Conker's Bad Fur Day

After Conker's Pocket Tales, Rare decided to take their "adorable little squirrel" N64 game Twelve Tales: Conker 64 (which was in development at the same time), scrap it, and recycle some concepts in a mature-rated adventure game called Conker's Bad Fur Day.

Walkie-talkie


Would have been used by the SHC squirrels in the It's War chapter, and it was seen on early footage, such as this one. It can be restored in-game by using the below GameShark codes:

PAL: 80087298 0002 8109D540 9612 8009D543 0001 8009D546 0000

NTSC: 80086EF8 0002 8109D170 9612 8009D173 0001 8009D176 0000

Laptop


Would also have been for the SHC squirrels.

Pikachu's Tail


According to the game's designer, it was from a cutscene removed at Nintendo's request...which can be seen here.

Corn Bag


A typically boggle-eyed bag of corn which would fit perfectly in the Barn Boys chapter. A possible scrapped character, and judging by its unpolished look and lack of mouth, a minor one.

Bug Catching Net


A bug-catching net that seems to fit best in the Windy or Hungover chapters.

Table Candle Stick


Judging by its look, this would have been used in Count Batula's mansion.

Early Moneybag


An early version of the moneybag. The only difference is the texture which it uses, making it look dirty.

Experimenting Cutscene Leftovers
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An animation of an Army squirrel laying down and cut open is in the game's data, along with an animation of a Tedi surgeon. Both animations were originally intended for a cutscene in the It's War chapter that was cut late in the game's development cycle at Nintendo's request; however, the scene was intact in an ECTS trade demo﻿.

Other Cutscene Leftovers
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Unused variations of existing cutscenes exist in the ECTS demo:


 * In the cutscene where you first encounter Rodent, there are two tied-up squirrels that aren't present in the final. They were reintroduced in the Xbox remake, as seen here.
 * The Great Mighty Poo's intro is different. In the final, he rises with a corn tooth on his hand.

Crash Debug Menu
A debug mode can be enabled by entering the cheat code "XFYHIJERPWAL_IELWZS" (where "_" is a space). When the game crashes, it will display a crash debug menu. Press A to enter the menu. While in this menu, a version number and build date can be seen. Selecting HOSTDEBUG will exit the menu.

Developer Text
All of this is used by the debugger, usually loaded at RAM location whenever the game crashes unless it's a severe sound error.

Non UPDATE_CHARS DRAW_CHARS UPDATE_DBOBJ DRAW_DBOBJ TASK Task Exec Effects Update_frontend Draw_frontend Main-UpdateOncePerView Gfx-lockup Maincode-lockup Deliberate Lockup (Tm) Scheduler Audio timer SCHEDULER_CPU_LOCKUP NOT_ENOUGH_CUTSCENE_BITS DODOWNLOAD_DATA_BIGGER_THAN_MEMORY_BUFFER DODOWNLOAD_COMPRESSED_DATA_BIGGER_THAN_MEMORY_BUFFER DODOWNLOAD_SIZE_MISMATCH ZERO_SIZE_LEVEL_INFO_DOWNLOAD DB_OBJECT_INIT_NOT_ENOUGH_SPACE NOT_ENOUGH_MEMORY_FOR_VISIBLE_TRI MOVE_THINGY_ON_OBJECT OUT_OF_MEMORY_DOWNLOADING_CHARACTER_TO_HEAP OUT_OF_MEMORY_DOWNLOADING_ANIMATION_TABLES OUT_OF_MEMORY_DOWNLOADING_CHARACTER_INFO_TABLES LIGHTING_HARDWARE_TOO_MANY_LIGHTS LIGHTING_HARDWARE_WRONG_NUMBER_OF_LIGHTS TOO_MANY_CHARACTERS_TO_DECOMPRESS LAST_DISPLAY_LIST_NOT_FREED HEAP_RAN_OUT_OF_MEMORY HEAP_BLOCK_ERROR HEAP_SIZE_WRONG HEAP_ERROR INVALID_TEXTURE_NUMBER TASK_OUT_OF_GLIST TASK_OUT_OF_SAFETY_BUFFER_GLIST TASK_TOO_MANY_COMMANDS_FOR_GLIST_SAFETY_BUFFER DB_HITPOLY_INIT INC MAX TRI SPACE DB_HITPOLY_INIT INC MAX TREE SPACE HITS C OUT OF RANGE APD HEAP_LOW_PRI_TOO_MUCH SC STACK OVERFLOW WETCHARACTER MATRIX INDEX ORA CHARACTERNODE MATRIX INDEX ORA CHARACTER FIRE CONKER MATRIX ABI LIST ERROR (see Mike) AUDIO CACHE DMA NOT DONE (Mike) AUDIO CACHE DMA START FAILED (Mike) EFFECTS STACK OVERFLOW (Andy) EFFECTS STACK UNDERFLOW (Andy) AUDIO STACK OVERFLOW (Mike) MALLOC FREE MISMATCH CHAREFFECT CORRUPTION GFX LIST CHECK (Andy) Interupt TLB Modification TLB Refill (l/i) TLB Refill (s) Addr Error (l/i) Addr Error (s) Bus Error (i) Bus Error (data) Syscall Brk Point Reserved Inst Cpr    unusable Arithmetic ovflo Trap — Floating point PRESS BUTTON REGISTERS STACK MAIN MENU CONTINUE HOSTDEBUG RETRY CODE Version. Built  Jan 31 2001 13:29:42 Pc Cause Sr Badvadr Thread Lockup_Now Inexact op Underflow Overflow Div by 0 Invalid op Unimplemented op Fpcsr: fp

Hidden Stone Wall


Hidden outside of the Windy area is what appears to be a stone wall that never appears during normal gameplay.

Unreachable Chocolate Piece


In Poo Cabin, there is an area blocked off by a set of bars close to the very top of the cabin. Despite being in plain view, the player can never get behind these bars at any point during the game, even when the cabin has been flooded in "Sewage Sucks".



Using the GameShark moonjump code, however, the player can levitate to the very top of the cabin, go out of bounds, and land behind the bars. The player can then obtain the chocolate bar piece behind it, but that's all that's there. Despite what it looks like, there isn't a loading area behind the chocolate bar piece. A director's commentary (NSFW) confirms that there were plans to create another section for the alcove, but director Chris Seavor states that he left the anti-gravity chocolate in the game because "[he] knew it would fuckin' annoy people."

Water Tile


In the Beach level, about northeast outside of the area is a tile of water just...floating there, inanimate. As the level is very dark, this tile can barely be seen unless cheats are used to brighten it up. The level layout might have been different at one point, and the designers probably forgot to delete this tile.

Fun thing: you can swim in it, only to end up drifting away, falling off of it, and into the bottomless space. The water is static, and doesn't wave up and down like the normal water at the start of the level.

Partially Unused Music


This is used in the very beginning of the game, when the milk falls from the table in Panther King's castle, but the first 32 seconds are cut and only the last four seconds remain. The full music is an alternate version of the song that plays when Conker first meets the Tediz inside their base in It's War chapter. This version is much shorter, does not loop, and has a high-pitched violin-like instrument near the end that slowly picks up in volume. It was used in an ECTS prototype in the first cutscene of the Casuality Dept. subchapter.

Unused Music


Another unused song with a similar sounding instrument used in the song mentioned above. It was probably meant to play right after it, but isn't used. Rather freaky sounding, and loud.