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Talk:Donkey Kong 64

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lab

Should we add the fact that K. Rool's lab in the cutscenes can be found underwater in-game? I never played DK64, so I'm not 100% sure of what I'm saying, but I saw a video about it. It's not quite scrapped content, but I think it might be neat. Espyo 10:39, 17 March 2011 (EDT)

(Sort of a bump. Come on people, discuss this). I got around to re-seeing a video of it, http://www.youtube.com/watch?v=poV0FUoA-J4 It seems the control room has collision detections. Again, I don't know, but isn't the control room just present for a cutscene? Why are there collision detections if the player was never meant to come here? {EspyoT} 20:00, 9 June 2011 (EDT)
It's been quite a while since I fully completed the game, but I believe you can explore the lab area (the one where he has a bunch of computers and his main chair) near the end of the game. You infiltrate his lair, deactivate the machine, and at the end of the level is the lab part. There really isn't much to do there though. ~M64m-sig.pngm64m

L and R button icons

DK64 LRicons.png

Does anyone know if either of these button icons are used in DK64? The L icon is kinda interesting since the game doesn't ever use the L button. --JetForceGemini64 18:39, 20 May 2012 (EDT)

I don't think these were used at all. When the R button was described in text, it was a long horizontal icon that closely resembled the actual button. ~M64m-sig.pngm64m

Extra character animations/interactions

After experimenting with a character modifier code, I found that forcing the playable characters to do things and get into situations that they weren't meant to doesn't crash or screw up the game like what one would think. I've documented all my findings at http://www.dkc-atlas.com/forum/viewtopic.php?f=12&t=1704. Geno2925 13:23, 14 March 2013 (EDT)

Unused sounds/music

When I downloaded a complete USF rip of this game's music, it also had some sfx, and unused stuff. I know one is some sort of a high pitched trumpet playing the first few notes of the Jungle Japes theme, and another is the Extra Life sound from the Kiosk Demo. There were also some earlier versions of existing sfx, like the Multi-Coin sound.

I'll put them up soon.( By up, I mean on this talk page)Geno2925 09:01, 12 May 2013 (EDT)

Is The Cave Variation of Creepy Castle Unused?

--Ffffff (talk) 23:33, 3 December 2015 (EST) this is not listed on the unused music list even though it has one on the page while we have ones with no songs playable --Mrkoolnerd (talk) 21:57, 14 January 2017 (EST)

Multiplayer Mode colour scheme Gameshark codes?

Just wondering, but is there/can someone make a Gameshark code that alows one of modify the current character's palette (like, the ones used in multiplayer), like the one for Link's tunic colour in OOT? Because through glitching around, I was able to get Tiny's clothes to turn yellow, which is a palette that is NOT one of her multiplayer ones, so I'm wondering if there are any other colours that aren't normally applied to any characters. And even if they don't count as "unused", I think it'd still be a cool thing to mess around with. --Geno2925 (talk) 20:20, 29 July 2014 (EDT)

Wii U Virtual Console changes?

Donkey Kong 64 came out yesterday on the North American eShop for the Wii U, and I promptly downloaded it. Now, I immediately noticed it plays differently: it runs noticeably smoother, with less lag, and this causes the Jungle Japes demo on the title screen to be desynced! This is a similar issue to the Jetty Jitters demo in the Japanese version of Donkey Kong Land III, which is also desynced. In both cases, the Wii U and the Game Boy Color run faster than the Nintendo 64 and the Game Boy, respectively. However, in the case of Donkey Kong 64, this is likely an emulation issue, rather than a change in the ROM, but I have no way to prove this. Does this type of change belong in this article? --Blaziken257 10:50, 17 April 2015 (EDT)

Kiosk Demo Title Screen

By using a gameshark code, there is a way to load the map where the Kiosk demo's title screen is. Sadly, the game crashes before it comes up. The music still comes up, though, and its room ID is 51. Does anyone want to go further with this? --Nintendofan101 18:23, 25 January 2016 (EDT)

  • This sounds like the emulator itself doesn't draw after the framebuffer stops drawing. I forgot what plugin can draw the screen after the game crashes, but if you can do that and record it, then do that. Donetsu52 (talk) 17:42, 25 January 2016 (EST)
    • I didn't use an emulator. I used a real N64 with a gameshark attatched. But I'll still try this on an emulator, to see what happens. Nintendofan101 13:36, 26 January 2016 (EDT)

Hidden coin in fungi forest

A hidden rainbow coin was found in fungi forest, I found proof that it is real. its hidden so well that you cant tell its there. We need to check all strategy guides to see if anyone had found it before. https://www.youtube.com/watch?v=VhbtdITAxQo https://www.youtube.com/watch?v=ym5DxvnPV4w Addablestone13 20:43, 12 February 2017 (CST)

DKViewer 0.04a

The latest version of the DK64 viewer (version 0.04a) seems to have been removed from the Banjo's Backpack site. Anyone got a backup of it? Ferrox (talk) 11:23, 20 January 2018 (EST)

Voice similarities with Magic School Bus game

In the PC game The Magic School Bus Explores the Ocean (1995) you can make a drivers license. When clicking on the portrait to change aspects of the photo part of the license silly voice clips are played. Several of these, in particular one of the "splat!" line sound a lot like the voice sound effects used for Kasplat in DK64. They do sound just a little bit off to my untrained ears though, and I can't tell if that's just some result of different compression/effects used on the same source or if these were just remarkably similar line reads. From the bit of research I've done you can find all the relevant voice files for the Magic School Bus game on the disc in MSEEO100__01\MSBOCEAN\21\BD2100.WAV while the DK64 sounds are from BANK_00_INSTR_0000_SND_025A to BANK_00_INSTR_0000_SND_025D according to the download on The Sounds Resource or #603 to #606 in the following YouTube video: https://www.youtube.com/watch?v=_5o0cFin94U My bet is that these similarities are coincidence, but it would have some really strange implications if they are actually from the same source recording. Sorry if this doesn't belong here, but I have literally no idea where else on the internet I could share this to get a second opinion on it. The preceding unsigned comment was added by Trivial Man (talk • contribs)

Those are just stock sound effects. Think of something like Getty Images, but for sounds. Many companies use or have used them and I have heard several game sound effects be used in movies too. The gate opening sound from the Villa in Castlevania 64 gets used on A LOT of movies and series. ReyVGM (talk) 08:29, 30 September 2021 (UTC)
If the source of those voice clips could be located would that be something that TCRF would want to list in the article for DK 64? Or is locating original samples used in games beyond the scope of this project? Either way it would be interesting for me to find the answer since Kasplat is listed everywhere as being voiced by Chris Sutherland, but if these are just stock voice clips then that isn't correct and who knows how many other Kremling voices came from the same library. Trivial Man (talk) 19:22, 30 September 2021 (UTC)
Well, without a comparison there's no way to have an informed opinion. But if it's a sound effect (not speech), and it sounds exactly the same in both games, then that's just a stock sound effect. Back then, movie/game musicians could buy CDs filled with stock sound effects, so if both sound effects are the same, then that's why. ReyVGM (talk) 21:47, 30 September 2021 (UTC)
It is a man saying the word "splat" in both cases. These are voice lines that a human being is saying in both cases. I thought I was pretty clear on that from the get go. It could still be a stock thing like the Wilhelm scream though, which is what I thought you were implying. There are a few other mouth noises they make like "ughn" that sound really similar too, but this is the one that caught my interest initially. Here's a video showcasing it: https://youtu.be/P9NK9c4rvX8. There are other examples too but I don't really want to bother compiling them when I suspect YouTube will mess with the audio further. That's why I listed how to identify the files in each game. And again, I could be totally off base here and the voices aren't the same. The longer I spend thinking about it the more I suspect that's the case, but I thought I'd ask here anyways. Trivial Man (talk) 22:32, 30 September 2021 (UTC)
They don't sound 100% alike, but the delivery is extremely similar. It's probable that it is a stock sound that RARE liked and instead of outright using it, Sutherland just voiced it to sound like the stock one. ReyVGM (talk) 23:34, 30 September 2021 (UTC)
IIRC Mad Jack uses archived Donald Duck voice clips (same for Dogadon and Godzilla). While it's certainly interesting if it turns out Kasplat wasn't voiced by Sutherland after all, it's not exactly unique to him, so I don't think it warrants a mention here (maybe on MarioWiki or something). --Alley (talk) 22:42, 30 September 2021 (UTC)

LodgeNet/US v1.1 version

A new version of DK64 was unearthed by ForestOfIllusion recently: https://forestillusion.com/2023/nintendo-lodgenet-gateway-system-rom-collection

Built 29th November 1999, which puts it after the JP version. Mostly reflects the JP ROM but has a few interesting differences which are tailored to the fact that this is intended to be played on a pay-to-play system. I've covered most of the differences found on day 1 here: https://dk64.fandom.com/wiki/Version_Differences#Differences_between_US_v1.1_and_JP

There's a chance there's some unused stuff that's in this version that's not present in US 1.0/PAL/JP, but chances are low.

- Theballaam96 11:06PM 26th April 2023 CDT