textfiles/games/CONSOLES/dkcgg

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