198 lines
8.8 KiB
Plaintext
198 lines
8.8 KiB
Plaintext
OCF's Donkey Kong Country Game Genie Codes
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by Orlando C. Fernando (ocfernan@mailbox.syr.edu)
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SNES Version 2.0
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Last Updated: 2/12/95
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Codes have been tested under the 1 player mode. Additional "safe"
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effects may be possible. Question marks indicate possible other stages
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where the code may take effect. Names in brackets indicate a bulleted
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commentary or "side note" from that person. "CPU Partner" refers to the
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Kong you are not controlling when you have two kongs on screen. These codes
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primarily work with the alternate (or some call "bad") version of the game
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since I have derived these codes on an alternate version (the explanation has
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been mentioned in the Galoob published codes for DKC, as well as from people
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over the INTERNET video game newsgroups). Some codes MAY work on both
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versions, which you may want to investigate. Can someone test these codes
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out on an original version and try to derive code equivalents if it is
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not compatible? This is not one easy game to derive codes for, so take
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advantage of these codes as you struggle or enjoy this well-acclaimed
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platform game!
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SINCE LAST VERSION (1.0):
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-29 new functional codes added (indicated by ! beside code).
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-new findings on Codes 39 and 51.
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-"barrel-riding" expression changed to "keg-riding".
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-codes definitely functioning with both game versions indicated by #.
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[thanks to N10UHC@AOL.COM for finding them out.]
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*COSMETICS*
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OCF1 83A7-13E3 Rider becomes changing neons after mounting any
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non-water animal.
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OCF2 42A9-1273! If dismount then remount non-water animal thereafter,
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you are the animal! (not recommended to use Enguarde)
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OCF3 B023-43EA Diddy Kong Gets "Jitters" while Keg-Riding
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OCF4 B02A-43EA! Donkey Kong/Diddy Kong Loses Keg while Keg-Riding!
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OCF5 55C4-4F6D Slower Animation When Landing from Jump
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OCF6 7233-C37E! All Ropes Are Semi-Visible
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OCF7 7232-C37E! Some Moving Ropes Never Stop Moving!
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OCF8 7238-C37E! Some Moving Ropes Much Slower (reclimb if rope
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moves wrong way)
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-TIP: try Forest Frenzy stage.
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OCF9 9A21-376D! CPU Partner doesn't follow you on map screen.
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OCF10 5529-3D6D! Donkey Kong & Diddy Kong Zips Through Map Screen
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OCF11 C66C-12E3! When a team, CPU Partner follows awkwardly
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OCF12 AC6A-1273! When a team, Donkey Kong when selected becomes
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transparent / CPU Partner follows with either
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stalker (DK) or glazed (Diddy Kong) appearance
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*SOUNDS*
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OCF13 113B-C70D Odd Music / Different Sound Effects (esp. in jungle)
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OCF14 B13B-C70D Metallic Music (check out swimming music)
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OCF15 A13B-C70D Less or Clanky Music / Different Sound Effects
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OCF16 603B-C70D Clanky "Evil" Music / Many Different Sound Effects
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(esp. in jungle)
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OCF17 8A3B-C70D Victory Music Whenever Map is Displayed
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*GAMEPLAY BEHAVIOR*
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OCF18 D082-137A! Push left to zip rightwards across screen, regardless
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of barriers / horizontal-move enemies also can "zip"
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(Genie off ahead of time to avoid a stuck situation)
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-stop on a dime by letting go of pushing right
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-Diddy Kong misses cap when mad on bonus screen.
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OCF19 252B-CA7A! Keg Rattles While Keg-Riding / It Can Float Off Edges!
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OCF20 BC82-137E! Donkey Kong & Diddy Kong Have Hyper Rolls
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OCF21 CA3A-4A53 Barrel Blast Pause A (turn Genie off to unpause)
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OCF22 8932-4A53! Barrel Blast Pause B (Smokin'!)
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OCF23 CB3A-4A53 Barrel Blasts Always Launch You Rightward
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OCF24 8933-4A53! Barrel Blasts Always Launch You Down-Rightward
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OCF25 5B3A-4A53 Donkey Kong launches far up-rightward from barrel
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blasts / Diddy Kong launches shortly Leftward
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OCF26 EE81-C37A! All standing/diagonal blast barrels launch a bit
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rightward additionally
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OCF27 AA80-C37A! Some Blast Barrels Blast More Powerfully
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OCF28 D084-C37A! Vertical-Move Blast Barrels/Zingers/Enguarde
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Descend Much Slower
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OCF29 EE87-CE7A! Vertical-Move Blast Barrels/Zingers/Enguarde
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Rises Much Slower
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OCF30 EE8F-CE5A! Vertical-Move Blast Barrels/Zingers/Enguarde
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Rapidly Rise when Should Fall (Zinger never returns)
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-launch as soon as off-screen to travel far right
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-push down to rapid-rise Enguarde (Genie off when stuck)
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OCF31 893E-43E3! Upside-down Blast Barrels Have Slight Launch Delay
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OCF32 EE85-C27A! Upside-down Side-Move Blast Barrels Always Move
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Slowly Leftward
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-TIP: In Tree Top Town stage, jump into first of these
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blast barrels, let travel to far left, can blast
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directly into bonus stage barrel on far left of stage.
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OCF33 EE85-C37A! Upside-down Side-Move Blast Barrels Always Move
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Quickly Leftward
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OCF34 EE80-C37A! Moving Blast Barrels Are Crazy!
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OCF35 99AE-CA2C Can't spell KONG on "KONG" bonus stages
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OCF36 99A2-CA2C! Can't match on matching bonus stages
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OCF37 09E8-4F6D# Can't Save at Candy's Save Point
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OCF38 C6AA-43EA Donkey Kong "Freeze Tag"
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-DK tagging Diddy Kong causes position/engmy freeze
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until (1) DK stomps animal or (2) DK tags back.
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-can help getting passed tough enemies.
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-doesn't cause game freeze.
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-water levels are still normal.
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OCF39 C66B-12E3 New One-Player Partnership Game!
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-your CPU partner can help you on stage (collect
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bananas, stomp enemies, even ride animals!) CPU will
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try to mimic your movements more realistically.
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-BOTH Kongs mad/celebrate on some bonus screens!
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-odd occurences when you're pushed off your animal.
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-water levels are still normal.
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-WARNING: (1) keep both Kongs on-screen to prevent
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getting lost/locked; (2) if CPU partner falls in
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pit, you BOTH die! (unless you enter bonus stage
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barrel); if both fall in pit you lose TWO lives!
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-TIP: in Jungle Hijinx, play as Diddy on treetops and
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let DK cover the ground for good prize coverage.
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-GLITCH A: play any win/lose bonus game (spell "KONG,"
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etc.) with CPU partner. If you win, you exit to
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Jungle Hijinx! (Can START-SELECT to return to stage.)
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-GLITCH B: As a team, mount Rambi in Jungle Hijinx then
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head left (against the left hill) and jump left. Can
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get TWO Rambis for limited time, then other oddities!
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*STAGE BEHAVIOR*
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OCF40 D381-4F6D Thin Skylines When Nighttime (Jungle Hijinx, Ropey
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Rampage, Orangutan Gang)
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OCF41 F080-1F0D# Stages Become Neon City when Nighttime (Jungle Hijinx,
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Ropey Rampage, Orangutan Gang)
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OCF42 A2E1-12E3 Some Bitesizes and Chomp Jr.'s are Stationary /
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"Aqua Diddy" is a new enemy (Coral Capers, Croctopus
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Chase, Poison Pond, ?)
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OCF43 55A0-3D6D! Waters "Quivel" Slightly (all water stages)
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OCF44 55A1-3D6D! Slow-Scrolling Stages (all water stages, Slipslide Ride)
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OCF45 5582-3D6D! Odd/Greenish Cave Lighting (Winky's Walkway,
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Tanked Up Trouble, Loopy Lights, Platform Perils)
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OCF46 AC6A-331D Taking shortcut barrels after completing stage will
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automatically send you to next stage (Mine Cart
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Carnage, Slipslide Ride, ?)
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-read the DKC faq to learn of shortcut locations.
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-WARNING: may not mark the original stage as done.
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-turn Game Genie off at boss stages.
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OCF47 AC6A-3ACD Taking shortcut barrels will return you to map at
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latest status / taking "back door" at Stop n' Go
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Station will immediately advance map progress!
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(Mine Cart Carnage, Stop n' Go Station, Slipslide
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Ride, ?)
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-turn Game Genie off at boss stages.
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*GOOD N' BAD ANIMAL BEHAVIOR*
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OCF48 5531-13CA Occasionally, an obstacle gets whisked away for you
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(including some barrels so beware).
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-turn Game Genie off at boss stages.
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OCF49 02CC-137E Enguarde's Crate Floats Upward
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OCF50 D381-C373 Expresso Has Worse Float Power
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OCF51 EE81-CEE3 Expresso Has Improved Float Power. Can multi-float!
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-can get 999+ icons on Expresso bonus stage!
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OCF52 C4A2-CA7A! Rambi, Winky, Expresso Have Donkey Kong's Rolling
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Attack (push Y) / Can't Pick-up Barrels While
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Passing Them (holding down B)
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OCF53 822E-CAE3! Necky Jr. Spits Rocks in Place (lingers after kill)
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OCF54 4329-C373 Easier Necky Jr.'s (spits neon bee pictures instead
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of rocks)
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OCF55 39A9-4AE3 Klumps are Invincible
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-barrel hitting causes them to roam faster!
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OCF56 D13F-122C King K. Rool easier in beginning (doesn't dash!)
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In the Works:
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-------------
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5CA1-446D Introduction Music/Sound Effects Altered (phonograph, foot
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stomping, etc.). Will give a frighful blackout <AAAH!> when
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selecting a stage.
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513B-C70D Yet another music variation. Sometimes get chimps
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singing the music! Try flying from place to place to
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change music effect. Will eventually black out.
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D132-122C! Cannonballs fall in groups on Gang-Plank Galleon Stage (never
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stops falling)
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WARNING: When experimenting with new codes yourself, you should keep a
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good-standing game in the 2nd or 3rd save bank. Some bad combinations I've
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tried in the past HAVE erased my 1st save bank! :( You were warned!
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-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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Please send any ?s, problems, or comments to ocfernan@mailbox.syr.edu.
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