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Proto:Donkey Kong 64/Level Differences/Gloomy Galleon

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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:
Finish sorting out textures.

Main Level (Map 1E)

  • There are no enemies.
  • Many level objects are missing, such as the floating planks, destructible chests, etc.
  • Under certain circumstances, the seal is already free and will give the unused "Skulltilleys" line once you enter.

Kong Exit Doors

  • Donkey and Diddy: In the alcove behind the metal gate/Enguarde wall. Consolidated into one Troff 'n' Scoff portal.
  • Tiny: Bottom of the pit by the giant gates in the lighthouse area. Also a Troff 'n' Scoff portal.
  • Lanky and Chunky: Across from each other in the main cavern. Chunky's door became a Troff 'n' Scoff portal.

Caverns

  • There are 2 wall sconces by the pineapple gate (left and right sides) instead of 1 (left side).
  • Candy's is where Cranky's should be; Snide's is in place of Bananaporter 3. Funky's appears to be absent.
  • There is a line of 3 Grape Switches near where the 3 treasure chests are meant to be.

Lighthouse Area

Hmmm...
To do:
Cover the large gate and drifting ship (objects 0130 and 0131).
  • The lighthouse beam has an ugly-looking yellow texture that covers the entire thing. The final uses a more subtle white gradient.
    • The beacon itself is missing all of its textures, and has a crisscrossing "glow" effect applied to it.
  • The water level switches are of the blank stone variety, which can be glimpsed in pre-release footage.
  • Bananaporter 1 is a blank pad; there is nothing corresponding to Bananaporter 5.
  • The Enguarde wall is a metal gate.
  • The large gate has different texturing.

Shipwreck Area

  • There is no DK Star here.
    • Likewise, the bars blocking the treasure room do not have the DK Star insignia.
  • There is a blank pad on top of the music pad tree, where Chunky's Kasplat normally stands.
  • There is a red cube at the bottom of the ocean, beside the central wreck (possibly corresponding to one of the ship hull tunnels).
    • There is also a cube in one corner of the treasure room by the Tiny Barrel, as well as (roughly) where the Bananaporter 4 platform should be.
  • The mechanical fish door bars are the typical dark vertical ones instead of a steel lattice.
  • The seal floats far above the plank he's supposed to be sitting on, as if his position was only set for high tide (the level always starts off at low tide).
  • The central wreck door bars are not numbered.
  • Weirdly, there don't seem to be any door bars present for the smaller shipwreck. The switches that open them exist, as does the submap (though it is empty).

Textures

Like in Jungle Japes, there are no dedicated textures for the tunnels. Presumably they used the same green textures as the caverns.

Prototype Final
DK64 map1E cavewall kiosk.png DK64 map1E cavewall final.png

Two sections of cavern wall were changed from CI4 to RGBA16, which makes them look smoother.

Prototype Final
DK64 map1E shipwood kiosk.png DK64 map1E shipwood final.png

The main wood texture for the ships was changed, though its palettes were not. The old one being divided into 3 uneven segments makes it look a bit odd when tiled vertically, which could have been one reason it was redone.

Pre-release Prototype Final
DK64 prerel map1Echest.png DK64 OldChestTex.png DK64 NewChestTex.png

The final textures for the treasure room chest are missing, so it can be assumed it still looked the way it did in pre-release footage. The old texture (or one very similar to it) can still be found in the final game, as one of the other areas that used it still has it mapped in a hard-to-see spot due to an oversight.

Prototype Final
DK64 map1E seafloor kiosk.png DK64 map1E seafloor final.png

The dark green seafloor texture had accompanying wall textures that were cut.

Prototype Final
DK64 map1E wallrock kiosk.png DK64 map1E wallrock final.png

The rock wall textures of the lighthouse area are CI4 instead of RGBA16. This gives them less contrast.

DK64 map1E darkstone.png
A darker version of the final's pale blue stone that uses the same palette. The light section at the bottom makes it look like it attaches to the lighter texture, but it doesn't.

DK64 map1E bluerock kiosk.png
A variation of another blue rock texture in the final game. This one is greenish and has algae at the top.

DK64 map1E bluehull.png
An extra texture for the platform that Candy's/Cranky's sits on that was taken out.

DK64 map1E removedtex.png
A removed ship hull texture. Based on its location, it's also associated with the platform mentioned above.

The final game added an extra rock wall texture, the barnacles surrounding the mermaid palace, and ground textures for the lighthouse and submarine.

K. Rool Ship (Map 1F)

This map is quite unstable and prone to slowing down the game and/or crashing it outright. This usually happens when the Golden Banana appears.

  • There are no pickups other than the Golden Banana.
  • The barrels have targets on them instead of Chunky's face.
  • The UV mapping on the grate is different and doesn't have any gaps.

Seal Race (Map 27)

  • Despite the lack of water, this minigame actually loads and functions properly... until you hit a checkpoint, then the game freezes.
    • It is possible to get water physics by loading into the Dogadon arena. This is likely because the lava in that area is really just water with a hurtbox.
  • Interestingly, there are no coins on the map, nor is there a coin counter on-screen. This contradicts the seal's in-game dialogue, and is only consistent with very early pre-release footage.
  • The boxes are floating above water level, and so cannot be hit by normal means.
  • DK is still in the boat during cutscenes. In the final game, he is outside of it.
    • The seal is motionless when talking to DK, as well as a good chunk of the time when racing.
Prototype Final
DK64 map27 shiphull kiosk.png DK64 map27 shiphull final.png

These two textures have more contrast in the kiosk version.

Prototype
DK64 map27 rock kiosk.png
Final
DK64 map27 rock final.png

The cliff rock received some minor tweaks.

Prototype Final
DK64 map27 wall kiosk.png DK64 map27 wall final.png

The cracks on the middle seam (where the rock meets the brick) were removed.

Prototype Final
DK64 map27 KremFlag.png
DK64 map27 RareFlag.png
  • Instead of the Rare logo, the flags in this area feature the Kremling skull-and-crossbones emblem from Donkey Kong Country 2. While this design does show up elsewhere in the level, this particular variant (as a flag, with a plain black(?) background) is not in the final version.
  • Several textures pertaining to the masts are missing, so it can be assumed that they were not modeled in this version. This is consistent with pre-release footage.

Shipwrecks, Treasure Chest, and Mermaid Palace (Maps 2B-2F)

  • Except for the presence of the lantern fish in the shipwrecks, all of these maps are empty, owing to the lack of pickups and actors.
    • The fish has no proper idle animation-- he simply freezes in place when coming to a standstill.
Early Prototype/Final
DK64 map2B2F wood early.png DK64 map2B2F wood final.png
  • Various wood textures have lighter, less-saturated duplicates in the kiosk ROM.
Prototype Final
DK64 map2B2F wood2 kiosk.png DK64 map2B2F wood2 final.png
  • These wall and floor textures were made darker and had a few seams altered.
Prototype Final
DK64 map2B2F bedsheet kiosk.png
DK64 map2B2F bedsheet final.png
  • This bedsheet was horizontally shrunk and given more contrast.
DK64 map2B2F yellowtex.png
  • A bright yellow sand (or treasure) texture that has seemingly no final equivalent.
  • The chest has no dedicated wall textures, which means it must have used something else instead.
Prototype Final
DK64 map2C floor kiosk.png DK64 map2C floor final.png
  • The final game's floor texture is larger but was downgraded to CI4, making it look less shiny.
DK64 UnkGroup7.png
  • Some removed stone and marble textures that could have belonged to the mermaid palace map.
Prototype Final
DK64 map2B2F hand kiosk.png DK64 map2B2F hand final.png
DK64 map2B2F foot kiosk.png DK64 map2B2F foot final.png
  • The skeletons' hands were cleaned up around the edges, while the foot texture had one toe slimmed down.

Lighthouse (Map 31)

  • Unlike the rest of the Galleon maps, this one actually has everything in place. This is likely due to it having been featured in the E3 demo.
    • Unlike the E3 version (but like the final game), the pickups are DK's instead of Lanky's.
  • There are no film rolls flanking the entrance.
  • Six single bananas line the floor instead of one balloon.
  • Single bananas also litter the steps of the tower. The final game instead puts a banana bunch every five steps or so.
    • There are two oranges and a banana bunch at the base of the tower (rather than seven oranges surrounding it).
    • There is no banana bunch at the top of the tower.
  • Like in Frantic Factory's power shed, there is a DK Switch here instead of a lever. It can't be hit, since it has no collision.
Prototype Final
DK64 map31 light kiosk.png DK64 map31 light final.png
  • The light source overlaps its own shadow. This was fixed in the final game.
Prototype Final
DK64 map31 window kiosk.png DK64 map31 window final.png
  • The shuttered window texture had its middle seam altered.

Mechanical Fish (Map 33)

  • The camera angle is not locked.
  • The timer is still 100 seconds, but the third digit runs offscreen. This was fixed in the final game.
  • There are no ammo pickups.
Prototype Final
DK64 map33 SneezeAlert kiosk.png DK64 map33 SneezeAlert final.png
  • Oddly, the "Alert" half of the "Sneeze Alert" sign is stored flipped compared to how it is in the final game. Pre-release screenshots predating this ROM show no difference in the way it's displayed, so the UV mapping may have simply changed.
Prototype Final
DK64 map33 heart kiosk.png DK64 map33 heart final.png
  • The heart vents do not have visible punctures in them after the grates have been shot out.

Barrel Blast Course (Map 36)

  • The skybox is black instead of yellow-red.
  • There is a target board at the end instead of a DK Star. It can't be hit the normal way, as the final barrel launches you from far above its actual position; if you approach the target via moonjumping, however, the game just crashes.

Puftoss (Map 6F)

This fight is obviously unfinished-- there is no intro, Puftoss is motionless, and there are no objects except for a ramp that cannot be reached.