Loopy Lights: Difference between revisions

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'''Loopy Lights''' is the thirty-second level of the popular ''[[Donkey Kong (series)|Donkey Kong]]'' game, ''[[Donkey Kong Country]]''. It is also the fourth level of the [[Chimp Caverns]] area. In the [[Game Boy Color]] version in ''Donkey Kong Country'', this level is instead the thirty-third level, as well as the fifth area in Chimp Caverns, as a result of the added level, [[Necky Nutmare]].
'''Loopy Lights''' is the thirty-second level in the game ''[[Donkey Kong Country]]''. It is also the fourth level of the [[Chimp Caverns]] area. In the [[Game Boy Color]] version in ''Donkey Kong Country'', this level is instead the thirty-third level, as well as the fifth area in Chimp Caverns, as a result of the added level, [[Necky Nutmare]].


Taking place in a mine, this level is similar to [[Stop & Go Station]], another mine level, as the [[Kong]]s have to hit barrel switches to keep the lights on in both of them. This time, however, [[Rockkroc]]s, enemies found in the first mine level, are not present, and the lights have to be kept on simply so that [[Donkey Kong|Donkey]] and [[Diddy Kong]] can see. Throughout the whole level, the mine shaft's lights are turned off, so they have to hit 'Off' barrels to put them back on for a short period of time, or otherwise not be able to surpass the hazards found in the area with a clear view. The job is not made easier here either due to the wandering [[Kritter]]s and [[Zinger]]s blocking the way, as well as the new breed of jumping, red [[Klaptrap]]s. There is also a [[Manky Kong]] at the end of the level impend in the Kongs' progress.  
Taking place in a mine, this level is similar to [[Stop & Go Station]], another mine level, as the [[Kong]]s have to hit barrel switches to keep the lights on in both of them. This time, however, [[Rockkroc]]s, enemies found in the first mine level, are not present, and the lights have to be kept on simply so that [[Donkey Kong|Donkey]] and [[Diddy Kong]] can see. Throughout the whole level, the mine shaft's lights are turned off, so they have to hit 'Off' barrels to put them back on for a short period of time, or otherwise not be able to surpass the hazards found in the area with a clear view. The job is not made easier here either due to the wandering [[Kritter]]s and [[Zinger]]s blocking the way, as well as the new breed of jumping, red [[Klaptrap]]s. There is also a [[Manky Kong]] at the end of the level impend in the Kongs' progress.