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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 sunlight in the Xbox 360 port of the game uses an animated shader that creates a mirage effect.
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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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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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The achievement/trophy Green Eggs and.... is a reference to the 1960 Dr. Seuss book, Green Eggs and Ham.
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When it comes to emulation, the Nintendo Wii port of the game struggles to maintain 30 FPS on a handful of levels due to the large amount of objects being rendered on-screen.
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An unused idle animation for Nimbus exists in the game files. The animation is just called small_idle and has Nimbus' model shrunken down.
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Originally, instead of controlling a Wind Warrior in co-op mode, the player would have taken control of Nimbus. A partially unused transformation animation (which was re-purposed into a flying transition animation for the final game) and a stunned animation for Nimbus can be found in the game's files.
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An unfinished test animation for Zephyr and the Wind Warrior exists within the game files; the animation is named "surf"
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Enabling free cam will reveal that a duplicate model of Zephyr is placed in the level's default position, which varies depending on the level.
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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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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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