Let's Play Donkey Kong Country Returns - Part 14: You Thought Mine Carts Were Mad Before...
We've now gone through three worlds and another period of unproductivity. (Incidentally, is it just me, or are quite a few things happening on the 22nd this winter? Today, there's the winter solstice and the release of The Legend of Heroes: Trails of Cold Steel, then on January 22, Mario & Luigi: Paper Jam comes out in America and the next Magic: The Gathering set releases. But I digress.) And on this darkest day of the year, we enter the darkest world of the game: World 4, that is, the Cave. And this world has a LOT of mine cart stages...or, at least, of the 5 numbered levels, 3 are mine cart ones. We have 4-1: Rickety Rails, which is kind of an introduction to how this world works, as well as the second type of mine cart, which does not jump when you do. 4-2, Grip & Trip, mixes things up a bit more by having you jump from a mine cart to climbable ceilings and back, which is...actually one of the more creative gimmicks found in a mine cart stage in this game. 4-3, Bombs Away, goes back to the other kind of mine cart and adds deadly spiked crystals and bomb-throwing moles.
Also, technically, it's no longer December 22 anymore, but darn it, it was when I finished working on this episode, so...close enough!
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