Continuing into the snow-covered fourth world, we hit Slipslide Ride, which proved the first genuine challenge of the game.  Quite a few lives were lost to the slippery slopes and self-climbing ropes of the second level, which served as a reminder of how the difficulty in the game ratchets up as you hit the fourth world.  Ice Age Alley proved less of a challenge as a more traditional platform level, populated by tight jumping challenges and carefully placed enemies.  Croctopus Chase! ended up being an underwater chase level, and the slightly slower pace helped me blaze through it in one go, despite a few rough spots.  Torchlight Trouble, despite being the introduction of Animal Buddy Squarks the Parrot, was a piece of cake, so it was off to Rope Bridge Rumble.  It turned out to be a treetop level populated by jumping tires and BuzzBees, with a few Kremlings thrown in to mess you up.  A life or two claimed to jumping puzzles, but not as bad as the first level.  The boss, Really Gnawty Rampage, ended up being an amped-up version of the first world boss, and despite his new moves, his predictable patterns led to his downfall.


Those ropes proved tricker than most of the bosses in this game.

The fifth world, Kremkroc Industries Inc., fills me with fear.  I have a slight memory of this place being balls-difficult compared to earlier levels, but I guess we’ll jump in and see what’s happening.  Oil Drum Alley introduces it’s namesake, a flaming oil drum, with a fiendish series of jumping puzzles which end up getting the better of me a couple times.  Trick Track Trek ended up being a moving platform level, with a number of obstacles and enemies being dumped onto the platform with you.  Elevator Antics, despite it’s name, was only hanging rope puzzles for the first half of the level before the elevators came in.  I’m noticing an ongoing trend with vertical platforming in this world as well, which I’m not as good at.  Poison Pond was a step forward for the underwater levels as well, a tip-toe careful maze of enemies and buzzing blades ready to kill you the second you stray off-course.  Mine Cart Madness, the name of which sends a slight shiver of terror down my spine, surprisingly falls in one attempt!  I even accidentally jumped and missed the Checkpoint Barrel, so the last half of the level was sheer luck and nerves getting me through it.  Blackout Basement would be a fairly generic level, if it didn’t black out the screen for two seconds every two seconds.  The addition of limited visibility again turns this level into a creep-forward piece, filled with tight jumps and platforming guesswork.  Boss Dumb Drum was super-easy, just a gauntlet of regular enemies to kill with no twists.


Y’see that level? Neither can I. Welcome to Blackout Basement.

World six is Chimp Caverns.  I have a distinct memory in my head of a mine cart level that almost drove me to drink during this game.  I’m not sure if I’ve already passed it, but every time I see a ‘cave’ name level, I tense up.  Maybe it was Mine Cart Madness, and I already beat it through fluke?  The first level, Tanked Up Trouble, was a moving platform level with a twist, needing me to collect fuel power-ups to keep the platform moving.  The power-ups, of course, are in highly dangerous areas, but I manage to get through on my second time.  I’m seriously running low on lives now, too.  Manic Mincers uses more buzzsaws to create some tricky jumps, and they give you Rambi right at the beginning of the level.  He’s pretty useful in keeping ground enemies from killing you while you’re avoiding saws.