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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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The location for Ringling Village is loosely based off of Wiltshire, a country from South West England.
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Unused sprite:
https://www.youtube.com/watch?v=4POnvgHBwxA
Tweet by programmer Terry Franguiadakis:
https://x.com/TFranguiadakis/status/1805556049170112563
https://www.youtube.com/watch?v=4POnvgHBwxA
Tweet by programmer Terry Franguiadakis:
https://x.com/TFranguiadakis/status/1805556049170112563
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Two early names considered for the game during development were Tornado Alley, and Zephyr: Rise of the Elementals. The game was first pitched to Warner Bros. Interactive under the Tornado Alley name in July 2006. These early design documents, alongside the documents for the unproduced Dirty Harry: Excessive Force, were later trademarked in 2008.
Tornado Alley pitch bible:
https://uspto.report/TM/77202639/SPE20080304192012/
Tornado Alley sizzle reel variant with early title:
https://www.youtube.com/watch?v=bVDY1uNt3Ig
Engadget article with Zephyr: Rise of the Elementals title:
https://www.engadget.com/2009-06-01-konami-announces-zephyr-rise-of-the-elementals.html
https://uspto.report/TM/77202639/SPE20080304192012/
Tornado Alley sizzle reel variant with early title:
https://www.youtube.com/watch?v=bVDY1uNt3Ig
Engadget article with Zephyr: Rise of the Elementals title:
https://www.engadget.com/2009-06-01-konami-announces-zephyr-rise-of-the-elementals.html
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Tornado Outbreak uses an in-house engine that incorporates a heavily modified version of RAD Game Tools' Granny 3D SDK. Unlike most video games that make use of the Granny 3D SDK, assets are compressed into one ZLIB archive that uses the .bgw extension. The core engine itself is written in C++, but also makes use of Lua scripting as well.
Developer Shane Whitfield's experience on the project:
https://web.archive.org/web/20120801081454/http://www.shanewhitfield.com/ShaneWhitfield/Tornado_Outbreak.html
Scott Bilas's experience on the project and the usage of Lua:
https://this.scottbilas.com/#prj-tornado-outbreak
Simple unpacker and repacker for the .bgw files that document the game using the highest level of ZLIB compression:
https://github.com/SamuraiOndo/tornado-outbreak-bgw/blob/main/bgw.py
https://web.archive.org/web/20120801081454/http://www.shanewhitfield.com/ShaneWhitfield/Tornado_Outbreak.html
Scott Bilas's experience on the project and the usage of Lua:
https://this.scottbilas.com/#prj-tornado-outbreak
Simple unpacker and repacker for the .bgw files that document the game using the highest level of ZLIB compression:
https://github.com/SamuraiOndo/tornado-outbreak-bgw/blob/main/bgw.py
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The Xbox 360 port of the game is the only version that natively supports 60 FPS. The framerate on actual Xbox 360 hardware is capped to 30 but can drop down to 9 FPS, because of the render distance and additional lighting. When emulated, the game maintains a steady 30/60 FPS depending on what's going on. Cutscenes, subtitles and loading screens move too quickly, and there is major slowdown when the game is running in 60 FPS. This is noticeable in the sixth level Ringling Village and the final level Showdown With Omegaton.
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