Donkey Kong 64: Difference between revisions

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==Characters==
==Characters==
===Playable===
===Playable===
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!Kong!!Information!!Manual description
!Kong!!Information!!Manual description
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===Animal Friends===
===Animal Friends===
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!Animal Friend!!Information
!Animal Friend!!Information
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===Playable Kremlings===
===Playable Kremlings===
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!Kremling!!Information
!Kremling!!Information
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===Supporting characters===
===Supporting characters===
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!Character!!Information
!Character!!Information
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===Minor characters===
===Minor characters===
Throughout the game, the Kongs meet various characters within certain worlds. These characters often don't appear outside said world, with a few exceptions.
Throughout the game, the Kongs meet various characters within certain worlds. These characters often don't appear outside said world, with a few exceptions.
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!Character
!Character
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|The Seal appears in Gloomy Galleon and can only be spoken to by Donkey Kong. After Donkey Kong frees him from his cage prison, the Seal will thank him with a Golden Banana as well as a racing minigame for a second Golden Banana.
|The Seal appears in Gloomy Galleon and can only be spoken to by Donkey Kong. After Donkey Kong frees him from his cage prison, the Seal will thank him with a Golden Banana as well as a racing minigame for a second Golden Banana.
|-
|-
|[[File:Worm DK64 screenshot.png|150px]]<br>[[Worm]]
|[[File:Worm DK64 screenshot.png|150px]]<br>[[Worm (Donkey Kong 64)|Worm]]
|The Worm is a character appearing only in Fungi Forest and can only truly be interacted with by Chunky Kong. The Worm resides in an apple surrounded by monstrous tomatoes and requests Chunky to help him by defeating the tomatoes and moving his apple home. By doing so, he rewards Chunky with a Golden Banana.
|The Worm is a character appearing only in Fungi Forest and can only truly be interacted with by Chunky Kong. The Worm resides in an apple surrounded by monstrous tomatoes and requests Chunky to help him by defeating the tomatoes and moving his apple home. By doing so, he rewards Chunky with a Golden Banana.
|}
|}
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There are also shared potions which give all the Kongs the same ability - to press Kong Switches with their face on them.
There are also shared potions which give all the Kongs the same ability - to press Kong Switches with their face on them.
====Potions and prices====
====Potions and prices====
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!colspan=5|Potions
!colspan=5|Potions
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|}
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{{br}}
{{br}}
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!colspan=4|Shared potions
!colspan=4|Shared potions
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*Sniper Scope - 7 Coins
*Sniper Scope - 7 Coins
<br>
<br>
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!Kong!!|Weapon
!Kong!!|Weapon
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*Upgrade 2 - 9 Coins
*Upgrade 2 - 9 Coins
<br>
<br>
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{|class="wikitable dk" style="margin-left: auto; margin-right: auto; text-align:center; border: none;"width=30%
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!Kong!!|Instrument
!Kong!!|Instrument
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==Levels==
==Levels==
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!Name
!Name
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|[[File:Creepycastle.png|150px]]<br>[[Creepy Castle]]
|[[File:Creepycastle.png|150px]]<br>[[Creepy Castle]]
|align=left|Creepy Castle is the seventh and penultimate level in the game. It consists of a huge, medieval castle floating above the clouds in the sky. The castle has a constant spooky atmosphere, and its many rooms are haunted. The Kongs must explore both the outside and the inside of the castle. The outside consists of several grassy and wooden platforms with enemies such as [[Bones (enemy)|Bones]] and Koshas. There is a constant thunderstorm outside, and a pond near the beginning of the stage. There is also a giant tree near the pond that can be entered for one of the Golden Bananas, and a small greenhouse with a labyrinth where a [[Kroc]] resides. The castle itself consists of several haunted rooms, some of them with a medieval style. The largest room in the castle is the Ballroom, a huge room with images of K. Rool and three giant candles. Next to this room is the Museum, which contains several ancient statues. The library is haunted by several [[book]]s that attack the Kongs. The castle also has several underground catacombs, where a torture room and a creepy minecart track with a [[resident demon]] that attacks the Kongs are found. The boss of this level is [[King Kut Out]], and he can be fought by all the Kongs, although only Lanky is mandatory for the battle.
|align=left|Creepy Castle is the seventh and penultimate level in the game. It consists of a huge, medieval castle floating above the clouds in the sky. The castle has a constant spooky atmosphere, and its many rooms are haunted. The Kongs must explore both the outside and the inside of the castle. The outside consists of several grassy and wooden platforms with enemies such as [[Bones (enemy)|Bones]] and Koshas. There is a constant thunderstorm outside, and a pond near the beginning of the stage. There is also a giant tree near the pond that can be entered for one of the Golden Bananas, and a small greenhouse with a labyrinth where a [[Kroc]] resides. The castle itself consists of several haunted rooms, some of them with a medieval style. The largest room in the castle is the Ballroom, a huge room with images of K. Rool and three giant candles. Next to this room is the Museum, which contains several ancient statues. The library is haunted by several [[book]]s that attack the Kongs. The castle also has several underground catacombs, where a torture room and a creepy minecart track with a [[resident demon]] that attacks the Kongs are found. The boss of this level is [[King Kut Out]], and it can be fought by all the Kongs, although only Lanky is mandatory for the battle.
|-
|-
|[[File:Hideouthelm.png|150px]]<br>[[Hideout Helm]]
|[[File:Hideouthelm.png|150px]]<br>[[Hideout Helm]]
|align=left|Hideout Helm is the eighth and final level of the game. It is located inside King K. Rool's fortress, and is where the Blast-o-Matic is located. As soon as the Kongs enter this stage, a timer appears on the bottom of the screen, indicating how much time the Kongs have to shut down the machine before it destroys Donkey Kong Island. Depending on how many Blueprints the Kongs collected, the amount of time increases. The default time is ten minutes, and each blueprint given to [[Snide]] adds one minute to the timer for a maximum of fifty minutes. The machine must be disabled by completing [[minigame]]s with each Kong, thus disabling the machine by sections. Once the Blast-o-Matic is disabled, the Kongs can access the final Boss Key if they have at least four [[Battle Crown]]s and have completed ''Jetpac'' and ''Donkey Kong''. There are no collectibles in this level aside from five Banana Bunch Coins found in the minigames and a Battle Crown. When the Kongs reach the highest area in the fortress, K. Rool flees in his airship, only to crash when K. Lumsy is freed, allowing the Kongs to battle him in the final showdown.
|align=left|Hideout Helm is the eighth and final level of the game. It is located inside King K. Rool's fortress, and is where the Blast-o-Matic is located. As soon as the Kongs enter this stage, a timer appears on the bottom of the screen, indicating how much time the Kongs have to shut down the machine before it destroys Donkey Kong Island. Depending on how many Blueprints the Kongs collected, the amount of time increases. The default time is ten minutes, and each blueprint given to [[Snide]] adds one minute to the timer for a maximum of fifty minutes. The machine must be disabled by completing [[minigame]]s with each Kong, thus disabling the machine by sections. Once the Blast-o-Matic is disabled, the Kongs can access the final Boss Key if they have at least four [[Battle Crown]]s and have completed ''Jetpac'' and ''Donkey Kong''. There are no collectibles in this level aside from five Banana Medals found in the minigames and a Battle Crown. When the Kongs reach the highest area in the fortress, K. Rool flees in his airship, only to crash when K. Lumsy is freed, allowing the Kongs to battle him in the final showdown.
|}
|}


==Enemies==
==Enemies==
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!Enemy
!Enemy
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[[Troff]] and [[Scoff]] guard the doors that lead to the bosses who hold seven of the eight keys to [[K. Lumsy]]'s cage. By feeding Scoff a certain number of bananas, it allows Troff to reach the key to open the door. The players need to feed Scoff more bananas each progressed level and the combined total of all the Kongs' bananas can be pertained. Once all the bananas reach to 0, the key opens the door and a roulette spins, determining which Kong is going to battle against the Boss. Only the designated Kong can enter the door. The door will close if a different Kong tries to go inside the door at any time. Once the correct Kong enters the door, the door slams shut, and evil laughter can be heard before the screen fades to the Boss Battle.
[[Troff]] and [[Scoff]] guard the doors that lead to the bosses who hold seven of the eight keys to [[K. Lumsy]]'s cage. By feeding Scoff a certain number of bananas, it allows Troff to reach the key to open the door. The players need to feed Scoff more bananas each progressed level and the combined total of all the Kongs' bananas can be pertained. Once all the bananas reach to 0, the key opens the door and a roulette spins, determining which Kong is going to battle against the Boss. Only the designated Kong can enter the door. The door will close if a different Kong tries to go inside the door at any time. Once the correct Kong enters the door, the door slams shut, and evil laughter can be heard before the screen fades to the Boss Battle.
{{br}}
{{br}}
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!width=10%|Boss
!width=10%|Boss
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===Mini-bosses===
===Mini-bosses===
There are only three mini-bosses in the game:
There are only three mini-bosses in the game:
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!Mini-Boss
!Mini-Boss
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==Items==
==Items==
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!width=10%|Item
!width=10%|Item
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==Barrels==
==Barrels==
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!width=10%|Barrel
!width=10%|Barrel
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==Switches==
==Switches==
There are a few types of switches, which usually affect the landscape when activates. This allows the Kongs to access to new areas and collectibles. The switches are either found on the ground, or in the walls, requiring a special ability to hit them. There are three types of switches:
There are a few types of switches, which usually affect the landscape when activates. This allows the Kongs to access to new areas and collectibles. The switches are either found on the ground, or in the walls, requiring a special ability to hit them. There are three types of switches:
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!Switch
!Switch
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==Pads==
==Pads==
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!Pad
!Pad
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==Mystery==
==Mystery==
When the players manage to collect a certain amount of Banana Fairies in any file, the '''Mystery''' option will be unlocked in the main menu. Depending on the number of Banana Fairies collected, the players will unlock the following things:
When the players manage to collect a certain amount of Banana Fairies in any file, the '''Mystery''' option will be unlocked in the main menu. Depending on the number of Banana Fairies collected, the players will unlock the following things:
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!Unlockables
!Unlockables
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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, "''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 lighting, 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>
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*This game holds the {{wp|Guinness World Records|Guinness World Record}} for "most collectable items in a platform videogame."<ref>[https://www.guinnessworldrecords.com/world-records/86441-most-collectable-items-in-a-platform-videogame World record page]</ref> However, Guinness is incorrect in claiming there are 3,821 items to collect, as going by what they consider collectable, there are actually 4,841 items.
*This game holds the {{wp|Guinness World Records|Guinness World Record}} for "most collectable items in a platform videogame."<ref>[https://www.guinnessworldrecords.com/world-records/86441-most-collectable-items-in-a-platform-videogame World record page]</ref> However, Guinness is incorrect in claiming there are 3,821 items to collect, as going by what they consider collectable, there are actually 4,841 items.
*In ''Super Smash Bros. Brawl'', the trophy for the Peanut Popgun states that Diddy Kong can shoot two peanuts at a time in ''Donkey Kong 64'', which is not true.
*In ''Super Smash Bros. Brawl'', the trophy for the Peanut Popgun states that Diddy Kong can shoot two peanuts at a time in ''Donkey Kong 64'', which is not true.
*''Donkey Kong 64'' is the first ''[[Super Mario (franchise)|Super Mario]]''-related title to support 16:9 widescreen display; despite this, the game's cutscenes are still locked to the standard 4:3 aspect ratio. It is also the first ''Super Mario''-related title to support surround sound (via the three-channel {{wp|Dolby Pro Logic|Dolby Surround}} encoding standard, as the [[Nintendo 64]] lacks native surround sound support), though the first actual ''Super Mario'' game to support surround sound would be ''[[Super Mario Sunshine]]'' three years later. It is also the only ''Super Mario''-related title on the Nintendo 64 with these features.


==References==
==References==