & levels that go in mo’ complex paths.
autumn pond ~
a duck pretends to be
a tadpole
cold gray morn ~
in a garbage bag coat
pale hydrant
windy woods ~
a plastic tan sofa
is free
cold gray woods
celebrating
summer’s end