I’m not able to replicate it in Details expanding from bottom when at the end of a topic but do see it in the post above this one.
The raw content of that topic is actually at https://forums.insertcredit.com/raw/4248/90 and is below. I guess it is most apparent when the hidden text is very long?
The holidays kept me busy, but now that Christmas is over it's back to business. Onto Razor Ridge!

[details="Kiki plays Dixie Kong's Double Trouble, part 6"]
Starting off with Buzzer Barrage, our first cave level. If you haven't already, this is the point where you're forced to learn to throw the Kongs. My first playthrough I actually missed that altogether and got stuck here until I started pressing buttons, can you believe it?

Quawks is back again with more barrel shenanigans, there are some neat little segments where you need to roll them in specific ways.


This is our first encounter with the Kopter enemies, since they spin around and move so much you never get a good look at them, so they always looked real weird to me. My brain could never make out what they were supposed to be in motion. Turns out they're just little scrawny reptiles with hockey helmets holding out rotor blades with their hands. Weird!

The Kopters are impervious to our attacks and hurt us from the sides, so generally the best choice is to stay away from them. However, at the end we need to betray our better judgment and bounce on this one quite far up a vertical tunnel for a bonus barrel.


Said bonus room even revolves (pun intended) around this indirect form of propulsion!

Obligatory Wrinkly Kong visit.

Since last time we've filled out quite a few of the item boxes.

Time to visit Benny, as has already been pointed out by @Obskyr this guy and his brother Björn are named after two members of the Swedish group ABBA. If you continue talking to him he will say "take a chance on me", a reference to one of their songs. Though the nod towards the Swedish musicians is overt, I have no clue why they're blatantly Tyrolean. Did the Brits really switch up Sweden and Switzerland, or did they do it as some advanced double-joke? Hard to tell.



Benny lets us use his ski lift for free! You'd think he'd want some bear coins to maintain his business, but I'm not complaining.


Time for Kong-Fused Cliffs, one of the most memorable levels of the game. The premise is goofy and simple; you're climbing a perpetually burning rope. Watch out or you get burned. Ouch!


This banana on the right edge of the screen had me completely fooled. I banked hard on going over there and almost got devoured by the bottom of the screen, but with some frantic jumps I made it to the bonus barrel at the last second. Phew!



If you don't have both Kongs by the time you reach this balcony, DO NOT JUMP OFF! Continue climbing and jump off to the left for a barrel. Throw it to the right while remaining on the column to take down Koin who's in the cave opening below. Without back-up to throw you up there, you will only have one go with the burning rope, so be ready!



With that we can access the second ski lift, operated by Björn. Fun fact, Björn is Swedish for "bear", so his full name Björn Bear is literally just Bear Bear. I have a hard time placing his accent, us swedes speak funny English, yes, but we surely wouldn't say "I am being Björn".

Anyway, his lift won't operate because he's missing a wrench, luckily we got one from Barter last time, so this problem has already been pre-fixed. Hurray, efficiency!


As you might've suspected, at the top is a secret cave.


Supposedly Benny and Björn are actually really different. Obviously, one wears purple braces and the other wears green.

Resuming back to the main path with Floodlit Fish, a water level where we swim in the darkness.


We're playing as Enguarde here. The idea is that we hit these glow fish to light up the stage, however I take it this level hinges entirely on the presumption that we're playing on a TV with low brightness or within a well-lit room. Playing through raw emulator footage in a dark room will make the level fully navigable regardless of illumination state. This transforms Floodlit Fish to a pretty straightforward standard swimming level. Unremarkable enough that I found in hindsight I only took a whopping two snapshots of this level, and both were at the very beginning. Wow.

Last level may have been a dud, but this next one is a proper banger. Welcome to Pot Hole Panic, a cave level with a twist. Starting off we're riding Squawks through some tunnels with barrels throwing explosives at us.


But then suddenly we reach water, where parrots cannot thread. End of the line, and time for the next step of the journey!

Heck yeah, now we're riding Enguarde instead!


Up next, our pal Ellie. As you might've guessed, this level is all about riding all of the animal companions in one long marathon level. Lovely.


Landing in another body of water, a cheeky secret to the left.

The bonus barrel is out of reach, we must perform Donkey Kong Country 3's equivalent to the Yoshi Sacrifice. Hopping up and dumping Ellie in mid-air will give us the extra boost we need. Forgive me, my friend...


The bonus room poetically revolves all around this treason.

Last step of the journey is Squitter.

Some mysterious entity is throwing bombs at me from way above.

I knew it!

Lastly, Koin is located in a real nasty secret alcove right above the goal post. We can only reach it with gut instinct and a monkey toss.

Next level is Ropey Rumpus, where we avoid hornets while traversing these long horizontal ropes.


First bonus barrel is a bit of a pain, we have to take this explosive barrel down a shaft of hornets to break a brittle wall. The trick is to jump as far to the right as we can and hug the wall, but you may mess up a couple times trying to figure it out. If the barrel goes, you need to die to retry it. Harsh!



Time for Parry again!


Instead of extra lives, successful Parry delivery gives us the second bonus barrel this time. Luckily the route is not too difficult thanks to a safe shortcut that's fairly easy to find.

Already time for the boss. This is Barbo's Barrier, the boss I always have the most trouble with. It's three phases of tricky Enguarde precision against this giant sea urchin.


To pass the first phase we must strike the spawning green urchins so they bounce against the wall, taking down the purple urchins. Once that's done we can strike Barbos and move on to the next phase.

We continue into a larger room where Barbos fires little homing seashell projectiles. We need to guide them to shoot the purple urchins once more. It's actually fairly easy once you figure out the shape of the room is anything but incidental, and that making a big U-turn round it is perfect for lining up the shot.


Last phase, Barbos will bop up and down from the ceiling, shooting spikes for us to dodge, before we can take the last shot.

None of these three sections are necessarily difficult in isolation, it's rather doing all in a row with little room for error that's daunting, especially when I have to refresh my memory of how to do it every time.

Upon victory, we get flushed down a drain and turn up again at the beginning of the world.

Before we can even ask ourselves where to go next, the path onwards immediately reveals itself as a tunnel is suddenly opened in front of us leading to an imposing castle.


Bazaar purportedly has exclusive information about said castle, let's hear him out.


This isn't very helpful...

Denying the offer is honestly more interesting, as he instead makes a Zelda reference. Link's Awakening in particular, I assume?



Anyway, onto the last (?) world, Kaos Kore. But that is a story no one yet knows...

By the way, putting the snapshot hotkey to the controller was a godsend. Sometimes I overcomplicate things for myself without even realizing it. Oops!
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