Proto:Donkey Kong 64/Level Differences/Jungle Japes
This is a sub-page of Proto:Donkey Kong 64/Level Differences.
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Contents
Main Level (Map 07)
General
Bananaporter Changes
- Bananaporter 3 was originally Bananaporter 1. Only the pad's number changed; positions remained the same.
- The two Bananaporter 2s are closer together. The higher one is by Diddy's cage, while the lower one is in the alcove you're dropped off at after the minecart ride, where the 3 oranges are.
- Bananaporter 3 is likewise in a completely different spot-- one is by Snide's, while the other is behind Cranky's Lab, surrounded by 5 Crystal Coconuts. Judging by the latter location, this probably became Bananaporter 4 in the final.
- One Bananaporter 4 can be found next to the snail shell, opposite the Tiny barrel. The other is nowhere to be found, but given that it likely became the final's Bananaporter 5, it's probably linked to the Golden Banana on top of the minecart hill.
- Bananaporter 5 is absent in the kiosk version.
Kong Exit Doors
- Donkey: Above the rightmost tunnel in the hub area. This is a Troff 'n' Scoff portal in the final game.
- Diddy: In the cavern blocked off by peanut switches. This also became a Troff 'n' Scoff portal.
- Lanky: In the area with his blueprint, opposite the bonus barrel.
- Tiny and Chunky: Next to each other in the area with the Chunky switch. The latter became a Troff 'n' Scoff portal.
Banana Medal Locations
- The blast course.
- The minecart area.
- Outside the picture room.
- The snail shell.
- Floating by the trees in the shell area.
Life Balloon Locations
- The blast course.
- The minecart area.
- The snail shell.
Entrance Area
- There is no cutaway to the Troff 'n' Scoff door during Squawks' exposition.
- The 3 green coins are lined up against the wall instead of grouped together.
- There's a blue banana bunch on the tree nearest the switch.
- There are red bananas on the vines and yellow bananas on the ground. This was switched in the final.
- There's a single yellow coin right before the DK Switch, which can also be seen in pre-release footage.
- The three yellow coins at the beginning of the tunnel are not in the prototype.
Hub Area
- Squawks does not harass the player about Golden Bananas after the camera pans to Diddy's cage and back.
- There are 5 coins surrounding the DK Pad instead of 3.
- The palm tree right of the central tag barrel has a green banana bunch that became red in the final game.
- Likewise, the yellow banana bunch to the left of the middle tunnel became red.
- There are 2 blue coins flanking the DK/Troff 'n' Scoff door. In the final, they're oranges.
- There's a red bunch on the tree by Diddy's cage (which was moved to the tree leading to the DK/Troff 'n' Scoff door).
- The switches above Diddy's cage are stone rather than wood.
- In one corner of the water are 3 red coins in both versions; opposite those are 3 oranges in the kiosk that were replaced by 2 blue coins.
- In the corner next to Snide's are 3 rolls of film. While it looks like they were taken out of the final version, they are in fact still present (albeit invisible) and can still be picked up.
- On top of the minecart hill are 5 green bananas that were changed to oranges in the final version.
- The 7 red bananas around the minecart hill aren't present in the kiosk version.
Caverns
- The yellow balloon in the peanut switch cave was changed to red in the final.
Prototype | Final |
---|---|
- The Rambi wall has an X on it instead of Rambi's face.
- There are 7 red bananas leading to the fairy pool that became purple in the final version.
- The wall sconces by the Chunky switch were originally floor-mounted torches.
- The tunnel leading to the shell area has 5 green bananas and 5 purple ones. In the final release, all 10 bananas are green.
- The coins next to DK's Kasplat are red instead of yellow; the coins next to Tiny's are yellow instead of purple.
- The balloon where Lanky's Kasplat is was originally red instead of blue. (Noticing a pattern here? The colours of collectables grouped together were made more consistent. This was likely done to cut down on backtracking.)
- Near Diddy's Kasplat are 4 Crystal Coconuts that were replaced by 3 red coins.
Other
- Approaching the logs in the snail shell area triggers a short cutscene of them, which can be repeatedly retriggered.
- The logs themselves have 2 Crystal Coconuts each between the banana bunches.
- There's a blue balloon by the snail shell that isn't there in the final game.
- The green banana bunch on Cranky's roof is red in the kiosk version.
Textures
Prototype | Final |
---|---|
The cliff face textures are CI4 in this version, which can also be seen in various pre-release screenshots. The final game upgraded them to RGBA16, though the difference between the two isn't readily noticeable.
Prototype | Final |
---|---|
The steps leading to the snail shell/beehive had grass added in the final version.
CI4 | RGBA16 |
---|---|
In the prototype, there are two versions of the path texture: one CI4 and one RGBA16. The CI texture became RGBA16 in the final game, making it identical to the other one.
Prototype | Final |
---|---|
The minecart hill had its seams fixed in the final version.
Prototype | Final |
---|---|
This rock texture is marginally lighter in the kiosk version.
Additionally, the textures for the tunnel walls are not in this version. The tunnels presumably used something else instead.
Minecart Area (Map 04)
- A Banana Medal can be found on top of the giant barrel in the corner. In its place in the final are 3 ammo crates.
- A red cube can be found roughly inside the short tunnel linking the two halves of the map.
- There's a Life Balloon on top of the oil drum by the HI/LO switch.
- The hidden banana is still in the same spot under the floor, so any rearrangement of the area must have happened before the demo's release.
- The "K" crate from one of DK's Hideout Helm minigames can be seen next to the conveyor belts.
- Diddy's hint to visit Cranky (if you come here without obtaining the Chimpy Charge first) pops up when you enter the second half of the map, rather than at the entrance.
- Setting 8072CDE7 00?? to something other than 04 will make a DK Coin counter pop up when entering the farther half, even though there are no DK Coins to collect here. This can also be seen in pre-release footage.
Early | Prototype/Final |
---|---|
An early alternate wall texture that was removed from the final ROM.
Prototype | Final |
---|---|
The chain link texture was redrawn in the final game. Its shadow was not updated to match, however.
Snail Shell (Map 0C)
- All of the corridors have 3 Crystal Coconuts in them. In the final, only the third corridor does.
- There are 4 ammo crates in the second room instead of 5.
- There's also a Banana Medal by the Tiny Switch.
- Surrounding the Golden Banana in the third room are 10 purple bananas instead of 8.
- There's also an Extra Life Balloon at the back of the room.
Portrait Room (Map 0D)
Prototype | Final |
---|---|
The painting is a render of some giraffes on a savanna, which is rather large and was probably cut to save memory. The final game replaced it with the portrait of DK Island from Snide's HQ.
Prototype | Final |
---|---|
The texture for the steps is larger and more detailed in this version. The final game uses a squashed version of the bottom half.
Setup-wise, the room is unchanged.
Barrel Blast Course (Map 25)
Disable the line 81593208 2004 8159320A 00?? to keep this map from immediately kicking you back to the title screen.
- The palm tree seen in pre-release footage is still present.
- Both a Banana Medal and Extra Life Balloon were taken out and not replaced with anything in the final version. The sequence of items goes as follows:
Proto | Coin | Bunch | Medal | Nothing | Balloon | Bunch | Coin | Nothing | Golden Banana |
---|---|---|---|---|---|---|---|---|---|
Final | Coin | Bunch | Nothing | Nothing | Nothing | Bunch | Coin | Nothing | Golden Banana |