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King Krusha K. Rool
DK64 King K. Rool Boxing
King Krusha K. Rool's model from the game Donkey Kong 64 for Nintendo 64.
Alias(es) King K. Rool,
Kaptain K. Rool,
Baron K. Roolenstein
Residence(s) Crocodile Isle (formerly),
K. Rool's Mobile Island Fortress,
King Kruiser II
Family K. Lumsy (younger brother)
Species Kremling
Gender Male
Affiliates Kremling Krew
Powers/Abilities Great physical strength,
Jumping and creating shockwaves on the ground around him after landing,
Throwing right boxing glove as a boomerang,
Moving his toes at will,
Enemies Kong Family,
Donkey Kong,
Diddy Kong,
Lanky Kong,
Tiny Kong,
Chunky Kong,
Cranky Kong,
Candy Kong,
Funky Kong,
K. Lumsy
Game(s) Donkey Kong 64
First Appearance Donkey Kong 64 (1999)
Latest Appearance Donkey Kong 64 (1999)

King Krusha K. Rool is the boxer alias of King K. Rool. He is the final boss of the game Donkey Kong 64. All five playable Kongs must face him during the boss battle.

Physical Appearance

King Krusha K. Rool, as one of K. Rool's aliases, is a large, green, and rotund Kritter with sharp white teeth and a bloodshot and swollen left eye. He also wears a golden crown with eight prongs. Apart from that, he wears a blue spandex suit with white stripes on the side, a brown belt with a large, thick golden buckle, a pair of red boxing gloves, and a pair of magenta shoes, with a gaping hole in the left one.


Escape Foiled

After the Kongs infiltrate K. Rool's Hideout Helm, shut down his Blast-O-Matic machine, and reach K. Rool's throne room, K. Rool attempts to escape the Mobile Island Fortress on his airship, the King Kruiser II. However, just as he succeeds in taking off, the Kongs succeed in freeing K. Lumsy from his prison. K. Lumsy chases the ship around DK Isle before tripping on a rock. One of his flailing arms strikes the Kruiser, which crashes down behind DK Isle. Many parts break off, and one section of the top breaks to reveal a gaping hole which the Kongs can enter.

The Final Arena

Upon entering the ship, the Kongs wind up in a large boxing arena. A mustachioed microphone named Microbuffer comes into the center of the arena and acts as an emcee, announcing that the main event of the day is the Kong family, positioned in the red corner , versus King Krusha K. Rool, who descends from the ceiling and takes his place in the blue corner of the ring accidentally squashing Microbuffer in the process.

Boss Battle

King Krusha K

King Krusha K. Rool as seen during the final boss battle of the game Donkey Kong 64 for Nintendo 64.

K. Rool will fight the Kongs one by one, each with a different strategy to be countered; normal attacks will be ineffective, and except at certain points with certain Kongs, all special attacks are disabled, including weapons and instruments. In each round, the Kong fighting has a time limit of three minutes to defeat K. Rool. If time runs out, the current Kong must start the round over; K. Rool's damage will be reset, but whatever damage the Kong received will remain. Each new Kong begins with maximum health. If a Kong's health runs out, or if the Kongs fail to defeat K. Rool within twelve rounds, they must start the entire fight over.

Round One


Donkey Kong inside a barrel cannon set to shoot at K. Rool during the first round of the boss fight, as seen in the game Donkey Kong 64 for Nintendo 64.

Donkey Kong fights first. At the start of the battle, K. Rool will move to the center of the arena, where he will remain for the duration of the fight. He will then slam on the center of the arena, creating a green shockwave. After doing so twice more, barrel cannons will appear above the four corners of the arena. When DK climbs up a post and enters the cannon, the barrel will begin to move up and down between K. Rool and the air above him. K. Rool will have his gloves up in a guarding position, throwing a few jabs at him. After a set number of jabs, he will respond to the audience, graciously accepting his applause; at this point, he is vulnerable to attack. By firing at K. Rool with his guard down, DK will knock K. Rool back a short distance, but he will quickly regain his composure, slam on the ground once, and then move back to the middle of the arena. However, if DK shoots when K. Rool is still sending jabs, he will lose a part of a melon. After each successful hit, his slams now send more shockwaves and after the 2 hit, will sometimes fake letting his guard down. Once Donkey Kong uses all four cannons successfully, K. Rool will fall, and the announcer will begin counting him out. When he reaches 8, however, one of the two Kritter timekeepers end the round before K. Rool can lose, much to the other ones surprise and confusion.

Round Two


Diddy Kong flying around some light fixtures above K. Rool during the second round of the boss fight, as seen in the game Donkey Kong 64 for Nintendo 64.

Diddy Kong fights second. At the start of the battle, K. Rool will run forward to the red corner where Diddy is, stop directly beneath the spotlight, and then wave. Then he will begin throwing his right glove at Diddy like a boomerang; the glove will fly in an arc to where Diddy is at the time K. Rool throws it and then back to him, and costs a part of melon if Diddy is hit. After K. Rool throws his glove twice, Diddy's Rocketbarrel Boost barrel will appear in the center of the arena. Upon entering the barrel and rising to the light fixtures above the arena, armed with an infinite supply of Crystal Coconuts and ammo, Diddy will find two bullseyes on either side of the light above K. Rool. By shooting both of these bullseyes, Diddy will send the light crashing down on K. Rool's head. This will stun K. Rool for a moment, and then he will stumble over to an adjacent corner of the arena and toss away the light. More bullseyes will then appear on the light K. Rool is standing beneath. Despite this, K. Rool will still attempt to throw his glove at Diddy, getting harder to dodge the more time a light fixture falls on his head. After Diddy drops all four lights, K. Rool will fall. As the announcer begins counting, a Kritter will wake up the timekeepers, and the one on the left will save K. Rool from losing by ring the bell when the announcer counts to 8.

Round Three


Lanky Kong activating his Trombone Tremor move in order to lure K. Rool and make him to slip on a banana peel during the third round of the boss fight, as seen in the game Donkey Kong 64 for Nintendo 64.

Lanky Kong fights third. At the start of the fight, K. Rool, who is still dealing with the light fixture on his head thanks to Diddy, begins running around the arena in a set pattern and damages Lanky on contact. After a few seconds, large electric boxes with number buttons on them will rise up outside the four sides of the ring. Lanky must move to one of them and press the "B" button to stretch his arms out to press a button. Upon doing this, a pad will rise up directly outside the ring, and a barrel will appear on it. When Lanky grabs this barrel, four Trombone Pads will appear in the corners of the arena, and when he throws the barrel, it will burst to reveal a massive banana peel. The strategy here is to stand on a music pad so that the banana peel is between Lanky and K. Rool; when Lanky plays the trombone, K. Rool will charge in the orangutan's direction. If the alignment is incorrect, K. Rool will crush Lanky, costing him a quarter of a melon. If the alignment is correct, K. Rool will slip and fall on his bottom, the number platform used to generate the peel will sink into the floor, and one of the music pads will vanish. In both cases, the banana peel will fade from the ring after K. Rool charges. Every time K. Rool falls, he significantly runs faster. Once K. Rool falls four times, he will faint once again. And, once again, one of the Kritter timekeepers will desperately try to stop the time, starting when the announcer counts to four, much to the other Kritter's dismay.

Between this fight and the following one, K. Rool has several Kritters pull the light fixture off of his head, many of them ending up squashed in the process.

Round Four


Tiny Kong after using her Mini Monkey skill and getting inside K. Rool's left shoe during the fourth round of the boss fight, as seen in the game Donkey Kong 64 for Nintendo 64.

Tiny Kong fights fourth. At the start of the battle, K. Rool moves to an adjacent corner of the arena and slams down, creating four shockwaves. After doing this twice, he grabs his bottom, still in pain from his battle with Lanky. He basks in adoration from the audience for a few moments before repeating the process, at which point Tiny's Mini Monkey barrel appears in the center of the arena. After entering the barrel, Tiny can enter into K. Rool's left shoe, where K. Rool's toes will begin prodding at her in alternating patterns and cost her part of a melon if she is hit. After this, the farthest right toe will rise up. At this point, Tiny can take out her Feather Bow and shoot at the toe in question, tickling K. Rool (a small laughter can be heard). After this, Tiny will leave the shoe and unshrink, after which K. Rool will resume slamming. Each time, K. Rool will slam more times, and the time he allows Tiny to enter his shoe will decrease. As well, the amount of times the toes need to be struck increase: two for the second toe; three for the third toe; and four for the fourth toe. After Tiny strikes the toes enough times, K. Rool will fall down, exhausted, and the timekeepers will dislodge the bell from its position as they try to stop the clock.

Round Five


Chunky Kong waiting for K. Rool to run towards him and punch the boss during the fifth round of the fight, as seen in the game Donkey Kong 64 for Nintendo 64.

Chunky Kong fights fifth. At the start of the fight, K. Rool begins bouncing off the ropes on the sides of the ring and turns invisible. After a few seconds of this, a blue Simian Slam pad with Chunky's face appears in the center of the arena. Slamming it will cause four pads with Chunky's face to appear at the corners of the arena. After Chunky pressing Z on a pad, K. Rool becomes visible while Chunky becomes invisible. At the same time, Chunky's Hunky Chunky barrel appears in the middle of the arena. After he jumps into it, the now giant Chunky takes his place in the red corner while K. Rool stands in the blue corner. Then K. Rool charges at Chunky, who must time it just right to strike K. Rool with his Primate Punch as he charges. If he times it right, he will knock K. Rool back to the edge of the arena, but if he fails, K. Rool will strike him with an uppercut, costing Chunky a melon. After the second hit, for the third and fourth time K. Rool charges, he becomes invisible. Each time after Chunky successfully hits K. Rool, one of the pads will disappear. Once he strikes K. Rool four times, he will fall down for the last time, earning the Kongs the victory.


Round One

  • K. Rool's shockwave attack changes after each hit: after zero hits, he slams about once every six seconds; after one hit, he will slam about once every two seconds; and after two or three hits, he will slam about once every two seconds but launch four shockwaves with each slam.
  • K. Rool's jabs before waving change after each hit: after zero hits, he jabs 4 times; after one hit, he jabs 5 times; after two hits, he jabs 3 times; and after three hits, he jabs 7 times.

Round Two

  • The glove's range covers everywhere in the arena; Diddy can only dodge it by changing position after it is thrown.
  • Take care to avoid landing on the rafters when hovering to shoot the lights down.
  • Diddy can only use his Peanut Popguns while using his Rocketbarrel; he is unable to draw them while he is standing on the ground or the ceiling rafters.

Round Three

  • K. Rool always moves in the same pattern around the ring: red to blue to yellow to red to green to blue to yellow to green to red.
  • Each number button corresponds to a music pad in a different corner of the ring: 1 to green, 2 to blue, 3 to yellow, and 4 to red. Regardless of which pad is used to play the music, when the banana peel corresponding to a number is used up, the pad that is linked to that number will vanish.
  • It is possible to throw the banana peel barrel out of the ring, or far enough on the edge that it is out of K. Rool's range. You can fix this by either throwing another barrel to place another peel, which will make the first one fade away and its barrel reappear or by playing on one of the music pads and having the first barrel re-spawn at the cost of the quarter melon that K. Rool will take by crushing Lanky.
  • Each pad holding the banana peel barrels will lower again five seconds after it rises.

Round Four

  • The timer pauses while Tiny is inside K. Rool's shoe.
  • K. Rool’s toes poke 5 times each time.

Round Five

  • K. Rool's pattern of charging changes after each hit; after zero hits, he charges somewhat slowly; after one hit, he charges somewhat faster; after two hits, he charges very fast while invisible; and after three hits, he charges somewhat fast while invisible and for the last hit, moving in a wide zigzag pattern.
  • The pad that vanishes from each corner is consistent, regardless of which one Chunky uses; the first is the green corner, the second is the blue, the third yellow, and the fourth red.

Quicker Way

Round One

  • Despite K. Rool being capable of faking letting his guard down, Donkey Kong can actually shoot at him before he can focus back on throwing jabs. DK must simply count the amount of jabs (See above) that K. Rool does, and after the last jab, must immediately shoot at K. Rool.
  • DK can actually cling onto the corners of the arena to avoid the shockwaves K. Rool sends.

Round Two

  • While shooting down the light fixtures, Diddy can rapidly keep moving, allowing him to not only avoid K. Rool's glove, but to shoot the targets as well.

Round Three

  • While dealing with the banana peel, Lanky can align it to a place where K. Rool will walk on it, then must time perfectly to activate the Trombone Tremor while K. Rool is on it. This should make K. Rool immediately slip and fall.
  • If K. Rool is running towards Lanky, the orangutan can move swiftly to the left as K. Rool switches directions.

Round Four

  • Tiny should stay in the middle of the arena (the middle features K. Rool's face). This allows her to jump in the Mini Monkey Barrel quicker.

Round 5

  • It is important that Chunky focuses on K. Rool's current position on the arena, as the giant Kremling leaves his shadow behind.
  • After K. Rool charges, Chunky should immediately go for his Simian Slam pad as K. Rool usually does not go through the middle.
  • Chunky should not time his Primate Punch to late. Chunky should time it right before K. Rool reaches him.


While Chunky accepts his applause, a few Kritters try desperately to revive K. Rool. After a few moments, K. Rool's bloodshot eye opens. He gets to his feet and acts like a bull about to charge before charging at Chunky. Before reaching him, however, a whistle from nearby makes him stop to look around. Then he sees Candy Kong at the edge of the arena, posing in a seductive way. K. Rool's thoughts of attacking Chunky vanish, and he pushes himself against the edges of the ring, trying to get to her. Meanwhile, Funky Kong shows up from behind K. Rool with a combat boot-launching bazooka. He fires, effortlessly striking K. Rool in his backside and sending him flying out of the arena and ship, and over to K. Lumsy's prison island. While three pirate seals look on from the water near the island, the giant Kremling beats K. Rool senseless as revenge and throws him onto the sea. After this, the ending cut scene and credits roll.

See Also



  • The first time one of the Kongs' times expires or one of them is defeated, Cranky Kong will appear at the edge of the arena to scold them, attempting to demonstrate how to fight to them, but throwing his back out in the process.
  • In the game Donkey Kong 64, this boss battle is the only instance where King K. Rool is depicted having four toes instead of three. Even during other cutscenes of the same game, where he is dressed in his typical attire, each of K. Rool's feet have only three toes.
Donkey Kong 64 Bosses
Army DilloDogadonMad JackPuftossKing Kut OutKing Krusha K. Rool