Hi just a quick question, do you know if the glass porthole in the mermaid's room of DK64 is a separate object that could potentially open, or is it a fixed part the map that never can be removed?
hello, i am making a big video on BK, BT and DK's Stop n swop connection. It is it ok, if I need to, use a clip of this in it? I will credit you. So, to be clear, this kiosk version you have essentially re-added things back, such as geometry , due to the rom having none. But this is where the ice room would be connected to, with the enemy spawners. The kiosk version would have been out before the main game, of course? Is there anything interesting in Creepy Castle, like the unused podium room, or is none of that present in the kiosk version?? And would people have got to play this area in the Kiosk version??
Mornin. Yea, that's totally fine. Thanks for asking. Correct, this ROM Hack of the kiosk version has the level geometry and collision transplanted from the final US version of the game and places it into Kiosk. This is because the devs stripped out these files from vanilla Kiosk before building it, meaning old Kiosk videos had no geometry to work off of. That being said, from what we've noticed, geometry didn't change a whole lot between Kiosk and final so it's very safe to say the ice room is where the challenge was intended to be (especially given the enemies exist in the final version of the game, albeit being deactivated). Kiosk was built roughly 4 months before the US final version. Unfortunately nothing interesting in Castle regarding SnS. From what we can tell, all of the SnS features came after Kiosk was built. The treehouse (which housed the BK fridge) hadn't been built yet, the Golden bust statue isn't in ROM at all, no ice Key references. As hinted to before, people wouldn't have access to these areas in the vanilla Kiosk version. Stores only allowed you to access the opening sequence (Nintendo logo, DK Rap, title screen) and the 3 challenges. Everything else was stripped. What people did get to play is the E3 demo, which was built before Kiosk. That had access to more content. Unfortunately, there is yet to have been a leak of the E3 build of DK64 so all we have to go off of with that is footage from 1999
@@lookatthewindow3599 Thank you, great info to know I can add it to my video, and let people know theres no evidence of any SNS stuff in the kiosk build.
@@lookatthewindow3599 Is it possible that originally, the room included a challenge fighting off lots of kremlins, giving a golden banana. Later, they decided this would be where they'd add on the ice key door, and so they deactivated the kremlins and removed the golden banana challenge here , because they would detract from the experience of discovering this door, hence why they added the camera pan to the wall. They also kept collectables etc to a minimum here and added the simple Gorilla gone pad - which basically just spawns a banana by standing on it, not tough to do - , due to not wanting to distract from the door. Of course, since we know at the last moment they had to remove the door, it resulted in the room that was basically empty, with no challenge, minus the gorilla gone pad that just spawns a banana in the room.
Ah, the Ice Key room.
I think the Ice Key room is supposed to be another room attached to this one
@@Rambi777yep you're absolutely right
*In Carl ATHF Voice* AWESOME! F***IN' AWESOME!
Duuude yyyyesssss!!
I think I am going to cry. 😢
Hi just a quick question, do you know if the glass porthole in the mermaid's room of DK64 is a separate object that could potentially open, or is it a fixed part the map that never can be removed?
It's a fixed part of map geometry and collision
@@lookatthewindow3599 very interesting , i wonder what the purpose of it was for. any ideas, based on its design?
@@BenRai2k I think it's purely aesthetic. I don't think there was ever any intention for it to serve a purpose
hello, i am making a big video on BK, BT and DK's Stop n swop connection. It is it ok, if I need to, use a clip of this in it? I will credit you. So, to be clear, this kiosk version you have essentially re-added things back, such as geometry , due to the rom having none. But this is where the ice room would be connected to, with the enemy spawners. The kiosk version would have been out before the main game, of course? Is there anything interesting in Creepy Castle, like the unused podium room, or is none of that present in the kiosk version?? And would people have got to play this area in the Kiosk version??
Mornin. Yea, that's totally fine. Thanks for asking. Correct, this ROM Hack of the kiosk version has the level geometry and collision transplanted from the final US version of the game and places it into Kiosk. This is because the devs stripped out these files from vanilla Kiosk before building it, meaning old Kiosk videos had no geometry to work off of. That being said, from what we've noticed, geometry didn't change a whole lot between Kiosk and final so it's very safe to say the ice room is where the challenge was intended to be (especially given the enemies exist in the final version of the game, albeit being deactivated). Kiosk was built roughly 4 months before the US final version.
Unfortunately nothing interesting in Castle regarding SnS. From what we can tell, all of the SnS features came after Kiosk was built. The treehouse (which housed the BK fridge) hadn't been built yet, the Golden bust statue isn't in ROM at all, no ice Key references.
As hinted to before, people wouldn't have access to these areas in the vanilla Kiosk version. Stores only allowed you to access the opening sequence (Nintendo logo, DK Rap, title screen) and the 3 challenges. Everything else was stripped.
What people did get to play is the E3 demo, which was built before Kiosk. That had access to more content. Unfortunately, there is yet to have been a leak of the E3 build of DK64 so all we have to go off of with that is footage from 1999
@@lookatthewindow3599 Thank you, great info to know I can add it to my video, and let people know theres no evidence of any SNS stuff in the kiosk build.
@@lookatthewindow3599 Is it possible that originally, the room included a challenge fighting off lots of kremlins, giving a golden banana. Later, they decided this would be where they'd add on the ice key door, and so they deactivated the kremlins and removed the golden banana challenge here , because they would detract from the experience of discovering this door, hence why they added the camera pan to the wall. They also kept collectables etc to a minimum here and added the simple Gorilla gone pad - which basically just spawns a banana by standing on it, not tough to do - , due to not wanting to distract from the door. Of course, since we know at the last moment they had to remove the door, it resulted in the room that was basically empty, with no challenge, minus the gorilla gone pad that just spawns a banana in the room.
It is possible, yes
Is there any notable behavior for the Red Klaptrap? I see it drops ammo at least.
Drops ammo, can be killed with gunfire. Otherwise the same as the purple klaptrap