I agree about the mine cart levels... they were fun in the originals because they were few and far between, and served to break up the pace of the run and jump platforming of most of the levels, which is what made them so memorable.
Retro took the minecart / on rails levels to the extreme in this game... almost a quarter of the game is mine cart / rocket barrel or moving platform type levels.
I also hated the motion control gimmicks, especially the fact that you have to SHAKE the remote in order to execute a move integral to the gameplay, the barrel roll jump. Shaking the remote wildly isn't something you want to do when trying to make precise jumps. Gee, how did we ever get by all those years ago pulling that move off without motion control? Oh yea... by pressing a damn button!
Same thing with the ground pound... we could do that in the first game just fine with no motion controls, and the blowing mechanic is just a cheap gimmick that serves no real purpose. That's the best original move they could come up with?
The one last thing that bugged me about the game, is the fact that without Diddy, some levels are almost impossible because his jetpack boost is key to surviving tough jumps. Yet you can't switch between the characters and control Diddy while DK tags along like in the old games, and later on in the game, DK barrels are few and far between, making the levels all the more frustrating when you die, since you always lose Diddy.
On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.