King Zing

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DKCoinIconLeft.png King Zing DKCoinIconLeft.png
King Zinger.png

Art of King Zing.


Residence Krazy Kremland (Rambi Rumble and King King Sting)
Family Zingers
Species Zinger
Gender Male
Affiliates Kremling Krew
Powers/Abilities Stinging, flight,
Zinger summoning (GB & GBA)
Enemies Kong Family
Games Donkey Kong Country 2
Donkey Kong Land 2

King Zing (Japanese: キングB, King B) is the fourth boss of Donkey Kong Country 2: Diddy's Kong Quest, and the third boss of Donkey Kong Land 2. He resides in Krazy Kremland. Defeating him allows Diddy Kong and Dixie Kong to progress to Gloomy Gulch.

Appearances in video games[edit]

Donkey Kong Country 2[edit]

The battle in the Super Nintendo version.

Rambi Rumble[edit]

King Zing makes his first appearance in the second to last level of Krazy Kremland in the level Rambi Rumble in Donkey Kong Country 2. King Zing chases Rambi the Rhinoceros out of the beehive, marking the only time an area boss is encountered outside of the final level of the area in the Donkey Kong Country series. Of course, Rambi, as he has no way of damaging the boss directly, must continue to outrun him until the end of the level.

King Zing Sting[edit]

King Zing is fought in his beehive, the level being labeled "King Zing Sting". The active Kong starts in a small alcove to the left of the boss area. Going to the very left of the small room will reveal two Banana Coins. King Zing will be confronted when the player goes into the Squawks Barrel. After King Zing is triggered, he will loop around the stage by moving left and right and going up in down via a set flight path, and Squawks' low mobility means he must be cautious to not make contact.

King Zing must be damaged by Squawks shooting an egg at his glowing stinger. When hit, he will turn red, indicating temporary invincibility as he flinches and returns to flying as usual. If hit once again from there, he will flinch once more but will remain red and begin to chase after Squawks for a bit, attempting to hit him with 3 sets of spikes fired in an array all around. After this, he then returns to normal and flies back up to the top to resume his normal flight pattern, albeit sped up each time he is damaged.

After going through this twice for a total of six hits landed on the stinger, King Zing will enter a second form, where he will transform into a regular Zinger (during that time he cannot be damaged) then forms other Zingers minions around him as a defense mechanism; he will then start to chase after Squawks with the said defense. The King can then be beaten by eliminating all of the Zingers around him (causing him to turn back from red to yellow) and hitting the original King Zing three more times as he flashes red each time when hit for a brief while. However, taking too long to defeat his Zinger minions will cause them to respawn one by one.

In the Game Boy Advance version, the fight is largely the same only King Zing flies much slower throughout the first parts of the battle, though his spike array projectiles travel at a faster speed.

Donkey Kong Land 2[edit]

King Zing is fought similarly in Donkey Kong Land 2, however, some of his attacks are different. He does not fire stingers after being hit, but instead homes in on Squawks during his invulnerability. After being hit a few times, he will spawn stationary Zingers to consume the flight space of the arena. These Zingers appear behind him. When the Zingers are not attacked shortly, they will vanish. If Squawks hits King Zing another time, he will become aggressive and start moving faster and faster and continuously spawn Zingers.

Gallery[edit]

Screenshots[edit]

Miscellaneous[edit]

See also[edit]

Trivia[edit]

  • In the Game Boy Advance remake, King Zing can summon Zingers very similarly to the way Queen B. summons them.
  • King Zing is the only DKC2 boss that doesn't feature Diddy and Dixie Kong getting scared with their eye popping out animation sequence. Coincidentally, he's also the only DKC2 boss to involve transformations, and is the only boss to be fought with an animal buddy.
  • If the player looks back at the end of the chase in Rambi Rumble, depending on how close King Zing was to them, the King will stop at a certain part of the chase and fly in place, not chasing Rambi any further.
    • If he happens to get off-screen during this interval near the end, he will instead completely disappear, most likely to accommodate for the likely chance either through mercy invincibility or bouncing over with a normal Zinger, if Rambi happens to get behind King Zing (as he will not turn around will continue on with his flight path). Thus, him disappearing at the end when off-screen will prevent him from blocking the way to the end of the level should that scenario happen.

External links[edit]