Crosshair Cranky
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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 Donkey Kong fires (half the icon turns brown for each fired coconut in Buddies Beware). Donkey Kong cannot fire any coconuts after he fires four (or two in Buddies Beware). The player must press to reload the supply (and therefore reset the coconut icon) to allow Donkey Kong 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, Donkey Kong'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, Donkey Kong loses at the stage. Every stage has a counter set to a specific number, which gradually decreases (usually by numbers of one) if Donkey Kong meets an objective (for example, by shooting a Kritter). When the counter successfully decreases down to zero, Donkey Kong wins at the stage.
Crosshair Cranky is also featured in multiplayer mode. The first player is Donkey Kong and the second player is Diddy with a blue cap. Both players must compete to complete every stage first.
Controls
- Move crosshair
- Shoot (max of four shots)
- 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.
Donkey Kong starts on the world map on "Crosshair Cranky" (which is actually Kongo Jungle); the area has Donkey Kong'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 Donkey Kong.
Name | Summary |
---|---|
Kremlings and Kongs |
Donkey Kong must fire coconuts at fifty Kritters, who try to steal Bananas. Donkey Kongs and Diddy Kongs also jump on the Bananas, of whom he must not fire at. If Donkey Kong 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. |
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 Donkey Kong shoots--green ones are worth a point, blue ones are worth two, and red ones are worth five. If Donkey Kong 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. |
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". |
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. Donkey Kong 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. Donkey Kong 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. |
Wanted |
This stage's objective is similar to "Barrel o' Kremlings" except that Donkey Kong has to fire at specific Kritters in the barrels, known as the "wanted" ones. After Donkey Kong 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. Donkey Kong 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. Donkey Kong 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. |
Galleon Gunner |
Donkey Kong 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 Donkey Kong must destroy every cannon by firing at each one six times. The counter decreases by one for every cannon that is shot. Donkey Kong 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. Donkey Kong loses at the stage if he gets hit by cannonballs four times. After Donkey Kong 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 |