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Diddy Kong Racing/Unused Graphics

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This is a sub-page of Diddy Kong Racing.

Dkr64proam64logo.png
A logo for "Pro-Am 64", the original name of Diddy Kong Racing (likely before Diddy himself was in the game).

DKR-ProAm64-Logo2.png
A second "Pro-Am 64" logo. There is no palette associated with the texture.

DKR-logo small.png
A small, earlier version of the Diddy Kong Racing logo. The palette here is guessed, as one couldn't be found in the ROM.

A German video of a pre-release version (labeled "1.964 VERSION") shows that it was once used on at least one of the arches seen throughout Greenwood Village:

DKR-prerelease-GWV 03bis.png
(Early Screenshot: Gilgamesh)

Dkrkrunch.png Dkrbumperv.png Dkrtiptup.png yea Dkrtimberplaceholder.png Dkrbanjoplaceholder.png Dkrdrumstick.png Dkrpipsy.png
A series of icons for an early version of the character selection menu. Note that icons for Diddy and T.T. do not exist, while Banjo, Conker, and Timber's icons only have placeholder text. These likely came from the "Pro-Am 64" era of development.

DKR-piratelagoon sign placeholder.png DKR-whalebay sign placeholder.png DKR-crescentisland sign placeholder.png DKR-treasurecaves sign placeholder.png
Crudely-drawn placeholders for the signs in the lobby of Sherbet Island.

DKR-twilightcity sign.png
A "Twilight City" sign which matches those found in the Future Fun Land lobby. The sound effect for when T.T. says "Star City" is internally named dean_twilight_snd, so this is likely an early name for that track.

DKR-ttdoor proto.png
An early T.T. Challenge door.

DKR-minimap 07.png DKR-minimap 09.png DKR-minimap 0B.png
2D image digits 07, 09, and 0B are unused HUD maps.

  • 0x07 vaguely resembles Jungle Falls and Greenwood Village. Its layout is also quite similar to Thunder Cove, a track exclusive to the DS version of the game, though this might be a coincidence.
  • 0x09 is unknown, but could potentially have been for this scrapped track.
  • 0x0B matches the layout of the unfinished jungle temple track.

Dkr redpresent.pngDkr bluepresent.png
Presents hanging from red and blue balloons.

Hi!
A torch with googly eyes.

DKR-Reed-1.png DKR-Reed-2.png DKR-Reed-3.png
Unused reed objects, which behave like trees.

Dkr trafficlight.png
A traffic light.

Dkr ai.pngDkr fog+-.pngDkr exitsign.pngDkr cloudandsun.pngDkr camera.pngDkr note.pngDkr rr.pngDkr musicnotes.pngDkr musicthing.pngDkr sinewave.pngDKR 17.pngDKR UTurn.pngDKR Bonus1.pngDKR Bonus2.pngDKR Check.pngDKR Exit.pngDKR Hit.pngDKR Midi Fade.pngDKR Mode1.pngDKR Mode2.png
A bunch of development-related signs and symbols. These icons show up on tracks when viewed in a setup editor as markers determining certain functions of the game, such as checking your progress on a track, silencing/enabling a MIDI channel, or warping the player to another area.

Dkr goldrarecoin.gif
A golden Rare coin. They were replaced with bananas to fit the game's atmosphere better, though these would have functioned the same.

Dkr rarer.png Dkr rarea.png Dkr rarer.png Dkr raree.png
Individual letters of "RARE", likely used instead of the silver N64 coins in the Coin Challenges.

Dkr 1player.pngDkr 2player.pngDkr 4player.png
Player selection graphics rendered in a strange font.

DKR AncientLakeSign.png
An early version of the Ancient Lake sign.

DKR BalloonMysteryDoor.png
A door with a silhouette of a balloon that has a question mark on it.

DKR BalloonCheckDoor.png
A door with a balloon that has a check mark over it. Most likely was used when you completed both races and coin challenges.

DKR SpaceTree.png
A graphic that was likely meant to be used in Spacedust Alley.

DKR64-leefan.png
A fan blade intended for the air vents in Spaceport Alpha.

DKR64-skybox1.pngDKR64-skybox2.pngDKR64-skybox3.pngDKR64-skybox4.pngDKR64-skybox5.pngDKR64-skybox6.pngDKR64-skybox7.png
Textures for an unused skybox.

DKR64-gem.gif
A sparkly purple gem.

DKR64-eyes.png
A small pair of eyes.

Early Final
DKR64-tajpadearly.png DKR64-tajpadfinal.png

An earlier version of the Taj pad found in the hub world.

DKR64-wizpigmouthsequence.png
This texture is actually present in the map used in the cutscene that plays when you unlock the first Wizpig race but is never shown on-screen. The map itself is also based on an earlier version of the hub world.

(Source: runehero123, Mattrizzle, Woofmute, MrMartley64, Ferrox)