Studies & Docs

PAR Codes

Introduction to PAR Codes

This section of the Atlas contains a collection of useful and interesting codes for manipulating the graphics, gameplay and various other aspects Donkey Kong Country.

> What are PAR codes?

Pro Action Replay codes, or 'PAR' codes are a series of digits which target and manipulate key areas of game memory when entered into a device called the Pro Action Replay. These codes allow owners of the device (or users of other systems which support PAR code entry) to change many different aspects of how a game works.

> Show info regarding code compatibility with different 'revisions' of Donkey Kong Country.

Note:

All codes have been tested and are verified to work with the USA version 1.0 of DKC. Most have also been verified to work with other game versions, but there's a chance that some codes will malfunction in versions other than the original (USA 1.0) release.

If any of these codes don't work for you, please let me know by posting a message in the PAR code thread on DKC Atlas Forum. If you know what region (USA, EUR or JAP) and version (v1.0, 1.1 or 1.2) of DKC you have, please include that information in your post.

Go to top of page

Kong Abilities:

7E16D502 Ghost Mode (DK)
Allows DK to pass safely through baddies and similar hazards. Any animal DK is riding will also be protected.

Side effects:

  • Prevents DK from breaking floating barrels
  • Prevents DK from opening underwater crates
7E16D702 Ghost Mode (Diddy)
Allows Diddy to pass safely through baddies and similar hazards. This code also prevents Diddy from breaking floating barrels and opening Enguarde's crates in the underwater areas. Any animal Diddy rides will also be protected.
7E0EF360* Super Jump (DK) EUR code: 7E0EF380
Allows DK to jump as high as wanted, until the jump button is released.

Side effects:

  • Prevents Kongs from entering levels via the map screen
7E0EF560 Super Jump (Diddy)
Allows Diddy to jump as high as wanted, until the jump button is released.
7E0EF400 Hold Height (DK)
Causes DK to hover in place when in midair. He can be moved horizontally, but can't jump, and will not fall/lose height.
7E0EF600 Hold Height (Diddy)
Causes Diddy to hover in place when in midair. He can be moved horizontally, but can't jump, and will not fall/lose height.

Level Access:

7E003E## Level Modifier (click for list of values)
Replace '##' with values below...

LEVEL CODES:

16 = 1-1: Jungle Hijinx
0C = 1-2: Ropey Rampage
01 = 1-3: Reptile Rumble
BF = 1-4: Coral Capers
17 = 1-5: Barrel Cannon Canyon
E0 = BOSS Very Gnawty's Lair

D9 = 2-1: Winky's Walkway
2E = 2-2: Mine Cart Carnage
07 = 2-3: Bouncy Bonanza
31 = 2-4: Stop & Go Station
42 = 2-5: Millstone Mayhem
E1 = BOSS Necky's Nuts

A5 = 3-1: Vulture Culture
A4 = 3-2: Tree Top Town
D0 = 3-3: Forest Frenzy
43 = 3-4: Temple Tempest
0D = 3-5: Orang-utan Gang
DE = 3-6: Clam City
E5 = BOSS Bumble B Rumble

24 = 4-1: Snow Barrel Blast
6D = 4-2: Slipslide Ride
A7 = 4-3: Ice Age Alley
3E = 4-4: Croctopus Chase
14 = 4-5: Torchlight Trouble
CE = 4-6: Rope Bridge Rumble
E2 = BOSS Really Gnawty Rampage

40 = 5-1: Oil Drum Alley
2F = 5-2: Trick Track Trek
18 = 5-3: Elevator Antics
22 = 5-4: Poison Pond
27 = 5-5: Mine Cart Madness
41 = 5-6: Blackout Basement
E3 = BOSS Boss Dumb Drum

30 = 6-1: Tanked Up Trouble
12 = 6-2: Manic Mincers
0A = 6-3: Misty Mine
36 = 6-4: Loopy Lights
2B = 6-5: Platform Perils
E4 = BOSS Necky's Revenge

68 = BOSS Gangplank Galleon


OTHER AREAS:

34 = CHEAT: Animal Token Room
6C = BONUS: Expresso
A6 = BONUS: Enguarde
D2 = BONUS: Rambi
D3 = BONUS: Winky

5E = Ending Sequence and Credits

5C = DK's Treehouse
47 = Banana Hoard (empty)
4C = Banana Hoard (full)

00 = BETA: Jungle Hijinx (Reptile Rumble Object Map)
21 = BETA: Empty Jungle Room with Boss Music

Camera/view Adjustment:

7E1A63## Horz View Shift 1
Set the viewpoint to ## screen widths from the left of the level. Use this in conjunction with the following code to hold the view in place.
7E1A62## Horz View Shift 2
Fine tune the camera's horizontal position based on the screen area specified by the previous code.
7E1A4D## Vert View Shift 1
Set the viewpoint to ## screen heights from the top of the level. Use this in conjunction with the following code to hold the view in place.
7E1A4C## Vert View Shift 2
Fine tune the camera's vertical position based on the screen area specified by the previous code.
Level terrain graphics are only drawn when they come into view under normal conditions, so when using these codes, areas of the level that are viewed suddenly will not have correctly displayed terrain.

Weather & Daylight Effects: (Jungle Levels)

7E1DF300 Clear Day
Sets conditions to 'fine and sunny' in jungle levels.
7E1DF301 Rainy Day
Sets conditions to 'sunny with rain' in jungle levels.
7E1DF302 Clear Night
Sets conditions to 'night time' in jungle levels.
7E1DF303 Rainy Night
Sets conditions to 'rainy night' in jungle levels.
7E1DF304 Lightning
Sets conditions to 'lightning' in jungle levels. This effect looks best when applied to a 'night time' scene.
7E1DF307 Rain & Lightning
Sets conditions to 'rain and lightning' in jungle levels. This effect looks best when applied to a 'night time' scene.

Animal Tokens:

7E0573## Rambi Tokens
Sets the number of Rambi Tokens currently held.
7E0574## Enguarde Tokens
Sets the number of Enguarde Tokens currently held.
7E0572## Expresso Tokens
Sets the number of Expresso Tokens currently held.
7E0571## Winky Tokens
Sets the number of Winky Tokens currently held.
Set to '00' to disable token counting during play.
Set to '02' to cause any tokens collected to take you to the relevant bonus area.

Timer Control:

7E137FFF Animal Bonuses: No Time Limit
Disables the time limitation for the animal bonus areas.

Note:

    The timer still appears to count down, but instead of freezing gameplay at zero, it simply changes itself to a Croctopus sprite (the next sprite in game memory).
7E056F01 *Competition Cartridge* No Time Limit
Freezes the timer on the DKC Competition Cartridge, allowing untimed play.
Go to top of page