If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
Proto:Banjo-Pilot/Voxel Engine Build
This is a sub-page of Proto:Banjo-Pilot.
| This article has just been started and needs the article basics added. Help us out and add them. |
| Download Banjo-Pilot Voxel Engine Build
File: Banjo_Pilot_Voxel.zip (7.45MB (14.8MB decompressed)) (info)
|
The voxel engine build of Banjo-Pilot was the result of a few months' work. The title comes from the engine which renders the tracks in this build, which was dropped due to lag and a lukewarm reaction.
This build was released on December 17, 2011.
Contents
General Differences
- 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.
- The main Banjo-Kazooie theme doesn't loop.
- Cheato's menu doesn't play any music.
- Bottles' theme music is in the key of C, instead of A.
- His voice is also a bit deeper.
- The player is unable to shoot bullets.
- All character sprites in the menus have less frames of animation than the final game.
| To do: Show these lesser-framed character mugshots on display. |
Aesthetic Differences
| 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.
| Prototype | Final |
|---|---|
Everything is far cheaper in Cheato's shop, possibly to make testing easier.
| Prototype | Final |
|---|---|
Upon selecting Banjo in the final game, his chest will turn brown. This is not present in the voxel build.
Plane Selection
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.
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.
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.
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 |

