Showing posts with label Kaptain K. Rool. Show all posts
Showing posts with label Kaptain K. Rool. Show all posts

Tuesday, September 28, 2021

Character Sheet: Captain Skurvy

CAPTAIN SKURVY


Now, we have finished the television series, and we have SO many characters to cover, from all across the spectrum. There are a few characters here and there that might get a few upgrades to their movesets, mostly being the Donkey Kong cast (one example, I think Klump should absolutely have a Klaptrap gun now). But, there are so many that are so distinct from their game counterparts, I could only make a brand new slot for them. They are:

1.     Beezo

2.     Flurry

3.     Rex

4.     Tryclyde

5.     TV Mario

6.     TV Luigi

7.     Tommy Treehugger & Co-MC

8.     Evil Eric & Tammy Treehugger

9.     Princess Toadstool

10.  TV Toad

11.  Bones Bailey

12.  Oogtar

13.  King Koopa

14.  Robo Koopa

15.  TV Koopalings

16.  Wizenheimer

17.  Clovis

18.  Barney Todd

19.  Master Brian

20.  Kid Dynamo

21.  Dr. Demise

22.  Gorilla Ghost

23.  Mervin the Magician

24.  Genie

25. Brutius Maximus Grouchimus

26.  Captain Clump

27.  Bunsen

28.  Hercufleas

29.  Salvador Drainado

30.  Sergeant Kooperman

31.  Flab Boys

32.  James Blonde

33.  Vampa White

34.  Zero

35.  Captain Abidab

36.  Mugga the Medicine Woman

37.  Misaki

38.  Waldo the Wizard

39.  Quirks

40.  Queen Mushroomkhamen

41.  Wizard King of the West

42.  Junior

43.  Mighty Plumber

44.  Crime Wave Clyde

45.  Dino Riders

46.  Candy Kong

47.  Bluster Kong

48.  Eddie the Mean Old Yeti

49.  Baby Kong

50.  Kong Fu

51.  Metal Head

52.  Captain Skurvy

At long, long last, we have reached the end of the character sheets for this round with the recurring villain, Captain Skurvy. Captain Skurvy is basically the show's answer to Kaptain K. Rool while having him and K. Rool be separate characters. Skurvy his a buccaneering pirate captain bound and determined to steal the Crystal Coconut for himself, as the greatest treasure of Kongo Bongo. He is constantly accompanied by his crewmates Kutlass, Green Kroc, and Polly Roger, but they will all be folded into him and his moveset, as altogether they don't do enough to warrant a slot. Design-wise, he is basically Klump, just recolored orange with a pirate's hat and gear, which I was perfectly willing to just turn a blind eye to, but I guess the showrunners felt the need to explain it in one of their last episodes by having it be a big twist that he and Klump are each other's long lost brother.

As for his moves, he carries around a cannon that can fire cannonballs (a reference to both Kaptain K. Rool and the Kannon enemy, which he is), digs for buried treasure, throws around barrels, has three crewmates, one with a large cutlass, another being a parrot. He'd also be a logical choice for the Klaptrap guns various Kremlings use in the series, since his first episode does heavily involve a Klaptrap in its culmination.

Here's the moveset I came up with:


Standard B: Kannon

It is what he is, he might as well use it. He will hold out his cannon and fire off a cannonball, just as Kaptain K. Rool would.


Side B: Kutlass

He will point forward, and his henchman Kutlass will appear, slashing forward with his giant cutlass for which he is named.


Up B: Polly Roger

His backstabbing little birdbrain of an accomplice will appear, and Skurvy will grab hold of his legs, letting him carry him a short distance into the air.


Down B: Buried Treasure

Skurvy will pull out his shovel and dig into the ground at his feet, producing one of any number of items, which he may use at his disposal.


Final Smash: Klaptrap Unleashed

Based on the manner in which he is defeated in his debut episode, he will give a Klaptrap back his dentures, at which point the Klaptrap will begin devouring the stage, starting at the top and working his way toward the bottom, destroying every platform until there is nothing left to stand on. The stage will reappear after a few seconds.


Entrance: Skurvy will poke his head up from a hole he'd been digging.


Taunts: Up, he will do a little pirate jig. Side, he will hum a note from the song he used to sing to baby Klump. Down, he will check his map for a second.


Thanks for reading! Now, let us update our character rosters!

Saturday, December 21, 2019

Donkey Kong Land 2

DONKEY KONG LAND 2

Donkey Kong Land 2 follows after its predecessor by basically being an almost remake of its Country counterpart with the same premise and assets. It has its own unique levels, so it doesn't quite count as a remake, but unlike Land 1, it doesn't even really make a token effort to explain its recycled plot, mostly just being the same story all over again.

Donkey Kong has been captured by Kaptain K. Rool, leading Diddy and Dixie to try and save him. The pair function much the same as they did in Country 2, just much more simplified. Rambi, Enguarde, Rattly, Squitter, Clapper, and Squawks all return this time around, each doing much as they did in the other game. Kaptain K. Rool's battle plays out much the same, using his blunderbuss to fire cannonballs and suck them back in.

The Kremlings Klomp, Klobber, Klinger, Kruncha, Kaboing, Krockhead, Klampon, Kannon, and Krook all return performing the same function that they served in the previous games. Other returning enemies include Neeks, Click-Clacks, Zingers, Flotsams, Shuris, Lockjaws, Flitters, Puftups, and Spinies, also performing their basic functions. There are no unique enemies like the previous game. Even the bosses remain the same with this game with Krow, Kleever, King Zing, and Kreepy Krow all returning.

The stages follow the same basic structure of a random assortment of biomes within each world, but the worlds themselves do have a general theme to them, those being: Gangplank Galleon, a pirate ship; Krem Cauldron, a volcano; Kremland, an amusement park; Gloomy Gulch, an underwater world; and K. Rool's Keep, a castle. The items remain the same as before.

Let's see what we've got!

Characters:
Donkey Kong: everything from Country
Diddy Kong: everything from Country and Country 2
Dixie Kong: everything from Country 2
King K. Rool: throw crown, charge, blunderbuss
Kritter/Klomp: walk forward, Kaboing, Klinger
Krusha/Kruncha: walk forward
Kannon: shoot blunderbuss

Assist Trophies:
Klaptrap
Rambi
Expresso
Enguarde
Rattly
Squitter
Clapper
Squawks

Bosses:
Wild Sting
Giant Clam
Hard Hat
Krow
Kleever
King Zing
Kreepy Krow

Stages:
Gangplank Galleon Ahoy
Kremlantis
Monkey Mountains & Chimpanzee Clouds
Big Ape City
Gangplank Galleon
Krem Cauldron
Kremland
Gloomy Gulch
K. Rool's Keep

Thanks for reading! Come back tomorrow for Donkey Kong Land 2!

Tuesday, November 26, 2019

Donkey Kong Country 2: Diddy's Kong Quest

DONKEY KONG COUNTRY 2: DIDDY'S KONG QUEST

Today, let's go over the sequel to Donkey Kong Country, Donkey Kong Country 2: Diddy's Kong Quest. This game seems generally to be considered the best of the original trilogy, and starts off the admittedly short-lived trend of taking the sidekick from the previous game, making them the star and giving them a new sidekick. The game's plot follows Diddy Kong and his girlfriend Dixie Kong as they journey to rescue Donkey Kong from Kaptain K. Rool (same guy, different title).

Diddy and Dixie act as the main playable characters this time around, both being relatively small as opposed to the obvious contrast between Donkey and Diddy. They both followed more or less the same mechanics, being able to run, jump, throw barrels, climb, swim, you know, all the main mechanics from the first game. They can also throw each other, throw dynamite, and Dixie could use her ponytail to fly through the air briefly and could also flick it as a weapon. Donkey also appears in the game, but spends all of his time tied up by K. Rool.

We have a few supporting Kongs this time around as well. Cranky returns, once again providing hints while this time running a museum. Funky also returns, once again providing the Kongs with a biplane that allows them to visit previous worlds. We also meet Wrinkly Kong, Donkey Kong's grandmother, who also provides hints while working at Kong College, and takes over Candy's place as the save point. And finally, we have Swanky Kong, who runs a quiz show where they can win extra life balloons.

The animal buddies also return, each supporting the Kongs in their own special way. Rambi, Enguarde, and Squawks all return, with Rambi and Enguarde functioning more or less the same as they did before, and Squawks now flying and carrying the Kongs through the air and spitting peanuts at enemies. New animal buddies include: Rattly, a snake coiled up like a spring who can bounce (basically replacing Winky); Squitter, a giant spider who spits web as projectiles and can then walk on the webs created by the projectiles; Clapper, a seal who can cool off boiling hot water or freeze regular water; Glimmer, an angler fish that takes up Squawks's old job; and Quawks, a second blue parrot that can't spit peanuts.

Kaptain K. Rool is the main villain of this game, King K. Rool having hung up his cape and crown and traded it out for a pirate's hat and coat. In this game, he has kidnapped Donkey Kong and is keeping him tied up in his castle (the king has a pirate ship and the pirate captain has a castle?). Diddy and Dixie fight him twice, and during those battles, he uses a blunderbuss to fire a cannonball at them. He can also use the blunderbuss like a vacuum to suck things up, including his own cannonball. He can also charge around the stage at high speed. In his second battle, he fires numerous items from his blunderbuss.

The Kremlings return again in various forms, but as I mentioned last time, they tended to simply give the same enemies different names in different games. For instance, we have: Klomp, which is a Kritter; Kaboing, which is a jumping critter; Krunchas, which are Krushas; Kannons, which are Klumps with blunderbusses; Klanks, which are Krashes; and Klampons, which are Klaptraps and do not at sound like Kremling feminine hygiene products. Some other new versions include: Klobbers, who hide inside barrels; Klingers, who climb ropes; Kutlasses, who wield cutlasses; Krooks, who throw hooks like boomerangs; Kloaks, who float around in the air and throw things at you; Krockheads, who are basically just living platforms; Kackle, a ghostly Kremling who follows you around; and Klubba, a giant muscular Kremling wielding a club who lets you take a barrel to a secret world after you pay a toll.

A few other enemies appear throughout the game, including: Neeks, small rats who more or less replace the Gnawties; Click Clacks, beetles who crawl around; Zingers, who are probably the only enemy to keep their own name; Flotsam, stingrays who float through the water; Lockjaw, biting fish; Shuri, spinning starfish; Flitter, dragonflies; Mini-Neckies, oh, hey, look, another one; Spinies, who are porcupines; Puftups, puffer fish; Cat o' Nine Tails, which is a cat with nine tails who spins around really fast; and finally Screech, a rival parrot who races Squawks at one point.

Finally, we have a handful of bosses to go over. Krow is a giant vulture who flies around and drops eggs. Kleever is a living sword who will fly around, jab and chop at you, and chuck fireballs at you. Kudgel is basically an even bigger version of Klubba who will actually use his club on you. King Zing is a giant Zinger who follows you around and shoots spikes at you. And finally Kreepy Krow is a giant ghostly vulture who spawns Mini-Neckies to attack you.

As for our stages, once again we have a variety of worlds that technically have a theme, but the stages within them are all kinds of varied. The world's themselves include Gangplank Galleon, starting from where we left off last time; Crocodile Cauldron, a volcano world; Krem Quay, an underwater-themed world; Krazy Kremland, an amusement park-themed world; Gloomy Gulch, a ghost-themed world; and K. Rool's Keep, a castle; with the Flying Krock, an airship that serves as the secret final world. Beyond that, almost every biome from the first game reappears, plus a few bramble or hive levels where Squawks needs to take you around.

Items are mostly the same. Barrels, bananas, coins, tires, all return.

All right, let's see what we've got so far:

Characters:
Donkey Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels
Diddy Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, throw Dixie, dynamite
Dixie Kong: run, jump, roll, swing, launch from barrels, bounce on tires, swim, ride minecarts, throw barrels, throw Diddy, dynamite, flick with hair, fly with ponytail
Cranky Kong: walking stick, dynamite, hints, museum
Candy Kong: save
Funky Kong: airplane
Wrinkly Kong: college, hints, save
Swanky Kong: quiz show, extra balloons
King K. Rool: throw crown, charge, jump high, cannonballs, blunderbuss, suck, various items
Kremlings/Kritter: walk forward (Klomp), jump (Kaboing), ride minecart (Krash/Klank), Krusha/Kruncha (maybe his own), Klump/Kannon (maybe his own, blunderbuss), hide in barrel (Klobber), climb ropes (Klinger), Kutlass, Krook, Kloak, Kackle, Klubba
Animal Buddies:
Rambi: charge forward, jump
Enguarde: swim, stab
Expresso: jump, run fast, glide
Winky: leap
Squawks: fly, flashlight, carry Kongs, peanuts
Rattly: bounce
Squitter: crawl, spit webs, walk on webs
Clapper: cool things
Glimmer: flashlight
Quawks: fly, carry Kongs

Bosses:
Very Gnawty
Master Necky
Queen B
Really Gnawty
Dumb Drum
Master Necky Sr.
Krow
Kleever
Kudgel
King Zing
Kreepy Krow

Stages:
Jungle Level
Forest/Trees Level
Mine/Cave Level
Underwater Level
Snow Level
Factory Level
Gangplank Galleon
Volcano Level
Theme Park Level
Ghostly Level
Bramble/Hive Level
K. Rool's Keep
Flying Krock

Items:
Barrels
Barrel Cannons
Bananas
Banana Coins
Tires

Thanks for reading! Next time, we'll cover Donkey Kong Country 2!