High Tide Ride
High Tide Ride is the second level of Sea Breeze Cove in Donkey Kong Country: Tropical Freeze. It is the third minecart level in the game, and the first to introduce parallel tracks. The player must constantly switch between these tracks by tilting left/right while pressing to avoid certain obstacles. For the majority of the level, rather than have a side-scrolling view, the camera is positioned at an angle allowing the player to see the tracks more easily.
The music used in the first portion of the level is a slight variation of the title screen music of the game, but dissolves into an original song as the Kongs enter the cave.
The level begins on a sandy area full of cargo crates, with a rock wall to the left. Just beyond the two wooden platforms, which are suspended in the air by ropes, is a Barrel Cannon that launches the Kongs onto the minecart. While traveling down the path, the Kongs must jump along parts of a broken railway track levitated by water spouts and avoid two Snaggles en route to the first checkpoint, which is elevated above the rails. Shortly after that, the camera shifts to an over-the-shoulder view as Kongs ride down a steep slope and into an underwater ruins, where they must jump over a Blue Hootz and reach a gate opening the way to a set of three parallel tracks. The Kongs must jump between lanes to avoid crashing into the wooden barricades and falling off the end of a track, along with more Blue Hootzes.
After the paths converge, just before the next gate, a Horror Gills suddenly appears from the water and eats out part of the track, forcing the Kongs to jump over the resulting gap. The ruins area is separated into long rooms that are each closed off by a brown circular door that automatically opens when the Kongs approach it. In the next few rooms, the Kongs must jump between a few more pairs of parallel tracks and dodge multiple wooden panels that move left and right, blocking one of the paths. The Kongs eventually reach the next checkpoint, where the camera returns to a side-scrolling view. During this section, large stone blocks drop from the ceiling, forming a track for the Kongs. They must also duck under spiked blocks that drop down. Near the end of the short sequence, the platforms get smaller, and the Kongs must avoid the Snaggles which start appearing between the gaps. After launching out of a Barrel Cannon, the camera reverts to an angled view as the Kongs must jump along a series of more tracks levitated by water spouts, walls to dodge, and another Horror Gills taking a bite out of the track. The next few rooms do not have anything except rails suspended above the pit by water spouts.
Shortly after the third checkpoint, the Kongs will enter a Barrel Cannon that takes them to a set of five parallel tracks, while the camera pans to an overhead view. Several weights drop onto the tracks, forcing the Kongs to switch tracks constantly. After the paths converge, the minecart moves across a few bumpy segments before derailing into the pit and throwing the Kongs onto a platform with the Slot Machine Barrel.
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