Diddy Kong Racing [N64 - Beta / Proto / Debug / Unused Stuff / Concept]

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by In: NINTENDO|nintendo 64 & 64DD

27 Feb 2010

Diddy Kong Racing is an arcade / multiplayer racing game developed by Rare and released for the Nintendo 64 in 1997. As we can read in an interesting retrospective article on the game published on GamesTM (an english magazine) and reported by MundoRare, originally DKR was born as a prototype for a new Real Time Strategy game for the N64 with a caveman / time-travel theme, worked on by a team of four (Chris Stamper, Lee Musgrave, Rob Harrison and Lee Schuneman).

The RTS proto did not last long and soon the team decided to evolve the project into a fun racing game, that would have been more compatible with N64 gamers. The previous work did not get wasted as they used some of the RTS assets (as a mammoth) to populate the racing game in its early stages of development.

As Rare did not want to just create a carbon copy of Mario Kart, they decided to add some adventure elements in the game, that were influenced by Disney World. At this point of development, DKR was known as “Wild Cartoon Kingdom” and the world was a lot more theme-park based, with a central HUB that interlinked the different attractions (idea that was keep in the final game).

As the Wild Cartoon Kingdom concept convinced the bosses at Rare, they decided to organize a whole team to work fulltime on the game, and the project evolved into “Adventure Racers”.

Nintendo had no involvement in DKR’s early stages and Rare was free to develope their racing game as they want: and that’s how Adventure Racers became a sequel to RC-Pro AM, an old Rare title published for the NES. In June 1997, the game was known as RC Pro Am 64. There were no cars or go-karts, but 3-wheeled vehicles.

At E3 1997 Rare finally showed RC Pro Am 64 to Nintendo’s Shigeru Miyamoto, that offered Diddy Kong to the game. The Pro-Am 64 team wasn’t happy with having Diddy Kong in the game but finally agreed as the Donkey Kong franchise was a more sellable one.

Some assets from the RC Prom AM 64 stage and other unused / beta items were left hidden in the game, and they were recently found using WWWarea‘s image modifier code. Check the RC Pro-AM 64 balloon at 1:30!

Lucas used to change the magic carpet and there the result http://www.therwp.com/forums/

Also an interesting beta video was found in an old german promo-VHS, uploaded on Youtube by AlanarWindblade. As noticed by LerakoLanche from the Spiral Mountain Forum, there are a lot of differences in this footage:

1:01 – Krunch used to be called Krash. There was probably a dispute between Rare and Naughty Dog for the similarity of Crash Bandicoot which waranted the rename.

1:22 – The inclusion of “Rareware coins” instead of bananas on the tracks. These were most likely removed to prevent confusion when collecting Rare coins and Silver Coins.

1:44 – Different image for the Blue Balloon Boost, looks like a yellow ball with a green N.

2:51 – MUCH different looking overworld. This portion is actually the area around Snowflake Mountain, but it’s been modified signifigantly. The area features a second Taj pad, a second yellow ramp which looks to lead back to the Dino Domain area and a large hole in the wall where the door to Snowflake Mountain should be.

3:00 – NEW area for Dino Domain instead of just going up the ramp, there’s an entire area for it. More footage will be seen at 3:24

While digging through the game, Jake and Runehero came across a list of names for a sound bank. In that list there’s a reference to ProAM64 (that could have been replaced with the voice that shouts ‘Diddy Kong Racing!’ as it was right beside ‘Press Start’) and a level name ‘Jewel Mines’ and ‘Twighlight City’. Jewel Mines was a prototype / beta name for the level Haunted Woods, and Twighlight City was the prototype / beta name for Star City.

It’s interecting to notice, that the cancelled Dinosaur Planet 64 was originally meant to be a sequel to DKR.

Also, Jake is working on a beta hack for Diddy Kong Racing, to restore part of the unused content in a playable form. You can follow this Beta Remake project at the Rare Witch Project Forum!

The last video is an unused music called Sea_2b.

Also, Coolboyman with help from Subdrag found more unused areas hidden in the game’s code (see last video).

0:20 – Generic Level
2:46 – Unused Lagoon
4:15 – Unused Volcano
5:40 – Cube Test
6:55 – Snow Mountain

Some more info from Dave Wise:

Hi Jake

Thank you for your email.

The Sea_2b was originaly planned for the level with the pirate ship in.

As for the Taj – we clearly had a change of plan.

Much too long ago to remember the details.

Kind regards,

Dave Wise.

Thanks to Robert Seddon, Jake Ford and Lucas Araujo for the contributions!

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More beta / unused stuff videos:

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21 Responses to Diddy Kong Racing [N64 - Beta / Proto / Debug / Unused Stuff / Concept]

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miretank

March 1st, 2010 at 10:21 pm

delicious beta stuff! awesome to know about the RC AM PRO history and it’s leftovers

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monokoma

March 2nd, 2010 at 2:10 pm

It would have been nice to see how RC Pro AM would have play, but in the end DKR was one of my favourite N64 games, so i cannot complain :)

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Jake

March 3rd, 2010 at 10:56 pm

While digging through the game, I came across a list of names for a sound bank. (Runehero told me he too found this, and discovered it was a sound bank in the first place)

In that list, was a reference to ProAM64 (I think it was replaced with the voice that shouts ‘Diddy Kong Racing!’ as it was right beside ‘Press Start’) and a level name ‘Jewel Mines’ and ‘Twighlight City’.

Jewel Mines was a prototype/beta name for the level Haunted Woods, and Twighlight City was the prototype/beta name for Star City.

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monokoma

March 4th, 2010 at 1:57 pm

Thank you Jake! :) I’m going to update the description with your info!

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Jake

March 4th, 2010 at 5:34 pm

No problem! Oh, I think it was on the forums here, the ripped Dinosaur Planet text, anyway, somewhere on that thread was a reference to Jewel Mines in a conversation between two dinosaurs. May just be coincidence though.

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monokoma

March 5th, 2010 at 2:10 pm

Well, as Dino Planet was originally meant to be a sequel to DKR, to name a place “Jewel Mines” was probably an internal reference to its original roots

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Jake

March 6th, 2010 at 12:39 am

I think that such a level would be great though. You know how the beta song uses some Dragon Forest sounds? And that Jewel Mines became Haunted Woods? I think that song MIGHT have been for that level. But I shouldn’t assume like that.

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MasterPhW

March 8th, 2010 at 7:09 pm

Hmm… is the twilightbrigade.n0.be site still available? Or the info? Because it seems to relink to another kinda social networking site.

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monokoma

March 9th, 2010 at 1:59 pm

I dont remember any link to TwilighBrigade, maybe that was a sponsor link / ads

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MasterPhW

March 9th, 2010 at 2:31 pm

Okay, thaks for the response, but after posting here, I thought about the waybackmachine und checked it, it seems, it was a hacking site, but gone now, check it here: http://web.archive.org/web/20080121152711/http://twilightbrigade.n0.be/
Regards, the Master

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Jake

March 22nd, 2010 at 3:34 am

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monokoma

March 22nd, 2010 at 1:25 pm

Added that in the page, thanks Jake! :)

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MarxForever

March 30th, 2010 at 8:47 pm

Now that’s interesting. It would seem Star Fox Adventures wasn’t the first time Miyamoto “suggested” changing the main character, thus creating a lot more work for Rare, not to mention marking his territory.
Sure the man’s a genius, and when he talks you listen. But, both of those comments just seems so out of the blue for him. Maybe he never really got over that time his bosses tried to pressure him into making Yoshi’s Island look like Donkey Kong Country. Because of Rare’s success on that title.
Meh…
Whatever, the end result was still awesome.

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MarxForever

April 1st, 2010 at 7:15 pm

Wow. The overworld seen in that video is crazy different. (The Germen one.) It appears to have all sorts of overlapping and redesigned areas. However I can see why they changed it. It looks very congested and unnatural. Whereas the final as a much nicer flow.

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Goomther

June 29th, 2010 at 11:59 pm

Wait a minute! I just recognized something!

In the video “Some beta stuff found?” when he goes in the tunnel to the snow world, he encounters a second Taj pad, along with an unfinished tunnel to nowhere. In the German video though, you can see the SAME area, you can tell by the Taj pad, and the tunnel finished.

The unfinished tunnel and Taj pad are in the intro level in the final game, so this means some stuff from the German video is still in the game! I’ve been to the intro level, but I am unable to get into the snow tunnel since I don’t know the code to get a plane in that level.

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monokoma

June 30th, 2010 at 10:29 am

It’s nice that finally DKR is getting some good researches / hack

@Goomther: try to ask to those people that created the video, maybe they have the codes that you need!

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Goomther

July 23rd, 2010 at 5:09 am

I finally got through the snow tunnel thanks to a high speed Gameshark code! It IS the same tunnel from the German video.

Also, I discovered a new unused area! It seems the cutscene for the Walrus loads both the end AND the beginning of it’s course. I even recorded both unused areas in this video!

http://www.youtube.com/watch?v=Uof1ohOvYzs

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monokoma

July 23rd, 2010 at 1:30 pm

Thanks a lot for the video Goomther! :D

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Jake Ford

October 30th, 2010 at 12:51 am

Not sure if I emailed you this or not, but-

‘Hi Jake

Thank you for your email.

The Sea_2b was originaly planned for the level with the pirate ship in.

As for the Taj – we clearly had a change of plan.

Much too long ago to remember the details.

Kind regards,

Dave Wise.’

Basically, the unused track, number 12, often referred to as ‘The Secret Tune’ was for one of the sea levels (The name implies it, but there are other tracks with different names to their actual purpose), and not for Horseshoe Gulch!

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Nikki

July 2nd, 2011 at 11:50 pm

I think the unused tune was for Whale Bay. Correct?

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Seppy AE

March 14th, 2012 at 1:27 am

i had pal hack his long time ago and banjo was ment to talk

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