Kackle: Difference between revisions

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[[File:HauntedHallSNES3.png|thumb|left|A Kackle's appearance in Haunted Hall]]
[[File:HauntedHallSNES3.png|thumb|left|A Kackle's appearance in Haunted Hall]]
Four Kackles appears in Haunted Hall, each with a uniquely colored bandanna, and are encountered in their own gated sections of the level. In the SNES release, the first Kackle has a blue bandanna, the second one wears green, the third wears yellow, and the last one wears a purple-red bandanna. In the [[Game Boy Advance]] remake, every Kackle wears a blue bandanna like the first one. The first two Kackles appear before the [[Star Barrel]], and the other two appear afterward; each zone progressively becomes more challenging as the Kackles become more difficult to avoid.
Four Kackles appear in Haunted Hall, each with a uniquely colored bandanna, and are encountered in their own gated sections of the level; each zone progressively becomes more challenging as the Kackles become more difficult to avoid.. In the SNES release, the first Kackle has a blue bandanna, the second one wears green, the third wears yellow, and the last one wears a purple-red bandanna; in the [[Game Boy Advance]] remake, every Kackle wears a blue bandanna like the first one. The first two Kackles appear before the [[Star Barrel]], and the other two appear afterward.


When [[Diddy Kong|Diddy]] and [[Dixie Kong|Dixie]] enter a Kackle's zone, a timer appears at the top of the screen, tracking how much time they have left to leave the zone. Each Kackle is invincible and will hover closer to the [[Kong]]s as the timer ticks down in the SNES release; in the Game Boy Advance version, they instead maintain a consistent proximity to the Kongs. If time runs out, the Kackle becomes tangible and launches an unavoidable attack. Nearly every zone takes more time to clear than the Kongs initially have, meaning that they must use [[Plus and Minus Barrels|Plus Barrel]]s to extend the timer and prevent the Kackle from attacking while avoiding Minus Barrels that reduce the timer further.
When [[Diddy Kong|Diddy]] and [[Dixie Kong|Dixie]] enter a Kackle's zone, a timer appears at the top of the screen, tracking how much time they have left to leave the zone. Each Kackle is invincible and will hover closer to the [[Kong]]s as the timer ticks down in the SNES release; in the Game Boy Advance version, they instead maintain a consistent proximity to the Kongs. If time runs out, the Kackle becomes tangible and launches an unavoidable attack. Nearly every zone takes more time to clear than the Kongs initially have, meaning that they must use [[Plus and Minus Barrels|Plus Barrel]]s to extend the timer and prevent the Kackle from attacking while avoiding Minus Barrels that reduce the timer further.
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