Post by Captain_Mario on Jul 28, 2008 15:57:02 GMT -5
Name
King K. Rool
Game of Origin
Donkey Kong Country
Nicknames
Kaptain K. Rool, Baron K. Roolenstein, King "Krusha" K. Rool
Age
30
Species
Kremling
Gender
Male
Alignment
Bad (Not really "Evil" qualified)
Type
Heavyweight
Character Stats
HP: 120
PP: 8
LP: 6
Residence
DK Isle
Personal Relationships
Kremlings: Minions, Kongs: Eternal enemies
Occupation
King of Crocs
Moveset
K. Rool is a heavyweight on par with the likes of Bowser, because--like Bowser--he does his own fighting. However, he is IMPOSSIBLY slow after all his time spent in hiding. Despite this, he jumps like a middleweight, effortlessly bounding across the arena.Maybe the King is on the Royal Steroids...?
Special Moves
Standard Attack
Crown Toss: K. Rool throws his crown like a boomerang, doing "slashing" damage to those it hits. However, during this time, attacks to his head do far greater damage than normal. This was the King's first ability he ever displayed.
Upward Attack
Helipack: K. Rool pulls out his helipack he first used as Baron K. Roolenstein. It mostly allows him to glide horizontally, offering little of a boost into the air. The helipack can be damaged. HOWEVER--if the heipack comes off, it will home in on the nearest foe.
Downward Attack
Shockwave: K. Rool hops slightly and lands on his rump, sending out shockwaves that damage enemies nearby. He first used this ability as Krusha K. Rool. Depending on how high up he is before using this, the shockwaves will be multiple and stretch farther.
Side Attack
Blunderbuss: Fires a cannonball from his blunderbuss he donned as Kaptain K. Rool. At times, a spiked cannonball will come out, doing more damage. However, once it hits, it will hit the ground without spikes, allowing a foe to use it as a weapon. Items thrown into the blunderbuss while it charges will cause it to backfire, exploding and damaging K. Rool.
Taunts
Upward Taunt
Jumps up and down, pumping his arm while he does so. "Ha-ha-haaa!"
Downward Taunt
Crouches a bit and gets into an almost feral pose, claws open. "Koooooooong..."
Side Taunt
Punches at the air and raises his arms. "Yeah! Thank you!"
Final Smash
King "Krusha" K. Rool
The King increases in size and assumes his boxer form. In this state, he can use shockwaves, toss his abnormally huge gloves like boomerangs, turn invisible, and bullrush across the stage. This transformation lasts for 3 turns, then he changes back to normal.
Weaknesses
...He's a psychotic alligator who has a blood feud with a bunch of apes. He never evaluates the situation before jumping into action, and--let's face it, folks--every time he fights, he has a glaring weakness of some sort.
Personality
K. Rool is--well, he tries his hardest to be a stereotypical villain. He treats his minions like dirt, and punishes them severely for failures. However, he cares more for his fellow Kremlings than he lets on, become furious when they are attacked. K. Rool has a multiple personality disorder, which has caused him to assume the identity of a pirate, a scientist, and a champion heavyweight boxer. None of these have helped him much, though...
Likes
Reptiles, his pet Klap Trap, bananas, inventing random doomsday devices
Dislikes
Donkey Kong, Diddy Kong, Cranky Kong, all apes in general, peace, tranquility...pretty much the closest to a two-dimensional villain you'll get.
Appearance
K Rool (top) and alternate costumes.
History (Super Mario Wiki)
King K. Rool first appeared in Donkey Kong Country as the game's main antagonist and final boss. K. Rool and his gang of minions, the Kremling Krew, came to Donkey Kong Island one stormy night with intention to steal Donkey Kong's fabled Banana Hoard. Sending several Kremlings to Donkey's tree house to steal the precious bananas, the Kremlings encountered little resistance as the only person guarding them was Donkey Kong's nephew and apprentice, Diddy Kong. Knocking Diddy aside and sealing him in a barrel, the Kremlings stole the banana hoard.
After venturing through the many regions of Donkey Kong Island, Donkey Kong and the released Diddy Kong defeated many of K. Rool's operatives and reclaimed Donkey Kong's bananas, which were guarded by these lieutenants of the Kremling Krew. Finally, the Kongs managed to reach K. Rool's ship, the Gangplank Galleon, where they faced the tyrannical crocodile in battle. K. Rool tried many tricks to defeat the Kongs, such as using his crown as a boomerang, trying to ram them, stomp them and summoning a barrage of large cannonballs at them. In the end, the Kongs managed to beat K. Rool after a long, difficult battle.
K. Rool returned in Donkey Kong Country's semi-sequel on the Game Boy, Donkey Kong Land. In this game, Cranky Kong calls up K. Rool, and demands he return to Donkey Kong Island and re-steal Donkey Kong's banana hoard. Cranky had made a bet earlier with Diddy and Donkey Kong that they couldn't reclaim the bananas on a handheld system. In this game, K. Rool is fought in a blimp above Big Ape City, where his attacks were mostly the same as his techniques in Donkey Kong Country: running, jumping and throwing his crown, although he did use a new, belly flop-like attack. King K. Rool is eventually defeated again.
In Donkey Kong Country 2: Diddy's Kong Quest, K. Rool (under the alias of Kaptain K. Rool) manages to kidnap Donkey Kong and speed him away to the home of the Kremlings, Crocodile Isle, and demands the Banana Hoard in return for Donkey Kong. After discovering that Donkey Kong has been kidnapped, Diddy Kong and his girlfriend, Dixie Kong, rush off to save him from Kaptain K. Rool. After venturing through the swampy Crocodile Isle, Diddy and Dixie managed to reach K. Rool's Keep, where Donkey Kong was supposedly being held. Finding Donkey Kong in a tower, the Kongs were about to rescue him when he was whisked away by K. Rool (in the Game Boy Advance remake of Donkey Kong Country 2, K. Rool also sends the gigantic Kremling Kerozene to battle Diddy and Dixie).
After facing a few more obstacles, the Kongs managed to reach K. Rool's airship, the Flying Krock. Here Diddy and Dixie saw K. Rool in the midst of torturing Donkey Kong. Engaging K. Rool in battle, the Kremling king used a high-tech blunderbuss that could be used as a vacuum, also allowing K. Rool to move at high-speeds, turn invisible, fire spiked Kannonballs and strange gases that could effect the Kongs in bizarre ways, e.g. reversing the game's controls, making the Kongs move extremely slow, and freezing them in place.
After a long battle in which the Kongs manage to do damage to K. Rool by hurling Kannonballs back into his blunderbuss - Donkey Kong managed to break free of the bonds that held him and uppercut K. Rool out the front window of the Flying Krock. Crashing into the swampy water of Krem Quay, K. Rool managed to swim ashore to the Lost World.
By collecting enough Kremkoins for Klubba, Diddy and Dixie manage to follow K. Rool into the bowels of the Lost World, into Krocodile Kore. Here, they battled K. Rool in an ancient palace, and once again, K. Rool is defeated when a Kannonball is hurled into his blunderbuss. This time instead of backfiring, the gun explodes, flinging K. Rool into a nearby geyser that supplied energy to Crocodile Isle. Due to K. Rool clogging the energy geyser, the pressure within it kept building up more and more until it exploded, taking the top of Crocodile Isle with it. The rest of the island sunk into the sea.
At the end of the game, a ship can be seen sailing away from the remains of the island and an ominous laugh can be heard as the ship sails over the horizon, telling the player that K. Rool survived the explosion, making way for another sequel.
In Super Smash Bros. Brawl, King K. Rool's trophy states that Kaptain K. Rool is actually King K. Rool's brother, however, this is regarded as a mistake by Nintendo.
In Donkey Kong Land 2 for the Game Boy, Kaptain K. Rool, having risen Crocodile Isle from the sea and repopulated it, succeeds in capturing Donkey Kong again, and demanding the Banana Hoard again. With Donkey Kong once again kidnapped, Diddy Kong and Dixie Kong had to travel to the now ravaged Crocodile Isle once again to save him and defeat the Kremling Krew.
Fought on the Flying Krock, Kaptain K. Rool's attack pattern in Donkey Kong Land 2 is a simplified version of his battle strategy in Donkey Kong Country 2: Diddy's Kong Quest; instead of shooting status afflicting gas or using a vacuum attack, Kaptain K. Rool would simply shoot gusts of wind from his blunderbuss.
Once Kaptain K. Rool is defeated on the rebuilt Flying Krock and once Klubba is paid forty-seven Kremkoins, Kaptain K. Rool could be fought in the Lost World. In the ruins of Krocodile Kore, Kaptain K. Rool would attack Diddy and Dixie Kong by blasting them with kannonballs, both normal and spiked varieties. Eventually, Kaptain K. Rool would shoot a barrel, which must be jumped on to claim the kannonball within. This kannonball must be thrown at Kaptain K. Rool to defeat him and cause his blunderbuss to explode, flinging him into the geyser of Crocodile Kore, once again causing it to explode.
In Donkey Kong Country 3: Dixie Kong's Double Trouble!, King K. Rool was seemingly replaced as Master of the Kremlings by KAOS, a robotic entity. Under KAOS' rule, the Kremling Krew proceeded to take over the Northern Kremisphere and imprison the Banana Bird Queen, as well as several of her children, the Banana Birds.
Eventually, after a long search for the recently vanished Donkey Kong and Diddy Kong, Dixie Kong and her cousin Kiddy Kong reached KAOS' base-of-operations, Kastle KAOS. Entering Kastle KAOS, Dixie and Kiddy encountered and began to battle KAOS, who was determined to destroy them.
It was only after their battle against KAOS that Dixie and Kiddy discovered that KAOS was nothing but a puppet leader controlled by King K. Rool, under the moniker of Baron K. Roolenstein. After Dixie and Kiddy discovered him, Baron K. Roolenstein began to battle the Kongs, using a helicopter pack on his back to fly and a remote control to send blasts of electricity across the floor of Kastle KAOS. In order to injure Baron K. Roolenstein, Dixie and Kiddy would need to pull down on a particular pipe on the ceiling of Kastle KAOS, while avoiding Baron K. Roolenstein and his electric beams. Pulling on this pipe would cause a barrel to appear, which would need to be thrown at Baron K. Roolenstein; after being hit by multiple barrels, Baron K. Roolenstein would be defeated.
After Baron K. Roolenstein's defeat, the body of KAOS would drop from the ceiling of Kastle KAOS and crash into the ground. Once on the ground, KAOS' body would release Donkey Kong and Diddy Kong, who had been kidnapped by Baron K. Roolenstein to be used as living batteries for KAOS.
If Dixie and Kiddy manage to collect all the cogs in Krematoa and give them to Boomer, Baron K. Roolenstein can be fought again. After Boomer's machine awakens the ancient volcano in Krematoa, a submarine, the Knautilus, will rise from beneath the volcano's lava. Inside this submarine, Baron K. Roolenstein can be found and battled. In this battle, Baron K. Roolenstein would simply remain in the back of his vessel, using electric beams and a fireball launching cannon to attack Dixie and Kiddy from a distance. In order to hurt Baron K. Roolenstein, Dixie and Kiddy would need to throw several Steel Kegs at him through the use of a teleportation device. After being hit multiple times, Baron K. Roolenstein would lose control of his helicopter pack and be left spinning out of control in his submarine.
If players manage to release the Banana Bird Queen from her imprisonment behind the Banana Bird Barrier, a brief cutscene of Baron K. Roolenstein riding away from the Northern Kremisphere in a hovercraft will be shown. As Baron K. Roolenstein drives away, a giant egg, laid by the Banana Bird Queen and being ridden by Kiddy and Dixie, will fall on the Kremling king, trapping a perplexed Baron K. Roolenstein inside.
In Donkey Kong Land III, Baron K. Roolenstein and the Kremling Krew, as well as a rebuilt KAOS, appear as the main antagonists of the game. Like in Donkey Kong Country 3: Dixie Kong's Double Trouble!, Baron K. Roolenstein can be fought by Dixie and Kiddy Kong in Kastle KAOS after KAOS is destroyed permanently. In battle, Baron K. Roolenstein would try to attack Dixie and Kiddy Kong by frying them with electric beams, and by trying to fly into them using his helicopter pack. In order to harm Baron K. Roolenstein, barrels would need to be thrown at his back by Dixie and Kiddy multiple times.
Baron K. Roolenstein could later be fought in Donkey Kong Land III in the Lost World. In this battle, Baron K. Roolenstein would attack by using electrical beams and by dropping bombs on Dixie and Kiddy Kong. Baron K. Roolenstein would need to be repeatedly hit with barrels in order to be defeated.
King K. Rool returns in Donkey Kong 64, where K. Rool (said to have become somewhat unstable) randomly appears one day on a large mechanical island. King K. Rool had planned to blow up Donkey Kong Island with a weapon called the Blast-O-Matic. Fortunately for the island's inhabitants, K. Rool's Ship ends up crashing due to the incompetence of the ship's drivers. In an attempt to distract Donkey Kong while he has his ship repaired, K. Rool has several Kongs imprisoned. These are: Diddy Kong, Tiny Kong, Lanky Kong and Chunky Kong. He also steals Donkey Kong's Golden Banana Hoard.
K. Rool, along with his unnamed pet Klaptrap, appear in several of the game's cut scenes, watching the Kongs progress and chastising his own minions' failures. A notable scene shows K. Rool demand that nobody leaves the Blast-O-Matic until its repaired.
Eventually, K. Rool's henchman succeed in repairing the the Blast-O-Matic, just as the Kongs break into Hideout Helm, and K. Rool demands that the weapon be fired, despite the warnings that if it isn't fully tested then it could explode. After the Kongs permanently shut down King K. Rool's mechanical island and the Blast-O-Matic laser weapon, K. Rool tries to escape in a large airship. Unfortunately for K. Rool, the ship ends up being knocked to the ground and destroyed by a recently released K. Lumsy. Venturing inside the crashed vessel the Kongs found a boxing arena filled with spectators and King K. Rool, as his boxer alias King Krusha K. Rool, ready to battle. King K. Rool will create multiple shockwaves by slamming the ground, throw his gloves as a boomerang, and uppercut the Kongs after charging at them. Engaging K. Rool in a bizarre series of battles - which include blasting out of barrels into K. Rools face, dropping spot-lights on the villain, causing him to slip on banana peels, shrinking down and blasting his toes, and generally pummeling him - the Kongs manage to claim victory.
After Chunky Kong delivers the final blow to K. Rool, a humorous cut scene is shown in which K. Rool gets back up after the fight and is about to attack Chunky from behind, but is distracted by Candy Kong, ends up being blasted over the horizon by Funky Kong and a bazooka that shoots out a boot. When K. Rool lands, it is in K. Lumsy Island, where he meets a very unhappy K. Lumsy who proceeds to beat the Kremling king senseless in retaliation for locking him up.
(Let it be known that K. Rool's depiction in this game changed as it goes on. He's initially depicted as cruel and merciless, and even menacing in the opening when he has a voice. However, as time goes on, especially towards the end of the game K. Rool is depicted as far more comical.)
For a year or so, the King has been in hiding on DK Isle, hiding his shame from the Kongs. However, with the recent Tabuu incident, he has decided to return to the outside world to cause tyranny once more. ...Or get beaten by DK again. Whatever works.
Anything else?
“I've been waiting a long time for this moment. Soon, Donkey Kong and his pretty little island... will be no more.”
—King K. Rool, Donkey Kong 64
K. Rool Theme
DK vs K. Rool Theme
King K. Rool
Game of Origin
Donkey Kong Country
Nicknames
Kaptain K. Rool, Baron K. Roolenstein, King "Krusha" K. Rool
Age
30
Species
Kremling
Gender
Male
Alignment
Bad (Not really "Evil" qualified)
Type
Heavyweight
Character Stats
HP: 120
PP: 8
LP: 6
Residence
DK Isle
Personal Relationships
Kremlings: Minions, Kongs: Eternal enemies
Occupation
King of Crocs
Moveset
K. Rool is a heavyweight on par with the likes of Bowser, because--like Bowser--he does his own fighting. However, he is IMPOSSIBLY slow after all his time spent in hiding. Despite this, he jumps like a middleweight, effortlessly bounding across the arena.
Special Moves
Standard Attack
Crown Toss: K. Rool throws his crown like a boomerang, doing "slashing" damage to those it hits. However, during this time, attacks to his head do far greater damage than normal. This was the King's first ability he ever displayed.
Upward Attack
Helipack: K. Rool pulls out his helipack he first used as Baron K. Roolenstein. It mostly allows him to glide horizontally, offering little of a boost into the air. The helipack can be damaged. HOWEVER--if the heipack comes off, it will home in on the nearest foe.
Downward Attack
Shockwave: K. Rool hops slightly and lands on his rump, sending out shockwaves that damage enemies nearby. He first used this ability as Krusha K. Rool. Depending on how high up he is before using this, the shockwaves will be multiple and stretch farther.
Side Attack
Blunderbuss: Fires a cannonball from his blunderbuss he donned as Kaptain K. Rool. At times, a spiked cannonball will come out, doing more damage. However, once it hits, it will hit the ground without spikes, allowing a foe to use it as a weapon. Items thrown into the blunderbuss while it charges will cause it to backfire, exploding and damaging K. Rool.
Taunts
Upward Taunt
Jumps up and down, pumping his arm while he does so. "Ha-ha-haaa!"
Downward Taunt
Crouches a bit and gets into an almost feral pose, claws open. "Koooooooong..."
Side Taunt
Punches at the air and raises his arms. "Yeah! Thank you!"
Final Smash
King "Krusha" K. Rool
The King increases in size and assumes his boxer form. In this state, he can use shockwaves, toss his abnormally huge gloves like boomerangs, turn invisible, and bullrush across the stage. This transformation lasts for 3 turns, then he changes back to normal.
Weaknesses
...He's a psychotic alligator who has a blood feud with a bunch of apes. He never evaluates the situation before jumping into action, and--let's face it, folks--every time he fights, he has a glaring weakness of some sort.
Personality
K. Rool is--well, he tries his hardest to be a stereotypical villain. He treats his minions like dirt, and punishes them severely for failures. However, he cares more for his fellow Kremlings than he lets on, become furious when they are attacked. K. Rool has a multiple personality disorder, which has caused him to assume the identity of a pirate, a scientist, and a champion heavyweight boxer. None of these have helped him much, though...
Likes
Reptiles, his pet Klap Trap, bananas, inventing random doomsday devices
Dislikes
Donkey Kong, Diddy Kong, Cranky Kong, all apes in general, peace, tranquility...pretty much the closest to a two-dimensional villain you'll get.
Appearance
K Rool (top) and alternate costumes.
History (Super Mario Wiki)
King K. Rool first appeared in Donkey Kong Country as the game's main antagonist and final boss. K. Rool and his gang of minions, the Kremling Krew, came to Donkey Kong Island one stormy night with intention to steal Donkey Kong's fabled Banana Hoard. Sending several Kremlings to Donkey's tree house to steal the precious bananas, the Kremlings encountered little resistance as the only person guarding them was Donkey Kong's nephew and apprentice, Diddy Kong. Knocking Diddy aside and sealing him in a barrel, the Kremlings stole the banana hoard.
After venturing through the many regions of Donkey Kong Island, Donkey Kong and the released Diddy Kong defeated many of K. Rool's operatives and reclaimed Donkey Kong's bananas, which were guarded by these lieutenants of the Kremling Krew. Finally, the Kongs managed to reach K. Rool's ship, the Gangplank Galleon, where they faced the tyrannical crocodile in battle. K. Rool tried many tricks to defeat the Kongs, such as using his crown as a boomerang, trying to ram them, stomp them and summoning a barrage of large cannonballs at them. In the end, the Kongs managed to beat K. Rool after a long, difficult battle.
K. Rool returned in Donkey Kong Country's semi-sequel on the Game Boy, Donkey Kong Land. In this game, Cranky Kong calls up K. Rool, and demands he return to Donkey Kong Island and re-steal Donkey Kong's banana hoard. Cranky had made a bet earlier with Diddy and Donkey Kong that they couldn't reclaim the bananas on a handheld system. In this game, K. Rool is fought in a blimp above Big Ape City, where his attacks were mostly the same as his techniques in Donkey Kong Country: running, jumping and throwing his crown, although he did use a new, belly flop-like attack. King K. Rool is eventually defeated again.
In Donkey Kong Country 2: Diddy's Kong Quest, K. Rool (under the alias of Kaptain K. Rool) manages to kidnap Donkey Kong and speed him away to the home of the Kremlings, Crocodile Isle, and demands the Banana Hoard in return for Donkey Kong. After discovering that Donkey Kong has been kidnapped, Diddy Kong and his girlfriend, Dixie Kong, rush off to save him from Kaptain K. Rool. After venturing through the swampy Crocodile Isle, Diddy and Dixie managed to reach K. Rool's Keep, where Donkey Kong was supposedly being held. Finding Donkey Kong in a tower, the Kongs were about to rescue him when he was whisked away by K. Rool (in the Game Boy Advance remake of Donkey Kong Country 2, K. Rool also sends the gigantic Kremling Kerozene to battle Diddy and Dixie).
After facing a few more obstacles, the Kongs managed to reach K. Rool's airship, the Flying Krock. Here Diddy and Dixie saw K. Rool in the midst of torturing Donkey Kong. Engaging K. Rool in battle, the Kremling king used a high-tech blunderbuss that could be used as a vacuum, also allowing K. Rool to move at high-speeds, turn invisible, fire spiked Kannonballs and strange gases that could effect the Kongs in bizarre ways, e.g. reversing the game's controls, making the Kongs move extremely slow, and freezing them in place.
After a long battle in which the Kongs manage to do damage to K. Rool by hurling Kannonballs back into his blunderbuss - Donkey Kong managed to break free of the bonds that held him and uppercut K. Rool out the front window of the Flying Krock. Crashing into the swampy water of Krem Quay, K. Rool managed to swim ashore to the Lost World.
By collecting enough Kremkoins for Klubba, Diddy and Dixie manage to follow K. Rool into the bowels of the Lost World, into Krocodile Kore. Here, they battled K. Rool in an ancient palace, and once again, K. Rool is defeated when a Kannonball is hurled into his blunderbuss. This time instead of backfiring, the gun explodes, flinging K. Rool into a nearby geyser that supplied energy to Crocodile Isle. Due to K. Rool clogging the energy geyser, the pressure within it kept building up more and more until it exploded, taking the top of Crocodile Isle with it. The rest of the island sunk into the sea.
At the end of the game, a ship can be seen sailing away from the remains of the island and an ominous laugh can be heard as the ship sails over the horizon, telling the player that K. Rool survived the explosion, making way for another sequel.
In Super Smash Bros. Brawl, King K. Rool's trophy states that Kaptain K. Rool is actually King K. Rool's brother, however, this is regarded as a mistake by Nintendo.
In Donkey Kong Land 2 for the Game Boy, Kaptain K. Rool, having risen Crocodile Isle from the sea and repopulated it, succeeds in capturing Donkey Kong again, and demanding the Banana Hoard again. With Donkey Kong once again kidnapped, Diddy Kong and Dixie Kong had to travel to the now ravaged Crocodile Isle once again to save him and defeat the Kremling Krew.
Fought on the Flying Krock, Kaptain K. Rool's attack pattern in Donkey Kong Land 2 is a simplified version of his battle strategy in Donkey Kong Country 2: Diddy's Kong Quest; instead of shooting status afflicting gas or using a vacuum attack, Kaptain K. Rool would simply shoot gusts of wind from his blunderbuss.
Once Kaptain K. Rool is defeated on the rebuilt Flying Krock and once Klubba is paid forty-seven Kremkoins, Kaptain K. Rool could be fought in the Lost World. In the ruins of Krocodile Kore, Kaptain K. Rool would attack Diddy and Dixie Kong by blasting them with kannonballs, both normal and spiked varieties. Eventually, Kaptain K. Rool would shoot a barrel, which must be jumped on to claim the kannonball within. This kannonball must be thrown at Kaptain K. Rool to defeat him and cause his blunderbuss to explode, flinging him into the geyser of Crocodile Kore, once again causing it to explode.
In Donkey Kong Country 3: Dixie Kong's Double Trouble!, King K. Rool was seemingly replaced as Master of the Kremlings by KAOS, a robotic entity. Under KAOS' rule, the Kremling Krew proceeded to take over the Northern Kremisphere and imprison the Banana Bird Queen, as well as several of her children, the Banana Birds.
Eventually, after a long search for the recently vanished Donkey Kong and Diddy Kong, Dixie Kong and her cousin Kiddy Kong reached KAOS' base-of-operations, Kastle KAOS. Entering Kastle KAOS, Dixie and Kiddy encountered and began to battle KAOS, who was determined to destroy them.
It was only after their battle against KAOS that Dixie and Kiddy discovered that KAOS was nothing but a puppet leader controlled by King K. Rool, under the moniker of Baron K. Roolenstein. After Dixie and Kiddy discovered him, Baron K. Roolenstein began to battle the Kongs, using a helicopter pack on his back to fly and a remote control to send blasts of electricity across the floor of Kastle KAOS. In order to injure Baron K. Roolenstein, Dixie and Kiddy would need to pull down on a particular pipe on the ceiling of Kastle KAOS, while avoiding Baron K. Roolenstein and his electric beams. Pulling on this pipe would cause a barrel to appear, which would need to be thrown at Baron K. Roolenstein; after being hit by multiple barrels, Baron K. Roolenstein would be defeated.
After Baron K. Roolenstein's defeat, the body of KAOS would drop from the ceiling of Kastle KAOS and crash into the ground. Once on the ground, KAOS' body would release Donkey Kong and Diddy Kong, who had been kidnapped by Baron K. Roolenstein to be used as living batteries for KAOS.
If Dixie and Kiddy manage to collect all the cogs in Krematoa and give them to Boomer, Baron K. Roolenstein can be fought again. After Boomer's machine awakens the ancient volcano in Krematoa, a submarine, the Knautilus, will rise from beneath the volcano's lava. Inside this submarine, Baron K. Roolenstein can be found and battled. In this battle, Baron K. Roolenstein would simply remain in the back of his vessel, using electric beams and a fireball launching cannon to attack Dixie and Kiddy from a distance. In order to hurt Baron K. Roolenstein, Dixie and Kiddy would need to throw several Steel Kegs at him through the use of a teleportation device. After being hit multiple times, Baron K. Roolenstein would lose control of his helicopter pack and be left spinning out of control in his submarine.
If players manage to release the Banana Bird Queen from her imprisonment behind the Banana Bird Barrier, a brief cutscene of Baron K. Roolenstein riding away from the Northern Kremisphere in a hovercraft will be shown. As Baron K. Roolenstein drives away, a giant egg, laid by the Banana Bird Queen and being ridden by Kiddy and Dixie, will fall on the Kremling king, trapping a perplexed Baron K. Roolenstein inside.
In Donkey Kong Land III, Baron K. Roolenstein and the Kremling Krew, as well as a rebuilt KAOS, appear as the main antagonists of the game. Like in Donkey Kong Country 3: Dixie Kong's Double Trouble!, Baron K. Roolenstein can be fought by Dixie and Kiddy Kong in Kastle KAOS after KAOS is destroyed permanently. In battle, Baron K. Roolenstein would try to attack Dixie and Kiddy Kong by frying them with electric beams, and by trying to fly into them using his helicopter pack. In order to harm Baron K. Roolenstein, barrels would need to be thrown at his back by Dixie and Kiddy multiple times.
Baron K. Roolenstein could later be fought in Donkey Kong Land III in the Lost World. In this battle, Baron K. Roolenstein would attack by using electrical beams and by dropping bombs on Dixie and Kiddy Kong. Baron K. Roolenstein would need to be repeatedly hit with barrels in order to be defeated.
King K. Rool returns in Donkey Kong 64, where K. Rool (said to have become somewhat unstable) randomly appears one day on a large mechanical island. King K. Rool had planned to blow up Donkey Kong Island with a weapon called the Blast-O-Matic. Fortunately for the island's inhabitants, K. Rool's Ship ends up crashing due to the incompetence of the ship's drivers. In an attempt to distract Donkey Kong while he has his ship repaired, K. Rool has several Kongs imprisoned. These are: Diddy Kong, Tiny Kong, Lanky Kong and Chunky Kong. He also steals Donkey Kong's Golden Banana Hoard.
K. Rool, along with his unnamed pet Klaptrap, appear in several of the game's cut scenes, watching the Kongs progress and chastising his own minions' failures. A notable scene shows K. Rool demand that nobody leaves the Blast-O-Matic until its repaired.
Eventually, K. Rool's henchman succeed in repairing the the Blast-O-Matic, just as the Kongs break into Hideout Helm, and K. Rool demands that the weapon be fired, despite the warnings that if it isn't fully tested then it could explode. After the Kongs permanently shut down King K. Rool's mechanical island and the Blast-O-Matic laser weapon, K. Rool tries to escape in a large airship. Unfortunately for K. Rool, the ship ends up being knocked to the ground and destroyed by a recently released K. Lumsy. Venturing inside the crashed vessel the Kongs found a boxing arena filled with spectators and King K. Rool, as his boxer alias King Krusha K. Rool, ready to battle. King K. Rool will create multiple shockwaves by slamming the ground, throw his gloves as a boomerang, and uppercut the Kongs after charging at them. Engaging K. Rool in a bizarre series of battles - which include blasting out of barrels into K. Rools face, dropping spot-lights on the villain, causing him to slip on banana peels, shrinking down and blasting his toes, and generally pummeling him - the Kongs manage to claim victory.
After Chunky Kong delivers the final blow to K. Rool, a humorous cut scene is shown in which K. Rool gets back up after the fight and is about to attack Chunky from behind, but is distracted by Candy Kong, ends up being blasted over the horizon by Funky Kong and a bazooka that shoots out a boot. When K. Rool lands, it is in K. Lumsy Island, where he meets a very unhappy K. Lumsy who proceeds to beat the Kremling king senseless in retaliation for locking him up.
(Let it be known that K. Rool's depiction in this game changed as it goes on. He's initially depicted as cruel and merciless, and even menacing in the opening when he has a voice. However, as time goes on, especially towards the end of the game K. Rool is depicted as far more comical.)
For a year or so, the King has been in hiding on DK Isle, hiding his shame from the Kongs. However, with the recent Tabuu incident, he has decided to return to the outside world to cause tyranny once more. ...Or get beaten by DK again. Whatever works.
Anything else?
“I've been waiting a long time for this moment. Soon, Donkey Kong and his pretty little island... will be no more.”
—King K. Rool, Donkey Kong 64
K. Rool Theme
DK vs K. Rool Theme