In the final version, the roll is not cancelled.
In the final game, the only situation where you cannot change your direction in the air is if you are in a situation that forces you to fall straight down. Unless you are doing a Rat-a-tat Rap, a Feathery Flap or are flying, you cannot change Banjo's direction in the air after a jump.In the final version, it is activated by holding L then pressing R, and you do not need to hold L to stay in Talon Trot. Talon Trot is activated by holding L and the D-Pad in any direction, and you must hold L to stay in Talon Trot.The player has to be standing still in order for it to work in this build. Pressing B while moving does not Whack Pack.
(Source: Rareware Central (Paul Rahme interview)) Movement Mechanics The "Game Over" text is in MS Comic Sans in the prototype, while the final version uses a different font. The game over screen plays the title screen music and does not feature Banjo crying.In addition, the Jinjos' palette on the menus does not change, regardless of the level the player is on. "View Totals" was shortened to "Totals" Also, note the glitchy palette for the Jinjo. Regardless of how far into the game the player has gotten, the game displays all of the items the player has.This is because it is confused whether to spawn the player where they died or where the player last entered/exited. Dying in a body of lava, goo, or water will cause the game to glitch up when returning to the game.The game does not alert the player when he or she has finished an objective.Bozzeye doesn't warn the player when he or she is not in front of the molehill.Dialogue boxes do not appear over characters that the player can talk to.The dialogue does not progress by itself if the player hasn't pressed any buttons for a while.The name is also rendered using MS Comic Sans. When entering an area that is not a level, its name does not show up.When collecting any item for the first time, Bozzeye does not tell Banjo about the item's purpose.When approaching Bozzeye, he doesn't tell Banjo how many Notes he needs to collect.Going up against the wall will cause the player to get stuck, rather than slide to the left or the right.While the debug menu text is present in the ROM, pressing Select only shows the version number and the map coordinates.Whenever the game crashes, a blue screen appears, describing what happened to make it crash or freeze.According to former Rare programmer Paul Rahme, the feathers, and thus the ability to fly, was scrapped because of numerous complaints about two aspects of flying in the game - the camera's deceiving perspective, and some scenery collisions going right up to the sky on older maps. Red Feathers are present in this prototype.Instead, there is a crystal Jiggy with the word "BOSS" flashing. Dying causes you to lose all your eggs and feathers.The player can hold more than 25 of any type of Egg.The game has a total of 700 Notes and 70 Jiggies, rather than 600 Notes and 60 Jiggies.The player has to press Down to advance the text.Strangely, Wing Mario Over the Rainbow is still intact, re-named "Should Not See Me." If the player goes through the 50 star door using the BLJ glitch, it is possible to collect 33 stars.Entrances for The Princess's Secret Slide, The Secret Aquarium, Vanish Cap Under the Moat, Big Boo's Haunt and Bowser in the Sky have been removed completely.If the player tries to enter Snowman's Land, Tiny-Huge Island, Tick Tock Clock or Rainbow Ride, they will lose a life and appear outside the castle.The only exceptions are Peach's Castle and Bowser fights, which uses the standard Bowser fight music from SM64 and also uses Peach's Castle music from SM64. All level music matches their Banjo-Kazooie counterparts, excluding Peach's castle and Bowser fights.Note: MIPS appears in the basement, which accounts for the 32th star. Entered via the beam of light in the lobby.
There are two more stars in this level than the names suggest. Bowser is making trouble again and Mario must recover the stars.