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subdirectory_arrow_right Galactic Taz Ball (Game)
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Hidden Palace article:
https://hiddenpalace.org/Tornado_Outbreak_(July_29,_2008_prototype)
The Cutting Room Floor articles with leftover assets from the DS port as the game was getting retooled into Crash Landed:
https://tcrf.net/Crash_Landed_(WayForward)
https://tcrf.net/Proto:Crash_Landed_(WayForward)/July_28,_2009_Build
Discussion about the Crash prototype being retooled into Galactic Taz Ball:
https://crashynews.wordpress.com/2024/03/18/archive-wayforwards-crash-landed-ds-tech-demo-builds-code-and-design-document/
https://hiddenpalace.org/Tornado_Outbreak_(July_29,_2008_prototype)
The Cutting Room Floor articles with leftover assets from the DS port as the game was getting retooled into Crash Landed:
https://tcrf.net/Crash_Landed_(WayForward)
https://tcrf.net/Proto:Crash_Landed_(WayForward)/July_28,_2009_Build
Discussion about the Crash prototype being retooled into Galactic Taz Ball:
https://crashynews.wordpress.com/2024/03/18/archive-wayforwards-crash-landed-ds-tech-demo-builds-code-and-design-document/
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An unused exit screen with the label "underconstruction_exit" exists within the game files. When activated in-game, the level will abruptly end and transition to the boss variation of the level's stage.
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Unlike its Wii counterpart, characters such as Zephyr, Nimbus, and the Wind Warrior use two separate models in the Xbox 360 and PlayStation 3 ports of the game.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
The first model is used during fly-through cinematics while the second one is used in-game. The Wii version only used one model, presumably because of the lack of resources on the Wii's hardware.
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In most cases, the game's interactive music is comprised of seven different layers. The first layer, being the base melody, second being drums, third being bass, fourth being electric guitar, fifth being strings, sixth being woodwinds and brass instruments, and the seventh and final layer, a choir.
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The sunlight in the Xbox 360 port of the game uses an animated shader that creates a mirage effect.
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A digital PlayStation 3 and WiiWare port of the game was in development, but was silently canceled. A digital version of the Xbox 360 port of the game, originally announced in June of 2009 as an Xbox Live Arcade title, was released on December 6, 2011.
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Within the data for every version of the game is a semi-functional no-clipping mode that allows the player to freely explore maps without being stunned by the sunlight. The mode can be enabled by changing the value from "weatherphase1" to "weatherphase0". During exploring, the player won't be able to destroy objects that are within the sunlight.
A secondary no-clipping mode can be activated upon manipulating the level's "growmission" file. Unlike the previous method, players have full control of the camera but are unable to control Zephyr.
A secondary no-clipping mode can be activated upon manipulating the level's "growmission" file. Unlike the previous method, players have full control of the camera but are unable to control Zephyr.
No-clipping footage:
https://www.youtube.com/watch?v=CGItwxrpGnQ
Alternative no-clipping footage:
https://www.youtube.com/watch?v=c8u-65x-dGs
Supplementary Fandom wiki article:
https://tornado-outbreak.fandom.com/wiki/Noclip_mode
https://www.youtube.com/watch?v=CGItwxrpGnQ
Alternative no-clipping footage:
https://www.youtube.com/watch?v=c8u-65x-dGs
Supplementary Fandom wiki article:
https://tornado-outbreak.fandom.com/wiki/Noclip_mode
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The Stone Stomper has two unused pouncing animations that were intended to play during the Stone Stomp tutorial segment in Carnival Carnival. The first one, being a regular pouncing animation and the second one being a cannonball pounce.
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It is possible to grab and throw Nimbus with the tornado via modding. Since he doesn't have a death animation, his model will be stuck in an A-pose.
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The ability to strip the clothing of certain humans was originally intended to be used for a side mission for Military Mayhem. The side mission in particular would've involved Zephyr pantsing the wandering soldiers in the first zone of the level.
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As the game was originally intended to be a Wii exclusive, the colors for the tornado were colored coded after the colors of the Wii Remote's cursor. Player one, having a blue tornado while the second player having a red tornado.
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In-game footage of the fat horses:
https://www.youtube.com/watch?v=nipb3Kbc4JI#t=825s
What's Opera, Doc?:
https://www.youtube.com/watch?v=6jDcWAWRRHo
https://www.youtube.com/watch?v=nipb3Kbc4JI#t=825s
What's Opera, Doc?:
https://www.youtube.com/watch?v=6jDcWAWRRHo
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