Donkey Kong Country [SNES – Beta / Concept / Unused Stuff]

Donkey Kong Country [SNES – Beta / Concept / Unused Stuff]

Donkey Kong Country is one of the most famous Rareware games made in Super Nintendo. The technology of Advanced Computer Modeling helped Donkey Kong Country makes a successful fame and great looking graphics.

But not giving much words, the old chimp, Donkey Kong, have been changed during the development. Shigeru Miyamoto first idea was to make Donkey Kong looks like the Donkey Kong Jr., from the NES, the RAREware employers decided to make Donkey Kong looks more strong and looking more “cartoonish” . The Final rendered image have changed, such as, less beefy and with a little less hair. Check the image below:
~You can click the image below to enlarge it~

Also, Robert Seddon has made us notice about a series of Donkey Kong Country unused stuff that some lovely geeks at DKC Atlas have found out in the memory of the game, like unused rooms and sprites. You can read the full topics in here, here and here. Thanks a lot to Robert for these links and  props to the DKC Atlas guys for the finds!

Thanks to Lucas and Gabrielwoj for the contribution!

Images:

Videos:

In the Video above, it’s possible to notice some differences:

-The Banana Counter was no limit, it would be possible a “collect all bananas” mode that was scrapped?;
-Banana Animations are a Little more faster;
-In Funky Flights, Donkey Kong and Diddy Kong don’t jump too high in Final version;
-At 4:00 , there is a Concept Art with both Kongs using the Team-Up move, these was used later in Donkey Kong Country 2 and Donkey Kong Country 3;
-At 7:35 , when Donkey Kong in running with the Steel Keg, the checkpoint doesn’t activate. It was fixed in Final Version;
-At 8:07 , when the player gets s Life (Balloon), the sound effect is really different than the final version;
-At 9:00 , it’s possible to see a Debug Coding at the corner of the screen;
-At 12:03 , the First Level is Raining. Even if the player (in final version), does reach at the end and go back, this doesn’t happens;
-Some of the animations are a little more slow, and some others are too fast.


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monokoma

monokoma

Editor in Chief, UX & SE Optimization at Unseen64
I'm an Italian gamer with not enough free time to play as much as i'd like to and sadly not enough time to write about cancelled and beta games. Founder of Unseen64 in 2001, i'd like to sleep more than 5 hours a day, but i have to pay the bills. I'm currently working for various italian & international websites for a better User Experience & Search Engine Optimization, you can add me on Google Plus,Twitter, Last FM or contact me by email.
monokoma




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5 thoughts on “Donkey Kong Country [SNES – Beta / Concept / Unused Stuff]

  1. bob... bob... mens room.

    after seeing Shigeru Miyamoto’s sketch, I have two new thoughts:
    1. Donkey Kong Country would’ve been nothing without rare
    2. I lost a little respect for Shigeru Miyamoto.

  2. Ross Sillifant

    Gregg Mayles has said part of the reason DKC came about, was because Nintendo had seen Aladdin on the Sega Mega Drive and wanted a game that looked better on SNES, using Rare’s new tech.that converted 16 Million colour SGI images into 16 colour SNES ones.They were originally going to use Donkey Kong Jr as Donkey Kongs sidekick….

  3. Anony

    Hi

    I found some concept art, ideas on Donkey Kong Country from Gregg Mayles who worked on DKC and other rare titles. It is a megaton, i.e. levels were , how many animal buddy there was, and early drawing/render of Donkey Kong, King K rool etc.

    It is interesting that DKC were planned to 16 animal buddies idea, later on cut down to 6 (where squawks the parrot was included but an owl and mole were planned originally).

    Here is the link and please take a look:
    https://twitter.com/Ghoulyboy

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