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Pilotwings' demo gameplay results depend on when your SNES cartridge was manufactured

Which version do you have?




Did you know that depending on when your Pilotwings SNES cartridge was made, your demo gameplay will have a different result? Believe it or not, a cartridge revision that adds in a new chip to help with calculations changes how a demo flight turns out. Earlier versions of the cartridge have the above plane landing safely, while the cartridge with the new chip calculates that the plane would crash given the circumstances. Pretty neat little find!

Nintendo grabs Pilotwings trademark in Japan

Nintendo has grabbed another trademark for use in Japan. This time around they've secured a trademark for the name Pilotwings. This trademark applies to just video games, but no details on what it will be used for were shared.

Super R-Type and Pilotwings get the MSU1 audio treatment


Once again, for those who are unfamiliar with MSU1...

MSU1, also named "Media Streaming Unit revision 1", is a homemade enhancement chip made by byuu for the SNES. It allows the SNES to have 4 GB of storage space and CD quality Stereo Audio.

Thanks to Goncalo for the heads up!

Unseen64 - Pilotwings' Lost Open World Reboot

Factor 5's Pilotwings reboot was an open world game developed exclusively for the Nintendo Wii. The project originated on the Nintendo GameCube, but was eventually pushed onto the wii. Factor 5 experimented with with a kind of head tracking glasses that effected what was displayed in relation to the player's position, giving the illusion of real depth within the display. The game started out with a more serious tone, but gradually became more casual like past Pilotwings games. Factor 5 later made the project its own IP, and developed it under the title Wii Flight, Wii Fly, and ultimately WeFly.

Pilotwings 64 composer discusses working on the project

A portion of a Nintendo Life interview with composer Dan Hess...

NL: Pilotwings 64 was Paradigm's first foray into video game development. Was it your first experience at composing music for a video game? How did you feel when you learned that you would be creating the musical score for a Nintendo 64 launch title?

Hess: I created music for a simulator experience which was designed to be a Location Based Entertainment System (Magic Edge) in the early 90s using the Audioworks platform, but Pilotwings 64 was my first experience composing for a commercial video game. I was thrilled to take it on as it was the realization of a childhood dream!
NL: Was it difficult creating music and sound effects for the Nintendo 64?
Hess: What most people don't realize is that at the time, soundtrack development for video games was 25% music composition, 25% sound development, 25% interfacing with team members and directors, and 25% software/system manipulation. N64 cartridges had limited ROM memory — around 8 megabytes — and very little of that was dedicated to sound effects, let alone music. Forget recorded music, that was way too intensive for the hardware. Assuming the games required more than one or two repeating 4 bar tunes (as in the game 1080° Snowboarding), soundtrack artists had to create sound databases of the instruments to be used in the game, then create MIDI sequences to trigger the sounds in order to produce the real-time tracks for the game. Even in the 90s, this was an archaic form of music creation, but such were the limitations of the video game systems at the time. Composers who could work within those limitations were required.

Full interview here

The Making Of Pilotwings 64



Pilotwings 64 was my first Pilotwings game and the experience blew me away. I thought that title really showed off what the N64 could do. While Pilotwings 64 wasn't the first entry in the series, it may be the most important one due to it's N64 launch status. Hit up the link below to see how the title came together.

Article here

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