Let's Play Donkey Kong Country 2 - Part 11: Spook Too Soon
We move onto Gloomy Gulch, World 5, a mysterious haunted forest, where some of the stages may prove troublesome...at least, the first time through. The first two are simple enough, though. 5-1, Ghostly Grove, introduces us to the stages with the main theme of this world. They play like any other type, but this one has a certain sprite that appears nowhere else in the game: ghost ropes. They appear, stay solid for a while, then flash and disappear. You can climb on them while they're there. This one's really quite simple to go through if you're just getting to the end, although the DK coin and one of the bonuses might be hard to find. 5-2 is Haunted Hall, a mine cart level set in what seems to be a haunted library, and it's pretty fun! The gimmick here is that you are being chased throughout the level by skeletal pirate ghosts, and you have a timer. If that timer ever reaches 0, the ghost becomes substantial and attacks you (with a delightfully spine-tingling evil laugh). You must keep the timer up by hitting special "+" barrels, which add either 1 or 5 seconds to the timer. Later on, you will also have to deal with "-" barrels, which subtract time from the timer. Obviously, you want to avoid hitting any of these. The only other enemies in this stage besides the ghosts are Zingers. I quite like this one, and it really seems too easy for a level this far into the game...but whatever.
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