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Donkey Kong 64

From The Cutting Room Floor
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Title Screen

Donkey Kong 64

Developer: Rare
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: December 10, 1999
Released in US: November 22, 1999
Released in EU: December 6, 1999


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
Figure out how to access the crash debugger. The Debug Pos cheat in the article doesn't seem to enable it though.

Donkey Kong 64 is a 3D platform game in the same vein as Rare's earlier Banjo-Kazooie, only supersized.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototypes
Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
Miscellaneous tidbits that are interesting enough to point out here.
Notes
DK64 Pillar.png
Oddities and Easter Eggs
Hidden collectibles, useless map features and other strange miscellany.
DK64 exit 0E01.png
Unused Exits
You're telling me we could have skipped the slide this entire time?!
Dk64greywrinklydoor.png
Unused Objects
Level props that didn't make the cut.

Stop 'n' Swop Connection

DK64 IceKeyMenu.png

According to Gregg Mayles, Donkey Kong 64 was originally intended to be compatible with Banjo-Kazooie's Stop 'n' Swop feature prior to its removal. Since Stop 'n' Swop was removed shortly before development on Banjo-Kazooie ended, it's no surprise that some remnants snuck into Donkey Kong 64.

ASCII text for ICE KEY is present in the ROM; the Ice Key is one of the Stop 'n' Swop items in Banjo-Kazooie. It can be loaded into the Totals menu using one of the GameShark codes below, with no icon and a collection status of 1/1. (Note: Enable this code before bringing up the Totals menu. If you do so after having already seen it, then the code may either not work or freeze the game instead.)

Version GameShark Code
USA 816AB2D6 C83A
816AB3F6 0009
Europe 816A4BDE C762
816A4CFE 0009
Japan 816A9AEE CCB2
816A9C0E 0009

The Ice Key's quantity is set to 01 every time data for the Totals menu is accessed (such as at the file select screen or pause menu), so the Key is collected as soon as you start a new game, and (like its Banjo counterpart) is impossible to remove without hacking.

An unused cutscene in DK's house warps the player to the small cave with a Chunky pad in Crystal Caves. Before the warp, the camera moves over to where a fridge/locker with a Banjo-Kazooie picture was during the game's development. It is very likely that Rare intended to have the fridge/locker send the player to a hidden place holding the Ice Key or the lock it was meant to open.

Another short unused cutscene in the small cave points to where a gate would have opened in earlier versions of the game, likely as a way out.

(Source: Runehero123)

Unused Fourth Melon

During normal gameplay, it is only possible to extend your health to three melons. By using the Infinite Health GameShark code, the life bar will show four melons. Disabling the code will remove infinite health, but the melons will be kept. It is likely that Rare originally planned another melon alongside the instrument upgrade inside Candy's Shop in Gloomy Galleon or Creepy Castle, but the upgrade was scrapped. It's also possible that at one point the player would have started with two melons instead of one.

Version Gameshark code
USA 817FCC4C 041F

Unused Graphics

123

Dk64 123.png

Very crudely made numbers.

Employee Head

Take him to the hospital.

A bizarre photoshop of designer Duncan Botwood.

Camera

The graphic seen in a pre-release image (bottom right). Note how it's red here.
DK64 Camera.png

An earlier, non-animated version of the fixed camera icon.

"Making" Screen

DK64 makingscreen.gif

A part of the toy machine boot-up sequence in Frantic Factory that is never displayed.

Early Fonts

DK64 OldFont.png

This white font can be seen in E3 footage being used for bonus games and Battle Arenas.


DK64 TnSnumerals.png

As can be seen in prerelease footage and the prototype, the Troff 'n' Scoff counter was originally situated on the central tally pad rather than the door. The font for this earlier version is still in the final game, unused.


DK64 SmallFont.png

A very small bitmap font. It comes immediately after the DK Arcade and Jetpac fonts and is laid out similarly, with everything on one long strip (split up here for the sake of keeping things tidy), indicating it might have had a related use. Not shown is a long white bar at the end, which doesn't occur in any other font.

Button Icons

DK64 LRicons.pngDK64-unusedstartbutton.pngDK64-unusedzbutton.pngDK64 CButtons.png

Icons for every controller button are present in the main menu font, and are intended for moments when the player must press one to make a choice. However, the only button prompts seen in normal gameplay are A/B (for yes/no) and C-up (to access Snide's bonus games), rendering the rest unused.

DK64 Lbutton.gif

HUD icon for the L button, which the game never uses for anything.


(Source: JetForceGemini64, Lemurboy12, Ferrox, Alley)

Testing Room

Dk64-debugroom1.png The DK clone.

After giving all 40 blueprints to Snide, visit him in any level and bring up the bonus menu. Highlight any of the bonus games and press A + B. Instead of the bonus game, an unused room will be loaded that has no music, four pillars you can climb, a yellow balloon, and a clone of Donkey Kong, which was used to test the main menu screen animation. Alternatively, you can enable one of the below GameShark codes on the title screen and press Start to appear in the test map.

Version Gameshark code
USA 817444E6 0000
Europe 8173EC36 0000
Japan 81743DA6 0000

If you walk off into the dark space beyond the borders, you will appear to exit the room but will reappear back inside of it again. If you damage yourself with an orange, you will hear the sound of a melon slice being taken away but not lose health. Also, the game doesn't automatically save during screen transitions and pressing Start does nothing, so it may look like there is no way to leave the room without resetting the game. However, by activating the Intro Story Glitch before entering the test room, you can play your instrument to escape and save the balloon.


(Source: David Wonn)

Unused Cutscenes

Test Map Cutscenes

The test map contains a whopping 41 cutscenes, testing various dialogue.

(Source: Isotarge)

Main Menu: Unused Cutscenes

There are two unused background cutscenes on the main menu. You can use this trick to reveal them:

  1. Go to the mystery menu and highlight Intro Story. Start a timer or stopwatch upon pressing A, then press A again as soon as the screen turns blue. If done correctly, you will be back on the menu with no music.
  2. When the timer reaches 3:01, go to Jungle Boss. You will be kicked out of the fight immediately. Mash B to go back to DK's barrel screen and you will see a Kremling walking through mid-air in the background.
  3. Go to Adventure mode and start any file. The cutscene with DK picking up the barrel will play, and you will be back on the menu again.
  4. Wait until the timer reaches 3:25 and enter Jungle Boss again. Now colorful sparkles will be flying around on the mystery menu for a while. Pressing B will keep this cutscene playing, but if you throw DK's barrel, it will stop.

Caution: Do not start a multiplayer battle during or after the trick, or one of your files may lose all bananas and coins.

Early Hideout Helm Cutscenes

Map 1C, the version of Hideout Helm used for most of the game's cinematics, has all of the Intro Story cutscenes present despite that map not being used for it. Likewise, map 98—the Intro Story map—contains duplicates of several level intros. In both cases, there are slight differences between these and the used versions:

For the Intro Story cutscenes in map 1C:

  • There are no voices, and most sound effects are missing.

For the level intros in map 98:

  • Almost all non-environmental sound effects are missing. This is similar to the way most scenes are handled in the kiosk version (which has this as its only Hideout map).
  • All scenes cut to DK at the level's entrance before fading out.
  • In the Aztec intro, the camera doesn't shake after K. Rool slams his fist down; instead, there is a brief pause.
  • In the Factory intro, Diddy stops in midair at the end of his flight during the "Wheeee! Catch me if you can!" line. The used scene cuts away to the Klaptrap before that.
    • There is also no exhaust from his jetpack just before the Kritters run into him.
  • In the Galleon intro, one of the Kritters at the Blast-O-Matic's controls appears to be having some rigging problems, though he is fine after the jump cut.
  • The Forest intro is just a moment-long shot of the barrel viewscreen. It was likely not finished before the move to 1C.
    • Based on this, it seems map 98 was going to handle all of Hideout Helm's cutscenes before the decision was made to split some of them into a different map.

Other unused cutscenes

In addition to the above, there are several unused cutscenes that are either left overs from the kiosk demo or just simply unused:

  • Aztec Lobby - Cutscene 6 : Zooms in to B. Locker and warps you to an unused Exit in Troff 'n' Scoff. This is potentially a left over of when the Aztec Lobby map geometry was used as the E3 Demo room
  • Bloopers - Cutscene 1 : Some random scenes as typical with the bloopers reel. The majority of this is unused
  • Castle Lobby - Cutscene 2 : This seems to be as a result of the developers copying map data from the lobbies. In Japes Lobby, Cutscene 2 is spawning the Lanky Instrument pad GB. Castle Lobby spawns the same GB.
  • Fungi Lobby - Cutscene 2 : Same as above
  • Caves Lobby - Cutscene 3 : A zoom in on the Strong Kong barrel, hinting that there might have been a requirement to spawn it first before you could use it.
  • Caves Lobby - Cutscenes 4 > 8 : All of these are a glance at a wrinkly door. Why this is a cutscene is unknown as there is a separate global cutscene for talking to Wrinkly.
  • Chunky Phase - Cutscene 12 : The kremlings escaping, likely after K Rool's defeat after the 4th hit from Chunky
  • Tiny Phase - Cutscene 0 : This permanently spawns the Mini Monkey barrel. In normal gameplay, there is no cutscene tied to the spawning of the barrel, and the barrel only remains spawned for a limited time.
  • DK Phase - Cutscene 3 : Vanity shot for K Rool. Unsure of it's intended use
  • Lanky Phase - Cutscene 3 : Same as above
  • Lanky Phase - Cutscene 2 : Uppercut in Lanky Phase, there are many theories why this is in Lanky Phase, doesn't appear to be the result of a data copy as the uppercut in Chunky Phase is cutscene 24
  • Aztec: Diddy's 5 Door Temple - Cutscene 1 : Likely an old idea the devs had to introduce the temple. This kind of cutscene is not present in any of the other kong's 5-Door Temples
  • Castle: Dungeon - Cutscene 4 : Likely a Golden Banana spawn cutscene. In normal gameplay, the Banana just appears.
  • Factory - Cutscene 6 : A Golden Banana spawn cutscene for a kiosk demo banana
  • Factory - Cutscene 9 : Some rapid static shots of the starting area
  • Factory - Cutscene 29 : A cinematic pan around the Baboon Blast pad
  • Factory - Cutscene 30 : A cinematic pan around where the level's Battle Arena Pad used to be
  • Factory - Cutscene 47 : More cinematic pans!
  • Fairy Island - Cutscene 2 : Unsure of what this was intended for
  • Fairy Island - Cutscene 3 : Perhaps a tease of the Rareware Banana to add incentive to collect all 20 fairies. If so, probably unused to keep the extra 1% a secret
  • Fairy Island - Cutscene 4 : Unsure of what this was intended for
  • Fungi - Cutscene 13 : Perhaps an old remnant of where there were 2 separate triggers to open the Lanky doors at the top of the mushroom. Cutscene seen in normal gameplay is Cutscene 12.
  • Galleon - Cutscene 16 : This only can be shown when coming out of the chest, perhaps to indicate where to take the pearls acquired from the chest
  • Japes - Cutscene 1 : View of the gate in the starting cave. Perhaps originally a cutscene to open the gate
  • Japes - Cutscene 12 : Unused cutscene after completing a task
  • Japes - Cutscene 21 : Unused version of the intro cutscene to Japes. The one used in normal gameplay is cutscene 18
  • Japes - Cutscene 23 : Cinematic Pan around the purple warp, this used to be where a Banana Blast pad was located.
  • Japes - Cutscene 24 : Unsure of the intended use for this
  • Japes - Cutscenes 30>33 : Unused versions of the log travel cutscenes. The used versions are cutscenes 36, 37, 38 and 39
  • Castle: King Kut Out - Cutscene 47 : Fast zoom into the key
  • Intro Story (Rock) - Cutscene 2 : An unused part of Intro Story
  • Fungi: Spider Boss - Cutscene 5 : Probably an intro to the Spider fight map
  • Caves - Cutscene 17 : Beta Caves Intro (More noticeable in differences compared to Japes). Used version is cutscene 25
  • Caves - Cutscene 26 / DK Treehouse - Cutscene 1 : Ice Key Remnant as mentioned earlier on this page
(Source: theballaam96)

Unused Main Menu Settings

Mystery Bosses: The Main Event

WHAT'RE YA GONNA DOOOOO?! WHEN KONGAMANIA RUNS WILD ON YOUUUUU?!

Version Gameshark code
USA 8074453E 0007
Europe 8073EC8E 0007
Japan 80743DFE 0007

In the boss select in the Mystery menu, there is an unused option to select the boss fight against King K. Rool. It was probably removed because the player can always go back and fight K. Rool again through The Flying Krock on DK Isle, making this option redundant.

Mystery Cheats: Debug Pos

DK64 DebugPos-UnusedCheat.png

Version Gameshark code
USA 80744540 0007
Europe 8073EC90 0007
Japan 80743E00 0007

Present in the Cheats selection is another unused item called "Debug Pos". Unfortunately, turning it on doesn't seem to do anything.

Options: Language (US)

Version Gameshark code
USA D04B210A 0009
804B210F 0004

While used in the European version, a language select menu can also be found in the North American release. This one is somewhat unfinished: the only option available is English, and attempting to change it crashes the game.

Unused Troff 'n' Scoff Rooms and Checkmarks

Looks like our work here is done.

Version Gameshark code
USA 817444E6 002A

(Enter any doorway in any level; note that it will change depending on what level you are in)
If you hack your way back to Troff 'n' Scoff's room in a level where you have defeated the boss, the door will show a large "DK" with a green checkmark over it. Perhaps there was once a way to go back to this room after the boss fight has been completed? Most likely, this was an old method for boss rematches. The door won't open, even if the right Kong is out (though if you manage to hack past the door, it just goes to that world's boss), so the only way to exit the room is to select "Exit Level" from the pause menu (be sure to deactivate the code first).

After you have beaten the boss in Angry Aztec, you can reenter the Troff 'n' Scoff room by clipping out of bounds near Cranky and going behind where the Troff 'n' Scoff portal used to be. You can also use the trick to the right to enter the Troff 'n' Scoff room in any level.

There is only one Troff 'n' Scoff map in the game's code, and it acts accordingly to which level you are in. However, if you hack your way into it without walking into a loading zone for a global map (character huts, Troff 'n' Scoff, bonus barrels, and crown battles count as such), the room won't be connected to the level, which leads to some strange behavior: Walking through the boss door will crash the game (as it tries to send you to map 124, which doesn't exist), the game will softlock if you try to leave through the portal or the pause menu, and if you use a ledge clip to go too far out of bounds, you will be warped to map 21 (Chunky's underground cave in Jungle Japes).

If you enter Troff 'n' Scoff in DK Isles (only possible in emulators, as the game crashes on N64 hardware if you try to glitch into it), the boss door will send you to K. Rool. A DK logo and a checkmark will be on it if he has already been beaten, otherwise the door will be open with DK's face on it.

It is possible to enter Troff 'n' Scoff in Hideout Helm without hacking. Entering the boss door will send you to map 1A, exit 04 (Frantic Factory, falling out of the pipe next to the power hut).

This is a complete list of Troff 'n' Scoff warps that can be done by glitching or hacking. For any boss door outside of the intended Troff 'n' Scoff rooms (except the one in DK Isles), the amount of bananas needed to open is 000, but it can't be opened.

Unused Bonus Game Layouts

Hmmm...
To do:
An early object layout for part of Angry Aztec is present in map 0B. Source.

There are eleven bonus game maps that are only accessible by hacking. All of them are easier, harder, or more obscure versions of bonus games that are used.

Warp Modifier
Version Gameshark code
USA 817444E6 00??

Activate this code and enter a character hut, a Troff 'n' Scoff room, or a bonus barrel. When you finish or exit the game, you will appear right where you came from. If you enter another loading zone with the code on, the game will crash or softlock when you finish it or try to exit, respectively.

Stealthy Snoop
Map Time Notes
0B 70 Identical to Gloomy Galleon’s (map 41) but lacks the title text. It may have been intended for Snide’s, as the bonus games there also lack titles.
7F 60
80 90
Mad Maze Maul
Map Hit Time Notes
42 11 120
7C 10 125 Includes Zingers, which must be shot out of the air to progress.
Stash Snatch
Map Coins Time Notes
43 16 60 The only used instance of Stash Snatch has 6 coins and a 60 second timer.
4B 4 120 Uses Stealthy Snoop's mechanics.
7D 33 120 Makes use of Zingers and Klobbers as well as the usual enemies.
Splish-Splash Salvage
Map Coins Time Notes
84 15 60 The closest used one to this is Jungle Japes' (10 coins).
Speedy Swing Sortie
Map Coins Time Notes
87 6 60 Puts Zingers in your path.
Peril Path Panic
Map Save Time Notes
93 12 60 The highest used save count (Snide's) is 10 fairies.

Unused King Kut-Out Phase

With some light memory hacking, it is possible to view an unused fourth phase for the "King Kut-Out" fight in Creepy Castle. What determines the phase is a 1-byte value at the pointer for the 'Tag Barrel (Kut Out)' object + 0x18A. Setting this value to 3 (Phase 4) after the 2 laser-firing sections will result in Kut Out moving like he would for Phase 4. Values depicting Phase 5 and beyond will default to the pattern that is used for Phase 2.

Unused Loading Transition

The type of transition used when going between maps varies depending on certain factors (Story Skip, what loading zone is being used etc). The type of transition can be viewed at:

Version Memory Address (Byte)
USA 0x76AEE0
Europe 0x765A00
Japan 0x76B0D0
Kiosk 0x72D110

By editing this value to 3 on the first frame of a transition occurring, you view an unused transition of the game shrinking upon hitting a loading zone, and then growing upon exiting from it.

Unused Banana Balloon

There is an object with the internal name "K. Rool Banana Balloon" (Object 147). Performing an object swap on a balloon that is going to be loaded into the loaded actor list (changing it's object id located at the object pointer + 0x5A) will spawn this balloon.

Visually, it looks like a Lanky Balloon (and can only be popped by Lanky). However, popping it will not increment any kong's coloured banana count (unlike the main 5 banana ballooons).

Unused Animations

Many characters have animations that cannot be seen without hacking or glitches:

  • Tiny Kong picking up barrels - Tiny never goes into any areas with barrels, so her animations for picking them up and throwing them go unused. Because she has the least physical strength of the Kongs, her throw is very weak. Interestingly enough, Tiny has a voice clip used exclusively for this unused animation.
  • Rambi dogpaddling - Rambi never goes near water, but if he does, he has a dogpaddling animation at the ready.
  • Krusha's animations - Because Krusha is only playable in multiplayer, some of his animations (such as picking up/throwing barrels, his shockwave attack, etc.) go unused. Most of his unused animations are actually Chunky's animations, and some of them even use Chunky's sounds.
  • Unused Move Learning - Created in kiosk, calmed down in the final release leftover and then left unused as opposed to something far more tame. Purpose has been deduced from the game putting the kong into their "move learning talking idle" animation after this masterpiece has finished on the kiosk demo.

Unused Music

A short, seemingly unfinished fanfare that uses the first few notes of Jungle Japes' theme.


Unused Temporary Flags

The game stores some temporary data (like the long boss intro cutscenes being watched) as a temporary flag so that the player won't see that cutscene again until they next load up the DK TV demo or reset their console. There are some temporary flags left in the game that are either never set or do not have any effect on gameplay:

Flag Byte (US) Flag Bit (US) Effect
0xA 6 Set on entering Diddy Phase in K Rool. Assumed to be a flag for a long intro being watched even though one doesn't exist
0xA 7 Set on entering Lanky Phase in K Rool. Assumed to be a flag for a long intro being watched even though one doesn't exist
0xB 1 Set on entering Chunky Phase in K Rool. Assumed to be a flag for a long intro being watched even though one doesn't exist
0xD 6 Trigger for text to appear coming out of any map requesting the kong to "try someowhere else, or find someone who can help you"

Unseen Text Effects

There are two control codes for text effects that exist in all versions of the game (including the prototype) but are only used in the Japanese localization. Control code 02 is a "pop-out" effect; one English line does make use of this, but it is never seen in normal gameplay. Control code 03, used exactly once in the Japanese script (by the icy tomato in Crystal Caves), makes the text spin clockwise into place.

All other effects (such as red and green text) were added specifically for the Japanese version, and do not exist in the international releases.

Unused Text

Bolding indicates the pop-out effect normally only seen in the Japanese version (control code 02). Bouten are used to indicate the rumbling effect (control code 01) in Japanese, which doesn't support italics. While the effect is seen in all versions, only the Japanese localization uses it for the unused text.


English French German Spanish Japanese
WELCOME TO THE BONUS STAGE! BIENVENUE AU STAGE BONUS WILLKOMMEN IN DER BONUS STAGE! ¡BIENVENIDO AL NIVEL DE BONUS! ボーナスステージにようこそ!
RELOAD! RECHARGEZ! NACHLADEN! ¡RECARGA! チャージ!
HURRY! VIIITE! BEEILUNG! ¡RÁPIDO! いそげ!
ALMOST THERE - KEEP GOING! PRESQUE! CONTINUEZ! FAST GESCHAFFT! WEITER SO! ¡CONTINÚA, CASI HAS LLEGADO! もうすこし、ガンバレ!
CONGRATULATIONS! FELICITATIONS! GLÜCKWUNSCH! COOL! ¡ENHORABUENA! やったぜ!
OH, BAD LUCK! YOU ALMOST MADE IT... DOMMAAAGE! C'EST BETE, HEIN? SCHADE! DU WARST NAHE DRAN... ¡OH, MALA SUERTE! CASI LO HABÍAS CONSEGUIDO... ざんね~ん!


English French German Spanish Japanese
CONGRATULATIONS! FELICITATIONS! GLÜCKWUNSCH! ¡ENHORABUENA! おめでとう!
MAYBE NEXT TIME! LA PROCHAINE FOIS! VIELLEICHT NÄCHSTES MAL! ¡QUIZÁ LA PRÓXIMA VEZ! またきてね!

An assortment of unused bonus stage lines. The ones in the top table are from the block of text containing the instructional dialogues, while the ones on the bottom are from the HUD block. While "Reload!" and "Hurry!" are displayed in-game, the used versions are from the other block, so these likely would've used the smaller white/blue font (or the early one above). The second "congratulations" was translated differently from the first in German and Japanese.


English French German Spanish Japanese
H-HEY, [name]! CHUNKY UP HERE! H-HE! CHUNKY N'EST LA! HA-HALLO, [name]! CHUNKY HIER OBEN SEIN! ¡HEY, [name]! ¡CHUNKY, AQUÍ ARRIBA! ウッホ、ウッホ!!
チャンキーはこっち!!

In the prototype, Chunky would say this as soon as you entered the Storage Room. In the final game he only says something if you get up close, and there he uses a different line.


English French German Spanish Japanese
PAY ATTENTION, [name]. YOU AND ALL THE OTHER KONGS CAN NOW SLAM THE GREEN SWITCHES. PRESS
(A)
TO JUMP AND THEN PRESS
(Z)
TO COME SLAMMING DOWN.
ATTENTION, [name]: TOUS LES KONGS PEUVENT MAINTENANT ACTIVER LES INTERRUPTEURS VERTS. APPUIE SUR
(A)
POUR SAUTER ET SUR
(Z)
POUR SE TAPER LES FESSES PAR TERRE.
AUFGEPASST, [name]! DU UND DEINE FREUNDE KÖNNEN NUN DIE GRÜNEN SCHALTER AKTIVIEREN. DRÜCKE
(A)
UM ZU SPRINGEN UND
(Z)
UM DEN SCHALTER ZU AKTIVIEREN.
PRESTA ATENCIÓN, [name]. TÚ Y TODOS LOS KONG PODÉIS CERRAR AHORA LOS INTERRUPTORES VERDES. PULSA
(A)
PARA SALTAR Y ENTONCES PULSA
(Z)
PARA GOLPEAR AL BAJAR.
いいか、[name]よ。
オマエらコングどもは、
ぜんいんイマからグリーンスイッチをヒットできるぞ!
(A)
でジャンプして、くうちゅうで
(Z)
で、スイッチめがけてコングスラムするのじゃ!

A generic version of what Cranky tells you after learning the Simian Slam. What gets used in its place is longer and tailored to the game's tutorial.


English French German Spanish Japanese
SQUAWK! MAYBE YOU SHOULD TRY SOMEWHERE ELSE, OR FIND SOMEONE WHO CAN HELP YOU. KWAAK! TU DEVRAIS PEUT-ETRE ALLER AUTRE PART OU DEMANDER DE L'AIDE A QUELQU'UN. KREISCH! PROBIER'S MAL AN ANDEREN STELLEN ODER SUCH DIR JEMANDEN DER DIR WEITERHILFT! ¡SQUAWK! QUIZÁ DEBAS INTENTARLO EN OTRO LUGAR, O ENCONTRAR A QUIEN TE AYUDE. ガァー・・・
どこかほかのところをためしたほうがいいぞ。
もしくはだれかたすけてくれるひとをさがすかナ? ガァー!

The last line of the block containing most of Squawks' dialogue. There's no way to voluntarily trigger him outside of a few music pads, and even then he doesn't give this response, so it's unclear what it would've been used for.


English French German Spanish Japanese
HEY, [name], YOU'LL NEED 100 SKULLTILLEYS IF YOU WANT TO RACE ME! HE [name], IL TE FAUT 100 MOUKRAINES A LA GLAVIOUZE POUR FAIRE LA COURSE! HEY, [name]! DU BRAUCHST 100 SKULLTILIES, WENN DU GEGEN MICH ANTRETEN WILLST! VAYA, [name], NECESITARÍAS 100 SKULLTULAS PARA REALIZAR LA CARRERA! ヘイ、[name]!オレとレースしたいんなら????????????

In an earlier version of Gloomy Galleon, the seal would have spoken this line after being freed. "Skulltilleys" may be a reference to Ocarina of Time, DK64 artist Carl Tilley, or both. The Spanish localization rendered it directly as "Skulltulas", while the French one replaced it with "moukraines à la glaviouse" (a reference to the comedy series Objectif Nul). The Japanese translation, meanwhile, excised the reference entirely in favor of piling on some question marks.


English French German Spanish Japanese
IF YOU'VE COLLECTED ENOUGH, WE MAY BE ABLE TO OPEN THIS DOOR FOR YOU.
IF YOU WANT TO GO BACK AND PICK UP SOME MORE, HEAD THROUGH THE LEVEL DOOR.
SI TU EN AS SUFFISAMMENT, NOUS POURRONS OUVRIR CETTE PORTE POUR TOI.
POUR REBROUSSER CHEMIN ET EN ATTRAPER, PRENDS LA PORTE DU NIVEAU.
WENN DU GENUG GESAMMELT HAST, KÖNNEN WIR DIR DIESES TOR ÖFFNEN!
DU KANNST DURCH DIE LEVELTÜR ZURÜCKGEHEN, UM MEHR ZU SAMMELN
SI HAS GANADO SUFICIENTE, SEREMOS CAPACES DE ABRIR ESTA PUERTA PARA TI.
SI QUIERES VOLVER Y COGER ALGUNAS MÁS, VE A TRAVÉS DE LA PUERTA DE NIVEL.
バナナがじゅうぶんにあつまったら、
ボクらがこのドアをあけてさしあげよう! もしステージにもどってバナナをあつめなおしたいのなら、
そこのドアからまたそとにでてね。
IF YOU WANT TO EXIT THIS LEVEL, GO THROUGH THE EXIT DOOR. POUR SORTIR DE CE NIVEAU, PRENDS LA PORTE EXIT. GEHE ZUM AUSGANG, WENN DU DIESEN LEVEL VERLASSEN WILLST! SI QUIERES SALIR DE ESTE NIVEL, CRUZA LA PUERTA QUE DICE SALIDA. このステージからでたいばあいは、DKドアからそとにでよう。

Rewritten version of an early line from Troff that still references the old layout of his area. This seems to point to the Kong Doors being cut quite late in development. Since they were already long gone by the time the Japanese version came out, the Japanese script references the final Troff 'n' Scoff/DK Portals instead.


English French German Spanish Japanese
DONKEY NOT BELIEVE IT. KING K.ROOL? WE FINISHED K.ROOL OFF IN LAST GAME!
AW NO! SO THAT WHAT CRANKY MEAN ABOUT REPTILE...
DONKEY PAS LE CROIRE. ROI K.ROOL? TOUT CASSE DU K.ROOL DANS DERNIER JEU! OUGAH?
AH NON! CRANKY DIRE 'REPTILE' POUR K.ROOL AVANT! AH... IMAGE! OUGAH!
DONKEY GLAUBT ES NICHT! KING K.ROOL? DEN HABEN WIR DOCH IM LETZTEN SPIEL FERTIG GEMACHT! ¡CÁSPITA! DONKEY NO SE LO PUEDE CREER. ¿EL REY K.ROOL? ¡ACABAMOS CON K.ROOL EN EL ÚLTIMO JUEGO!
¡OH, NO! ASÍ QUE ESTO ES LO QUE CRANKY QUIERE DECIR CON REPTIL...
クルールだったら、むかしたおしたはず?
クランキーのいうワニってなんのことだろう?

Extra dialogue for Donkey Kong after he exits Cranky's Lab at the start of the game. Curiously, the German version leaves out the second line, while the Japanese one doesn't mention the last game in any capacity.


English French German Spanish Japanese
OH, GO ON THEN, [name]. SEEING AS YOU'VE GOT MORE THAN 2 GOLDEN BANANAS,
I'LL LET YOU THROUGH WHILE NO ONE'S LOOKING.
BON ALLEZ, [name]. T'AS PLUS DE 2 BANANES D'OR ALORS
PASSE PENDANT QUE PERSONNE NE REGARDE.
GEH RUHIG WEITER, [name]! WIE ICH SEHE HAST DU MEHR ALS 2 GOLDENE BANANEN!
SOLANGE NIEMAND ZUSCHAUT, LASSE ICH DICH DURCH!
OH, ENTONCES CONTINÚA, [name]. VIENDO QUE HAS CONSEGUIDO MÁS DE 2 BANANAS DORADAS,
TE DEJARÉ PASAR MIENTRAS NADIE MIRA.
いいぞ、[name]。オマエがゴールデンバナナを3コもってるのがわかりゃじゅうぶんだ。いまはダレもみていないしコッソリとおしてやる。クルールをやっちまえ!
QUICK, [name], NO ONE'S LOOKING! YOU'VE GOT MORE THAN 9 GOLDEN BANANAS,
SO I'LL LET YOU PASS. BUT WHATEVER YOU DO, DON'T TELL K.ROOL!
VITE, [name]! PERSONNE NE REGARDE! TU AS PLUS DE 9 BANANES D'OR
ALORS JE TE LAISSE PASSER. MAIS N'EN PARLE PAS A K.ROOL!
SCHNELL, [name]! ES GUCKT GERADE NIEMAND! DU HAST MEHR ALS 9 GOLDENE BANANEN,
DESWEGEN LASSE ICH DICH DURCH! ABER ERZÄHLE K.ROOL NICHTS!
¡RÁPIDO, [name], NADIE MIRA! TIENES MÁS DE 9 BANANAS DORADAS,
ASÍ QUE TE DEJARÉ PASAR. ¡PERO HAGAS LO QUE HAGAS, NO SE LO DIGAS A K.ROOL!
いそげ、[name]!だれもみていないぞ!10コいじょうのゴールデンバナナさえみせれば、ここをコッソリとおしてやろう。ただし、クルールにはぜったいナイショだぞ!あとはまかせたぜ。
HEY, [name], KEEP THIS HUSH-HUSH! BUT YOU'VE GOT MORE THAN 19 GOLDEN BANANAS, SO I'LL GET OUT OF YOUR WAY.
REMEMBER, NOT A WORD TO ANYONE. THIS IS OUR LITTLE SECRET!
HE, [name]! NE LE REPETE PAS MAIS... TU AS PLUS DE 19 BANANES D'OR ALORS JE VAIS ME POUSSER.
MAIS PAS UN MOT!
C'EST NOT'SECRET, QUOI!
PSSST! HEY, [name]! DA DU MEHR ALS 19 GOLDENE BANANEN HAST, GEHE ICH DIR AUS DEM WEG!
ABER VERGISS NICHT - KEIN WORT ZU IRGENDJEMAND!
¡OYE, [name], MANTÉN ESTE SECRETITO! PERO TIENES MÁS DE 19 BANANAS DORADAS, ASÍ QUE ME QUITARÉ DE TU CAMINO.
RECUERDA, NI UNA PALABRA A NADIE.
¡ES NUESTRO PEQUEÑO SECRETO!
ヘイ、[name]!オレたちのヒミツのコッソリはつづけようぜ。20コいじょうのゴールデンバナナだけみせれば、またここをとおしてやろう。ただし、ナイショだぜ!がんばれよ・・・
OH, GO ON THEN, [name]. KEEP THIS TO YOURSELF, BUT SEEING AS YOU'VE GOT MORE THAN 34 GOLDEN BANANAS, I'LL GET OUT OF YOUR WAY. JE VAIS ETRE COOL. TU AS PLUS DE 34 BANANES D'OR ALORS JE ME POUSSE. MAIS TU LE GARDES POUR TOI! OH! GEH WEITER, [name]! BEHALTE DAS FÜR DICH... DU HAST MEHR ALS 34 GOLDENE BANANEN, DESWEGEN GEHE ICH DIR AUS DEM WEG! ¡OH, CONTINÚA, [name]. NO SE LO DIGAS A NADIE, PERO VIENDO QUE TIENES MÁS DE 34 BANANAS DORADAS, ME QUITARÉ DE TU CAMINO. よーし、[name]!ダレにもいってないな?よし、35コいじょうのゴールデンバナナさえみせれば、ここからオレはきえてやるぜ。
I CAN'T DO YOU ANY MORE FAVORS AFTER THIS, [name]. THIS IS GETTING VERY RISKY.
GO ON, QUICKLY! YOU'VE GOT OVER 49 GOLDEN BANANAS, SO I'LL LET YOU THROUGH NOW WHILE NO ONE'S AROUND.
J'PEUX PLUS TE RENDRE SERVICE APRES CA, [name]. CA DEVIENT CHAUD POUR MOI, LA.
BON ALORS TRES VITE! TU AS PLUS DE 49 BANANES D'OR ALORS TU PASSES PENDANT QU'IL N'Y A PERSONNE!
ICH TUE DIR ZUM LETZTEN MAL EINEN GEFALLEN, [name]! ES WIRD MIR ZU RISKANT!
LOS, SCHNELL! DU HAST SCHON MEHR ALS 49 GOLDENE BANANEN, DAHER LASSE ICH DICH DURCH, SOLANGE NIEMAND IN DER GEGEND IST!
NO PUEDO HACERTE MÁS FAVORES DESPUÉS DE ÉSTE, [name]. ESTO SE ESTÁ PONIENDO PELIGROSO.
¡SIGUE, RÁPIDO! TIENES UNAS 49 BANANAS DORADAS, ASÍ QUE TE DEJARÉ PASAR AHORA QUE NO HAY NADIE.
おう、[name]!かなりヤバくなってきた。おれたちのコッソリもこれがさいごかも?いそげ、50コいじょうのゴールデンバナナをもってるな? ここをそっと、とおしてやるぜ。
SHUSH, [name]! THERE ARE GUARDS NEARBY. I'LL HAVE TO RAISE MY VOICE TO MAKE IT A LITTLE MORE CONVINCING THIS TIME.
AHEM, ER, YES, KONG, YOU'VE COLLECTED ENOUGH GOLDEN BANANAS (WELL, YOU'VE GOT OVER 64 ANYWAY), SO I CAN LET YOU THROUGH NOW, THUS DOING MY JOB PROPERLY!
THERE, THAT SHOULD DO IT. IF THOSE SCALY KREMLINGS EVER FIND OUT ABOUT THIS...
CHUT, [name]! DES GARDES NE SONT PAS LOIN. JE DOIS ELEVER LA VOIX POUR ETRE CONVAINQUANT CETTE FOIS.
HUM... OK... SALE KONG, TU AS ASSEZ DE BANANES (TU EN AS 64 DE TOUTE FACON), ALORS JE TE LAISSE PASSER PARCE QUE C'EST MON TRAVAIL ET QUE JE L'AIME. ET J'AIME K.ROOL AUSSI, TIENS.
BON. FINI LA LECHE. SI CES CRETINS DE KREMLINGS APPRENNENT CA... JE SUIS CUIT!
PSST, [name]! IN DER NÄHE SIND WACHEN! ICH MUSS MEINE STIMME ANHEBEN, DAMIT ES DIESES MAL EIN BISSCHEN ÜBERZEUGENDER KLINGT!
ÄHM, ÄH, KONG! DU HAST NUN GENUG BANANEN (ES SIND AUF JEDEN FALL ÜBER 64), DAHER LASSE ICH DICH DURCH, SO WIE ES MEIN JOB VON MIR VERLANGT!
SO, DAS HAT HINGEHAUEN! WENN DIESE SCHMIERIGEN KREMLINGS JEMALS DAVON ERFAHREN...
¡CHIST, [name]! HAY GUARDIAS CERCA. TENDRÉ QUE LEVANTAR LA VOZ PARA HACERLO MÁS CONVINCENTE ESTA VEZ.
EJEM, ESTO, SÍ, KONG, HAS RECOGIDO SUFICIENTES BANANAS DORADAS (BUENO, DE TODAS FORMAS TIENES UNAS 64), ASÍ QUE PUEDO DEJARTE PASAR AHORA, HACIENDO PROPIAMENTE MI TRABAJO.
ASÍ DEBERÍA HACERSE. SI ESTOS ESCAMOSOS KREMLINGS SE DAN CUENTA ALGUNA VEZ DE ESTO...
シー、[name]!ちかくにボディガードが!しぜんにきこえるようこえをはりあげないと・・ 「ゴ、ゴホン、サルよ!」「ゴールデンバナナは」「ちゃんともってるな?」(よし、65コあるナ!)「では、ここをとおる」「きょかをあたえよう!」 これでバッチリだろう・・もしクレムリンたちにオレたちのコッソリがバレたらどうしよう?
WELL, THE SIGN SAYS 79 GOLDEN BANANAS, [name], SO YOU CAN NOW GO THROUGH.
BE CAREFUL IN THERE!
BEN... LE PANNEAU DIT 79 BANANES ALORS TU PEUX PASSER.
FAIS ATTENTION LA-DEDANS.
AUF DEM SCHILD STEHT 79 BANANEN, [name]! ALSO DARFST DU WEITER!
BUENO, EL CARTEL DICE 79 BANANAS DORADAS, [name], ASÍ QUE PUEDES PASAR AHORA.
¡TEN CUIDADO AHÍ DENTRO!
よし、このかんばんはゴールデンバナナ80コとかいてある。 したがって[name]、オマエはさきにすすめるぞ!(きをつけろよ!)

Right after B. Locker's normal dialogue is this earlier text suggesting that he, much like Cranky in the original Donkey Kong Country, had his personality change from nice to nasty during development. Note the hardcoded Golden Banana values, which show that the first four levels originally had higher entry requirements. They also seem to indicate that your total once had to surpass—rather than equal—the number on his sign. The Japanese translation upped each total by 1 to account for this change (though the first four still differ).

For reference, here are the Golden Banana requirements compared for the levels in question:

Level Early Final
Jungle Japes 3 1
Angry Aztec 10 5
Frantic Factory 20 15
Gloomy Galleon 35 30


English French German Spanish Japanese
HELP ME, LANKY! I HATE BEING CAGED UP LIKE THIS! AU SECOURS! CETTE CAGE EST PLUTOT P'TITE! HILF MIR, LANKY! ICH HASSE ES, EINGESPERRT ZU SEIN! ¡AYÚDAME, LANKY! ¡ODIO SER ENJAULADO DE ESTE MODO! ランキー、たすけて!こんなところにカゴづめにされて、さいあくだよ!

Located among the NPC text, but no NPC is ever freed by Lanky (also note the hardcoded name).


English French German Spanish Japanese
END MARKER MARQUEUR DE FIN ENDPUNKT MARCADOR FINAL ENDマーカー

Found at the end of several blocks of menu text. Likely not intended to be displayed at all.


English French German Spanish Japanese
SECOND DEUXIEME ZWEITER SEGUNDO 2nd
2ND 2EME 2.
THIRD TROISIEME DRITTER TERCERO 3rd
3RD 3EME 3.

Part of the racing minigame text. All of the races in the game are one-on-one, so at no point are these ever seen-- you're either "Winning", "Last Place", or "Retired".


English French German Spanish Japanese
HOW ABOUT ANOTHER GAME? ENCORE UNE PARTIE? NOCH EIN SPIELCHEN? ¿TE APETECE OTRA PARTIDA? ほかのゲームはいかがかな?

A "play again" prompt for Snide's bonus games. Losing a bonus game triggers the usual "try again" response, and winning one kicks you back to Snide's, where he gives the same dialogue as if you'd walked in.

NULL

Null, nothing, nada. First "line" of the DK Rap.


(Source: Ferrox, Alley)

Internal Filename Oddities

Internal names for level-specific objects reflect early working names for the levels:

Level Name Internal Name
Jungle Japes junglestuff
Angry Aztec templestuff
Frantic Factory toystuff
Gloomy Galleon shipwreck
Fungi Forest enchanted
Crystal Caves crystal
Creepy Castle spooky
Hideout Helm krool
DK Isles world
Troff 'n' Scoff guardian

Some of them line up with names seen in prerelease footage: Jungle Japes was originally just "Jungle", Frantic Factory was "The Toy Factory", and Troff 'n' Scoff's area was "Level Guardian".

  • The Wrinkly Doors are internally named "exit", a remnant of their past life as the Kong Exit Doors.
  • The camera flash effect seen in the Animal Buddy Arenas and the final battle is categorized as a Fungi Forest object. Same for the cloud platforms in Creepy Castle, though in that case those actually were in Fungi Forest at one point.
  • Amusingly, the small treestump platform used in Fungi Forest (object 0080) is internally named "jugs", implying it might have been an edit of an actual jug object (probably the unbroken jar from the kiosk version, which is listed right before it).
(Source: Ferrox, Alley)

Development Text

Present at 0x8074685D in memory.

SETCIMG
SETZIMG
SETTIMG
SETCMBMODE
SETENVCOL
SETPRIMCOL
SETBLENDCOL
SETFOGCOLSETFILLCOL
FILLRECT
SETTILE
LOADTILE
LOADBLK
SETTILESZ
LOADTLUT
SETOTHRMODE
SETPRMDP
SETSCSR
SETCONV
SETKEYR
SETKEYGB
FULLSYNC
TILESYNC
PIPESYNC
LOADSYNC
RECTFLIP
TEXRECT

Present at 0x8074E8C4 in memory are some object names.

Barrel generator
TNT barrel
Crate
Cannon Barrel
TNT barrel generator
Bonus barrel
Rambi crate
Chunky size barrel
Swinging light
Heli Rope
Barrel gun(barrel bonus)
Bridge
Minecart
Racing Car
Blast barrel
Long bridge
Tiny size barrel
Barrel gun(snake bonus)
Jetpack barrel
Lanky speed barrel
DK invincibility barrel
Cave light
Chunky rock
Urn type 1
Urn type 2
Urn type 3
Urn type 4
Chunky cannonball
Helivine
Clobb head
Big Plate
DK key
Chunky cannon
Chunky Minecart
Rockfall
Spider web
Flour barrel generator
Crown
BONUS Minecart
Diddy banana balloon
Chunky banana balloon
Tiny banana balloon
Lanky banana balloon
Donkey banana balloon
Dragon barrel generator
Kong swap barrel
Script barrel gen
Script barrel gen 2
Script barrel gen 3
Script barrel gen 4
Script barrel gen 5
Script barrel gen 6
Donkey Minecart
Hedge jump
Start grid
Chain Rope
Beanstalk
Barrel gun(barrel bonus)
Barrel gun(barrel bonue)
Headphones
Enguarde crate
Fly swatter (swat bonus)
Spot light (bonus)
Worm's apple
Boat crate
trn-throw barrel
Training barrel
DK's radio
World k swap barrel
Troff k swap barrel
Hideout bonuse
Banana sign
Puffer cannon
Mound
Kutout barrel
Kroon banana balloon
Ring Rope
Skin barrel generator
Big Cannon Barrel

Present at 0x80757140 and 0x8075FFF0 in memory are some strings for a crash handler.

CURRENT=%x
START=%x
END=%x
DPSTAT=%x
SPSTAT=%x
MAIN-PC=%x
WARNING!!
%05x
:Triangle:
(%s)
%08x %08x %08x
%08x
------------------------------
%05x
%s
%08x
%05x  NOOP
%05x Undef
CLIP ARRAY OVERFLOW
MAIN STACK OVERFLOW
DFS OVERFLOW
OUT OF MEMORY
DATABASE ERROR
DMA ERROR
LOOKUP ERROR
TOO MANY OBJECTS
KILL SOUND ERROR
STORED STATE ERROR
MATRIX COPY ERROR
DELAYED KILLS OVERFLOW
LOCK STACK OVERFLOW
POSTFUNTIONS OVERFLOW
SIGNALS OVERFLOW
SORT LIST EARLY ERROR
SORT LIST LATE ERROR
DISPLAY LIST ERROR
OBJECT EXIST OVERFLOW
DK 64

Present at 0x80759260 are the internal names for each of the playable characters.

DONKEY
DIDDY
LANKY
TINY
CHUNKY
KRUSHA
RAMBI
ENGUARDE

Present at 0x8075AA80 in memory are the internal names for the levels.

JUNGLE
TEMPLE
TOY
WRECK
FOREST
CRYSTAL
SPOOKY
WORLD
HIDEOUT
BONUS
MULTI
STORY
TEST
SHARED

Present at 0x8075E5DC in memory.

SECURITY %d
(Source: Ferrox)

Security Byte

Version Gameshark code
US 807552E0 00xx
Europe 8074FB60 00xx
Japan 807553A0 00xx
xx=01 to 64 (1 to 127)
xx=80 to FF (-128 to -1)
(Source: Isotarge)

Anti-piracy

If the game doesn't detect the 6105 or 7105 lockout chip, it will randomly erase all save data. Most backup devices usually piggyback off of another cartridge containing a 6102 or 7101 lockout chip which activates the anti piracy function.

Regional Differences

Hmmm...
To do:
This is a good starting point.
International Japan
DK64 NintendoLogo-US.png DK64 NintendoLogo-JP.png
  • In the Japanese version, the Nintendo logo at the start is white, as opposed to the red one in the US/EU versions.
  • The North American version has a few glitches that were removed from the later European and Japanese versions, reducing some sequence-break techniques and game-freezing bugs.
    • In the EU/JP versions, a short, invisible wall was added around the Banana Fairy island which prevents you from using the swim through shores glitch to swim under the island and access the room as any character.
    • The swim through walls glitch was fixed in the EU/JP versions. This glitch allows you to swim through some walls by facing a wall, pressing C-Up, and then pressing A.
    • Next to Funky's armory in Jungle Japes is a very steep slope that can be clipped through. In the EU/JP versions, an invisible wall was put in front of this slope to prevent this.
    • Near the shell in Jungle Japes, it's possible to clip out of bounds as Hunky Chunky by jumping on top of the shell. This was fixed in the EU/JP versions by putting an invisible wall on top of the shell.
    • In the US version, if you hold B to charge up Chunky's burp attack, then walk towards an object he can pick up, he'll toss the object up in the air. If you release B before he catches the object, he'll perform his burp attack and the object will hit the ground and explode. If the timing was right, Chunky will be holding his hands up as if he were still holding the object. The game will usually crash shortly after this. This glitch was fixed in the EU/JP versions.
  • The European and Japanese releases also recolored some minor graphics and inexplicably removed "L. Godfrey" from the credits.
  • The European version re-timed the playable characters' movement speeds to make up for the common differences between NTSC and PAL at the time.
  • In the Japanese version, text can't be skipped with B. Holding the A button still speeds up text, however.
International Japan
DK64-dkrapfontU.png DK64-dkrapfontJ.png
  • The font used for the DK Rap lyrics is different in the Japanese version. This also affects the timer in Hideout Helm which uses the same font.
USA Europe/Japan
DK64-propellerU.png DK64-propellerEJ.png
  • The propellers on K.Rool's ship were changed from red to dark blue in the European and Japanese versions.

Virtual Console Changes

In 2015, the game was re-released on the Wii U Virtual Console. Although the ROMs are identical to the original releases, there exist a few differences due to emulation inaccuracies.

  • The framerate has been cleaned up to reduce slowdown and frame-dropping in most areas.
  • Due to the framerate fixes, enemies, Kongs, and NPCs move at different speeds. This causes a change of difficulty in events such as the rabbit race (and has the side effect of making the faster difficulties of Krazy Kong Klamor nearly impossible to beat).
  • The game is prone to audio skipping and missing audio channels, notable on King Kut Out's boss fight.
  • The Sir Domino enemies, possibly due to an emulation error, appear with a green tint instead of purple.
  • A well-known glitch involving clipping through various objects by using orange grenades to lag the game is nearly impossible to perform due to the stabilized framerate.