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DK: King of Swing

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Title Screen

DK: King of Swing

Also known as: Burabura Donkey (JP)
Developer: Paon
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: May 19, 2005
Released in US: September 19, 2005
Released in EU: February 4, 2005
Released in AU: March 16, 2005


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

DK: King of Swing is basically Clu Clu Land but with platforming instead of hidden pictures, and Donkey Kong characters instead of Bubbles. Notably, the latter is a secret playable character, albeit using her original sprites from the aforementioned game rather than being updated to this game's artstyle, making her look rather out-of-place next to all the DK stuff.

Hmmm...
To do:
  • Document the unreleased Chinese version.
  • Regional differences.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Music

Track 5

An ominous sounding version of the worldmap theme.

Track 19

A cheerful tune that would fit well with the ending scene, Jungle Jam ending or some kind of menu.

Track 31

A laid-back version of the track that is used in Contraption Cave, Madcap Mine, Kremling Kamp and Raging Ravine.

Bonus stage theme ending

This track only plays in bonus stages with a time limit of 50 seconds at the most. This leaves the part of the song that starts at around 0:47 mostly unheard in-game.


Unused Graphics

Death Sprites

DKKingOfSwing-DixieDefeated.pngDKKingOfSwing-WrinklyDefeated.png

Dixie Kong and Wrinkly Kong both have unique sprites for being KO'd. Because you can only run out of hearts in Adventure Mode, and Dixie and Wrinkly are only playable in Jungle Jam, these sprites are never seen under normal circumstances. The only way to see them is to force either character into Adventure Mode via hacking.

Hanging Flip-Flaps

DKKingOfSwing-676.pngDKKingOfSwing-677.pngDKKingOfSwing-678.pngDKKingOfSwing-679.png

Flip-Flaps are only ever seen flying but there are unused sprites of them hanging from the ceiling.

Route Race Icon

DKKingOfSwing-400.png

Found in all versions of the game. It's an icon with the text ルートレース (route race) above it. None of the Jungle Jam events use that name in the final Japanese version.

Climbing Race bars

DKKingOfSwing-bars.png

These unused bars were at some point used to show which player is winning in climbing race events. They can be seen in action at the end of the E3 2004 Trailer.

Test Levels

You can access arbitrary levels by entering a level while using Codebreaker code 3300001B 00??, where "??" is the level ID.

Levels 5A, 5B, 5E, 5F, 6B, 6C, 6D, & 6F

DKKingOfSwing-UnusedLevel5e Editor.png

All of the level IDs listed above correspond with the same map.

  • There's no player object, so the levels can't be played.
  • There's no warp at the end.
  • The pegs have climbing collision.
  • The wall collisions only point up, allowing the player to pass through walls and the roof.

Level 5E differs from the others in that it has different objects. The level has all the objects of a bonus level outside the level boundaries. The bonus would've involved breaking 25 barrels within 60 seconds. Five of the barrels each contain 5 bananas, while the rest have a single banana. The warp at the end takes you to level 0x36 (first room of Kremling Kamp).

The layout of the objects is very similar to the bonus stage of Contraption Cave:

Level 5E Contraption Cave Bonus
Kos level 5e.png Kos contraption cave bonus.png

Level 59

DKKingOfSwing-UnusedLevel59 Editor.png
DKKingOfSwing-UnusedLevel59.gif
  • Lots of spikes and moving pegs.
  • Top half of the level is empty and inaccessible.
  • Warp at the top takes you to the third room of K. Kruizer III Hull.
  • Unlike the other test levels, the collisions have been done properly.

Level 5C

DKKingOfSwing-UnusedLevel5c Editor.png
DKKingOfSwing-UnusedLevel5c.png

A very tall level with lots of singular pegs.

  • There's a banana at every peg.
  • The background is glitchy in-game (uses data from other levels).
  • Some jumps are impossible to pull off and only possible with Diddy Kong or when using the Banana powerup.
  • There's a level end object at the top (not a warp).

Level 7F

DKKingOfSwing-UnusedLevel7f Editor.png

Can't be loaded in-game (picture is from editor, blue rectangles are objects).

  • You can climb on the pegs.
  • Collisions all point up, you can go through walls.
  • There's a warp at the end that takes you to level 00 (tutorial).
(Source: Xiartic)

Unused Objects

Hmmm...
To do:

The ROM contains code for several unused objects. Most of them are slight variations of objects that appear in the game, such as palette swaps of pegboards.

Controllable Pegboard

This object is a pegboard with 4 blue grabbable pegs on it that glow when the player is holding onto them. If the player grabs onto any two of the pegs, the pegboard will start moving slowly towards the direction the player is facing in. If the player is not on the pegboard for a while, it will teleport back to its initial position.

Kos controllable pegboard.gif

Unused Object Behaviour

Each object placed in a map has a 4-byte parameter value which can alter the behavior of the object. Some objects have behaviors which are never used in the game.

Falling Peg Spawner

Normally in Lockjaw Falls the pegs spawn indefinitely, but it's possible to specify how long pegs are spawned for. The spawner can also be activated with a trigger, but this is not technically unused since the spawners in Lockjaw Falls are activated by an invisible trigger.

DKKingOfSwing-waterfall-param.gif

Conveyor

Normally the conveyor objects run non-stop but they have start and stop intervals which can be used to have the conveyors turn on and off periodically.

DKKingOfSwing-conveyor-param.gif

Cannon shot patterns

Normally the cannons shoot at a steady rate but there are unused shot patterns for shooting in bursts of 3 and 5 shots. This applies to both the cannons in the last world and the peg cannons in Ship of Souls.

DKKingOfSwing-cannons-param.gif

Bomb fuse

The bomb's parameter controls how long it takes before the bomb explodes after it's grabbed. If set to 0 the bomb will not explode on it's own and will instead explode on impact with something solid. The bomb does not explode on impact with enemies or the player.

DKKingOfSwing-bomb-param.gif

Player

The player always starts the level walking to the right or attacking up in Treacherous Twister. But the player can also be made to start the level standing still, falling, walking right or attacking a different direction.

DKKingOfSwing-player-param.gif

Unused Bonus Return Spot

There's a bonus return spot at the very end of Necky's Canyon 3, but it's unused as there's no bonus stage in Necky's Canyon. The bonus return spot would've started the player attacking upwards.

DKKingOfSwing-canyon-bonus.gif

Unused Text

Present at 0x6CD09C in the ROM are some Link Cable-related strings.

  CHILD SEARCHING
  PARENT SEARCHING
 CONNECTING TO PARENT
  SENDING MY NAME
  DECITION WAITING
 SEARCH PARAM ERROR
PRESS (A) TO START  
PRESS (A) TO CONNECT
DATA RECIEVE FAILED
UNI DATA SET ERROR!!
(Source: Ferrox)

Password Screen

DKKingofSwing-PasswordScreen.png

Press Up + L + B + A on the title screen.

Entering the below passwords will unlock secret (and otherwise-unused) Jungle Jam events:

  • 35805225 - Obstacle Race 4
  • 55860327 - Climbing Race 5
  • 65942922 - Attack Battle 3

Medals earned in the above events don't count towards the completion percentage, but do count towards unlocking characters.