Banjo-Tooie/Unused Text
This is a sub-page of Banjo-Tooie.
Contents
Banjo-Kazooie Leftovers
OOOH AN EGG! I'M SURE WE'LL FIND A USE FOR THIS SOMEWHERE. WOW ANOTHER ONE OF THOSE SPECIAL EGGS! COOL AN ENORMOUS ICE KEY! WE OUGHT TO KEEP THIS FOR LATER.
Three lines that were spoken by Banjo and Kazooie in Banjo-Kazooie when they collect the Stop n Swop eggs and the Ice Key. Although the player does collect two of the Eggs and the Ice Key in this game, they instead get different lines of dialogue which are spoken by Jamjars.
HEY, THAT MUCH BAD MAGIC! WASHER NOT AS GOOD AS BEAR. DON'T COME BAWLING TO MUMBO IF CAN'T GET THROUGH ALL WORLDS
Leftover text for activating the WISHYWASHYBANJO cheat.
Unused Dialogue
PRESS A TO LEARN THE MOVE, OR B TO BE DISMISSED. HAVE IT YOUR WAY. I'M OUT OF HERE.
Jamjars always teaches the player a new move when they find a new silo, whether the player likes it or not. Since collecting Notes is necessary to learn from him, this suggests that at one time learning moves may have required payment of Notes and not just possession.
Early | Final |
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NO, NO, KLUNGO, YOU STAY THERE, TRY AND STOP THAT STUPID BEAR! | NO, NO, KLUNGO, YOU STAY HERE, I'LL BE BACK, HAVE NO FEAR! |
An earlier version of the message Grunty says in the intro when Klungo tries to catch up to her.
WA-HEY! WA-HEY!
Text that likely would've been in the ending cutscene where Cap'n Blubber waves at the camera.
THE TIMER IS NO MORE, SO NOW YOU MAY TAKE ALL DAY.
Could be an older version of the message given when Jiggywiggy takes pity on the player for failing at his timed challenges and removes the time limit. In the final cut of the game, he asks the player if they want the timer removed, and even if they select Yes, he doesn't say anything after that.
Location Text
SHOULDN'T BE HERE JINJO FAMILY HOUSE
The location text of the inaccessible Grey Jinjo House. It can be found among the Isle O' Hags location text.
GRUNTILDA'S LAIR ( TOWER ROOM )
Unused location text for the tower room in Gruntilda's Lair which can be found among the Spiral Mountain location text. In the final game, the player can only access the first room as all other areas are blocked off by debris. Also, an unfinished entity (chgruntylairexttowerwindow) exists in the game's code, but is never used. It's likely that this was a breakable object used to block entry to the tower room.
Model Viewer (BK) | In-Game (Tooie) | Wireframe (Tooie) |
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However, it seems that at one point it was possible to go there. One of the windows on the tower of Grunty's Lair has an opening modeled out which wasn't present in the first game's Spiral Mountain model. This detail can't easily be seen in-game, but is apparent when viewing the wireframe.
HAD BEEN REMOVED?
Found among the location text for Hailfire Peaks.
GLOWBO CAVE
Present among the location text for Cloud Cuckooland. No such area appears in the final game, but it may have been an early name for the central cavern area.
QUIZ MULTI QUIZ TEST
Found among the location text for Cauldron Keep. "QUIZ MULTI" doesn't show up when playing a multiplayer match of the Tower of Tragedy.
Warp Text
SILO 8 SILO 9 RIDICULOUSLY SECRET AREA 1
Unused "where y'goin, punk" text for Jamjars' overworld transportation silos. There are seven of them in the game, hence the unused ones starting at 8.
MINE: REFUSE BANJO AND KAZOOIE MESSAGE MINE: REFUSE BANJO ONLY MESSAGE MINE: REFUSE KAZOOIE ONLY MESSAGE MINE: REFUSE BCKB MESSAGE MINE: REFUSE TNT DETONATOR MESSAGE
Unused Warp Pad text for Glitter Gulch Mine. Mumbo's "you can't do that" message is the only used one, blocking him from warping directly into Wumba's Wigwam (the only one in the game where the pad is inside instead of outside).
FIREICE: REFUSE BANJO AND KAZOOIE MESSAGE FIREICE: REFUSE BANJO ONLY MESSAGE FIREICE: REFUSE KAZOOIE ONLY MESSAGE FIREICE: REFUSE MUMBO JUMBO MESSAGE FIREICE: REFUSE BCKB MESSAGE FIREICE: REFUSE SNOWBALL MESSAGE
Unused Warp Pad text for Hailfire Peaks. There are no Warp Pad restrictions in this world. One possibility is that at one time the Snowball transformation wasn't allowed to warp into the Fire Side, which would make one particular Jiggy substantially more difficult.
FANTASY: LOCATION 3 FANTASY: LOCATION 4 FANTASY: LOCATION 5 FANTASY: REFUSE BANJO AND KAZOOIE MESSAGE FANTASY: REFUSE BANJO ONLY MESSAGE FANTASY: REFUSE KAZOOIE ONLY MESSAGE FANTASY: REFUSE MUMBO JUMBO MESSAGE FANTASY: REFUSE BCKB MESSAGE FANTASY: REFUSE BUMBLE BEE MESSAGE
Unused Warp Pad text for Cloud Cuckooland. The world only has two Warp Pads, hence the unused text for destinations 3, 4, and 5, though unlike the similar Cauldron Keep it's large enough to have merited more at some point. Presumably, these extra pads would have been the source of the unused restrictions.
CASTLE: LOCATION 3 CASTLE: LOCATION 4 CASTLE: LOCATION 5 CASTLE: REFUSE BANJO AND KAZOOIE MESSAGE CASTLE: REFUSE BANJO ONLY MESSAGE CASTLE: REFUSE KAZOOIE ONLY MESSAGE CASTLE: REFUSE MUMBO JUMBO MESSAGE CASTLE: REFUSE BCKB MESSAGE
Unused Warp Pad text for Cauldron Keep. Like Cloud Cuckooland, this area only contains two Warp Pads. However, it was planned to be a full-fledged world at one point before being scaled down due to time constraints.
SpaceWorld 2000 Demo Text
ERR, YOU GO FIRST KAZOOIE. THE TEAM BEHIND THE AWARD-WINNING BANJO-KAZOOIE RETURN WITH AN ALL-NEW EPIC ADVENTURE, FEATURING EVERYBODY'S FAVORITE
BEAR AND BIRD DUO. JOIN BANJO THE BEAR AND HIS WISE-CRACKING BREEGULL PARTNER KAZOOIE, AS THEY CONTINUE THEIR BATTLE AGAINST A RECENTLY-EXHUMED
GRUNTILDA THE WITCH AND HER EVIL SISTERS. A WHOLE CAULDRON-FULL OF NEW FEATURES AWAIT, INCLUDING REFINED TEXTURES, DOLBY SURROUND, 16:9 ENHANCED WIDESCREEN MODE, REAL-TIME LIGHTING, AN EXPANDED INTERACTIVE SOUNDTRACK AND MORE MINI-GAMES THAN YOU CAN SHAKE A BROOMSTICK AT! DISCOVER AND EXPLORE 8 BREATHTAKING NEW WORLDS ON THE MYSTERIOUS ISLE O' HAGS AND BATTLE 10 UNIQUE BOSSES IN YOUR QUEST FOR
THE JIGGIES AND A SHOWDOWN WITH THE WART-COVERED COVEN. THIS TIME THE DYNAMIC DUO HAVE AN AMAZING ARSENAL OF OVER 40 ABILITIES AT THEIR DISPOSAL, INCLUDING THE BREEGULL BLASTER,
CLAW CLAMBER BOOTS, BILL DRILL AND THE WACKY CLOCKWORK KAZOOIE EGGS! EVEN THE ODDS BY KICKING KAZOOIE OUT OF BANJO'S BACKPACK, ALLOWING THE PLAYER TO CONTROL THE BEAR AND BIRD SEPARATELY. ALSO CONTROLLABLE ARE MUMBO JUMBO AND HIS AMAZING BAG OF SPELLS AND 8 WEIRD AND WONDERFUL TRANSFORMATIONS, COURTESY OF
HUMBA WUMBA, MUMBO'S GLAMOROUS RIVAL. TOOIE FEATURES OVER 125 NEW CHARACTERS, PLUS THE WELCOME AND NOT-SO-WELCOME RETURN OF A FEW FAVORITES. AND YES, THE JINJOS
ARE BACK AND STILL HAVEN'T LEARNT TO STAY OUT OF TROUBLE... CHALLENGE YOUR FRIENDS OVER A SERIES OF MORE THAN 10 MULTIPLAYER GAMES FOR UP TO 4 PLAYERS, INCLUDING THE HILARIOUSLY UNIQUE
EGG-BLASTING FIRST-PERSON SHOOTOUTS! WELL, THAT'S IT. WHY NOT PLAY SOMETHING FROM THE GAME NOW?
A description of the game.
AFRAID NOT! JUST BECAUSE YOU ARE PLAYING THIS AT SPACEWORLD DOESN'T MEAN YOU CAN GO THROUGH EVERY EXIT!
A message that was likely used whenever the player tried to access certain parts of the level.
SHOW DEMO
Likely used to indicate the version of the game. It can be found right before the "Copyright 2000 Nintendo/Rare" string, indicating that it was likely displayed on the title screen.
BANJO-KAZOOIE 2 SPACEWORLD 2000. PLEASE CHOOSE SOMETHING TO PREVIEW. EXPLORE A WORLD. PLAY A MINI-GAME. BATTLE A BOSS. MULTIPLAYER MADNESS. STORY AND GAME INFO.
PLEASE CHOOSE A WORLD TO EXPLORE. MAYAHEM TEMPLE. WITCHYWORLD. JOLLY ROGER'S LAGOON. GRUNTY INDUSTRIES.
PLEASE CHOOSE A MINI-GAME TO PLAY. MAYAN KICKBALL. BALLOON BURST. 'SAUCER OF PERIL' RIDE. CHOMPA'S BELLY.
Various menu text. The game was known as "Banjo-Kazooie 2" then, which is exceptionally weird given how it was called "Banjo-Tooie" in the ending of the first game.
PLEASE CHOOSE A BOSS TO BATTLE. TARGITZAN. MR. PATCH. KING WOO FAK FAK. WELDAR.
"King Woo Fak Fak" is an early name for Lord Woo Fak Fak.
PLEASE CHOOSE A MULTIPLAYER GAME. MAYAN KICKBALL. TARGITZAN'S SHOOTOUT. DODGEMS CHALLENGE. MINI-SUB SHOOTOUT.
More mini-games.
WHAT WOULD YOU LIKE TO VIEW? VIEW THE STORY. GAME INFORMATION.
I'M AFRAID THAT OPTION IS NOT AVAILABLE AS THERE IS NOT ENOUGH MEMORY IN YOUR MACHINE.
The SpaceWorld 2000 demo actually used the N64 Expansion Pak, so this was likely shown if it wasn't installed. The final game doesn't use the Expansion Pak at all.
Misc.
SELECT TYPE OF GAME. 1-PLAYER 2-PLAYER BOTTLES' REVENGE BOTTLES' REVENGE EXPLANATION 2 PLAYERS ARE REQUIRED TO START A BOTTLES' REVENGE GAME.
Unused menu text for the cut Bottles' Revenge mode.
SELECT A LOCATION TO SKIP TO FROM THE MENU BELOW. PRESS A TO MAKE A SELECTION‚ PRESS B TO CANCEL THIS MENU. THE DECISION IS YOURS! TEMPLE : MAIN TEMPLE : STADIUM LOBBY TEMPLE : GATE AREA TEMPLE : QUICKSAND AREA TEMPLE : MUMBO'S SKULL MINE : MAIN MINE : LOCO AREA MINE : BOILER MINE : CELLS MINE : CRUSHER WITCHYWORLD : MAIN WITCHYWORLD : STAR SPINNER WITCHYWORLD : BIG TOP INTERIOR WITCHYWORLD : DARK DEMON CAVE LAGOON : MAIN LAGOON : UFO INTERIOR LAGOON : SEAWEED LAGOON : BOTTLES MULTIPLAYER : 1 PLAYER MULTIPLAYER : 2 PLAYERS MULTIPLAYER : 4 PLAYERS MULTIPLAYER : SUB : 2 PLAYERS FACTORY : MAIN PREHISTORIC : MAIN PREHISTORIC : NEST
Text for a level select, possibly used in in the Spaceworld 2000 demo due to listing substantially fewer rooms than there are in the final game.
SELECT A CHARACTER TO CHANGE INTO PRESS A TO MAKE A SELECTION‚ PRESS B TO CANCEL THIS MENU. THE DECISION IS YOURS! BANJO-KAZOOIE MUMBO JUMBO STONY GOLDEN GOLIATH DETONATOR BULLION VAN MINI-SUB
Text for an incomplete character select.
TEXT ERROR?
This can be found among Jamjars' dialogue.
TESTING... YEP, IT WORKS!
This can be found three times in the files.
--DUMY LINE--
This can be found after Captain Blubber's dialogue.
ME AFRAID THIS DIALOG NOT USED.
This can be found among Wumba's dialogue.
THIS DIALOG IS NOT USED ANYMORE REMOVE
This can be found among Grunty's dialogue for the Pot O' Gold Shooting Challenge.
WITCHYWORLD ENTRANCE SIGNPOST 3 WITCHYWORLD ENTRANCE SIGNPOST 4
A couple of placeholder strings for the signs in front of Witchyworld.
--REMOVE ME LATER--
This can be found four times among the Terrydactyland NPC dialogue.
OH DEAR, THIS WON'T DO AT ALL! ULP, WHAT'S HAPPENED NOW? 8 MEGABYTES OF MEMORY ARE REQUIRED TO ACCESS ALL THE FEATURES IN THIS E3 2000 DEMO VERSION OF BANJO-TOOIE. BUT I ONLY HAVE 4 MEGABYTES OF MEMORY IN MY MACHINE! I KNOW, STUPID BEAR! THIS MEANS YOU WILL NOT BE ABLE TO EXPLORE THE MAIN WORLDS UNTIL AN EXPANSION PAK IS FITTED. BUT THE FINAL VERSION OF BANJO-TOOIE WILL DEFINITELY RUN IN 4 MEGABYTES WITH ALL FEATURES ENABLED, WON'T IT? OF COURSE IT WILL, YOU FURRY FOOL! RIGHT. I'LL JUST GO AND FIND THAT EXPANSION PAK THEN...
Leftover text from the E3 2000 demo which, as with the SpaceWorld 2000 demo, used the Expansion Pak.
Development Text
Some text for a crash handler can be found at 0x80041841 in RAM.
Fault: CPU Exception in thread %d! Fault: WATCH GFX! We seem to be stuck in an infinite loop! [%d] Out of Memory! Fault: Halt! Error: Software lock in thread %d!
Additional debugging text can be found compressed in the ROM.
core (********,********) SP: ******** PC: (*f)() -******** %s Stack trace: %s SP = %08X, PC = %08X, RA = %08X Work-Station N64 Unable to trace, invalid PC,RA! ------------------------------------------------------------- DPC_STATUS_XBUS_DMEM_DMA DPC_STATUS_FREEZE DPC_STATUS_FLUSH DPC_STATUS_START_GCLK DPC_STATUS_TMEM_BUSY DPC_STATUS_PIPE_BUSY DPC_STATUS_CMD_BUSY DPC_STATUS_CBUF_READY DPC_STATUS_DMA_BUSY DPC_STATUS_END_VALID DPC_STATUS_START_VALID SP_STATUS_HALT SP_STATUS_BROKE SP_STATUS_DMA_BUSY SP_STATUS_DMA_FULL SP_STATUS_IO_FULL SP_STATUS_SSTEP SP_STATUS_INTR_BREAK SP_STATUS_YIELD SP_STATUS_YIELDED SP_STATUS_TASKDONE SP_STATUS_SIG3 SP_STATUS_SIG4 SP_STATUS_SIG5 SP_STATUS_SIG6 SP_STATUS_SIG7 BD IP8 IP7 IP6 IP5 IP4 IP3 IP2 IP1 Interrupt TLB modification exception TLB exception on load or instruction fetch TLB exception on store Address error on load or instruction fetch Address error on store Bus error exception on instruction fetch Bus error exception on data reference System call exception Breakpoint exception Reserved instruction exception Coprocessor unusable exception Arithmetic overflow exception Trap exception Virtual coherency exception on intruction fetch Floating point exception (see fpcsr) Watchpoint exception Virtual coherency exception on data reference CU3 CU2 CU1 CU0 RP FR RE BEV TS SR CH CE DE IM8 IM7 IM6 IM5 IM4 IM3 IM2 IM1 KX SX UX USR SUP KER ERL EXL IE FS C Unimplemented operation Invalid operation Division by zero Overflow Underflow Inexact operation EV EZ EO EU EI FV FZ FO FU FI RN RZ RP RM %s: x%08X < , %s > S.NaN Q.NaN +ve INF -ve INF %.6e %d pc:x%08X cause at:x%08X v0:x%08X v1:x%08X a0:x%08X a1:x%08X a2:x%08X a3:x%08X t0:x%08X t1:x%08X t2:x%08X t3:x%08X t4:x%08X t5:x%08X t6:x%08X t7:x%08X s0:x%08X s1:x%08X s2:x%08X s3:x%08X s4:x%08X s5:x%08X s6:x%08X s7:x%08X t8:x%08X t9:x%08X gp:x%08X sp:x%08X s8:x%08X ra:x%08X %s badvaddr:x%08X fpcsr f0 %-13s f2 %-13s f4 %-13s f6 %-13s f8 %-13s f10 %-13s f12 %-13s f14 %-13s f16 %-13s f18 %-13s f20 %-13s f22 %-13s f24 %-13s f26 %-13s f28 %-13s f30 %-13s sr RDP current = 0x%08X (0x%016llx) RDP start = 0x%08X (0x%016llx) RDP end = 0x%08X (0x%016llx) RDP status: RSP status: Free memory was %d bytes VI IDLE TIDY CIC-6105 AUDIO SCHEDULER MAIN JOY MOTOR CRASH Thread State Pri PC SP Queue %s Stopped Runnable Running Waiting %3d/%2d %08X %08X %08X (n/a) Build: %02d:%02d %02d/%02d/00 Thread: %s
Present at 0x8003CA04 in RAM is this string:
HjunkDire:667812