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Pilotwings 64

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Title Screen

Pilotwings 64

Developers: Paradigm Simulation[1] Nintendo IRD[1]
Publisher: Nintendo[1]
Platform: Nintendo 64
Released in JP: June 23, 1996[1]
Released in US: September 29, 1996[1]
Released in EU: March 1, 1997[1]


CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • Investigate the Nintendo debugging tape. If these bugs don't appear in the final game, create a prerelease page document it there. See if there's any other beta stuff here (graphics, objects, etc). (timestamp 1), (timestamp 2), (timestamp 3), (timestamp 4), (timestamp 5).
  • Regional differences.
  • Post screenshots of the prototype version shown in this video here.

Pilotwings 64 is one of the three (two in the US) launch titles for the Nintendo 64, where your job is to... fly around.

Unused Music

Track 27

For some reason, a mission-ending song exists for the Bird Man mode. You cannot actually end this mode without quitting via the menu, as it's a free-flight mode. What this implies is unknown; perhaps there were once playable missions for Bird Man mode.

Error Messages

Every error in the game is specifically labeled and tells why the error occurred.

balls: bad vrep %d for ball
balls : too many balls defined in level [%d]
bmmot : unknown collision type [%d]
birdman: you got stuck - forcing an instant crash
bmsound Callback got non-zero eventData
Got unknown event type %d
bonus : too many bonuses defined in level [%d]
btgts_terra : %d btgt not in terra
btgts : too many btgts defined in level [%d]
db_getgnd : invalid state [%d]
db_getstart :  no starting pads in task!!!
db_getstart : too many starting pad! picking first
got unkown shuttle state
Got unknown sndId
falcos : too many falcos domains defined in level [%d]
ERROR: too many falcos defined in task.  Max of %d falcos
glider: you got stuck - forcing an instant crash
hmgoal : too many hmgoal defined in level [%d]
Camera follow distance not right.
Camera not unrolled.
Invalid heading.
Pitch not zeroed.
hmot : you got stuck - forcing an instant crash
Heli has more than 2 hits
hpads : too many hpads defined in level [%d]
hsound Callback got non-zero eventData
kmenu_init : too may elements in the menu [%d]
task : oops! redefining [%s] idx:%d veh:%d stage:%d lev:%d -> [%s]
snd_getpilot:: Don't know scream for unknown pilot %d

... and so on. Here are the more interesting ones:

sdive_land: tell mikep != 1 pad
Null Kanji string in screv screen
Line length > 20 segments encountered, probably missing a -1 at the end of a segment list

"mikep" is probably referring to Mike Panoff (Software Engineering), one of the game's staff members.

Credits

At 4FDF8 are copyright credits for the UltraVision NU64 engine.

------------------------------------------------------------------
UltraVision NU64  V1.5
Copyright (C)  1995  by  Paradigm Simulation Incorporated
All Rights Reserved Worldwide
------------------------------------------------------------------

Regional Differences

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: It's claimed the face was removed in later releases of the game as well.

  • There's a bizarre Easter egg present only in the Japanese release of the game. In Everfrost Island, there's a cave with a rock inside and the texture of the rock looks to be one of a face. In other releases, this rock is shrunken and no face is present on it.

References