List of Donkey Kong Country pre-release and unused content: Difference between revisions

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==Early iteration==
==Early iteration==
[[File:Donkey Kong vs Super Wario.jpg|thumb|''Donkey Kong vs. Super Wario'']]
[[File:Donkey Kong vs Super Wario.jpg|thumb|''Donkey Kong vs. Super Wario'']]
*During September 2015, ''Donkey Kong Country'' designer [[Gregg Mayles]] posted many pieces of concept art and early pitches for the game, including a binder named '''''Donkey Kong vs. Super [[Wario]]'''''.<ref name=Ghouly>https://twitter.com/Ghoulyboy/status/644266725375148033</ref> No other media of the pitch was posted and when asked about its content, Mayles responded "''Didn't get much beyond Wario and some kind of time machine as I recall.''"<ref name=Ghouly/> Eventually, he posted an actual storyboard of it to Twitter, showing Wario stealing a time machine [[Mario]] invented and turning him to stone using a "futuristic beam gun" in order to "rule Nintendo Land," with a parrot seeing this and going to Donkey Kong for help.<ref>[https://twitter.com/Ghoulyboy/status/1177306565109518336 ''Donkey Kong vs. Super Wario'' storyboards]</ref>. According to Gregg Mayles, this pitch was not pursued because [[Nintendo]] wanted the villains to be new characters.<ref>"It's an early pitch we made to Nintendo that eventually became DKC. They wanted all new bad guys, so we used our reptile Kremlings instead. I still have the book somewhere, but I'm sure I tweeted a some images from inside a few years ago", [https://twitter.com/Ghoulyboy/status/1176830620137377792 Gregg Mayles in a September 25, 2019 twitter post]</ref>
*During September 2015, ''Donkey Kong Country'' designer [[Gregg Mayles]] posted many pieces of concept art and early pitches for the game, including a binder named '''''Donkey Kong vs. Super [[Wario]]'''''.<ref name=Ghouly>https://twitter.com/Ghoulyboy/status/644266725375148033</ref> No other media of the pitch was posted and when asked about its content, Mayles responded "''Didn't get much beyond Wario and some kind of time machine as I recall.''"<ref name=Ghouly/> Eventually, he posted an actual storyboard of it to Twitter, showing Wario stealing a time machine [[Mario]] invented and turning him to stone using a "futuristic beam gun" in order to "rule Nintendo Land," with a parrot seeing this and going to Donkey Kong for help.<ref>[https://twitter.com/Ghoulyboy/status/1177306565109518336 ''Donkey Kong vs. Super Wario'' storyboards]</ref> According to Gregg Mayles, this pitch was not pursued because [[Nintendo]] wanted the villains to be new characters.<ref>"It's an early pitch we made to Nintendo that eventually became DKC. They wanted all new bad guys, so we used our reptile Kremlings instead. I still have the book somewhere, but I'm sure I tweeted a some images from inside a few years ago", [https://twitter.com/Ghoulyboy/status/1176830620137377792 Gregg Mayles in a September 25, 2019 twitter post]</ref>


*Mayles posted another pitch titled '''''Donkey Kong and the Golden Bananas''''', which is more similar to the final game. From the four pages posted on his Twitter, the storyline in the pitch shows Donkey Kong guarding the [[Golden Banana]] while relaxing. A lanky blue Kremling named Korporal Krizzle defeats DK and steals the Golden Banana. Grandpa Kong (an early version of [[Cranky Kong]] resembling a white-furred DK) finds Donkey Kong and urges him to get back the artifact. Donkey then calls [[Donkey Kong Jr.|Donkey Kong Junior]], whose design is nearly identical to [[Diddy Kong]], albeit without a tail.<ref>[https://twitter.com/Ghoulyboy/status/639518568581869568 Cover of Golden Bananas] and [https://twitter.com/Ghoulyboy/status/639541214774206466 Golden Bananas concepts] from Gregg Mayles on Twitter</ref>
*Mayles posted another pitch titled '''''Donkey Kong and the Golden Bananas''''', which is more similar to the final game. From the four pages posted on his Twitter, the storyline in the pitch shows Donkey Kong guarding the [[Golden Banana]] while relaxing. A lanky blue Kremling named Korporal Krizzle defeats DK and steals the Golden Banana. Grandpa Kong (an early version of [[Cranky Kong]] resembling a white-furred DK) finds Donkey Kong and urges him to get back the artifact. Donkey then calls [[Donkey Kong Jr.|Donkey Kong Junior]], whose design is nearly identical to [[Diddy Kong]], albeit without a tail.<ref>[https://twitter.com/Ghoulyboy/status/639518568581869568 Cover of Golden Bananas] and [https://twitter.com/Ghoulyboy/status/639541214774206466 Golden Bananas concepts] from Gregg Mayles on Twitter</ref>
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*The SNES version was planned to have an introduction cutscene, showing Diddy being stomped by [[Krusha]] while patrolling. Krusha then smashed the wall leading to the Banana Hoard and Kremlings loaded the bananas in carts, followed by Donkey Kong waking up and Cranky explaining to him the bananas have been stolen.<ref name=boy>https://twitter.com/Ghoulyboy/status/643931780114960384/</ref> A very similar intro would be used in the GBA remake.
*The SNES version was planned to have an introduction cutscene, showing Diddy being stomped by [[Krusha]] while patrolling. Krusha then smashed the wall leading to the Banana Hoard and Kremlings loaded the bananas in carts, followed by Donkey Kong waking up and Cranky explaining to him the bananas have been stolen.<ref name=boy>https://twitter.com/Ghoulyboy/status/643931780114960384/</ref> A very similar intro would be used in the GBA remake.
*[[Donkey Kong Jr.]] was originally meant to be Donkey Kong's sidekick during the concept phase, but [[Nintendo]] felt that Rare's redesign was too different and mandated them to either revert to Donkey Kong Jr.'s original appearance or change the name of the character. Rare felt that the design fit ''Donkey Kong Country''{{'}}s new aesthetic more, leading to Diddy becoming a separate character.<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20, 2012)</ref>
*[[Donkey Kong Jr.]] was originally meant to be Donkey Kong's sidekick during the concept phase, but [[Nintendo]] felt that Rare's redesign was too different and mandated them to either revert to Donkey Kong Jr.'s original appearance or change the name of the character. Rare felt that the design fit ''Donkey Kong Country''{{'}}s new aesthetic more, leading to Diddy becoming a separate character.<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20, 2012)</ref>
*Several names were then considered for Diddy during ''Donkey Kong Country''{{'}}s production, including "Diet DK", "DK Lite" and "Titchy Kong". Rare had originally settled on "Dinky Kong", but the name was later  dropped due to legal considerations.<ref name="Retrogamer"/> It would later become [[Kiddy Kong]]'s Japanese name.
*Several names were then considered for Diddy during ''Donkey Kong Country''{{'}}s production, including "Diet DK", "DK Lite" and "Titchy Kong". Rare had originally settled on "Dinky Kong", but the name was later  dropped due to legal considerations<ref name="Retrogamer"/> with {{wp|Dinky Toys}}.<ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=843s The Donkey Kong Country 25th Anniversary Interview Documentary] (14m03s). ''YouTube''. Retrieved August 8, 2023.</ref> It would later become [[Kiddy Kong]]'s Japanese name.
*[[Donkey Kong]] originally had a helmet light for mine stages, which could be seen on many of the [[:File:Dkc scrapped helmet.jpeg|marketing]] [[:File:DK Krash Lost Mines DKC.png|materials]]. In the final game, [[Squawks]] replaces the helmet’s intended functionality.<ref>[https://twitter.com/playtonicalMark/status/617824941489160192 Mark Stevenson on Twitter], retrieved June 6, 2015.</ref><ref name=Bits/>
*[[Donkey Kong]] originally had a helmet light for mine stages, which could be seen on many of the [[:File:Dkc scrapped helmet.jpeg|marketing]] [[:File:DK Krash Lost Mines DKC.png|materials]]. In the final game, [[Squawks]] replaces the helmet's intended functionality.<ref>[https://twitter.com/playtonicalMark/status/617824941489160192 Mark Stevenson on Twitter], retrieved June 6, 2015.</ref><ref name=Bits/>
*The concept for the [[King K. Rool]] battle is largely similar to that of the final game, except that K. Rool was planned to only endure three hits for each phase of the battle.<ref name=boy/> Additionally, he was originally named “Krudd”.<ref name=Bits>''[[Prima Games|Playing With Super Power: Nintendo Super NES Classics eGuide]]'', ''Donkey Kong Country'' 16 Bits Tab.</ref>
*The concept for the [[King K. Rool]] battle is largely similar to that of the final game, except that K. Rool was planned to only endure three hits for each phase of the battle.<ref name=boy/> Additionally, he was originally named “Krudd”.<ref name=Bits>''[[Prima Games|Playing With Super Power: Nintendo Super NES Classics eGuide]]'', ''Donkey Kong Country'' 16 Bits Tab.</ref>
*Early during the pre-production phase, it was considered to have the [[Animal Friend]]s trapped in cages, with the player being required to find a Key item to free them.<ref>https://twitter.com/Ghoulyboy/status/643931780114960384</ref>
*Early during the pre-production phase, it was considered to have the [[Animal Friend]]s trapped in cages, with the player being required to find a Key item to free them.<ref>https://twitter.com/Ghoulyboy/status/643931780114960384</ref>
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**[[Rock Kroc|Rockkroc]] was originally known as "Krocrock," keeping with the "K" theme.<ref name=Madness/> [[Slippa]] was known as  "Mr. Hister," [[Squidge]] as "Mr. Squidge," and [[Clambo]] as "Ms. Clamity." King K. Rool is referred to as "Kommander K. Rool;" this early rank may be referenced in the final, where "Kommander" is listed as his role in the fake "kredits."
**[[Rock Kroc|Rockkroc]] was originally known as "Krocrock," keeping with the "K" theme.<ref name=Madness/> [[Slippa]] was known as  "Mr. Hister," [[Squidge]] as "Mr. Squidge," and [[Clambo]] as "Ms. Clamity." King K. Rool is referred to as "Kommander K. Rool;" this early rank may be referenced in the final, where "Kommander" is listed as his role in the fake "kredits."
*A predecessor to Slippa known as '''Spitz''' would have additionally had a hooded variant that spits stunning venom.<ref name=Creations/>
*A predecessor to Slippa known as '''Spitz''' would have additionally had a hooded variant that spits stunning venom.<ref name=Creations/>
*Before Donkey Kong's [[Roll Attack|roll]] and Diddy Kong's [[Cartwheel Attack|cartwheel]], other moves were considered, such as slide and leapfrog moves, but were cut due to not being fluid enough.<ref>Shesez (November 21, 2019). [https://www.youtube.com/watch?v=TwWHzilbQ34&t=1190s The Donkey Kong Country 25th Anniversary Interview Documentary] (19m50s). ''YouTube''. Retrieved August 8, 2023.</ref>


==Early builds==
==Early builds==
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{{br}}
{{br}}


==Game Boy Color prototype==
===Unused object subtypes===
{{more images}}
A sizable number of object variations are unused in game. To see them, the player must go to ROM address 3D962A and change the value from B413 to the given object ID.
On September 9, 2020, a Game Boy Color prototype for ''Donkey Kong Country'' leaked to the internet.<ref>[[tcrf:Proto:Donkey Kong Country (Game Boy Color)|TCRF]]</ref> The file is timestamped July 17, 2000, four months before the retail release of the Game Boy Color version. The prototype has several differences from the retail version.


===Differences===
====Dirt Patch====
*Only the Adventure and Option modes are accessible, suggesting that the Link-Up and Bonus modes were not yet or in the process of being implemented.
{|class="wikitable"
*Like the original Super Nintendo version, accessing every [[bonus room]] in a level adds an exclamation mark after the level's name. In the retail Game Boy Color version, the level name is highlighted red instead.
! Object ID
*Diddy's victory animation involves him throwing his cap up once rather than repeatedly.
! 9AAB
*In the prototype build, [[Donkey Kong]] and [[Diddy Kong]] can roll through crawlspaces. This was fixed in the retail version.
! 9AB7
*[[Candy's Challenge]] is inaccessible.
|-
*In [[Very Gnawty's Lair]], [[Very Gnawty]]'s starting position is closer to the Kongs than in the retail version.
! Item Given
*The moment that Very Gnawty is defeated, the [[Giant Banana]] and Kongs' victory animation is shown. In the retail version, this is only shown once Very Gnawty pants repeatedly and faints. After this, the game resets.
| Rambi Token
**Even after resetting the game and reopening the game, [[Monkey Mines]] is inaccessible, but like the retail version, once [[Kongo Jungle]] is completed, [[Gangplank Galleon]] is shown from a distant view on the world map, and Kongo Jungle is marked by a Kong head instead of a [[Kremling]] head.
| Expresso Token
{{multiple image
|}
|align=center
|direction=horizontal
|width=160
|image1=DKC GB notice prototype.png
|image2=DKC GB notice.png
|caption1=Prototype
|caption2=Final
}}
The message that is shown when booting the game in Game Boy mode is longer in the prototype than in the final version.
{{multiple image
|align=center
|direction=horizontal
|width=160
|image1=DKC GBC options prototype.png
|image2=DKC GBC options.png
|caption1=Prototype
|caption2=Final
}}
The prototype version has a Title option in the Options menu. Selecting it changes the option to Title 2, 3, 4, and lastly 5 before switching back to Title 1.
{{multiple image
|align=center
|direction=horizontal
|width=160
|image1=Sticker Pad JH prototype.png
|image2=Sticker Pad JH.png
|caption1=Prototype
|caption2=Final
}}
The sprite for a [[DK Sticker Pad]] is much smaller in the prototype. When either [[Kong]] collects a DK Sticker Pad, it is not added to the total, but instead floats up and offscreen.
{{multiple image
|align=center
|direction=horizontal
|width=160
|image1=Ropey Rampage bonus room 2 DKC GBC prototype.png
|image2=Ropey Rampage bonus room 2 DKC GBC final.png
|caption1=Prototype
|caption2=Final
}}
In a Stop the Barrel! minigame, after the prize stops alternating between the barrels, the red question mark sprites do not appear on-screen.


====Gallery====
====Kritter====
<center><gallery widths=160 heights=144>
{|class="wikitable"
DKC GBC cartwheel through crawlspace.png|Prototype screenshot of Diddy cartwheeling under a crawlspace.
! Object ID
DKC GBC prototype world map.png|Prototype screenshot showing that Monkey Mines is inaccessible despite Kongo Jungle being completed.
! 9B91
DKC GBC Sticker Pad early sprite.png|Early sprite of a DK Sticker Pad
! A4A1
</gallery></center>
! 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====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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====
{|class="wikitable"
! Object ID
! B41D
|-
! Movement Type
| Backwards from spawn point
|-
! Movement Range
| Infinite
|}
 
====Krusha====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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)====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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====
{|class="wikitable"
! 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)====
{|class="wikitable"
! Object ID
! C717
! C72B
|-
! Projectiles Fired
| 5
| 2
|-
! Projectile Directions
| Semicircle arc
| Backward, downwards
|}
 
====Blast Barrel====
{|class="wikitable"
! 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====
{|class="wikitable"
! Object ID
! E055
|-
! Units
| 2 units
|}
 
====Rockkroc====
{|class="wikitable"
! 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
|}


==Gallery==
==Gallery==
===Concepts and designs===
===Concepts and designs===
<gallery>
<gallery>
Dkc Attacks 1.jpg|Attacks
DKC concept Abilities.jpg|Abilities
DKC animal buddies.jpg|Animal Buddies
DKC animal buddies.jpg|Animal Buddies
DKC concept baddie movements.jpg|Baddie movements
DKC concept baddie movements.jpg|Baddie movements
Line 121: Line 445:
DKC concept factory unused level.jpg|Unused factory level
DKC concept factory unused level.jpg|Unused factory level
DKC_Walkaway_Features.jpeg|Walkway level features
DKC_Walkaway_Features.jpeg|Walkway level features
DKC_Kevbay_Winky.png|Winky
DKC_Kevbay_Kritter_Small.png|Kritter, bearing a resemblance to [[Krunch]]'s eventual design
</gallery>
</gallery>


Line 142: Line 468:
<gallery>
<gallery>
DKC Prerelease Nighttime Jungle Hijinx.jpg|Jungle Hijinxs with a nighttime setting. The [[Barrel]] and [[Expresso]] token are also missing.
DKC Prerelease Nighttime Jungle Hijinx.jpg|Jungle Hijinxs with a nighttime setting. The [[Barrel]] and [[Expresso]] token are also missing.
DKC Prerelease Binary.jpg|The binary digits.
DKC Prerelease Binary.jpg|The binary digits
DKC Prerelease 659 Bananas.jpg|Donkey Kong and Diddy Kong have managed to collect 659 bananas.
DKC Prerelease 659 Bananas.jpg|Donkey Kong and Diddy Kong have managed to collect 659 bananas.
DKC Prerelease Klump.jpg|Klump manages to withstand Donkey Kong's jump attack, as he would have with Diddy's in the final.
DKC Prerelease Klump.jpg|Klump manages to withstand Donkey Kong's jump attack, as he would have with Diddy's in the final.
Line 156: Line 482:
Slippa DKC1 unused death animation.gif|Slippa alternate death
Slippa DKC1 unused death animation.gif|Slippa alternate death
DKCRambiFullCharge.gif|Rambi full charge
DKCRambiFullCharge.gif|Rambi full charge
DKCCollapsingBarrel.gif|A barrel opening up
DKCQueenB.gif|Queen B. full Hit
DKCCroctapushit.png|
DKCThunder.png|
</gallery>
</gallery>



Revision as of 23:53, December 9, 2023

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

This is a list of pre-release and unused content for the game Donkey Kong Country.

Early iteration

A binder of Donkey Kong vs. Super Wario, one of the earlier concepts before Donkey Kong Country
Donkey Kong vs. Super Wario
  • During September 2015, Donkey Kong Country designer Gregg Mayles posted many pieces of concept art and early pitches for the game, including a binder named Donkey Kong vs. Super Wario.[1] No other media of the pitch was posted and when asked about its content, Mayles responded "Didn't get much beyond Wario and some kind of time machine as I recall."[1] Eventually, he posted an actual storyboard of it to Twitter, showing Wario stealing a time machine Mario invented and turning him to stone using a "futuristic beam gun" in order to "rule Nintendo Land," with a parrot seeing this and going to Donkey Kong for help.[2] According to Gregg Mayles, this pitch was not pursued because Nintendo wanted the villains to be new characters.[3]
  • Mayles posted another pitch titled Donkey Kong and the Golden Bananas, which is more similar to the final game. From the four pages posted on his Twitter, the storyline in the pitch shows Donkey Kong guarding the Golden Banana while relaxing. A lanky blue Kremling named Korporal Krizzle defeats DK and steals the Golden Banana. Grandpa Kong (an early version of Cranky Kong resembling a white-furred DK) finds Donkey Kong and urges him to get back the artifact. Donkey then calls Donkey Kong Junior, whose design is nearly identical to Diddy Kong, albeit without a tail.[4]
  • Mayles revealed on August 10th, 2018, that a working title for Donkey Kong Country was Monkey Madness around March 1994.[5]

Early concepts

Early concept image of Diddy Kong when he was named "Junior", from a pre-Donkey Kong Country concept, Donkey Kong and the Golden Bananas
Diddy Kong's original look
  • The SNES version was planned to have an introduction cutscene, showing Diddy being stomped by Krusha while patrolling. Krusha then smashed the wall leading to the Banana Hoard and Kremlings loaded the bananas in carts, followed by Donkey Kong waking up and Cranky explaining to him the bananas have been stolen.[6] A very similar intro would be used in the GBA remake.
  • Donkey Kong Jr. was originally meant to be Donkey Kong's sidekick during the concept phase, but Nintendo felt that Rare's redesign was too different and mandated them to either revert to Donkey Kong Jr.'s original appearance or change the name of the character. Rare felt that the design fit Donkey Kong Country's new aesthetic more, leading to Diddy becoming a separate character.[7]
  • Several names were then considered for Diddy during Donkey Kong Country's production, including "Diet DK", "DK Lite" and "Titchy Kong". Rare had originally settled on "Dinky Kong", but the name was later dropped due to legal considerations[7] with Dinky Toys.[8] It would later become Kiddy Kong's Japanese name.
  • Donkey Kong originally had a helmet light for mine stages, which could be seen on many of the marketing materials. In the final game, Squawks replaces the helmet's intended functionality.[9][10]
  • The concept for the King K. Rool battle is largely similar to that of the final game, except that K. Rool was planned to only endure three hits for each phase of the battle.[6] Additionally, he was originally named “Krudd”.[10]
  • Early during the pre-production phase, it was considered to have the Animal Friends trapped in cages, with the player being required to find a Key item to free them.[11]
  • Kevin Bayliss originally named the rhinoceros helper RhinoRider and then variations of Rhidocerus before settling on Rambi.[12]
  • Some animal helpers that did not make the final cut included a dolphin, an owl (named Hooter[5]) that would give players information, a fox that would reveal secrets, snakes that could be used as vines, a giraffe whose long neck would help the Kongs reach high areas, a flying pig,[13] and a mole named Miney.[5] The giraffe was revealed to a fan that happened to ask about a giraffe in a new game in an old Scribes page on the Rareware website, where it was mentioned that he would allow Donkey Kong to crawl up his neck and reach high items and secrets. The flying pig may have been repurposed into a similar-sounding enemy in Donkey Kong Land.
  • Cut Kremlings include a magician Kremling named Kloak (potentially the enemy of the same name which later appears in Donkey Kong Country 2: Diddy's Kong Quest), a statue Kremling named Krumble, a green Kremling named Klanger, and a robot Kremling named Krocbot.[5] Graphics for a robotic Kremling can be found in the game's data, which may be Krocbot.[14]
    • Of note is that "Klanger" is not crossed out on the list and that "Kritter" is referred to as a "little" Kremling (which it is not in the final), suggesting they may have been combined into one for the final.
    • Other cut enemies used in later games include Puftup, Shuri, and Gloop. Other enemy names listed are for a fireball called Fizzle, a fish called Bloop (likely a counterpart for Gloop; of note is that Bitesize and Chomps Jr. are not mentioned), a "nasty beetle" called Veedub, a yeti or iceman called Frozone, and a moray eel called Mobo.[15]
    • Rockkroc was originally known as "Krocrock," keeping with the "K" theme.[5] Slippa was known as "Mr. Hister," Squidge as "Mr. Squidge," and Clambo as "Ms. Clamity." King K. Rool is referred to as "Kommander K. Rool;" this early rank may be referenced in the final, where "Kommander" is listed as his role in the fake "kredits."
  • A predecessor to Slippa known as Spitz would have additionally had a hooded variant that spits stunning venom.[12]
  • Before Donkey Kong's roll and Diddy Kong's cartwheel, other moves were considered, such as slide and leapfrog moves, but were cut due to not being fluid enough.[16]

Early builds

The preview video, Donkey Kong Country Exposed, also contains a few elements that never made it into the final game, such as a nighttime version of Jungle Hijinxs. There were also a few instances where binary digits were seen underneath the lives counter, which may have been a debug menu of some sort. Also, in this build, it was possible to exceed one hundred bananas, whereas in the final game, the banana counter would reset once it reaches that number. Lastly, Donkey Kong was unable to defeat the regular blue Krusha enemy by jumping on him. Unlike the final, Krusha will laugh after Donkey Kong does so, as he would if Diddy had done that. This also applies to Klump, hinting there might have not been character differences in the early game.

Unused data

Bananas in an arrow shape

There are many unused sprites in this game, such as a Puftup that was later used (with more defined fins) in Donkey Kong Country 2, a jungle plant,[17] various poses and animations for Donkey Kong and Diddy Kong (including a pushing sprite, an action not performable in the final game),[18][19] and a few enemy palette swaps.[20] Also of note is an early Necky that is roughly the size of the Mini-Neckys in the final game, but colored like the adult ones; its animations indicate that it would attack like the ground-based adults in the final, and as such, this may be an early design that both were derived from.[20]

There are a few unused sprites for Puftup, who would later be an enemy in Donkey Kong Country 2: Diddy's Kong Quest. There are also unused sprites for both Donkey Kong and Diddy Kong. Additional letters similar to the K-O-N-G Letters appear in some bonus rooms, though not all letters in the alphabet are used, and the game appears to have the entire alphabet left in the game's coding. The letters F, H, J, L, Q, V, and Z are never used in the game. Slippa has an unused death animation. There is an unused lightning bolt sprite that was presumably meant for Ropey Rampage, which included a lightning effect. There is an unused animation of Cranky being able to walk, which was later added into the Game Boy Advance remake.

The ROM includes a partial English script, which seems to be from an earlier period of development. Differences include Cranky Kong's dialogue being much friendlier than he is in the final game and the Slippa enemy being named "Hister."[20]

Unused object subtypes

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

Dirt Patch

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

Kritter

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

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

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

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

Krusha

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

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

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)

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

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

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

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)

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

Blast Barrel

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

Object ID E055
Units 2 units

Rockkroc

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

Gallery

Concepts and designs

Donkey Kong vs. Super Wario

Donkey Kong and the Golden Bananas

Screenshots

Sprites

Bonus room maps

References

  1. ^ a b https://twitter.com/Ghoulyboy/status/644266725375148033
  2. ^ Donkey Kong vs. Super Wario storyboards
  3. ^ "It's an early pitch we made to Nintendo that eventually became DKC. They wanted all new bad guys, so we used our reptile Kremlings instead. I still have the book somewhere, but I'm sure I tweeted a some images from inside a few years ago", Gregg Mayles in a September 25, 2019 twitter post
  4. ^ Cover of Golden Bananas and Golden Bananas concepts from Gregg Mayles on Twitter
  5. ^ a b c d e https://twitter.com/Ghoulyboy/status/1027946702270021638
  6. ^ a b https://twitter.com/Ghoulyboy/status/643931780114960384/
  7. ^ a b The Making Of Donkey Kong Country (accessed February 20, 2012)
  8. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (14m03s). YouTube. Retrieved August 8, 2023.
  9. ^ Mark Stevenson on Twitter, retrieved June 6, 2015.
  10. ^ a b Playing With Super Power: Nintendo Super NES Classics eGuide, Donkey Kong Country 16 Bits Tab.
  11. ^ https://twitter.com/Ghoulyboy/status/643931780114960384
  12. ^ a b DK Creations Ltd. (January 19, 2021). Lost Artwork for Donkey Kong Country. YouTube. Retrieved September 10, 2022.
  13. ^ Playing With Super Power: Nintendo Super NES Classics eGuide, Donkey Kong Country Animal Buddies Tab.
  14. ^ The Spriters Resource
  15. ^ Early Donkey Kong Country general naming sheetMedia:DKC general naming.jpg
  16. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (19m50s). YouTube. Retrieved August 8, 2023.
  17. ^ Unused DKC sprites
  18. ^ Unused Donkey Kong sprites
  19. ^ Unused Diddy sprites
  20. ^ a b c The Cutting Room Floor

External links