Big Top Bop: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
No edit summary
(Rewrote article as per template)
Line 1: Line 1:
{{rewrite}}
{{Levelbox
{{Levelbox
|image=[[File:Big Top Bop DKCTF urchin.png|250px]]
|image=[[File:Big Top Bop DKCTF urchin.png|250px]]
Line 9: Line 8:
|after=[[Windmill Hills|>>]]
|after=[[Windmill Hills|>>]]
}}
}}
'''Big Top Bop''' is the boss level of [[Lost Mangroves]] in ''[[Donkey Kong Country: Tropical Freeze]]''. It takes place in an arena where the [[Kong]]s fight [[Pompy]].
'''Big Top Bop''' is the fifth boss level of ''[[Donkey Kong Country: Tropical Freeze]]'', located at the end of [[Lost Mangroves]]. It takes place in an arena where the [[Kong]]s fight [[Pompy]].


==Layout==
==Layout==
The [[Kong]]s start out in a small hallway with a [[DK Barrel]] that switches between any of the three [[Kong]]s. After [[Donkey Kong]] releases his partner, they can continue until a cutscene plays.
The level begins in a small hallway with a [[DK Barrel]] that switches between any of the three [[Kong]]s. Moving past the barrel begins a cutscene, which shows the Kongs going to the edge of an arena shaped like a half-pipe. Without warning, the lights turn on. Shielding their eyes, the Kongs see Pompy suddenly jump through a circus hoop covered in cloth. He slides up and down the half-pipe before stopping on the right side of the arena. As the Kongs and Pompy prepare to battle, the Kongs are forced into the arena by a group of [[Tucks]], beginning the fight.


The cutscene shows the Kongs going to the edge of an arena shaped like a half-pipe. Without warning, the lights come on. Shielding their eyes, the simian heroes see Pompy suddenly jump through a circus-hoop covered in cloth. Pompy slides up and down the half-pipe for a little bit, and stops on the other side of the arena. The Kongs quickly get into a fighting stance, and Pompy begins to threateningly clap his flippers. Suddenly, the Kongs are pushed into the arena by a group of [[Tucks]], and they begin to challenge Pompy.
Pompy begins by sliding back and forth across the arena on his belly. When he gets close, a Kong can jump on his back, knocking him off the arena. He will then begin bouncing [[Green Finley]]s (and occasionally [[Gordo]]s and [[Sea Urchin]]s) off his nose and into the arena, which the Kongs will have to defeat or avoid to progress. This cycle repeats until Pompy takes three hits.


The fight begins with Pompy sliding back and forth across the arena on its belly. When he gets close, the player gets a chance to jump on his back, knocking him off the arena. If he gets knocked off, Pompy will begin bouncing [[Green Finley]]s (with an occasional [[Gordo]] or [[Sea Urchin]]) off his nose and into the arena, which the Kongs will have to defeat. The cycle repeats multiple times, until Pompy takes enough hits. Then, Pompy will slide down the half-pipe, though this time he is rolled up on his side and cannot be jumped on. However, after rolling through the arena, he will slide normally the next time. After a few more hits, Pompy will begin sending up to three [[Big Sphen]]s into the arena. He will either make them jump into the arena while he's in the water, or send them sliding loops around the stage along with him. After that, he will try to jump on the player to crush him. After receiving enough of a beating, Pompy will be defeated, and one of the Kongs can deal multiple rapid punches to him to end the fight.
During the next phase, he will roll through the arena once before sliding like before; while rolling, he cannot be jumped on. After a few more hits, Pompy will begin sending up to three [[Big Sphen]]s into the arena. He will either make them jump into the arena while he's in the water, or send them sliding in loops around the stage with him following.  
 
After six hits, he will start his final phase, similar to the previous one. He will stop throwing Green Finleys, exclusively throwing Gordos and Sea Urchins instead. He also starts to jump into the air to try and land on the Kongs. His helmet makes him invulerable during this attack, but after enough jumps, he will become tired and lower his head, becoming open for a hit.
 
After nine hits, the Kongs deal multiple rapid punches to send Pompy flying, ending the fight and the level.


==Names in other languages==
==Names in other languages==

Revision as of 22:56, January 26, 2021

Template:Levelbox Big Top Bop is the fifth boss level of Donkey Kong Country: Tropical Freeze, located at the end of Lost Mangroves. It takes place in an arena where the Kongs fight Pompy.

Layout

The level begins in a small hallway with a DK Barrel that switches between any of the three Kongs. Moving past the barrel begins a cutscene, which shows the Kongs going to the edge of an arena shaped like a half-pipe. Without warning, the lights turn on. Shielding their eyes, the Kongs see Pompy suddenly jump through a circus hoop covered in cloth. He slides up and down the half-pipe before stopping on the right side of the arena. As the Kongs and Pompy prepare to battle, the Kongs are forced into the arena by a group of Tucks, beginning the fight.

Pompy begins by sliding back and forth across the arena on his belly. When he gets close, a Kong can jump on his back, knocking him off the arena. He will then begin bouncing Green Finleys (and occasionally Gordos and Sea Urchins) off his nose and into the arena, which the Kongs will have to defeat or avoid to progress. This cycle repeats until Pompy takes three hits.

During the next phase, he will roll through the arena once before sliding like before; while rolling, he cannot be jumped on. After a few more hits, Pompy will begin sending up to three Big Sphens into the arena. He will either make them jump into the arena while he's in the water, or send them sliding in loops around the stage with him following.

After six hits, he will start his final phase, similar to the previous one. He will stop throwing Green Finleys, exclusively throwing Gordos and Sea Urchins instead. He also starts to jump into the air to try and land on the Kongs. His helmet makes him invulerable during this attack, but after enough jumps, he will become tired and lower his head, becoming open for a hit.

After nine hits, the Kongs deal multiple rapid punches to send Pompy flying, ending the fight and the level.

Names in other languages

Language Name Meaning Notes
Japanese サーカスの団長 ポンピー[?]
Sākasu no danchō Ponpī
Circus Ringleader Pompy
German Halfpipe der Halbstarken[?] Halfpipe of the Beatniks
Italian Circo carlinga[?] Nacelle Circus
Spanish Circo vikingo[?] Viking Circus

Trivia