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Donkey Kong Country #21 - Gangplank Galleon
Gangplank Galleon - Walkthrough
Donkey Kong Country #21
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Gangplank Galleon
Gang-Plank Galleon is the final boss level of Donkey Kong Country. Donkey Kong and Diddy Kong must defeat King K. Rool for the bananas. Unlike other levels, Gang-Plank Galleon is accessed directly from the Donkey Kong Island map. When the Kongs start out in Kongo Jungle, Gang-Plank Galleon does not appear on the world map. Starting from when the Kongs complete Kongo Jungle, the Gang-Plank Galleon slowly moves closer to Donkey Kong Island for each world that the Kongs complete. After the Kongs complete the last world, Chimp Caverns, the Gang-Plank Galleon is docked right next to Donkey Kong Island, and the Kongs can enter the boss level.
Layout
As with the world boss fights, on entering the battle, if the player enters with a single Kong, a DK Barrel is instantly broken to ensure they start the fight with both Donkey Kong and Diddy Kong. After he lands on the deck with a crash, King K. Rool throws his crown across the deck. When K. Rool's crown is not on his head, the Kongs can jump on him to attack him without taking damage themselves.
The crown teleports back to his head and he runs across the deck. He repeats this twice, dashing back and forth twice after the second hit and three times after the third, speeding up on each added dash, during which the Kongs must avoid him. After the fourth hit, instead of running when his crown reappears, he bounces to the other end of the deck, after which oversized cannonballs fall from the rigging, sequentially moving away from him.
He then repeats this sequence - throwing his crown, jumping and triggering cannonballs - twice more, with the cannonballs sweeping across the deck twice (back and forth) after the next hit, and three times after the following hit. After this, he throws his crown once more, and after one more hit, he falls and the lead Kong begins to celebrate (with no change in music), the screen darkens and the "kredits" begin to roll:
KREDITS
KODING.........KLAP TRAP
KARACTERS.........KRUSHA
KOLOURING.........KRITTER
KONCEPT.........KLUMP
KOMMANDER.........KING K. ROOL
THE END?
If the player dies after this point, the "kredits" do not roll again on reaching this stage of the battle, although K Rool still falls briefly. In the Game Boy Advance version, the battle simply restarts from this point.
For the second phase of the battle, K. Rool revives and quickly jump around to the far side of the deck before throwing his crown again. Upon being jumped on again, he repeats this on his first pass, but then return with shorter bounces which are harder to avoid. After the next hit, he reprises these two passes, before a third pass with still shorter bounces. Finally, he throws his crown once more, and when jumped on, will cry out several times before fainting for real; a giant banana then falls from above and the Kongs celebrate victory. They go to Cranky's Cabin, where the old Kong congratulates them, and tells Donkey to check his banana hoard, which is now full again. Then, finally, the real credits run. In the Game Boy Advance version, an additional ending scene and the cast of characters are shown on Gang-Plank Galleon.