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Proto:Donkey Kong 64/Level Differences/Frantic Factory

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This is a sub-page of Proto:Donkey Kong 64/Level Differences.

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Main Level (Map 1A)

General

Bananaporter Changes

  • There are two sets of Bananaporter 4s, one in Production and one in Testing. The positions of the latter pair match Bananaporter 5 in the final game.
  • Both Bananaporter 3s are in the Production Room. One is on the ground, opposite Bananaporter 4; the other is where the upper Bananaporter 4 stands in the final game.
    • The upper Bananaporter 4 here is much higher up, underneath the pipe where Lanky's Orangstand banana is.

Kong Exit Doors

  • Donkey: Above a block elevator in Testing, next to the two alcoves. A Troff 'n' Scoff portal is here in the final game.
  • Diddy: Above a Diddy Pad in the Storage Room. It was replaced with 3 red coins, and a Troff 'n' Scoff portal was placed on the ground next to it.
  • Lanky: Above a Lanky Pad in R&D, on the other end of the room from Bananaporter 2. The pad was removed and a Troff 'n' Scoff portal placed at ground level.
  • Tiny: In the Production Room, beyond the Krazy Kong Klamour barrel. It was replaced by a banana bunch and 3 purple coins, while a Troff 'n' Scoff portal was placed underneath the conveyors.
  • Chunky: In the room with the Stash Snatch barrel. It was replaced with 3 green coins.

Banana Medals

  • On the upper-level Bananaporter 4.
  • On a lower ledge of the block tower.
  • In the room with the Tiny Barrel and DK lever in R&D.
  • The blast course.
  •  ?

Life Balloon Locations

  • On a higher ledge of the block tower.
  • In Lanky's R&D room.

Other

  • The unused Lobby/Production Room door from the final game is used here.
  • Several collectables (particularly those in Storage) lack collision and cannot be picked up even by the proper Kong.
  • Almost all of the level's Tag Barrels are missing. The only one that isn't is the one across from Bananaporter 1 in the Storage Room.

Lobby

  • There are no green coins surrounding the Production hatch.

Production Room

  • One of DK's Golden Bananas is hanging out on one of the machine's "arms".
  • The Kasplat here has Lanky's blueprint, while the one in R&D has Diddy's. This was switched in the final version.

Storage Room

  • The bananas and coins around Bananaporter 1 are yellow instead of green.
  • Chunky floats in the middle of his cage, unaffected by its swaying.
  • There are no blue coins on the giant pile of boxes.
  • Cranky's area reflects how it looked in pre-release footage, with the lab by itself in the middle of the room. Candy's is absent from this level.
    • 4 Crystal Coconuts were removed as a result of the rearrangement.
  • The 5 purple coins surrounding Tiny's Kasplat are red here.
  • A mysterious blank wall switch hangs over the entrance to the Kasplat corridor. Unlike the other wall switches, this one is made of brick (a design removed from the final game); it has no collision and so doesn't react to anything.
    • The same switch design can be found in Chunky's platform room, though there its purpose is more obvious, as it sits where the metal Primate Punch switch would be.
  • No headphones can be found here.

Testing Dept.

  • The pole outside the DK Arcade room (object 00DA) appears to be missing from the map. Climbing up the Storage Room end of it will teleport you there like normal, but then you immediately fall to the ground because there's nothing to hang on to.
  • The dart board wheel originally had a Life Balloon on it. The final release replaced it with an ammo crate.
  • Both a Life Balloon and a Banana Medal can be found on the block tower.

R&D

  • There's a Banana Medal in one corner of the room leading to the car race.
  • Chunky's toy chest has a different, cruder-looking design. It also has a brick switch in place of a metal one.
  • A Life Balloon can be found sitting atop the Lanky Switch in his section.

Textures

Early Prototype/Final
DK64 map1A lobbywall early.png DK64 map1A lobbywall final.png

An earlier version of the Lobby wall texture is still lurking inside the ROM. This one comes in four pieces instead of three.

Pre-release Early Prototype/Final
DK64 prerel aug99 1.jpg DK64 map1A grating kiosk.png DK64 map1A grating final.png

The corridor grating texture has a transparent variation in this version. This can be seen in a pre-release screenshot from August 1999-- it was probably cut because you could see right through the floor as if you were out of bounds.

Prototype Final
DK64 map1A chainlink kiosk.png DK64 map04 chainlink final.png

Interestingly, the final chain link texture is present in this level, but is IA4 instead of RGBA16.

Prototype Final
DK64 map1A nightsky kiosk.png
DK64 map1A nightsky final.png

The night sky texture was redrawn, with more contrast.

DK64 proto map1A E3Sign.png
A special sign for the Production Room machine left over from E3 1999. Presumably this would have gone where its factory map is in the final game.

DK64 map1A mysterytex.png
Some kind of canvas or concrete texture that isn't in the final version.

DK64 map1A concrete.png
A small concrete texture that was also removed.

Power Shed (Map 1D)

The only difference here is the presence of a DK Switch instead of a lever. Pressing it starts the bootup sequence as usual, but the game crashes after fading out.

Barrel Blast Course (Map 6E)

  • For some reason, the tree from Jungle Japes' blast course is here as well.
  • A Banana Medal and Life Balloon are also present in this version. The balloon was replaced by a ring as the hint to shoot above the barrel.
Proto Bunch Bunch 2 auto-barrels Bunch Medal Balloon + Bunch DK Star
Final Bunch Bunch 2 auto-barrels Bunch Nothing Ring + Bunch DK Star

Mad Jack (Map 9A)

For whatever reason, this fight only functions correctly on the test map. It is mostly complete; Jack can be beaten, but his key does not appear afterward.

  • Most sound effects are missing.
  • The platforms have a much less detailed design.
Pre-release Prototype Final
DK64 prerel aug99 2.jpg Dk64 flamingblock.gif
  • Jack throws the flaming blocks seen in pre-release footage rather than fireballs. He also doesn't fire lasers at any point.
  • The penalty for hitting the wrong switch works a bit differently: after getting shocked, Jack continues to throw blocks while other platforms of that colour will damage Tiny if she steps on them. In the final game, Jack immediately starts jumping again, so none of this happens.
    • Sometimes the shock(s) will fail to kick in, and the switch just disappears with no penalty.
    • Tiny has no specific reaction to being zapped-- she just uses her normal hit animation.
  • Jack's jumping animations are rougher and more elastic.
  • Uniquely to this fight, tilting the Control Stick while squashed flat will allow you to recover immediately. This can lead to some odd glitches, such as sliding around on the ground or even running in first-person.
  • Pressing C-Down does not give an overhead view of the arena like it does in the final game.