The Kirby wrote:What do you guys think? Could Ripcurl Reef's weird floaty thingies have been an obstacle in the original SNES version? What about the rising/lowering water in Dingy Drain-Pipe?
Cody wrote:What confirms this is not the picture below, but the fact that there would be effects in the game's coding if it was originally intended to contain bodies of water.
Done with an AR code to prove my theory:
Qyzbud wrote:Well I think they probably did create the TNT Knocka (Knockaboom, I'd like to call him ) way back when, but as it was a little bit too much like DKC2 thievery, they innovated him by teaching him to klasp onto ropes. I guess that's a bit of a DKC2 idea, again (think of Klinger), but a bit more inventive and unusual.
Cody wrote:The only levels that were originally intended to have water were the water ( ), cavern, river, and lakeside levels.
Blaziken257 wrote:Since I have Tile Layer Pro, I'll try to look for any TNT Knocka sprites in the ROM.
Raccoon Sam wrote:hands are not included.
The hands are probably the same as the green Knockas, but with a different palette.
Once I get some free time, I'll do a bit of hacking and see if Rare left any other Knockaboom data in the game. If Knockaboom has indeed been left in the game, I might be able to hack an object modifier for him, which I can distribute in the form of an IPS patch. Wish me luck!
Simion32 wrote:There is a (test?) level at slot $00. It's basically a bare-bones copy of doorstop dash with cave music and no objects, where trapdoors and ropes don't work either. I suspect this level is actually used in the introduction demo.
SIXTEEN empty level slots which actually fade-in to a gray screen or crash... I sense a cover-up!
Simion32 wrote:There is a (test?) level at slot $00. It's basically a bare-bones copy of doorstop dash with cave music and no objects, where trapdoors and ropes don't work either. I suspect this level is actually used in the introduction demo.
The levels that fade to gray were blanked out by Rare... why else would it show a gray screen? They could have used it for blank level pointers (meaning they had not made a level for that slot yet), but it still seems that something is missing. I mean, I doubt they would waste their time to put in a gray screen to be displayed for each dummied level for any other reason. And DKC used almost ALL of its levels slots, with about 3 out of the 256 being beta test areas.The Kirby wrote:Are you suggesting that the empty slots which freeze could actually still contain level data? Or are they just pointing to the wrong place in ROM or what?
Qyzbud wrote:Well I think they probably did create the TNT Knocka (Knockaboom, I'd like to call him ) way back when, but as it was a little bit too much like DKC2 thievery, they innovated him by teaching him to klasp onto ropes. I guess that's a bit of a DKC2 idea, again (think of Klinger), but a bit more inventive and unusual.
Using 'Knockaboom' in the DKC3 port was probably a quick way to bring a slightly 'new' element into play for DKC3. I know I'd do that... anything useful that was cut from the final SNES version would be first on my list to weave in, if I was porting/revamping a game which had beta files handy.
I wish I could add more thoughts... I haven't really played Pacifica.
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