Hey there. In this here post, I’ll be going over what I would consider the ideal structure of a hypothetical future bossfight featuring King K Rool, should he ever return. This, obviously, isn’t some sort of prediction or anything of the sort, as clearly Retro doesn’t want to reuse ALL of what Rare left them, which I don’t blame them for-creative liberty is important. But to the next developer to take the reins of the series, or whoever else might want to join me in my musings, here’s what I think.
Ok, so the basic outline for this fight is that a feral, crazy K Rool, who has been living alone on a brutal and savage island since his defeat at the end of DK64, will attempt to get vengeance on the Kongs one final time, using all his previous tricks. This may seem like over-reliance on the character’s past, but it makes sense in this context. Think about it. Our favorite royal alligator agitator has been alone with his thoughts, desperately attempting to survive, for just about 20 years. He’s been able to do nothing but ruminate on his previous defeats, and drive himself mad with rage over the futility of trying to defeat the Kongs all these years.
Specifically, my idea is that he would switch personalities on the fly over the course of multiple phases, using a new version of his old attacks each time. The fight would feature 3 phases for the main part, and a fourth (possibly limited to if you’ve fully completed the game???) to cap it off.
For this phase, he would use his original King personality. His attacks would consist of:
A: The Krown-arang. He would throw his crown, now dented and with a tip having fallen off, attempting to hit the Kongs. It would get faster for every successful hit, and for the final throw, it would act as a homing missile through strange magic-and the Kongs have to roll between his legs to use it against him.
B: Belly-flopping. He would use this between iterations of Attack A, in an attempt to hurt the Kongs without getting hurt himself. The goal is simply to survive the attack and try to reach the next Krown throw. It would increase in speed every time as well, at first being quite slow, and then speeding up to the point where it’s a serious test of your reaction time.
Phase Two: This would feature the Kaptain personality, and the attacks would consist of:
I can’t decide if this would be a brand-new Blunderbuss, or the original in a state of disrepair after enduring the harsh conditions of the island K Rool was stuck on. Regardless, the gun would be similar to its use in DKC2. It would alternate between shooting spike balls, and balls that could be grabbed and used against him when he attempted to vacuum the Kongs in. This time, however, the goal is to push him back into spikes on either side of the arena. He no longer simply takes damage from the backfire of the gun, but it gives him a lot of knock back. This would take three successful Kannonball throws, but getting vacuumed in would result in the Kaptain gaining ground. Once he hits the spikes, the phase immediately switches to the next one.
B: Status Effects. This attack revolves around the Kongs’ ability to avoid blasts of status-causing gasses from the Blunderbuss, while remaining away from the left and right sides of the arena due to the spikes. The status effects might reverse controls, make the Kongs slow, make the Kongs way too fast, or things like that, that make it much more difficult to succeed in the fight.
Phase Three: This phase uses the Baron K Roolenstein persona. DKC3 isn’t a very popular game (sssshhhhhh, don’t tell Dogleader), but I think I can work with adapting its final boss. The attacks featured would be:
A: Electrical Shock Floor
Though the Baron’s old propeller pack has seen better days, it can still manage to keep him aloft-and that it does. He’s able to throw down electricity generators, which make an electrical link between each other, which he will activate once he notices the Kongs on the ground. The object is to drop down for just a split second, causing him to use the generators, before going to a higher platform within one second in order to avoid a shock. The generators can only be used three times, however, and once that happens, the Baron will drop down to recharge them with a zappy stick thing. This is when the Kongs should jump on his head. However, he runs quicker each phase, so timing is important.
B: Items from the ceiling. I’m not sure about where this battle would be fought, but I want there to be something loosely attacked to the ceiling-or for the ceiling to be able to crumble apart. This is because, between phases of Attack A, the King will disregard the electrical floor, and will instead punch the ceiling above the Kongs, raining down [INSERT OBJECT HERE]. The Kongs should simply dodge this barrage, and move on.
Before we move on to Phase 4, I would like to emphasize the essence of what I’m going for with K. Rool’s identity during the fight. Remember, though he was quite Krool (insert audience laugh track) and, honestly, unstable before, he’s now gone completely off the deep end. Theoretically, his animations while running about and attacking would have him frothing at the mouth, randomly laughing, looking around the room almost in a schizophrenic manner, and his body would be covered in scars and bandages. His eyes would have deep bags under them, and his outfits and props would be tattered, and definitely show the wear-and-tear they’ve been through. Additionally, you know how when you run into an enemy, you just take damage, and the Kongs do a little injured animation? For K. Rool, this would be different. Touching him during battle would result in him scratching, clawing, and most importantly, biting the Kongs with the ferocity expected of a reptile with the capacity for insanity. We clear on that? Good. Now let’s move on to the Final Phase.
KRUSHA K ROOL
The final persona established by K. Rool. A proud boxer, appealing to the King’s inner ego and self-obsession. He was a showboater, fitting for a boxer-somebody obviously proud of their strength. My idea is, after defeating the Baron K Roolenstein persona, the Kongs think the battle is over. They celebrate, and begin to leave, but then they hear a deep cackling. Just like in the olden days, K. Rool used a fake-out for the sake of gaining a moment to rest. He quickly switched to the Krusha persona and-here’s where I run into a dilemma. Are these battles taking place in a 2-D platformer, or a 3-D platformer? The ideas presented thus far, while technically doable in either dimension, are definitely skewed towards a 2D game-because they’re based on ideas from 2D games. I don’t know how well Krusha’s attacks might work in the second dimension, but regardless....
A: Punches. The Kongs would have to duck to avoid high punches, and jump over high punches. Eventually, Krusha would try to throw a powerful punch, but end up spinning himself around, getting dizzy, and falling on his tail. This is when the Kongs would jump on his exposed belly, breaking apart his belt buckle a little more each time.
B: Tail whips. Since a lot of his attacks in DK64, from what I understand, are built around the previous Kongs’ abilities, (as I talked about in a recent post, I have not yet played it) and I don’t know what all characters would be playable in this hypothetical game, let alone what dimensions the game would be played in, I have to take some creative liberties. So for his secondary attack here, he’d spin his tail around, forcing the Kongs to outrun him over to the over side of the arena, and quickly shooting themselves over him in a barrel, repeating the process a few times before he goes back to punching.
After the third jump on Krusha’s belly, his belt buckle is broken. All playable Kongs join together to give the Greater Gator a beat down, a button-mashing segment akin to that found in Returns and Tropical Freeze. I don’t know if I would want to open it up to his eventual re-return or not, I have mixed feelings on that. Should be be simply launched into the horizon? Should he be given a more permanent end, like being launched into DK Island’s volcano? Should he be explicitly preserved for a future game, via being frozen (or something to that effect)? Give me your thoughts on the post and the closing question in the comments.