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Donkey Kong 64

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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 24, 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

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

DK64 Pillar.png
Oddities and Easter Eggs
Hidden collectibles, useless map features and other strange miscellany.

Stop 'n' Swop Connection

DK64 IceKeyMenu.png

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.)

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.

Rareware Flag

Dk64 rareflag.gif

An animated waving flag with the Rareware logo on it.

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.

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.

(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.

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

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

Version Gameshark code
USA 80744540 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 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

Hmmm...
To do:
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.
Warp Modifier:

Version Gameshark code
USA 817444E6 00??
  • 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 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.

Unused Music

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

Unused Objects

Hmmm...
To do:
  • Document the rest.
  • Find a better Object Modifier code (TnS isn't the best spot for it).

Several foreground props go completely unused. Use the GameShark code to see them in place of the feeding pad at Troff 'n' Scoff's, substituting "????" with one of the IDs below:

Version Gameshark code
USA 814FDAFC ????

Red Cube

ID: 0000

Do I need to say anything?

A red cube with the internal name "test". This appears to be empty/invisible when loaded in-game.

Hmmm...
To do:
Also in the "test" set: A rectangular crate and what looks to be a duplicate of the normal wall sconce. Are they used?

Palm Trees

IDs: 0058, 0059, & 005B

A trio of rough-looking palms. The first two can be scaled like any other, as signified by their internal name of "climb". The third, however, is just decorative. For some reason, the third tree also appears entirely black, despite having proper texturing underneath.

Portrait Door

ID: 0107

This DK Island portrait is used in the prototype version of Snide's HQ, but not the final (where it's part of the background geometry). It has a textured seam running down the middle like a door, which hints that it was originally part of Snide's Rube Goldberg contraption.

Security Camera

ID: 0108

DK64 cam108.png

Not to be confused with the one outside Snide's H.Q. (which is part of that building's object), two of these lined the area's interior in the prototype. In-game, the base is actually white, not green.

Troff 'n' Scoff Door

ID: 014F

In all its monochrome-frame glory

The Level/Exit Door from the old version of Troff 'n' Scoff's room still exists in the final game, unused.

Minecart Crystals

IDs: 0179 & 017A

Blue and green versions of the orange crystals seen at the beginning of Fungi Forest's minecart ride.

Cacti

IDs: 01F2 & 01F3

DK in the desert? Sounds like fun.

Two cacti with differing designs. Their internal name is just "trees", so it's not clear if they belonged to any particular level. The second one has been hacked and restored into the game.

(Source: Runehero123 (code), No Context DK64 (Hacking the Cactus into Jungle Japes))

Jars

IDs: 01F5 & 01F6

Two decorative broken pots, simply named "jugs" internally. There's an unbroken version at 007F in the prototype, which was removed from the final game.

Candles

IDs: 0243 & 0245

These spooky setpieces are part of the Creepy Castle object set, but aren't used in any of the maps. Even when loaded in-game, they aren't lit.

Unused Text Effect

Careful, you'll lose an eye.
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.

Unused Text

Hmmm...
To do:
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!
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.

END MARKER

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

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


(Source: Ferrox, Alley)

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".


(Source: Ferrox)

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)

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.
  • 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.