the cutting room mirror

Unused Object Subtypes

This is a sub-page of Donkey Kong Country (SNES).

Unused Object Subtypes#

A sizable number of object variations are unused in game. To see them, go to ROM address 3D962A and change the value from B413 to the given object ID.

Dirt Patch#

Object ID

9AAB

9AB7

Item Given

Rambi Token

Expresso Token

Kritter#

Object ID

9B91

A4A1

A4AF

Color

Gold

Green

Green

Movement Type

Horizontal + Jumping

Horizontal

Horizontal

Movement Range

96 pixels

30 pixels

300 pixels

Spawn Position

Rightmost point in path

Center of path

Center of path

Zinger#

Object ID

9DC9

A037

Color

Yellow

Orange

Movement Type

Vertical

Horizontal

Movement Range

140 pixels

100 pixels

Speed

4 pixels per frame

7 pixels per frame

Spawn Position

Highest point in path

Center of path

Mincer#

Object ID

B075

B2C9

B32B

Movement Type

Rotation - Counterclockwise

Horizontal

Horizontal

Movement Range

110 pixels

235 pixels

440 pixels

Speed

1 rotation per 30 frames

8 pixels per frame

8 pixels per frame

Spawn Position

Center of path

Highest point in path

Highest point in path

Gnawty#

Object ID

B41D

Movement Type

Backwards from spawn point

Movement Range

Infinite

Krusha#

Object ID

B521

B52F

B54B

B567

B599

Movement Range

150 pixels

110 pixels

70 pixels

200 pixels

40 pixels

Spawn Position

15 pixels right of leftmost point in path

50 pixels right of leftmost point in path

Center of path

Center of path

Center of path

Mini Necky#

Object ID

B877

B8A9

Color

Yellow

Yellow

Movement Type

Vertical - doesn't loop

Vertical - doesn't loop

Movement Range

225 pixels

100 pixels

Spawn Position

Lowest point in path

10 pixels up from center of path

Firing Delay

60 frames

45 frames

Arrow Platform#

Object ID

BAA1

BAE7

BB11

BB1F

Movement Type

Horizontal - Moves right

Horizontal - Moves right

Horizontal - Moves right

Horizontal - Moves right

Movement Range

230 pixels

370 pixels

260 pixels

300 pixels

Speed

4 pixels per frame

2 pixels per frame

2 pixels per frame

4 pixels per frame

Necky (Flying)#

Object ID

BCE1

BCF3

BD53

Movement Type

Vertical

Horizontal

Horizontal - Backwards from spawn point

Movement Range

110 pixels

160 pixels

Infinite

Speed

8 pixels per frame

8 pixels per frame

4 pixels per frame

Spawn Position

25 points below highest point in path

70 points right of leftmost point in path

Manky Kong#

Object ID

BDC7

BDD1

BDDB

Projectile Speed

3 / 4 pixels per frame (alternates)

4 pixels per frame

2 / 4 / 2 pixels per frame (Behavior loops)

Firing Delay

60 frames

60 / 45 / 30 / 15 frames (Behavior loops)

75 / 60 / 75 frames (Behavior loops)

Rope#

Object ID

BED3

BEE1

BF57

C065

Type

Conveyor rope - downward

Conveyor rope - downward

Hanging rope

Hanging rope

Movement Type

Horizontal

Horizontal - Moves right, doesn't loop

Movement Range

300 pixels

1150 pixels

Speed

4 pixels per frame

2 pixels per frame

5 pixels per frame

5 pixels per frame

Spawn Position

Center of path

Dumb Drum#

Object ID

C4FD

C507

C511

C5A3

C5AD

C5B7

Orientation

Normal

Normal

Normal

Upside down

Upside down

Upside down

Object Fired

Klaptrap

2 Klaptraps

2 Armys

Slippa

Army

Army

Firing Direction

Front and back

Front

Front

Front

Front

Front

Firing Delay

75 frames

75 frames

75 frames

75 frames

600 frames

300 frames

Necky (Firing Nuts)#

Object ID

C717

C72B

Projectiles Fired

5

2

Projectile Directions

Semicircle arc

Backward, downwards

Blast Barrel#

Object ID

CA8D

Movement Type

Horizontal

Movement Range

220 pixels

Speed

12 pixels per frame

Spawn Position

55 pixels right of leftmost point in path

Firing Direction

Right

Firing Distance

440 pixels

Fuel Barrel#

Object ID

E055

Units

2 units

Rockkroc#

Object ID

E50B

E519

Movement Range

214 pixels

40 pixels

Speed

12 pixels per frame

12 pixels per frame

Spawn Position

Center of path

Center of path