K. Rool Duel (Donkey Kong Land 2): Difference between revisions

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'''K. Rool Duel''' (written in the game as '''K .Rool Duel''') is the final boss level of ''[[Donkey Kong Land 2]]''. [[Diddy Kong|Diddy]] and [[Dixie Kong]] face [[King K. Rool|Kaptain K. Rool]] here. The fight is a simplified version of the final battle from ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''.
'''K. Rool Duel''' (written in the game as '''K .Rool Duel''') is the final boss level of ''[[Donkey Kong Land 2]]''. [[Diddy Kong|Diddy]] and [[Dixie Kong]] face [[King K. Rool|Kaptain K. Rool]] here. The fight is a simplified version of the final battle from ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''.


==Overview==
==Layout==
Despite taking place on [[the Flying Krock]], the battle arena is a generic castle room like the one in [[Stronghold Showdown]]. [[Donkey Kong]] is seen tied up for a brief moment, then the battle begins.
Despite taking place on [[the Flying Krock]], the boss level takes place in a castle area. It begins with [[Donkey Kong]] appearing tied up briefly before the battle starts. K. Rool begins by moving to the left side of the stage, then shooting a [[Cannonball|kannonball]] and a [[barrel]] out of his [[blunderbuss]]. The Kongs must jump on the barrel to reveal a kannonball they can pick up, then throw it into K. Rool's blunderbuss while he tries to suck them toward him to inflict damage. Upon doing so, he will shoot the kannonball back out. He will then slide across the ground twice before firing two kannonballs followed by a barrel. After taking damage a second time, he will continue his previous attack pattern, only faster and with four kannonballs coming out before the barrel. After the third hit, K. Rool will fall over for a moment while DK is lowered again, and a [[DK Barrel]] will appear. K. Rool gets back up. K. Rool's kannonballs now come out at different heights. Seven of them are launched before another barrel comes out. If not used, the DK Barrel will disappear once K. Rool takes another hit. After the fourth hit, K. Rool starts shooting spiked kannonballs that bounce. They can bounce at three different heights, and must be dodged accordingly. Five kannonballs come out before the barrel. After the fifth hit, K. Rool falls over again, and the Kongs obtain a [[Kremkoin]]. K. Rool will start to recover, but just as he gets up, Donkey Kong breaks free of his ropes and sends him flying with a punch.
 
K. Rool starts the battle by moving to the left side of the stage, then shooting a [[Cannonball|kannonball]] and a [[barrel]] out of his [[blunderbuss]]. The Kongs must jump on the barrel to reveal a kannonball they can pick up, then throw it into K. Rool's blunderbuss while he tries to suck them toward him to inflict damage. Upon doing so, he will shoot the kannonball back out. He will then slide across the ground twice before firing two kannonballs followed by a barrel. After taking damage a second time, he will continue his previous attack pattern, only faster and with four kannonballs coming out before the barrel. After the third hit, K. Rool will fall over for a moment while DK is lowered again, and a [[DK Barrel]] will appear. K. Rool gets back up.
 
K. Rool's kannonballs now come out at different heights. Seven of them are launched before another barrel comes out. If not used, the DK Barrel will disappear once K. Rool takes another hit. After the fourth hit, K. Rool starts shooting spiked kannonballs that bounce. They can bounce at three different heights, and must be dodged accordingly. Five kannonballs come out before the barrel. After the fifth hit, K. Rool falls over again, and the Kongs obtain a [[Kremkoin]]. K. Rool will start to recover, but just as he gets up, Donkey Kong breaks free of his ropes and sends him flying with a punch.


==Names in other languages==
==Names in other languages==
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