Crosshair Cranky: Difference between revisions

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|controls={{button|gbc|Pad}} &ndash; moving the crosshair<br>{{button|gbc|a}} &ndash; firing a coconut<br>{{button|gbc|B}} &ndash; reloading the supply after it runs out
|controls={{button|gbc|Pad}} &ndash; moving the crosshair<br>{{button|gbc|a}} &ndash; firing a coconut<br>{{button|gbc|B}} &ndash; reloading the supply after it runs out
}}
}}
 
'''Crosshair Cranky''' is a mini-game mode exclusively appearing in the [[Game Boy Color]] [[Donkey Kong Country (Game Boy Color)|version]] of ''[[Donkey Kong Country]]''. Crosshair Cranky is seemingly run by [[Cranky Kong]], although he does not appear in the mode.
'''Crosshair Cranky''' is a mini-game mode exclusively appearing in the [[Game Boy Color]] [[Donkey Kong Country (Game Boy Color)|version]] of ''Donkey Kong Country''. Crosshair Cranky is seemingly run by [[Cranky Kong]], although he does not appear in the mode.
==Gameplay==
Donkey Kong starts on the world map on an inaccessible area named "Crosshair Cranky" (which is actually [[Kongo Jungle]]). Crosshair Cranky has six stages, all of which take place on small islands on the shore of [[Donkey Kong Island]]. Every stage is inaccessible in the main Adventure mode, although Galleon Gunner could be considered a partial exception due to taking place just outside [[Gangplank Galleon]]. The mode has a two-player equivalent where the first player is Donkey Kong and the second player is [[Diddy Kong|Diddy]] with a blue cap, both of whom compete to complete every stage first.


During gameplay, every stage involves the use of the [[Coconut Shooter]], which [[Donkey Kong]] has to use to fire [[coconut]]s at targets, usually [[Kremling]]s. A yellow-background coconut icon is displayed in the center of each stage, divided into four sections and sorted in a manner of the first section being at the top left corner while the last section is at the bottom right. Each time a coconut is fired, a section of the coconut icon turns entirely brown. When Donkey Kong is out of ammo, which occurs after shooting four coconuts, the player must reload the supply (and therefore reset the coconut icon). However, the supply cannot be reloaded until every coconut is used. A mood icon of Donkey Kong is at the bottom left, showing a happy face at first, but it worsens gradually each time Donkey Kong makes a mistake, such as failing to hit a Kremling. If Donkey Kong makes four mistakes, he loses. Every stage has a counter set to a specific number, which gradually decreases (usually by numbers of one) if Donkey Kong meets an objective, such as shooting a Kremling. When the counter successfully decreases down to zero, Donkey Kong wins at the stage. Just like in Adventure mode, the mini-game saves the progress of the stages that were completed by Donkey Kong.
During gameplay, every stage involves the use of the [[Coconut Shooter]], which [[Donkey Kong]] has to use to fire [[coconut]]s at targets, usually [[Kremling]]s. A yellow-background coconut icon is displayed in the center of each stage, divided into four sections and sorted in a manner of the first section being at the top left corner while the last section is at the bottom right. Each time a coconut is fired, a section of the coconut icon turns entirely brown. When Donkey Kong is out of ammo, which occurs after shooting four coconuts, the player must reload the supply (and therefore reset the coconut icon). However, the supply cannot be reloaded until every coconut is used. A mood icon of Donkey Kong is at the bottom left, showing a happy face at first, but it worsens gradually each time Donkey Kong makes a mistake, such as failing to hit a Kremling. If Donkey Kong makes four mistakes, he loses. Every stage has a counter set to a specific number, which gradually decreases (usually by numbers of one) if Donkey Kong meets an objective, such as shooting a Kremling. When the counter successfully decreases down to zero, Donkey Kong wins at the stage. Just like in Adventure mode, the mini-game saves the progress of the stages that were completed by Donkey Kong.


Crosshair Cranky is also featured in multiplayer mode. The first player is Donkey Kong and the second player is [[Diddy Kong|Diddy]] with a blue cap. Both players compete to complete every stage first.
The stages are as follows:
 
== Stages ==
Donkey Kong starts on the world map on an inaccessible area named "Crosshair Cranky" (which is actually [[Kongo Jungle]]). Crosshair Cranky has six stages, all of which take place on small islands on the shore of [[Donkey Kong Island]]. Every stage is inaccessible in the main Adventure mode, although Galleon Gunner could be considered a partial exception due to taking place just outside [[Gangplank Galleon]].
 
{|class="wikitable dk"
{|class="wikitable dk"
!Name
!Name
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|-
|-
|{{anchor|Barrel o' Kremlings}}[[File:DKC GBC Barrel O Kremlings.png]]<br>'''Barrel o' Kremlings'''
|{{anchor|Barrel o' Kremlings}}[[File:DKC GBC Barrel O Kremlings.png]]<br>'''Barrel o' Kremlings'''
|Kritters randomly pop out of barrels, and they must be shot with coconuts. The counter is set at "100" at the beginning of this stage. The counter decreases based on which color Kritter Donkey Kong shoots--green ones are worth a point, blue ones are worth two, and red ones are worth five. If Donkey Kong fails to shot too many Kritters, he loses the stage. This stage is heavily based on the ''[[Donkey Kong 64]]'' Bonus Stage, [[Kremling Kosh]]. The forest theme plays here despite the stage taking place on a wooden platform in the Island's shore.
|Kritters randomly pop out of barrels, and they must be shot with coconuts. The counter is set at "100" at the beginning of this stage. The counter decreases based on which color Kritter Donkey Kong shoots--green ones are worth a point, blue ones are worth two, and red ones are worth five. If Donkey Kong fails to shot too many Kritters, he loses the stage. This stage is heavily based on the ''[[Donkey Kong 64]]'' bonus stage, [[Kremling Kosh!]]. The forest theme plays here despite the stage taking place on a wooden platform in the Island's shore.
|-
|-
|{{anchor|Kremling Krackdown}}[[File:DKC GBC Kremling Krackdown.png]]<br>'''Kremling Krackdown'''
|{{anchor|Kremling Krackdown}}[[File:DKC GBC Kremling Krackdown.png]]<br>'''Kremling Krackdown'''
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|-
|-
|{{anchor|Buddies Beware}}[[File:DKC GBC Buddies Beware.png]]<br>'''Buddies Beware'''
|{{anchor|Buddies Beware}}[[File:DKC GBC Buddies Beware.png]]<br>'''Buddies Beware'''
|In this stage, big [[Gnawty]]s (who resemble [[Very Gnawty]] and [[Really Gnawty]]) chase [[Expresso the Ostrich|Expresso]]s, [[Rambi the Rhinoceros|Rambi]]s, and [[Winky the Frog|Winky]]s across three different pathways, each with two holes in them. Donkey Kong must help 25 [[Animal Buddy|Animal Buddies]] safely cross each pathway by firing coconuts at the holes, to prevent them from falling down. Each fired coconut will darken a half of the counter, which is not divided into four sections, unlike other stages, so the player has to reload each time they shoot two coconuts. The coconuts only temporarily patch the holes and disappear after an Animal Buddy crosses over it. The counter, originally set at 25, decreases by a number after an Animal Buddy exits from the right side of the third and lowest path. The stage's difficulty increases halfway through (when the counter is down at 12), as more Animal Buddies start to spawn from the paths and even run faster. Donkey Kong loses if too many of the Animal Buddies fall down the holes. This mini-game is similar to the Bonus Stage [[Peril Path Panic]] from ''Donkey Kong 64'', but it can also be compared to the Game & Watch game ''[[Manhole (Game & Watch)|Manhole]]''. Just like Kremling Krackdown, this stage appears within a jungle and plays the DK Island Swing theme.  
|In this stage, big [[Gnawty]]s (who resemble [[Very Gnawty]] and [[Really Gnawty]]) chase [[Expresso]]s, [[Rambi]]s, and [[Winky]]s across three different pathways, each with two holes in them. Donkey Kong must help 25 [[Animal Buddy|Animal Buddies]] safely cross each pathway by firing coconuts at the holes, to prevent them from falling down. Each fired coconut will darken a half of the counter, which is not divided into four sections, unlike other stages, so the player has to reload each time they shoot two coconuts. The coconuts only temporarily patch the holes and disappear after an Animal Buddy crosses over it. The counter, originally set at 25, decreases by a number after an Animal Buddy exits from the right side of the third and lowest path. The stage's difficulty increases halfway through (when the counter is down at 12), as more Animal Buddies start to spawn from the paths and even run faster. Donkey Kong loses if too many of the Animal Buddies fall down the holes. This mini-game is similar to the bonus stage [[Peril Path Panic!]] from ''Donkey Kong 64'', but it can also be compared to the Game & Watch game ''[[Manhole (Game & Watch)|Manhole]]''. Just like Kremling Krackdown, this stage appears within a jungle and plays the DK Island Swing theme.  
|-
|-
|{{anchor|Wanted}}[[File:DKC GBC Wanted.png]]<br>'''Wanted'''
|{{anchor|Wanted}}[[File:DKC GBC Wanted.png]]<br>'''Wanted'''
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|ItaM=Cranky's Viewfinder
|ItaM=Cranky's Viewfinder
}}
}}
{{DKC levels}}
{{DKC levels}}
[[Category:Donkey Kong Country minigames]]
[[Category:Donkey Kong Country minigames]]
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