If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Banjo-Pilot/2004 Voxel Engine Build

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Banjo-Pilot.

Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.
Download.png 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.

The game's build date was around June 10, 2004.[1] This build was released on December 17, 2011.

General Differences

Prototype Final
  • The main Banjo-Kazooie theme doesn't loop.
  • Selecting "Multiplayer" crashes the game.
  • Cheato's menu doesn't play any music.
  • The background does not revert in the character selection screen when going back.
Prototype Final
  • Bottles' theme music is in the key of C, instead of A.
    • His voice is also a bit deeper.
  • 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 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.
  • All character sprites in the menus have less frames of animation than the final game.

BPVoxelCharacterSelect.png

Character stat view is not defaulted.

Hmmm...
To do:
Show these lesser-framed character mugshots on display.

Aesthetic Differences

Prototype Final
BPVoxelName.png BPFinalName.png

Underline and END symbol are not presented in this prototype.

Prototype Final
Banjo-Pilotvoxel1.PNG Banjo-Pilotfinal1.PNG

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
Banjo-Pilotvoxel2.PNG Banjo-Pilotfinal2.PNG

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
Banjo-Pilotvoxel3.PNG Banjo-Pilotfinal3.PNG

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

Prototype Final
BPVoxelTimeTrial.png BPFinalTimeTrial.png

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

Prototype Final
BanjoPilotVoxel-banjoselectsprite.png BanjoPilot-banjoselectsprite.png

Upon selecting Banjo in the final game, his chest will turn brown. This is not present in the voxel build.

Plane Selection

Banjo-Pilotvoxel4.PNG

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

BanjoPilotVoxel-debugmenu.png

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

BanjoPilotVoxel-spriteviewer.png

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

BanjoPilotVoxel-trevtestzone.png

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

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