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Donkey Kong Country (SNES)

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Title Screen

Donkey Kong Country

Also known as: Super Donkey Kong (JP)
Developer: Rare
Publisher: Nintendo
Platform: SNES
Released in JP: November 26, 1994
Released in US: November 21, 1994
Released in EU: November 24, 1994


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Donkey Kong Country combines monkeys, bananas, and barrels into one package for the first time in human history.

Sub-Pages

DKCUnusedBonus13.png
Unused Bonus Room Layouts
A gaggle of inaccessible bonus rooms.
DKCHorn.gif
Unused Object Graphics
Graphics never seen in normal play.
DKCUpsideDownDrum.png
Unused Object Subtypes
While the objects are used, these variations are not.

Unused Music

Hmmm...
To do:
Comparison. And Un-playable early versions of music, with slightly different instruments (also not in the main music list)

An early version of the boss music, found in US 1.0. It begins at a slower pace than the final boss music, but gradually increases in tempo until about halfway through the third loop, when it is close to the final version's pace. This song also has different instrument pointers, compared to any of the used songs, hence the sample pointers had to be changed in the SPC file for it to play correctly.


(Source: Mattrizzle)

Unused Sounds

A voice clip for Donkey Kong. Use unknown.

Same sound for Diddy.

Sounds like some kind of an instrument.

A bubbly underwater sound effect.

This is interesting. A really high-pitched sound that fits most likely to an UFO.

Sounds like a menu choice sound.

Sounds like a Güiro and at halfway there's some kind of kick sound.

A nice little fanfare.

Sound Test

Press Down, Down, Down, Down, A, R, B, Y, Down, A, Y on the file select menu. Once the code is entered, press Select to play a song.

Debug Functions

There are a number of debug tools still left in the final ROM which can be accessed with cheat devices.

Camera & Collision Debug

Data overload

Game Genie codes: 7CC8-0D6D 8FC8-0DAD 8AC8-0FDD

This displays debugging info for the camera and Donkey's (but not Diddy's) collision box.

  • 084A: Camera's X-coordinate.
  • 0118: Camera's Y-coordinate.
  • 0042: Level ID.
  • 0030: DK's current sprite ID.
  • C000, 3274, 3288, ADFC, D225: Unknown data.
  • FFF1, FFDD: Relative X coordinates of collision box.
  • 0019, 0022: Relative Y coordinates of collision box.
  • 0016: Unknown data.
(Source: Mattrizzle)

DK's Problem Page

Less than 99 problems

Game Genie codes: 7EC8-0D6D, B8C8-0DAD, 86C8-0FDD

Activates a general debugging screen.

  • First two rows: The last 16 bytes of save RAM.
  • Third row: Level ID. - RAM $3E
  • Fourth row: ID of last exit taken. - RAM $40
  • Fifth row: Level status variable (see notes page for details) - RAM $1E15
  • Sixth row: Level ID for continue barrel - RAM $2E

"DATE CODE" probably displayed a build date during development, but in the release version it's been nulled.

(Source: Mattrizzle)

Free Movement Debug

Free movement debug mode.

Pro Action Replay Code: 7E053501 (display objects), 7E053502 (disable object display)

In this mode, all enemy objects lose their solidity and freeze. The player can use the D-Pad to move around freely. Some gravity is still present, but not much.

Level Completion Debug

Get max points!

Game Genie codes: 18C8-0D6D B2C8-0DAD 86C8-0FDD 6DB5-0AC7

This function should be displayed if RAM $1E3B is a non-zero value, but it's not called anywhere. It can be seen in the DKC Exposed promotional video (see below).

  • First row: Always 0000. In the promotional video it's 0811, which is probably a build date.
  • Second row: Level ID. - RAM $3E
  • Third row: First byte shows the number of completed rooms. This counts the bonus rooms and the level exit. The second byte is the total number of completable rooms in the level.
(Source: Mattrizzle)

Palette Debug

Colo(u)rs, now in number form

Game Genie codes: D3C8-0D6D 67C8-0DAD 2D6F-AA1D 0260-AA4D (note that due to the way this debug function works, the game will be paused whenever it's accessed; the first three codes enable the debug, while the fourth code disables the pause)

This function should be displayed if RAM $1E3D is a non-zero value, but it's also not called anywhere. Since the debug function pauses the game, it was probably intended to be toggled with a button code.

The first two bytes of each line display the current palette addresses. The last two bytes display how many objects are currently using that palette.

The meaning of the last two bytes off to the side is unknown.

(Source: Mattrizzle)

Map Error Checking

I AM FROM ERROR

The overworld map will display "ERROR" when there is no text string associated with that room ID.

Unused Room ID

Room 21

Of the 255 room IDs in the game, only one is unused: Room 21. Using the code 7E003E21 on the map screen will transport you there.

This uses the same layout for the Jungle's small bonus room. There are no objects associated with it, so there is no way out. Even stranger, the music played in this room is the same music used for the boss areas.

It's possible that at some point in development, at least one of the bosses was to be fought here, as indicated by an image from Rare's old website, which shows the boss "Dumb Drum" in the room.

Unused Animations and Frames

Hmmm...
To do:
There's more here.

Again, codes will be provided unless the animations/frames don't have pointers.

Donkey Kong

Donkey Kong sitting down to scratch his head


7E0D1360 to 7E0D1378, 7E0D1402
The head scratch part of this animation is still used for DK's death animation, but he gets back up to scratch his head instead of sitting down like this.

Donkey Kong striking a manly pose


7E0D130C to 7E0D1338, 7E0D1406
An alternate winning animation for DK.

Donkey Kong turning while swimming

(No pointer, but graphics are stored in ROM)
DK turning while swimming. The final game has no animation, and you just automatically turn.

Donkey Kong pushing something

(No pointer, but graphics are stored in ROM)
DK pushing something. The only object that can be pushed is the tire, and there's no special animation for that.

Donkey Kong swinging and kicking

(No pointer, but graphics are stored in ROM)
An unused attack animation similar to one of DK's attacks in Donkey Kong 64.

(Source: Mattrizzle)

Cranky Kong

Cranky Kong walking along


(No pointer, but graphics are stored in ROM)}
Cranky Kong is never seen walking in the SNES version, but the animation is used in the GBA version after the player defeats a boss.

(Source: Mattrizzle)

Barrels

Busted Continue Barrel

7E0D13C8, 7E0D141B
A continue barrel with the top busted open. Only one animation is used for the continue barrel in-game, and that's the continue barrel spinning. When you hit the continue barrel or spawn from it, the barrel is destroyed, so this animation never gets used.

Normal barrel falling apart

7E0D13D8 to 7E0D13F4, 7E0D141B
A barrel falling apart, intended for your partner showing up in a D.K. barrel. The palette for this barrel is incorrect – the normal barrel palette is used here. This animation was made at a point when the base barrel graphics were different: note the steel hoop appearing on the inside of the barrel.

(Source: Mattrizzle)

Early Necky animation

Necky throwing a nut

(No pointer, but graphics are stored in ROM)
This animation uses an earlier design for the nut-throwing Necky. It has the coloring of Necky, but the proportions of Mini-Necky. This could mean that the two final designs branched off of this one.

(Source: Mattrizzle)

Queen B

Used Full
Queen B hit frames used in-game Full Queen B hit animation

(No pointer, but graphics are stored in ROM)
Queen B's hit animation has a good number of unused frames that give the animation a much more fluid look.

Rambi

Used Full
Rambi charge frames used in-game Full Rambi charge animation

7E0D1330 to 7E0D134C, 7E0D1427
Rambi actually has more unused frames of his charge animation than used ones! In-game, only 2 frames of animation are used, while he actually has 8 frames dedicated to charging. Donkey Kong Country 2 bumps the charge animation up to 5 frames, using some (but not all) of the unused frames from here.

(Source: Mattrizzle)

Slippa

Alternate Slippa death animation

7E0D1354 to 7E0D1364, 7E0D1425
A different version of Slippa's death animation. In-game, Slippa's animation for dying is similar to the one it does for jumping.

(Source: Simion32)

Tire

Alternate tire
Alternate tire half

(No pointer, but graphics are stored in ROM)
Different graphics for the tires used in the game, including the half tire. This actually used the same palette as the normal tire, even though the cream color seen here isn't really visible on the tire used in-game.

(Source: Mattrizzle)

Unused Banana Groups

The following banana groups are defined by the game, but are never used in any stage. To see them in-game, change ROM address 38C1C1 from 48 to the appropriate value.

Unused Palettes

Some objects have alternate palette data in the ROM that is unused in normal play. ROM addresses will be provided for each palette.

Croctopus

Croctopus with brown rings

Palette address: 3C8B66 to 3C8B83

Croctopus palette with brown/yellow markings. The game uses palettes with blue and purple markings, but never this scheme.

Klaptrap

Green palette address: 3C8788 to 3C87A5
Chestnut palette address: 3C87C4 to 3C87E1
Grey palette address: 3C87E2 to 3C87FF

Klaptrap has 5 palettes in the ROM, only two of which are used -- blue and purple. Like the Kritter and Zinger enemies, Klaptrap was meant to come in a variety of colors.

Kritter

Indigo Kritter

Palette address: 3C8530 to 3C854D

Speaking of Kritter, he too has an unused palette, which gives a him a blue-violet skin color.

Zinger

Grey/Purple palette address: 3C8DDC to 3C8DF9
Blue palette address: 3C8DFA to 3C8E17

Likewise, two additional flavors of Zinger were planned to appear in the game. Notably, palettes very similar to these are used in the Game Boy Advance remake -- the only difference is that the wing colors were switched.

Unused Dialogue

Cranky has a large number number of lines that never pop up when you visit him. The text data beings at ROM address 3C03C8.

Greetings

Cranky seems to have gone through a personality change during development, from "nice old man" to "angry old man".

Donkey Boy? Where's Diddy?

Donkey, you young whippersnapper!
Long time no see!

Donkey Boy! It seems
like years since we last met!

It's about time you visited
your frail, old Grandpa!

Hey! Can you spare
your old pappy a banana?

And what have you brought
for your old Grandpa?

Well, you've amazed
your old Grandpa
by getting this far!

So, you've finally come
to get some game play advice
from your old Grandpa!

Diddy boy! Where's Donks?

Diddy, you young pup!
Boy, I can't believe
how much you've grown!

Level Tips

For whatever reason, almost all of Cranky's level tips were removed from gameplay. The only ones that can be seen normally are from the first world, but lines exist for almost every level in the game! Some of these tips are present and used in later remakes.

Burn rubber for the
golden rhino
in Bouncy Bonanza.

The bananas in
Stop & Go Station
will put you right!

Avoid Mine Cart Carnage
and jump early
to get the extra life.

Rolling some rubber will
put you on the right road
in Millstone Mayhem.

On Snow Barrel Blast, sometimes
down will not take you out;
it may help you go forward.

On Croctopus Chase, there's a
right way and a wrong way
to get past the barrels.

In Ice Age Alley,
birds of a feather flock
together to get your wings.

Bouncing the Bouncer will 
slide you to success during
Slipside Ride!

The TNT gives you a couple of
real wall to wall blasts
in Torchlight Trouble.

For Elevator Antics, you'll
have to climb higher
than a hornet's nest!

For you Trick Track Trekkers,
the Gnawty twins
gnow a secret!

In Mine Cart Madness,
you're just 3 bounces
away from bonus land.

Once you're in the Poison
Pond, the right way is not
the only way to get the point.

Blackout Basement could give
you a sinking feeling, but
you'll end up sky high!

Let Diddy hold out the TNT
in Manic Mincers.

Take enough rope and
you'll amaze yourself
in the Misty Mine.

The Loopy Lights vulture's
barrel will blow you away.

The Platform Perils vulture
knows it's sometimes better
to come down to earth.

You're in Tanked Up Trouble
if you're all gassed up
and nowhere to go!

In Orang-utan Gang, follow the
last barrel down to discover
a barrel of laughs!

A single banana is
all you need for
a bonus in Tree Top Town.

Get on down with the bananas
and get ready to party
in Temple Tempest!

Other

Two more of Cranky's lines aren't referenced in the pointer table. The first is an enemy tip, while the second would be said when Cranky is finished talking. It is likely that they were removed due to being poorly written.

Gnawty the beaver can
be rolled or jumped on.

I'm back to my cabin for a nap.

Early English Script

An early version of the game script can be found in the ROM, starting at address 2DE076. It's largely the same, and only three differences in game dialogue exist. Unfortunately, the top of the script has been overwritten, so any other differences cannot be determined.

Prototype Final
I can't play this game,
the colors are all to rich
for my poor old eyes!
I can't play this game,
the colors are all too rich
for my poor old eyes!

Merely a spelling fix for the final version.

Prototype Final
You can roll over Hister,
or just squash him
with a jump attack.
You can roll over Slippa,
or just squash him
with a jump attack.

Apparently Slippa was named Hister before the game was finalized.

Prototype Final
You dudes need some lives or
something? Jungle Japes
is the place for that!
You dudes need some lives or
something? Jungle Hijinxs
is the place for that!

The first level of the game was originally named Jungle Japes, rather than the retail version's Jungle Hijinxs. This alternate name would notably be used as the name of the first stage in Donkey Kong 64, as well as the Donkey Kong stage in Super Smash Bros. Melee.

Early German Script

An early unused German script can found in the US ROM, which was changed/fixed a bit for the European version.

US German Script European German Script
Willkommen in Rhino Tal! Willkommen im Rhino Tal!

A simple grammar fix. "Im" is correct, while "in" was understandable but still incorrect.

US German Script European German Script
Damals wäre so ein
Blödsinngar nicht erst
programmiert worden!
Damals wäre so ein
Blödsinn gar nicht erst
programmiert worden!

The early script is missing an important space in the second line between "Blödsinn" and "gar". "Blödsinngar" is essentially meaningless, at least going by Google.

US German Script European German Script
Das einzige was mir dazu
einfällt ist Durchfall und
übelkeit!
Das einzige was mir dazu
einfällt ist Durchfall!
 

This rancid message was changed from mentioning Diarrhea and nausea to just Diarrhea. Hooray?

US German Script European German Script
Ihr würdet ein gutes Spiel
nicht erkennen, selbst wenn
Ihr die Hauptdarsteller wäret!
Ihr würdet ein gutes Spiel
nicht erkennen, selbst wenn
Ihr die Hauptdarsteller wärt!

While "wäret" is an older and more poetic form of "wärt", this was likely changed because poetic speech isn't quite Cranky's forte.

US German Script European German Script
Im Dschungel-Fieber solltest
Du die Baumspitzen nach
Bonusleben absuchen!
Im Dschungel-Fieber solltest
Du die Palmspitzen nach
Bonusleben absuchen!

"Baumspitzen" (treetops) was changed to "Palmspitzen" (palmtree tops) for accuracy.

US German Script European German Script
In Glühbirnen Drama wird
Dir das TNT einige
Erleuchtungen bescheren!
Im Glühbirnen Drama wird
Dir das TNT einige
Erleuchtungen bescheren!

Another grammar fix, the second time this mistake (incorrect usage of "in", when "im" should be used) is made in this script.

US German Script European German Script
Bei den Fahrstuhl-Spielen
sind die Seile die Schlüssel
zum Erfolg!
Bei den Fahrstuhl-Spielen
sind der Seile die Schlüssel
zum Erfolg!

For some weird reason, this one was changed from the correct "die Seile" to "der Seile" (plural: die Seile, singular: das Seil). In the genitive case "der Seile" is correct, but here it isn't.

US German Script European German Script
Merkwürdig, aber mit
Sprengstoff kann man im Oelfaß
Boulevard die Boni zu finden!
Merkwürdig, aber mit
Sprengstoff kann man im Oelfaß
Boulevard die Boni finden!

The redundant "zu" was ousted. "Oelfaß" was used instead of the more correct "Ölfaß", possibly because they couldn't use capital umlauts.

US German Script European German Script
Der Koma Keller mag Dir einen
untergehenden Eindruck vermit-
teln, doch es bringt Dich hoch!
Der Koma Keller mag Dir einen
untergehenden Eindruck vermit-
teln, doch es geht hoch!

"Dich" (or "you") was introduced to add clarification.

US German Script European German Script
Achte auf Rambi das rhino!
Er rammt die tür zu jedem
versteckten Raum auf!
Achte auf Rambi, das rhino!
Er rammt die tür zu jedem
versteckten Raum auf!

A comma was added to the first line, but although "rhino" and "tür" should be uppercase neither got fixed. Moreover, it should be "Rambi, das Nashorn".

US German Script European German Script
Rambi, das Rhino hilft Dir,
jedoch mußt Du es
dafür belohnen!
Rambi, das Rhino hilft Dir,
jedoch mußt Du es
gut behandeln!

The US version is rather confusing: there's no way to reward Rambi for its efforts like it tells you to. In the European version you just need to treat it well, which makes more sense.

US German Script European German Script
Schnapp Dir die
Extraleben-Balloons,
bevor sie davonfliegen!
Schnapp Dir die
Extra-Leben-Balloons,
bevor sie davonfliegen!

"Extraleben" is hyphenated in the final script.

US German Script European German Script
Schon zurück? War mir klar, daß
so ein Punk wie Du, den Job
nicht zuende bringen würde...
Schon zurück? War mir klar, daß
so ein Punk wie Du, den Job
nicht schaffen würde...

The US version says "I knew a punk like you wouldn't finish the job", whereas the European version says "I knew a punk like you wouldn't succeed".

US German Script European German Script
Wie wäre es mit einem
kleinen Dreher in meinen
Speicher-Faß?
Wie wäre es mit einem
kleinen Dreher in meinem
Speicher-Faß?

Another grammar fix: "meinen" was changed to "meinem". It's still the same word, however.

US German Script European German Script
alles klar, Mann? Ist
doch 'ne starke Sache, was?
Alles klar, Mann? Ist
doch 'ne starke Sache, was?

The first sentence is properly capitalized in the European script.

Unused Fonts

Five fonts remain unused in the game. The first two of them are loaded with every level but are never actually seen; the latter three are never loaded but can be found in the ROM. The backgrounds of most of these fonts have been left opaque for better visibility.

DKCFont1.png

Hexadecimal font. This was used for debugging in pre-release versions of the game. The font can be seen in the Donkey Kong Country promotional video below, starting at the 8:41 mark.

DKCFont2.png

Alphanumeric font with a few symbols mixed in. Used for further debugging.

DKCUnusedFont3.png

Expanded alphanumeric font featuring a greater number of symbols, including a lower case S. This font has no shading at all, the characters are solid white.

DKCUnusedFont4.png

A shaded version of the expanded alphanumeric font. Also includes the right angle bracket missing from the previous font.

DKCUnusedFont5.png

Yet another unused alphanumeric font, different from the previous ones and this time including lowercase. It's worth noting that this font has some similarities to those used in Rare's older NES games, such as the lowercase-styled uppercase Y.

Donkey Kong Country Promotional Video

Snapshot of the debugging numbers

Version Differences

Hmmm...
To do:
There are more differences and more revisions: One or more Super Famicom Box version, One or more Competition and one or more Wii VC versions.

American

US v1.0

The original release.

US v1.1

  • A glitch was fixed which allows the player to trade an animal buddy for Rambi. The exact directions are quite verbose, but involve entering a bonus area containing an animal buddy while riding another one, jumping on the provided animal buddy, jumping off and exiting, which will cause Donkey/Diddy to appear with Rambi.
  • The midway barrel in Coral Capers is positioned 10 pixels higher than in the original version.
  • In Trick Track Trek, the platforms that dropped pretty much instantly in v1.0 no longer do this.

US v1.2

  • It is no longer possible to skip the fanfare when beating a level for the first time.
  • In a case of "How did the developers not catch that?", most of the mini-Neckys had no collision whatsoever, meaning you could safely jump through them without taking any damage. This was fixed in this revision.
  • Two bugs relating to the mine cart were fixed:
    • In Mine Cart Carnage, starting at the midway barrel as Diddy and immediately rolling and jumping at the same time allows you to jump out of the cart. Afterwards, you can jump in mid-air indefinitely by rolling and jumping repeatedly.
    • In Mine Cart Madness, by falling down (not jumping) into the mine cart at the beginning as DK and getting hit by the Necky, Diddy can jump out of the cart and stay airborne indefinitely as above. However, as an extension, by rolling at the exact same moment you land on a Necky (it must be frame perfect), Diddy will magically hover to the right completely on his own. While this will cancel itself after a while, Diddy will retain his magic jumping capabilities.
  • The well-known warp glitch was fixed. In Kongo Jungle, passing over a corner and attempting to "enter" it as a level, with the right timing, warped you to a barrel in Orang-Utan Gang that had no purpose otherwise.
  • Two glitches in Slip Slide Ride were fixed:
    • One bonus area involves climbing up a rope to a barrel cannon. This barrel cannon will disappear once the bonus has been entered, and if you went back there and climbed the rope all the way up, you could jump to the left over the wall and end up inside the ice.
    • At the beginning, climbing up the very first rope, then jumping to the right along the wall will cause the Kongs to start crawling along the wall for some really odd reason.

Europe v1.0

  • K. Rool's behavior is a bit different: after the cannonballs drop from above, he will immediately throw his crown instead of just standing there for a while.
  • The mine carts get less momentum, which makes those levels much more difficult.

Europe V1.1

  • Fixed the bugs that the 1.2 version of the North American Donkey Kong Country has.

Japanese

Title Screen

International Japan
Last time I checked, this so-called "Donkey Kong Country" hasn't been officially recognized by the UN. Better image, worse title.

The Japanese version has a completely redone title screen. Unlike the international version's palette-based image (creating a limit of 16 colors per 8×8 tile), the Japanese title screen uses a mode that uses 8-bit graphics (allowing 256 colors) for a much higher quality picture.

Extra Map Icon

International Japan
I spent so much time as a kid trying to get to that icon, hoping for a secret world. Mystery solved.

When starting a new game, Donkey moves from a starting position to the first world. In the international version, there's an icon at this position and a path from it that were removed in the Japanese version.

Level Changes

Hmmm...
To do:
Document them.

The Japanese version has got a whole bunch of level changes to, surprisingly, make the game easier (including things like extra DK barrels). It is unknown why exactly this was done.

Enemy Changes

Donkey Kong using his Ground Slap on a 'sleeping' Rockkroc

In the Japanese version of the game, it is possible to kill Rockkrocs by using Donkey's Ground Slap move (Down+Y) when they are curled up (activated by Stop & Go Station's red light). Interestingly, the US version of the GBA port had this feature.

Diddy jumping on a Manky Kong for the first time

In the Japanese version of the game, Diddy Kong must jump on a Manky Kong enemy twice to kill it. Hitting it the first time freezes him in place with an early frame of his death animation while pushing back Diddy (like jumping on a Klump), the second hit is a normal kill.

Virtual Console Changes

The Virtual Console version makes a change to Torchlight Trouble. In the SNES version, when the Kongs would change direction, Squawks would turn his flashlight to face the screen; during this time, there would be a blinding flash where the entire screen would turn white for one frame, forcing players to close their eyes. The Virtual Console version removes the flash, reducing the risk of epilepsy.

Anti-Piracy & Error Messages

Hmmm...
To do:
Find proper ways to activate these within the game.

E9E8-???? This game pak is not designed for use on your Super Famicom/Super NES. Use of this adaptor may result in serious damage to your console.

EA04-???? This game pak is not designed for use with a video game modifyer (sic).

EA20-???? This product will not operate when connected to a device which makes unauthorized copies. Please refer to your instruction booklet for further information.