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Banjo-Kazooie: Nuts & Bolts

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Title Screen

Banjo-Kazooie: Nuts & Bolts

Also known as: Banjo-Kazooie: Écrous et Boulons (CA), Banjo-Kazooie: Schraube Locker (DE), Banjo & Kazooie: Baches y Cachivaches (ES), Banjo-Kazooie: Viti e bulloni (IT), Banjo to Kazooie no Daibouken: Garage Daisakusen (JP)
Developer: Rare
Publisher: Microsoft Game Studios
Platform: Xbox 360
Released in JP: December 11, 2008
Released in US: November 12, 2008
Released in EU: November 14, 2008
Released in AU: November 18, 2008
Released in KR: November 19, 2008


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

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.

Hmmm...
To do:
  • Since the game spent so many years in development hell, there's bound to be more lurking beneath the surface.
  • Unused models.
  • Some challenges or acts have hidden, misplaced or leftover objects placed in locations out of the way (or out of bounds). Document them.
  • There's a couple of unused vehicle parts that still exist in the final game (E.g. Autopilot and Remote Control). Document these vehicle parts.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs
TextIcon.png
Unused Text
The truth about Stop 'n' Swap was kept from us all along.
Banjo-Kazooie-Cheato.png
Developer Comments & Test Leftovers
"Don't think this is needed anymore", said nobody.

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.

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.
#3 Ditty_Globe_Reveal
A shorter version of Ditty #2.
#4 Ditty_Icon_Reveal
A very simple ditty. Unknown as to where exactly it was meant to be used.
#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.
#2
A 4-channel audio track, featuring ambient noises like grasshopper crickets.
#3
The first of three audio pan tests, this one doesn't have any pan applied and plays in the middle.
#4
The second of three audio pan tests, this one is panned all the way to the left.
#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.

File Audio
DialogBoggyKid.xwb
VocalsBoggykid.xwb
Boggykid.xwb

Unused Graphics

Various graphics can be found within the games many bundle/streambundle files, from cut/placeholder UI assets to unseen texture sections. For repetitions sake, the prefix of aid_texture_banjox_ will be left out of the texture filenames.

aid_bundle_banjox_common

The main bundle file that holds common game assets. (/Bundle/4f/685374)

Status Dials
ui_statusdial_speed
BKN&B-aid ui statusdial speed.pngBKN&B-aid ui statusdial speed fullframe.png
An earlier status dial for the vehicle's current speed. It was merged with the minimap in the final game.
ui_statusdial_speed (Past Frame 2)
BKN&B-aid ui statusdial speed earlyfuelframe.png
Along with the frames for the Speed Status Dial, an early graphic for the Fuel Status Dial can also be found among the speed dial graphics.
ui_statusdial_strength
BKN&B-aid ui statusdial strength.pngBKN&B-aid ui statusdial strength fullframe.png
A status dial for the unused Strength mechanic for the vehicles.
UI Holdovers
scoreboard_collect_note
BKN&B-Aid texture banjox scoreboard collect note.gif
A gold spinning dollar sign that also went unused in Grabbed by the Ghoulies.
scoreboard_energy_colon
scoreboard_energy_dollar
BKN&B-Aid texture banjox scoreboard energy colon.png
An icon of an Imp Ghouly from Grabbed by the Ghoulies.
scoreboard_energy_full
BKN&B-Aid texture banjox scoreboard energy full.png
An icon of the Hunchback Ghouly from Grabbed by the Ghoulies.
Start Menu Icons
ui_startmenuicons_coop
BKN&B-aid ui startmenuicons coop.png
A crudely made green box with the words "CO-OP" on it.
ui_startmenuicons_gamevideos
BKN&B-aid ui startmenuicons gamevideos.png
A Xbox 360 controller with the words "GAME VIDEOS" on it.
ui_startmenuicons_options
BKN&B-aid ui startmenuicons options.png
A Xbox 360 controller with the words "OPTIONS" on it.
ui_startmenuicons_photos
BKN&B-aid ui startmenuicons photos.png
A Xbox 360 controller with the words "PHOTOS" on it.
ui_startmenuicons_replaycinema
BKN&B-aid ui startmenuicons replaycinema.png
A Xbox 360 controller with the words "REPLAY CINEMA" on it.
ui_startmenuicons_replaymusic
BKN&B-aid ui startmenuicons replaymusic.png
A Xbox 360 controller with the words "REPLAY CHIMPS CHEESY MUSIC" on it.
Presumably used for some kind of sound test.
Misc.
test_placeholdericon
BKN&B-placeholder.png
A placeholder icon present among the minimap icons.
Seen in some prerelease footage for objects without a indicator icon.
ui_pausemenuicons_townmap
BKN&B-aid ui pausemenuicons townmap.png
An unused icon for a displayable town map to be used on the pause menu.
Likely succeeded by the minimap.
ui_worldicon_weirdwest
BKN&B-Aid texture banjox ui worldicon weirdwest.png
A world icon for the scrapped Weird West game world.
(Source: Ferrox (Initial findings for the Placeholder Icon), Facts About BK (Initial findings for the Weird West World Icon))

aid_streambundle_banjox_common

The main streamed bundle file that also holds common game assets. (/Bundle/50/685374)

Gadget Icons
ui_blockicons_autopilot
BKN&B-aid ui blockicons autopilot.png
The gadget icon for the unused Autopilot component.
ui_blockicons_remotecontrol
BKN&B-aid ui blockicons remotecontrol.png
The gadget icon for the unused Remote Control component.
Map Indicators
BKN&B-aid ui map indicator block.png A green cube for use as a placeholder, seen in some prerelease content.
BKN&B-aid ui map indicator heightarrow.png A red arrow intended for the minimap.

Painting Montage Oddities


Most of the paintings found through the game (such as in Banjo's house and the paintings found throughout Banjoland) pull from the same texture atlas, which contains a bunch of oddities and outright unseen images.
Some of them were taken from prerelease screenshots of Banjo-Kazooie and Banjo-Tooie, with the watermark cropped out in most cases:

Rare Media Screenshots
A prerelease screenshot from Rare's site from Banjo-Tooie, depicting the Mr Patch fight.
A prerelease screenshot from Rare's site from Banjo-Kazooie, in Click Clock Woods with Young Eyrie.
A prerelease screenshot from Rare's site from Banjo-Tooie, depicting Terry's Nest.
IGN Media Screenshots
BKN&B PaintingMontage.png
BKN&B PaintingMontage.png
BKN&B PaintingMontage.png
Uncut Images
BKN&B PaintingMontage.png
A raw ingame screenshot of Gobi's Valley from Banjo-Kazooie, while currently in flight

There's also some unused images left in the atlas, such as:

Unused Images
BKN&B PaintingMontage.png
A real life image of an unidentified person.
BKN&B PaintingMontage.png
Concept art for presumably a building for Showdown Town which didn't get used.
BKN&B PaintingMontage.png
A cropped image of Klungo from during a cutscene in Banjo-Kazooie.
BKN&B PaintingMontage.png
A model render of Gobi on a white background.
BKN&B PaintingMontage.png
A cropped render of a Jinjo and a cropped render of Mumbo Jumbo.
(Source: Facts_about_BK (Initial findings))

Unused Models

Hmmm...
To do:
Upload more models

Groggy

BKN&B Groggy.png

Despite not having object parameters to be forcefully placed in-game, Groggy does have an existing model. His texture is mislabeled "gorggy".

(Source: Facts_about_BK)

Unused Menus

Early Main Menu

The early main menu as seen in-game.

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

The demo main menu as seen in-game.

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" extention 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
87\fa\f6
ea\e3\d3
A still video of a dispenser in the central square of Showdown Town incrementing. There's no audio in this video.
aid_xmv_banjox_jiggyaward_nuttyacres (Apr 23, 2008 at 10:49:20)
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:
  • An early version of the police patrol, which was to utilize a unicycle instead of a hovercar, can be seen behind a nearby pillar.
  • World Portals utilize a different model.
  • Mumbo's Motors has a different entrance, as well as lacking the pink drop-off zone overlay.
  • An early version of the Trolley can be seen where the warp pad is located in the final.
aid_xmv_banjox_jiggyaward_wos (May 29, 2008 at 08:30:41)
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.
aid_xmv_banjox_jiggyaward_terrorium (May 30, 2008 at 08:32:47)
00\13\e1
The dispenser for Terrorium incrementing, with the camera slowly panning to view the entire central square.
Some differences include:
  • Klungo's Arcade can be seen in the background, featuring the pavilion that was seen in concept art.
  • The Jinjo Houses all use the colours for the Green Jinjo House.
  • The central square is closer to how it is in the final, with the warp pad, Gruntilda and globe plinth being in their final spots.

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.
Other differences seen in the video include:
  • Several textures, including the slippery lava for the Volcano and tarping on some of the box stacks, are solid white.
  • The coconut piles around Nutty Acres aren't being held down by tarping.
  • Mumbo's Nuts appears to be fairly different, with Mumbo's hut, signs and the golden statue being missing.
    • Additions seen are a small yellow crane and some vehicles.
  • None of the mechanical parts of Nutty Acres, such as the cogs and fake clouds, are moving or rotating.
  • Volumetric fog or particle clouds can be seen floating alongside the fake clouds.

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 option to return to the Garage is named "Garage Alcoves" in this footage.
  • Placeholder text ("NAME GOES HEAR"(sic) and "SIZE GOES HEAR"(sic)) can be seen on the part display.
  • Several components and categories are in different places.
    • This includes the Driver and Passenger seats which aren't separated and the storage components, which are stored under "Miscellaneous".
  • In the Wheels category, an unused wheel type, "Caterpillar" can be seen, which the player in the footage has six of.
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".
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".
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.
  • While this also features placeholder text on the parts display, it looks to have been recorded much later than the other unused Garage videos.
    • Notably, the Garage zone has its final name and the floor has the conveyor seen in the final.

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

A 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 Aid Hash File (if present)
banjo_error 11116013 aid_loctext_banjox_error
twoplayertest 1938DF7B N/A
editavatarhavokdata 19CF593A N/A
create_and_test 190FAE93 aid_script_banjox_ui_frontend_garage
acts_weirdwest 0BFC7DD0 aid_misc_banjox_acts_nuttyacres
gamesave_slot0 0B0A5C5C aid_misc_banjox_gamesave_save0
gamesave_slot1 0B0D6CCA aid_misc_banjox_gamesave_save1
gamesave_slot2 0B043D70 aid_misc_banjox_gamesave_save2
demo_level 19A9CB7B aid_script_banjox_showdowntown_demo
nuttyacresdemo_level 194EE58D aid_script_banjox_nuttyacres_demo
debug_mainmenu_scene 195906C3 aid_script_banjox_ui_frontend_main

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 Aid Hash File (if present)
note_texture 0139BA3C aid_texture_banjox_scoreboard_collect_note
memorabelia_texture 0139BA3C
honeycomb_texture 0139BA3C
redfeather_texture 0139BA3C
goldfeather_texture 0139BA3C
dollar_texture 014E67BE aid_texture_banjox_scoreboard_energy_dollar
colon_texture 01B2DD94 aid_texture_banjox_scoreboard_energy_colon
energy_full_texture 01336F1B aid_texture_banjox_scoreboard_energy_full
collectnote 0139BA3C aid_texture_banjox_scoreboard_collect_note
energyfull 01336F1B aid_texture_banjox_scoreboard_energy_full

Layout & Level Oddities

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

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

Two of Boggy's kids can be seen running around on Home Improvements: Igloo Edition, which is likely a leftover from a 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

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

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.