

- Gameshark not working on diddy kong racing rom pro#
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These were most likely removed to prevent confusion when collecting Rare coins and Silver Coins.ġ:44 – Different image for the Blue Balloon Boost, looks like a yellow ball with a green N.Ģ:51 – MUCH different looking overworld.

There was probably a dispute between Rare and Naughty Dog for the similarity of Crash Bandicoot which waranted the rename.ġ:22 – The inclusion of “Rareware coins” instead of bananas on the tracks. As noticed by LerakoLanche from the Spiral Mountain Forum, there are a lot of differences in this footage:ġ:01 – Krunch used to be called Krash. Lucas used to change the magic carpet and there the result Īlso an interesting beta video was found in an old german promo-VHS, uploaded on Youtube by AlanarWindblade.

Some assets from the RC Prom AM 64 stage and other unused / beta items were left hidden in the game, and they were recently found using WWWarea‘s image modifier code. The Pro-Am 64 team wasn’t happy with having Diddy Kong in the game but finally agreed as the Donkey Kong franchise was a more sellable one.
Gameshark not working on diddy kong racing rom pro#
We got to July 1997, and it turned out that Banjo-Kazooie was going to be the game for Christmas”.Īt E3 1997 Rare finally showed RC Pro Am 64 to Nintendo’s Shigeru Miyamoto, that offered Diddy Kong to the game. There were no cars or go-karts, but 3-wheeled vehicles.īut when - and more importantly, how - did Pro-Am 64 actually become Diddy Kong Racing? Musgrave fills us in: “Pro-Am 64 had gotten to a stage where it was being called exactly that the title screen was done, and it had all new IP invented characters. In June 1997, the game was known as RC Pro Am 64.
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Nintendo had no involvement in DKR’s early stages and Rare was free to develope their racing game as they want: and that’s how Adventure Racers became a sequel to RC-Pro AM, an old Rare title published for the NES. At this point of development, DKR was known as “ Wild Cartoon Kingdom” and the world was a lot more theme-park based, with a central HUB that interlinked the different attractions (idea that was keep in the final game).Īs the Wild Cartoon Kingdom concept convinced the bosses at Rare, they decided to organize a whole team to work fulltime on the game, and the project evolved into “ Adventure Racers“. We had a go at it, but in the end it looked like the racing game had more legs”.Īs Rare did not want to just create a carbon copy of Mario Kart, they decided to add some adventure elements in the game, that were influenced by Disney World. I rendered a few catapults, but other than that it didn’t go anywhere and died after a month. “Just before Diddy Kong Racing, there was a month’s worth of work on a strategy game that I did with Chris Stamper, but that was in the style of Command & Conquer and not related. Musgrave confirms that this was never the case. The previous work did not get wasted as they used some of the RTS assets (as a mammoth) to populate the racing game in its early stages of development. The RTS proto did not last long and soon the team decided to evolve the project into a fun racing game, that would have been more compatible with N64 gamers. As we can read in an interesting retrospective article on the game published on GamesTM (an english magazine) and reported by MundoRare, originally DKR was born as a prototype for a new Real Time Strategy game for the N64 with a caveman / time-travel theme, worked on by a team of four (Chris Stamper, Lee Musgrave, Rob Harrison and Lee Schuneman). Diddy Kong Racing is an arcade / multiplayer racing game developed by Rare and released for the Nintendo 64 in 1997.
