Donkey Kong Country (SNES)/Unused Object Subtypes

Unused Object Subtypes
A sizable number of object variations are unused in game. To see them, go to ROM address and change the value from  to the given object ID.

Dirt Patch


Object ID:

Item Given: Rambi Token.

Object ID:

Item Given: Expresso Token.

Kritter


Object ID:

Color: Gold

Movement Type: Horizontal + Jumping.

Movement Range: 96 pixels.

Spawn Position: Rightmost point in path.

Object ID:

Color: Green

Movement Type: Horizontal.

Movement Range: 30 pixels.

Spawn Position: Center of path.

Object ID:

Color: Green

Movement Type: Horizontal.

Movement Range: 300 pixels.

Spawn Position: Center of path.

Zinger


Object ID:

Color: Yellow

Movement Type: Vertical.

Movement Range: 140 pixels.

Speed: 4 pixels per frame.

Spawn Position: Highest point in path.

Object ID:

Color: Orange

Movement Type: Horizontal

Movement Range: 100 pixels.

Speed: 7 pixels per frame.

Spawn Position: Center of path.

Mincer


Object ID:

Movement Type: Rotation - Counterclockwise.

Movement Range: 110 pixels.

Speed: 1 rotation per 30 frames.

Spawn Position: Center of path.

Object ID:

Movement Type: Horizontal.

Movement Range: 235 pixels.

Speed: 8 pixels per frame.

Spawn Position: Highest point in path.

Object ID:

Movement Type: Horizontal.

Movement Range: 440 pixels.

Speed: 8 pixels per frame.

Spawn Position: Highest point in path.

Gnawty


Object ID:

Movement Type: Backwards from spawn point.

Movement Range: Infinite.

Krusha


Object ID:

Movement Range: 150 pixels.

Spawn Position: 15 pixels right of leftmost point in path.

Object ID:

Movement Range: 110 pixels.

Spawn Position: 50 pixels right of leftmost point in path.

Object ID:

Movement Range: 70 pixels.

Spawn Position: Center of path.

Object ID:

Movement Range: 200 pixels.

Spawn Position: Center of path.

Object ID:

Movement Range: 40 pixels.

Spawn Position: Center of path.

Mini Necky


Object ID:

Color: Yellow

Movement Type: Vertical - doesn't loop.

Movement Range: 225 pixels.

Spawn Position: Lowest point in path.

Firing Delay: 60 frames.

Object ID:

Color: Yellow

Movement Type: Vertical - doesn't loop.

Movement Range: 100 pixels.

Spawn Position: 10 pixels up from center of path.

Firing Delay: 45 frames.

Arrow Platform


Object ID:

Movement Type: Horizontal - Moves right.

Movement Range: 230 pixels.

Speed: 4 pixels per frame.

Object ID:

Movement Type: Horizontal - Moves right.

Movement Range: 370 pixels.

Speed: 2 pixels per frame.

Object ID:

Movement Type: Horizontal - Moves right.

Movement Range: 260 pixels.

Speed: 2 pixels per frame.

Object ID:

Movement Type: Horizontal - Moves right.

Movement Range: 300 pixels.

Speed: 4 pixels per frame.

Necky (Flying)


Object ID:

Movement Type: Vertical.

Movement Range: 110 pixels.

Speed: 8 pixels per frame.

Spawn Position: 25 points below highest point in path.

Object ID:

Movement Type: Horizontal.

Movement Range: 160 pixels.

Speed: 8 pixels per frame.

Spawn Position: 70 points right of leftmost point in path.

Object ID:

Movement Type: Horizontal - Backwards from spawn point.

Movement Range: Infinite.

Speed: 4 pixels per frame.

Manky Kong


Object ID:

Projectile Speed: 3 / 4 pixels per frame (alternates)

Firing Delay: 60 frames.

Object ID:

Projectile Speed: 4 pixels per frame

Firing Delay: 60 / 45 / 30 / 15 frames (Behavior loops)

Object ID:

Projectile Speed: 2 / 4 / 2 pixels per frame (Behavior loops)

Firing Delay: 75 / 60 / 75 frames (Behavior loops)

Rope


Object ID:

Type: Conveyor rope - downward.

Speed: 4 pixels per frame.

Object ID:

Type: Conveyor rope - downward.

Speed: 2 pixels per frame.

Object ID:

Type: Hanging rope.

Movement Type: Horizontal.

Movement Range: 300 pixels.

Speed: 5 pixels per frame.

Spawn Position: Center of path.

Object ID:

Type: Hanging rope.

Movement Type: Horizontal - Moves right, doesn't loop.

Movement Range: 1150 pixels.

Speed: 5 pixels per frame.

Dumb Drum


Object ID:

Orientation: Normal. Object Fired: Klaptrap.

Firing Direction: Front and back.

Firing Delay: 75 frames.

Object ID:

Orientation: Normal. Object Fired: 2 Klaptraps.

Firing Direction: Front.

Firing Delay: 75 frames.

Object ID:

Orientation: Normal. Object Fired: 2 Armys.

Firing Direction: Front.

Firing Delay: 75 frames.

Object ID:

Orientation: Upside down. Object Fired: Slippa

Firing Direction: Front.

Firing Delay: 75 frames.

Object ID:

Orientation: Upside down. Object Fired: Army

Firing Direction: Front.

Firing Delay: 600 frames.

Object ID:

Orientation: Upside down. Object Fired: Army

Firing Direction: Front.

Firing Delay: 300 frames.

Necky (Firing Nuts)


Object ID:

Projectiles fired: 5. Projectile directions: Semicircle arc.

Object ID:

Projectiles fired: 2. Projectile directions: Backward, downwards.

Blast Barrel


Object ID:

Movement Type: Horizontal.

Movement Range: 220 pixels.

Speed: 12 pixels per frame. Spawn Position: 55 pixels right of leftmost point in path.

Firing Direction: Right. Firing Distance: 440 pixels.

Fuel Barrel


Object ID:

Units: 2 units.

Rockkroc


Object ID:

Movement Range: 214 pixels.

Speed: 12 pixels per frame.

Spawn Position: Center of path.

Object ID:

Movement Range: 40 pixels.

Speed: 12 pixels per frame.

Spawn Position: Center of path.