Here, since that wasn't the first time I referenced Starphoenix's idea, I'm going to copypaste it over from his user blog, where it was posted in August 2011. All credit goes to him for conceptualizing this fantastic idea, complete with music and everything.
Alright guys, here is my next stage concept. This one is going to be one of the zanier ones I do but hopefully it is worth it? This is a stage I forgot about until just today, I cannot believe I've overlooked it considering this was one of my original concepts. Either way, here is my koncept.
It is the Flying Krock, King K. Rool's airship itself! Which obviously tells you whom this stage belongs to.This is another one of my "tour" stages, meaning the background is going to change quite a bit. Not the stage itself. Your fight will always stay atop the Flying Krock, to the very right is a large window that allows you to see inside, but no battling actually occurs inside the ship itself. I guess King K. Rool does not want to ruin his interior? The stage's design is modeled after the Flying Krock II from Donkey Kong Country 2. So it will have more of an airship/Osprey design. The stage will be large, a little under the size of the Gray Fox.
The background of the stage focuses primarily on the massive land known as "Crocodile Isle". The air ship will buzz around this island, entering into various atmospheres and archetypes taken from Donkey Kong Country 2, bringing with them their own unique twist. You will have 6 atmospheres to the stage;
Swamp, Dark Forest, Bramble, Mine, Volcano, Honeycomb, and Amusement Park.
You will begin the match with the ship in the clouds. They will begin to clear as you notice yourself coming closer to the sea, with a menacing island in the backdrop. In this ocean the Kremling Krew occupy the many vessels in the water, you will see many of those familiar reptilian faces as you zip past the ocean towards this dark land. Once you hit land you will begin in a swamp.
It isn't a large section, as it is not meant to be. It is just the opening to the ensuing cycle. Rats, beetles, and other species of Kremling can be seen walking the piers of the swamp. Soaking in the filthiness in which they live... Don't say that too loud as I hear Klubba is never too far away... Whom you will eventually pass as you make your way forward.
Your first stop takes you through a dark forest, where menacing ghosts fill the dark, foreboding scene, A gust picks up, blowing leaves as well as the characters back.
Next you will hit a large patch of trees that will cover the screen, transitioning you into the next atmosphere. This time it will be Bramble.
The Flying Krock will make it's way through a maze of bramble. Since walls of bramble can appear above or on opposite ends of the stage whenever that wall is up knocking your opponent into it will deal damage. It won't be penetrable. Barrel Cannons will abound in this stage, which will add to part of the problem to this stage. They will operate much like they did in Melee, except get caught in the wrong one and you could sen yourself into a wall of thorns. So as the barrels scroll along with the stage, be careful how high you jump... Squawks can be seen racing against Sprint the parrot, making his cameo.
After a short period of time the bramble will begin to thin, indicating the end of the maze. Once out the screen will begin to adjust.
Now we found ourselves inside of a mine.
This one is pretty straight forward, there is no hazard to this one. The only gimmick is that this stage will have scrolling horizontal platforms that will allow each character to climb higher in the mine. Well above the ship. Outside of that it is our standard Kremling Krew fare. Although some of the orangutangs from the original DKC can be seen.
Now, the indoor sections (Mine, Volcano, Honeycomb) will always follow one another, so depending upon which follows determines the type of transition we will see. For this example we will use Volcano. Towards the end of the stage the background begins to swirl from heat.
You arrive inside the active core of Crocodile Isle itself. Steam will push hot air balloons above the ship, it is important to be on one as the ship will dip into the lava for a few seconds. Once out the balloons will float away. Even though simple science would say the metal would still be hot from the magma, but who cares? It's a video game! The famous platform croc heads will appear from the lava to look at the player, Klap Traps will be seen frittering on little isles above the pool of magma.
We reach the end of this phase as magma begins to fade and land begins to take over. Now honeycombs begin to take over the backdrop...
You have now enetered the home of King Zing himself! Believe me, you will see him. But don't fear, it is just a cameo... You will face a much stickier maze this time around. Instead of the walls damaging you you can get stuck on them, which is equally bad because if you are stuck on a wall as the stage is scrolling... Yeah. You will see both Zingers and those BuzzBee's from DKC3 in this stage, fighting in a hive war of sorts. Those small Kremlings with the giant cleavers can be seen getting stuck in the honey in the back as well.
You approach the end of the interior section. The cave becomes dark, a light begins to shine above and up you go! Once you arrive outside you are in the middle of an amusement park, Krazy Kremland!
Now your ship begins scrolling right once more, picking up a bit of speed. Along the bottom of the stage is a roller coaster with an empty cart. The cart will act as a temporary mini platform for players. It will speed up and brake along the track, hopping over holes and other things. Since it is a roller coaster the rail will be ascending and descending, sometimes allowing the cart to move closer to the top of the Flying Krock.
Eventually the ride will end and the cart will make one last quick ascension (allowing a character to hop onto the ship) before descending into the depths. With that your ship will depart for the skies. You will fly around Crocodile Isle, making way to the very pinacle so as to see K. Rool's Keep. Then the island will begin fade from view as you return to the sky and repeat the cycle once again.
Note: The background scrolls to the left as the stage scrolls to the right. The only time it changes is when entering the first atmosphere and when leaving the interior section.
There is a little bit of variety in the way the stages archetypes can appear:
Swamp > Dark Forest > Bramble > Volcano=Honeycomb=Mine > Amusement Park
The interior can proceed in either of six ways, though the last one will always have the skyward "out of interior" transition effect.
Stage Example:
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Stage Name: The Flying Kroc
Stage Icon: Donkey Kong symbol
-Tracks-
Donkey Kong Country 2 - Crocodile Cacophony
Donkey Kong Country 2 - Disco Train
Donkey Kong Country 2 - Toxic Tower
Donkey Kong Country 2 - Mining Melancholy
Donkey Kong Country 2 - Stickerbrush Symphony
Donkey Kong Country 2 - Forest Interlude
Donkey Kong Country 2 - Hot Head Bop
Donkey Kong Country 3 - Nuts N' Bolts
Donkey Kong Country 3 - Rockface Rumble
Donkey Kong 64 - Mad Jack (Factory Boss)
Donkey Kong Country - King K.Rool / Ship Deck 2 (Brawl)
Donkey Kong (GB) - Showdown at the Tower