11:06 or wait, did you need to collect the worms? to feed an eagle? So long ago. The ghosts in the trees and on the ground were placeholders, so we could implement and test the mode without waiting for the graphics.<\/p>\n
11:06 and I think this was a going to be a variation on the egg collecting MP game from Diddy? Kong Racing.<\/p>\n
9:57 on this stage you were supposed to collect the small? ghosts and bring them to the pond while avoiding the big ghost.<\/p>\n
2:50 whoa, bug in the camera spline code. The hut was supposed to be some kind of turret? shooting at you.<\/p>\n
2:02 debug menu. The first entry is the level select. I have no idea if the “blend” entry was hooked up to anything at that point, but it was probably to debug the distance fog used to hide flickering on? the floor.<\/p>\n
1:08 yes, it takes ~15 seconds for a round, less on some tracks. We were always told that this is exactly what they want. But one of the first things they asked me once the designer was changed was to change the software? to allow bigger tracks.<\/p>\n
1:04 the pylons were there to keep you on the track. You could miss three of them before you were disqualified. We were asked to take them? out and add the invisible walls.<\/p>\n
0:44 the small stars at the bottom are a simple profiler. I think the first bit was the code that drew the perspective floor, then the code that selects the correct sprite frame for each plane depending on viewing angle. The last bit was the music and sound effects, which were the most expensive thing in later versions. The green dots show the end of vblank? and the visible frame.<\/p>\n
0:30 I always called him Crappy Kong. I don’t think he ever had an official name, and I think he was taken out a few? weeks after this version.<\/p><\/blockquote>\n
Game description provided by Rare<\/strong><\/p>\nAll sorts of play options are yours for the tinkering, including single-player and multiplayer tournaments, a classic time trial and detailed story modes for each character (ending in climactic one-on-one boss duels). You can even link up with three of your mates, competing for the title of squadron leader or simply blast each other out of the sky in frantic dogfights.<\/p>\n
Other features of the game include interactive background scenery, rolling and looping manouevres, upgradable weapons and power-ups, secret features to unlock and of course the rarely-seen Tilt Technology, where, if you\u2019re feeling particularly adventurous, you can set aside your D-Pad in favour of controlling the plane by actually tilting the Game Boy Advance.<\/p><\/blockquote>\n
Diddy Kong Pilot Beta (2003-02-19 Build)<\/strong><\/p>\n