Adventure 2Get the four original trophies, to unlock the secret world. In this world, get all the baloons, and the final trophy. (Giving you 47 baloons, and 5 trophies). Take on Wizpig (the one in the fifth world, future fun land).When you win, you'll unlock the 'Adventure Two' option.
In this mode, you collect silver colored baloons, and all the courses are mirrored. In addition, you can now choose to play a course in 'Adventure' or 'Adventure 2' mode, in the track mode.Contributed By: German Dragon. ChallengesIn 4 of the 5 worlds, there is a T.T. Challenge that can be unlocked by finding a key on a course in that world.
Beating these Challenges will earn you pieces of the T.T. Once unlocked, you can also play these in 'Tracks' Mode. UnlockableHow to UnlockGrab the Key on Cresent Island.
At the first junction near Start, float on the water towards a pillar and go behind it for the Key.Darkwater BeachGrab the Key on Ancient Lake. Look for a ramp on the left near the StartFire MountainGrab the Key in Snowball Valley. Turn directly left or right at Start to the chasm where the key is hiddenIcicle PyramidGrab the Key on Boulder Canyon.
Level up a booster to 3, ring the bell to raise the bridge and quickly boost up the raised bridge to grab the key.Smokey CastleContributed By: Entegy.
Diddy Kong Racing Guide
In 4 of the 5 worlds, there is a T.T. Challenge that can be unlocked by finding a key on a course in that world. Beating these Challenges will earn you pieces of the T.T. Once unlocked, you can also play these in 'Tracks' Mode.
Unlockable:How to unlock:Darkwater BeachGrab the Key on Cresent Island. At the first junction near Start, float on the water towards a pillar and go behind it for the Key.Fire MountainGrab the Key on Ancient Lake. Look for a ramp on the left near the StartIcicle PyramidGrab the Key in Snowball Valley. Turn directly left or right at Start to the chasm where the key is hiddenSmokey CastleGrab the Key on Boulder Canyon. Level up a booster to 3, ring the bell to raise the bridge and quickly boost up the raised bridge to grab the key.
Sorry, your browser either has JavaScript disabled or does not have any supported player.You can or to play the clip in your browser.The character-select music changes its lead instrument depending on the character highlighted by the player. Within the track, there is a MIDI channel for a sitar lead which cannot be triggered under normal circumstances. This may point to Taj the genie being playable at some point in development as the track shares its sitar with his other in-game themes. Taj would eventually be made playable in.Unused Sounds. (Source: Ferrox) Unused CheatsThere are some unused/debug cheat codes in the game. Some are still enterable, others have been changed to a string of numbers, rendering them unenterable due to the convenient lack of numbers on the cheat code entry keyboard.
Diddy Kong Racing Tt Cheat
To unlock all cheats, including the unused ones, use one of the below GameShark codes.VersionGameshark codeU V1.0810DFD9C FFFF810DFD9E FFFFU V1.1810E031C FFFF810E031E FFFFE V1.0810DFE2C FFFF810DFE2E FFFFE V1.1810E03AC FFFF810E03AE FFFFJ810E17FC FFFF810E17FE FFFF. High Speed Racing (code ): According to Nintendo Power(?) this would have increased everyone's top speed or maybe just done the same thing as the 'No Limit To Bananas' code. It's listed in the official strategy guide, which helpfully doesn't give you the actual codes. It doesn't appear to do anything if enabled. Presumably it would have been an ordinary cheat code that could actually be entered at one point.
Print Coords (code ): Displays player 1's coordinates in the upper left corner of the screen. ROM Checksum (code DODGYROMMER): Displays a checksum of the ROM when entered. (Appears to freeze for a few seconds.). Free Balloon (code EOLAOBFENRLONE): Exactly what it says on the tin: Every time you start Adventure Mode with this cheat active, a balloon will be added to the selected save file. This cheat can be entered normally but is never given in the credits.
(Anagram of 'ONEFREEBALLOON'.). Free revit furniture. EPC Lock Up Display (code EPC): If the game crashes, next time it's powered up it will display a crash report screen, which isn't very usable as it flashes through several pages quickly. Control TT (code ) and Control Drumstick (code ): Actually implemented as cheats.
When you unlock these characters, these cheats show up in the menu and can be toggled on and off. Mirrored Tracks (code ): Appears to do the same thing as Adventure 2.Unused GraphicsA logo for Pro AM 64, likely from an early version of Diddy Kong Racing before Diddy was in the game.A second Pro AM 64 logo. There is no palette associated with the texture.A small, earlier version of the Diddy Kong Racing logo. The palette here is guessed, as one couldn't be found in the ROM.A German video of a prerelease version (labeled '1.964 VERSION') shows that it was once used on at least one of the arches seen throughout Greenwood Village. A series of icons used for an early version of the character selection menu.
Note that icons for Diddy and T.T. Do not exist, while Banjo, Conker, and Timber's icons only have placeholder text. These likely came from a period when the game was called Pro AM 64.Crudely-drawn placeholders for the signs in the lobby of Sherbet Island.A sign for Twilight City which matches those found in the Future Fun Land lobby. The sound effect for when T.T. Says 'Star City' is internally named TWILIGHTCITY, so this is likely an early name for that track.An early T.T. Challenge door.2D image digits 07, 09, and 0B are unused HUD maps. The first map is maybe a early version of the map for either Greenwood Village, or Jungle Falls.
The second map has not been found. The third map matches the first unfinished track in the second video below.Presents hanging from red and blue balloons.A torch with googly eyes.A traffic light.A bunch of development-related signs and symbols.These icons show up on tracks when viewed in a setup editor as markers determining certain functions of the game, such as checking your progress on a track, silencing/enabling a MIDI channel, or warping the player to another area.A golden Rare coin. These coins were replaced with bananas to fit this game's atmosphere better, though these would have functioned the same.Individual letters of 'RARE'. Likely used instead of the silver N64 coins in the Coin challenges.Player selection graphics rendered in a strange font.An early version of the Ancient Lake sign.A door with a silhouette of a balloon that has a question mark on it.A door with a balloon that has a check mark over it.
Most likely was used when you completed both races and coin challengesA graphic that was likely meant to be used in Spacedust Alley.A fan blade intended for the air vents in Spaceport Alpha.Textures for an unused skybox.A sparkly purple gem.EarlyFinalAn earlier version of the Taj pad found in the hub world. (Source: runehero123, Mattrizzle, Woofmute, MrMartley64, Ferrox) Unused Models Sea MonsterAn unused sea creature that most likely would have appeared in one of the Sherbet Island tracks.Internally, it is assigned to two model IDs. ID 00F1 is named setuppoint and ID 00F2 is named SeaMonster. Many areas of the game, when viewed in a setup editor, display the setuppoint variant of the model. Judging from their locations, they appear to dictate where the players or NPCs such as Taj or T.T.
Will spawn.Numbered BalloonsFour balloons numbered 1-4. They're only modeled on one side, so they were likely used in the character select.Speed SignsThree speed signs likely intended to be scenery.Early Plane Zipper EarlyFinalAn early version of the plane zipper.Arrow. A multicolored arrow.
It shows up in a level editor and seems to be related to animations.CameraA camera that is used in cutscenes to represent where the actual camera is. It's never visible in game because it's always off screen. It also appears in Jet Force Gemini and Mickey's Speedway USA.Character BalloonsBalloons for each of the playable characters except Diddy, Conker and T.T.Dino IsleA very small platform that would've been used somewhere in Dino Domain.Wizpig DoorAn unused Wizpig door that would've likely been used in the Future Funland Wizpig track since the area where Wizpig's throne is has similarly shaped openings.Pro AM 64 BalloonA balloon that has three Pro AM 64 logos, the Nintendo logo, and the Rare logos. It likely would've been used in a logo sequence at the startup.Red Balloon SignA sign with a red balloon on it.Space ColumnsThree towers with the heads of Wizpig, Smokey and Tricky at the top of them that would've likely been used somewhere in Future Funland. Models for Bluey and Bubbler don't exist.Wood BlockA block of wood.Test ModelsFour test models.SpaceshipAn unused spaceship. File: DiddyKongRacingUnusedLevelsPatch.zip (2KB) All unused tracks can be accessed using the above patch.
Only two of them can be accessed with GameShark codes.VersionGameshark codeU V1.0800DF4C7 00??U V1.1800DFA47 00??E V1.0800DF557 00??E V1.1800DFAD7 00??J800E0E77 00??Horseshoe GulchValue: 10An unfinished track that looks like an ordinary track, but isn't circular. The AI racers just drive around seemingly randomly. One of the arches is untextured. In the U V1.0, E V1.0, J versions of the game, Wizpig appear in the map on his rocket and flies in a set path. This map was likely used for testing the AI. Sequence AreaValue: 24The Adventure mode intro cutscene uses an earlier version of the main hub world which contains a few differences compared to the final version. Since this map can't be explored normally, these differences can't be seen.EarlyFinal.
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Behind the starting point, the log has a chunk cut out of it that was filled in for the final version.EarlyFinal. The area leading to Snowflake Mountain was originally a grassy area. The area can actually be seen in its completed form in an old German promo video.EarlyFinal. The tunnel leading to Dino Domain was originally much longer and had some vines growing in it.Early Dino Domain (VHS Promo)Early Snowflake Mountain (VHS Promo)This map contains an out of bounds warp which can be seen at the bottom of the image.Front EndA cube with a different color for each face. This map is actually loaded into memory during certain menus but is never visible in game. This map also exists in and.Snow MountainA snowy version of the Dino Domain boss track. Other than being slightly shorter, this map is mostly the same.LagoonA lagoon map that seems to be an early version of Darkwater Beach.
It has an anchor and some trees which use the same textures as the walls.VolcanoA volcano themed track that seems to be an early version of Hot Top Volcano. Note: the balloon seen in the first screenshot isn't part of the level.JungleA track that is very likely an early version of Jungle Falls.
Several waterfalls, a tunnel, and a pyramid can be seen. The collision doesn't always match the track model, so you'll sometimes be floating in the air.
(Source: Ferrox) Regional Differences Spaceport Alpha Wall Textures InternationalJapan. The wall textures for the tunnel in Spaceport Alpha are different in the Japanese version of the game.Resolution US/JPEU. The North American and Japanese versions of the game render at 320x237 while the European version renders at 320x261. Only certain HUD elements take advantage of the higher resolution since the view is just stretched vertically.Revisional DifferencesSome revisional differences exist, most of them are to make Spaceport Alpha slightly easier. After defeating Trickytops or Bluey for the first time, Taj tells you a gameplay tip. In 1.0, Taj speaks during the accompanying jingle, but in 1.1, his voice clip is delayed until afterwards. The infamous 'wrong warp' glitch from Hot Top Volcano works differently between versions.
In 1.0, the game crashes once you go through the loading zone, but in 1.1, it warps you to the main hub world, loading the data from file 1. In the Japanese version of the game, the loading zone warps you to either the main hub world or Dragon Forest.
This glitch can be heavily abused to beat the game in under an hour.Version 1.0Version 1.1. In Star City, a neon sign of sun was replaced with the N64 logo and some squares in the 1.1 version.Version 1.0Version 1.1. The Killer Instinct logo in Star City was removed.
A space ship graphic in Star City doesn't animate in 1.1. In the Japanese version, one of the walls in Spaceport Alpha has a hole in the top, which you can go through with a well timed loop-de-loop, allowing you to go out of bounds on the track.