Riggin' Rumble

Riggin' Rumble is the seventh level in Donkey Kong Land and of the first world, Gangplank Galleon Ahoy!

Summary
Riggin' Rumble is the second and last ship level (not including the boss battle, Wild Sting Fling). In the level, Donkey Kong and Diddy Kong must climb up ropes to reach the top. Many Slippas slither down the ropes, and they cannot be defeated by the Kongs. Riggin' Rumble is similar to Deck Trek in setting and music theme, except it is longer and has various secret areas. In parts of the level, the Kongs must bounce from tires to move across large holes in the ship's deck. Two enemies make their debut in the level, Klaptraps and Armies. Two other common enemies include Zingers and Kritters.

There are three Continue Points in Riggin' Rumble, two of which are on the main path, and the third is hiding above the masts.

Layout
When they begin the level, the Kongs must walk along the deck of a ship, going east, and avoiding several enemies. Soon, they come up to a large wall in their way. To get up the wall, they must use a nearby set of ropes and jump up to a higher area. There, they find the first Continue Point. From there, the Kongs need to grab onto more sets of ropes and jump across them. As they go, they grab the letter K and have to climb up to the above yard on the final rope. When up on this yard, the heroes must travel to the right and jump across many thin platforms, without bumping into any Kritters. Soon, they need to sneak under a Zinger and come up to a huge set of ropes. They should use the ropes to get over the large abyss below them. As they climb, they have to watch out for dangerous Slippas sliding down the area. Once on the other end of the abyss, the group must walk along the deck, avoiding several Kritters, Slippas, and Zingers. They soon make it to another set of ropes to climb up. Getting up the ropes guides the Kongs to a yard, which they should continue eastward on. On the end of the yard, they must use some more ropes to cross a smaller abyss and find another Continue Point.

About halfway through the level, the Kongs have to grab onto a huge path of ropes and begin to climb. As they move around the curvy ropes, they have to dodge many Slippas sliding down them. Shortly after collecting the letter N, the heroes make it past this ropey area. Right after that, though, they need to climb down another bunch of ropes and come up to a tire on a small platform. The tire helps them cross a small gap. From there, the group must cling onto some more ropes and climb across a large abyss, trying not to hit any Slippas. Once on the other side of this gap, they should continue east and soon make it to several ropes. They must jump to each one and cross a wide gap. As they hop along these ropes, the must beware of Slippas and even Zingers moving all around the area. Eventually, the Kongs cross the pits and have to bounce off of a tire. If they move to the west as they are in the air, they land on a yard. Climbing up it takes them to the third Continue Point.

At that point, the group must head east and shoot through a barrel to land in front of a tire. From there, they have to journey more eastward and jump off of a few platforms. On the last one, they must bounce off of another tire to cross a large abyss. On the other end, they should keep going the same direction as usual and use some ropes to cross another abyss. Once over this, they encounter a portal. When they get into it, it takes them to the next level.

Enemies

 * Army: 1
 * Hogwash: 1
 * Klaptrap: 5
 * Kritter: 11
 * Slippa: 13
 * Zinger: 12

Items and objects

 * DK Barrels: 5
 * Kong Tokens: 8 (5 of which are in a Bonus Area)

K-O-N-G Letters

 * K: Between some ropes, also near a DK Barrel
 * O: Near some jumping Kritters
 * N: On a rope near Slippas that slide down them
 * G: While progressing later into the level, a tire must be used to cross a gap leading to the "G"