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|Theme||Misty Menace (SNES and GBA)|
Minecart Madness (GBC)
|Notable features||ON/OFF barrels, purple Klaptraps|
|Game||Donkey Kong Country
Loopy Lights is the thirty-second level in Donkey Kong Country. This level is the fourth level of Chimp Caverns in the Super Nintendo and Game Boy Advance versions of DKC, coming after Misty Mine, or the fifth in the Game Boy Color version, after Necky Nutmare.
This level's gimmick is the lighting; in a somewhat similar fashion to Blackout Basement, the level begins with the lights on, but the lights go dark after a few seconds. The level does not go pitch black, but it is notably more difficult to see. Donkey Kong and Diddy Kong themselves have to restore the light to the level via On & Off Barrels. Visibility is poor otherwise, with the exception of the Game Boy Advance remake, where the game is overall brighter to ensure visibility. Also in this level are the Klap Trap enemies, but with a twist; instead of simply crawling forward, they jump synchronized to Donkey and Diddy Kong. This beginner's trap can lead to the loss of lives; the best way to handle these is by jumping straight up, to not go into the Klaptrap directly. The Klaptrap's skin cannot be seen in the dark, but their eyes can be seen, and the same goes with the other enemies in the level. The other enemies include some jumping Kritter, an abundance of Zinger in one area, a Necky, and Manky Kong. They are all hard to be seen in the dark, but all of their eyes show. Necky and Manky throw projectiles which are quite hard to see in the darkness.
A jumping Klaptrap makes a last second appearance right at the exit, easily costing a life to players in a rush; in the Game Boy Advance re-release it was stationary but otherwise would either walk into DK and Diddy or jump on them if the Kongs jump. The penultimate level of Chimp Caverns, Platform Perils, comes after this stage.
- Manky Kong: 1 in the SNES and GBA versions, three in the GBC version.
- Necky: 1
- Klap Trap: 16
- Kritter: 4
- Zinger: 9
- Animal Tokens:
- Expresso: In the second "Find the Exit" bonus room.
- DK Barrels: 2
- Extra Life Balloon: 1 Red balloon is in the second "Find the Exit" bonus room.
- K-O-N-G Letters:
- K: In the first bonus room.
- O: In a gap after a pair of Klap Trap.
- N: In the second bonus room.
- G: A Zinger near the end of the level flies through the "G" Letter.
- Find the Exit: Right at the beginning of the level, the Kongs must jump into a pit. Inside, the Kongs must effectively replay Barrel Cannon Canyon's first bonus with an On/Off Barrel.
- Find the Exit: Some point after the Star Barrel, there is a nut-throwing Necky on top of an ON/OFF Barrel with a regular barrel underneath it. The lead Kong can pick up the barrel and carry it across a pit to a high ledge with a purple Klaptrap. They must put the barrel down and stomp on the Klaptrap, then blast away the wall. Inside, there are items such as a red extra life balloon, the "N" Letter, and an Expresso Animal Token.
Game Boy Color
Game Boy Advance
- In the Japanese version of the game, an extra DK Barrel was added near the level's first Necky.
- In the SNES version, the level uses the boardwalk background, while in the GBC and GBA versions the level uses the mine background.