Tuesday, November 6, 2018

PrinceWatercress plays Donkey Kong Country - Part 7 of 7


It's now time to finish up the last few levels and beat King K. Rool!

Misty Mine

Bonus areas: Two (2)


This stage has a lot of enemy generators. At one point midway through the level, there will be an opportunity for you to jump on multiple Gnawtys and get a few free extra lives out of it.

Some of the enemy generating Dumb Drums can be blown up with TNT barrels to reveal a path to a nearby power-up.

The first bonus area is not until right after the checkpoint. Climb down the long rope as you ride it to the right. You'll find the entrance to the first area. Go up and down the rope here to get all the Kong letters. You'll skip the aforementioned area with the Gnawtys, but you can go back to it and do it if you don't want to take Expresso with you.

Speaking of Expresso, there is a TNT right after the Expresso token. Grab it, keep it away from the Klap-Traps and the Dumb Drum, then throw it into the right-hand wall in the nearby gap. It's another "match the tokens" game.

Loopy Lights

Bonus areas: Two (2)


The purple Klap-Traps are here, and they jump when you do. Take a big jump and make your move to stomp on them.

The barrels with "ON" and "OFF" on them turn on the lights when you move into them. It really helps to keep the lights on here.

The first bonus area is in the first pit of the level. Go for the single banana in the pit and drop down in the center. If you're good enough with Barrel Cannons, you can get the K.

Some of the mid-air platforms will move back and forth; some will stay stationary.

After the checkpoint, you'll see a few gold Kritters as well as a Necky on top of a light switch barrel. Below that Necky is a barrel. Grab it, don't let it get hit by Necky's nuts, jump the gap and plant it through the right-hand wall next to the next light switch. If you're quick, you can get a 1-Up here.

After this, you'll be dodging some Zingers to get the G and contending with a Manky Kong before you make it to the exit.

Platform Perils

Bonus areas: Two (2)


Here it is: the last regular stage in the game.

You'll meet the gray Krusha at the beginning. He's so strong that not even being jumped on by Donkey Kong will hurt him. Just for that, he can keep that orange and purple camouflage unitard. I don't care if he looks like some WWE enhancement talent from the days before the Monday Night Wars (or Crush before he became a bad guy; he did wear those colors, after all). Hell, he can even wear Zubaz if he wants. I ain't even mad, bro. Of course, like any professional wrestler, he is susceptible to foreign objects, so throw a barrel at him if you find one. Otherwise, just stay away.

You'll also see the arrow platforms from Blackout Basement again, but this time some platforms point left, up or right and move in the pictured direction. The very first one moves right, and there is a hidden platform just under it. Stand on it and you will go left to the Barrel Cannon below the start, where you can enter the first bonus area and get the Kong Letters to earn a 1-Up.

You'll meet some powerful enemies here. Klumps and Armys will definitely be out in force. Be sure to have Donkey Kong around whenever you can. Thankfully, the Armys can be easily manipulated to roll off the edges of platforms. You'll also be avoiding the occasional Zinger, too.

Near the end, you'll see the gray Krushas on the arrow platforms. Be ready to throw barrels at them, and if you're worried about accuracy, use Diddy.

Stay on the last arrow platform going down after the G. You'll be able to reach a platform below that will lead to the second bonus area. It's a shell game with an Enguarde token.

Necky's Revenge



Meet Master Necky Sr. Not only does he fight like Master Necky Jr., but he does it with a bit of a twist. When you jump on him just like you did with Junior, the number of nuts he spits increases. It's almost the same battle, but you have to watch out for all the nuts that he spits, then get on the tire trampoline as soon as possible and let him have it. Five hits does the trick.

Gang-Plank Galleon



The ship has reached the island! Time to get on board and get those bananas back from King K. Rool!

At the start of the battle, King K. Rool will throw his crown. Jump over the crown and jump on his head. He will then get his crown back and run to the other side of the ship. Stay with him, and jump over the crown, which will be a little faster this time, and onto his head again. He will then run from one side to the other two times, being faster with the second charge, then throw the crown, which will be even faster. Hit him in the head. He'll do this three times, each charge faster than the last. Watch out for the crown. On the third head-bop, he changes tactics.

King K. Rool will leap to the other side of the area and cannonballs will drop down from the sky. You will want to run towards K. Rool after one cannonball hits the ground and the next is about to drop down from the sky, and the timing does take a little time to get used to. When he throws the crown, jump on his head. He'll jump to the other side again, and this time you will have to avoid two salvos of cannonballs. Be ready to jump on K. Rool's head when he throws the crown. He'll then jump to the other side again, and this time you will have to deal with three salvos of cannonballs. Jump on him when he throws the crown. This time, it's over. You've beaten Donkey Kong Country. Enjoy the ending...except that's not really the ending.

This time around, he starts jumping from one side to the other. Keep well away from him and either run or roll/cartwheel under him while he is airborne. Meet him at the other side and jump on his head when he throws the crown. He'll then jump from one side to the other twice, with the second set of jumps being a little more narrower. He will then throw the crown again. Jump on his head, and you'll have to deal with him doing that three times, with the third set of jumps being even more narrow than that of the second set. Once he throws his crown and you jump on him a third time, it's finally over. You've beaten Donkey Kong Country for real this time. Enjoy the true ending to one of the greatest games in Super Nintendo history.


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