Thank you for keeping the spirit of Bionicle Alive. I wrote the score for this game along with Paul Arnold, the percussion was performed by Jamiroquai's percussionist at the time Sola Akingola, the strings recorded in Prague, the rather flat brass in a school hall here in Cambridge and the rest programmed. It was split into chunks for interactive triggering after being written by the clever chaps at Argonaut.
The reason this game was... subpar, was they had a really tight time frame to make it. That reminds me of another game that was bad, but had an amazing soundtrack...
+metroidman97 Given a lot of time, this game would have been amazing. The game showed potential, but wasn't anywhere near as good as it should have been.
I remember as a kid I would fuck up the energy charging move and would not able to break the matoran out of those energy domes and had to restart the level. It made me so mad as a kid lol
This level had a thing for strange, ominous sounds in it. You can hear what sounds like a Bohrok cry at 4:22 and something very faint at 0:57 in the background. Additionally, I once encountered a random bug where the music wouldn't play throughout the entire level, which motivated me to listen to the cave ambience undisturbed that plays in the tunnel next to the statue and behind the waterfall in the final area before the boss, and it also had strange sounds in it. Like something secret and sinister was going on in the distance.
I used to know several glitches that could be done in ga wahi area two, one glitch was where if you jumped over a fence where second lock switch thing was. If you jump just right, you can get over onto the other side of the fence and if you swim through the rocks, you can get out of bounds.
The other glitches was were I made Gail sheer climb a wall in area two, just under the bridge that's by that suva above. Jump out of the water, press some buttons and you can make Gail stick to the rock wall, and if you do it enough you can climb all the way to the top.