Tuesday, August 21, 2018

PrinceWatercress plays Donkey Kong Country 2: Diddy's Kong Quest - Part 17 of 18


Here it is: the battle with Kaptain K. Rool! Watch as me trying to speak over this in post-commentary almost becomes a bad idea!


K. Rool Duel


Finally! We fight Kaptain K. Rool!

As soon as you enter the stage, Kaptain K. Rool leaves a cannonball. Grab it, then jump over him when he rockets to the other side of the room. He will try to suck you in with his gun. Throw it at him when he does so to hit him, them jump over the cannonball when his gun shoots in back. If you try to ram the cannonball into him, he will smack you with his gun and you will get hit.

On the second shot, he will shoot out a spiked cannonball. Avoid the cannonball until the spike sink back into the ball, and jump over Kaptain K. Rool goes from one side of the room to the other twice. At this point, the spikes will be gone. Throw the cannonball at him when he does the vacuum thing. Jump over the fire back.

The third attack is two spiked balls. Stand in the center of the room and jump over Kaptain K. Rool has he goes from one side of the room to the other three times. Avoid the balls until then. The spikes will sink back in on one of the balls. Grab that ball and throw it at K. Rool when he does the vacuum thing. Jump over the fire back.

After the third hit, you'll get a DK barrel, but it only lasts until the next hit. K. Rool is down, but not for long.

For the fourth attack, duck and jump to avoid the spiked cannonballs until K. Rool shoots a barrel. Jump on the barrel to break it and get a cannonball. Throw the cannonball at K. Rool; avoid it when it comes back.

For the fifth hit, K. Rool shoots bouncing spiked cannonballs. Run under the ones that go very high and jump over the rest carefully. Hit the barrel. Grab the ball. Jump when it comes back. At this point, you may have to run to the side opposite K. Rool to avoid the fire back.

For the sixth hit, the spiked cannonballs advance while going in circles. The first three are solo, but you'll have to deal with pairs. Jump over cannonballs when they are at their lowest point. The barrel thing happens. The throwing thing happens. The avoiding thing happens.

K. Rool is down again, but not for long. You have a DK barrel that will last until the next hit.

For the seventh hit, jump over K. Rool, then jump over the blue blobs that will freeze you in place. K. Roll charges back and forth three times, going from solid to translucent to invisible. Watch the sparks on the floor to see where he is and jump over him on the third charge. He becomes translucent when the cannonball shows up. Throw and avoid

For the eighth hit, avoid K. Rool and jump over the bouncing red blobs that slow you down as well as the spiked cannonball. Grab the ball. Throw. Avoid.

For the ninth hit, use your tag throw to avoid the purple blobs. Thankfully, all these things can do is reverse your Left and Right controls. From there, run away from K. Rool so he doesn't suck you up with the vacuum. He will get in close after the first suck, keep running away. You will avoid him. After the fourth in-close sucking, the cannonball appears. Grab it and run to the right. Throw. Avoid the fire back. You did it. Donkey Kong gets free and kicks K. Rool's butt, and K. Rool falls out of the Flying Krock and into the ocean, where sharks devour him. You get to see how many DK coins you picked up, followed by the enemy roll call and the credits.

Oh, and you have a Kremkoin. Get back in there and go to Klubba's Kiosk at K. Rool's Keep.

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