LEGO Island 2: The Brickster's Revenge (Game Boy Advance)
LEGO Island 2: The Brickster's Revenge |
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Developer: Silicon Dreams This game has hidden development-related text. This game has a notes page |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do: Retake most of the screenshots in Native Resolution |
LEGO Island 2: The Brickster's Revenge for the Game Boy Advance is your typical handheld port of a 3D game. Compared to the console versions, it has decent music and feels slightly less rushed and incomplete, but that's about it.
Sub-Page
Notes |
Removed Minigames
There are some minigames in this version which seems to be removed completely. The information screens for these minigames are still existing, however trying to start any of these will crash the game.
Jet Lander (Early Version)
It seems like the Jet Lander minigame was changed at some point. Some text looks like it was planned that there were rocks floating around as obstacles like they are in the minigame 'Asteroid Belt'. Also rings are mentioned which would have given the player some bonus points when they went through. The final version is missing both. Interestingly, the controls page for this minigame is missing completely.
Water Scooter
It looks like there was a minigame planned to obtain a water scooter license after winning a race to be able to travel to Adventurer's Island with Johnny Thunder. In the final game this was replaced with a simple task to give Valerie Stubbins a can of fuel. The Water Scooter can be seen on the top-left corner of the worldmap of Adventurer's Island.
Desert Speedster
There are leftovers for a minigame which seems like it was planned to be the first minigame on Adventurer's Island. In the minigame information the Informaniac welcomes the player on Adventurer's Island and tells them to use the Desert Speedster to reach the Lost Pyramid. However, in the final game the Player directly goes to the Lost Pyramid.
Unused Items
The inventory in the game has a fixed slot for each item, however, some of them contain items which are not obtainable anywhere in the game.
Pepper's House Page
Pepper's house is deconstructed at the start of the game, however rather than Pepper needing to collect a page, Bill Ding immediately rebuilds the house, so this item and its corresponding text goes unused.
Trading Card
Trading Cards are not completely unused, they appear on the overworld at several locations and when collecting they disappear and give the player a card for their card album. For some reason this item has its own inventory slot despite the fact that it never appears there.
Gem
It seems like it was planned that the player received a gem at some point. Interesting is that the item's slot is after the one for the map while all other items are placed before the map.
Empty
For some reason one inventory slot is reserved for an item called "Empty". While other unused inventory slots have no item description at all, this one has it for some reason.
Fruit
Ten slots are reserved for items called "Fruit". It's likely that these slots are reserved for the delivery minigame of Maggie Post in which the player needs to collect fruits. The inventory can't be opened while doing so, making it impossible to see them normally. There are no item sprites for these items.
Super Ladder
One of the slots is labeled as "Super Ladder". It has no sprite but it might be possible that this was supposed to be the ladder which is used to reach the Jail at the end of the game. However, in the end game the ladder is placed automatically when rebuilding the Fire Station.
Shopping List
An inventory slot for an item called "Shopping List" exists in the game. There is no sprite for that item and the purpose of that item is unknown.
Unknown Items
There are several item sprites for items which have no inventory slot. Because item names are binded to the slots, these item's names are unknown.
Unused Text
To do: There's quite a few place names on the text dump that don't seem to actually be part of the map, including places named after one of the developers. Check which ones are actually unused and add them here. |
Jackhammer Dialogue
Alternative Version | Final Version |
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Pepper: Hi there. Worker: Hello Pepper. Pepper: Great news. I've found your Jackhammer. Worker: Wow Pepper, that's fantastic. Worker: Now we can finish repairing the bridge. |
Worker: Hello Pepper. You've found our missing Jackhammer! Pepper: Yes, it was on the beach. Worker: At last! Now we can finish fixing the bridge and you will be able to go across. Worker: Thanks very much Pepper. Pepper: Grad to be of service. |
An alternative version of the dialogue when Pepper returns the Jackhammer, in which the builders seem somewhat less enthusiastic than in the dialogue actually used in the game.
LEGO Island Globe
Along with the rest of the Informaniac's tutorial dialogue when you first enter the Club House is this string:
This is the LEGO Island Globe, where you can play multiplayer activities on the Island.
In addition, amongst strings describing the controls, the following can be seen:
Access Globe to play games on the island
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Are the other controls strings actually used? Also, are there any scans of the manual which mention the Globe or include it in screenshots? |
It's not clear what this did, but it might have allowed some sort of co-op multiplayer when connected to another console, rather than just multiplayer minigames like in the actual game.
Tutorial Messages
That is a new icon, Pepper. It means that you can speak to the person near you. That is a new icon, Pepper. It means that you can enter the building near you. That is a new icon, Pepper. It means that you can enter the vehicle near you.
That's a new icon, Pepper. When you see this icon, you can retry a sub-game.
These are never displayed anywhere, but presumably these strings would be used to explain the HUD icons.
Development Text
Test Strings
Test1 Test2 Test3 Test4 Test5 Test6
A bunch of standard test strings.
Programmer Names & Build Dates
A bunch of programmer names followed by build dates are scattered throughout the ROM:
Jane Oldfield 11:02 Mon 05th Mar 2001 Jane Oldfield 12:53 Tue 06th Mar 2001 Jane Oldfield 14:49 Wed 18th Apr 2001 Jane Oldfield 16:21 Wed 18th Apr 2001 Jon Phillips 15:36 Wed 07th Feb 2001 SPOERERK 11:36 Wed 11st Apr 2001 Malcolm Grant 15:33 Wed 29th Nov 2000 Malcolm Grant 13:43 Thu 21st Jun 2001 Andy Debus 20:39 Mon 12nd Mar 2001 Andy Debus 14:28 Mon 11st Jun 2001 Andy Debus 16:06 Fri 24th Nov 2000 Andy Debus 14:40 Tue 15th May 2001 Malcolm Grant 15:33 Wed 29th Nov 2000 Malcolm Grant 17:06 Sat 02nd Jun 2001 Andy Debus 16:06 Fri 24th Nov 2000 Phil Harris 19:32 Sat 09th Jun 2001 Jon Phillips 16:21 Wed 07th Feb 2001 Phil Harris 20:41 Wed 07th Feb 2001 Jane Oldfield 10:17 Wed 11st Apr 2001 Jane Oldfield 10:33 Wed 11st Apr 2001 Andy Debus 16:06 Fri 24th Nov 2000 Andy Debus 14:39 Sat 02nd Jun 2001 Sam Swain 15:02 Thu 14th Dec 2000 Sam Swain 16:03 Thu 14th Dec 2000 Phil Harris 17:22 Fri 19th Jan 2001 Phil Harris 10:33 Wed 25th Apr 2001 Andy Debus 14:22 Fri 23rd Feb 2001 SPOERERK 09:03 Fri 15th Jun 2001 Andy Debus 14:50 Mon 05th Mar 2001 Sam Swain 14:42 Fri 30th Mar 2001 Andy Debus 11:58 Tue 20th Feb 2001 Andy Debus 10:09 Thu 24th May 2001 Jon Phillips 16:57 Mon 12nd Feb 2001 Phil Harris 19:49 Mon 12nd Feb 2001 Sam Swain 10:05 Tue 13rd Mar 2001 Sam Swain 20:34 Mon 30th Apr 2001 Andy Debus 15:46 Tue 27th Feb 2001 Matt Ritchie 08:27 Wed 30th May 2001 OLDFIELJ 15:55 Wed 03rd Jan 2001 Jane Oldfield 12:48 Fri 12nd Jan 2001 Jane Oldfield 16:56 Thu 18th Jan 2001 Jane Oldfield 14:34 Fri 19th Jan 2001 Jane Oldfield 10:18 Thu 18th Jan 2001 Jane Oldfield 15:03 Thu 18th Jan 2001 Andy Debus 17:19 Wed 31st Jan 2001 Andy Debus 15:36 Wed 11st Apr 2001 Sam Swain 10:05 Tue 13rd Mar 2001 Andy Debus 14:41 Tue 12nd Jun 2001 Jon Phillips 15:24 Wed 07th Feb 2001 Jane Oldfield 08:23 Mon 02nd Apr 2001 Andy Debus 12:32 Thu 11st Jan 2001 SPOERERK 13:34 Thu 10th May 2001 Andy Debus 16:26 Tue 23rd Jan 2001 Phil Harris 14:32 Wed 18th Apr 2001 Andy Lee 14:53 Tue 30th Jan 2001 Malcolm Grant 14:42 Mon 11st Jun 2001 Andy Debus 15:15 Thu 30th Nov 2000 Sam Swain 14:49 Fri 30th Mar 2001 Jon Phillips 14:47 Wed 07th Feb 2001 Phil Harris 19:03 Wed 07th Mar 2001
Debug Messages
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: The first string is loaded into memory when the game starts - what's this for? |
GOGOMONKEYX MultiSioSync010316 Multiplayer already initialised Multiplayer not initialised
A series of debug strings in the ROM which seem to be related to multiplayer.
No sequence controllers available TO MANY SPRITES! NO VRAM DEF! TO MANY ROTATING SPRITES! OUT OF SPRITE VRAM MEMORY! CAN'T ROTATE THIS SPRITE!
A further series of error message strings mostly related to sprite drawing routines.
Character paging synchronisation problem
Multiplayer data doesn't fit into buffers.
Further debug strings in the ROM. The purpose of these strings is unknown.
- Pages missing developer references
- Games developed by Silicon Dreams
- Pages missing publisher references
- Games published by LEGO Software
- Game Boy Advance games
- Pages missing date references
- Games released in 2001
- Games released in October
- Games released on October 2
- Games released on October 12
- Games with hidden development-related text
- Games with unused graphics
- Games with unused items
- Games with unused text
- Works In Progress
- Works In Progress for Over 1 Year
- To do
- To investigate
- LEGO series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Cleanup > Works In Progress
Cleanup > Works In Progress > Works In Progress for Over 1 Year
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