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Banjo-Kazooie: Grunty's Revenge

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Title Screen

Banjo-Kazooie: Grunty's Revenge

Developer: Rare
Publisher: THQ
Platform: Game Boy Advance
Released in US: September 12, 2003
Released in EU: October 24, 2003


DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Hidden designer credits. Per Paul Rahme: "Since Rare was known to take people's names out of the credits if they left before the end of a game, the [laid-off] designers managed to sneak their initials into the graphics in the top corners of a couple of the maps!"

Banjo-Kazooie: Grunty's Revenge is the last game in the Banjo-Kazooie series to focus on platforming elements. It was released on the Game Boy Advance, two years before Banjo-Pilot.

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

Unused Graphics

Hmmm...
To do:
Add unused graphics for Yum-Yum, Banjo and Kazooie flying, and the chained Breegull. All of these are currently on TSR.

Boss Placeholder

BKGR-BossPlaceHolders.png

A boss placeholder sprite used in the prototypes for bosses that weren't implemented yet.

BKGR-nintendologo.png

Near the graphics for the Rare and THQ logos is the Nintendo logo which was used in the prototypes. Nintendo owned the Banjo IP and was set to publish Grunty's Revenge prior to Rare's acquisition by Microsoft. After the acquisition, Microsoft and Rare struck a deal with THQ to publish Rare's GBA projects, so this graphic was naturally removed.

(Source: Ferrox)

Boggy

Bkgrunt boggy head.png

Boggy, a recurring character in the Banjo-Kazooie series, was meant to appear in the game.

Bkgrunt boggy idle.gifBkgrunt boggy sledding.gif

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.

Bkgrunt boggy sled.pngBkgrunt boggy sled grey.png

Boggy's sled appears red and in greyscale.

Gruntling Commander

Early Final
BKGR GruntlingCommander Head Early.png

BKGR GruntlingCommander Early.gif

BKGR GruntlingCommander Head Final.png

BKGR GruntlingCommander Final.gif

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.

BKGR FlightPad.gif

The flight pad with animated glowing.

BKGR Feather.png

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:

Banjokazooiegruntysrevengedebugmenu.png

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

Background layer 2 deactivated with VisualBoyAdvance.

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

BKGR-hiddenoval.png

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

GruntysRevenge-Gate.png

In Spiral Mountain Rise, there's a partial gate near the top of the level which is obscured by a cliff.

Regional Differences

Hmmm...
To do:
See if there are other regional differences.
US Europe
Banjo-Kazooie Grunty's Revenge storytextus.png Banjo Kazooie Grunty's Revenge storytext europe.PNG
  • 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.