Diddy Kong Pilot (2001): Difference between revisions

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==Gameplay==
==Gameplay==
{{rewrite|section=yes}}
''Diddy Kong Pilot'' featured six modes: Racing, Stories, Dog Fights, Battle, Clock Race, and Options. The build is largely unfinished as most of the stages are nearly empty, some only having a backdrop and a few assets laid out on the stage. Many of the modes, such as Dog Fights, are non-functional. The gameplay essentially only consists of flying around on a course. Some features were never implemented such as plane customization,<ref>[http://web.archive.org/web/20010709053857/http://www.rareware.com:80/the_site/e3/dk_pilot.html Rareware.com (Wayback Machine)]</ref> or unlockable characters, stories, and stages.<ref name="np">[[Media:NP 06 2001 Rareware page.jpg|''Nintendo Power'' #145, page 15]]</ref>
[[File:DKP13.jpg|thumb|Diddy Kong racing in a beach-themed course]]
''Diddy Kong Pilot'' featured six modes: Racing, Stories, Dogfights, Battle, Clock Race, and Options. The build is largely unfinished since most of the stages are almost empty, with some only having a backdrop and a few assets. Many of the modes, such as dogfights, are non-functional. Upon starting up the game, the player is led onto a debug menu, allowing them to select a course, a player, and a blend option.


According to Rare, the player would have been able to customize their own plane.<ref>[http://web.archive.org/web/20010709053857/http://www.rareware.com:80/the_site/e3/dk_pilot.html Rareware.com (Wayback Machine)]</ref>
===Debug menu===
[[File:DKP debug menu.png|thumb|The debug menu]]
Upon starting up the game, the player is instantly led onto a debug menu, and it has three options: Level, Player, and Blend. The first option allows them to choose a course, and the second one allows them to select a character (Cranky). The "level" options include:


When Races mode is selected and the player goes on to selecting a level, he or she can choose the world, each at a different difficulty level. Like the predecessor, the player can collect [[banana]]s and weapons, which can also be upgrade like in ''Diddy Kong Racing''.
{| class="dktable-brown" style="text-align:
|Beach 00
|Beach 01
|Beach 02
|Beach 03
|-
|Lava 00
|Lava 01
|Lava 02
|-
|Snow 00
|Snow 01
|Snow 02
|Snow 03
|-
|Keep 00
|Keep 01
|Keep 02
|Keep 03
|-
|Lake 00
|Lake 01
|Lake 02
|Lake 03
|-
|Farm 00
|Farm 01
|Farm 02
|Farm 03
|Farm 04
|-
|Haunted 00
|Haunted 01
|Haunted 02
|Haunted 03
|-
|Jungle 00
|Jungle 01
|Jungle 02
|Jungle 03
|-
|Swamp 00
|Swamp 01
|Swamp 02
|Swamp 03
|-
|Desert 00
|Desert 01
|Desert 02
|Desert 03
|}


The stories mode consists of three different stories: King of Kongs, Back to the Light, and K. Rool's Gold. Each story would center around a specific character, and each would have a boss battle at the end.<ref>[http://www.nintendoworldreport.com/news/6322 New Tidbits on Various Rare Titles - Nintendo World Report]</ref>
The second option, "Player" has six numerical values, labeled 0-5. Each of them represent a playable character:


The Dogfight mode features players fighting against each other. There are four options, none of which are implemented: Classic Dogfight, a Dawn Duel, a Classic Variation, or a Focal Feud.
*0 and 5: Cranky Kong
*1: Diddy Kong
*2: Kritter
*3: K. Rool
*4: Dixie Kong


The Battle mode was planned as a multiplayer mode, and its icon shows a crate with miscellaneous objects. Another version of the game had a different icon showing four original Game Boy Advance models hooked up with a Link Cable.
The final option, Blend, does not appear to have a function. It has four options: Off, Alpha, Up, and Down.


The Clock Race mode would have presumably been the Time Trials mode. It has little difference from the "Racing" mode, aside from how the player can more easily choose the stage, like with the start-up debug menu.
===Modes===
[[File:Bounty Beach DKP2001 screenshot.png|thumb|Diddy Kong racing in the first course, Bounty Beach]]
The player can exiting to the main menu by opening the pause menu. It has three options which are self-explanatory: Continue, Restart, and Quit. Few of the further developed courses also redirect the player to the main menu after they complete all three laps.


Options only allows the player to choose between D-Pad or tilt control. The tilt sensor capability was shown off at E3 2001.<ref name="nwr" />
The main menu has six modes: Racing, Stories, Dog Fights, Battle, Clock Race, and Options. It is also the only part of the game to have a music track.


===Controls===
The Racing mode allows the player to select a world, each with an associated level difficulty. Unlike its predecessor, ''Diddy Kong Pilot'' only features four characters racing on a course at a time; the main goal remains the same: racing three laps around a course and getting first place. Many of the core features are similar to ''Diddy Kong Racing'', for instance how the player can collect [[banana]]s and pick up an item from item balloons appearing around the course. [[Zipper]]s also return in the courses, and they give racers a speed boost.
 
The Stories mode has three different stories: King of Kongs, Back to the Light, and K. Rool's Gold. This mode is almost entirely nonfunctional, but it was intended to have a unique story for a certain character and a final boss at the end.<ref>[http://www.nintendoworldreport.com/news/6322 New Tidbits on Various Rare Titles - Nintendo World Report]</ref>
 
The Dogfight mode features players fighting against each other. There are four options and none can be accessed: Classic Dogfight, a Dawn Duel, a Classic Variation, or a Focal Feud.
 
The Battle mode was planned to be a multiplayer mode, and its icon shows a crate containing miscellaneous objects. Another version has a different icon showing four original Game Boy Advance units hooked to each other via a Link Cable.
 
The Clock Race mode was presumably planned as the Time Trials mode. It has little to no difference from the Racing mode, but it allows the player to easily select a stage, similar to the debug menu. Unlike the debug menu, most of the stages crash in this option.
 
Options only allows the player to choose between D-Pad or tilt control. The tilt sensor capability was also shown off at E3 2001.<ref name="nwr" />
 
==Controls==
*{{button|GBA|Pad}} or {{button|GBA|tilt}}: Move in the desired direction.
*{{button|GBA|Pad}} or {{button|GBA|tilt}}: Move in the desired direction.
*{{button|GBA|A}}: Acceleration
*{{button|GBA|A}}: Acceleration
Line 49: Line 117:
*{{button|GBA|L}} or {{button|GBA|R}}: Tilt at a sharper angle
*{{button|GBA|L}} or {{button|GBA|R}}: Tilt at a sharper angle
*{{button|GBA|L}} or {{button|GBA|R}} (twice): aerial roll
*{{button|GBA|L}} or {{button|GBA|R}} (twice): aerial roll
*{{button|GBA|R}} and {{button|GBA|Pad}} Down while accelerating (twice): U-turn
*{{button|GBA|R}} and {{button|GBA|Pad}} Down (twice while accelerating): U-turn
*{{button|GBA|Start}}: Pause the game
*{{button|GBA|Start}}: Pause the game


==Playable characters==
==Playable characters==
The character selection menu is highly incomplete, as highlighting a character would trigger a sound effect from an unrelated character. Selecting a character causes the game to choose an entirely different character instead. [[Donkey Kong]] cannot be normally selected without the use of cheats.<ref name="dkcatlas">[http://www.dkc-atlas.com/forum/viewtopic.php?f=10&t=1329#p32980 DKC Atlas thread]</ref>
The character selection menu is highly incomplete, as highlighting a character would trigger a sound effect from an unrelated character. Selecting a character causes the game to choose an entirely different character instead. Redneck Kong was playable in earlier builds, such as E3 2001, and the character selection screen from later build suggests he was busy being replaced with [[Candy Kong]].


*[[Diddy Kong]]
*[[Diddy Kong]]
*[[Dixie Kong]]
*[[Dixie Kong]]
*[[Donkey Kong]]
*[[Donkey Kong]] (only by using cheats<ref name="dkcatlas">[http://www.dkc-atlas.com/forum/viewtopic.php?f=10&t=1329#p32980 DKC Atlas thread]</ref>)
*[[Cranky Kong]]
*[[Cranky Kong]]
*[[Kritter]]
*[[Kritter]]
*[[King K. Rool]]
*[[King K. Rool]]
*Redneck Kong (removed)
*[[Candy Kong]] (unimplemented)


Aside from stages and stories, some unlockable characters were also planned to be included in ''Diddy Kong Pilot''.<ref name="np">[[Media:NP 06 2001 Rareware page.jpg|''Nintendo Power'' #145, page 15]]</ref>
==Items==
Most of the items reappeared from ''Diddy Kong Pilot'' except for peanuts, watermelons, and eggs. The player can carry up to a few items at a time. Most of the items can be obtained from sky blue-colored item balloons with a yellow question mark on them. Item balloons also have a green and DK variant, and both have unfinished functionality. Both provide an item, either with an icon of Cranky or Diddy, and neither are functional.


==Items==
{|class="dktable-brown" width=25%
*Rockets: These items slow down players.  
|-style="background:#bb8855;"
*Rocket Boost (green and red): These can be used to speed up temporarily. The red one causes the player to accelerate the fastest and farthest.
!Image !! Name !! Description
*Peanuts (5 and 10): These can be used to shoot opponents into the ground.
|-
*Magnet (green and red): These can be used to make the player pass others when close by. It occasionally doesn't work.
|[[File:Rocket DKP 2001 green.png]] [[File:Rocket DKP 2001 red.png]]
*DK Balloons: These contain an item with [[Cranky Kong|Cranky]] on it. It retires the player from advancing.  
|Rockets
*? Balloons: They contain regular items.
|These items can lock on to a nearby opponent and temporarily slow them down.
|-
|[[File:Rocket boost DKP 2001 green.png]][[File:Rocket boost DKP 2001 red.png]]
|Rocket boost
|Like zippers, these give a speed boost to the racers. The red rocket boost provides a higher speed boost.
|-
|[[File:Magnet DKP 2001 green.png]][[File:Magnet DKP 2001 red.png]]
|Magnet
|When used, the player is magnetized to another nearby racer. The red magnets are stronger than the green ones.  
|-
|[[File:Peanuts DKP 2001 five.png]][[File:Peanuts DKP 2001 ten.png]]
|Peanuts
|Peanuts can be fired at other opponents; based on the count, the player can either shoot out five or ten at a time. Unlike rockets, these items do not have lock-on capabilites.
|-
|[[File:Watermelon DKP 2001.png]]
|Watermelon
|This item drops behind a watermelon. When a racer crashes into the item, it splatters and temporarily slows them down.
|-
|[[File:Egg DKP 2001.png]]
|Egg
|The egg functions similarly to the watermelon except that it also moves around in a circular pattern.
|}


==Courses==
==Courses==
===Sleepy Shores===
===Sleepy Shores===
*Bounty Beach: A race track taking place on the beach as the name states. It has palm trees in the background along with the shore.  
*Bounty Beach: A race track taking place on the beach as the name states. It has palm trees in the background along with the shore.  
*Farm Attract:
*Farm Attract
*Jet Set Jungle:
*Jet Set Jungle
*Beach Race: The player races Donkey Kong in this area.  
*Beach Race: The player races Donkey Kong in this area.  


===Kongo Kingdom===
===Kongo Kingdom===
*Swoop Swamp:
*Swoop Swamp
*Jungle Race:
*Jungle Race
*Magma Mainland: A lava-like area with volcanoes nearby.  
*Magma Mainland: A volcanic area with rising lava obstacles that boost racers upward.  
*Haunted Race:  
*Haunted Race:  


===Western Wastes===
===Western Wastes===
*Lake Race:
*Lake Race
*Lava Race:
*Lava Race
*Swamp Race: Takes place in a swamp-like area.
*Swamp Race
*Crackpot Keep:
*Crackpot Keep


===Island of Eggs===
===Island of Eggs===
*Vulture Valley:
*Vulture Valley
*Keep Race:
*Keep Race
*Lake Race:
*Lake Race
*Chicken Chase: There appear to be chickens in this level and takes place near a farm.  
*Chicken Chase: This race takes place in the farmlands; there are flapping chickens for obstacles during one part.  


===Polar Plateau===
===Polar Plateau===
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== Battle stages ==
== Battle stages ==
* Jungle Jig
* Sunset Scrap
* Ice Escapades
* Beach Brawl
* Hatch Match
* Hatch Match
* Ghost Grasp
* Ghost Grasp
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*[http://web.archive.org/web/20010523044647/e3.nintendo.com/gallery/dkpilot/index.html Official American E3 2001 page (Internet Archive)]
*[http://web.archive.org/web/20010523044647/e3.nintendo.com/gallery/dkpilot/index.html Official American E3 2001 page (Internet Archive)]
*[https://www.nintendo.co.jp/event/sw2001/softlist/gba/diddy/index.html Official Japanese SpaceWorld 2001 page]
*[https://www.nintendo.co.jp/event/sw2001/softlist/gba/diddy/index.html Official Japanese SpaceWorld 2001 page]
*[[tcrf:Proto:Banjo-Pilot/Diddy Kong Pilot 2001|TCRF article]]


{{DKGames}}
{{DKGames}}

Revision as of 15:12, January 26, 2019

Template:Infobox Diddy Kong Pilot is a cancelled follow-up title of Diddy Kong Racing for the Game Boy Advance, which was developed by Rareware. Diddy Kong was the main and titular character of the game. The game involves Donkey Kong characters racing in Planes on Mode 7-rendered courses. In 2005, the game was finalized as the Banjo-Kazooie title, Banjo-Pilot. The reason for its change was from Microsoft's acquisition of Rare in 2002. In 2002-2003, before the decision was made to design it a Banjo-Kazooie title, Diddy Kong Pilot was already being redeveloped into an entirely different game.

History

The game was first shown at E3 2001, and was also shown a few months later at Spaceworld 2001.

One of the characters, tentatively named Redneck Kong,[1], or "Crappy Kong"[2] was "killed off" early in the game's development, according to Jens Christian Restemeier, one of the game's developers.[3] Candy Kong would subsequently appear in the background for character selection menus.[4]

One of the builds, said to be presented at a Spaceworld, consisted of a cast featuring both Donkey Kong Country and Mario characters, which would have been a first for a Donkey Kong series spinoff. This version allowed players to select between six Donkey Kong characters (Diddy Kong, Cranky Kong, Donkey Kong, King K. Rool, Funky Kong, and Dixie Kong) and six Mario characters (Princess Peach, Mario, Yoshi [sitting atop a Lakitu's Cloud], Wario [piloting a red biplane similar to the Bulldog], Bowser and Toad). Not much information is known regarding this build or its history.[5]

In 2002, Nintendo refused to publish Diddy Kong Pilot, as they found the game "substandard". One of their criticisms was "There's no point in flying up and down on flat levels")[1] Some Rare employees believed the company was prejudiced since it occurred in a time period just before the Microsoft acquisition. Diddy Kong Pilot was not presented at E3 2002.

On September 15, 2011, after ten years of no new information regarding the game, a former Rare employee, under the pseudonym of Transparentjinjo, posted gameplay footage of the game on YouTube.[6] According to the video's title, the build was dated "September 7, 2001".[7]

Gameplay

Diddy Kong Pilot featured six modes: Racing, Stories, Dog Fights, Battle, Clock Race, and Options. The build is largely unfinished as most of the stages are nearly empty, some only having a backdrop and a few assets laid out on the stage. Many of the modes, such as Dog Fights, are non-functional. The gameplay essentially only consists of flying around on a course. Some features were never implemented such as plane customization,[8] or unlockable characters, stories, and stages.[9]

Debug menu

The debug menu upon starting up Diddy Kong Pilot 2001
The debug menu

Upon starting up the game, the player is instantly led onto a debug menu, and it has three options: Level, Player, and Blend. The first option allows them to choose a course, and the second one allows them to select a character (Cranky). The "level" options include:

Beach 00 Beach 01 Beach 02 Beach 03
Lava 00 Lava 01 Lava 02
Snow 00 Snow 01 Snow 02 Snow 03
Keep 00 Keep 01 Keep 02 Keep 03
Lake 00 Lake 01 Lake 02 Lake 03
Farm 00 Farm 01 Farm 02 Farm 03 Farm 04
Haunted 00 Haunted 01 Haunted 02 Haunted 03
Jungle 00 Jungle 01 Jungle 02 Jungle 03
Swamp 00 Swamp 01 Swamp 02 Swamp 03
Desert 00 Desert 01 Desert 02 Desert 03

The second option, "Player" has six numerical values, labeled 0-5. Each of them represent a playable character:

  • 0 and 5: Cranky Kong
  • 1: Diddy Kong
  • 2: Kritter
  • 3: K. Rool
  • 4: Dixie Kong

The final option, Blend, does not appear to have a function. It has four options: Off, Alpha, Up, and Down.

Modes

Diddy Kong racing in the Bounty Beach course from Diddy Kong Pilot 2001
Diddy Kong racing in the first course, Bounty Beach

The player can exiting to the main menu by opening the pause menu. It has three options which are self-explanatory: Continue, Restart, and Quit. Few of the further developed courses also redirect the player to the main menu after they complete all three laps.

The main menu has six modes: Racing, Stories, Dog Fights, Battle, Clock Race, and Options. It is also the only part of the game to have a music track.

The Racing mode allows the player to select a world, each with an associated level difficulty. Unlike its predecessor, Diddy Kong Pilot only features four characters racing on a course at a time; the main goal remains the same: racing three laps around a course and getting first place. Many of the core features are similar to Diddy Kong Racing, for instance how the player can collect bananas and pick up an item from item balloons appearing around the course. Zippers also return in the courses, and they give racers a speed boost.

The Stories mode has three different stories: King of Kongs, Back to the Light, and K. Rool's Gold. This mode is almost entirely nonfunctional, but it was intended to have a unique story for a certain character and a final boss at the end.[10]

The Dogfight mode features players fighting against each other. There are four options and none can be accessed: Classic Dogfight, a Dawn Duel, a Classic Variation, or a Focal Feud.

The Battle mode was planned to be a multiplayer mode, and its icon shows a crate containing miscellaneous objects. Another version has a different icon showing four original Game Boy Advance units hooked to each other via a Link Cable.

The Clock Race mode was presumably planned as the Time Trials mode. It has little to no difference from the Racing mode, but it allows the player to easily select a stage, similar to the debug menu. Unlike the debug menu, most of the stages crash in this option.

Options only allows the player to choose between D-Pad or tilt control. The tilt sensor capability was also shown off at E3 2001.[11]

Controls

  • +Control Pad or Tilt motion control: Move in the desired direction.
  • A Button: Acceleration
  • B Button: Use weapon
  • L Button or R Button: Tilt at a sharper angle
  • L Button or R Button (twice): aerial roll
  • R Button and +Control Pad Down (twice while accelerating): U-turn
  • Start Button: Pause the game

Playable characters

The character selection menu is highly incomplete, as highlighting a character would trigger a sound effect from an unrelated character. Selecting a character causes the game to choose an entirely different character instead. Redneck Kong was playable in earlier builds, such as E3 2001, and the character selection screen from later build suggests he was busy being replaced with Candy Kong.

Items

Most of the items reappeared from Diddy Kong Pilot except for peanuts, watermelons, and eggs. The player can carry up to a few items at a time. Most of the items can be obtained from sky blue-colored item balloons with a yellow question mark on them. Item balloons also have a green and DK variant, and both have unfinished functionality. Both provide an item, either with an icon of Cranky or Diddy, and neither are functional.

Image Name Description
The icon for a green rocket item from Diddy Kong Pilot 2001 The icon for a red rocket item from Diddy Kong Pilot 2001 Rockets These items can lock on to a nearby opponent and temporarily slow them down.
The icon for a green rocket boost from Diddy Kong Pilot 2001The icon for a red rocket boost from Diddy Kong Pilot 2001 Rocket boost Like zippers, these give a speed boost to the racers. The red rocket boost provides a higher speed boost.
The icon for a green magnet from Diddy Kong Pilot 2001The icon for a red magnet from Diddy Kong Pilot 2001 Magnet When used, the player is magnetized to another nearby racer. The red magnets are stronger than the green ones.
The icon for a five-count peanut item from Diddy Kong Pilot 2001The icon for a ten-count peanut item from Diddy Kong Pilot 2001 Peanuts Peanuts can be fired at other opponents; based on the count, the player can either shoot out five or ten at a time. Unlike rockets, these items do not have lock-on capabilites.
The icon for a watermelon item from Diddy Kong Pilot 2001 Watermelon This item drops behind a watermelon. When a racer crashes into the item, it splatters and temporarily slows them down.
The icon for a egg item from Diddy Kong Pilot 2001 Egg The egg functions similarly to the watermelon except that it also moves around in a circular pattern.

Courses

Sleepy Shores

  • Bounty Beach: A race track taking place on the beach as the name states. It has palm trees in the background along with the shore.
  • Farm Attract
  • Jet Set Jungle
  • Beach Race: The player races Donkey Kong in this area.

Kongo Kingdom

  • Swoop Swamp
  • Jungle Race
  • Magma Mainland: A volcanic area with rising lava obstacles that boost racers upward.
  • Haunted Race:

Western Wastes

  • Lake Race
  • Lava Race
  • Swamp Race
  • Crackpot Keep

Island of Eggs

  • Vulture Valley
  • Keep Race
  • Lake Race
  • Chicken Chase: This race takes place in the farmlands; there are flapping chickens for obstacles during one part.

Polar Plateau

  • Frosty Lake
  • Farm Race
  • Desert Race
  • Snow Race

Stories

King of Kongs

  • Beach Barricade
  • Hair Raising Rescue
  • Peaceful Passage
  • Cranky Panky

Back to the Light

  • Grub Grab
  • Farm Feud
  • Swamp Swoop
  • Dark Tower

K.Rool's Gold

  • Classic Dogfight
  • Fly Like The Wind
  • Snowball Snapshot
  • Flawed Genie'us

Battle stages

  • Hatch Match
  • Ghost Grasp
  • Swamp Showdown
  • Wasteland Wipe Out

Gallery

For this subject's image gallery, see Gallery:Diddy Kong Pilot (2001).

Names in other languages

Language Name Meaning Notes
Japanese ディディーコングパイロット(仮称)[?] Diddy Kong Pilot (tentative)

Trivia

References

External links

Template:DKGames Template:UnreleasedMedia