This is an awesome level which perfectly showcases what makes Tropical Freeze such a great game. The level is set in the 5th island, a colorful jungle environment where fruit is processed to make ice creams and it takes place in an automated factory. The developers managed to squeeze (pun intended) many gameplay mechanics into the level while keeping the theme consistent.
The level seems to be divided in 3 main parts:
INTRODUCTION
SUMMARY
The introduction section presented a bunch of new mechanics, giving the spotlight to each of them separately and following with a simple challenge to reinforce what is being taught, so the player has the chance to get familiar with them. These mechanics are:
The level seems to be divided in 3 main parts:
- Introduction
- Development
- Conclusion
INTRODUCTION
First challenge: Carnivorous plant introduction said:The level starts in a long platform with no immediate danger. There is a breakable door on the left which hides a puzzle piece. To get it the player must grab a barrel and backtrack to the start of the level. This stablishes early enough that, even though the level has a lot of platforming, the player should also keep an eye open for secrets.
Just some steps forward the player must jump over a bottomless pits to another big platform. This platform features a plant that must be activated with the stomp attack. Doing so will stop DK on his tracks, right before the first enemy of the level: a carnivorous plant hanging on the ceiling. This is a very nice setup to hint the player to stop and take a look at the enemy from a safe spot.
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Passing below this enemy is trivial, but will trigger it to attack downwards. There is also a barrel right after the enemy which will invite the player to go after it. All is set so the player has many reasons to advance without doubt, thus safely avoiding the plant´s attack. This way the player has learned the way the enemy works in a nice, safe environment.
Another simple jump will place the player before another plant, but this time the plant is on the ground and can freely move around. However, the player has many space to move and may even have picked up the barrel a few seconds before, so he should not have problems dealing with it. Even if he does get eaten by the plant, this will serve to teach the player the way to get out of it unscathed. The biggest threat of this type of enemy is to stop the player and make him waste some time, which may become tricky later in the level but is totally safe now. To get damaged, the player will have to ignore the button prompts for quite some time, so this can be considered another rather safe challenge. By the way, the barrel+carnivorous plant is a recurring theme in the level as we´ll see later.
A rope will ask the player to pull it to reveal an exploding barrel. This acts as a simple refresher so that when it comes up again later in the level the player can instantly recognize it. Getting into the barrel will blast the player to the next part of the level, signaling the end of the first challenge. Even though it´s separated by a small sequence the next part keeps on presenting new mechanics, so we´ll thematically consider it as a follow-up of the first section and part of the level introduction as well.
Second challenge: Conveyor belts and knives introduction said:The player lands on another safe platform, with fruit being transported above him. A golden right to the left reveals some hidden bananas. Again, the game is using this safe spot to remind the player to stay on the look for secrets, but the main intent seems to be to give him enough time to recognize that something is also going on at the top of the screen.
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The next part features a rather long challenge and it introduces many new elements at the same time, but manages to do it gradually. First, the player jumps on a conveyor belt. The conveyor belt moves to the right and the fruit that falls from the ceiling impedes the player´s advance, thus allowing him to acknowledge the situation. The fruit can be jumped on allowing access to a platform where some bananas and a golden coin can be collected. This platform is guarded by two penguins, which can easily be taken care of with any of the moves in DK´s arsenal. This platform also grants a safe spot to watch more carefully the next mechanic. But before that, it´s important to note that the presence of the penguins signals that the player must expect to encounter them throughout the level. It´s also noteworthy that these 2 penguins are of the least dangerous variety.
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The next obstacle is a big knife that will come down cutting everything on it´s way. The fruit is a big help here, as it will signal exactly the moment the knife comes down. The player can walk between two pieces of fruit, or just stick to one and he´ll get through safely. However, the next jump poses the first real challenge of the level: a wide bottomless pit. The player must jump on the fruit to gain some extra height that´ll allow him to make the jump. The fruit is wide enough and there is sufficient space after the knife, so even though the challenge seems complex at first, it is in fact pretty easy and any player who´s managed to make it this far in the game will have no problem making it. The challenge continues with another conveyor belt, this time moving to the left, with another knife at the end of it. Some bananas will promp the player to jump, teaching him an easy way to move on conveyor belts that move to the left.
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This conveyor belt leads to a bottomless pit, and right after that another conveyor belt (moving to the right) with a knife close to it´s beginning. There is also a flying owl over the bottomless pit, which will allow the player some margin of error. The second knife triggers before the first one and strikes 3 times in quick succession. Thanks to the slow advance due to the conveyor belt moving to the left, the player naturally gain some time to assess the situation. After watching one or 2 repetitions it´s easy to determine the correct moment to jump but even if a mistake is made the owl allows acts as a safety net. The conveyor belt moving to the right helps in quickly passing under the knife as well. This conveyor belt is a long one, featuring a smaller one on the middle with the first KONG letter guarded by a fire owl. Getting this letter is easy, as the owl is above the smaller conveyor belt so the player can safely come up with a plan from a safe location and wait for the owl to power down before going for the letter. Note that this, as all KONG letters in the game, is an optional route.
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The long conveyor belt ends with another knife which strikes twice, followed by a short jump over a bottomless pit with a flying owl (which again is more a help than an obstacle) and a solid platform with a companion barrel. There is a walrus throwing fish with an arc motion, but the platform, the fish trajectory and speed allows them to easily be dodged. The nice thing however is that the conveyor belt will give the player some momentum, so it´s actually easy to just be carried away into jumping forward, which will allow the player to get through the walrus. This small section is really nicely timed and is a very nice example of how the game works best when trying to keep momentum instead of stopping at every chance.
If the walrus wasn´t enough (it takes 3 hits to kill or a barrel hit) there is also a plant that will grant the player some collectibles. The platform where the plant is located is also wide enough, so everything is designed to hint the player that he should stop here and take a breath. It´s also very natural to do so after the long challenge the player just had to get through. This platform marks the end of the second challenge.
Third challenge: Spiked devices introduction said:The safe platform allows the player to study the next obstacle featuring another new mechanic: a spiked device that repeteadly swings forward and backwards on a conveyor belt.
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Note that there is a group of bananas over the device, hinting that jumping over it can help get through this challenge. There is also enough space to duck under it, but the conveyor belt (moving to the left) makes this option not feasible: the player must learn to time his jump. The device foretells it´s actions with a little shake up with enough time to react, so it isn´t too difficult even the first time. Besides, the player already had all the time he wished to study it from a safe platform. Another solid platform is next, guarded by a penguin with helmet. The platform is wide enough to allow to easily get rid of him. There is a golden coin high in the air prompting the player to bounce on the penguin, which will disable the little critter and allow DK to grab it. A fire owl is next, so the helmet penguin will actually become a help rather than a real threat for those who can take advantage of DK´s moveset by using it to safely get rid of the owl without directly engaging it.
Fourth challenge: Drill introduction said:Another conveyor belt (moving to the left) awaits, giving way to a big vertical drill:
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The conveyor belt helps the player get some time to take a look at this new obstacle and the camera also zooms out a bit to get a better view of the situation. The drill can be surpassed by waiting for the right time to go under it or by jumping on it when it comes down. Whichever option the player takes will take him to another conveyor belt moving to the right, which will push the player towards a knife. There is enough space for the player to stop safely though. However, the knife will block the way until the player pulls the rope located high above the conveyor belt. This knife is acting as a permanente device to the block the player´s advance and not in the usual way this mechanic appears in the level. The rope can´t be reached with a normal jump, so the player will have to discover that he can jump on the drills if he didn´t realize it the first time.
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Pulling the rope will stop the knife, allowing the player to quickly get through another drill. This is where a nice example of the awesome design in this game takes place: the challenge of having to pull the rope felt a bit out of place the first time, but it was nothing but a smart trick to teach the player to jump on drills, which has an immediate use and another that will come later. Doing so in the second one will get the player to a secret room where he can collect some bananas and a puzzle piece. There is always a reason even behind the most out of place situations in this game.
The challenge ends with the last conveyor belt and a small jump to the first checkpoint.
Fifth challenge A: Fruit platform introduction said:This challenge introduces a new wonderful mechanic: fruit platforms! This is a great mechanic gameplaywise, but it´s also masterfully implemented in the level´s theme. The floor is filled with saws (a bottomless pit would have sufficed). Oranges will roll towards them from the background (another unnecessary detail). The saws will pierce the oranges, throwing small pieces upwards at set locations (we´ll come back to this later). Big pieces of fruit will fly upwards, hover in place a bit and fall towards the saws. All these unnecesarry details serve to place the mechanic inside the level´s setting in a superb way. It´s really commendable how Retro went the extra mile to make the player feel he´s really traversing a fruit factory. But all these cosmetic stuff wouldn´t be so impressive if they didn´t mix with gameplay as well as they do: The saws in the floor act as bottomless pit and show clearly that you want to stay away from them. The oranges in the background set the timing with which the pieces of fruit will appear and disappear. The big pieces of fruit act as platforms. The small pieces that get blown from the saws point the locations from which the big platforms will rise...everything works together beatifully, making it impossible to separate the theme from gameplay. Other mechanics in the level are also dressed with the theme, but nothing comes close to how every detail works together in this setting.
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The fruit platforms will trigger when the player gets close to the border of the solid platform. This allows him to jump right away, which makes spedrunning possible without having to resort to trial and error. Also, it completely eliminates dead times, so that if the player dies he won´t have to wait even for a second for the platforms to get on the right position. This first challenge consists of just two platforms with a simple jump between them. The timing is set perfectly so the player can jump right away to the first platform, or if he chooses to wait he will see what´s going on instantly, reducing waiting times. Also, the framing is set so that both platforms are visible. A group of bananas up high are also visible, hinting at the path to follow. Careful players will also be able to see the border of a conveyor belt, so the player can get all the necessary information about the challenge with a little observation. But even if he decides to go for it the first time, the bananas will guide him successfully. This is how the introduction to new mechanics should be done. Also, this mechanic continues with the level´s theme of waiting for the right moment to jump, though adding now more contraints as the target of the player´s jump is only available for a short moment.
The challenge continues on a conveyor belt with a carnivorous plant on the ceiling. The conveyor belt moves to the left, thus providing a nice pause after the hardest part of the challenge and helping the player stop momentum and get his feet on the ground. A circle of bananas is set as a small optional challenge. They can all be collected with a single jump to spawn a golden coin, but the player must keep an eye out for the plant on the ceiling as it´ll try to eat the player. The challenge ends with a simple jump to a small solid platform, which will trigger another flying fruit sequence.
Fifth challenge B: Fruit platform test said:Up until know, all mechanics have been introduced with a small challenge followed by a slightly harder one, so that´s why we should consider the following challenge as another part of the previous one.
This challenge starts exactly like the previous one, but after those already known 2 platforms things start to get interesting. It´s nice to have this throwback so the player can start with confidence and be prepared to expect something else. At one point the platforms will force a jump to the left, which is easily predictable if the player has learnt the way the mechanic works and identifies the hint of the small pieces signaling where the platforms will appear. The second KONG letter is located right before the last jump to a barrel and is easy to get, though not going after it with decission can make you fail the challenge.
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The purpose of this challenge is to make sure that the player has grasped how the fruit platform mechanic works, as he will need this knowledge to triumph in what´s coming next.
The first crysis said:The barrel propers the player to the depths of the fruit factory, where a giant spinning column of blades is waiting for him:
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A door will block the way forward as the blades accelerate, rising the tension. After a few seconds the door will slowly open and allow the player to push forward. The player will have to navigate through some simple jumps, with the added tension and difficulty of the pursuing blades.
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The third KONG letter can be collected here, forcing the player to put his nerves to the test as the blades approach, effectively making go towards the blades in a nice subversion of the persecution challenge´s concept:
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This section felt a bit random, with many mechanics that haven´t appeared before in the level (fire shooting penguin, swinging platforms...), though they are easy to identify and have already appeared in previous levels. My guess is that the developers wanted to to rise the tension and create this crysis moment, for which the rest of the mechanics of the level might not work properly as they are timing-based and may not flow as nicely under the constant pressure to keep advancing (they actually do when you try to speedrun, but in that case it´s teh player who´s setting a faster pace by himself). In this persecution sequence, the player needs to move fast, so it clashes with how the other mechanics have been used up until now, teaching the player to take his time and wait for the right moment to jump.
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The last part of this sequence will pit the player against a penguin with a blunt helmet and another with a horned one (which will damage the player if he jumps on it) on a smaller platform. There is enough space in the small platform to deal with the second penguin with the stomp attack, however the player can also bounce on the first penguin, grab it and throw it to safely take care of the horned one. This is a sequence that, when played correctly, will make the player feel great.
Another barrel awaits at the end to propel the player to the next checkpoint, thus putting an end to the first part of the level.
SUMMARY
The introduction section presented a bunch of new mechanics, giving the spotlight to each of them separately and following with a simple challenge to reinforce what is being taught, so the player has the chance to get familiar with them. These mechanics are:
- Carnivorous plants: We learnt that they can appear both on the ground or in the ceiling, that they can move around, attack horizontally or vertically and that more than dealing damage they slow you down.
- Conveyor belts: We learned that they can move to the right or to the left. The ones that move to the left can be used to time jumps nicely and to safely observe what is ahead, while the ones moving to the right can provide a nice boost in speed to get through some tricky parts.
- Knives: We learnt that they have a cyclic period, that each can work differently and that some may even require additional actions to get through them.
- Spiked devices: We learnt that they are periodic, that they signal when they are going to move and that we can jump over them.
- Drills: We learnt that they also move cyclicly and that we can go under them or jump on them to reach higher places.
- Fruit platforms: We learnt that the sequence triggers when the player gets close, that small pieces of fruit will signal the location of the next platform and that the player must wait for the right moment to act.