23. Topsail Trouble
“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”.