Crosshair Cranky

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 17:04, June 2, 2019 by Results May Vary (talk | contribs) (almost all of the info was removed from the dk wiki one. this was my proudest work too.. one of the last i didd on dk wiki)
Jump to navigationJump to search
Crosshair Cranky map

It has been requested that this article be rewritten.

Crosshair Cranky is a mini-game mode exclusive to the Game Boy Color version of Donkey Kong Country. Crosshair Cranky, as its name suggests, is operated by Cranky Kong, despite that he is not featured in the mode.

Gameplay

Crosshair Cranky has six off-shore stages, each with its objective. The mini-game is inspired by Donkey Kong 64, as the Coconut Gun (originating from said game) is the main feature of the mini-game, and a few mini-games are based on a Bonus Stage from Donkey Kong 64. The objective in almost every stage is to fire coconuts at Kritters (but in the stage, Buddies Beware, he has to fire coconuts to help Animal Buddies cross pathways, or fire at cannons in Galleon Gunner).

Every stage has a yellow-background coconut icon in the center, divided into four sections. The sections are organized from left to right (i.e. the first section is at the top-left corner and the last section is at the bottom-right). A section turns entirely brown for each coconut that DK fires (half the icon turns brown for each fired coconut in Buddies Beware). DK cannot fire any coconuts after he fires four (or two in Buddies Beware). The player must press B Button to reload the supply (and therefore reset the coconut icon) to allow DK to fire more coconuts. The supply cannot be reloaded until every coconut is used.

A mood icon of Donkey Kong is displayed in the bottom-left corner. By default, DK's icon is happy. His mood will gradually worsen for each mistake that he makes. An example of a mistake is failing to fire at a Kritter on time. If he makes four mistakes, DK loses at the stage. Every stage has a counter set to a specific number, which gradually decreases (usually by numbers of one) if DK meets an objective (for example, by shooting a Kritter). When the counter successfully decreases down to zero, DK wins at the stage.

Crosshair Cranky is also featured in multiplayer mode. The first player is DK and the second player is Diddy with a blue cap. Both players must compete to complete every stage first.

Controls

  • +Control Pad Move crosshair
  • A Button Shoot (max of four shots)
  • B Button Reload

Stages

Crosshair Cranky has six stages, all of which take place on small islands on the shore of Donkey Kong Island (except for the final stage Galleon Gunner). Every stage is inaccessible in the main Adventure mode. However, Galleon Gunner can be considered as an exception because it takes place just outside Gangplank Galleon.

DK starts on the world map on "Crosshair Cranky" (which is actually Kongo Jungle); the area has DK's head icon on it, but it cannot be accessed--it only functions as the world map's starting point. Just like in Adventure mode, the mini-game saves the progress of the stages that were completed by DK.

Name Summary
File:Kremlings and Kongs.png
Kremlings and Kongs
Donkey Kong must fire coconuts at fifty Kritters, who try to steal Bananas. DKs and Diddys also jump on the Bananas, of whom he must not fire at. If DK misses too many Kritters or misfires at too many Kongs, he loses. The stage is set in a temple and therefore has the temple theme.
File:Barrel o Kremlings.png
Barrel o' Kremlings
Kritters randomly pop out of barrels, and they must be shot with coconuts. The counter is set at "100" at the beginning of this stage. The counter decreases based on which color Kritter DK shoots--green ones are worth a point, blue ones are worth two, and red ones are worth five. If DK fails to shot too many Kritters, he loses the stage. This stage is heavily based on the Donkey Kong 64 Bonus Stage, Kremling Kosh.

This stage erroneously plays the forest theme even though it is situated on a wooden platform in the Island's shore.
File:Kremling Krackdown.png
Kremling Krackdown
Donkey Kong must shoot 70 Kritters, all of whom try attempt to steal the Bananas again. The stage has a jungle setting, and the background music is "DK Island Swing".
File:Buddies Beware.png
Buddies Beware
In this stage, big Gnawtys (who resemble Very Gnawty and Really Gnawty) chase Expressos, Rambis, and Winkys across three different pathways, each with two holes in them. DK must help 25 Animal Buddies safely cross each pathway by firing coconuts at the holes, to prevent them from falling down. Each fired coconut will darken a half of the counter, which no longer has lines to divide it into four sections. The coconuts only temporarily patch the holes and disappear after an Animal Buddy crosses over it. The counter, originally set at 25, decreases by a number after an Animal Buddy exits from the right side of the third and bottommost path. The stage's difficulty increases halfway through (when the counter is down at 12), as more Animal Buddies start to spawn from the paths and even run faster. DK loses if too many of the Animal Buddies fall down the holes. This mini-game is similar to the Bonus Stage Peril Path Panic from Donkey Kong 64. Just like Kremling Krackdown, this stage is set in a jungle and plays the DK Island Swing theme.
File:Wanted.png
Wanted
This stage's objective is similar to "Barrel o' Kremlings" except that DK has to fire at specific Kritters in the barrels, known as the "wanted" ones. After DK accesses the stage, the lights go out and a Kritter (either red, blue, green, purple, or black) pokes its head out a barrel; this Kritter is the "wanted" one, as indicated by its color. The Kritter then retreats in its barrel, the lights turn on, and many Kritters start to pop their heads out of barrels. DK must only shoot a coconut at the "wanted" Kritter. The cycle repeats, and the number of wanted Kritters increases (thus increasing the difficulty) as the stage progresses. DK loses if he hits the incorrect Kritter four times or misses too many of the wanted ones. The stage is set inside a cave and plays the cavern theme.
File:Galleon Gunner.png
Galleon Gunner
DK must shoot coconuts at Gangplank Galleon's six cannons, all of which are at the side of the ship. King K. Rool is on-board the ship in this minigame and operates the cannons. The counter is set at 36, and DK must destroy every cannon by firing at each one six times. The counter decreases by one for every cannon that is shot. DK can only shoot a cannon after K. Rool pulls it out; he has to quickly fire coconuts at the cannons before they fire first. After he shoots a cannon, it retracts into the ship. DK loses at the stage if he gets hit by cannonballs four times. After DK destroys every cannon, K. Rool furiously jumps around in his ship. The player then completes the mini-game. If the mini-game is completed for the first time, the player will unlock the Banner Creator, accessible from the Selection menu. Galleon Gunner plays the Gangplank Galleon theme.

Names in other languages

Language Name Meaning Notes
Japanese クランキーのミニゲーム[?]
Kurenkī no Minigēmu
Cranky's Minigame
French Cibles Cranky[?] Target Cranky
German Crankys Crash[?] Cranky's Crash
Italian Mirino di Cranky[?] Cranky's Viewfinder
Spanish Mirilla Cranky[?] Peephole Cranky

Template:DKC Levels