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Donkey Kong Country (SNES)/Unused Object Subtypes

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This is a sub-page of Donkey Kong Country (SNES).

Unused Object Subtypes

A sizable number of object variations are unused in game. To see them, go to ROM address 3D962A and change the value from B413 to the given object ID.

Dirt Patch

DKCDirtPatch.png

Object ID 9AAB 9AB7
Item Given Rambi Token Expresso Token

Kritter

DKCKritter.png

Object ID 9B91 A4A1 A4AF
Color Gold Green Green
Movement Type Horizontal + Jumping Horizontal Horizontal
Movement Range 96 pixels 30 pixels 300 pixels
Spawn Position Rightmost point in path Center of path Center of path

Zinger

DKCZinger.png

Object ID 9DC9 A037
Color Yellow Orange
Movement Type Vertical Horizontal
Movement Range 140 pixels 100 pixels
Speed 4 pixels per frame 7 pixels per frame
Spawn Position Highest point in path Center of path

Mincer

DKCMincer.png

Object ID B075 B2C9 B32B
Movement Type Rotation - Counterclockwise Horizontal Horizontal
Movement Range 110 pixels 235 pixels 440 pixels
Speed 1 rotation per 30 frames 8 pixels per frame 8 pixels per frame
Spawn Position Center of path Highest point in path Highest point in path

Gnawty

DKCGnawty.png

Object ID B41D
Movement Type Backwards from spawn point
Movement Range Infinite

Krusha

DKCKrusha.png

Object ID B521 B52F B54B B567 B599
Movement Range 150 pixels 110 pixels 70 pixels 200 pixels 40 pixels
Spawn Position 15 pixels right of leftmost point in path 50 pixels right of leftmost point in path Center of path Center of path Center of path

Mini Necky

DKCMiniNecky.PNG

Object ID B877 B8A9
Color Yellow Yellow
Movement Type Vertical - doesn't loop Vertical - doesn't loop
Movement Range 225 pixels 100 pixels
Spawn Position Lowest point in path 10 pixels up from center of path
Firing Delay 60 frames 45 frames

Arrow Platform

DKCArrowPlatform.PNG

Object ID BAA1 BAE7 BB11 BB1F
Movement Type Horizontal - Moves right Horizontal - Moves right Horizontal - Moves right Horizontal - Moves right
Movement Range 230 pixels 370 pixels 260 pixels 300 pixels
Speed 4 pixels per frame 2 pixels per frame 2 pixels per frame 4 pixels per frame

Necky (Flying)

DKCNecky.PNG

Object ID BCE1 BCF3 BD53
Movement Type Vertical Horizontal Horizontal - Backwards from spawn point
Movement Range 110 pixels 160 pixels Infinite
Speed 8 pixels per frame 8 pixels per frame 4 pixels per frame
Spawn Position 25 points below highest point in path 70 points right of leftmost point in path

Manky Kong

DKCManky.PNG

Object ID BDC7 BDD1 BDDB
Projectile Speed 3 / 4 pixels per frame (alternates) 4 pixels per frame 2 / 4 / 2 pixels per frame (Behavior loops)
Firing Delay 60 frames 60 / 45 / 30 / 15 frames (Behavior loops) 75 / 60 / 75 frames (Behavior loops)

Rope

DKCRope.PNG

Object ID BED3 BEE1 BF57 C065
Type Conveyor rope - downward Conveyor rope - downward Hanging rope Hanging rope
Movement Type Horizontal Horizontal - Moves right, doesn't loop
Movement Range 300 pixels 1150 pixels
Speed 4 pixels per frame 2 pixels per frame 5 pixels per frame 5 pixels per frame
Spawn Position Center of path

Dumb Drum

DKCUpsideDownDrum.png

Object ID C4FD C507 C511 C5A3 C5AD C5B7
Orientation Normal Normal Normal Upside down Upside down Upside down
Object Fired Klaptrap 2 Klaptraps 2 Armys Slippa Army Army
Firing Direction Front and back Front Front Front Front Front
Firing Delay 75 frames 75 frames 75 frames 75 frames 600 frames 300 frames

Necky (Firing Nuts)

DKCNecky2.PNG

Object ID C717 C72B
Projectiles Fired 5 2
Projectile Directions Semicircle arc Backward, downwards

Blast Barrel

DKCBlastBarrel.PNG

Object ID CA8D
Movement Type Horizontal
Movement Range 220 pixels
Speed 12 pixels per frame
Spawn Position 55 pixels right of leftmost point in path
Firing Direction Right
Firing Distance 440 pixels

Fuel Barrel

DKCUnusedFuel.png

Object ID E055
Units 2 units

Rockkroc

DKCRockroc.PNG

Object ID E50B E519
Movement Range 214 pixels 40 pixels
Speed 12 pixels per frame 12 pixels per frame
Spawn Position Center of path Center of path