After our resounding success with the original DK we decided to move straight onto the sequel. And once again, good smashing was had.
How authentic is it?
Not 100% spot on, but more than good enough. There aren't any vines in the level editor, but ladders made a fine functional replacement. We had to skimp on the number of them and the size of the platforms a little too,due to the constraints Brawl puts on the amount of stuff you can stick in a level, but overall we're really happy with the conversion.
How does it play in Brawl?
Very well indeed. The lack of floor space and multitude of ladders adds a whole new arial slant to the game, making fighting all about picking your moment before very carefully unleashing death from above. And if you risk the lower ground, there's a mammoth amount of fun to be had from defending against your attackers with some well-timed mid-air juggling. Fights on this stage look utterly insane, but there's actually quite a lot of tactical play involved. A winner all round then.