![]() Phase Three: This phase uses the Baron K Roolenstein persona. 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. ![]() 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. Once he hits the spikes, the phase immediately switches to the next one.ī: Status Effects. This would take three successful Kannonball throws, but getting vacuumed in would result in the Kaptain gaining ground. He no longer simply takes damage from the backfire of the gun, but it gives him a lot of knock back. This time, however, the goal is to push him back into spikes on either side of the arena. 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. Regardless, the gun would be similar to its use in DKC2. 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. Phase Two: This would feature the Kaptain personality, and the attacks would consist of: 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. The goal is simply to survive the attack and try to reach the next Krown throw. He would use this between iterations of Attack A, in an attempt to hurt the Kongs without getting hurt himself. 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.ī: Belly-flopping. He would throw his crown, now dented and with a tip having fallen off, attempting to hit the Kongs. His attacks would consist of:Ī: The Krown-arang. 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.įor this phase, he would use his original King personality. 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. ![]() 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. Our favorite royal alligator agitator has been alone with his thoughts, desperately attempting to survive, for just about 20 years. This may seem like over-reliance on the character’s past, but it makes sense in this context. 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. 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. 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. 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.
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