text:
Mario franchise strategy guide/Species/Animal Friend

In the Donkey Kong Country series of video games, including Donkey Kong Land and Donkey Kong 64, Donkey Kong and his simian friends have a series of animal buddies that can be found throughout levels and then used to assist the player in finding bonuses or defeating the Kremlings and other enemies. Various animal buddies also appear in other games, such as in Donkey Kong Jungle Beat and Donkey Kong Jet. Most of Donkey Kong's animal buddies were created by Rare and are owned by Nintendo.

Role
Most animal buddies can be ridden when released from a crate, allowing the player to take control of their special powers. Also, when released from a crate, the player will not take damage directly if riding on an animal buddy; instead, the animal buddy will simply run away and, in some cases, can be caught and ridden again (Squawks is the exception to this; if the player is hit while being carried by Squawks, he will drop one Kong, but the player still controls Squawks as long as the other Kong is still present.)

Also, the animal buddies can be transformed into through the use of special barrels in Donkey Kong Country 2 and onwards. The player will transform into whichever animal buddy is pictured on a specific barrel. The player controls the animal buddy directly in these situations and can take hold up to two hit points at once to correspond with the two Kongs. An extra hit point can be earned by hitting a DK barrel as usual when the player only has one.

In Donkey Kong 64, Rambi and Enguarde can only be found in crates, but they are played with in a similar fashion as when they are found in barrels in the Donkey Kong Country games.

Some animal buddies cannot be ridden or directly controlled at all, and instead perform utility functions, such as lighting up dark areas or collecting treasure.

Starting in Donkey Kong Country 2, some areas are off-limits to animal buddies. These will be marked with signs that show the animal's icon in a circle with a slash going through it. However, if the player brings the animal buddy to the sign successfully, a reward will usually appear in compensation (such as a balloon for extra lives or access to bonus areas).

In Donkey Kong Country 3, animal crates are rare, they were phased out in favor of animal barrels. For example, there are no animal crates (Except Parry) between the first level and the 29th level: Pot Hole Panic, which has the only Enguarde crate in the entire game (In the SNES version).

Interestingly, the animal buddies never appeared in the television series based on the games.

In the "Appearances" lists in each of the profiles below, the SNES game title also refers to its Game Boy Advance re-release unless otherwise noted.

Rambi the rhinoceros

Rambi the rhinoceros is one of the most well-known of Donkey Kong's animal buddies, appearing in more games than any other, except for Enguarde and Squawks. While he has not appeared in every Donkey Kong game, he is always the first animal buddy to be found in each game he appears in. He is able to defeat most enemies simply by running into them with his horn protruding from the front of his nose. He can also use his horn to break walls and open up hidden areas. In Donkey Kong Country 2 and all subsequent games, Rambi can charge at very fast speeds which allows him to break down heavier walls. In Donkey Kong 64, he can only be used in the "Jungle Japes" level and a few minigames, and is transformed into by Donkey Kong, with no other character being able to play as him. Rambi was also intended to appear in Rare's now cancelled Donkey Kong Racing.

In Mario Kart DS, one of Donkey Kong's karts resembles Rambi. He also cameos in Donkey Konga, where he and Cranky Kong dance at the bottom of the screen in challenge mode.

Appearances:
 * Donkey Kong Country
 * Donkey Kong Land
 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Kong 64
 * Donkey Konga (cameo)
 * Mario Kart DS (in kart form)
 * Donkey Kong Barrel Blast

Enguarde the swordfish

Enguarde the swordfish has the most non-cameo appearances of any animal buddy, tied with Squawks, and the most playable appearances bar none. Enguarde swims with more precision and speed than that of the Kongs, and can defeat most underwater enemies with his pointed bill on his front. However, being a fish, he is essentially useless on land. In Donkey Kong Country 2 and all subsequent games (except for Donkey Kong Land III), he has a supercharge similar to Rambi's that can also break down certain walls as well as propel him across land if necessary. In Donkey Kong 64, he can only be used in the "Gloomy Galleon" level and a few mini-games, and only Lanky Kong can transform into him. Enguarde is one of three animal buddies the player fights a boss with. In Donkey Kong Country 3 and Donkey Kong Land III, the player uses him in the boss fight with the sea urchin Barbos.

As with Rambi, Enguarde was scheduled to make an appearance in Donkey Kong Racing. Interestingly, early shots portrayed multiple different coloured swordfish.

According to Nintendo Power's Donkey Kong 64 Player's Guide, Enguarde is a French swordfish. This is most likely evidenced by his name (which derives from the phrase, "En garde!"), as he has never had a speaking role.

Appearances:
 * Donkey Kong Country
 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Kong Country 3
 * Donkey Kong Land III
 * Donkey Kong 64
 * Donkey Kong Barrel Blast

Expresso the ostrich

Expresso the ostrich can run at fast speeds, as his name implies, and he can glide by flapping his wings. He wears white sneakers. He is the only animal buddy that can be directly controlled by the player with no offensive abilities whatsoever, but small enemies will pass under his body due to his long, spindly legs. He is the only animal buddy besides Rambi to appear in Donkey Kong Land, but he didn't return in the original version of any subsequent game (possibly because his gliding ability was taken over by Dixie Kong and, later, Tiny Kong.) However, in the Game Boy Advance remake of Donkey Kong Country 2, Expresso is playable in a racing mini-game that rewards extra bonus items for winning. He is one of Cranky Kong's favorite animal buddies, as Cranky states in his commentary in the instruction manuals. An ostrich that looked like Expresso appeared in Jinxy's Dunes in Banjo-Pilot; this may be a leftover from the game's former being, Diddy Kong Pilot, that was not removed when the game was remodeled with Banjo characters.

Appearances:
 * Donkey Kong Country
 * Donkey Kong Land
 * Donkey Kong Country 2 (Game Boy Advance version only)
 * Banjo-Pilot (Cameo)

Winky the frog

Winky the frog has the ability to jump very high, and can defeat most enemies by jumping on them, including some that none of the Kongs can damage when jumping. Winky has the smallest number of major appearances of all controllable animal buddies, as he only appears in the original Donkey Kong Country. However, Rattly in Donkey Kong Country 2 has extremely similar abilities and a slightly similar physical appearance; therefore, he is often considered to be Winky's replacement. Like Expresso, he is one of Cranky Kong's favorite animal buddies; in fact, he can be seen in Cranky's Monkey Museum in Donkey Kong Country 2.

Appearances:
 * Donkey Kong Country
 * Donkey Kong Country 2 (Cameo, SNES version only)

Squawks the parrot

Squawks the parrot has the most non-cameo appearances of any animal buddy, tied with Enguarde. He is the only animal buddy to possess multiple different powers. In Donkey Kong Country, he was not directly controllable. He only appeared in one level, Torchlight Trouble in Gorilla Glacier, where he would carry a lantern around and follow the player through the nearly pitch-black stage.

In Donkey Kong Country 2 and Donkey Kong Country 3, and their Game Boy counterparts, he was directly controllable. Much larger than before, he could fly (either carrying the Kongs or alone) and spit eggs at the enemies. Thus, Squawks plays almost identically whether released from a crate or transformed into via a barrel in these games, though the presence of the Kongs makes him a bigger target for enemies, and can weigh him down.

Also, Donkey Kong Country 2 contained a blue parrot similar to Squawks that could only float downward slowly, while Donkey Kong Country 3 featured a purple parrot that could fly normally and pick up barrels, but could not spit eggs. These are two separate parrots with two separate color schemes. The two parrots are often confused for each other; one or both is often called "Squeaks" or "Flapper" on various fansites, but the only official name given to them are "Squawks' Cousins". Squawks and his purple cousin, given the name "Quawks", appear in Donkey Kong Barrel Blast.

In Donkey Kong 64, Squawks was returned to his original size, and he served as the player's guide throughout the game, but in certain areas, he reprised his roles from previous games; he could carry Tiny Kong if she shrunk herself, and he would carry a lantern in some dark caves. In the same game, purple parrots (in addition to green ones) are also seen during cinematic sequences, but they're essentially background characters.

Squawks is also the first animal buddy to fight against his own boss: King Zing, in Donkey Kong Country 2. (Rambi is actually the first to encounter King Zing, but only Squawks can fight him.)

Appearances:
 * Donkey Kong Country
 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Kong Country 3
 * Donkey Kong Land III
 * Diddy Kong Racing/Diddy Kong Racing DS
 * Donkey Kong 64
 * Donkey Kong Barrel Blast (as an item)

Squitter the spider

Squitter the spider has the ability to spin webs. Some webs (executed by pressing the Y Button) can be used as projectiles to defeat enemies, while others (executed by pressing the A, L, or R Buttons) can be used as temporary platforms (in Donkey Kong Land 2 to make a platform you must shoot a web by pressing B and then press select while the web is still on the screen). The manuals for the games constantly refer to how "cool" he is. Like Expresso, he wears orange sneakers, one on each of his eight legs. In addition to that, he would also get hurt by jumping on top of enemies. He usually appears in fire-themed levels, like the first lava level in Donkey Kong Country 2 and the factory levels in Donkey Kong Country 3.

Appearances:
 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Kong Country 3
 * Donkey Kong Land III

Rattly the rattlesnake

Rattly the rattlesnake is coiled up like a spring, allowing him to jump very high. He plays very similarly to Winky, but he has a superjump similar in nature to Rambi and Enguarde's supercharges. He is the first animal buddy to appear in a barrel (allowing the player to control him without the presence of the Kongs) instead of a crate.

Appearances:
 * Donkey Kong Country 2
 * Donkey Kong Land 2

Clapper the seal

Clapper the seal is an unplayable animal buddy who can cool down water when he is touched. He only appears in two levels per game; in "Lava Lagoon," he cools down the boiling-hot water so that the Kongs can safely swim in it, while in "Clapper's Cavern," he turns ordinary water into ice so that the Lockjaw monster in the water cannot reach them.

Appearances:
 * Donkey Kong Country 2
 * Donkey Kong Land 2

Glimmer the anglerfish
Glimmer the anglerfish is another unplayable animal buddy who can light up the dark level known as "Glimmer's Galleon"; in fact, he appears in no other levels, making him extremely similar to Squawks's single appearance in the first Donkey Kong Country. Glimmer appears on the box art for Donkey Kong Land 2, but he never appears in that game. Also, an anglerfish similar in appearance to Glimmer can be briefly seen in the trailer for the now cancelled game Donkey Kong Racing.

Appearances:
 * Donkey Kong Country 2
 * Donkey Kong Land 2 (Cameo, on the game's box art)

Ellie the elephant
Ellie the elephant appears to be Rambi's replacement in Donkey Kong Country 3, as they both are similar looking animals, and Ellie appears in the first level of her game as Rambi previously did. However, she plays differently. She can carry barrels (even pulling them in from a distance) and collect water in her trunk (allowing her to shoot it at the enemies), but, in classic cartoon form, she is extremely afraid of Sneek and will run any time she sees him. One particular level ("Stampede Sprint," in the secret world Krematoa) even centers around Ellie running uncontrollably after coming upon a trio of Sneek. Ellie is one of three animal buddies to fight a boss. She fights the waterfall monster Squirt in the area "Cotton Top Cove". She is also one of the only female animal buddies.

In Donkey Kong Land III, she plays differently than she does in Donkey Kong Country 3. First, she has an unlimited water supply, and she can spray water in any level she appears in. Second, she does not run from mice at all. Lastly, she cannot drag barrels in her trunk like in Donkey Kong Country 3.

In Donkey Konga, she appears at the bottom of the screen in Street Performance mode, dancing to the beat of the music played with Diddy Kong.

Appearances:
 * Donkey Kong Country 3
 * Donkey Kong Land III
 * Donkey Konga (cameo)

Parry the parallel bird
Parry the "parallel bird" is an unplayable animal buddy who flies directly above the player's head at a specific distance (hence, he is moving parallel to the player.) He can collect treasures out of the player's normal reach, and the player usually receives significantly high rewards if Parry reaches the "No parallel birds" sign. However, he can be knocked out in a single hit from any enemy except Booty Birds. He is the only unplayable animal buddy to appear in more than two levels.

Appearances:
 * Donkey Kong Country 3

Hoofer the wildebeest

Hoofer is a wildebeest that lives in snow regions. He was featured in Donkey Kong Jungle Beat to use as Rambi's replacement. Like Rambi, he has the ability to ram into objects and moves at high speeds. When obtaining the fruit items at the end of stages, Hoofer can perform a huge jump which earns players a certain number of beats depending on the distance travelled. Hoofer is known as Mooshin in the British manual.

Appearances:
 * Donkey Kong Jungle Beat

Orco the killer whale

Orco is a killer whale found only at the beach of Pristine Sea in Donkey Kong Jungle Beat. Her abilities are similar to that of Enguarde the Swordfish, because she can ram into things, which uncovers hidden areas that Donkey Kong alone cannot reach. Orco also has the ability to jump very high out of the water in order to reach airborne beats, and to find the exit.

It is probably safe to assume that Orco is female, since it has babies, but this is not confirmed. She is known as Shachee in the British manual.

Appearances:
 * Donkey Kong Jungle Beat

Flurl the squirrel

Flurl is a flying squirrel used in the same manner as a parachute in Donkey Kong Jungle Beat. Flurl is always found sleeping in trees, and the player is able to wake him up and use him to glide, floating across an area collecting beats in the air. He is known as Ressar in the British manual.

Appearances:
 * Donkey Kong Jungle Beat

Helibirds
Helibirds are a type of bird that hover upwards in a similar manner as a helicopter. Helibirds can carry characters with their feet, flying into the air to collect beats and get to higher areas. There are multiple helibirds appearing in a variety of colors: blue (the main color), green, orange, purple, pink, and black. All of them are playable, with the exception of the black helibird, which one of the monkeys uses in "Helibird Dash". A similar creature known as a Chopperbird appears in one level, and in "Ninjape Rally", the Ninjapes each have their own miniature helibird.

Appearances:
 * Donkey Kong Jungle Beat

Glower the tadpole
In the dark interior areas of the "Gloomy Galleon" stage in Donkey Kong 64, players can find a tadpole (or possibly a small fish) with a flashlight on its head that will follow the Kongs or Enguarde, fulfilling the same role as Squawks and Glimmer in previous games. This buddy is not found in a crate and can not be ridden.

This character is frequently called "Glower the Tadpole" on various fansites, but an official source for the name has not yet been given.

Appearances:
 * Donkey Kong 64

Nibbla the fish
Though he is seen as an enemy under normal circumstances, he appears in the level "Fish Food Frenzy" as a friend to the Kongs — so long as the player keeps him well fed. If the player continually feeds him Kocos, he will remain blue, smiling contently as he follows the Kongs throughout the level. However, if the player feeds Nibbla one of the many spiny-shelled Lurchins scattered throughout the level, or simply fails to feed him enough, his mood will gradually worsen until he finally satisfies his hunger by attacking a Kong. Nibbla's status as an animal buddy is debatable, as its feeding requirements acts much like an obstacle and inconvenience. However, for his help in clearing enemies from the level, he may be considered "partly" an animal friend. Also of note, there is a "No Nibbla" sign at the end of "Fish Food Frenzy", but no reward is given when bringing Nibbla past it.

Appearances:
 * Donkey Kong Country 3

Yoshi the dinosaur
Though not technically an animal buddy, Baby Donkey Kong is able to ride on Yoshi in the game Yoshi's Island DS. Yoshi is capable of slurping enemies up with his tongue and turning them into eggs, which he can throw.

Appearances:

 * Yoshi's Island DS
 * Donkey Kong Country 2 and Donkey Kong Land 2 in cameo appearances, as he mainly appears in various Mario games.
 * Donkey Konga (Cameo)
 * Donkey Konga 2 (Cameo)

Giraffe
One of the original animal buddies in Donkey Kong Country was supposed to be a giraffe and Donkey Kong would climb up his neck to reach higher places. However, he was replaced by Winky the Frog who could easily jump to high places whenever it was needed.


text:
Mario franchise strategy guide/Enemies/Kremling

The Kremlings or Kremling Krew are the main enemies of the Donkey Kong games. They are a legion of anthropomorphic crocodiles led by King K. Rool and exist simply to get in Donkey Kong and friends' way.

The Kremlings first appeared in Donkey Kong Country in 1994, by Rareware. There, they were following the orders of K. Rool to steal Donkey Kong's famed banana hoard. The drone archetypes that appeared in this game would set a template for future Kremling designs to follow. Almost all Kremlings have a name beginning with a K, and even the exceptions have a K in some part of their name.

The Kremlings returned in 1995 with Donkey Kong Land and again in Donkey Kong Country 2: Diddy's Kong Quest. In that game, following the self-proclaimed Kaptain K. Rool's fashion sense, virtually every Kremling was dressed in pirate fatigues, some even going as far as amputating arms or legs. This trend continued into the game's pseudo-sequel Donkey Kong Land 2. It should also be noted that the game took place on Crocodile Isle, the Kremling's home island. The island was subsequently destroyed at the end of both games.

In Donkey Kong Country 3: Dixie Kong's Double Trouble!, K. Rool was believed to have been replaced with the robot KAOS. However, it was later found that K. Rool was the controller of KAOS, and under the persona of "Baron K. Roolenstein". In accordance with this, the Kremling designs in this game were moderately different from the designs in the earlier games. This style was kept for Donkey Kong Land III a year later.

In Diddy Kong Racing for the Nintendo 64, a sole Kremling by the name of Krunch was available as a playable character. As the story goes, his mission was to investigate Diddy Kong's visit to Timber's Island and find out if the monkey was hatching some sort of anti-Kremling plot. Krunch was set to return in Diddy Kong Pilot for the Game Boy Advance, however, the game was refit into Banjo Pilot after Rare was sold to Microsoft in 2002.

The Kremlings returned in Donkey Kong 64 in 1999. There, once again under the command of King K. Rool, the Kremlings returned to a look more accurate to the original Donkey Kong Country than DKC2 or 3. Also in this game, there were a few Kremlings that went unnamed due to the lack of a curtain call that was traditional in the Donkey Kong Country series. This includes a skeletal Kremling, a wind-up robotic Kremling, a Kremling inside a mushroom costume, a ghostly demon Kremling featured inside Donkey Kong's minecart stage, and a Kremling under a sheet with holes cut out for the eyes.

The classic Kremling designs returned in the port of Donkey Kong Country for Game Boy Color, and after that, they disappeared for a while, only warranting a brief cameo by Klaptraps in Super Smash Bros. Melee.

In 2003, Donkey Kong Country was once again ported, this time to the Game Boy Advance. This brought about the return of the Kremlings, and a year later, they appeared in the port of Donkey Kong Country 2 for the GBA, as well as the sports game Mario Power Tennis and the music game Donkey Konga. In 2005, the Kremlings returned as the main foes in DK King of Swing for Game Boy Advance, and made appearances in Mario Superstar Baseball, Donkey Konga 2 and Super Mario Strikers for the GameCube and in Mario Strikers Charged for the Wii.

Strangely, Donkey Kong Jungle Beat, the apparent successor to the Donkey Kong series on the GameCube, did not feature any Kremlings whatsoever. This is because of a decision made by the developers to give the game "fresh features".

In DK King of Swing, the name Kremling is applied only to the enemy Kritters, as the only other Kremling to appear in the game aside from them is King K. Rool; in the sequel, DK Jungle Climber, the name is once again used for the species, presumably because other Kremlings aside from Kritters (such as Klobbers) appear in the game.

The Kremlings were also a frequent part of the Donkey Kong Country TV series, once again appearing as the main villains. Strangely, they were never referred to as "Kremlings" in the entire span of the program, being solely called the names of various reptiles (salamanders, geckos, lizards, etc.).

Bazuka
Bazukas are small red-colored (purple-colored in the Japanese version of Donkey Kong Land 3) Kremlings with large bazookas. Similar to Kannons, they fire out various types of barrels, which the Kongs can change by hitting "switches" throughout the level. Bazukas were often helpful, as the Kongs could bounce on their barrels to reach new areas. On three occasions, Bazuka was necessary to defeat Koin.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Kaboing
Kaboings are Kremlings with two peglegs. These peglegs are spring loaded to allow Kaboing to jump higher. They closely resemble both Kritter and Klomp in appearance.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Kaboom
Kabooms are similar in appearance to Klobbers, and in nature to Klasps. Kaboom will lie in wait for the Kongs inside a TNT barrel. If the Kongs come into contact with him, he will explode. They are distinguished from actual TNT barrels by the N being backwards on a barrel that conceals a Kaboom.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong 64

Kackle
Kackles are skeletal Kremling ghosts that hide in haunted houses. They are not programmed to be defeated but can only be outrun. They are exclusive, only being found in one level, "Haunted Hall". In Donkey Kong 64 another, unnamed skeletal Kremling appears. Whether this is a Kackle or a relative to them is unknown.

Appearances:

 * Donkey Kong Country 2

Kannon
Kannon is a cannon-carrying Kremling who according to the manual is actually Klump. He fires out cannonballs and in some cases barrels. He usually fires them straight forward, but sometimes fires them downward. In the animated series, the character Kaptain Skurvy bears a large resemblance to Kannon. Kannon is fat and easy to defeat with a bounce on the head.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Kasplat
Kasplats are burly Kremlings spread throughout Donkey Kong 64. Each Kasplat has a piece of Snide's blueprint for the Blast-O-Matic laser, and every Kong can defeat their specific Kasplat (as identified by their hair color) to retrieve the blueprint and return it to Snide in return for a Golden Banana. Prima's Donkey Kong 64 Strategy Guide incorrectly referred to Kasplat as Krusha, but the two are in fact, separate enemies.

Appearances:

 * Donkey Kong 64

Klampon
Klampons are the Donkey Kong Country 2 and Donkey Kong Land 2 equivalent of Klaptraps. While a bit larger than Klaptrap, they have a similar appearance and movement pattern. In the DKC2 manual, they are referred to as "Klaptrap's older brother".

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Konga 2

Klaptrap
Klaptraps are low-to-the-ground crocodiles that continually snap their jaws while walking around. This makes frontal attacks on them impossible. Klaptraps are very popular amongst Nintendo's second and third parties, having appeared in Super Smash Bros. Melee and Mario Power Tennis.

The Klaptrap biting noise in Donkey Kong Country was, according to the Rare scribes (May 12 2005), produced by one Mr. Peilio of Rare. He did this by banging his teeth together. In Donkey Kong 64, this sound was replaced with a more generic one.

In Donkey Kong 64, the Klaptraps reappear but in a more dog-like attitudes than in the previous games. Every time they are destroyed however, their teeth automatically come to life and attack by trying to bite the current Kong. But this is nothing on a count of that the Kong can still just easily attack and shatter them once more (the Klaptrap is killed instantly if an orange grenade is used). The game also features purple ones and a very large red one, only featured in the Creepy Castle intro. In the mini-game 'Beaver Bother', a green Klaptrap is actually controllable. Its only abilities are to jump (with A) and gnash its teeth (with B).

In the Donkey Kong Country animated series, they were used merely as ammunition that was fired from guns and acted a bit like termites.

One particularly large Klaptrap (about Diddy's size) appeared in a few episodes and was called Junior. Junior however was mostly on the Kong's side and once saved Donkey Kong from a pack of sea pirate Kremlings after Diddy helped him regain his sharp teeth.

In Mario Superstar Baseball, the river in Donkey Kong's stadium was filled with Klaptraps. If a player gets bitten by one he or she becomes slower and less manoeuverable. If a Klaptrap is hit by a baseball, the team who hit it gets a team star.

Klaptraps behave in a similar manner to the Snapjaws that featured in Donkey Kong Jr.; unlike Klaptraps, however, Snapjaws were mechanical. In Donkey Kong Country 2 and Donkey Kong Land 2, Klaptrap was replaced by Klampon, his older brother, who is almost identical in appearance and behavior. The Klampons were replaced by Krimp in Donkey Kong Country 3 and Donkey Kong Land 3.

Appearances:

 * Donkey Kong Country
 * Donkey Kong Land
 * Donkey Kong 64
 * Super Smash Bros. Melee
 * Donkey Konga
 * Mario Power Tennis
 * Mario Party 7
 * Mario Superstar Baseball

Klank
Klanks are Kremlings who resemble Kutlass. They are found in the levels "Target Terror" and "Rickety Race" in Donkey Kong Country 2. Klanks ride skull-shaped roller coaster cars and attack by throwing barrels at the Kongs. Klanks come in a multitude of colors. In order to gain the DK Coin in "Rickety Race" Dixie and Diddy must defeat all 10 Klanks in the level by jumping on them.

Appearance:

 * Donkey Kong Country 2

Klasp
Klasps are Kremlings who look the same as Knocka, but hide in red TNT barrels. They cling onto horizontal ropes and will chase after anyone who grabs onto that rope. If the Kongs hit them, the Klasps will explode. They first appeared in Donkey Kong Country 3. They later appeared in Donkey Kong Land III, but they don't chase after the Kongs; instead, they go back and forth in a fixed pattern.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Klinger
Klingers are Kremlings that are able to climb and slide down vertical ropes and chains. They first appeared in Donkey Kong Country 2, and later in Donkey Kong Land 2. According to the game's Player's Guide, Kremlings weren't natural-born rope climbers; Klingers are the only ones who are able to. Getting touched or landing on them (when their climbing hand is swinging up) will cost a character. It is possible to defeat them if timed right.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Konga 2

Kloak
Kloaks are ghosts that hide in large cloaks that resemble the garb Krook wears and float through the air. They materialize items out of thin air that they use to attack. The items they throw range from treasure chests to Spiny porcupines.

Appearances:

 * Donkey Kong Country 2

Klobber
Klobbers are Kremlings that dress up in barrels. They first appeared in Donkey Kong Country 2, as well as in Donkey Kong Land 2 and Donkey Kong 64. When the characters ventured near them, they would pop out and attempt to push them around by knocking into them. There are four varieties: green ones just knocked a Kong around, yellow ones caused 10-banana bunches to fall from the character, red ones, also known as "Kabooms" will explode on impact, while the grey ones caused extra life balloons to fly out. Donkey Kong Land 2 only had the green and red variations. In Donkey Kong 64, they would hurt the Kongs. In DK Jungle Climber, Klobbers attack by bumping into Donkey Kong and knock him off pegs, which Klobbers can climb in this game.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2
 * Donkey Kong 64
 * Donkey Konga 2
 * DK: Jungle Climber

Klomp
Klomps are basically the Donkey Kong Country 2 (and Donkey Kong Land 2) equivalent of Kritters. There were no difference between the two, except that Klomps have peg legs and do not come in a variety of colors, only green; also, they are unable to jump as certain kinds of Kritters were.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Knocka
Knockas are Kremlings who hide in green barrels, and will charge at their foes and attempt to ram them off an edge in a similar manner to Klobber. They have mouths painted on their barrels and eye-holes. They first appeared in Donkey Kong Country 3. The Game Boy Advance port featured a TNT version in the stage Stormy Seas. These enemies are also in Donkey Kong Land III, but are named Krusha instead.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3 (as Krusha)

Kobble
Kobbles are muscular Kremlings with no form of clothing who are similar to Kritters. They first appeared in Donkey Kong Country 3, but didn't appear in the later levels. They appeared more frequently in Donkey Kong Land III.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Koin
Koins are Kremlings who wear helmets made of metal buckets with a skull and cross-bones image on it that carry shields made of trash-can lids with a DK Coin within it. They can only be defeated by throwing a steel barrel in a manner that maneuvers it over their head so that it collides with his vulnerable backside, the only area which remains unprotected.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Koindozer
Koindozers are Kremlings who resemble Koin, but are purple. They have no DK Coin on their shields, but will attempt to ram their foes away, possibly into an abyss. They can't be defeated, neither by a steel barrel in their backside like the Koin. The Kongs can step on their shield by jumping over them.

Appearances:

 * Donkey Kong Country 3

Kopter
Kopters are small Kremlings with helmets and helicopter blades in each hand. They fly through stages either in fixed patterns or downwards by spinning the blades. The blades are harmful for the Kongs to touch, but they can jump on Kopter's helmet without taking any damage. They can be defeated in Donkey Kong Land 3. Donkey Kong Barrel Blast features what appears to be an updated version of Kopter as a playable racer.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3
 * Donkey Kong Barrel Blast

Kosha
Koshas are small Kremlings dressed in Viking clothing that wielded giant spiked clubs. They appeared in Donkey Kong 64 and are very similar to Kutlass. They have a hard time carrying their clubs because the clubs are more than twice their size.

Appearances:

 * Donkey Kong 64

Krash
Krash is a regular Kritter who attempts to drive a minecart into the players in the minecart levels of Donkey Kong Country. A muscular version attempts to club them in the minecart levels of Donkey Kong 64.

Appearances:

 * Donkey Kong Country
 * Donkey Kong 64

Krimp
Krimp are the Donkey Kong Country 3 and Donkey Kong Land 3 equivalent of Klaptrap. They have a similar appearance and movement pattern. In gameplay, Dixie or Kiddy could attack this Kremling from behind and it would die. This is the opposite for Klampon and Klaptrap, where they would bite if attacked from behind.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Kritter
Kritters are the grunts of the Kremling army. They walk on two legs and wander back and forth, though in some games they will attempt to attack. They are adorned in either gold-plated shoulderpads or skull-adorned biker jackets. Krunch was of this latter variety. In Donkey Kong Country 2 and Donkey Kong Land 2, Kritters were replaced by Klomps, who were replaced by Kobble in Donkey Kong Country 3 and Donkey Kong Land 3. The green one is the easiest to beat and the purple one is the hardest. Most of them just walk around, but some of them jump. Outside of normal Donkey Kong games, they have appeared in Mario Power Tennis, Mario Superstar Baseball, and were the goalies in Super Mario Strikers, as well as its sequel, Mario Strikers Charged.

Appearances:

 * Donkey Kong Country
 * Donkey Kong Land
 * Diddy Kong Racing (as Krunch)
 * Donkey Kong 64
 * Mario Power Tennis (cameo)
 * Mario Superstar Baseball (cameo)
 * Super Mario Strikers
 * Diddy Kong Racing DS (as Krunch)
 * Mario Strikers Charged
 * Donkey Kong Barrel Blast
 * DK King of Swing (as Kremling)

Krochead
Krocheads come in the green and red variety. They both appear in Donkey Kong Country 2. The green heads act as platforms, and the red heads act as springboards. In some levels they have a habit of sinking into the lava/water, so timing jumps is crucial. Sort of like the alligators in Pitfall.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Krook
Krooks are Kremlings that wear trench coats over their bodies and two large hooks for hands. They can throw their hooks at Diddy Kong or Dixie Kong which boomerang back to them. They appear in Donkey Kong Country 2 and Donkey Kong Land 2, usually in mine shafts, castle towers and bee hives.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Krumple
Krumples are the Donkey Kong Country 3 and Donkey Kong Land 3 equivalent of Krushas. They are big blue muscular Kremlings that walk back and forth in various stages. If Dixie tried to attack them, she'd bounce off of him and he'd make a beckoning motion. Only Kiddy, animals, or items could harm him.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Kruncha
Krunchas are the Donkey Kong Country 2 and Donkey Kong Land 2 equivalent of Krushas. They are big blue muscular Kremlings that walk back and forth in various stages. If the Kongs tried to attack them, they would get mad and turn red and run faster, plus he can take out any Kong that touches him. They could only be defeated by throwing barrels at them, teaming up and jumping on him, or performing a team throw.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Krusha
Krusha are muscular Kremlings with camouflage tank-tops. These appear to be the strongest Kremlings. In Donkey Kong Country, the blue ones were immune to Diddy's own attacks. There were also grey ones that were even stronger and could only be defeated by having barrels thrown at them. They were also in Donkey Kong Land, but, perhaps due to the Game Boy's limited color display, Krushas only came in one kind, which was the weaker kind. This particular Kremling also appeared as an unlockable character to play as in Donkey Kong 64’s VS mode, becoming the first playable Kremlings in the Donkey Kong series. Like Klump, only one Krusha was featured in the TV series. This Krusha was K. Rool's bodyguard, who had a childlike IQ and enjoyed watching "Sing Along with Uncle Swampy". He became Kruncha in Donkey Kong Country 2. Donkey Kong Country 3 featured Krumple, a muscular Kremling who is very similar to Krusha. Donkey Kong 64 features a similar enemy character called Kasplat. There was a completely different enemy in Donkey Kong Land III with the same name; he was exactly like Knocka in Donkey Kong Country 3 and would hide in a barrel, waiting for a Kong to appear so he or she would be shoved.

Appearances:

 * Donkey Kong Country
 * Donkey Kong Land
 * Donkey Kong 64

Kuchuka
Kuchukas are Kremlings that hide in purple barrels. While they are stationary, they will heave an endless amount of bombs at the Kongs, sometimes multiple bombs in one toss. Kuchuka cannot be picked up like most barrels, and therefore can only be destroyed with a TNT barrel.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Kutlass
Kutlass is a small pirate Kremling who carries two large cutlasses (hence the name). When he sees Diddy Kong or Dixie Kong, he will charge and swing his swords, resulting in them getting stuck in the ground. This presents a moment of opportunity for the player to jump on them and defeat them. The green version can pull their swords out faster, giving the player a briefer moment to retaliate. Incidentally, the animated series also had a character named Kutlass, but he worked for Kaptain Skurvy and looked sort of like K. Rool with a lighter color scheme.

Appearances:

 * Donkey Kong Country 2

Rekoil
Rekoils are orange-colored Kremlings with springy tails. They jump around by bouncing off their tails and are quite common.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

Rockroc
Rockroc are brown colored Kremlings that are only found in "Stop and Go Station" in Donkey Kong Country and the Game Boy remakes. They can run very fast and cannot be defeated in any way. The only way to stop them is by jumping past a switch barrel labeled Stop and Go. Note that this will only last for a few seconds before they get back up and keep running around. However, in the Game Boy Advance remake, they can be defeated by used Donkey Kong's Hand Slap on them while they're asleep.

Appearances:

 * Donkey Kong Country

Kuff 'n' Klout
Kuff and Klout are large, beefy, light brown Kremlings found in Donkey Kong Country 3. As the name implies, they are found exclusively in pairs. Kuff 'n' Klout are only found in the lost world, Krematoa, where they have an entire level dedicated to them called "Tyrant Twin Tussle". Kuff 'n' Klout have two attack patterns, either charging into their foe or attempting to crush them in a dangerous game of leap-frog. Kuff 'n' Klout can only be beaten with TNT Barrels or Squitter the Spider's webs. Oddly enough, if one of the two is defeated, the other becomes completely immobilized until he disappears suddenly. The other alternative is that the remaining twin will simply charge the player until he leaves the screen or is defeated.

Appearances:

 * Donkey Kong Country 3

Skidda
Skiddas are Kremlings that slip and slide on the snow; they attempt to slide into the Kongs. In Donkey Kong Country 3, Skidda is a pinkish palette swap of Kobble; in the Japanese version of Donkey Kong Land 3, they are green just like Kobble. They appear in Donkey Kong Country 3 and Donkey Kong Land III.

Appearances:

 * Donkey Kong Country 3
 * Donkey Kong Land 3

K. Lumsy
K. Lumsy is a gigantic Kremling that makes his debut in Donkey Kong 64. K. Lumsy is so huge that every time he jumps up and down, the island shakes. Unlike other Kremlings, K. Lumsy is more timid and kind-hearted than his brethren. He thinks the Kongs are cute and doesn't want to harm them, so K. Rool locked him up in a portable island chained to K. Rool's ship until he learned to be more vicious. There are eight keys to the cage, each guarded by one of the world bosses. Each time one of the eight locks is opened, K. Lumsy jumps for joy, causing something to happen somewhere around the island (such as a gate rising, or a door crumbling) to open the next world. When all eight locks are opened, K. Lumsy returns the favor by (accidentally) grounding K. Rool's airship, The Flying Kroc, and later gives him an extreme beating off-screen after Funky Kong blows K. Rool out of the wreck. In one of the two hidden cinema scenes shown when the player beats the game, K. Lumsy is shown back-stroking in the ocean with several of the Kongs riding on his belly, legs and tail.

Appearances:

 * Donkey Kong 64

Kaptain Skurvy
Kaptain Skurvy is a pirate from the Donkey Kong Country animated series. His goal is to steal the Crystal Coconut, which, according to him, is his birthright, as declared by his great-great grandpappy. His rival in obtaining it is King K. Rool. It's later revealed that Kaptain Skurvy wants something other than the Coconut; he wants to find his long lost brother, who turns out to be Klump. After he does this, Klump tells K. Rool that he's leaving to join Skurvy's pirate crew, but K. Rool forbids it.

Appearances:

 * Donkey Kong Country animated series

Kalypso
Kalypso is a Kremling debuting in the upcoming Donkey Kong Barrel Blast. Nothing is known about her, other than the fact that she is one of the first explicitly female Kremlings introduced along with Kass.

Appearances:

 * Donkey Kong Barrel Blast

Kass
Kass is a Kremling debuting in the upcoming Donkey Kong Barrel Blast. Nothing is known about her, other than the fact that she is one of the first explicitly female Kremlings introduced, Kalypso is another.

Appearances:

 * Donkey Kong Barrel Blast

Kip
Kip is a Kremling debuting in Donkey Kong Barrel Blast.

Appearances:

 * Donkey Kong Barrel Blast

Kerozene
Kerozene is a large orange Kremling exclusive to the Game Boy Advance version of Donkey Kong Country 2. He appeared atop K. Rool's Keep. His attacks include punches, slashing with 2 large swords (that resemble Kleever), and shooting a wave of fire.

Appearances:

 * Donkey Kong Country 2 (GameBoy Advance remake only)

King K. Rool
K. Rool is an obese, sometimes tailless crocodile who is ruler of the Kremling race and almost always the final boss of the games. His various guises (and thus, attacks) change from game to game. He has been himself (King K. Rool), a pirate (Kaptain K. Rool), a mad scientist (Baron K. Roolenstein), and a boxer (King Krusha K. Rool).

As King K. Rool, his attacks were more physical and direct, which included charging at the Kongs, throwing his crown, making incredible jumps to squash his opponents, which the ground-shaking landing made a barrage of cannonballs fall from the top of the area. As Kaptain K. Rool, he shot cannonballs, clouds of gas, and used his large gun as a vacuum to pull in the Kongs. He could also momentarily become invisible. As Baron K. Roolenstein, he used a jetpack, and summoned electrified lightbulb-like gadgets to electrify certain parts of the area. He also technically used KAOS to attack the Kongs. As King Krusha K. Rool, his attacks varied from round to round, but mainly involved charging the Kongs, throwing his gloves like boomerangs, and jumping to create a shockwave.

In Donkey Kong 64, K. Rool's personality was further developed. He was portrayed as a slightly sinister parody of Darth Vader and Ernst Blofeld, in the way of instilling fear in his subjects and pacing often (Vader) and deftly petting his pet Klaptrap while on his throne (Blofeld). His insanity was evident in his plot to destroy the DK Isles, as noted in Super Smash Bros. Melee.

In the animated series based off the game he plans to use the Crystal Coconut to take over Kongo Bongo (DK) Isle.

Appearances:

 * Donkey Kong Country
 * Donkey Kong Land
 * Donkey Kong Country 2 (as Kaptain K. Rool)
 * Donkey Kong Land 2 (as Kaptain K. Rool)
 * Donkey Kong Country 3 (as Baron K. Roolenstein)
 * Donkey Kong Land 3 (as Baron K. Roolenstein)
 * Donkey Kong 64 (both as himself and as King Krusha K. Rool)
 * Super Smash Bros. Melee (in trophy form)
 * Diddy Kong Pilot (Cancelled)
 * Donkey Konga
 * DK: King of Swing
 * Donkey Kong Barrel Blast
 * DK: Jungle Climber

King Kut Out
A giant cardboard version of King K. Rool, King Kut Out is the Kritters' last-minute attempt at preventing the Kongs from getting the seventh boss key. It is the boss of Creepy Castle. This is more of a cardboard cutout than a boss, but it can shoot lasers out of its eyes and has a high-pitched crazy laugh; it is unknown if the laugh is from a loudspeaker or the boss itself. As backup, it has exploding fish in the water, and a Kritter dressed up as a ghost. This is the only boss where all the Kongs can fight it (but not at the same time), apart from K. Rool himself.

Appearances:

 * Donkey Kong 64

Klubba
Klubba is a large muscle-bound Kremling that guards the gate to the Lost World in Donkey Kong Country 2. Paying 15 Kremkoins wins his favor, and access to the gate, although Kremkoins that were already collected in some bonus rounds cannot be re-collected. Players had the choice to fight him to win passage, but doing so always resulted in Klubba swinging his immense club and knocking the player back onto the world map. He reappeared in Donkey Kong Land 2, but was relocated next to Gloomy Gulch.

Appearances:

 * Donkey Kong Country 2
 * Donkey Kong Land 2

Kludge
Kludge is a Kremling debuting in the upcoming Donkey Kong Barrel Blast.

Appearances:

 * Donkey Kong Barrel Blast

Klump
Klump is a fat, bumbling Kremling decked out in military attire. His hard hat makes it impossible for Diddy to stomp him, though a frontal attack will defeat them. In Donkey Kong 64, he threw explosive oranges and could only be defeated by the DK Crew's own explosive oranges. In the animated TV series, Klump was featured, and he was K. Rool's general. In Donkey Kong Country 2 and Donkey Kong Land 2, he became Kannon, who was also featured on the TV show in the form of Kaptain Skurvy. He was portrayed by currently deceased actor Len Carlson. In Donkey Kong Barrel Blast, Klump returns, but wearing a barrel on his head instead of a helmet. . It was confrimed in the Donkey Kong Country manual that despite appearing in multiples in the game he is an individual kremling.

Appearances:

 * Donkey Kong Country
 * Donkey Kong 64
 * Donkey Kong Barrel Blast

Krunch
A biker-jacket wearing member of the Kremling Krew, Krunch is one of the many playable characters in Diddy Kong Racing. Before the main events of Diddy Kong Racing, Krunch was sent by King K. Rool to investigate why Diddy Kong and his friends were venturing to Timber's Island and to see if they were hatching some sort of anti-Kremling plot. Instead of antagonizing Diddy and his friends, Krunch aids them in their quest to defeat the evil alien, Wizpig.

Though people always get Krunch and Kritters confused, the basic Kremling enemy in Donkey Kong 64 bears an incredible resemblance to Krunch. Same goes with the Kremling goalies in the Mario Striker games, they also bear a resemblance. Krunch was to reappear in Diddy Kong Racing's sequel, Diddy Kong Pilot; The game was cancelled and converted into Banjo-Pilot. Recently, Krunch has appeared in Diddy Kong Racing's Nintendo DS port, Diddy Kong Racing DS.

Appearances
 * Diddy Kong Racing (1997)
 * Diddy Kong Pilot (Cancelled)
 * Donkey Kong 64
 * Mario Power Tennis (2005) *Behind the lines in DK's stage*
 * Super Mario Strikers (2005)
 * Super Mario Strikers Charged (2007)
 * Diddy Kong Racing DS (2007)

Kudgel
Kudgel is a large grey Kremling whose appearance was basically a palette swap of Klubba (possibly, they are brothers). As such, he appeared in Donkey Kong Country 2. His main form of attack was leaping, but he also used his club. When he landed, he would stun the Kongs and immobilize them.

Appearances:

 * Donkey Kong Country 2

Robo-Kritter
A completely robotic Kritter, it is a member of Bowser's Super Team in Super Mario Strikers, replacing a regular Kritter as the team's goalie. It becomes playable once the Super Team is unlocked; the Robo-Kritter also bears some minor resemblance to the unnamed, mechanical Kremlings seen in Frantic Factory in Donkey Kong 64.

Appearances:

 * Super Mario Strikers

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Mario Party

Contents

 * Gameplay
 * /Boards/
 * /Minigames/
 * /Victory/
 * /Characters/
 * Main Menu
 * /Mushroom Bank/
 * /Mini-Game House/
 * /Mini-Game Stadium/
 * /Mini-Game Island/
 * Meta
 * /About/

title: Mario Party


text:
Mario Party/Minigames

This is a list of minigames in Mario Party.

4 player

 * Face Lift - Similar to playing with Mario's face in Super Mario 64, players try to get their Bowser face to match the face in the center. The player with the closest match to the center face wins.
 * Coin Block Blitz - Nine boxes give different amounts of coins, and players must jump at the boxes repeatedly in classic Mario style to get as many coins as possible.
 * Platform Peril - Players jump from platform to platform towards a goal. Platforms fall after being landed on, so players must progress quickly to reach the end.
 * Box Mountain Mayhem - A stack of boxes lay in a corner holding varying amounts of coins. Players break open boxes to reveal the coins.
 * Mushroom Mix-up - Players must run to the same colour mushroom as the colour of the flag that Toad holds up.
 * Musical Mushroom - After walking in a circular pattern, players run for the chest on the mushroom in the center as soon as the music stops.
 * Balloon Burst - Players pump up and down to burst a Bowser-shaped balloon. Rhythm is important.
 * Hot Bob-omb - A Bob-omb is passed between players until it explodes. Whoever holds the Bob-omb when it explodes loses.
 * Skateboard Scamper - Players rapidly tap B to skate along and A to jump over obstacles in a race to the finish.
 * Crazy Cutter - Players must direct their characters to carve an outline displayed on the screen with a jackhammer.
 * Treasure Divers - Players dive to gather treasure chests holding varying amounts of coins and bring them to the surface. They must avoid the sea creatures that float in their way. If they hit one, they are stunned and drop their chest if they are carrying one.
 * Grab Bag - Players steal other players' coins by running behind them and rapidly pressing B.
 * Bumper Balls - Players balance on balls on a small island and seek to knock the other players off the island. The winner is the last one left on the island. This game has been described as "classic multiplayer mayhem".
 * Tipsy Tourney - Players tilt a grid-square platform with their weight to move a Koopa shell across it. The objective is to move the shell across every square on the grid, so as to reveal a hidden image. The winner is the first person to accomplish this.
 * Bombs Away - All four players run about on a topsy-turvey island while a ship in the distance fires cannonballs at the island. Players must survive the ship's cannonball attacks until time runs out. If one player is left when time runs out, they are the winner. If more than one player remains after time completely elapses, all of those players are given coins.
 * Mario Bandstand - (One character conducts and the other three play the violin, trumpet, and snare drum. Players must follow the commands displayed on screen in order to hit the notes for their instrument with acccurate timing.
 * Cast Aways - Players cast out fishing rods to reel in treasures varying from one coin to ten coins until the time runs out. Because of the requirement to rapidly rotate control stick, this game is one of many which was notable for the fact that it's mentioned in a class-action lawsuit.
 * Hammer Drop - A Hammer Bro. drops coins and hammers onto a platform. Players try to collect the coins while avoiding the hammers.
 * Shy Guy Says - A Shy Guy holds two signs in each hand - one for "A" and one for "B". Players have to press the button matching the sign he holds up. As the game progresses, Shy Guy will attempt to trick players by holding up both signs at once. The last player remaining wins.
 * Key-pa-Way - A cooperative game. All four players must work together to get the key to the lock at the top of the screen. They must also avoid letting the Koopas get the key, or else they lose.
 * Buried Treasure - A treasure chest full of coins is located somewhere unknown on the screen and players dig towards it. Arrows may also be revealed as a result of digging, hinting at where the treasure lies.
 * Running of the Bulb - One player carries the bulb to the end while the other three seek to protect him from ghosts by punching them. If touched by ghosts, players become infected and seek to hinder this goal. Infected players can be released by punching.
 * Hot Rope Jump - Players press "A" in time to jump over the skipping rope, which gradually speeds up. If anyone touches the flame, the game is over, and that person loses 15 coins which are divided amongst the other three. If all players survive after 20 turns, they all win.
 * Slot Car Derby - Players must accelerate across a small race track by pressing the forward analog stick, but if they go too fast around a corner they will spin and lose time. The first person to reach the finish line wins.

1 vs. 3

 * Pipe Maze - A quick overview of a maze-like pipe structure is given at start. A single player drops a chest into one of four pipes at the top. The chest then takes a predetermined route along the pipes to the bottom and ultimately comes out to reach one of the four players at the bottom.
 * Bash 'n Cash - The single player gets their coins stolen by the others who hit the single player. The single player's goal is simply to avoid getting hit by the other three.
 * Tug 'o War - Rotate the control sticks rapidly to try and pull the other players into a pit with a Piranha Plant. Similar to the Tug of war. Because of the requirement to rapidly rotate control stick, this game is one of many which was notable for the fact that it's mentioned in a class-action lawsuit.
 * Bowl Over - The single player bowls a Koopa shell across an alley, attempting to knock down pins that represent the other three players. Other players can move their pins slightly by jumping. If a player's pin is knocked down, that player loses five coins to the single player.
 * Paddle Battle - A single player and three player team try to paddle a boat to the opposite sides of a river by rapidly rotating the control stick, and thus force the other team to lose coins. Because of the requirement to rapidly rotate control stick, this game is one of many which was notable for the fact that it's mentioned in a class-action lawsuit.
 * Coin Shower Flower - The single player is on top of a flower above the water, collecting coins that fall from the sky. The other three players are on leaf boats on the water, left to collect what the player lets fall to the bottom.
 * Piranha's Pursuit - The single player skates rapidly to avoid the chasing Piranha Plant. The other three players stomp on a storm cloud to water the plant, thus causing it to go faster. If the plant catches the single player, the other three players win. If the single player makes it to the end, he/she wins.
 * Tight Rope Treachery - The single player walks across a tightrope while the other three players are in boats firing cannonballs at the single player in an attempt to knock the single player off.
 * Coin Block Bash - The single player is equipped with a hammer, which the other three players do not have, but are able to steal from the single player. There are nine blocks (this game takes place in the same arena as Coin Block Blitz), which take many jumps or one hit from the hammer to break. Once broken, they reveal coins to be collected.
 * Crane Game - The single player is the crane and the other three are plush objects representing themselves that the single player can pick up. If the single player is able to drop one of the other players into the pipe, they lose 1/3 of their coins. The single player can also pick up the coin, the coin bag, or the treasure chest.

2 vs. 2

 * Handcar Havoc - Racing in mine carts across a sea of hot lava, one team must cooperate with correct timing and leaning to beat the other team to the finish line.
 * Deep Sea Divers - Working in teams, one player dives on a line for treasure, while the other player reels him in after getting the treasure. The game ends when all of the treasure has been collected by the two teams. Because of the requirement to rapidly rotate control stick, this game is one of many which was notable for the fact that it's mentioned in a class-action lawsuit.
 * Bombsketball - A Bob-omb serves as the basketball in this game. The team that shoots the bomb into the net first wins.
 * Bobsled Run - The launch onto the ice involves rapid button pressing in order to get a quick start. Then players must guide their bobsled as fast as possible to the bottom of the ice-covered course.
 * Desert Dash - Players tap left and right with the controller stick to push a board along. If two players press different directions at the same time, they collapse and lose time. The first team to the finish wins.

1 player

 * Memory Match - A typical memory game where the player must reveal pairs by stomping on cards before time runs out. If you pound and reveal Bowser, you can't move for a few seconds.
 * Knock Block Tower - Thwomps and crates are stacked atop each other with a chest on top. In order to reach the treasure, the player must destroy the crates without hitting the Thwomps. If the player hits a Thwomp, they lose.
 * Limbo Dance - The player presses A to limbo forward, slightly lowering their character. If they press A too many times in quick succession, they will fall. If they hit one of the limbo sticks, they will also fall. The player must reach the goal within the time limit without falling.
 * Slot Machine - A typical slot machine game where the player must reveal three matching symbols to gain various amounts of coins.
 * Pedal Power - The player must ride a bicycle as fast as possible by rotating the control stick in order to charge a light bulb before time runs out and Boo catches the player. Because of the requirement to rapidly rotate control stick, this game is one of many which was notable for the fact that it's mentioned in a class-action lawsuit.
 * Whack A Plant - The player jumps on Piranha Plants in order to get coins before the plants disappear back down their warp pipes. More and more plants gradually appear each time.
 * Shell Game - There are four Koopa shells; one of them has ten coins. They spin around and shuffle. The player must guess the correct shell after the spinning and shuffling takes place in order to win. This is much similar to the pricing game from the television game show The Price is Right.
 * Ghost Guess - The player is surrounded by a circle of Boos and must hit the Boo that moves first to win. The ghost's shadows give away the answer.
 * Ground Pound - The player must pound all of the flat stumps into the ground, while avoiding the spiked ones. The stumps are covered with butterflies to make telling them apart nearly impossible, so a good memory is very important.
 * Teetering Towers - The player must jump from falling tower to falling tower in order to reach the other side.

The following mini games do not appear in adventure mode:
 * Bumper Ball Maze 1 - Players receive this game as a reward for completing Mini-Game Island; they must guide their character on a ball along a narrow path to the end of a maze without falling into the sea.
 * Bumper Ball Maze 2 - Players receive this game as a reward for completing all of the mini-games on Mini-Game Island; a fork in the road makes it possible to finish the Mini Game Island without completing all the mini games. The gameplay for maze 2 is the same as for maze 1.
 * Bumper Ball Maze 3 - Players receive this game after completing the other two Bumper Ball Mazes; gameplay is the same as Bumper Ball Mazes 1 & 2.

title: Mario Party/Minigames


text: Category:Book:Mario Party

title: Category:Book:Mario Party


text:
Star Fox franchise strategy guide/Vehicles/Great Fox

The Great Fox (グレートフォックス) is a fictional space aircraft carrier / battleship used in the Star Fox series of video games as the mothership of the Star Fox team. It was officially introduced in Star Fox 64 as the base of operations of the team when in space.

According to the Star Fox 64 Player's guide, James McCloud placed the order to Space Dynamics to build the original Great Fox, which is described as a Dreadnought-Class space battleship. The ship was not cheap, as James had to take out an eighty-year loan. Unfortunately, James disappeared at Venom before completion.

Mothership in Star Fox 2
The idea of Star Fox having a mothership was started in the unreleased Star Fox 2. The mothership, though nameless, slightly resembled the Great Fox, though there are glaringly obvious differences such as the side-mounted docking bays.

Great Fox in Star Fox 64
The Great Fox is relatively new at the time of its official debut in Star Fox 64. The primary purpose of the ship is that of a carrier and repair facility for the team’s Arwings. In addition, it also acts in a logistical capacity when needed to transfer supplies to the combat zone. The ship also possesses weapon systems in the form of two powerful laser cannons that can fire in a limited arc ahead of it, and are powerful enough to blow apart asteroids and seriously damage the massive battleships that guard the Area 6 access corridor to Venom.

In addition, the vessel can survive in a variety of environments. The Great Fox is able to enter a planetary atmosphere and even land at a planet-side spaceport. Furthermore, it has a limited aquatic capability as shown during the mission to Aquas where it is seen drifting half-submerged in the ocean to deploy the Blue Marine.

Despite its tendency to stay on the sidelines and support the team when it can, the Great Fox has come under direct attack. During the battle in Sector Z, the ship comes under threat from a volley of Venom missiles. Failure to intercept and destroy these missiles results in the Great Fox having one of its four wings destroyed, crippling it and rendering it unable to provide cover-fire in the following difficult stage.

Note that during that same battle, the Great Fox acts as a quick-repair station in the heat of battle. If a player aligns his Arwing with the rear docking bay of the ship, the Arwing will fly in and subsequently fly out the frontal, lower docking bay, with both wings and shields fully repaired. The Great Fox is 890 sm in length.

Perhaps the only weakness of the vessel is the firing arc of its laser cannons. The Great Fox cannot fire from its side or from behind, making the ship vulnerable to attack in these areas. This is manifested in the Sector Z level, in which the ship's cannons cannot hit the oncoming missiles as they are coming from the side, and in the beginning cut scene of the Meteo level, when one of the asteroids hits one of the Great Fox's wings (this hardly does any damage to the ship however).

Great Fox in Star Fox Adventures
In Star Fox Adventures, the Great Fox is mostly seen from the inside, serving as somewhat of a home base for the team members. It has fallen into a state of disrepair in recent years due to insufficient funds by the team, and its exterior armor has begun to deteriorate. The power of the engines have also decreased considerably, and the ship is only able to drift, producing a ring of flames from its boosters as it does so. The weapons are never seen firing in the game, although it's possible that they don't work as they were not being used against Andross in the final battle above the planet Sauria where the Great Fox is orbiting.

Great Fox in Star Fox: Assault
In Star Fox: Assault, the team used the money received from the Sauria mission to overhaul the Great Fox into a much sleeker looking ship, inside and out. It is now equipped with a long-range transfer system that can send down Arwings and Landmasters when needed. However, during the final battle over the Aparoid Homeworld, the Great Fox becomes infected by the Aparoids(Peppy notifies you during Misson 9), showing the weakness of the ship, by not having weapons on the sides or the back of the ship, making these areas easy targets for the Aparoids, as they cling to these areas so that the ship's front cannons cannot attack them. It is soon destroyed when Peppy Hare heroically sacrifices the ship (and nearly himself in the process) to destroy the anti-laser shield blocking the main entrance to the Homeworld Core. It is then shown that the bridge is intact, as it seemingly has an escape pod function. The Great Fox is also one of the multiplayer stages, only allowing players to fly outside it for air battles.

Great Fox in Star Fox Command
In Star Fox Command, the Star Fox team has to get a new mothership after the Great Fox was destroyed in Assault. However, the new ship looks totally different from the Great Fox's past models, resembling more of a space-faring aircraft carrier than a battle-cruiser. It is also significantly weaker in terms of defense than the original Great Fox. The original Great Fox could survive a missile and come out with only one wing destroyed, while the new one can't even withstand an assault by even the weakest of enemies, this could possibly be because of this ship being much less expensive than its predecessors. But its redeeming quality is the ability to carry up to three missiles which can be used to attack clusters of enemies from afar rather than attack them directly with a pilot.

Appearance in other games
The ship was also featured in the Super Smash Bros. series as an arena. In Super Smash Bros., the Star Fox 64 stage Sector Z is featured as a stage where the Great Fox acts as the platform on which the players fight each other. The players can only traverse the ship length-wise. In Super Smash Bros. Melee, the Great Fox is greatly reduced to a smaller, unrealistic size (however if the game mode is "Tiny Melee", where all characters are smaller the characters are roughly to scale to the ship). It is featured on two stages; In the Corneria level, the Great Fox acts as a platform as in Super Smash Bros. (while it flies over the planet Corneria from Star Fox 64), while in the Venom level, the player traverses the ship width-wise as it flies over the planet Venom from Star Fox 64. It also briefly appears in boths place's introductions, in Melee shown along with the Blue Falcon and Samus Aran's Starship while in SSB, it is shown very briefly before the camera zooms into the bridge to show Fox. The ship is also a trophy in the game. In Super Smash Bros. Brawl, the trailer revealed at the Nintendo World Tour on November 3rd, 2006 revealed a new Star Fox stage, with the fighting taking place atop a new space craft called the Pleiades which flies through the atmosphere of Corneria, through an asteroid belt and a space battle, along with the original Great Fox flying in the background in the middle of a dogfight between Star Fox's Arwings and Star Wolf's Wolfens (also of their Star Fox 64 incarnations). In Super Smash Bros. Melee, its trophy claimed it first appeared in the original Star Fox for the SNES, but it was incorrect, because it officially first appeared in Star Fox 64 for the Nintendo 64.


text:
Mario franchise strategy guide/Bosses/Wizpig

Wizpig is the main antagonist and final boss of Diddy Kong Racing. Wizpig's name is a portmanteau word combining 'wizard' and 'pig'. Resembling nothing so much as a giant anthropomorphic pig, Wizpig is a spiteful space alien who hails from the planet "Future Fun Land". Unlike many fictional villains, Wizpig's goals are not power or riches. Instead, he is a bully who travels from planet to planet, causing destruction wherever he goes, and only leaves when there is nothing left on a planet to entertain him. On his own planet he is the champion racer and the purpose of his havoc from world to world is to challenge the planet's champion(s) so that he may beat them himself. At the time when he lands on Timber's Island, Wizpig has never yet been defeated. He seals off the island's famous race courses, takes control of their inhabitants, and evicts Taj the genie from his mountain, transforming it into his own likeness and setting up home there (he also evicts Pipsy from her home). The island's most experienced racer, Drumstick, challenges Wizpig to a race, but Wizpig turns him into a frog.

Desperately trying to get rid of Wizpig, Timber sends a letter to Diddy Kong. With the help of various friends, they confront Wizpig and defeat him in a race. Wizpig's lair is actually a track. However, The track's only entrance is blocked off by the Wizpig head. If a player gets the complete Wizpig amulet, the mouth opens up and then the player can fly down the tunnel to face Wizpig. This is the only race track in the game with no balloons, but it is also the only boss fight in the game that has zippers.

After he is defeated, Wizpig turns the lighthouse into a rocket and pilots it to "Future Fun Land". Here, the player must defeat him when he is riding a rocket. After he is defeated once again, Wizpig's rocket malfunctions and he crash lands on an unknown planet, believed to be the moon. It is not revealed what happens to him next; the implication is that he is still alive and plotting his revenge.

Additionally, some ghosts shaped like Wizpig's head appear in the "Haunted Woods" stage. They are in themselves harmless, and are apparently only there for decoration, or perhaps to distract the players. It is unlikely that these are intended to be Wizpig's actual ghosts as he is certainly not dead at the time they first appear.

Wizpig is now an unlockable character in Diddy Kong Racing DS.


text:
Mario franchise strategy guide/Characters/Krunch

Krunch, one of the anthropomorphic crocodiles from the Donkey Kong games, was in Diddy Kong Racing as a playable character. As the story goes, he had been working on a spy mission to check for anti-Kremling plans. On Timber's Island, though, he ended up helping the creatures who were trying to kick Wizpig off of the island. He was going to reappear in the game Diddy Kong Pilot before the Rare Ltd. buyout occurred and the game was changed to Banjo-Pilot.


text:
Star Fox franchise strategy guide/Locations/Corneria

Corneria is the fourth planet of the fictional Lylat System, and is the most important planet in the Lylat System from the |Star Fox series of video games. The planet is featured in all five Starfox games (as well as Starfox 2) and is the location which most animal life-forms occupy. On the planet, the two seemingly largest corporations are Space Dynamics (a defense contractor to the Cornerian Military, similar to Boeing or Lockheed-Martin), and Lunastone Hotels.

The planet of Corneria is where most of the Lylatians live, while other planets are mostly used as research centers, criminal hideouts, military outposts and such.

The climate of the planet along with its appearance is much like that of Earth. Corneria is surrounded by an Asteroid Belt called Meteo. The people of Corneria are referred to as Cornerians. The Capital of Corneria is Corneria City as mentioned in Star Fox 64 and seen in Star Fox: Assault and Command.

History
During the conflict between Corneria and Venom (during Star Fox 64/Lylat Wars), Andross and his forces from the planet Venom used various planets on the Lylat System as bases and invaded Corneria. The Star Fox team, lead by Fox McCloud, managed to stop the invasion by destroying the Venomian commanders in charge of the assault on Corneria. By "island-hopping" to other planets and eliminating their respective leaders, the Star Fox team managed to eventually launch a strike on Venom.

During the Aparoid Invasion to the Lylat System (in Star Fox: Assault), the Cornerian Army and Fleet was devastated and the capital city of Corneria was left a smoking ruin. The Cornerian Commander in Chief, General Pepper was severely injured over the course of the battle. Only when Star Fox and Star Wolf fought together, the Aparoid invasion to Corneria halted. The Orbital Gate orbiting around Corneria was a prime target for the Aparoids. However, the combined forces of Star Fox and Wolf managed to beat back the invaders.

After the Aparoid invasion of Corneria's capital, a temporary government was established on the Orbital Gate until the city was rebuilt.

Corneria also comes under attack again in Star Fox Command by the Anglars. Some battles with them take place in Corneria City. General Pepper has since given his power to Peppy Hare, who is now the current general.

Video games
Corneria was the first stage that the player had to play in both the original Star Fox and Star Fox 64. The Corneria seen there is a city, called 'Corneria City' in Star Fox 64, which is being attacked by Venomian spaceships and a ground vehicle. The boss of the level was either a massive spacecraft called the Attack Carrier [which reappeared in the second game's Corneria stage as a hidden boss] or a bizarre ground vehicle called 'Destructor' that attacked with giant spinning blades, plasma blasts and missiles. In Star Fox 64, Destructor is replaced by a bipedal mech.

Corneria is not mentioned in Star Fox Adventures, which takes place on Sauria.

The part of Corneria seen in Star Fox: Assault is the Capital City (Corneria City) in the middle of an ocean that has been totally destroyed, full of Aparoids and infected soldiers and ships, the player must use a sniper rifle to destroy certain targets (such as radar jammers) to help the counter-attack, and destroy all the enemies while on Wolf O'Donnell's Wolfen ship, and destroy General Pepper's infected ship while still on the Wolfen.

The popular fighting game Super Smash Bros. Melee has a stage called "Lylat System: Corneria", where the players battle on the dorsal fin of the Great Fox as it flies over Corneria. During the battle, Arwings will sometimes swoop in and begin shooting at the players. The Great Fox flies over a sea, a city and what appears to be some ancient ruins. A stage in Super Smash Bros. Brawl also flies through the planet's atmosphere.

WarioWare: Smooth Moves for the Wii has a micro-game where you pilot the Arwing through Corneria from the first Star Fox.

Cornerian Army
The Cornerian Army is a fictional military force responsible for the defense of Corneria, and almost all of the Lylat System under Cornerian control (such as Katina, Sector Y, and Fichina), except Venom. Unfortunately, the army doesn't seem to do a good job at it; they are constantly marred by repeated defeats. While clearly their inability to effectively fight is an attempt by the game designers to give the player more of a role in missions, some jokingly mock that, without the Star Fox team, the Lylat System would've been enslaved years ago.

Space Dynamics is a Cornerian defense contractor that manufactures weapons and vehicles for the Cornerian Defense Forces.

Soldiers
The Cornerian army seems to be an all-canine force. All the Soldiers, as seen in Star Fox 64, are anthropomorphic dogs. When the Star Fox team gets an award speech (as seen in Star Fox 64), there are uniformed dogs, or foxes on both sides. In addition, the two mentioned units are the "Bulldog" and "Husky" Units, both being names of breeds of dogs.

Lylat Wars (Star Fox 64)
During the Lylat wars of Star Fox 64, the army was devastated by Andross' army on Corneria, with its (supposed) capital city occupied. Whether the army stationed there was completely wiped out, or otherwise indisposed by other conflicts away from the city, is unclear. However, it is clear that they are unable to come to your aid, as you and your wingmen are forced to take back the city by yourselves.

Later, at the Katina base, you actually team up with a somewhat effective fraction of the army, lead by Bill Grey, against a fleet of Andross' fighters. However, once the fleet's mothership arrives, you once again have to take the initiative and fight the boss yourself, though it's pretty clear what is occupying the forces in this instance. Andross' fighters are deliberately colored similarly to the Cornerian fighters, so one must be careful what they are shooting at. In a rare victory, however, if you get over 100 kills in Sector Y, (where you assist the Cornerian Fleet) what remains of the fleet will go on to secure Katina while Star Fox moves to Aquas.

The army is mentioned fighting the enemy with Star Fox in most of the other levels, but they are hardly ever seen.

Aparoid Wars (Star Fox: Assault)
Prior to the Aparoid invasion in Star Fox: Assault, the Cornerian Army was fighting with the last of Andross's last resistance forces, led by Andrew Oikonny. They were winning at first, but soon the Venomians had the upper hand. The near defeated Cornerians were saved, once again, by Star Fox.

The Cornerian army is, probably, instantly defeated by the /Villains/Aparoid invasion. The Katina Base (which is either a different base, or an upgraded version of the Star Fox 64 base) was the first place to be occupied by the Aparoids.

In Corneria City, which has been invaded by the Aparoids, the Army, once again, doesn't help out here, and is probably once again defeated by the enemy instantly, but there are many dog soldiers which may have been infected by, or collaborated with the Aparoids. There is also enemy aircraft that doesn't look like Aparoid craft. They may have been captured Cornerian ships.

The only engagement in which the Cornerian Army joined in was during a space battle above Corneria, but they are of only limited help. During the Aparoid Homeworld invasion, Peppy Hare says that 20% of the remaining Cornerian Fleet ships destroyed.


text:
Star Fox franchise strategy guide/Locations/Venom

Venom is the fictional planet that represents evil in many games of the Starfox series. It serves as the Homeworld of the villainous Andross in Star Fox and Star Fox 64, and as his base of operations. In both games it is the setting for the final level. In StarFox Command, it is the base of operations for the Anglar Emperor.

History
In both the original Star Fox and Star Fox 64, Venom is the final level in which the player must confront Andross. In the original game, there are three possible routes to Venom in which the player must fight through waves of fighters, missiles, and other orbital defenses before fighting a boss and descending down to the surface. In Star Fox 64, the world is guarded by the massive Bolse defense satellite as well as a fleet of capital ships at Area 6. The player is given the choice as to which route to take in order to reach Andross.

Video games
In Star Fox 2 Venom appears as a standard "Enemy Base" Level, having the appearance of a lush, green forest.

In Starfox 64, they are two separate ways to Venom; an easier version, and a harder version. In the easier version the player will battle through Venom’s defences before finally facing Andross himself. In the end, Andross turns out to be a decoy, as andross' face burns away to reveal a robotic head. In the harder version, Starfox will have a final showdown with the rival Starwolf team before facing Andross; an Andross which differs from the easier version; once defeating him the player will have to defeat Andross in his “true form”- a grotesque looking brain.

In Star Fox Command, Venom is home to the evil Anglars and the Anglar Emperor. The Anglars make there base at the bottom of the acidic Venom Sea that instantly corrodes and soon destroys any non-Anglar vessel that enters it. The Anglars then begin their invasion of the Lylat System. In most endings of Star Fox Command the Star Fox team use Andross' secret device to purify the Venom Sea, allowing them to enter and destroy the Anglars base and the Anglar Emperor.

Venom is also a stage in the Nintendo Gamecube game Super Smash Bros. Melee, where the entire battle takes place on the wings of the Great Fox as it flies above Venom's surface. Sometimes, Arwings and Wolfens will fly in and start shooting at the players.

Venomian Army
The Venomian Army refers to the force that Andross commands against the forces of Corneria and the Lylat System.

In Star Fox 64, Andross's army was largely composed of apes and lizards.

The army, at least, the remnants of the former Venomian Army, was not featured in Star Fox Adventures. Although the SharpClaw Army did supposedly receive foreign military aid from them in the form of spaceships, fighter crafts and equipment.

In Star Fox: Assault, even after the defeat of Andross, the Venomian Army still had the numbers to be considered a significant threat and were recruited under the command of Andross' nephew, Andrew Oikonny, as the Oikonny Rebels. Unfortunately, the Oikonny Rebels lost their leader at the battle over Fortuna and had to take a back seat to the new menace of the Star Fox universe, The Aparoid Swarm. In the aftermath of the War against the Aparoids, the Fortuna Status Report details that the Oikonny Rebels were completely wiped out along with the Invading Aparoid Forces. Oikonny, however, managed to survive, which is later revealed in Star Fox: Command.

Defenses
In the original Star Fox, the Venomian Army has at its disposal a large space fleet which blocks the route to Venom. In Star Fox 64 the fleet seems to have increased in size as both Sector Y and Venom itself are defended by massive armadas.


text:
Star Fox: Assault/Characters/Aparoid

Aparoids are insect-like creatures that are part machine and part life form and are the main villains in the latest installment in Star Fox: Assault.

Plot of Star Fox: Assault
The aparoids are capable of infecting other life forms and machines and transform them into aparoids. The game calls this infection Aparoideation. Pigma Dengar was the first character in the series to become infected after he stole an apariod core memory from Fox McCloud. The infection caused Pigma to meld with a machine in the Asteroid Belt and become that level's boss. The aparoids also infected General Pepper, the commander-in-chief of the Cornerian Military and most of the Cornerian Army. The General was saved by Peppy Hare after his ship was destroyed by Fox McCloud. Pigma, however, did not survive the infection.

Large aparoids contain a core memory that contains instructions as well as information on contacting the Aparoid homeworld. General Pepper learned of the location of the Aparoid Homeworld from the core memory recovered by Fox from the remains of Pigma.

The aparoids are led by the Aparoid Queen on their home planet. The aparoid queen believes that all things in the universe exist for the aparoids to infect and that becoming an aparoid is not infection, but is evolution.

Due to them being part machine, aparoids can have programs executed within them and were ultimately destroyed by Star Fox through the use of an apoptosis program coded by Beltino Toad. All aparoids are networked together, as once Fox executed the self-destruct program in the aparoid queen, all of the aparoids and their home planet were destroyed.

Influences
Many fans have claimed that the Aparoid are very similar to the Borg from Star Trek, continuing Star Fox 64's numerous references to other sci-fi works. Some fans also speculate that they are similar to the Invid from the Robotech series and the Zondar race from Gaogaigar. The Aparoids also bear a startling similarity to the Zerg from Starcraft. A commonality behind all these fictional races is the concept of a group mind, a common troupe in science fiction. Read more about this concept on Wikipedia.

title: Star Fox: Assault/Characters/Aparoid


text: File:AparoidSFA.jpg

title: File:AparoidSFA.jpg


text:
Star Fox: Assault/Characters/Aparoid Queen

The Aparoid Queen is the main villain of Star Fox: Assault. She is the leader of all the Aparoids, and nests inside of the Aparoid Homeworld. Her main goal is to infect every being on the universe with Aparoidation.

Backstory
It is unknown when the Aparoid Queen first appeared, but it is known that a sole Aparoid destroyed an entire Cornerian fleet seventeen years before the events in Star Fox: Assault, so it is likely that the Aparoid Queen existed before that, it's origin is unknown.

The Aparoid Homeword is not in the Lylat System, but Aparoids are known to appear on planets by some kind of gate, and to reproduce very fast due to spawners.

Events of Star Fox: Assault
The Aparoid invasion to the Lylat System was very fast and so, the Cornerian army was decimated when Aparoids attacked the capital city of Corneria.

The Star Fox team slowed the invasion by destroying spawners and killing several Aparoids on Katina, Fichina, Sauria, Corneria, Cornerian Federation Orbital Gate, and other planets and locations.

The Cornerian Federation of Scientists discovered that the Aparoids were succesptible to apoptosis and that the Aparoids would never be destroyed if the Aparoid Queen was alive and creating more Aparoids, so they prepared the Cornerian Federation Orbital Gate to transport the Star Fox team to the Aparoid Homeworld and launch an special apoptosis program to the queen.

The Star Fox team started an invasion to the Aparoid Homeworld, they managed to destroy the barrier generators that blocked the way to the Homeworld Core and the Aparoid Queen.

Star Fox went into the core of the planet where they eliminated the homeworld, along with the Queen and her army, by use of Beltino Toad's apoptosis program.


title: File:Sf64greatfox.jpg


text:
User talk:184.146.151.188

Hello, and welcome to Wikibooks! Thank you for your contributions so far. I hope you like the place and decide to stay.

You don't have to log in to read or edit articles on Wikibooks, but if you wish to acquire additional privileges, you can simply  [ create a named account] . It's free, requires no personal information, and lets you:
 * Create new pages and rename pages
 * Edit semi-protected pages
 * Upload images
 * Have your own watchlist, which shows when articles you are interested in have changed.

If you edit without using a named account, your (184.146.151.188) is used to identify you instead.

By the way, please make sure to sign and date your talk page comments with four tildes (~~~~).

Happy editing! --Mbrickn (discuss • contribs) 15:55, 20 July 2021 (UTC)

title: User talk:184.146.151.188


text:
Stardew Valley

Introduction
Stardew Valley is an open ended farming simulation game. It also includes adventure elements, where you explore an abandoned mine and caves, and fight enemies there. There are also social aspects where one of the goals is to befriend your neighbors. You can even date, marry, and have children in the game. Other activities include fishing, mining, and cooking. The game is open ended, meaning that although there is a main story, it's not really critical to progress in the game, and you can continue with new activities long after the main story is complete.

Although the game uses pixel graphics, and has a generally cartoony appearance, it is not intended for your children. Alcohol and tobacco use are depicted, and adult themes play a part in the story.

Contents

 * Basics
 * /Getting Started/
 * Controls and basic features

 * Exploring Stardew Valley
 * /Story/
 * /Characters/
 * /Locations/
 * /The Farmhouse/
 * /Farm Buildings/

 * Inventory
 * /Items/

 * Skills & Activities
 * /Farming/
 * /Foraging/
 * /Fishing/
 * /Mining/
 * /Combat/
 * /Cooking/
 * /Dumpster Diving/
 * /Events/

 * Strategies
 * /Getting rich quick/

 * Meta
 * /Achievements/
 * /Secret Notes/

 * Appendix
 * /History of Stardew Valley/
 * /Influences/
 * /About/

title: Stardew Valley


text: Category:Book:Stardew Valley

title: Category:Book:Stardew Valley


text:
Stardew Valley/Items

There are hundreds of different items to find in Stardew Valley. This is a farming simulator, so yes, there are the fruits and vegetables you can grow on you're farm. But there are also animal products, fish and items you can get by foraging, meals you can cook, tools, equipment and devices, weapons, furniture, etc. In addition to items you can carry in your normal inventory, there are items that you carry in your wallet; these appear in you Skills tab.

Item Quality
In addition to normal quality, many items also appear in higher quality versions which are of higher value. Higher quality items also provide more benefit when eaten, assuming they are edible. Increasing a skill will often increase the chance of getting high quality for related items. Using certain fertilizers on your soil will increase the likelihood of harvesting high quality produce, and contented animals are more likely to produce high quality animal products. There are four levels:

Inventory items
These are items that you can carry with you in your inventory.

Shippable items
These are items that you can place in the shipping box for sale. We'll group these by where they appear in the sales report overnight when they're shipped.
 * /Farming/
 * /Foraging/
 * /Fishing/
 * /Mining/
 * /Other/

Non-shippable items

 * /Furniture/
 * /Tools/
 * /Weapons/
 * Hats, Footwear, Rings,
 * /Devices/

Wallet
These items provide passive effects.

Dwarvish Translation Guide
Allows the player character to understand Dwarvish language.

Obtained from making museum donations.

Rusty Key
Allows access to the sewer.

Obtained from making museum donations.

Club Card
Allows access to the casino.

Obtained from a sidequest series.

Bear's Knowledge
Increases the value of certain berries.

Obtained from a sidequest.

Skeleton Key
Unlocks the skull mine and the "Jumino Cart" minigame arcade machine.

Can be obtained by reaching level 120 in the mines.

Magic Ink
Used in a sidequest for the Wizard.

Magnifying Glass
Allows the player to find the secret notes, of which there are 25.

title: Stardew Valley/Items


text:
Stardew Valley/Achievements

Achievements are listed in the menu interface. Selecting an achievement, earned or not, displays a basic one sentence description of how to obtain it. Once achievements are earned, a star graphic is added to the page showing a unique graphic.

Greenhorn
Greenhorn is earned by simply earning 15,000 g cumulatively.

This achievement is typically earned by standard gameplay, and it is hard to not earn this achievement. Simply sell produced and products made by participating in activities for a few seasons to earn this achievement.

The Greenhorn star is shown as a star wearing rounded blue glasses.

Cowpoke
Cowpoke is earned by earning 50,000 g cumulatively.

This achievement is somewhat harder than Greenhorn, but not by much. Continue shipping produce and products to earn it.

The Cowpoke achievement is shown as a star with an open mouthed smile, similar to this emoji: 😃.

Homesteader
Homesteader is earned by earning 250,000 g cumulatively.

This achievement is harder than Cowpoke. A substantial playtime is required to obtain it through normal play.

The Homesteader achievement is shown as a star with an mustache.

Millionaire
Millionaire is earned by earning 1,000,000 g cumulatively.

This achievement is harder than Homesteader. A substantial playtime is required to obtain it through normal play.

The Millionaire achievement is shown as a grinning star.

Achievements based on friendship
Though these achievements can be completed with any character. here are some suggested easy characters to befriend. These characters were chosen because they have easy to obtain loved items, and because they don't involve marriage mechanics.
 * Linus, who can easily be won over without spending money by gifting him most foraged items.
 * Pam, who loves beer, which can be conveniently be purchased from Gus a few steps away most nights.
 * George, who loves the Leek, which can be easily foraged in the spring.

A New Friend
This achievement requires the player to reach a friend level of 5 hearts with any character. This is easily done with a characters who has simple loved items. There is no need to be concerned with marriage mechanics for this achievement.

Best Friends
This achievement requires the player to reach a friend level of 10 hearts with any character. This is easiest done with a character who can not be married.

The Beloved Farmer
This achievement requires the player to reach a friend level of 10 hearts with any eight characters.

Cliques
This achievement requires the player to reach a friend level of 5 hearts with any four characters.

Networking
This achievement requires the player to reach a friend level of 5 hearts with any ten characters.

Popular
This achievement requires the player to reach a friend level of 5 hearts with any twenty characters.

A Complete Collection
This achievement requires the full completion of the collection in the museum. It ultimately is the most difficult museum achievement to earn.

Curiously it is the first museum related achievement listed in the menu, in a far different location then the other museum achievement.

Treasure Trove
This achievement requires the player to donate 40 different items to the collection in the museum. By donating every mineral, artifact, and such to the museum before choosing to ship them, this achievement is easily earned in a typical play through.

Cook
This achievement requires the player to cook 10 different kinds of food from recipes. This can be prepared for by keeping a stockpile of common ingredients and checking the television's cooking channel every morning. Then used the kitchen of an expanded house to prepare ten different food recipes.

Moving Up
This achievement simply requires the player to get Robin to complete one house upgrade. This requires a bit of resources, but is overall easily achieved.

Living Large
This achievement requires the player to get Robin to complete all house upgrades. This is a bit more challenging than Moving Up, but will probably occur after a few in game years of playtime.

D.I.Y.
This achievement requires the player to craft 15 different items. D.I.Y. is short for "Do it yourself" so the 15 items can't just be craftable and obtained from something else, they have to be crafted by the player.

Artisan
The artisan achievement is earned by crafting 30 different kinds of items.

Gofer
This achievement is earned by completing 10 help wanted requests, which can be accepted on the board outside Pierre's shop in Pelican town square.

A Big Help
This achievement is earned by completing 40 help wanted requests, which can be accepted on the board outside Pierre's shop in Pelican town square.

Fisherman
Fisherman is earned by catching 10 different kinds of fish, which is fairly easy for any player who tries to fish seriously.

Ol' Mariner
Ol' Mariner is earned by catching 24 different kinds of fish, which is somewhat more difficult.

Master Angler
Master Angler is earned by catching every kind of fish in the game. This is substantially more difficult than the other fishing achievements.

Master Catch
Master Catch is earned by simply catching 100 fish. Simply fishing on rainy days will result in this being earned relatively easily.

Polyculture
This achievement requires the player to ship each crop 15 times.

This essentially can not be completed before the end of the second year, since it requires substantial upfront capital and access to the new second year seeds. It requires that players are able to either maintain a substantial farm, or play over multiple years.

Monoculture
This achievement requires the player to ship one crop 300 times.

This is substantially easier for players aiming for profit optimized crop yields, which tend to focus on the maximum profit through growing large numbers of a single plant.

Full Shipment
This achievement requires the player to ship one of every item.

This achievement is among the hardest, because it requires the player to ship and not simply obtain each item. Many rare items are best used in other capacities when first obtained, as they are worth far more to the player than their shipment value. This makes pursuing this achievement best left to the endgame.

title: Stardew Valley/Achievements