5:50 Some of the enemies look like early prototypes of enemies from Yoshi's Island, especially the monkeys and the enemies that roll into a ball. That's fascinating the monkeys from Yoshi's Island were potentially intended for a Donkey Kong game, but got put into a Yoshi game instead as a byproduct of Donkey Kong Country's development.
The only undocumented information I can say about Super Donkey is this: It's possible to cling onto rock ceilings by holding Up, and rapidly pushing B. Also, you can climb trees differently by mashing the B button when you've clinged onto it. Both actions admittedly look suggestive. Grabbing objects while flying causes a game crash, by the looks of things. (EDIT: pushing A with the cannon while flying crashes the game.) There's a stray pixel next to the charge meter and above the "Time" label that's only in super_donkey_2 that isn't there in super_donkey_1. If you hold the A button while flying, you can constantly loop-de-loop for some reason. Lastly, it is possible to clear the levels without flying. You can do it with the super-charged jumps alone. Yes, even that last area guarded by a dog in a one-tile hole. These are just a few useless facts from a guy just experimenting with it and playing around. Then again, there's a lot of not-documenting going on with this thing.
The "pilot boy" is very likely just an unfinished Mario design. If you look at the files, you'll see a lot of sprites of the pilot with a mustache & Mario wearing the pilot gear.
Possibly made a discovery. Checked bsnes and it turns out this game acually uses Mode 0 for most of its levels. Mode 0 allows using 5 layers (counting the 4 main layers and a sprite layer) compared to 4 layers (3 main layers and a sprite layer).
Wait, someone discovered this mode 0 thing before. This prototype seems to actually be based off the code from Super Mario World, drastically changed. Cant wait for yoshifanatic to disassemble this prototype
I'm surprised no one in the comments has brought this up yet but the way the playable character is animated and interacts with all the stage hazards kinda resembles the 2D Rayman games. It feels so surreal to see sth this similar that predates it by about 3 years
Being a lost Nintendo EPD title, I am just so intrigued by this prototype. You can tell it’s filled to the brim with the charm and style that titles from that dev team is known for even to this day, and I gotta wonder what the full game would have been like!!!
This is the most weird feeling Nintendo prototype ever, I doesn't feel Nintendo while at the same time it is, idk how to describe it, i guess risky and experimental? Wonder what would happen if the game was released as a new franchise.
Its very likely that super donkey was scrapped because yoshi became one of the most popular mario characters and it made more sense to capitalize off off of this new breakout character rather then this weird rayman looking guy. Since miyamoto had an idea for a game built around yoshi its possible the higher ups at the time either didn't see this pitch prototype or felt it was meh after hearing miyamotos yoshis island idea as super donkey is the kind of thing meant to convince higher ups to greenlight the project rather then a fully functioning game(probably why the mario sprites were there as that was likely a placeholder).
@@GameFactsSpecial that and the dates of the prototypes available do match up considering Mario world released in japan 9 months before us americans got it(and another 9 for pal territories) and Super donkey was made during that gap in localization when they were unsure how popular yoshi would be so development on Super donkey likely ceased after sales and reception data for Mario world became official and miyamoto got the greenlight for his expanded yoshi idea.
Those Mario Sprites are stylin! From my point of view, by the way, why videos aren't doing as well as you may have hoped... As a viewer, when I hear a channel with subs in the triple digits asking for subs because your goal is 100,000, I think, woah, hold your horses. It would be nice to go from triple to 6 digits quickly, but it's not really something you should be asking for. Perhaps state a closer goal? Then maybe people will be more motivated to click that sub button to help you reach it?
2:45 What do you mean you could not trigger this yourself? Does this mean you disabled the background layer and saw something different? Or did you just not know how to disable the layer on your emulator?
0:38 lemme stop you right there. No you do not. You play as the character Stanley from Donkey Kong 3 on the NES. Not Mario. That doesn't even look remotely similar to Mario. Also, what does that mean, "Play as Mario from Super NES" because Mario didn't even debut on the SNES.
5:50 Some of the enemies look like early prototypes of enemies from Yoshi's Island, especially the monkeys and the enemies that roll into a ball. That's fascinating the monkeys from Yoshi's Island were potentially intended for a Donkey Kong game, but got put into a Yoshi game instead as a byproduct of Donkey Kong Country's development.
The greenhouse background shows up in Yoshi's Island completely unchanged
3:50 the ground pound effect looks a lot like the goomba shoe stomp in mario maker
The game reminds me a lot of Rayman, but that didn’t come out until ‘94. Interesting.
I thought the same
Correction: 1995
The only undocumented information I can say about Super Donkey is this: It's possible to cling onto rock ceilings by holding Up, and rapidly pushing B. Also, you can climb trees differently by mashing the B button when you've clinged onto it. Both actions admittedly look suggestive. Grabbing objects while flying causes a game crash, by the looks of things. (EDIT: pushing A with the cannon while flying crashes the game.) There's a stray pixel next to the charge meter and above the "Time" label that's only in super_donkey_2 that isn't there in super_donkey_1. If you hold the A button while flying, you can constantly loop-de-loop for some reason. Lastly, it is possible to clear the levels without flying. You can do it with the super-charged jumps alone. Yes, even that last area guarded by a dog in a one-tile hole.
These are just a few useless facts from a guy just experimenting with it and playing around. Then again, there's a lot of not-documenting going on with this thing.
The "pilot boy" is very likely just an unfinished Mario design.
If you look at the files, you'll see a lot of sprites of the pilot with a mustache & Mario wearing the pilot gear.
Possibly made a discovery. Checked bsnes and it turns out this game acually uses Mode 0 for most of its levels. Mode 0 allows using 5 layers (counting the 4 main layers and a sprite layer) compared to 4 layers (3 main layers and a sprite layer).
Wait, someone discovered this mode 0 thing before. This prototype seems to actually be based off the code from Super Mario World, drastically changed. Cant wait for yoshifanatic to disassemble this prototype
And i feel like i live in another universe where this entire game became a franchise lol
i think the character you play is more of a place holder for mario cuz when the character looks up marios moustache can be seen for few sprites
Can we get Nintendo to develop this one into a full game? It looks like it would have been incredible.
I'm surprised no one in the comments has brought this up yet but the way the playable character is animated and interacts with all the stage hazards kinda resembles the 2D Rayman games. It feels so surreal to see sth this similar that predates it by about 3 years
it really is a nice effect
Donkey Kong did finally get a really good sequel, on the gameboy in '94. They should have called it Donkey Kong 2.
I can definitely see how Super Donkey influenced Yoshi's Island graphically.
Being a lost Nintendo EPD title, I am just so intrigued by this prototype. You can tell it’s filled to the brim with the charm and style that titles from that dev team is known for even to this day, and I gotta wonder what the full game would have been like!!!
that inacessable level was not found by mdtravis, but ultraluigi2401.
Awesome channel and great videos, found your stuff today and going on a binge keep up the great work
Welcome aboard! I've been trying really hard. Improving my voice and the video quality. Thank you!
Man your videos are rather well made (aside from the boxy audio) you deserve way more views! Top stuff.
Thank you very much. I got a much better Mic now. Checkout, My latest episode, the audio is better.
"Aside from the boxy audio" ☝️🤓
@@GameFactsSpecial❤❤
This is the most weird feeling Nintendo prototype ever, I doesn't feel Nintendo while at the same time it is, idk how to describe it, i guess risky and experimental?
Wonder what would happen if the game was released as a new franchise.
Kinda looks like a rom hack
It does doesn't it?
Its very likely that super donkey was scrapped because yoshi became one of the most popular mario characters and it made more sense to capitalize off off of this new breakout character rather then this weird rayman looking guy. Since miyamoto had an idea for a game built around yoshi its possible the higher ups at the time either didn't see this pitch prototype or felt it was meh after hearing miyamotos yoshis island idea as super donkey is the kind of thing meant to convince higher ups to greenlight the project rather then a fully functioning game(probably why the mario sprites were there as that was likely a placeholder).
That does make sense. Yoshi was super popular at the time and they were probably looking to new characters to take on Sonic.
@@GameFactsSpecial that and the dates of the prototypes available do match up considering Mario world released in japan 9 months before us americans got it(and another 9 for pal territories) and Super donkey was made during that gap in localization when they were unsure how popular yoshi would be so development on Super donkey likely ceased after sales and reception data for Mario world became official and miyamoto got the greenlight for his expanded yoshi idea.
This concept of Mario would be realized in Paper Mario TTYD almost 10 years later!
???
I see what you did there putting in music from Super Donkey Kong 99 😭
Those Mario Sprites are stylin!
From my point of view, by the way, why videos aren't doing as well as you may have hoped...
As a viewer, when I hear a channel with subs in the triple digits asking for subs because your goal is 100,000, I think, woah, hold your horses. It would be nice to go from triple to 6 digits quickly, but it's not really something you should be asking for. Perhaps state a closer goal? Then maybe people will be more motivated to click that sub button to help you reach it?
Thank you for the feedback!
theres another one that uses the snes mouse about a sleepwalking guy. can you guess what its called? sleeper
Looks vaguely like Olimar
This is a real Donkey moment, boys
2:45 What do you mean you could not trigger this yourself? Does this mean you disabled the background layer and saw something different? Or did you just not know how to disable the layer on your emulator?
Imagine if this wasn't cancelled
On one hand I wish if it wasn't cancelled, but on the other hand we probably wouldn't get DKC
good video, i never knew it had a prototype for yoshi's island.
Thanks Choco!
l wanted to play mario in super donkey
What song plays at 1:06?
Yeahhh new video!
you always check them out :)
@@GameFactsSpecial it’s the least I can do for you
The main charcheter name
why did that game got cancelled?
Хоть бы субтитры русские сделали
0:38 lemme stop you right there. No you do not. You play as the character Stanley from Donkey Kong 3 on the NES. Not Mario. That doesn't even look remotely similar to Mario.
Also, what does that mean, "Play as Mario from Super NES" because Mario didn't even debut on the SNES.
I realize you know that you know you aren't playing as Mario, and you point that out later. But why did you say it in the first place?
Tough critic.
It is NOT stanley and is in fact based on the pilot from Sky Skipper. The flight also looks very similar
@@sebastiann.8088 this guy's right, it's the guy from Sky Skipper