Editing K. Rool Duel (Donkey Kong Country 2: Diddy's Kong Quest)

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Upon entering the ship, K. Rool is seen attacking the tied-up Donkey Kong with his [[blunderbuss]]. Once he notices Diddy and Dixie, Donkey Kong is raised offscreen and K. Rool turns his attention to them. This is only seen the first time the stage is accessed; on repeat playthroughs, the battle begins immediately.
Upon entering the ship, K. Rool is seen attacking the tied-up Donkey Kong with his [[blunderbuss]]. Once he notices Diddy and Dixie, Donkey Kong is raised offscreen and K. Rool turns his attention to them. This is only seen the first time the stage is accessed; on repeat playthroughs, the battle begins immediately.


The fight starts with K. Rool shooting a [[Cannonball|kannonball]] out of his blunderbuss. The Kongs must jump over K. Rool as he propels himself and throw the kannonball into K. Rool's blunderbuss while its suction is active. If successful, he will fire it back while it explodes in his face. K. Rool launches a spiked kannonball onto the middle of the battlefield, then he slides across the stage twice. After this, the kannonball's spikes will retract and K. Rool can be attacked again, causing him to then launch two spiked kannonballs on the floor and slide across the stage three times. After this, only one of the kannonballs retracts its spikes. After the third hit, K. Rool will fall briefly. During this, both the tied-up Donkey Kong and a [[DK Barrel]] will appear just before K. Rool gets back up. Following this, K. Rool will launch nine spiked kannonballs and a [[barrel]], which has a non-spiked kannonball that can be used against K. Rool. At first, these kannonballs fly straight, but come out at different heights. After K. Rool is hit, they will start bouncing, at high, low, and moderate heights alike. After another hit, they will move slowly and circle through the air, with the last six kannonballs coming out in pairs. After six hits, K. Rool will fall over again, revealing both Donkey Kong and another DK Barrel until he gets back up again. K. Rool launches three blue gas clouds that can freeze the Kongs. After that, K. Rool will slowly propel himself across the floor, then does it again while being invisible, though the dust treading across the floor shows his current position. A kannonball will appear, and after being hit by it, K. Rool will start shooting red gas clouds that can temporarily slow the Kongs if they touch them. Following this, K. Rool will shoots three spiked kannonballs before another regular kannonball appears. After that, he will shoot slow, rotating, purple gas clouds, which invert the directional controls. Then, he will start vanishing and reappearing next to the Kongs and attempting to pull them toward him. Once he does this four times, a kannonball will spawn before he reappears again. After nine hits, K. Rool falls over and the [[Kremkoin]] is obtained. He gets back up yet again, but this time, Donkey Kong breaks loose and punches him, knocking him out of the Flying Krock. He lands in [[Krem Quay]] and ends up in [[Krocodile Kore (Donkey Kong Country 2: Diddy's Kong Quest)|Krocodile Kore]].
The fight starts with K. Rool shooting a [[Cannonball|kannonball]] out of his blunderbuss. The Kongs must jump over K. Rool as he propels himself and throw the kannonball into K. Rool's blunderbuss while its suction is active. If successful, he will fire it back while it explodes in his face. K. Rool launches a spiked kannonball onto the middle of the battlefield, then he slides across the stage twice. After this, the kannonball's spikes will retract and K. Rool can be attacked again, causing him to then launch two spiked kannonballs on the floor and slide across the stage three times. After this, only one of the kannonballs retracts its spikes. After the third hit, K. Rool will fall briefly. During this, both the tied-up Donkey Kong and a [[DK Barrel]] will appear just before K. Rool gets back up. Following this, K. Rool will launch nine spiked kannonballs and a [[barrel]], which has a non-spiked kannonball that can be used against K. Rool. At first, these kannonballs fly straight, but come out at different heights. After K. Rool is hit, they will start bouncing, at high, low, and moderate heights alike. After another hit, they will move slowly and circle through the air, with the last six kannonballs coming out in pairs. After six hits, K. Rool will fall over again, revealing both Donkey Kong and another DK Barrel until he gets back up again. K. Rool launches three blue gas clouds capable of freezing the Kongs. After that, K. Rool will slowly propel himself across the floor, then does this another time while being invisible. K. Rool's location can be determined from the dust that he kicks up. A kannonball will appear, and after taking another hit from it, K. Rool will start shooting red gas clouds that can temporarily slow the Kongs if they touch them. Following this, K. Rool will shoots three spiked kannonballs before another regular kannonball appears. After that, he will shoot slow, rotating, purple gas clouds, which invert the directional controls. Then, he will start vanishing and reappearing next to the Kongs and attempting to pull them toward him. Once he does this four times, a kannonball will spawn before he reappears again. After nine hits, K. Rool falls over and the [[Kremkoin]] is obtained. He gets back up yet again, but this time, Donkey Kong breaks loose and punches him, knocking him out of the Flying Krock. He lands in [[Krem Quay]] and ends up in [[Krocodile Kore (Donkey Kong Country 2: Diddy's Kong Quest)|Krocodile Kore]].


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