Eight years after Banjo-Tooie, Banjo-Kazooie: Nuts & Bolts brings the franchise to Xbox with an adventure that sees Banjo and Kazooie attempting to defeat Gruntilda once again... except that instead of platforming in an open-ended world, they're constructing vehicles to complete missions. Despite executive meddling being rumored as the culprit (something the intro and an early trailer would definitely lead one to believe), it was, in actuality, all Rare's doing, as the team felt the existing Banjo formula had grown stale and wanted to do something original.
The result is a game that, while fine on its own merits, proved highly controversial among fans of the series, who had desired a more traditional experience.
This game was later included in the Xbox One compilation Rare Replay and was also one of the first Xbox 360 games made backward compatible on the Xbox One.
Unused Music#
There are a few music files which go unused, found within Bundle/50/685374. Any cue mentions will be referring to data in aid_xcuelist_banjox_default, found in Bundle/4f/685374.
Mumbo's Mountain#
Filename(s): MusicMumbosMountain.xwb
An orchestral arrangement of the Mumbo's Mountain theme from Banjo-Kazooie. It was one of the first tracks made for the game and can be heard in one of the game's trailers. Footage from the Rare Revealed "Making Of" video shows that Mumbo's Mountain was in the game at one point, explaining its presence.
It still has a cue definition, Music_MumbosMoutain (sic), likely used during the initial development of the vehicle system.
(Source: "I think I did Mumbo's Mountain next, at that time I thought that level was going to make it into the game but it didn't in the end". Grant Kirkhope's website)
Rawk 'n Roll#
Filename(s): MusicMainTheme.xwb, MusicTitle.xwb
A rock-and-roll remix of the Banjo-Kazooie main theme. It can be heard in various trailers for the game, and previously appeared as an Easter egg in Kameo: Elements of Power.
It still has a cue definition, Music_MainTheme.
Spiral Challenge#
Filename(s): MusicSpiralChallenge.xwb
A dedicated challenge theme for Spiral Mountain, likely intended to be used during "Six of the Best".
It still has definitions in the cue file named Spiral_Challenge and would be included in the official soundtrack, titled "Spiral Mountain Shoutin'".
Grunty Challenge#
Filename(s): MusicGruntyChallenge_2
In MusicGruntyChallenge.xwb, a more dramatic theme for Grunty's Challenges can be found. While a short snippet can be heard during the Credits sequence, the full track goes unused.
The track would also be included in the official soundtrack as "The Final Fight" along with definitions in the cue file named Grunty_Final, implying it was to be used for "Spiral Mountain Showdown" with it being the last Grunty Fight.
Ditties#
In MusicDitties.xwb, a couple of unused jingles can be found.
Position |
Cue Name |
Audio |
Description |
|---|---|---|---|
#1 |
Ditty_Door_Open |
A rendition of the jingle that plays when Dingpot recharges the player in Banjo-Tooie. |
|
#2 |
Ditty_Globe_On_Plinth |
A victorious ending jingle. |
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#3 |
Ditty_Globe_Reveal |
A shorter version of Ditty #2. |
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#4 |
Ditty_Icon_Reveal |
A very simple ditty. Unknown as to where exactly it was meant to be used. |
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#6 |
Ditty_Jiggy_Vend |
A lengthy western-style rendition of the Jiggy Collection song. |
Unused Audio#
Also found within Bundle/50/685374, more unused audio can be found, from sound effects to testing tracks.
Test Audio#
Found in Test.xwb, five audio tracks can be found.
Position |
Audio |
Description |
|---|---|---|
#1 |
An audio loop of what appears to be either water flowing or a waterfall. |
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#2 |
A 4-channel audio track, featuring ambient noises like grasshopper crickets. |
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#3 |
The first of three audio pan tests, this one doesn't have any pan applied and plays in the middle. |
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#4 |
The second of three audio pan tests, this one is panned all the way to the left. |
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#5 |
The last of three audio pan tests, this one is panned all the way to the right. |
Boggy's Kids#
There are three voice files for Boggy's kids which go unused.
{| class="wikitable" style="text-align: center;" !File !Audio |- |DialogBoggyKid.xwb | |- |VocalsBoggykid.xwb | |- |Boggykid.xwb | |}
Unused Menus#
Early Main Menu#

The menu assigned to the asset reference debug_mainmenu_scene. It's an early main menu for the game, featuring a blueprint style with images of Banjo and Gruntilda taped to it. Several options are present here.
Internally assigned as XuiScene_BanjoX_Frontend_MainMenu and tied to the XUI Package XuiPackage_BanjoX_Frontend.
Option |
Description |
|---|---|
Checkboxes |
|
Unlocked |
Intended to unlock all worlds & acts in the game as well as set the jiggy total to 100. |
Auto Progression |
Intended to toggle the flag gameFlag_Normal_EnableAutoProgression. |
Options |
|
Enter Garage |
Loads the garage. |
Start New Game |
Starts a new game. Hovering over this option allows you to switch to the checkboxes. |
Resume Saved Game |
Loads the present game save. |
Multiplayer |
|
Play Demo Level |
Crashes the game due to the files for the Showdown Town Demo scene being missing. |
Demo Mess About |
Crashes the game due to the files for the Nutty Acres Demo scene being missing. |
Additionally, pressing RB will load the scene referenced in retail_mainmenu_scene. Same functionality to quitting the game normally with "Quit to Title Screen".
Demo Main Menu#
A similar menu to the one above, but significantly cut down with it being intended for showcasing the game to the press. Only three options are present here.
Internally assigned as XuiScene_BanjoX_Frontend_MainMenuDemo and tied to the XUI Package XuiPackage_BanjoX_Frontend.
Option |
Description |
|---|---|
Play Demo Level |
Crashes the game due to the files for the Showdown Town Demo scene being missing. |
Demo Mess About |
Crashes the game due to the files for the Nutty Acres Demo scene being missing. |
Multiplayer |
Unused Videos#
Found in Debug\36, several unused FMVs are present in the various subdirectories. Applying the ".xmv" extension to the files mentioned will allow them to be played.
===Jig-O-Vend Videos=== Four unique FMVs are present showing the locations of different Jig-o-Vend machines. Likely intended as the "First Jiggy" cutscene for each world, the final uses in-engine cutscenes instead.
The wrench bolts featured in these videos utilize an earlier model, one that more resembles Mumbo's skull.
Video Path(s) |
Video |
Note(s) |
|---|---|---|
aid_xmv_banjox_jiggyaward_banjoland, *_cpu & *_spiralmountain (Feb 20, 2008 at 10:26:09) |
||
54\52\86 |
A still video of a dispenser in the central square of Showdown Town incrementing. There's no audio in this video. |
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aid_xmv_banjox_jiggyaward_nuttyacres (Apr 23, 2008 at 10:49:20) |
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7a\ed\ab |
The same dispenser in the central square incrementing as the prior video, but with camera movement and audio. Several other changes can be seen, including:
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aid_xmv_banjox_jiggyaward_wos (May 29, 2008 at 08:30:41) |
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91\5a\f1 |
A shot that starts at the Jig-o-Vend for Jiggosseum. It slowly pans out of the building and ends facing the direction of the central square. |
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aid_xmv_banjox_jiggyaward_terrorium (May 30, 2008 at 08:32:47) |
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00\13\e1 |
The dispenser for Terrorium incrementing, with the camera slowly panning to view the entire central square.
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Early Nutty Acres Mission Video#
A short clip of the player flying around during a challenge in an early version of Nutty Acres.
Video Path(s) |
Video |
Note(s) |
|---|---|---|
de\ec\7b |
The music is completely synthesized and the UI is a lot simpler with clear placeholder artwork for the mission rankings and minimap.
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Mumbo's Motors Videos#
Four FMV files depicting vehicle construction in Mumbo's Motors, taken at varying points during development.
Video Path(s) |
Video |
Note(s) |
|---|---|---|
aid_xmv_banjox_vehiclebuilding_lowloader (Jul 10, 2008 at 08:32:25) |
||
f8\c1\50 |
A sped-up video of the construction of an unnamed vehicle. Several notable differences can be seen in this, including:
The preceding text has been transcribed exactly as presented in the original source ">sic) and "SIZE GOES HEAR"(sic)) can be seen on the part display.
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aid_xmv_banjox_vehiclebuilding_duolifter (Jul 10, 2008 at 08:32:37) |
||
db\f2\6b |
A sped-up and reversed clip of someone slowly deleting a vehicle named "DUO LIFTER". |
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aid_xmv_banjox_vehiclebuilding_footballframe (Jul 10, 2008 at 08:32:32) |
||
c1\14\86 |
A sped-up and reversed clip of someone slowly deleting a vehicle named "E3 Aard Cage". |
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aid_xmv_banjox_garagetutorial_buildpart3_stage06 (Sept 02, 2008 at 13:15:44) |
||
9b\0a\85 |
An unused clip which was to be used in the Vehicle Information guide, which was to showcase the Strength gauge.
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Early Rare Logo#
A lower quality version of the Rare logo FMV from Kameo: Elements of Power.
Video Path(s) |
Video |
|---|---|
aid_xmv_banjox_gameintro_rarelogo (May 02, 2008 at 14:01:02) |
|
dd\be\1e |
|
Trailer Leftover#
The final trailer (just without any voiceover) for Banjo-Kazooie: Nuts & Bolts is present in the files, intended to be an attract video.
- A 5.1 version of the same trailer (also without voiceover) can be found at (84\ff\4c), which is used as an attract video if you leave the game idle for too long on the title screen.
- The 5.1 version has some extra changes compared to the stereo version, such as better audio synchronization when collecting notes and it uses the track heard during Queen of the Knoll & L.O.G.'s Lost Challenges (MusicBonus.xmb) in the latter half, whereas the stereo version uses a stock track named "Hoochy Coochy" by Andrew Blythe and Marten Joustra.
Video Path(s) |
Video |
|---|---|
aid_xmv_banjox_attractsequence_6 |
|
e0\6a\ef |
|
(Source: XephyrCraft)
(Source: Original TCRF research)
Test Level#
Watch on YouTubeA simple test level was shipped in the game files. It's named aid_script_banjox_test_dialogaudio and a Printf command is present with the line "One Year Out Hub World".
- The map is a flat plane with three houses placed on the map, none of which are seen in the final Showdown Town.
- Various NPC's are placed in a circle around the small map.
- Each one is assigned a different test line for the dialogue system.
Asset References#
Due to the game being in development for a long period of time and going through two prior iterations, various never-used references to unused or removed files can be found.
General References#
General references to various critical files & scenes. Found within aid_misc_banjox_gameassetref_default which is stored in aid_bundle_banjox_common.
aid_misc_banjox_gameassetref_default |
|---|
Entry Name |
banjo_error |
twoplayertest |
editavatarhavokdata |
create_and_test |
acts_weirdwest |
gamesave_slot0 |
gamesave_slot1 |
gamesave_slot2 |
demo_level |
nuttyacresdemo_level |
debug_mainmenu_scene |
Texture References#
Most of the unused references here are from when the game was originally designed as a pseudo-remake of the first game. Found within aid_misc_banjox_gameassetref_textures which is stored in aid_bundle_banjox_common.
aid_misc_banjox_gameassetref_textures |
|---|
Entry Name |
note_texture |
memorabelia_texture |
honeycomb_texture |
redfeather_texture |
goldfeather_texture |
dollar_texture |
colon_texture |
energy_full_texture |
collectnote |
energyfull |
Layout & Level Oddities#
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This page or section needs more images. |
Some locations in Banjo Kazooie: Nuts & Bolts have bizarre objects (mistakenly) placed just out of bounds, making them impossible to view in normal gameplay. Some challenges also have unrelated objects placed far out of the way just for that challenge, suggesting that the challenge was initially different but changed later in development; the developers simply forgot to remove these leftover objects.
Multiple areas also have a void-out zone far out of bounds that will reload the area bringing the player back to the starting point, if Banjo ever touches them, or invisible floor collision that can be collided with under the level. Note that while the Terrarium of Terror has invisible barrier collision out of bounds of the map, these barriers are technically still used, since the The Saucer of Peril Returns mission has a section that moves the vehicle out of bounds during that mission, allowing the player to shoot at those barriers.
Banjoland#
Bomb on Mad Monster Mixup#
For some odd reason, the shark bomb from Nutty Acres's Tick, Tick, Bang! mission spawns on top of the pyramid in Banjoland's Mad Monster Mixup mission.
(Source: OlieGamerTV)
Target Balloons on Mumbo's Stunt Spectacular#
Banjoland's Mumbo's Stunt Spectacular mission has a few target balloons floating around it, for some reason. They are not used in the mission in any way.
(Source: OlieGamerTV)
Misplaced Objects & Strange Geometry#
Banjoland has some objects placed out of bounds that can be seen using the Grenade Turret Clip glitch. Near Loggo's exhibit are some extra wooden boards that lack collision and a ramp that has collision. Behind the Click Clock Wood exhibit is a metal platform that only has collision on the edges. There's also a misplaced crab under the map, which can be seen scuttling on a invisible floor.
(Source: Original TCRF research)
Boggy's Children in Home Improvements: Igloo Edition#
Watch on YouTubeTwo of Boggy's kids can be seen running around on Home Improvements: Igloo Edition, which is likely a leftover from an earlier scrapped challenge.
They have AI identical to Minjos: they run around, and can be bashed in the skull with a heavy rusted st- I mean, hit with the Magic Wrench to stun them at which they will stop moving, dazed.
Only Soggy and Moggy are present in the mission, but all three children exist within the game files.
- Soggy can be found at Clanker's exhibit between his eyeballs.
- Moggy can be found atop one of the exhibit cases on the hill where the soccer field is.
(Source: Chis)
Spiral Mountain#
Unused Geometry#
Objects in Spiral Mountain have unused geometry that indicate the environment was more destructible at one point. This includes:
- Grunty's lair's nose is not just separate geometry but a separate model than the rest of the face.
- The fences at their base have geometry for unused destruction.
- The spiraling trees all have geometry for being cut by a saw blade.
- Several of the cliff faces including the cliffs around the lair have geometry behind them.
- The caves have simple geometry behind the walls.




(Source: Facts_about_BK)
Version Differences#
Font Size & Text Boxes#
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This page or section needs more images. |
Shortly after release, the game received an update which gave players the option to increase the dialogue font size due to the original size being difficult to read on a standard definition display. This update also changed the text boxes to look like the text boxes from previous Banjo games, and the font from Andy Bold to MS Comic Sans.
Part Duplication Glitch#
Another update released about a year later fixed a glitch that allowed the player to duplicate vehicle parts in Mumbo's Motors.
The glitch can be performed in Mumbo's Motors when building or editing a vehicle. Highlight the part the player wants to duplicate and press X + A in quick succession. If the timing is just right, the part will spawn without it disappearing from their inventory.
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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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Related | |
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SNES |
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