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Gangplank Galleon
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Updated - February 20, 2011
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Gangplank Galleon is one of the main means of transportation for King K. Rool and his Kremlings, and he used it in the first Donkey Kong Country game to travel across the seas and invade DK Island. After news of the Kremlings being defeated on DK Island reached K. Rool’s ears (Or lack thereof), he boarded the Gangplank Galleon and set sail to put Donkey Kong on his place, which resulted in the final boss battle of the game. K. Rool was of course defeated, though later on he managed to kidnap DK in the sequel to the game. In this sequel, Diddy and Dixie stow away on the Gangplank Galleon to chase the Kremlings back to their homeland, and as such the Gangplank Galleon is the first world of the game.
Works:
Donkey Kong Country (Super Nintendo)
Donkey Kong Country 2: Diddy's Kong Quest (Super Nintendo)
Donkey Kong Land 2: Diddy's Kong Quest (Game Boy)
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General Information
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Origin:
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Donkey Kong Country |
Location:
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Krocodile Isle |
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Release Date:
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November 24, 1994 |
Home Stage of:
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King K. Rool |
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Layout
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The stage takes place at the front of the where the steering wheel is located, with the Krow’s Nest towering far up above the Top Blast Zone. The steering wheel of the ship is located on the right, with a Final Destination’s worth of room separating it from the Krow’s nest on the left, which acts as a wall. The Krow’s Nest blocks the left and prevents any kills that way, but there is a blast zone off to the right (The water isn’t on-screen due to the ship’s massive size) and top. The top blast zone for the stage is very high-up, meaning most KOs will be off the blast zone to the right.
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Hazards
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Hazard #1:
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Kruncha |
A massive bulky blue Kremling with a Pirate Bandana comes in from the background and proceeds to patrol the stage left and right a bit slower than Ganondorf’s dashing speed. Contact with him does only 10% and average knockback, but if you attack him he turns red and moves twice as fast and becomes twice as powerful briefly – no attacks are capable of killing him, it seems. . .
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Hazard #2:
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Krow's Nest |
This only happens when somebody attacks the Krow’s Nest or is knocked into it by an attack (Preventing chain-grabs on the wall) – which angers Krow, the gigantic bird who reigns in said Krow’s Nest. Krow comes down from his nest holding a gigantic egg the size of Bowser, flapping up next to the top blast zone. He proceeds to follow whoever attacked/knocked a person into the Krow’s Nest’s horizontal position before dropping down a gigantic egg onto them that deals 20% and large knockback. While the egg has a slow falling speed, it bounces around a bit after landing, during which it still deals 10% and average knockback. If it hasn’t been destroyed by coming into contact with someone, the egg can be picked up as a heavy throwing item like Bonsly once it stops bouncing, shattering on impact. Throwing this at Krunchas is the only way to kill them, unless you have items on and throw a barrel at them. Krow will only come down from the arena once every 30 seconds at most if you just poke the nest occasionally, but if you attack the nest repeatedly (Probably chain-grabbing somebody against it), he will come down as soon as 15 seconds after he last did.
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Hazard #3:
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Steering Wheel |
It should be noted that the Gangplank Galleon is actually sailing along during the fight, but it’s just a background detail. . .Unless you go over and attack the steering wheel, causing it to go off course and potentially bump into various rocks and such, causing the stage to tilt about slightly and cause a slight earthshaking effect on the ground that does 8% and weak upward knockback. Waves also occasionally come up from the right towards the left, pushing characters towards it similar to FLUDD but a decent bit more powerful. Attacking the wheel again only has a 20% chance to set it straight again rather than just setting it off on a different chaotic course. If you want the ship to stay on course, then don’t bother killing the Krunchas, as if the ship goes off-course they will rush over to the wheel at their maximum dashing speed (Still with regular power though) and grab a-hold of the wheel to set it back on course over 2 seconds.
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Hazard #4:
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Kreepy Krow |
If you somehow can manage to hit Krow when he comes out at the top blast zone, much less deal 50 damage to him, you can kill him. The most feasible way of doing this is to throw one of his eggs back up at him, as they have tremendous range when thrown. Regardless of his health this will finish him, but good luck keeping an egg around long enough to throw it up at him. After you kill him, Krow will fall off into the sea in the background, seemingly dead. . .But 3-5 minutes later, Krow will come back from his watery grave as a ghost. While he will still pursue people who dare to disturb the Krow’s Nest normally, every 30-45 seconds he’ll specifically go to attack the player who killed him regardless of whether or not they attacked the Krow’s Nest.
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Submitted By: MasterWarlord
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