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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|Pre-E3 1999 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]]''. | ||
==Development timeline== | |||
*'''Late 1996-Early 1997:''' Development begins. | |||
*'''c. Mid-1998:''' Work on the 2.5D version ends in favor of a 3D free-roaming approach. | |||
*'''1999:''' | |||
**'''January:''' The game is officially announced with a screenshot in ''Nintendo Power''. | |||
**'''May 12:''' Nintendo announces that the Expansion Pak, now a requirement for running ''DK64'', will come bundled with the game. | |||
**'''May 13-15:''' A custom build is shown off at E3 1999. | |||
**'''August:''' The E3 build makes a reappearance at Space World 99. | |||
**'''September:''' An In-store demo is released. | |||
**'''November 22:''' The final game is released. | |||
==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 his temple to cool the pool of [[lava]]. | *[[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 his temple to cool the pool of [[lava]]. | ||
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==Unused content== | ==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. | *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. | *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. | *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> | *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. | *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. | *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]]'s music. | *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]], 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> | *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]] 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/> | *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]]. 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/> | *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 Splash Salvage]] with 15 coins.<ref name=Bonus/> | *An instance of [[Splish-Splash Salvage!]] with 15 coins.<ref name=Bonus/> | ||
*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 [[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]] 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/> | *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== |
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