Note: This page is currently being rewritten.
Gameplay[]
Toggable Framerate Counter[]
The ability to toggle the game's framerate was an option only featured in the development builds of Tornado Outbreak.
BATTER-RAM[]
Similar to the Totem battles, the player locks onto an object with the Z button while shaking the Wii remote left and right to enter a mini game called BATTER-RAM.
Collection hint[]
An early version of the Fire Flyers indicator consisted of a cloud with an animated sprite of the Fire Flyer telling the player how many Fire Flyers are needed to be collected to advance. While still in the game's files, its text fails to load.
Chain Collecting[]
In earlier versions of Tornado Outbreak, the ability to toggle the advanced chain collecting mode could've been enabled with the press of a button. This ability would completely remove any smokes and sparks appearing from any objects, along with the removal of the Fire Flyers' sizzle sound effect.
Fujita Frenzy[]
The Fujita Frenzy was a power-up that would've been activated once the player collected a specific amount of humans hiding in specific buildings. The power-up would increase the player's tornado size and allowed the player to destroy larger buildings.
Game mode switch[]
Left within the game's .bgw files contains an unused function that changes the current game mode.
tamodemgr.setgamemode(0)
Under Construction[]
A beta version of the exit button. When enabled via modding, it allows players to skip the level and load the Totem battle, presumably for debugging purposes.
Multiplayer voice lines[]
- Both Nimbus and the Wind Warrior would give a speech about growing the tornado by moving close to the larger player.
- Wind Warrior has a total of four unused voice lines intended for multiplayer.
- The first two, is the Wind Warrior telling Zephyr to join forces with one tornado with Wind Warrior controlling the tornado. The second two are the Wind Warrior telling Zephyr that he'll shield the tornado.
Noclip Mode[]
Still useable by changing the value weatherphase1 to weatherphase0.
Property Damage[]
The player was originally scored by the amount of Fire Flyers collected along with the amount of property damage.
Side Missions[]
A side mission mode was planned, but was eventually scrapped. Unused text referring to the side missions can still be found in the tornadoalley.bsu file.
Size 33 Tornado[]
Within the game's files, there exist unused animations for the size 33 tornado. The tornado's movement is slower then the previous tornadoes.
Maps[]
Chicken Con Carnage[]
The original premise for Chicken Con Carnage was more chaotic than in the final game. The level, developed under the working title of "The Fields of Screams" revolved around a small tornado that wreaks havoc within a rural farm setting. Players were given a variety of side missions ranging from plucking feathers off of fleeing chickens, a mechanic that would remain intact in the final game, draining lakes, to even merging with another tornado to create an F5 tornado capable of taking out a massive chicken farm.
Players would've then guided the tornado into an industrial park, where they'd be tasked to cause more chaos. By late 2008 to early 2009, the entire premise was scrapped, rewritten to introduce characters such as Zephyr, Nimbus, and the Fire Flyers. Players would still be tasked with causing destruction, but they would also be capturing Fire Flyers and destroying Totems in the final game.
Drive-In[]
A cut map from the game. Not much is known about it aside from existing concept art.
Double Wide Damage[]
- Originally, if the player attempted to replay the level before completing Camelot Falls, Nimbus would've been replaced with the Wind Warrior.
Showdown with Omegaton![]
- Nimbus was originally going to tell Zephyr to hit Omegaton's gigantic kidneys. This could've been removed due to referencing actual human organs.
- Both Zephyr and Nimbus originally had a speaking role during the fly-through segment.
WB LOGO[]
An unused startup sound initially used when Warner Brothers were still the publishers of the game.
Concept Art[]
Note: Concept Art in Bold is not included in the final game.
Below are a list of characters or concepts that were never added in the game, or was just left as concept art.
- An Unnamed Earth Elemental
- Eddie (Concept Art of Zephyr)
- Fireguy (Some kind of fire elemental(?)
- Double Wide Damage (Concept Art)
- Military Madness (Concept Art)
- Several unnamed air elementals.
- Octoman (A human octopus)
Cutscenes[]
Note: Lines that are in italics do not have a 16x9 variant.
Three unused cutscenes can be found in the game's movie folder. These cutscenes were later removed in the Xbox 360 and PlayStation 3 version of Tornado Outbreak.
- bonus_chickenfarm_intro.bik
- bonus_chickenfarm_outro.bik
- bonus_e3_attract_4x3.bik
Music[]
Big Sky[]
An unused track that's name is speculated to be called Big Sky. Interestingly enough, this track isn't composed by Peter McConnell.
Tokyo S3[]
An unused track from the level Showdown with Omegaton.
Characters[]
Elvis impersonator[]
- While the character itself wasn't removed from the game, an unused Wwise soundbank (.bnk) file is left present in the Wii's audio folder in the game directory.
- There's quite a few voice lines that were left unused.
Zephyr[]
- During development, Zephyr's name was originally Eddie, another word to describe a gentle breeze.
- Before the name Eddie, Zephyr was simply referred to as Avatar. It's possible that this name was changed due to copyright issues.
- Before the unnamed Wind Warrior, the player would've controlled a removed character named Windboy.
- Before the name Eddie, Zephyr was simply referred to as Avatar. It's possible that this name was changed due to copyright issues.
- Zephyr, and the Wind Warrior have an unused fumble animation. This animation was intended to play when the player stopped controlling the tornado.
- He also has an unused idle animation consisting of him wiping his shoulders. It's possible that this would've played when the player obtain Nimbus' accouterments.
- Interestingly, these animations are still present in the 360 and PS3 versions of the game.
- He also has an unused idle animation consisting of him wiping his shoulders. It's possible that this would've played when the player obtain Nimbus' accouterments.
Nimbus[]
- Nimbus was originally planned to appear in the map Camelot Falls. This can be seen in earlier screenshots of the game.
- According to in-game files, Nimbus' name was originally Zephyr.
- An unused texture for him exists within the PlayStation 3 and Xbox 360's map files.
- There exist a partially unused idle animation; an animation just involving his model floating in the air.
Stone Stomper[]
- Two unused pouncing animations for him exists within the game's files; a regular pounce and a cannonball pounce.