Popping moles.
A ruined shell game, because the Kongs will stick their heads out after a few seconds.
I've seen this boss a hundred times before.
Overall, it's a solid DKC game. The level design gets better in in the second half, with the factory area being my favorite. It has lots of cool gimmicks that could have been expanded on even more. But in the end I'm still a bit disappointed. When I played this game 9 years ago, I thought the tacked-on motion controls were the only major problem holding it back, and if you would have had the option to map rolling to a button, it would have been awesome. But now, it feels sluggish anyway. Same with jumping. DK is so fat, he has a hard time getting himself off the ground. I will never get used to this. The controls feel good as long as I execute everything perfectly, but every tiny misstep causes frustration.
The hardest part are the optional puzzle pieces, which are sometimes trollishly placed and impossible to get the first time. Many of them are also found in hidden bonus rooms, which are so lazy, I find them even more baffling than the shake controls. The goal is always the same: Collect all bananas within 30 seconds, and there are only like 4 different layouts that are repeated over and over again throughout the entire game, without variation. They are so boring, and interrupt the game flow for way too long. If Retro wanted to copy the old DKC games, why not copy the bonus challenges from the second and third game? Those always incorporate gimmicks from the current level, have better music (DKCR's bonus theme sounds like a lullaby in comparison), and you get in and out much faster. In hindsight, I should have skipped the puzzle pieces. Their only reward is an image gallery, anyway.