Gang-Plank Galleon: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
No edit summary
mNo edit summary
Line 5: Line 5:
|world=[[Gangplank Galleon]]
|world=[[Gangplank Galleon]]
|game=''[[Donkey Kong Country]]
|game=''[[Donkey Kong Country]]
|boss=[[King K. Rool]]
|notes=
|notes=
|before=[[Necky's Revenge|<<]]
|before=[[Necky's Revenge|<<]]

Revision as of 13:21, April 1, 2018

Template:Levelbox Gang-Plank Galleon is the final boss level of the game Donkey Kong Country. The Kongs must beat the demented Kremling ruler King K. Rool for all the bananas.

Unlike all other levels in the game, it is accessed directly from the overworld map of Donkey Kong Island

Layout

As with the world boss fights, on entering the battle, if the player enters with a single Kong, a DK Barrel is instantly broken to ensure they start the fight with both Donkey and Diddy.

After he lands on the deck with a crash, King K. Rool rolls his crown along the deck, damaging the Kongs and causing them to either run away (if both Kongs are present) or lose a life (if only one is there). While his crown is off his head, the Kongs can jump on him - jumping on him while he is wearing the crown also causes damage - whereupon the crown will teleport back to his head and he will run along the deck. He will repeat this twice, dashing back and forth twice after the second hit and three times after the third, during which the Kongs must avoid him.

After the fourth hit, instead of running when his crown reappears, he will instead bounce several times before jumping to the far end of the deck, after which oversized cannonballs will fall from the sky, sequentially moving away from him. He will then repeat this sequence - rolling his crown, jumping and triggering cannonballs - twice more. with the cannonballs covering the deck twice (back & forth) after the next time, and three times after the following time.

After this, he rolls his crown once more, and after one more hit, he falls and the lead Kong begins to celebrate (with no change in music), the screen darkens and the kredits begin to roll:

KREDITS
KODING.........KLAP TRAP
KARACTERS.........KRUSHA
KOLOURING.........KRITTER
KONCEPT.........KLUMP
KOMMANDER.........KING K. ROOL
THE END?
NOTE: If the player dies after this point, the 'kredits' will not roll again on reaching this stage of the battle, although K Rool will still fall briefly.

K. Rool will then revive and quickly bounce to the far side of the deck before rolling his crown again. On being jumped on again, he will repeat this on his first pass, but then return with shorter bounces which are harder to avoid. After the next hit, he will reprise these two passes, before a third pass with still shorter bounces.

Finally, he will roll his crown once more, and when jumped on, will cry out several times before fainting for real, a Giant Banana will fall from the sky and the Kongs celebrate victory.

They will then go to Cranky's Cabin, where the old Kong will congratulate them, and tell Donkey to check his Banana Hoard, which is now full again. Then, finally, the real credits run.


Template:DKC Levels