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Proto:Donkey Kong 64/Level Differences/Fungi Forest

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This is a sub-page of Proto:Donkey Kong 64/Level Differences.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
Textures, as usual.

In this level, there are no:

  • Enemies (except tomatoes and those in the tree area),
  • Pickups (except Golden Bananas and related objects like Bonus Barrels),
  • Tag Barrels,
  • Floor torches,
  • Or Bananaporters.

Main Level (Map 30)

  • There are no tall (climbable) mushrooms on this map, only small (bouncy) ones.
    • The small mushrooms will sometimes fail to bounce you, or do so after a delay. This can lead to a glitch that lets you run around in first-person and/or get the camera stuck in the floor.

Kong Exit Doors

  • Donkey: On the topmost railing of the giant mushroom. It eventually became a Troff 'n' Scoff portal.
  • Diddy: In the alcove opposite the owl's. The final game has 4 red coins in that spot.
  • Lanky and Tiny: Opposite each other where Snide's is in the final game. Lanky's door became a Troff 'n' Scoff portal.
  • Chunky: Behind a night gate in the rainy area. This also turned into a Troff 'n' Scoff portal.

Hub Area

  • The starting point for this level is different-- somewhere near where the apple insignia is in the final game.
    • In the vicinity of the final start point is a group of three small mushrooms. What purpose they serve is unknown since they have no collision and nothing is above them.
  • The well has an animated ray of sunlight over it, which can still be found in the final game.
    • Getting too close to the well will freeze the game.
  • During the day/night transition, the cuckoo bird makes the same sound as Banjo's cuckoo clock in Banjo-Kazooie. This is pretty clearly a placeholder, as it doesn't match the bird's animation and the final sounds are not present in the ROM.
    • The bird is smaller than the doors.

Mill Area

  • Like in Gloomy Galleon, all latticed cage bars are vertical/horizontal here.
    • The night gate blocking the conveyor belt Banana uses the same texture, but has the moon symbol on the other end (facing inward) for some reason.
  • The central mill's double doors are not cracked.

Rainy Area

  • There are two red cubes here, one next to a tomato and one where the beanstalk would normally be.
  • The tomatoes turn into giant Skeleton Kritters at night. Likely a default behavior that was not yet fixed, as the "Kritters" walk in place while dormant.
    • The tomatoes also bounce much faster.

Giant Mushroom Area

  • Cranky's, Funky's, and Snide's are all clustered here. Only Cranky's remained in the final game, but even it was moved to a different location.
    • Cranky's appears to have been on the lowest railing, where Tiny's Kasplat normally is.
    • Funky's is on the middle deck, where the DK Pad is.
    • Snide's is below the night gate opposite the DK Door/Troff 'n' Scoff portal, where the final game has a Battle Arena pad. The ladder leading down to it here was taken out.
      • This means that Snide's would only have been available at night (though this particular night gate is very easy to bypass). In the final game, Snide's is only available during the day.
  • A set of three cloud platforms outside the Chunky puzzle door leads to the DK Pad, which is much higher up than in the final game. (This would explain why the final map has a random gap in the railing here.)
    • The textures on the cloud platforms are smaller, which make them look "lumpier" and makes the underlying polygon plane more obvious.
  • The rooftop doors have gun switches instead of Kong switches.
    • Interestingly, the door leading to map 3F (the rainbow mushroom/chart room) has a Peanut Switch above it, indicating the Banana inside was originally Diddy's.
    • The texturing on the doors is distorted.
  • There is a blank pad where the small mushroom/Tag Barrel set is in the final game.
    • However, there is a small mushroom nearby, around where a Mushroom Kremling normally sits.
  • The ladders have a stone/metal look, using textures from other parts of the game. In the final game, they use a unique wood texture that blends in better with the scenery.
    • Also, the front and back sides are more clearly delineated, as they use a different texture for each. The final ladders use the same texture for both, which can sometimes confuse players trying to climb them.
  • The other small mushroom in this area has no Diddy Barrel above it.
  • There is no night gate on the 7th floor deck, where Chunky's Kasplat would normally be. The gate exists on the inside, but has no moon symbol, so it may have been unlocked by other means.

Tree Area

  • There is no falling leaf effect here.
  • The night gate blocking the Diddy Door does not disappear, even at night.
  • There are two Zingers flanking the Guitar Pad. In the final game, there are two zingers by the Diddy Barrel instead.
  • The Klump by the rabbit's house is missing.
  • Instead of a Tiny Barrel, there's a second Sax Pad behind the treestump for some reason.
  • Approaching the rabbit's area tends to freeze the game.

Textures

Prototype Final
DK64 map30 grassedge kiosk.png DK64 map30 grassedge final.png
  • The grass edge texture looks a lot different, and seemingly more corrupted.
Prototype Final
DK64 map30 wood kiosk.png DK64 map30 wood final.png
  • The wood was converted from CI4 to RGBA16.
    • The grass-lined variant is also not in this version.
Prototype Final
DK64 map30 tunnel kiosk.png DK64 map30 tunnel final.png
  • The tunnel rim had a seam added to match the outer bark texture.
    • The blue, green, and purple variants are also not in this version.
Prototype Final
DK64 map30 treebase kiosk.png DK64 map30 treebase final.png
  • This texture for the base of the cuckoo clock was converted to RGBA16. In this case, the difference is easy to see.
Prototype Final
DK64 map30 millwall kiosk.png DK64 map30 millwall final.png
  • Same for the central mill's walls.
DK64 prerel dkshot27.jpg

DK64 map30 bluemillwall.png

  • This blue texture was seen on the walls of the central mill in pre-release screenshots.
Prototype Final
DK64 map30 rustybarn kiosk.png DK64 map30 rustybarn final.png
  • The rusted barn texture was also made RGBA16, giving it more contrast. A line of grass was also added.
Prototype Final
DK64 map30 thorns kiosk.png DK64 map30 thorns final.png
  • The bramble wall texture had a top seam added so it would match up with the ground texture.
Prototype Final
DK64 ShroomStalk kiosk.png DK64 ShroomStalk final.png
  • The mushroom stalks originally had some purple lighting on their stems.

DK64 RabbitEyes.png

  • When not racing Lanky, the rabbit sleeps with his eyes closed. Sounds obvious, but in the final game he inexplicably sleeps with them open. Turns out the poor sap has no choice, as the textures for him closing his eyes were (equally inexplicably) removed from the ROM.
  • A few other textures, such as the apple insignia and the rabbit's carrot home, are also missing from this version.

Treestump (Map 34)

Instead of sniping wandering Klaptraps, this map has you being chased by giant Rareware logos (that cannot be killed, but also do no damage). After a certain period of time, the Banana is automatically awarded to you.

Mills (Maps 38-3E)

Rafter Barn/Winch Room/Bat Attic (38-3A): Identical to final.

Rose Thorn Barn (3B):

  • There is no box on the upper floor (and thus no Banana Fairy) here.

Spider Boss Arena (3C):

  • Unlike in the other Fungi Forest maps, there are ammo crates present here, presumably to make the fight winnable.
  • The camera does not switch to an overhead view when Tiny steps on the web.
  • The spider(s) have no audio.
  • None of the big spider's projectiles come with any side effects-- they just hurt Tiny.
Prototype Final
DK64 SpiderGuk kiosk.gif DK64 SpiderGuk final.png
  • The green guk has a staggering 16 frames of animation-- a lot for something that is only seen for a split second. The final game takes one sprite and tweens it instead.
  • It is impossible (and not just tricky, as in the final game) to jump on the mini-spiders without also taking damage yourself.
  • Tiny's running attack can sometimes one-shot the mini-spiders. In the final game, it only ever two-shots them.
  • The big spider's shrinking cutscene is a bit different (and features some odd camera closeups). It also ends up a bit bigger than the mini-spiders; in the final game, it's the same size as them.

DK64 map3C CobwebWalls.png

  • These cobwebbed variants of the wall textures were not kept in the final game.

21132 Room (3D):

  • One red cube sits behind the levers.
  • The steel kegs here are missing (see below).

Locked Room (3E):

  • There is no Tiny Barrel next to the shrink hole. Presumably it was added for convenience.
  • All three steel kegs are here. Only one was left in the final game to—shockingly—cut down on backtracking.
    • The first one is in the same general spot (by the two ? boxes, but closer to the smaller one than in the final);
    • The second is in the corner by the entrance;
    • And the third is near the Tiny Barrel, across from the spider door.
    • The kegs are also reskins of regular barrels and not Chunky boulders, with a drastically different model. (This means any Kong can lift them, not just Chunky.)

Giant Mushroom (Maps 3F, 40, 46 & 47)

Rainbow Mushroom Room (3F): Identical to final, though as noted above, this was apparently Diddy's room and not Lanky's.

Hmmm...
To do:
Verify that the Banana can only be collected as Diddy (just change the bonus game to something that won't crash like Speedy Swing Sortie).

Main Area (40):

  • The five-switch bulb on the ground floor uses a distorted version of the roof shingle texture from Diddy's rafter barn.
  • There are regular door bars (and not a night gate) blocking the 7F exit.

Bouncy Mushroom Room (46): This map appears to be empty.

Chunky Puzzle Room (47):

  • The timer starts counting down immediately after hitting the switch, which means about 7 seconds are lost just watching the cutscene. In the final game, it doesn't start ticking down until control is returned to the player.