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Prerelease:Diddy Kong Racing

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Hmmm...
To do:
Investigate the Nintendo debugging tape. If these bugs don't appear in the final game, document it here. See if there's any other beta stuff here (graphics, objects, etc.). (timestamp 1), (timestamp 2), (timestamp 3), (timestamp 4). Add images for documented findings. Investigate whether the Haunted Woods music is different in the debugging tape.


This page details prerelease information and/or media for Diddy Kong Racing.

Early Development

An early logo design for "Pro-AM 64".

According to director Lee Schuneman, Diddy Kong Racing began development as a "caveman/time-travel RTS for N64, for which [he] did an initial design and Lee Musgrave did some art. But this didn't last long." Soon the concept shifted to a platforming/adventure/racing hybrid game with working titles "Wild Cartoon Kingdom" and later "Adventure Racers", where it seems the playable characters would have been able to wander around outside of their vehicle in a theme park-inspired hub world. Some of the visual assets from the game's prehistoric time-traveller phase were retained after this concept revision, for example its wooly mammoths. Around this time, Kev Bayliss and Chris Tilston worked on a The Lion King-inspired adventure game prototype that had a very early quadruped version of Timber clambering around over terrain - this idea may have overlapped with or been folded into the Adventure Racers design concept.[1][2]

Timber's earliest design, shared by artist Kev Bayliss during his "DKR" 25th Anniversary livestream

The small size of the development team resulted in this game concept soon being scaled back to focus on vehicular player movement. At one point, the game's name was changed to "Pro-AM 64", marking it as a sequel to Rare's R.C. Pro-Am titles, with Timber as its main character. However, after successfully demoing the game to Shigeru Miyamoto at E3 1997 he suggested rebranding the game around a widely-recognized Nintendo character - the Rare-designed Diddy Kong. It seems Banjo, Conker, and Krunch (then named Krash) were also added to the character roster around this time.

DKR Design Document GamesTM L Schuneman Interview.png

Although difficult to read from the sole low-resolution design document image available, early names for the game's worlds appear to have been Dino Domain, Icicle Island, Sherbet Beach, Underwurlde, and Future Fun Land.

It seems the team were keen to revisit their scrapped prehistoric tiger adventurer concept, considering they went on to develop Dinosaur Planet immediately after finishing Diddy Kong Racing.

(Source: GamesTM interview with Lee Schuneman)

Concept Art

Kevin Bayliss uploaded these two sets of early Maya NURBS models for DKR on his Artstation, since removed.

  • Drumstick is lacking any clothes, save for a badge with the number 3 on it. His tail is also white instead of red and feathered, making him look more like a hen than a rooster.
  • The vehicles are undecorated yellow versions of the racecar and hovercraft.
    • The racecar is rounder in shape and has no spoiler; the final game's frame more closely resembles real racecars. The tires are smooth with no treads and are black rather than red.
    • The hovercraft doesn't have an underside or ridges and, with the patched hole, looks more like a repurposed tire.
(Source: Kevin Bayliss' Artstation)

Early Track

DKR Early Track.png

Kev Bayliss shared this screenshot of an early track, also featuring earlier HUD graphics. The track resembles parts of Ancient Lake and Jungle Falls, but is distinct from either of them. The unused dinosaur model can be seen here, watching from the sides of the track!

German VHS Preview

A German promotional VHS released shortly before the game's release contains footage from an earlier version of the game. This build appears to be close to the final, only containing a few differences with the most notable one being a larger hub world.

Early Final
DKRbeta 2.png DiddyTitleScreen.PNG
  • The game's logo is different - "Racing" part is colored dark blue as opposed to blue-green gradient in the final, "Diddy Kong" part's layout is different, the ™ symbol is not present yet and there are racing flags, which don't appear in the final.
  • A version number is displayed on the title.
Early Final
DKR64-krunchearly.png DKR64-krunchfinal.png
  • Krunch is named Krash. He was most likely renamed either because of there already being a type of kremling in Donkey Kong Country named Krash, or in order to avoid confusion with a certain bandicoot.
  • When Banjo hits Krunch in the intro, the camera is more zoomed in.
  • The yellow sparkles that fly around Krunch's head aren't present.
Early Final
DKR64-diddyearly.png
DKR64-wizpigearly.png
DKR64-diddyfinal.png
DKR64-wizpigfinal.png
  • Diddy and Wizpig's names aren't shown in the intro.
Early Final
DKR64-introearly.png DKR64-introfinal.png
  • The camera angle when Taj greets the player at the beginning of adventure mode is different.
Early Final
DKR Early DinoDomain.png DKR64-dinodomainfinal.png
  • The area in front of Dino Domain is much larger. It was reduced to a short tunnel in the final game.
Early Final
DKR64-snowflakeearly.png DKR64-snowflakefinal.png
  • The area in front of Snowflake Mountain was originally a grassy area containing a bridge leading to Dino Domain and a tunnel leading to Snowflake Mountain's entrance. In the final game, Dino Domain was moved to the central area of the hub world along with the bridge and the tunnel leading to Snowflake Mountain was replaced with the entrance.
Early Final
DKR64-hubmapearly.png DKR64-hubmapfinal.png
  • The map for the main hub world shows that it was a lot more complex.
Early Final
DKR64-firemountain1early.png
DKR64-firemountain2early.png
DKR64-firemountain1final.png
DKR64-firemountain2final.png
  • The nests in Fire Mountain look different.
Early Final
DKR64-trickystartearly.png DKR64-trickystartfinal.png
  • At the beginning of the race against Trickytops, the camera's starting point is different.
Early Final
DKR64-fcskyearly.png DKR64-fcskyfinal.png
  • In multiplayer matches, the sky in Fossil Canyon is blue. It was changed to orange in the final game.
Early Final
DKRbeta 4.png DKR64-hudfinal.png
  • The bananas were originally Rare coins.
  • The minimap for Snowball Valley is blue. It was changed to red in the final game, likely to make it more noticeable.
Early Final
DKR64-boostearly.png DKR64-boostfinal.png
  • The boost powerup icon was different.
Early Final
DKR64-1stearly.png DKR64-1stfinal.png
  • When placing first, it would show a small 1ST icon. It was changed to a larger, different-looking icon in the final game.
Early Final
DKR64-bellearly.png DKR64-bellfinal.png
  • The bell that raises the drawbridge in Boulder Canyon isn't present.
Early Final
DKR64-magnetearly.png DKR64-magnetfinal.png
  • The magnet powerup icon is different.
Early Final
DKR64-shieldearly.png DKR64-shieldfinal.png
  • The shield powerup is a red/orange glow. In the final game, it was changed to an electric forcefield.
Early Final
DKR-prerelease-GWV 03bis.png DKR64-greenwoodarchfinal.png
  • One of the arches in Greenwood Village has a couple of Diddy Kong Racing logos on it. While it doesn't have these logos in the final game, the graphic remains in the ROM.

Diddy Kong Racing Nintendo Debugging Tape

In the leaked Nintendo Debugging Tape, there are a few minor differences between what was shown and what appeared in the final game.

  • A single powerup graphic appears differently, in particular being the fully upgraded missile powerup.
  • After talking to TT and leaving Dino Domain, Taj will challenge you to a race. A bug occurs where Taj's text is obscured by TT's menu.

References