Tornado Outbreak (Wii)
Tornado Outbreak |
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Also known as: Zephyr: Rise of The Elementals This game has unused animations. This game has a prerelease article This game has a notes page |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
This page sucks. If you could make it suck less, that would be awesome. Specifically: Needs a rewrite badly. |
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Tornado Outbreak is a game about... well, guess.
To do:
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Contents
Sub-Pages
Prerelease Info |
Notes |
Unused Dialogue Nimbus got silenced. Yeah. |
Unused Maps Well, who knew a game like this had unused maps? |
Debug Menu Great Balls of Fire! This game has a debug mode! |
Unused Music Music that was removed from the final game. Darn! |
Unused Text Seems like there used to be a side mission/challenge mode. |
Unused Animations Animations that were unique in a very odd way... |
Unused & Hidden Objects |
Concept Art
A slideshow of the map Double Wide Damage is present in the files, although the slideshow wasn't in the final game. Other unused images include a slide of Military Mayhem, bonus images of Windboy and Windgirl (two cut characters), and two variants of the Stone Stomper:
- A Stone Stomper with the cartoonish look just like in the game's cutscenes.
- A more realistic and pale looking Stone Stomper with trees growing on the top of his head and shoulders.
The realistic stone smasher may have been removed because it could've scared younger players.
Unused Levels
By swapping trailerpark.bgw with chickenfarm.bgw, training_firespirite.bgw, or jb_intro.bgw, three unused levels can be found that originally supported multiplayer. The levels were poorly functional because of how small the level was. The jb_intro level is fully functional, but the second player sometimes glitches out of bounds causing the other player to be stuck during the section of the level they were in. Chickenfarm, another playable level, was intended to be a mini boss battle. Player 1 steers the tornado while Player 2 absorbs the fire flyers. However, it's impossible to complete because the game strangely gives a blue screen forcing the player to restart the console. While the training area is fully functional, the second player can't absorb any Fire Flyers.
jb_Intro.bgw | chickenfarm.bgw/training_firesprite.bgw |
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Unused Graphics/Textures
By dumping the game's textures you can find some hidden objects that can't really be seen in-game.
The face of Derek McCaughan; an artist from Loose Cannon Studios. The texture appears in the Tokyo level, but is too small to see.
A texture of a camera. You weren't intended to see behind the camera.
Unused Cutscenes
There are two unused intro and outro cutscenes named bonus_chickenfarm_intro/outro.bik featuring the Fire Flyers and (the cut) Windboy. Another unused cutscene is bonus_e3_attract_4x3.bik.
bonus_chickenfarm_intro.bik | bonus_chickenfarm_outro.bik |
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Developer Related Text
To do: Add the rest of the developer-related text. |
These texts are from the tornadoalley.bsu file.
this checks uses of undeclared global variables..-- All global variables must be 'declared' through a regular assignment..-- (even assigning nil will do) in a main chunk before being used..-- anywhere or assigned to inside a function...
given A.B.C for the name, we'll create tables for each '.' in the path..-- with the last path component getting assigned 'value'
first param is optional, falls back to global
enhanced format that converts all its 'weird' args to strings..function format
this is here for debug support only when running commands direct from fuse
this will never get used in release builds.
Reporting globals....-- note that these will not actually do anything until luamgr has registered..-- its callbacks. so for any logging or asserts that are supposed to print..-- during startup, use print() or syserror/sysassert
$$ future: extend log to work like .net {0} style stuff, where i can put..-- formatting codes in to control depth of table/array traversal, etc
clear this stuff out in release builds, don't need it..if buildconfig.isrelease then
these are extensions to the built-in lua class 'table'....-- given a table, returns a "read only" version of it that errors on attempts..-- to modify contents. also can give an error if looking up a nonexistent..-- value. so we can catch spelling errors on constants etc
now that we have this function, protect the buildconfig
mix and match these. just don't modify them! make a copy first if you want..-- them to do something different.....table.mts = {}....-- attach this metatable to a table to have any references to nonexistent..-- children create sub-tables on-demand
do a collect to compact things, then ask lua how much mem it thinks we're using
let's get the string array right now, before any more get added by the act of collecting
we're about to use a ton of memory, make sure we're in preview mode
There sure are a lot of Lua timers! We're at %d now, maybe Scott should review this.
Illegal recursion! Can't wait while this script is already waiting. You smoking some crazy
What you say? You wait end with no begin??
Waiting has no effect when not in a thread - something weird going on?
IMPORTANT: do not modify this file without talking to Scott first!!
This..-- code is very closely tied to LuaMgr.cpp and one small mistake could cause..--
some really hard to debug problems!
future: support a type "indexer" that adds to _indexers table in a...--
general way what i'm doing with 'children' works......
These are the permitted event function names for go's to respond to. This..
-- table is a safety check against Evil...
only scott should mess with these!
To do notes
table and other gc refs + strings - convert to an index instead of mem addr for easier matching..-- do not separate single-ref tables from multi-ref..-- . first instance found = its "global name"..--. enum certain table trees first to make sure they get the first instance (like classes)..-- two pass: first collects all data into dump structures and ref counts etc, second does the reporting..-- print truncated, \n-removed, compacted string for each..-- get environment for everything that could have it and include in the walk along with metatable..-- store in the value part of the 'all' table a table with full name (including mt/env to get there), ref count.....-- look at userdata and associate with a 'go'....if buildconfig.isrelease then...return..end
Unused Cheats
Cheats that could only be accessed by hacking, or running the game in debug mode.
bonusmaterial = { [0] = { name = 1611, filename = "b00_Last_Hero", type = 1 }, [1] = { name = 1612, filename = "b01_Character_Growth", type = 1 }, [2] = { name = 1613, filename = "b02_fire_3", type = 1 }, [3] = { name = 1614, filename = "b03_fire_color", type = 1 }, [4] = { name = 1615, filename = "b04_fire_big", type = 1 }, [5] = { name = 1616, filename = "bm07_Chicken_Con_Carnage", type = 1 }, [6] = { name = 1617, filename = "b06_Fire", type = 1 }, [7] = { name = 1618, filename = "bm01_Roadside_Destruction", type = 1 }, [8] = { name = 1619, filename = "bonus_cannon_corked", type = 0 }, [9] = { name = 1620, filename = "trailerpark_intro", type = 0 }, [10] = { name = 1621, filename = "trailerpark_outro", type = 0 }, [11] = { name = 1622, filename = "b09_TrailerPark", type = 1 }, [12] = { name = 1623, filename = "b10_Japan", type = 1 }, [13] = { name = 1624, filename = "b11_Earth", type = 1 }, [14] = { name = 1625, filename = "b12_SizeStudy", type = 1 }, [15] = { name = 1626, filename = "b13_HarmoniumStudy", type = 1 }, [16] = { name = 1627, filename = "b14_EddieStudy", type = 1 }, [17] = { name = 1628, filename = "b15_WaterStudy", type = 1 }, [18] = { name = 1629, filename = "bm06_Drivein_Unused", type = 1 }, [19] = { name = 1630, filename = "bonus_cannon_fish", type = 0 }, [20] = { name = 1631, filename = "area51_intro", type = 0 }, [21] = { name = 1632, filename = "area51_outro", type = 0 }, [22] = { name = 1633, filename = "b18_Hero1", type = 1 }, [23] = { name = 1634, filename = "b19_Hero2", type = 1 }, [24] = { name = 1635, filename = "b20_OurLittleGuy", type = 1 }, [25] = { name = 1636, filename = "b21_Hero3", type = 1 }, [26] = { name = 1637, filename = "b22_WindBear", type = 1 }, [27] = { name = 1638, filename = "b23_WindBear2", type = 1 }, [28] = { name = 1639, filename = "b24_RockGuy", type = 1 }, [29] = { name = 1640, filename = "bm08_High_Roller", type = 1 }, [30] = { name = 1641, filename = "bonus_cannon_spike", type = 0 }, [31] = { name = 1642, filename = "strip_intro", type = 0 }, [32] = { name = 1643, filename = "strip_outro", type = 0 }, [33] = { name = 1644, filename = "b27_Rocky3", type = 1 }, [34] = { name = 1645, filename = "b28_Windy", type = 1 }, [35] = { name = 1646, filename = "b29_Original_Wind", type = 1 }, [36] = { name = 1647, filename = "b30_Wind_Concept", type = 1 }, [37] = { name = 1648, filename = "b31_Wind_Concept", type = 1 }, [38] = { name = 1649, filename = "b32_Wind_Concept", type = 1 }, [39] = { name = 1650, filename = "b33_Wind_Concept", type = 1 }, [40] = { name = 1651, filename = "bm02_Carnival_Chaos", type = 1 }, [41] = { name = 1652, filename = "bonus_cannon_truck", type = 0 }, [42] = { name = 1653, filename = "amusementpark_intro", type = 0 }, [43] = { name = 1654, filename = "amusementpark_outro", type = 0 }, [44] = { name = 1655, filename = "b36_Water", type = 1 }, [45] = { name = 1656, filename = "b37_Water", type = 1 }, [46] = { name = 1657, filename = "b38_Octopus", type = 1 }, [47] = { name = 1658, filename = "b39_Bubbleman", type = 1 }, [48] = { name = 1659, filename = "b40_Windboy", type = 1 }, [49] = { name = 1660, filename = "b41_Screen", type = 1 }, [50] = { name = 1661, filename = "b42_Nimbus", type = 1 }, [51] = { name = 1662, filename = "bm03_UK_Part_I", type = 1 }, [52] = { name = 1663, filename = "bonus_blooper1", type = 0 }, [53] = { name = 1664, filename = "wellstown_intro", type = 0 }, [54] = { name = 1665, filename = "wellstown_outro", type = 0 }, [55] = { name = 1666, filename = "b08_Omegaton", type = 1 }, [56] = { name = 1667, filename = "b17_Logo", type = 1 }, [57] = { name = 1668, filename = "bonus_sizzlereel", type = 0 }, [58] = { name = 1669, filename = "b05_Possession", type = 1 }, [59] = { name = 1670, filename = "b44_Land", type = 1 }, [60] = { name = 1671, filename = "b54_Tornado2", type = 1 }, [61] = { name = 1672, filename = "b50_OrigNim2", type = 1 }, [62] = { name = 1673, filename = "bm04_UK_Part_2", type = 1 }, [63] = { name = 1674, filename = "bonus_blooper2", type = 0 }, [64] = { name = 1675, filename = "renfaire_intro", type = 0 }, [65] = { name = 1676, filename = "renfaire_outro", type = 0 }, [66] = { name = 1677, filename = "bm10_Tokyo", type = 1 }, [67] = { name = 1678, filename = "bonus_previs", type = 0 }, [68] = { name = 1679, filename = "b47_Augie", type = 1 }, [69] = { name = 1680, filename = "b48_Mileage", type = 1 }, [70] = { name = 1681, filename = "b49_OrigNim", type = 1 }, [71] = { name = 1682, filename = "bm11_Japan", type = 1 }, [72] = { name = 1683, filename = "b51_Mileage2", type = 1 }, [73] = { name = 1684, filename = "b46_Tornado", type = 1 }, [74] = { name = 1685, filename = "bonus_blooper3", type = 0 }, [75] = { name = 1686, filename = "fishingvillage_intro", type = 0 }, [76] = { name = 1687, filename = "fishingvillage_outro", type = 0 }, [77] = { name = 1697, filename = "tokyo_intro", type = 0 }, [78] = { name = 1698, filename = "tokyo_outro", type = 0 }, [79] = { name = 1699, filename = "route66_outro", type = 0 }, [80] = { name = 1705, filename = "chickenfarm_outro", type = 0 }, [81] = { name = 1700, filename = "tokyo_outro2", type = 0 }, }
This can be used to trigger cutscenes while in the debug mode(?)
Debug Mode
Debug mode is currently inaccessible. The only way to run the game in debug mode is to modify the game's scripts. There is a pre-release screenshot showing the debug menu in-action from the Xbox 360 version.
There are options to enable certain game modes, show the FPS, trigger in-game cutscenes, view and replace animations, etc.
Additionally, it wasn't intended for the player to complete a level while in debug mode, so the game instead throws an error message.
Come back later
Oddly, if the players exits the game's debug mode a goodbye message will appear.
Anti Cheating
This needs some investigation. Discuss ideas and findings on the talk page. |
Three levels have an anti-cheat code active. If the game detects that you're cheating, it will show a blue screen and hangs the game, forcing you to reset your console. To add insult to injury, if you use a program to change a memory value the game will become unplayable and the game will no longer start. Any attempt to disable in-game missions, or just enable the "hasshownstomptutorial" or "hasshowndashtutorial" after the player has completed the level, will trigger the blue screen.
Cut Content
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Separate what exists and what doesn't exist in the files. What doesn't exist needs to be moved to a pre-release page. This stuff may also need to go onto a notes page. |
The following content was seen in the game's files, but not in the actual game.
- Slideshow of the map Double Wide Damage (cut due to a lack of space).
- Eddie (an early name/prototype for Zephyr).
- An E32009 demo.
- Slideshow of Military Mayhem (replaced with Eddie Study).
- Two bonus Chicken Con Carnage cut scenes with the Fire Flyers and Windboy. Along with a news reporter named Chuck Gavel.
- Concept art of Windboy (which was replaced with a drawn model).
- Surfy concept art of Windboy surfing.
- Mileage Study concept art of the chicken farm from Chicken Con Carnage.
- Rocky (cut Stone Stomper).
- Rockguy, a Stone Stomper that was more realistic looking. Could've possibly scared younger players(?)
- Windgirl, another wind character that was cut.
- FireGuy, another cut character.
- Nimbus as a multiplayer character. His multiplayer animations are still in the game's files, but in the end he received the axe.
- Side mission mode (disabled, but can still be enabled by hacking the game).
- Wingman.mb (an early version of the Wind Warrior. The model was replaced by avatar2.mb).
Scrapped Content
Originally, there was an easy mode (auto collecting) and a hard mode (advance chain collecting). In the auto collecting mode, players could easily destroy objects and automatically collect and absorb the Fire Flyers. In the advance chain collecting mode, players search the world to find the Fire Flyers hiding under buildings and vehicles and absorb them using the grab move. There is a Gecko Code that reenables the advance chain collecting mode, but makes the vortex race harder to complete in the process. A side mission mode was originally planned, but never got finished.
Version | Code |
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NTSC | C2060E64 00000001
60000000 00000000 |
Regional Differences
The European version has some minor changes that the North American version of the game lacks.
- If the player quits the game in the European version, the player will be taken to the title screen. In the North American version the game simply returns the player to the Wii remote screen.
- The smoke from the destroyed levels, and the Totem polls, do not repeat; instead, a five second delay occurs, then the smoke/fire animation will play again.
Version Differences
- In the Xbox 360 version, players have the ability to change their gamma (brightness). This is set to 3 as default.
- The KA-SMASH sprite is removed in the PlayStation 3 version.
- The chicken farm sign no longer spins in the Xbox 360 and PlayStation 3 versions.
- The framerate on the Xbox 360 and PlayStation 3 versions, drop to 25 to 16 FPS. It's unknown why this happens.
- Pages missing developer references
- Games developed by Loose Cannon Studios
- Pages missing publisher references
- Games published by Konami
- Wii games
- Pages missing date references
- Games released in 2009
- Games released in September
- Games released on September 29
- Games released in November
- Games released on November 13
- Games with unused animations
- Games with unused areas
- Games with unused code
- Games with hidden developer credits
- Games with hidden development-related text
- Games with unused objects
- Games with unused game types
- Games with unused graphics
- Games with unused cinematics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with regional differences
- Works In Progress
- Works In Progress for Over 1 Year
- Pages requiring cleanup
- Needs more images
- To do
- To investigate
Cleanup > Needs more images
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Pages requiring cleanup
Cleanup > To do
Cleanup > To investigate
Cleanup > Works In Progress
Cleanup > Works In Progress > Works In Progress for Over 1 Year
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Loose Cannon Studios
Games > Games by platform > Wii games
Games > Games by publisher > Games published by Konami
Games > Games by release date > Games released in 2009
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 13
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 29