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Talk:Donkey Kong 64

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Should we add the fact that K. Rool's lab in the cutscenes can be found underwater in-game? I never played DK64, so I'm not 100% sure of what I'm saying, but I saw a video about it. It's not quite scrapped content, but I think it might be neat. Espyo 10:39, 17 March 2011 (EDT)

(Sort of a bump. Come on people, discuss this). I got around to re-seeing a video of it, http://www.youtube.com/watch?v=poV0FUoA-J4 It seems the control room has collision detections. Again, I don't know, but isn't the control room just present for a cutscene? Why are there collision detections if the player was never meant to come here? {EspyoT} 20:00, 9 June 2011 (EDT)
It's been quite a while since I fully completed the game, but I believe you can explore the lab area (the one where he has a bunch of computers and his main chair) near the end of the game. You infiltrate his lair, deactivate the machine, and at the end of the level is the lab part. There really isn't much to do there though. ~M64m-sig.pngm64m

L and R button icons

DK64 LRicons.png

Does anyone know if either of these button icons are used in DK64? The L icon is kinda interesting since the game doesn't ever use the L button. --JetForceGemini64 18:39, 20 May 2012 (EDT)

I don't think these were used at all. When the R button was described in text, it was a long horizontal icon that closely resembled the actual button. ~M64m-sig.pngm64m

Extra character animations/interactions

After experimenting with a character modifier code, I found that forcing the playable characters to do things and get into situations that they weren't meant to doesn't crash or screw up the game like what one would think. I've documented all my findings at http://www.dkc-atlas.com/forum/viewtopic.php?f=12&t=1704. Geno2925 13:23, 14 March 2013 (EDT)

Unused sounds/music

When I downloaded a complete USF rip of this game's music, it also had some sfx, and unused stuff. I know one is some sort of a high pitched trumpet playing the first few notes of the Jungle Japes theme, and another is the Extra Life sound from the Kiosk Demo. There were also some earlier versions of existing sfx, like the Multi-Coin sound.

I'll put them up soon.( By up, I mean on this talk page)Geno2925 09:01, 12 May 2013 (EDT)

Is The Cave Variation of Creepy Castle Unused?

--Ffffff (talk) 23:33, 3 December 2015 (EST)

Multiplayer Mode colour scheme Gameshark codes?

Just wondering, but is there/can someone make a Gameshark code that alows one of modify the current character's palette (like, the ones used in multiplayer), like the one for Link's tunic colour in OOT? Because through glitching around, I was able to get Tiny's clothes to turn yellow, which is a palette that is NOT one of her multiplayer ones, so I'm wondering if there are any other colours that aren't normally applied to any characters. And even if they don't count as "unused", I think it'd still be a cool thing to mess around with. --Geno2925 (talk) 20:20, 29 July 2014 (EDT)

Wii U Virtual Console changes?

Donkey Kong 64 came out yesterday on the North American eShop for the Wii U, and I promptly downloaded it. Now, I immediately noticed it plays differently: it runs noticeably smoother, with less lag, and this causes the Jungle Japes demo on the title screen to be desynced! This is a similar issue to the Jetty Jitters demo in the Japanese version of Donkey Kong Land III, which is also desynced. In both cases, the Wii U and the Game Boy Color run faster than the Nintendo 64 and the Game Boy, respectively. However, in the case of Donkey Kong 64, this is likely an emulation issue, rather than a change in the ROM, but I have no way to prove this. Does this type of change belong in this article? --Blaziken257 10:50, 17 April 2015 (EDT)

Kiosk Demo Title Screen

By using a gameshark code, there is a way to load the map where the Kiosk demo's title screen is. Sadly, the game crashes before it comes up. The music still comes up, though, and its room ID is 51. Does anyone want to go further with this? --Nintendofan101 18:23, 25 January 2016 (EDT)

  • This sounds like the emulator itself doesn't draw after the framebuffer stops drawing. I forgot what plugin can draw the screen after the game crashes, but if you can do that and record it, then do that. Donetsu52 (talk) 17:42, 25 January 2016 (EST)
    • I didn't use an emulator. I used a real N64 with a gameshark attatched. But I'll still try this on an emulator, to see what happens. Nintendofan101 13:36, 26 January 2016 (EDT)