Banjo-Pilot: Difference between revisions
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[[Category:Game Boy Advance games]] |
[[Category:Game Boy Advance games]] |
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[[Category:Banjo-Kazooie]] |
[[Category:Banjo-Kazooie]] |
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[[Category:Video games featuring anthropomorphic characters]] |
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[[ja:バンジョーパイロット]] |
[[ja:バンジョーパイロット]] |
Revision as of 05:35, 29 March 2007
Banjo-Pilot | |
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Developer(s) | Rare |
Publisher(s) | THQ |
Platform(s) | Game Boy Advance |
Release | January 11, 2005 March, 2005 March, 2005 |
Genre(s) | Racing |
Mode(s) | Single player, 2-4 Multiplayer |
Banjo-Pilot is a video game for the Game Boy Advance featuring characters from the Banjo-Kazooie series of video games. Similar to Diddy Kong Racing, players can race around various locales from the Banjo-Kazooie universe. Banjo-Pilot was developed by Rare and was published by THQ in 2005.
Characters
Playable characters for the game include:
- Banjo the bear
- Kazooie the red-crested Breegull
- Mumbo Jumbo the masked shaman
- A purple Jinjo
- Humba Wumba the Native American magician
- Gruntilda Winkybunion (aka 'Grunty') the witch
- Klungo, the loyal manservant of Gruntilda
- Bottles the shortsighted mole
- Jolly Roger the frog
Tracks
Tracks in the game are based on areas in the three previous Banjo-Kazooie games. A BK next to the track name indicates that it is from Banjo-Kazooie, BT indicates Banjo-Tooie, and GR indicates Banjo-Kazooie: Grunty's Revenge. No text indicates that the track is specific to Banjo-Pilot.
- Spiral Mountain - BK/BT/GR
- Jinxy's Dunes- (Gobi's Valley-esque)
- Freezeezy Peak - BK
- Hailfire Peaks - BT
- Treasure Trove Cove - BK
- Clanker's River- (uses Spiral Mountain scenery with Clanker's Cavern background)
- Grunty Industries - BT/GR
- Gobi's Valley - BK
- Freezing Furnace - GR
- Mayahem Temple - BT
- Steamy Vents- (uses Hailfire Peaks scenery/design style)
- Jolly Roger's Lagoon - BT
- Witchyworld - BT
- Breegull Beach - GR
- Terrydactyland - BT
- Cauldron Keep - BT
In addition to these tracks, there are also reversed versions of the tracks.
Trivia
- Banjo-Pilot was originally going to be called Diddy Kong Pilot and feature characters from the Donkey Kong Country series of games. Due to the Microsoft buyout of Rare in 2002, the Donkey Kong license was dropped and replaced with the Banjo-Kazooie license, which is owned by Rare. Ironically, the character of Banjo originally appeared in the Nintendo 64 racing game Diddy Kong Racing, of which Diddy Kong Pilot was going to be a pseudo-sequel.
- At one point early in development, Banjo-Pilot was going to be titled Banjo-Kazoomie, to keep the tradition of puns in the title - Banjo-Tooie is a pun on the number "two". THQ's marketing department probably would have squashed this potential title early on due to fear of people not getting the joke. (A surprisingly large amount of people still ask Rare who the "Tooie" character in Banjo-Tooie is. This is largely due to the fact that the only other pun on number was at the end of the game on a "Banjo-Threeie")
- When Banjo-Pilot was still Diddy Kong Pilot, it was going to feature a tilt sensor similar to the Game Boy Color game Kirby Tilt 'n' Tumble. This feature was also dropped - Rare's official reason is that trying to play the game on the original, non-backlit Game Boy Advance was incredibly difficult, due to the player's loss of natural light as they tilted their system around. Another possible reason is that it was dropped due to the cost of the more expensive manufacture price of tilt-sensitive cartridges. The type of sensor that was going to be used in Diddy Kong Pilot has not been used since Tilt 'n' Tumble. Games that use a tilt sensor now, such as WarioWare: Twisted!, use a simplified version of the sensor that only allows for left and right movement. It does not detect up and down movement of the system.
- Rareware experimented with an impressive Mode 7 Voxel Engine for a short duration during the change from Diddy Kong Pilot to Banjo-Pilot. The hardware-pressurising graphics engine rendered realistic but slightly jagged 3D environments by analyzing the level's height-map and extruding the now-flat Mode-7 terrain upwards, creating the illusion of valleys, etc. It was an incredible feat of game engineering, considering the power of the Gameboy Advance. However, after releasing a batch of screenshots featuring the engine, Rareware decided to revert to the previous flat landscapes, as once they had added the various level elements, the frame rate took a considerable nose-dive.
- The Cauldron Keep course looks nothing like it did in Banjo-Tooie. It now resembles the Freezeezy Peak course with the snowman replaced with the B.O.B. tower.