Proto:Donkey Kong 64

The kiosk demo of Donkey Kong 64 was used in stores for exhibit before the game's release. It's based on an early version of the game, with quite a few differences.

General Differences

 * The intro is slightly different.
 * The playback demo on the title screen is absent. Interestingly, it still exists in the game, it's just not used.
 * There's an unused white balloon item that gives you a 1-Up, and has its own counter in the HUD.
 * The HUD for collecting a Golden Banana is very different: it only shows how many Bananas your current Kong has, and uses a removed "5 Golden Banana bundle" icon.

Events

 * The demo contains three playable portions of the game: the second Dogadon fight, a harder version of the mine cart minigame, and the second Army Dillo fight. After completing an event, the game cuts to an "Available Christmas 99" screen, and after a reset you'll be able to play the next event.



The choice of events is very odd, as they're nearly unwinnable for a novice. Why Rare chose these three in the first place (for E3 1999) is a mystery, and why they kept them unchanged for this kiosk demo is a bigger mystery.

Dogadon #2

 * Dogadon's sound when he spits fireballs sounds pretty hideous. It was toned down in the final.
 * After Dogadon's killed and the key appears, the boss music continues to play rather than the victory music.
 * Chunky has an extra punch attack after doing his standard punch twice that was removed in the final. It can be seen in some early footage.
 * Chunky's animation for when he's carrying the TNT barrel is slightly different.

Mine Cart

 * This is the mine cart minigame in Jungle Japes, with the difference being that you have to collect 70 coins as opposed to 50 in the final. Given how few coins there are in the level to begin with, this makes the minigame very very difficult.
 * After successfully completing the minigame, the HUD is shown and it looks very different: the Golden Banana count is shown as a vertical column of banana symbols, and the counter at the bottom uses a banana group symbol rather than a single banana as in the final.
 * Squawks' text is different and much more generic:

At the start of the event, Squawks tells the player the controls. At this point, though, Squawks doesn't mention it being a "scenic ride" or give any warnings.

If the player completes the ride with 70 coins, Squawks gives the player a Golden Banana and says this generic text. And yes, the missing period is part of the game.

If the player doesn't have enough coins, Squawks again greets the player with less talk in the demo. The practice part was omitted in the demo for obvious reasons.

Army Dillo #2

 * The fight takes place in Jungle Japes, rather than Crystal Caves.
 * Army Dillo uses a lot of voiceovers at this point, a stark contrast to the final, where his only voice clip is "Uh-oh!". His voice is different as well, and is rather unfitting.

Unused 2D Objects
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The kiosk demo has a lot of 2D objects that aren't used in the demo portions, although some were used in the final.




 * A white 1-up balloon that is used in the kiosk, but not in the final game, as it does not have a lives system.




 * A Golden Banana bunch.




 * Spinning J and A blocks, the same ones found on the unused jack in the box enemies.




 * A falling, flaming alphabet block.




 * A disco ball.
 * A mushroom which resembles an Amanita muscaria.
 * A green patch of grass or a bush.
 * A plant with green leaves and three white ball-shaped flowers.
 * A brown-leaved bush.
 * A round bush with white yellowish flowers on it.
 * A fern-like plant.
 * A round bush with red/orange berries in it.
 * A plant with green leaves and few reddish brown flowers in it.
 * A round tree

Unused Models
The demo also contains many unused models mostly not found in the final, ranging from simple objects to work-in-progress enemies.


 * A green car.
 * A green pole.
 * A round blue object with three digits in it and a couple of character pads around it. All the digits are "0" in the game. It was once used as the banana counter and entrance to the boss levels, instead of Troff 'n Scoff in the final. It could be seen in an E3 clip.
 * Some kind of rail with red and white arrows on it. It causes damage when touched.
 * A tree stump with the playable characters' faces on it. Possibly once served as a character selection place, instead of the barrel like in the final.
 * A giraffe's head, though no body remains.
 * Old version of the buttons seen in-game. These have the character's face on it, rather than the ammo icon.
 * A strange metallic wall with holes in it. Possibly meant for Frantic Factory.
 * A green door.
 * A painting stand with an empty painting on it.
 * A wooden sign pointing a direction.
 * A wooden slope.
 * A beanstalk you can actually climb!
 * An animation-less version of the lantern fish seen in Gloomy Galleon in the final game.

Unused Enemies
There are several cut enemies that aren't in the final game's data. A giant snake head with a diamond necklace. A scuba diving starfish.
 * A weird multicolor bug with no animations. Or is it a hand?
 * Re-Koil from Donkey Kong Country 3. Nowhere to be seen in either the demo or the final. Dk64 armadillo.png
 * A very angry looking armadillo, likely meant for Jungle Japes since similar enemies appeared there in Donkey Kong Country.
 * A jack-in-the-box that looks like a clown. Likely meant for Frantic Factory.
 * A jack-in-the-box that looks like a boxing glove, seen in some E3 footage of Frantic Factory.

Unused Rooms
GoeE45Mi0mQ A few unused rooms exist within the demo.
 * One is a test room of sorts. It has a lot of torches, a few Zingers, and a floating mermaid.
 * The level select room from E3 1999, which was used to show off various areas of the game, is still present. The doors still open and close and the camera pans out as you approach them, although they won't take you anywhere. You can also collect the unused silver balloon in this room. There also seems to be a Banana Fairy just outside the room.
 * A room where multiple Rareware logos chase you. If you survive long enough, the game rewards you with a Golden Banana...which is impossible to get.

Early Models
Several models have gone through changes from the prototype to the final game.

Buildings
Cranky's Lab has a sign reading "LAB" and two electrodes on the top. The final version has a sign reading "Cranky's Lab", is a little thicker, and has only one electrode. The wood texture is also different, the shading is incomplete and there is no floor under the doorway.

Candy's Music Shop is a lot simpler than in the final game. The sign is simply just a wooden plank, and there aren't any decorations.

Funky's Armory has no satellites or flooring. The sign also reads "ARMOURY" instead of "ARMORY".

Snide's HQ has a pipe connected to a barrel and radio antenna. The final version removes the barrel and the receptors on the antenna, but adds a keypad and security camera. As usual, the final version adds flooring to the doorway.

Characters
Sqwuaks had a different beak and eyes in the prototype.

Gnawty seems to have been remodeled completely in the final. The kiosk Gnawty has flat arms and legs. The final Gnawty has buck teeth, angrier eyes, a flipped nose and more three dimensional arms and legs.

The Toy Monster was a die with arms and legs in the prototype, but in the final his body is made out of other toys.

Miscellaneous
The paintings in the prototype were both a picture of CG giraffes on a savannah and a render of Donkey Kong Country's DK Island. Both were replaced with a picture of the game's own DK Island.