Boxing arena

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Not to be confused with Boxing Ring.

The boxing arena[1] is a large area inside the King Kruiser II in Donkey Kong 64. It is where the five Kongs engage in a final boss battle against King Krusha K. Rool. The boxing arena is the same size as a normal boxing ring, despite it being much larger than the King Kruiser II.

Appearance

The boxing arena ring is in the shape of a square, and it is located in the center of the area. Each side of the arena has the message "K.Rool's the King!", accompanied by the Nintendo 64 logo on the left and the Rare logo on the right. The rope dividers are white in the center and a unique color for each corner: red, blue, yellow, and green. The floor of the ring has four red star designs, each near a corner, and four smaller stars appear in front of each four rope dividers. Like Battle Arena Pads, there is a faint mugshot of K. Rool's head in the center.

The boxing arena is symmetrical. There are large light fixtures hanging above the ring, and in the background there is a single floor of bleachers and large stadium lights above them. The floor outside the ring is stone gray, and there are two open entrances, which appear left and right of the boxing ring each. The casing around the entrance is shaped like a pentagon, with white lights illuminating from it. From both entrances there are three pairs of lights on the floor, and they lead in the direction to the boxing ring.

Located between two of the large stadium lights is a press box, where the two Kritters ring the bell during the matches. The bell is rung from one of two red buttons, each from one of the Kremlings. The Krem Co. clock (which previously appears in Frantic Factory) appears behind the Kritters. Both of them use a large crate as a seat.

History

File:KrushaKrool01sm.jpg
K. Rool entering the boxing arena

After the Kongs deactivate the Blast-o-Matic, K. Rool attempts to flee in his airship, the King Kruiser II. K. Lumsy chases it around and accidentally trips over a rock. He swings his arm and accidentally knocks the airship down onto the shore of DK Isles. A hole breaks open on top of the King Kruiser II, where the Kongs can jump into to enter the boxing arena.

In the boxing arena, Microbuffer introduces the match to the audience and describes it as "twelve 3-minute rounds of boxing for the undisputed heavyweight championship of DK Isles". He then mentions the sponsors, Rare and Nintendo in associated with "K. Rool Enterprises". He introduces the contestants: the Kong Family (Donkey Kong, Diddy Kong, Lanky Kong, Tiny Kong, and Chunky Kong) against King Krusha K. Rool. During his introduction, King Krusha K. Rool appears from the ceiling, holding on a rope and waving to the audience. As Microbuffer bounces away, K. Rool lands into the ring and accidentally squishes Microbuffer, who squirms away. Microbuffer finally states that there are no judges and that the timekeepers are fair and unbiased. From the press box, a Kritter hits a red button to ring the bell, and the battle begins.

After K. Rool loses to each of the five Kongs, the Kritters try to make him get up. As Chunky is celebrating his victory, K. Rool's opens his bloodshot eye and charges at Chunky. Right before he hits Chunky, K. Rool hears a whistle. He looks to the left of the arena and sees Candy Kong walking in. She distracts K. Rool by acting flirtatious to him, causing K. Rool to feel love struck. He forgets about Chunky and leans against the rope dividers, attempting to reach for her. Meanwhile, Funky Kong enters from the right of the arena. He is carrying a wooden launcher with a red boot attached to it, and Funky launches it at K. Rool's backside. Just when K. Rool turns around to look, he gets hit by the boot, which launches him directly up outside the boxing arena, thus defeating him.

Battle

This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

During the battle, King Krusha K. Rool fights one of the five Kongs in each round. K. Rool's attacks and the events are different per each round. The Kongs cannot attack K. Rool with their basic moves, which are ineffective against him, as it results it them losing health. They cannot use their personal weapon or instrument during the battle. Each round lasts 2 minutes and 30 seconds (despite Microbuffer saying that each is three minutes), and a countdown timer appears on the bottom of the screen to keep track of the time. It takes a minimum of five rounds to defeat K. Rool, one per each Kong. If the Kongs fail to defeat K. Rool within twelve rounds or by losing all their health, they must restart the battle.

The first time a Kong fails to knock down K. Rool within the time limit, a scene shows Cranky Kong coaching the Kong at a corner of the arena. He demonstrates some fighting moves to the Kong, only to have his back hurt. If the same Kong participates in the next round, they retain their health. Every Kong starts out with full health, regardless of the previous one's status.

Donkey Kong

Donkey Kong about to blast into King Krusha K. Rool from a Barrel Cannon in Donkey Kong 64
Donkey Kong about to blast into K. Rool from the Barrel Cannon

Donkey Kong is the first Kong to fight against King Krusha K. Rool. During the round, K. Rool remains in the center of the arena. He attacks by jumping then pounding onto the ground, which generates a green shockwave which moves across the ring. Donkey Kong can avoid the shockwave by either jumping over it or climbing onto one of the arena's four posts. After K. Rool generates a shockwave three times, four Barrel Cannons appear above each post, each pointing at K. Rool. Donkey Kong must jump inside one, and the perspective changes to inside the Barrel Cannon. K. Rool throws a few punches, prepared to hit Donkey Kong when he blasts out. However, after throwing a few jabs, K. Rool gets distracted by the audience's applause, which he happily takes in, though after a few seconds, K. Rool returns to throwing jabs. Right when K. Rool is distracted, Donkey Kong must blast into him. When he blasts out, the screen perspective goes back to normal. Upon being hit, K. Rool gets knocked back slightly. This phase occurs three more times.

For each hit, K. Rool responds more quickly. After K. Rool takes a hit, the lapse between his ground pounds are shortened. After taking a second or third hit, K. Rool generates four shockwaves each time he pounds onto the ground. After each hit, K. Rool throws a different number of punches before stopping to take applause from the audience: after one hit, he throws five punches, then three, and lastly seven.

When K. Rool is hit a fourth time, he is hit in the face and falls down. The countdown to ten starts, and then two Kritters in the press box is shown. They sit around until the countdown goes to 8, when one of the Kritters instantly gets up, rapidly punching the button, before sitting back down.

Reference

  1. ^ Donkey Kong 64: Official Nintendo Player's Guide, page 114