Donkey Kong 64
|Donkey Kong 64|
This game has unused animations.
This game has a notes page
This game has a prototype article
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 Connection
- 3 Unused Fourth Melon
- 4 Unused Graphics
- 5 Testing Room
- 6 Unused Cutscenes
- 7 Unused Main Menu Settings
- 8 Unused Troff 'n' Scoff Rooms and Checkmarks
- 9 Unused Bonus Game Layouts
- 10 Unused King Kut-Out Phase
- 11 Unused Loading Transition
- 12 Unused Banana Balloon
- 13 Unused Animations
- 14 Unused Music
- 15 Unused Text Effect
- 16 Unused Text
- 17 Internal Filename Oddities
- 18 Development Text
- 19 Anti-piracy
- 20 Regional Differences
- 21 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 Connection
ASCII text for ICE KEY is present in the ROM. The Ice Key is one of the Stop 'n' Swop items in Banjo-Kazooie, so there may have been intended to be a connection between the two games. 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.)
|USA|| 816AB2D6 C83A|
|Europe|| 816A4BDE C762|
|Japan|| 816A9AEE CCB2|
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.
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.
Very crudely made numbers.
A bizarre photoshop of designer Duncan Botwood.
A static 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.
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.
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.
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.
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...
Options: Language (US)
|USA|| D04B210A 0009|
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
(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 a strange behavior: the boss door will try to send you to DK's conveyor belt room in Frantic Factory and the game will crash before the map loads. Also, the game will softlock if you try to leave through the portal or the pause menu. Furthermore, if you use a ledge clip to go too far out of bounds, you will be warped to 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 make you fall out of the pipe next to the power hut in Frantic Factory.
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
An early object layout for part of Angry Aztec is present in one of these maps. Source.
There are several unused bonus game maps that can only be reached through hacking. All of them are easier, harder, or more obscure versions of bonus games that are used.
- 42 Mad Maze Maul
- 7C Mad Maze Maul
- 43 Stash Snatch
- 4B Stash Snatch
- 7D Stash Snatch
- 87 Speedy Swing Sortie
- 84 Splish-Splash Salvage
- 7F Stealthy Snoop
- 80 Stealthy Snoop
- 93 Peril Path Panic
Activate the 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.
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)|
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).
Provide a Video/GIF showcasing these animations
Many characters have animations that cannot be seen without hacking:
- 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.
A short, seemingly unfinished fanfare that uses the first few notes of Jungle Japes' theme.
Unused Text Effect
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
A "pop-out" effect is present in all versions (including the prototype), but only used in the Japanese localization. A few unused lines make use of it.
Add the European translations. (Possibly Japanese as well-- encoding?)
DONKEY NOT BELIEVE IT. KING K.ROOL? WE FINISHED K.ROOL OFF IN LAST GAME! AW NO! SO THAT WHAT CRANKY MEAN ABOUT REPTILE...
Unused dialogue for Donkey Kong after he exits Cranky's lab at the start of the game.
WELCOME TO THE BONUS STAGE! ALMOST THERE - KEEP GOING! OH, BAD LUCK! YOU ALMOST MADE IT... RELOAD! HURRY! CONGRATULATIONS!
An assortment of unused bonus stage lines. The left box is from the block of text containing the instructional dialogues, and the right one is 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).
H-HEY, [name]! CHUNKY UP HERE!
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.
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.
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.
SQUAWK! MAYBE YOU SHOULD TRY SOMEWHERE ELSE, OR FIND SOMEONE WHO CAN HELP YOU.
The last of Squawks' lines in the ROM. 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.
HEY, [name], YOU'LL NEED 100 SKULLTILLEYS IF YOU WANT TO RACE ME!
In the prototype version of Gloomy Galleon, the seal would have spoken this line after being freed. It may be a reference to either Ocarina of Time, DK64 artist Carl Tilley, or both. The bolding indicates the unused emphasis effect above.
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. IF YOU WANT TO EXIT THIS LEVEL, GO THROUGH THE EXIT DOOR.
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.
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. 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! 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! 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. 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. 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... WELL, THE SIGN SAYS 79 GOLDEN BANANAS, [name], SO YOU CAN NOW GO THROUGH. BE CAREFUL IN THERE!
Right after B. Locker's normal dialogue is this earlier text suggesting that he, much like Cranky in the original Donkey Kong Country, underwent a personality change during development. Note the hardcoded Golden Banana values, which differ from the ones used in-game.
HELP ME, LANKY! I HATE BEING CAGED UP LIKE THIS!
Located among the NPC text, but no NPC is ever freed by Lanky (also note the hardcoded name).
SECOND THIRD 2ND 3RD
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".
MAYBE NEXT TIME!
Text for losing a bonus game. The used ones generally aren't this encouraging.
Found at the end of several blocks of menu text. Likely not intended to be displayed at all.
HOW ABOUT ANOTHER GAME?
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 sequence as if you'd walked in.
Null, nothing, nada. First "line" of the DK Rap.
Internal Filename Oddities
All of the files related to Fungi Forest are labelled "enchanted" which indicates that the level's name was likely different at one point, probably "Enchanted Forest".
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.
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.
|The Donkey Kong series|
|Arcade||Donkey Kong • Donkey Kong Jr. • Donkey Kong 3|
|Atari 8-bit family||Donkey Kong|
|NES||Donkey Kong • Donkey Kong Jr. • Donkey Kong Jr. Math|
|Game Boy (Color)||Donkey Kong • Donkey Kong Land • Donkey Kong Land 2 • Donkey Kong Land III (Prototype) • Donkey Kong Country|
|SNES||Donkey Kong Country • Donkey Kong Country 2 • Donkey Kong Country 3|
|Nintendo 64||Donkey Kong 64 (Prototype) • Diddy Kong Racing|
|Game Boy Advance||Donkey Kong Country • Donkey Kong Country 2 • Donkey Kong Country 3 • Mario vs. Donkey Kong (Prototype) • Diddy Kong Pilot (Banjo-Pilot Prototypes) • DK: King of Swing|
|GameCube||Donkey Konga • Donkey Konga 2 • Donkey Kong Jungle Beat|
|Wii||Donkey Kong Barrel Blast • Donkey Kong Country Returns|
|Nintendo DS||DK: Jungle Climber • Mario vs. Donkey Kong 2: March of the Minis (Prototype) • Mario vs. Donkey Kong: Minis March Again! • Diddy Kong Racing DS|
|Wii U||Donkey Kong Country: Tropical Freeze|
|Adobe Flash||DK: King of Swing - Hurling for Distance • DKC 3: Barrel Blastapalooza|