Donkey Kong 64
|Donkey Kong 64|
This game has unused animations.
This game has a prototype article
This game has a prerelease article
This game has a notes page
This game has a bugs page
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.
- 1 Sub-Pages
- 2 Stop 'n' Swop Leftovers
- 3 Unused Areas
- 4 Unused Features/Items
- 4.1 B. Locker Development Cheat
- 4.2 Squawks Hint System
- 4.3 Unused Follow-Friendly Critter
- 4.4 Unused Main Menu Settings
- 4.5 Unused Coin Shower Event
- 4.6 Unused Loading Transition
- 4.7 Unused Temporary Flags
- 4.8 Unused Fourth Melon
- 4.9 K. Rool Banana Balloon
- 5 Unused Graphics
- 6 Unused Cutscenes
- 7 Unused Animations
- 8 Unused Audio
- 9 Unseen Text Effects
- 10 Unused Text
- 11 Unused Crash Debugger
- 12 Internal Filename Oddities
- 13 Development Text
- 14 Anti-piracy
- 15 Regional Differences
- 16 Virtual Console Changes
| Oddities and Easter Eggs|
Hidden collectibles, useless map features and other strange miscellany.
| Unused Exits|
You're telling me we could have skipped the slide this entire time?!
| Unused Objects|
Level props that didn't make the cut.
Stop 'n' Swop Leftovers
Donkey Kong 64 was originally intended to be one of the five games (the others being Banjo-Tooie, Twelve Tales: Conker 64, while there's conflicting statements for the last two games being Jet Force Gemini and Perfect Dark or Blast Corps and Goldeneye 007) compatible with Banjo-Kazooie's Stop 'n' Swop feature prior to its removal. Of the five games, Donkey Kong 64 is the only one known to have any remnants of the feature left over in the game data. Stop 'n' Swop was removed from Donkey Kong 64 following Nintendo's acknowledgement of its existence on October 1st, 1999.
A Totals menu entry for the Ice Key can be loaded 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.)
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 pans the camera over to where a fridge/locker with a Banjo-Kazooie picture was seen in prerelease screenshots before warping the player to the small cave containing a Chunky Pad in Crystal Caves. 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.
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.
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.
Troff 'n' Scoff Rooms and Checkmarks
(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 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 Bonus Game Layouts
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.
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.
|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.|
|Mad Maze Maul|
|7C||10||125||Includes Zingers, which must be shot out of the air to progress.|
|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.|
|84||15||60||The closest used one to this is Jungle Japes' (10 coins).|
|Speedy Swing Sortie|
|87||6||60||Puts Zingers in your path.|
|Peril Path Panic|
|93||12||60||The highest used save count (Snide's) is 10 fairies.|
B. Locker Development Cheat
If you are in a lobby and get close to B. Locker, by pressing Up, then Down, then Left, then Right on the D-Pad, the homing ammo sound effect will play. This enables a developer function which is reset every time the player loads a level lobby. The purpose of this function is to cause B. Locker to allow the player to enter a level with a lower than normal amount of Golden Bananas, also displaying otherwise completely unused text. Note that the number on the sign will not change after entering the code. This code also does nothing in the Jungle Japes lobby, still leaving the player to collect the mandatory 1 Golden Banana to enter the level without using glitches.
The requirements after entering the code for each lobby are:
- Angry Aztec - 3 Golden Bananas (Diddy)
- Frantic Factory - 10 Golden Bananas (Tiny)
- Gloomy Galleon - 20 Golden Bananas (Lanky)
- Fungi Forest - 35 Golden Bananas (Chunky)
- Crystal Caves - 50 Golden Bananas (DK)
- Creepy Castle - 65 Golden Bananas (Lanky)
Strangely, if you perform this sequence of inputs near the Hideout Helm B. Locker and then Primate Punch him, the B. Locker requirement for Hideout Helm will be reduced from 100 to 80. The change is hard coded, and not dependent on the Castle B. Locker count (which is also 80), the amount of Golden Bananas the player has or the initial Golden Banana requirement for the Hideout Helm B. Locker. This also plays B. Locker's taunting animation that usually plays if the player doesn't have enough Golden Bananas under normal circumstances. No other level lobby has this behavior.
The origins and purpose of this aren't known, but it may be remnants of a scrapped mechanic where you could trade in some coins to lower the banana requirement, as indicated by other parts of the game code, with this code being used to test it.
Squawks Hint System
There's a curious "hint" system that, while not removed, has had its requirements made so incredibly obscure that it might as well be removed. It can only be activated within the "main" area of each level. Upon being triggered, the game will eject you from the current level and pop up a "helpful" message from Squawks telling you to try something else.
|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・・・|
The requirements to trigger this script are performing any one of the following incredibly obscure things:
- Pause and unpause the game 1501 times in a single area.
- Use a monkeyport pad 1501 times without loading a new area (so, this realistically means the pair of pads in DK Isles or any of the two pairs in the Caves)
- Stay non-idle in a single area for 432,000 frames (four straight hours without any of DK64's famous lag entering the equation)
- On the European release, this value is changed to 360,000 frames to account for the 50Hz frequency.
The variables counting these requirements are reset upon every map load.
|Version||Pause Counter Address||Monkeyport Counter Address||Timer Address|
Unused Follow-Friendly Critter
There is an unused mouse critter in the game. Both its texture and its behavior type are present in the ROM, but are unable to be seen on an unaltered cartridge. By replacing an existing critter's texture with the mouse texture in ROM, and setting its control byte to 0x4 (0x1 through 0x3 are for bats, butterflies, and fish), we can activate its behavior and see what it would have been like in game (see video above.)
The function in RAM responsible for activating the behavior code, present on any map with the critter overlay loaded; as well as the ROM address for the texture are:
|Version||RAM address for function||ROM address of texture|
Unused Main Menu Settings
Mystery Bosses: The Main Event
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
Present in the Cheats selection is another unused item called "Debug Pos". Unfortunately, turning it on doesn't seem to do anything. Additionally, by pressing C-Up or C-Down in the options menu, the game toggles the option behind the scenes, but does not make the option accessible
Options: Language (US)
While it is used in the European version, a language select menu can also be found in the North American release with a code. It's very broken however: the only option available is English, and attempting to change it crashes the game.
Unused Coin Shower Event
Get a cleaner video of this happening in-game
An unused trigger-based event (trigger type 0x12 specifically) that plays a cutscene upon loading into a level that showers whichever Kong you're playing as with their respective colored coin, the amount being equal to (trigger_object->0x12)&0xFF. This can be artificially triggered by changing the value of the byte 0x80744820 in memory.
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)|
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 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 go back to the title screen 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 Squawks to appear when coming out of any map requesting the player to "try somewhere else, or find someone who can help you"|
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.
K. Rool 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 its object ID located at the object pointer + 0x5A) will spawn this balloon.
Visually, it looks and functions like a Lanky Balloon. However, popping it will not increment any Kong's colored banana count (unlike the main 5 banana balloons).
Very crudely made numbers.
A bizarre photoshop of designer Duncan Botwood.
An earlier, non-animated version of the fixed camera icon.
A part of the toy machine boot-up sequence in Frantic Factory that is never displayed.
This white font can be seen in E3 footage being used for bonus games and Battle Arenas.
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.
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.
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.
HUD icon for the L button, which the game never uses for anything.
Test Map Cutscenes
The test map contains a whopping 41 cutscenes, testing various dialogue.
Main Menu: Unused Cutscenes
There are two unused background cutscenes on the main menu. You can use this trick to reveal them:
- 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.
- 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.
- 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.
- 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 : Early 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
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.
- 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.
A short, seemingly unfinished fanfare that uses the first few notes of Jungle Japes' theme.
The original pickup sound for single bananas, left over from the E3 build. Its banana bunch counterpart was reused as the Rainbow Coin pickup sound.
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.
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.
|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！|
|ALMOST THERE - KEEP GOING!||PRESQUE! CONTINUEZ!||FAST GESCHAFFT! WEITER SO!||¡CONTINÚA, CASI HAS LLEGADO!||もうすこし、ガンバレ！|
|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！|
|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.
|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！！|
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.
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.
|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. "100 Skulltilleys" is a pretty clear reference to The Legend of Zelda: Ocarina of Time (and the Spanish localization even renders it directly as "Skulltulas"), with the use of "tilley" in particular likely referring to DK64 artist Carl Tilley.
The French version changed the reference to "moukraines à la glaviouse" (a reference to the comedy series Objectif Nul), while the Japanese translation opts for no references and a pile of question marks instead.
|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.
|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.
|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...
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.
|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.
|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!
|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!
|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.
|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!
While not normally viewed during a regular playthrough, all of these text strings can be seen by using the secret developer code in a level lobby and walking up to B. Locker with the reduced number of Golden Bananas that the text indicates. As the dialogue implies, though, you need to have at least one more Golden Banana than the stated requirement, but not enough to meet the standard level requirement. The dialogue starts in Angry Aztec (the code doesn't do anything in Jungle Japes, therefore there's no dialogue for it), and goes through every level lobby up to Hideout Helm.
|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, between the beanstalk and icy tomato. It sounds like it could be intended for Chunky, who is indeed caged up and must be freed by Lanky, but all of Chunky's lines are stored in a separate file, which is grouped with the other Kongs' text and is used in both the kiosk and final versions. (Not to mention, the dialogue sounds rather erudite for Chunky.) It should be noted that this line isn't in the kiosk version at all, as its early script ends well before this point.
|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.
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".
|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, nothing, nada. First "line" of the DK Rap.
Unused Crash Debugger
If you go into the sound menu in the main menu, and press D-Up, D-Left, D-Up, D-Down, D-Right, D-Down and then Z, you enable a stack trace whenever the game crashes. After the "DK 64" line, the first two lines indicate the PC and the return address.
In addition to the stack trace, the debugger may also provide a short message giving extra context for the crash:
|Message||Context (if known)|
|CLIP ARRAY OVERFLOW|
|MAIN STACK OVERFLOW||Donkey Kong 64 has a way of preventing buffer overflow. If the values of the memory addresses 0x80761680 or 0x80761684 are tampered with, the game thinks something is overflowing into that address and crashes the game to prevent more serious harm from being caused.|
|OUT OF MEMORY|
|TOO MANY OBJECTS||For level objects that are always loaded regardless of camera position, the game has a cap for every level that is indicated by the value of the address 0x807F614A. If the amount of these types of objects exceeds that cap when spawning a new one, then the game will crash and produce this error.|
|KILL SOUND ERROR|
|STORED STATE ERROR||When you enter a submap (eg. Snide's HQ, the Crypt in Creepy Castle etc.), the game keeps track of the chain of maps you have entered, with a maximum of 17 entries. The game cannot normally exceed this cap under any circumstances. However, if you could, then trying to enter a new submap when the game has already filled all 17 slots will crash the game and produce this error.|
|MATRIX COPY ERROR|
|DELAYED KILLS OVERFLOW|
|LOCK STACK OVERFLOW|
|SORT LIST EARLY ERROR|
|SORT LIST LATE ERROR|
|DISPLAY LIST ERROR|
|OBJECT EXIST OVERFLOW||The game can only handle up to 256 actors at a time. Whilst it is highly unlikely for the player to run into this cap (as the game has a lower limit of 65 loaded actors), if the player does, then trying to spawn a 257th actor will crash the game and cause this error.|
The crash debugger can also display a display list dump as opposed to a stack trace if the game feels like this information is more appropriate to the crash that has occurred.
Internal Filename Oddities
Internal names for level-specific objects reflect early working names for the levels:
|Level Name||Internal Name|
|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).
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.
|xx=01 to 64 (1 to 127)|
xx=80 to FF (-128 to -1)
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.
This is a good starting point.
- 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.
- 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.
- 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.