Editing Mangoruby Run

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The Kongs start out on a straightforward path with a [[DK Barrel]] nearby. As they enter the hollow tree on the right, a cutscene plays. It begins with the Kongs pounding the large circular platform in the center of the arena, causing the center parts of the platforms to rotate and reveal several Tikis. Mangoruby, who has been sleeping below the Kongs all this time, wakes up as a result of this, letting out a roar. [[Wacky Pipes]] then appears, hypnotizing Mangoruby into attacking [[Donkey Kong]] and [[Diddy Kong]], and the battle begins.
The Kongs start out on a straightforward path with a [[DK Barrel]] nearby. As they enter the hollow tree on the right, a cutscene plays. It begins with the Kongs pounding the large circular platform in the center of the arena, causing the center parts of the platforms to rotate and reveal several Tikis. Mangoruby, who has been sleeping below the Kongs all this time, wakes up as a result of this, letting out a roar. [[Wacky Pipes]] then appears, hypnotizing Mangoruby into attacking [[Donkey Kong]] and [[Diddy Kong]], and the battle begins.


To lure out Mangoruby, the Kongs must first pound the glowing switch nearby; upon doing so, Mangoruby emerges from the water below. It then begins chasing them through the arena. Occasionally, it drops a ball of electricity that splits into two surges which move in opposite directions upon hitting the ground. The Kongs must grab onto the rotating platforms and pound each of the four switches to release light into the arena and deactivate Mangoruby’s electricity. They must then jump onto its body segments to damage Mangoruby, causing it to lose two of its segments and fall into the water. Each time it is damaged, Mangoruby moves faster. If the Kongs take too long to hit all four switches, a beeping sound plays for a few seconds, after which all the switches and spinning platforms deactivate; the Kongs must hit the first switch again to reactivate them, and if the Kongs take too long to hit Mangroruby when the lights are released, the lights will be blocked and Mangoruby reactivates its electricity.
To lure out Mangoruby, the Kongs must first pound the glowing switch nearby; upon doing so, Mangoruby emerges from the water below. It then begins chasing them through the arena. Occasionally, it drops a ball of electricity that splits into two surges which move in opposite directions upon hitting the ground. The Kongs must grab onto the rotating platforms and pound each of the four switches to release light into the arena and deactivate Mangoruby’s electricity. They must then jump onto its body segments to damage Mangoruby, causing it to lose two of its segments and fall into the water. Each time it is damaged, Mangoruby moves faster. If the Kongs take too long to hit all four switches, a beeping sound plays for a few seconds, after which all the switches and spinning platforms deactivate; the Kongs must hit the first switch again to reactivate them, and if the Kongs take to long to hit Mangroruby when the lights are released, the lights will be blocked and Mangoruby reactivates its electricity.


After three hits, a cutscene plays showing Donkey Kong pounding Mangoruby; it falls to the ground and loses its last two body segments, letting out several roars before it faints. Wacky Pipes emerges from its body, and Donkey Kong must punch it several times to complete the level.
After three hits, a cutscene plays showing Donkey Kong pounding Mangoruby; it falls to the ground and loses its last two body segments, letting out several roars before it faints. Wacky Pipes emerges from its body, and Donkey Kong must punch it several times to complete the level.

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