Donkey Kong Wiki
Advertisement
KroolDKC
This article is in need of additional or higher-quality images.
If you have a relevant image for this article,
please upload it via Special:Upload
King Krusha K. Rool
Images (45)
King Krusha K. Rool's sprite from Donkey Kong 64.
Full Name King Krusha K. Rool
Alias(es) King K. Rool, Kaptain K. Rool, Baron K. Roolenstein
Residence(s) Crocodile Isle, King Kruiser II
Family Possibly: Kween K. Rool (wife), but not confirmed by Nintendo or Rare
Species Kremling
Sub-Species N/A
Gender Male
Affiliates Kremling Krew
Powers/Abilities Shockwaves, Punching, Invisibility
Enemies Kong Family, 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 Donkey Kong 64.

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.

Introduction

Escape Foiled

After infliltrating K. Rool's Hideout Helm, shutting down his Blast-O-Matic machine, and reaching K. Rool's throne room, K. Rool attempted to escape the mechanized Crocodile Isle 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 D.K. Isle before tripping on a rock. One of his flailing arms strikes the Kruiser, which crashes down behind D.K. Isle. Many parts break off, and one section of the top is broken 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 complete with a large audience. A mustachioed microphone named Microbuffer comes into the center of the arena and acts as an emcee, announcing to the audience that the main event of the day is the Kong family, positioned in the red corner and faced with boos from the audience, versus King Krusha K. Rool, who is lowered down from the ceiling to much applause from the audience, and takes his place in the blue corner of the ring, graciously accepting his applause.

The Five Round Fight

K. Rool will fight each of the Kongs in turn, 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. Damage does not carry over between Kongs, however. If a Kong's health is fully depleted, or if K. Rool is not defeated by all five Kongs within twelve rounds, the entire fight must begin again.

Round One

Donkey Kong is the first to fight. 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. Upon climbing up a post and entering 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 before 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, he will be knocked back a short distance, but will quickly regain his composure, slam on the ground once, and then move back to the middle of the arena. After each successful hit, his slams become more frequent, his time of basking in the audience's adoration becomes shorter, and the cannon from which DK attacked him will disappear. Once all four cannons have been successfully used, K. Rool will fall in the center of the ring, and the announcer will begin counting him out. When he reaches 8, however, the Kritter timekeepers end the round before K. Rool can lose.

King Krusha K

Round Two

Diddy Kong is the second to fight. 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 to the crowd. Then he will throw his right glove at Diddy like a boomerang; the glove will fly in an arc to where Diddy is at the time it is thrown and then back to him. After K. Rool throws his glove twice, Diddy's Rocketbarrel Boost barrel will appear in the center of the arena. K. Rool will continue throwing his glove at Diddy for the duration of the fight, height proving no problem. Upon entering the barrel and rising to the light fixtures above the arena, armed with an infinite supply of Crystal Coconuts and ammo, two bullseyes will be visible 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. He will be stunned for a moment, and then stumble over to an adjacent corner of the arena, beneath another light, onto which more bullseyes will appear after K. Rool takes off and tosses away the one he has on. After all four lights have been dropped, K. Rool will fall, and is once again saved from being counted out when the timekeepers hit the bell at the count of 8.

Round Three

Lanky Kong is the third to fight. At the start of the fight, K. Rool, still dealing with the light fixture on his head thanks to Diddy, begins running around the arena in a set pattern. After a few seconds of doing so, large electric boxes with number buttons on them will rise up outside the four sides of the ring. By moving to one of the sides of the ring and hitting one of the buttons with Lanky's impressive reach, a pad will rise up directly outside the ring, and a barrel will appear on it; when grabbed, four Trombone Pads will appear in the corners of the arena, and when thrown, the barrel 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; upon playing the trombone, K. Rool will charge in Lanky's direction. If the alignment is not right, K. Rool will crush Lanky, costing a quarter of a melon; if it is, 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. Once K. Rool has fallen four times, he will faint once again, and is yet again saved from being counted out by the Kritter timekeepers, who ring the bell after four seconds...though the announcer still counts to 8 before saying "saved by the bell!"

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

Round Four

Tiny Kong is the fourth to fight. At the start of the 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. Upon entering, K. Rool's toes will begin prodding at her in alternating patterns, after which 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. 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, it will take one more hit to damage the toe sufficiently. After striking 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 is the last to fight. At the start of the fight, K. Rool uses the ropes of the ring as a slingshot 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 each corner of the arena. After 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 jumping into it, a giant Chunky takes his place in the red corner, while K. Rool stands in the blue corner, and then charges at Chunky. Chunky must time it just right to strike K. Rool with his Primate Punch as he charges; if he does it on time, K. Rool will be knocked back to the edge of the arena, but if he does not, K. Rool will strike him with an uppercut. After successfully hitting K. Rool, one of the pads will disappear. After striking K. Rool four times successfully, he will fall down for the last time, earning the Kongs the victory.

Aftermath

While Chunky faces the audence and 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, from behind K. Rool Funky Kong shows up 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, where the giant Kritter had evidently returned. While three pirate seals look on from the water near the island, he beats K. Rool senseless and throws him back onto the Mechanical Island.

Tips

Round 1

  • K. Rool's shockwave attack changes after each hit: zero hits has him slam about once every six seconds, one hit has him slam about once every two seconds, and two or three hits has him slam about once every two seconds but launch four shockwaves with each slam.
  • K. Rool's jabs before basking in the audience's praise of him change after each hit: zero hits has him jab 4 times, one hit has him jab 5 times, two hits has him jab 3 times, and three hits has him jab 7 times.

Round 2

  • There is no place that the glove will not reach; it can only be dodged by changing position after it is thrown.
  • Take care not to land on the rafters when hovering to shoot the lights down.
  • Diddy's Peanut Popguns are usable only when he is using his Rocketbarrel; they cannot be drawn while he is standing on the ground...or the ceiling rafters.

Round 3

  • 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 outside of the ring, or far enough on the edge that K. Rool cannot trip on it. There are two ways to rectify this: throw another barrel to place another peel, making the first one fade away and its barrel respawn, or play on one of the music pads and have it respawn at the cost of the quarter melon that K. Rool will take by crushing Lanky.
  • Each pad holding the banana peel will lower again five seconds after it is raised.

Round 4

  • Time does not progress while Tiny is inside K. Rool's shoe.

Round 5

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

Gallery


Trivia

  • The first time one of the Kong's time expires, Cranky 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.

See also

Donkey Kong 64 Bosses
Army DilloDogadonMad JackPuftossKing Kut OutKing Krusha K. Rool
Advertisement