Editing List of Donkey Kong 64 pre-release and unused content
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{{italic title|List of ''Donkey Kong 64'' pre-release and unused content}} | {{italic title|List of ''Donkey Kong 64'' pre-release and unused content}} | ||
[[File:DK64 early logo.jpg|thumb| | [[File:DK64 early logo.jpg|thumb|Early logo]] | ||
This is a list of pre-release and unused content for the game ''[[Donkey Kong 64]]''. | This is a list of pre-release and unused content for the game ''[[Donkey Kong 64]]''. | ||
==Pre-release elements== | ==Pre-release elements== | ||
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*By using the glitch to obtain the fifth [[Boss Key]] in [[Angry Aztec]] and then enter [[Troff]] and [[Scoff]]'s room again, the player can see that the boss door has the DK logo with a green checkmark over it, indicating that the boss has been beaten. | *By using the glitch to obtain the fifth [[Boss Key]] in [[Angry Aztec]] and then enter [[Troff]] and [[Scoff]]'s room again, the player can see that the boss door has the DK logo with a green checkmark over it, indicating that the boss has been beaten. | ||
*A golden [[Banana Bunch]] appears as the early HUD icon for the [[Golden Banana]] in the kiosk demo; it appears if players win Diddy Kong's Mine Cart mini-game. A single frame of the icon appears in the final game, as the emblem on [[B. Locker]]'s head. | *A golden [[Banana Bunch]] appears as the early HUD icon for the [[Golden Banana]] in the kiosk demo; it appears if players win Diddy Kong's Mine Cart mini-game. A single frame of the icon appears in the final game, as the emblem on [[B. Locker]]'s head. | ||
<gallery> | <gallery> | ||
BanjoKazooieTreehouse.jpg|The fridge/locker and [[Banjo]] and Kazooie poster originally found in [[DK's Tree House]] in ''[[Donkey Kong 64]]''. | BanjoKazooieTreehouse.jpg|The fridge/locker and [[Banjo]] and Kazooie poster originally found in [[DK's Tree House]] in ''[[Donkey Kong 64]]''. | ||
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=====Text and interface===== | =====Text and interface===== | ||
*[[Squawks]] dialogue after completing the Mine cart minigame is different and shorter. | *[[Squawks]] dialogue after completing the Mine cart minigame is different and shorter. | ||
=====Audio===== | =====Audio===== | ||
*[[Dogadon]] has a different sound effect for his spitting attack. The sound effect is used by the [[Llama]] in the final version, when Donkey Kong wakes him up inside | *[[Dogadon]] has a different sound effect for his spitting attack. The sound effect is used by the [[Llama]] in the final version, when Donkey Kong wakes him up inside the [[Llama's Temple]] to cool the pool of [[lava]]. | ||
*The themes played after defeating the bosses are different from the final build. After defeating Dogadon, the boss theme continues to play after the key spawning jingle instead of playing the Troff 'n' Scoff theme like in the final game. When [[Army Dillo]] is defeated, the game stops the boss theme and plays the boss door opening fanfare the instant the final blow is dealt, then plays the theme heard immediately after opening a boss door when the key spawning jingle finishes. | *The themes played after defeating the bosses are different from the final build. After defeating Dogadon, the boss theme continues to play after the key spawning jingle instead of playing the Troff 'n' Scoff theme like in the final game. When [[Army Dillo]] is defeated, the game stops the boss theme and plays the boss door opening fanfare the instant the final blow is dealt, then plays the theme heard immediately after opening a boss door when the key spawning jingle finishes. | ||
*Army Dillo has a different voice and several fully acted lines cut from the final version. | *Army Dillo has a different voice and several fully acted lines cut from the final version. | ||
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In addition to the unused "[[List of Donkey Kong 64 pre-release and unused content#Unused text|Ice Key]]" line of text encountered via cheat codes, there is an unused cutscene in [[Crystal Caves]] where the camera zooms in on a corner in the area behind the ice wall in front of the entrance, then fades to DK's Tree House, triggering another unused cutscene where the camera pans over to where the ''Banjo-Kazooie'' fridge/locker used to be, then warps the player back to Crystal Caves. This suggests that doing something in Crystal Caves was meant to show the player something happening to the fridge/locker.<ref>Isotarge. (March 8, 2017). [https://www.youtube.com/watch?v=5MN4wS6u0ZU&t=0s Donkey Kong 64: Treehouse - Caves Link Update (Stop 'n' Swop)]. ''YouTube''. Retrieved October 20, 2021.</ref> While the Crystal Caves cutscene can only be seen by hacking the game, the DK's Tree House cutscene can be triggered via [[List of Donkey Kong 64 glitches#Warp from DK's Tree House to Crystal Caves|a glitch]]. | In addition to the unused "[[List of Donkey Kong 64 pre-release and unused content#Unused text|Ice Key]]" line of text encountered via cheat codes, there is an unused cutscene in [[Crystal Caves]] where the camera zooms in on a corner in the area behind the ice wall in front of the entrance, then fades to DK's Tree House, triggering another unused cutscene where the camera pans over to where the ''Banjo-Kazooie'' fridge/locker used to be, then warps the player back to Crystal Caves. This suggests that doing something in Crystal Caves was meant to show the player something happening to the fridge/locker.<ref>Isotarge. (March 8, 2017). [https://www.youtube.com/watch?v=5MN4wS6u0ZU&t=0s Donkey Kong 64: Treehouse - Caves Link Update (Stop 'n' Swop)]. ''YouTube''. Retrieved October 20, 2021.</ref> While the Crystal Caves cutscene can only be seen by hacking the game, the DK's Tree House cutscene can be triggered via [[List of Donkey Kong 64 glitches#Warp from DK's Tree House to Crystal Caves|a glitch]]. | ||
==Unused content== | |||
* Using a GameShark code to give the Kongs infinite health will reveal a fourth melon that will be retained when the code is disabled. This means that at one point, either the Kongs were supposed to get a fourth melon from [[Candy Kong]] at some point, or they were supposed to start with two melons instead of just one. | |||
* In the Mystery Menu, under Bosses, there is an unused "The Main Event" option that can be used to rematch [[King K. Rool]]. This was most likely taken out because the player can rematch K. Rool in-game. | |||
* A "dogpaddling" animation exists for [[Rambi the Rhino]]. Since it is impossible for him to get into water in the final game, this goes unused. | |||
* King Kutout has an unused fourth phase in which the position he appears at "spins" like a wheel.<ref>[https://www.youtube.com/watch?v=q-jWS4S-omM 'King Kut-Out' Fight Unused 4th Phase] on YouTube. Retrieved June 10, 2021.</ref> | |||
* As the result of him only being playable in multiplayer, [[Krusha]] has multiple unused animations, most of which appear to be recycled from Chunky. | |||
* The timer graphic can display numbers higher than 99, but this is only seen in the unused bonus levels below. In the final game, all events with a timer of more than 99 seconds use an alternate timer graphic. | |||
===Unused text=== | ===Unused text=== | ||
*An unused line of menu text reads "Ice Key", which can be seen in the pause menu via a Gameshark code. The Ice Key is one of the elusive Stop 'N' Swop items from Rareware's earlier title ''Banjo-Kazooie'' that would have been obtainable in ''Donkey Kong 64'' via this feature.<ref>[https://www.youtube.com/watch?v=wWLhww_IM6g Video of the Ice Key text in the game, along with a theory as to where it could have been used in ''Donkey Kong 64''.]</ref> | *An unused line of menu text reads "Ice Key", which can be seen in the pause menu via a Gameshark code. The Ice Key is one of the elusive Stop 'N' Swop items from Rareware's earlier title ''Banjo-Kazooie'' that would have been obtainable in ''Donkey Kong 64'' via this feature.<ref>[https://www.youtube.com/watch?v=wWLhww_IM6g Video of the Ice Key text in the game, along with a theory as to where it could have been used in ''Donkey Kong 64''.]</ref> | ||
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*[[Tiny Kong]] has an unused soundbyte, intended to play whenever she throws a barrel, but she does not interact with any barrels in the final game unless one exploits a glitch to allow her to be used in the [[Army Dillo]] and [[Dogadon]] boss fights. | *[[Tiny Kong]] has an unused soundbyte, intended to play whenever she throws a barrel, but she does not interact with any barrels in the final game unless one exploits a glitch to allow her to be used in the [[Army Dillo]] and [[Dogadon]] boss fights. | ||
*The soundbyte that plays when [[Lanky Kong]] picks up a barrel is technically used, in the final battle against K. Rool; however, it is very hard to hear due to the crowd ambience and the clanging noise made by K. Rool as he fumbles around the boxing ring with a spotlight on his head. | *The soundbyte that plays when [[Lanky Kong]] picks up a barrel is technically used, in the final battle against K. Rool; however, it is very hard to hear due to the crowd ambience and the clanging noise made by K. Rool as he fumbles around the boxing ring with a spotlight on his head. | ||
*An entire verse of the "oil drum" levels in [[Hideout Helm]] goes unused due to those bonus levels not lasting any longer than 45 seconds; a whole loop of the song is 65 seconds. The "missing" verse samples [[Minecart Mayhem | *An entire verse of the "oil drum" levels in [[Hideout Helm]] goes unused due to those bonus levels not lasting any longer than 45 seconds; a whole loop of the song is 65 seconds. The "missing" verse samples [[Minecart Mayhem]]'s music. | ||
===Unused bonus levels=== | ===Unused bonus levels=== | ||
*An exact copy of the Gloomy Galleon version of [[Stealthy Snoop | *An exact copy of the Gloomy Galleon version of [[Stealthy Snoop]], but without the intro text, exists, possibly suggesting that Stealthy Snoop was one of the bonus levels that could be replayed at Snide's.<ref name=Bonus>[https://www.youtube.com/watch?v=y-ay0TTvYZ8 "Donkey Kong 64 - Unused Bonus Games"] on YouTube. Uploaded November 10, 2013. Retrieved August 26, 2020.</ref> | ||
*Two [[Mad Maze Maul | *Two [[Mad Maze Maul]] levels. One has a timer of 120 seconds where a Kong must hit 11 enemies, and the other has a timer of 125 with a hit counter of 10. Most notably, the former one has [[Zinger]]s, [[Klobber]]s, and a [[Klump]] in it.<ref name=Bonus/> | ||
*Three instances of [[Stash Snatch | *Three instances of [[Stash Snatch]]. The first has 16 coins, the second has just four but a 120-second timer and Stealthy Snoop's mechanics (but not the music), and the third has a 120-second timer, 33 coins, and [[Klobber]]s. Since the bonus level music doesn't loop, the latter two levels have 60 seconds of dead silence in them.<ref name=Bonus/> | ||
*An instance of [[Splish | *An instance of [[Splish Splash Salvage]] with 15 coins.<ref name=Bonus/> | ||
*An instance of [[Speedy Swing Sortie | *An instance of [[Speedy Swing Sortie]] with a 60-second timer and six coins, but heavy use of [[Zinger]]s.<ref name=Bonus/> | ||
*An instance of [[Peril Path Panic | *An instance of [[Peril Path Panic]] with 12 [[Banana Fairy|Banana Fairies]] that need to be saved. (For comparison, the version of the game at Snide's, intended to be the hardest, only has 10.)<ref name=Bonus/> | ||
==References== | ==References== |