Breaking news! The Diddy Kong Pilot 2001 Alpha ROM has been released!Jump to release discussionGet the 2001 alpha here!Pre-release discussion follows:Many people who have played Banjo Pilot probably know that it was originally going to be Diddy Kong Pilot before Microsoft bought Rare and changed everything... but even if you know that fact, chances are that you probably haven't seen footage of it. Well, a YouTube user named
transparentjinjo, who was apparently at one point an employee of Rare, uploaded some about a week ago. You can watch it
here, and it sure is interesting. (The user has other alpha/beta videos of other games too, including early versions of Banjo-Pilot itself, as well as Banjo-Kazooie: Grunty's Revenge, among other games, all of which is interesting to watch. If you haven't seen any of that yet, go do so now. You don't know what you're missing.)
So anyway, you can see an early build of Diddy Kong Pilot. It is completely different from the finished product Banjo-Pilot, and from the looks of it, it had so much potential. It is a very different game from Banjo-Pilot was: For example, the courses are entirely different, where the layouts are unrecognizable, and they are graphically different too (arguably better, even if they still suffer from the brightness problem that every Rare game has), although one level sorta looks like Hailfire Peaks. Some courses are unfinished, however, which have placeholder graphics. This is an alpha, so you can't expect it to be complete, obviously.
The menus are also very different from Banjo-Pilot as well, and so is the title screen. It just has a completely different feel to it. The title screen is the only screen that has music, and it's different from anything in Banjo-Pilot. I don't find it groundbreaking though, but I didn't find Banjo-Pilot's music groundbreaking either. None of the tracks have music programmed in yet, apparently.
There also appears to be a story mode, although I don't know what it does. It's cool that it has it though. There is also a dogfight mode, which appears to be similar to the battle mode in Mario Kart. (I don't remember if Banjo-Pilot had anything similar...)
Also, the items are different. In Banjo-Pilot, the items are naturally based off items from the Banjo series, like the different types of eggs, the shoes, etc. (and they're ripoffs of Mario Kart items
in my opinion). In Diddy Kong Pilot, they appear to be based off of items from Diddy Kong Racing, including some new ones like the peanuts (OK, I know they're from DK64, but still -- they weren't in DKR). This could have been cool.
In addition, there appears to be a motion sensor feature (probably like Kirby Tilt 'n Tumble or Wario Ware: Twisted). No such feature exists in Banjo-Pilot, but I guess that it would have worked similarly to those games; you would tilt (or perhaps rotate) the Game Boy to steer your plane.
Oh yeah, it has Redneck Kong (I think that's the name). Unfortunately, when he is selected, you play as Diddy Kong, so apparently he wasn't programmed in yet. Shame, I would have loved to see what he was like.
So, yeah. That's Diddy Kong Pilot. If Microsoft hadn't bought Rare (and as more time goes on, the more annoyed I am at this due to games like this), this could have been better than the half-assed Banjo-Pilot, which despite the 5 or so years of development time, seemed lackluster when compared to both the Mario Kart series and the Banjo series. I remember being disappointed after a while when I got the game, as the race tracks seem uninspiring, there isn't much to do, and it doesn't feel like a Banjo game. Also, since when do planes slow down when they're flying over grass? I do like how Diddy Kong Pilot feels like a Diddy Kong game, and if it were finished the way it was intended to be, I would have enjoyed it a lot.
So, there you go. There's also supposed to be another video of a later build eventually, so that will be cool. OK, I'll end this post, since in typical fashion, this post was much longer than it was supposed to be.