If you do so after having already seen it, then the code may either not work or freeze the game instead.) (Note: Enable this code before bringing up the Totals menu. The Ice Key's quantity is set to 01 every time data for the Totals menu is accessed (such as at the file select screen or pause menu), so the Key is collected as soon as you start a new game, and (like its Banjo counterpart) is impossible to remove without hacking.Īn unused cutscene in DK's house pans the camera over to where a fridge/locker with a Banjo-Kazooie picture was seen in prerelease screenshots before warping the player to the small cave containing a Chunky Pad in Crystal Caves. It is very likely that Rare intended to have the fridge/locker send the player to a hidden place holding the Ice Key or the lock it was meant to open.Īnother short unused cutscene in the small cave points to where a gate would have opened in earlier versions of the game, likely as a way out.Īfter giving all 40 blueprints to Snide, visit him in any level and bring up the bonus menu. Highlight any of the bonus games and press A + B. Instead of the bonus game, an unused room will be loaded that has no music, four pillars you can climb, a yellow balloon, and a clone of Donkey Kong, which was used to test the main menu screen animation. Alternatively, you can enable one of the below GameShark codes on the title screen and press Start to appear in the test map. ![]() If you walk off into the dark space beyond the borders, you will appear to exit the room but will reappear back inside of it again. If you damage yourself with an orange, you will hear the sound of a melon slice being taken away but not lose health. However, by activating the Intro Story Glitch before entering the test room, you can play your instrument to escape and save the balloon.Īlso, the game doesn't automatically save during screen transitions and pressing Start does nothing, so it may look like there is no way to leave the room without resetting the game. (Enter any doorway in any level note that it will change depending on what level you are in) (Source: David Wonn) Troff 'n' Scoff Rooms and Checkmarks If you hack your way back to Troff 'n' Scoff's room in a level where you have defeated the boss, the door will show a large "DK" with a green checkmark over it. ![]() Perhaps there was once a way to go back to this room after the boss fight has been completed? Most likely, this was an old method for boss rematches. ![]() The door won't open, even if the right Kong is out (though if you manage to hack past the door, it just goes to that world's boss), so the only way to exit the room is to select "Exit Level" from the pause menu (be sure to deactivate the code first).Īfter you have beaten the boss in Angry Aztec, you can reenter the Troff 'n' Scoff room by clipping out of bounds near Cranky and going behind where the Troff 'n' Scoff portal used to be. You can also use the trick to the right to enter the Troff 'n' Scoff room in any level. ![]() There is only one Troff 'n' Scoff map in the game's code, and it acts accordingly to which level you are in. However, if you hack your way into it without walking into a loading zone for a global map (character huts, Troff 'n' Scoff, bonus barrels, and crown battles count as such), the room won't be connected to the level, which leads to some strange behavior: Walking through the boss door will crash the game (as it tries to send you to map 124, which doesn't exist), the game will softlock if you try to leave through the portal or the pause menu, and if you use a ledge clip to go too far out of bounds, you will be warped to map 21 (Chunky's underground cave in Jungle Japes). If you enter Troff 'n' Scoff in DK Isles (only possible in emulators, as the game crashes on N64 hardware if you try to glitch into it), the boss door will send you to K.
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