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Thomas G Docs video:
https://www.youtube.com/watch?v=_AIeUxFRu5U#2m13s
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41467632862/donkey-kong-64
https://www.youtube.com/watch?v=_AIeUxFRu5U#2m13s
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41467632862/donkey-kong-64
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Grant Kirkhope, composer for the game, provided the voice of Donkey Kong.
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ASCII text for ICE KEY is present in the ROM. The Ice Key is one of the Stop 'n' Swop items in Banjo-Kazooie, so there may have been intended to be a connection between the two games.
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It was originally believed that the only reason the game needed the Expansion Pak to run was because it fixed a game-breaking bug that caused the 4 megabyte game cartridge to randomly crash. Rare couldn't find any other solution, so they bundled the Expansion Pak with the game, costing them a lot of money. They still don't know what caused the bug. According to software engineer Chris Marlow:
However, developer Mark Stevenson claimed that while there was a game-breaking bug, it only affected one hardware revision of the Nintendo 64 that would be resolved on later models. He claims that the actual reason the Expansion Pak was required was because Rare's management instructed the game's developers to support it early in development to accommodate advanced graphical effects like dynamic lighting. Stevenson speculated that these two stories were likely conflated into one, creating the memory leak rumor that persisted for years.
Ultimately, Simon Craddick, one of the four engineers who worked on the Expansion Pak's implementation into Donkey Kong 64, claimed in a Facebook group that the only thing the Expansion Pak actually did was add vertex lighting to the levels.
"There was a bug that caused the game to randomly crash that only occurred in the 4meg-only version ... and they couldn't find out what it was, so they had to shift with the memory card in it for free and it cost them a fortune."
However, developer Mark Stevenson claimed that while there was a game-breaking bug, it only affected one hardware revision of the Nintendo 64 that would be resolved on later models. He claims that the actual reason the Expansion Pak was required was because Rare's management instructed the game's developers to support it early in development to accommodate advanced graphical effects like dynamic lighting. Stevenson speculated that these two stories were likely conflated into one, creating the memory leak rumor that persisted for years.
Ultimately, Simon Craddick, one of the four engineers who worked on the Expansion Pak's implementation into Donkey Kong 64, claimed in a Facebook group that the only thing the Expansion Pak actually did was add vertex lighting to the levels.
Conker's Bad Fur Day Director Commentary:
https://www.youtube.com/watch?v=VgtAXCaSlpk#t=2m58s
NintendoLife article:
https://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap
GamesRadar interview:
https://www.gamesradar.com/uk/making-of-donkey-kong-64/
Simon Craddick Facebook Group screencap from 2022:
https://imgur.com/a/ENjggIj
https://www.youtube.com/watch?v=VgtAXCaSlpk#t=2m58s
NintendoLife article:
https://www.nintendolife.com/news/2019/11/feature_donkey_kong_64_devs_on_bugs_boxing_and_20_years_of_the_dk_rap
GamesRadar interview:
https://www.gamesradar.com/uk/making-of-donkey-kong-64/
Simon Craddick Facebook Group screencap from 2022:
https://imgur.com/a/ENjggIj
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Using a glitch to get under DK Isle, going towards the waterfall will bring you to the escape ship cockpit King K. Rool used during the "K. Rool Press Button" cutscene.
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Contrary to popular belief, as revealed on a December 20, 2007 edition of Rare's Scribes, the decision to redesign Tiny into a teenager was not Rare's call, but Nintendo's, which is appropriate considering Nintendo has retained full ownership of Rare's Donkey Kong characters since the latter company were acquired by Microsoft in 2002, and thus now have full creative control on how they're presented and portrayed.
One detail that is worth pointing out, and may provide an explanation to why Nintendo had no qualms with redesigning a character who was meant to be Dixie's younger sibling into a teenager, is that the Japanese localization of Donkey Kong 64 reportedly makes zero mention of Tiny being related to Dixie, instead just being described by the manuals as just a "Charming girl Kong". It's also worth pointing out that every game that has featured Tiny Kong since 2002, such as Mario Super Sluggers, Super Smash Bros. Brawl, and Super Smash Bros. for Wii U has also made zero mention of Tiny's relationship with Dixie Kong, which adds credence to the theory that Nintendo opted to ignore and essentially retcon Rare's initial lore of the two being siblings.
Rare Scribes on Tiny's redesign:
https://web.archive.org/web/20071224053939/http://www.rareware.com/extras/scribes/20dec07/index.html
Japanese wiki article on Tiny (英語版においては【クランキーコング】の親戚かつディクシーコングの妹という設定がある。 = In the English version, she is a relative of Cranky Kong and sister of Dixie Kong.):
https://w.atwiki.jp/nitendo/pages/1679.html
Japanese DK64 website that just describes Tiny as "charming girl kong":
https://www.nintendo.co.jp/n01/n64/software/nus_p_ndoj/chara/index.html
Gathering of Tiny's profiles and stats on Mario Wiki, notice how nothing after the western DK64 material mentions her relationship to Dixie:
https://www.mariowiki.com/List_of_Tiny_Kong_profiles_and_statistics
https://web.archive.org/web/20071224053939/http://www.rareware.com/extras/scribes/20dec07/index.html
Japanese wiki article on Tiny (英語版においては【クランキーコング】の親戚かつディクシーコングの妹という設定がある。 = In the English version, she is a relative of Cranky Kong and sister of Dixie Kong.):
https://w.atwiki.jp/nitendo/pages/1679.html
Japanese DK64 website that just describes Tiny as "charming girl kong":
https://www.nintendo.co.jp/n01/n64/software/nus_p_ndoj/chara/index.html
Gathering of Tiny's profiles and stats on Mario Wiki, notice how nothing after the western DK64 material mentions her relationship to Dixie:
https://www.mariowiki.com/List_of_Tiny_Kong_profiles_and_statistics
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A ROM was ripped from a demo kiosk version of the game, and was found to have three demo levels in it. They were the Army Dillo level, the Mine Cart level, and the Dogadon fight. Certain beta elements were in the ROM such as the silver balloon counter, Army Dillo's speech, and Dogadon's beta spit noise.
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An infinite life GameShark code increase the player's life melon count to 4, though the most you can have normally is 3. Even after disabling the code, your melon count will stay at 4. It's thought that Rare planned to implement an additional melon upgrade at Candy's shop. Alternatively, it's also possible that two melons were planned to be used at the beginning of the game instead of one.
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There was a special edition Donkey Kong 64 controller released through Nintendo Power. Original advertisements showed the controller with the entire Donkey Kong 64 logo, but this was changed to only saying "DK64" by release.
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According to composer Grant Kirkhope, the DK Rap was written as a joke song that ended up being interpreted by audiences as a serious attempt at writing hip-hop. Consequently, he expressed confusion at the tongue-in-cheek cult following the song picked up decades later, noting that "bizarrely, this became its own thing now."
subdirectory_arrow_right Jetpac (Game)
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Despite becoming a Microsoft game following the buyout of Rare, the ZX Spectrum version of Jetpac was left intact in the Wii U Virtual Console version of Donkey Kong 64.
Wii U Virtual Console version of Donkey Kong 64:
https://www.youtube.com/watch?v=NLqeJEsi3tY
MarioWiki article:
https://www.mariowiki.com/Jetpac
https://www.youtube.com/watch?v=NLqeJEsi3tY
MarioWiki article:
https://www.mariowiki.com/Jetpac
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