the cutting room mirror

2004 Voxel Engine Build

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Banjo-Pilot_Voxel_Title.png

The voxel engine build of Banjo-Pilot was released by Rareware Central on December 17, 2011. Dated sometime around June 10, 2004,1 this is the first available build that uses the Banjo IP and has been completely reworked from the February 2003 build; following the IP change, the game was redone from scratch with an engine that renders tracks with voxels.

Due to lag and a lukewarm reception, the team was ordered to scrap this iteration of the project and reskin an earlier Diddy Kong Pilot build, even though one developer recalled that it only needed a month before entering QA.

General Differences#

  • This is the first build to use the Banjo IP rather than Donkey Kong, though it's still using music from Diddy Kong Pilot.

Title Screen#

February 2003

June 2004

Final

  • The logo is the same as the final's, but the title screen is otherwise very different, showing the 3D Spiral Mountain course. The final reverts to a scrolling background like that of the 2003 Diddy Kong Pilot build. The "Press Start" font was also changed.
  • Selecting "Multiplayer" crashes the game.

Prototype

Final

  • Underline and END symbol are not presented in this prototype.

Prototype

Final

  • Two options were removed from this menu in the final: multiplayer weapons and reverse controls. "Erase Save Data" was moved to the bottom center of the screen.

Prototype

Final

  • Quick Race is not present in this prototype. The descriptions for each of the options were condensed into one box at the bottom of the screen in the final version.

Character Select#

Careful, you'll lose an eye.

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Specifically: Show the lesser-framed character mugshots.

  • All character sprites in the menus have fewer frames of animation than the final game.
  • Character stat view is not defaulted.

Prototype

Final

  • Upon selecting Banjo in the final game, his chest will turn brown. This is not present in the voxel build.
  • The background does not revert in the character selection screen when going back.

Gameplay#

  • After selecting a character, a choice is given between three different planes which represent the difficulty. In the final game, each character has their own unique plane.
  • The player is unable to shoot bullets.
  • The boss battle is different. Instead of dogfights, the player must collects all 4 red notes before the boss collects all 4 blue notes. But the boss doesn't do anything.

Prototype

Final

  • Everything is far cheaper in Cheato's shop, possibly to make testing easier.

Prototype

Final

  • Best race and lap time are different from the final version.

Audio Differences#

Prototype

Final

  • The main Banjo-Kazooie theme doesn't loop.

Prototype

Final

  • Bottles' theme music is in the key of C, instead of A.
    • His voice is also a bit deeper.
  • Cheato's menu doesn't play any music.
  • No music is played while racing, which is odd considering that music from Diddy Kong Pilot is still being used.
    • The "cup complete" music here is instead used for the score tally.

Debugging Features#

Free Movement#

During gameplay, holding the Select button stops motion for the character and enables free movement, allowing the ability to go outside of the level boundaries. While Select is held, pressing Up and Down moves the character forward or backward relative to the camera, while Left and Right rotates the camera. When Select and R are held, Up and Down adjust altitude, and Left and Right strafe.

Instant Win#

Pausing the game and pressing L during gameplay will make the player instantly win the current race or battle.

Debug Menu#

Pressing L while in the main menu will activate a small debug menu containing a level select and sprite viewer. To select levels, hold R and press Left or Right to change the level and press A to play it.

Sprite Viewer#

Using the debug menu, you can access a sprite viewer. Holding R and pressing Left or Right will change the sprite. Holding R and pressing Up or Down will change the sprite's animation. Pressing A will advance one frame of animation. Pressing B or L will exit the sprite viewer. It is a bit buggy though, as switching to another sprite, from a sprite that is set to another animation, will often crash the game.

The sprite viewer could be identical or similar to the Donkey Kong Country GBA Ports.

Trev Test Zone#

Using the level select, a test map known as TREV TEST ZONE can be played, though it appears to be a carbon copy of Spiral Mountain.

The name, suggests it's likely the test zone created for Trevor, unlike the Donkey Kong Country GBA Port.

Unused Track Names#

Prototype

Final

Chilly Chasm

Freezing Furnace

Lava Jetty

Grunty Industries

Chilly Chasm R

Freezing Furnace R

Lava Jetty R

Grunty Industries R

Track Orders#

Track

Prototype

Final

T1

T1 Spiral Mountain (Forest)

Spiral Mountain

T2

T5 Treasure Trove Cove (Desert)

Jinxy's Dunes

T3

T9 Chilly Chasm (Snow)

Freezeezy Peak

T4

T6 Clanker's River (Forest)

Hailfire Peaks

T5

T7 Lava Jetty (Lava)

Treasure Trove Cove

T6

T15 Terrydactyland (Desert)

Clanker's River

T7

T3 Freezeezy Peak (Snow)

Grunty Industries

T8

T12 Jolly Roger's Lagoon (Desert)

Gobi's Valley

T9

T16 Cauldron Keep (Night)

Freezing Furnace

T10

T8 Gobi's Valley (Desert)

Mayahem Temple

T11

T14 Breegull Beach (Desert)

Steamy Vents

T12

T4 Hail Fire Peaks (Lava)

Jolly Roger's Lagoon

T13

T2 Jinxy's Dunes (Desert)

Witchyworld

T14

T13 Witchy World (Night)

Breegull Beach

T15

T11 Steamy Vents (Lava)

Terrydactyland

T16

T10 Mayahem_Temple (Forest)

Cauldron Keep

References#


  1. GameSpy: Banjo Pilot Screenshots (Archive)↩︎