Donkey Kong Country (V1.2) - Game SNES
GAME NAME
|
Donkey Kong Country (V1.2)
|
LANGUAGE
|
USA
|
RELEASE DATE
|
2018
|
GENRE
|
Platform
|
SIZE
|
2.3MB
|
DOWNLOAD
|
It is no longer possible to skip the fanfare when beating a level for the first time.
In a case of "How did the developers not catch that?", most of the mini-Neckys had no collision whatsoever, meaning you could safely jump through them without taking any damage. That was fixed in this revision.
Two bugs relating to the mine cart were fixed:
In Mine Cart Carnage, starting at the midway barrel as Diddy and immediately rolling and jumping at the same time allows you to jump out of the cart. Afterwards, you can jump in mid-air indefinitely by rolling and jumping repeatedly.
In Mine Cart Madness, by falling down (not jumping) into the mine cart at the beginning as DK and getting hit by the Necky, Diddy can jump out of the cart and stay airborne indefinitely as above. However, as an extension, by rolling at the exact same moment you land on a Necky (it must be frame perfect), Diddy will magically hover to the right completely on his own. While this will cancel itself after a while, Diddy will retain his magic jumping capabilities.
The well-known warp glitch was fixed. In Kongo Jungle, passing over a corner and attempting to "enter" it as a level, with the right timing, warped you to a barrel in Orang-Utan Gang that had no purpose otherwise.
Two glitches in Slip Slide Ride were fixed:
One bonus area involves climbing up a rope to a barrel cannon. This barrel cannon will disappear once the bonus has been entered, and if you went back there and climbed the rope all the way up, you could jump to the left over the wall and end up inside the ice.
At the beginning, climbing up the very first rope, then jumping to the right along the wall will cause the Kongs to start crawling along the wall for some really odd reason.
In a case of "How did the developers not catch that?", most of the mini-Neckys had no collision whatsoever, meaning you could safely jump through them without taking any damage. That was fixed in this revision.
Two bugs relating to the mine cart were fixed:
In Mine Cart Carnage, starting at the midway barrel as Diddy and immediately rolling and jumping at the same time allows you to jump out of the cart. Afterwards, you can jump in mid-air indefinitely by rolling and jumping repeatedly.
In Mine Cart Madness, by falling down (not jumping) into the mine cart at the beginning as DK and getting hit by the Necky, Diddy can jump out of the cart and stay airborne indefinitely as above. However, as an extension, by rolling at the exact same moment you land on a Necky (it must be frame perfect), Diddy will magically hover to the right completely on his own. While this will cancel itself after a while, Diddy will retain his magic jumping capabilities.
The well-known warp glitch was fixed. In Kongo Jungle, passing over a corner and attempting to "enter" it as a level, with the right timing, warped you to a barrel in Orang-Utan Gang that had no purpose otherwise.
Two glitches in Slip Slide Ride were fixed:
One bonus area involves climbing up a rope to a barrel cannon. This barrel cannon will disappear once the bonus has been entered, and if you went back there and climbed the rope all the way up, you could jump to the left over the wall and end up inside the ice.
At the beginning, climbing up the very first rope, then jumping to the right along the wall will cause the Kongs to start crawling along the wall for some really odd reason.