Donkey Kong 64: Difference between revisions

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*{{button|n64|Z}} + {{button|n64|Cright}}: Throw an orange
*{{button|n64|Z}} + {{button|n64|Cright}}: Throw an orange
*{{button|n64|Z}} + {{button|n64|Cleft}}: Take out weapon/put away weapon, cancel [[Cranky's Kong Barrel]] ability  
*{{button|n64|Z}} + {{button|n64|Cleft}}: Take out weapon/put away weapon, cancel [[Cranky's Kong Barrel]] ability  
*{{button|n64|Z}} + {{button|n64|Cdown}}: Take out the Banana Fairy's Camera
*{{button|n64|Z}} + {{button|n64|Cdown}}: Take out the Banana Fairy's Camera
*{{button|n64|Z}} + {{button|n64|Cup}}: Play instrument
*{{button|n64|Z}} + {{button|n64|Cup}}: Play instrument
*{{button|n64|Stick}} + {{button|n64|B}}: Running attack
*{{button|n64|Stick}} + {{button|n64|B}}: Running attack
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==Development==
==Development==
''Donkey Kong 64'' started development immediately after the conclusion of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!|Donkey Kong Country 3]]''{{'}}s<ref name="DF Retro">Digital Foundry (December 16, 2017). [https://www.youtube.com/watch?v=GQ7qtqqgTlo DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!]. 'YouTube''. Retrieved December 16, 2017</ref>. The original incarnation of ''Donkey Kong 64'' was meant to be more similar in design to the ''Donkey Kong Country'' series than the final game, featuring linear levels played through a combination of forward-scrolling and side view sections, similar to ''{{wp|Crash Bandicoot (video game)|Crash Bandicoot}}''<ref name="DF Retro"></ref>. After around 18 months, development was rebooted after Rare took notice of the trend of open 3D games started by ''[[Super Mario 64]]'' <ref name="DF Retro"></ref>. Transitioning the series to true 3D proved challenging: graphic artist [[Mark Stevenson]] noted that "''As an artist who was on the DKC games, I used to build and animate the characters from a fixed side-on view. Being able to see this character from any angle, you'd make an animation, put it in the game, and you'd think it looked good side-on, but awful from every other angle! It was challenging from a technical and design perspective.''<ref name="GamesRadar">Tom Power (December 6, 2019). [https://www.gamesradar.com/uk/making-of-donkey-kong-64/ As Donkey Kong 64 turns 20, the devs reflect on its design, the infamous DK Rap, and how a shocked Shigeru Miyamoto created the Coconut Shooter]. ''GamesRadar. Retrieved December 06, 2019</ref> ''Donkey Kong 64'' was among the first Nintendo 64 game to feature dynamic lightning, although its implementation was faked after the first rendering<ref name="GamesRadar"></ref>.
''Donkey Kong 64'' started development immediately after the conclusion of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!|Donkey Kong Country 3]]''{{'}}s<ref name="DF Retro">Digital Foundry (December 16, 2017). [https://www.youtube.com/watch?v=GQ7qtqqgTlo DF Retro: Donkey Kong Country + Killer Instinct - A 16-Bit CG Revolution!]. 'YouTube''. Retrieved December 16, 2017</ref>. The original incarnation of ''Donkey Kong 64'' was meant to be more similar in design to the ''Donkey Kong Country'' series than the final game, featuring linear levels played through a combination of forward-scrolling and side view sections, similar to ''{{wp|Crash Bandicoot (video game)|Crash Bandicoot}}''<ref name="DF Retro"></ref>. After around 18 months, development was rebooted after Rare took notice of the trend of open 3D games started by ''[[Super Mario 64]]''<ref name="DF Retro"></ref>. Transitioning the series to true 3D proved challenging: graphic artist [[Mark Stevenson]] noted that "''As an artist who was on the DKC games, I used to build and animate the characters from a fixed side-on view. Being able to see this character from any angle, you'd make an animation, put it in the game, and you'd think it looked good side-on, but awful from every other angle! It was challenging from a technical and design perspective.''<ref name="GamesRadar">Tom Power (December 6, 2019). [https://www.gamesradar.com/uk/making-of-donkey-kong-64/ As Donkey Kong 64 turns 20, the devs reflect on its design, the infamous DK Rap, and how a shocked Shigeru Miyamoto created the Coconut Shooter]. ''GamesRadar. Retrieved December 06, 2019</ref> ''Donkey Kong 64'' was among the first Nintendo 64 game to feature dynamic lightning, although its implementation was faked after the first rendering<ref name="GamesRadar"></ref>.


Due to the success of ''{{wp|Banjo-Kazooie}}'', one of the first requests Rare co-president [[Tim Stamper]] made was to include even more collectables. Mechanics such as the 5 playable characters and "thrilling moments" such as mine cart and slide sequences were also deviced to differentiate the game from ''Banjo-Kazooie''<ref name="GamesRadar"></ref>. [[Grant Kirkhope]], who had composed the soundtrack to ''Banjo'', settled on a darker tone due to [[David Wise]]'s work on the original ''Donkey Kong Country'' trilogy <ref name="GamesRadar"></ref>. Although the [[:File:Donkey Kong's Real Weapon Beta.jpg|realistic gun models]] sighted in pre-release material were always intended to be placeholder, the final design of the [[Coconut Gun]] was only conceived after a mortified [[Shigeru Miyamoto]] saw Donkey Kong's shotgun in a demo of the game and immediately drew up a replacement<ref name="GamesRadar"></ref>.
Due to the success of ''{{wp|Banjo-Kazooie}}'', one of the first requests Rare co-president [[Tim Stamper]] made was to include even more collectables. Mechanics such as the 5 playable characters and "thrilling moments" such as mine cart and slide sequences were also deviced to differentiate the game from ''Banjo-Kazooie''<ref name="GamesRadar"></ref>. [[Grant Kirkhope]], who had composed the soundtrack to ''Banjo'', settled on a darker tone due to [[David Wise]]'s work on the original ''Donkey Kong Country'' trilogy<ref name="GamesRadar"></ref>. Although the [[:File:Donkey Kong's Real Weapon Beta.jpg|realistic gun models]] sighted in pre-release material were always intended to be placeholder, the final design of the [[Coconut Gun]] was only conceived after a mortified [[Shigeru Miyamoto]] saw Donkey Kong's shotgun in a demo of the game and immediately drew up a replacement<ref name="GamesRadar"></ref>.


In 2013, a story was published that impled ''Donkey Kong 64'' was not initially meant to require the [[Expansion Pak]]. According to that story, Rare was unable to fix a memory leak bug discovered near the game's release date; the bug would cause the game to crash after 30 minutes of gameplay, but Rare found that the issue did not occur when the Expansion Pak inserted. As a result, the game was bundled with the Expansion Pak, a move that supposedly took a large toll on the game's profits.<ref>Watts, Martin (May 28, 2013). [http://www.nintendolife.com/news/2013/05/donkey_kong_64_required_expansion_pak_to_prevent_game_breaking_bug Donkey Kong 64 Required Expansion Pak to Prevent Game-Breaking Bug]. ''Nintendo Life''. Retrieved December 1, 2016.</ref> This turned out to be the result of a misconception that confused and melded the decision to use the Expansion Pak into the discovery of the game-breaking bug, as indicated by lead artist Mark Stevenson in a 2019 interview.<ref>[http://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap]</ref>
In 2013, a story was published that implied ''Donkey Kong 64'' was not initially meant to require the [[Expansion Pak]]. According to that story, Rare was unable to fix a memory leak bug discovered near the game's release date; the bug would cause the game to crash after 30 minutes of gameplay, but Rare found that the issue did not occur when the Expansion Pak inserted. As a result, the game was bundled with the Expansion Pak, a move that supposedly took a large toll on the game's profits.<ref>Watts, Martin (May 28, 2013). [http://www.nintendolife.com/news/2013/05/donkey_kong_64_required_expansion_pak_to_prevent_game_breaking_bug Donkey Kong 64 Required Expansion Pak to Prevent Game-Breaking Bug]. ''Nintendo Life''. Retrieved December 1, 2016.</ref> This turned out to be the result of a misconception that confused and melded the decision to use the Expansion Pak into the discovery of the game-breaking bug, as indicated by lead artist Mark Stevenson in a 2019 interview.<ref>[http://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap]</ref> In 2019, Mark Stevenson said in a Nintendo Life interview that the Expansion Pack was in fact the only way to properly run Donkey Kong 64, as the game breaking bug was eventually patched out, though the necessary game code required to run the game would be provided via the Expansion Pack, further proving that the game was built around the Expansion Pack ever since the beginning of the game's development.<ref>https://www.youtube.com/watch?v=5N-IzAYPuJk&t=261s</ref>


==Staff==
==Staff==
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