The Flying Krock

The Flying Krock is Kaptain K. Rool's giant airship, first used as an air base for capturing Donkey Kong in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. Later, it was as an arena in Donkey Kong 64. As the name points out, it is a giant airship with the shape of a crocodile's face at the front of it. It has several propellers to keep the big ship airborne.

Donkey Kong Country 2
After beating Toxic Tower of K. Rool's Keep, first-timers will think the final showdown is just ahead, as the next level (presumably the boss level, as it is at the top of the castle) is called Stronghold Showdown. Instead, players are treated to finding DK tied up at the top instead of a boss. The Kongs celebrate that they've finally located DK (and most fans are relieved to finally see the ape himself, since he's barely in the game at all).

Their victory is not long lasting, as Donkey Kong is soon taken away from them via the Flying Krock. A long ladder drops from the sky, revealing part of the airship and K. Rool himself aboard it. However, unlike the previous game where the boss battle is the only level in the last area of the game, players will have to face one final level called Screech's Sprint. This level takes place in a bramble maze, where the player transforms into Squawks to race Screech. After the considerably hard level, Funky's Flights II and a Kong Kollege will appear, as well as a way to get to the Flying Krock.

The final battle is held inside the ship's cockpit. When the player first board The Flying Kroc, the Kongs witnesses Kaptain K. Rool in the process of beating Donkey Kong. This battle is a considerably tough boss battle. In most cases, after several attempts and luck, K. Rool will fall. In battle, he has a blunderbuss gun that shoots barrels and spiked cannonballs. To beat him, Diddy and Dixie must avoid the spiky cannonballs and jump on the barrel mid-flight, and proceed to throw the round cannonball into K. Rool's gun to make his blunderbuss explode in front of him while he is trying to suck in the Kongs. Luckily, losing a Kong early will not mean doom, as K. Rool will do his infamous "playing dead" stunt after a few explosions, and Kongs can grab a Donkey Kong barrel while he's doing so. When K. Rool has taken enough hits, Donkey Kong will suddenly break free of the rope imprisoning him and will do an extremely powerful uppercut attack on the Kaptain, powerful enough to launch the Kaptain through the glass roof and leave him falling down Crocodile Isle to the murky waters of Krem Quay. The Kaptain, however, survives the fall and escapes to the Lost World, the apparent birthplace of the Kremlings.

In the GBA version of DKC2, nothing has changed about the concept except for Stronghold Showdown, which is has an actual boss now, and is also very tough. Afterwards, the airship appears, which still has Screech's Sprint and the other respective locations of the SNES version. K. Rool has an actual voice this time around, however, and more sound effects and other tweaks have been added in the boss level.

Donkey Kong 64
The fight in DK64's Flying Krock is much more complicated, thanks to the fact that all 5 Kongs have their own method of taking down K. Rool.

Trivia

 * In DKC2's Flying Krock, there are several Easter eggs in the background:
 * A giant SNES controller can be seen.
 * A skull-and-crossbones flag can be seen, except with a Kritter's head instead of the normal pirate skull.
 * Giant bananas, as seen in Donkey Kong Country after defeating any boss (including K. Rool).
 * A few oil containers as also seen in Donkey Kong Country's Kremkroc Industries, Inc. can be seen in the ship's far left corner.
 * A black floaty tube used to construct one of DKC3's ships, the Hovercraft. This may explain where KAOS gets one in the 103% ending of that game.
 * In the beta version the boss battle was held in Stronghold Showdown but was then changed.
 * Oddly the death tune does not play when Diddy or Dixie loses a life during the fight. Instead, the music keeps on playing. The given reason is the tune are "too scary", but the technical reason is a programming error, which prevent the song from playing in the actual game. This also applies to Diddy and Dixie's victory tune.