Unused Graphics#
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Boss Placeholder#
A boss placeholder sprite used in the prototypes for bosses that weren't implemented yet.
Nintendo Logo#
Near the graphics for the Rare and THQ logos is the Nintendo logo used in the prototypes. Nintendo owned the Banjo IP and was set to publish Grunty's Revenge before Microsoft acquired Rare in September 2002.
(Source: Ferrox)
Boggy#
Boggy, a recurring character in the Banjo-Kazooie series, was meant to appear in the game.
Two animations of him idle and riding his sled. He looks more cub-like than his usual appearance, as Grunty's Revenge story is set in the past.
Boggy's sled appears red and in greyscale.
Gruntling Commander#
Early |
Final |
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The Gruntling Commander has an earlier character design, appearing as a generic Gruntling with a fedora. The final character is purple with a skull-imprinted bucket helmet.
Flight#
Flight was meant to be an ability in the game, but was cut.
The flight pad with animated glowing.
A feather dropped while flapping.
Debug Menu#
In the US version (internal build number 0.42.75), enter the following codes on a GameShark:
83002AA8 9DD9
83002AAA 0800
74000130 00FF
83002AA8 0BA9
74000130 00FF
83002AAA 0801
Then, press L, R, and Select while playing the game to bring up this menu:
The top part of the menu contains the following strings:
- A version string.
- A string telling whether or not the whole game is unlocked.
- A string telling whether or not God Mode is enabled.
- The map the player is on (using the map's internal name).
- The player's coordinates on the map.
The working options on this menu are:
- Warp Map - Warp to a level in the game.
- Debug Info - Toggles the display of various types of debug info displayed on the bottom of the screen.
- Cheats - Unlock the Game (all levels and abilities are unlocked), God Mode (auto-refilling health), and Full E/F (gives the player all the moves).
- Transform - Select from one of five transformations (Banjo, Mouse, Candle, Tank, Octopus).
(Source: Labmaster)
Unused Text#
Unused Languages#
While the American version has no way of switching the language, unused French, German, Spanish, and Italian translations are present in the ROM.
Error Messages#
Starting at 58A0 and ending at 659E, there are quite a few error messages related to the game's sound engine.
AUDIO ERROR, freq of sample unusually high. (>3 times normal)
AUDIO ERROR, pitch frequency too low
AUDIO ERROR, pitch frequency too high
AUDIO ERROR, adsr_acts table exceeded
AUDIO ERROR, midi_command table exceeded
AUDIO ERROR, midi delta time too big
AUDIO ERROR, midi delta time of 4 bytes unsupported
AUDIO ERROR, too many notes on channel 0.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 1.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 3.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 4.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 5.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 6.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 7.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 8.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 9.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 10.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 11.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 12.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 13.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 14.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, too many notes on channel 15.increase polyphony RAM
or modify tune (perhaps reduce envelope release times)
AUDIO ERROR, not enough space to put audio RAM code
AUDIO ERROR, more than 16 tracks in song
AUDIO ERROR, tune num > max tunes available
AUDIO ERROR, MIDI note-on command before MIDI prog chng command
AUDIO ERROR, requested playback freq exceeds max freq
AUDIO ERROR, incorrect note mapping for rhythm_set
AUDIO ERROR, incorrect note mapping for key split
AUDIO ERROR, invalid fx number
AUDIO ERROR, invalid tune number
CHANGE EGG TYPE: CURRENT EGG TYPE IS INVALID
Hidden Objects#
Gold Feathers at Banjo's House#
At Banjo's house, some Gold Feathers can be seen by deactivating the top background layer (See lower-right corner in the picture). It's possible that the present Spiral Mountain could once be explored as a regular level at some point in development, and not just the past version. Notably, if the player were to hack Banjo into this area, the feathers can be picked up like normal.
Misplaced Text Box#
At the bottom left of the starting area in Spiral Mountain is a misplaced text box that can only be seen by disabling background layer 3.
Misplaced Gate#
In Spiral Mountain Rise, there's a partial gate near the top of the level which is obscured by a cliff.
Regional Differences#
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US |
Europe |
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- In the opening sequence, the story text in the US version has the text left-aligned, while the European version has it centered.
- In Breegull Beach's pirate boss fight, the pirates take about a second longer to appear in the last phase of the fight in the European version. It's a clear oversight that is not present in the American version.
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The Banjo-Kazooie series | |
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Nintendo 64 |
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Game Boy Advance |
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Xbox 360 |
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SNES |
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