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Angry Birds Go!

From The Cutting Room Floor
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Title Screen

Angry Birds Go!

Developers: Rovio, Exient Entertainment
Publisher: Rovio
Platforms: iOS, Android
Released internationally: December 11, 2013

DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.

PrereleaseIcon.png This game has a prerelease article

Angry Birds Go! is a kart racer built off Exient's XGS engine. What could go wrong?

To do:
There is a planned unused character that was eventually replaced by the Ayrton Senna Chuck character before it was ever released. Try to properly rip this model from v1.4.0 (or v1.7.0) and document it here. See https://angrybirds.fandom.com/wiki/Angry_Birds_Go!/Unused_Content#Chronicler_Pig
To do:
Convert all XMLs to plain text. A QuickBMS script on Zenhax allows you to.
To do:
Make a section for V1 content, organize DebugTweakables, deserialize data/screens/landingscreen.xml.

Debugging Utilities

Debug Menu

A Debug Menu is present in the game files based off xml/ui.pak and library code. It is unused but mostly usable, public builds of the game have stripped the code to load it normally, thus a library edit must be used to replace a given screen to load it.

  • Screen List: A list of screens registered by all screen XMLs, excluding screens having debugPrioritise present and set to false in their XML file, the green square above moves the screen list a page up, opposite moves down, the blue bar above moves the list up one line, down does the opposite. Clicking a screen name calls a button going by Back to Debug, and then goes to the screen chosen, clicking that button will send you back to the Debug Menu. 12 items are displayed on a single page.
  • Cycle LOC: Changes the text locale to a new one, also can use String IDs, which shows the internal string IDs from localisation.pak/locdb.xlc instead of the original text, does not affect the Debug Menu. The current locale is displayed by the CURRENT value.
  • Back: Returns to the Map Screen.

ABGO DebugMenu 291.png

Developer (Cheat) Menu?

To do:
The locale database file mentions such developer cheats, but the executable and other game files don't mention them, are they called?

Text for a Developer (Cheat) Menu exists in localisation.pak/locdb.xlc, it can:

  • Add Currency: Adds an unknown amount of currency.
  • Reset All Data: Resets all player data.
  • Open Debug Menu: Opens the Debug Menu.
  • Load Kart Offroad Test: Unknown.
  • Load Kart Air Test: Unknown.
  • Load Stunt Test: Unknown.
  • Add XP: Adds 50 XP.
  • Toggle Invulnerability: Toggles player invulnerability.
  • Unlimited Ability: Player has unlimited ability uses.
  • Wrong Tier: Unknown.
  • Skip FTUE: Skips the FTUE.
  • Disable AI Abilities: Disables AI Abilities.
  • Unlock All Characters: Unlocks all characters.
  • Use Any Kart: Allows you to use any kart.
  • Toggle Track Select Notifications: Unknown.
  • Go to Showroom: Goes to showroom.

This is likely stripped for version 2.0.30 and beyond as no files or library code mention calling these in other versions.

Debug Tweaklist XML

A debugging feature tweak list is present in gameplay/misc.pak/ and is named: DebugTweakables.xml. It has a LOT of tweaks that are enabled (aside from true debugging tweaks) on every game bootup, even for a retail build, some code isn't present in the library and/or the XML logically, anything in XMLs ONLY from the Library can be used as settings are called from it and not the XMLs alone.

To do:
Enable and show most of these on v2.9.1. Compare libraries of v1 for existing functions, some are in v1 but not v2, you can find them here, https://pastebin.com/raw/dtm2wBfe has a bunch.

Other debugging functions

To do:
Possible to enable, figure out how to RE the XMLs controlling these settings.

In-game debugging buttons are mentioned in UI.pak, in the XML directory, but they are hidden from releases.


  • Debug Show Devices: Shows all devices?

Cloud Save

To do:
This is a Behavior Link ID, without spaces, relate to it on a group to use it.
  • Debug Close: Closes a requested cloud save.


  • Debug Timer Spin: Unknown.

LMP Lobby

To do:
Set this to true.
  • Debug Show Parties: Shows parties?


  • Debug Button: Loads the Developer (Cheat) Menu, this is likely stripped from the public build of game.


  • Debug Score Scroller: Unknown.
  • Debug Score Source: Unknown.
  • Debug Restart: Unknown, likely restarts the level, the state to change to is likely stripped from the public build of the game as the executable does not mention debugRestart.
  • Debug Reopen: Unknown, the state to change to is likely stripped from the public build of game as the executable does not mention debugReopen.


  • Debug Panel Text: Unknown.
  • Debug Panel: Unknown.

Tournament Select

  • Debug ID: Tournament Debug ID, relating to the debug tournament file?

Debugging Tournaments

The file debugtournament.xml in xml/tournament.pak has a lot of debugging tournaments for Chinese New Year, named DCNYXXXX (with X's to replace), for debug tournament selection.

Error Messages

Missing String Handler

If the game detects a missing string that the game expects in a file, it will say !MISSING STRING!.

Unused playable characters

Minion Pig

To do:
This character unfortunately crashes the game after booting a level when used, fix the character if possible, more v1 character content.

In the character icon image ui_core.pak/textures/uicharacters_1_of_1.xgt (V2), there are complete icons for a Minion Pig for both the character select or daily challenge popup in v2 and online multiplayer team list in the v1 series before v1.13.9 as reserve drivers for players to replace them. There are also most unused sounds for them meaning Rovio was likely planning to make it possible to play as one, the character's script file is characters/charxml.pak/char_015.xml and it disabled the character as its instead used an AI rival. The character uses some of Foreman Pig's code, also used Red's ability icon for the ability icon outside of a race, however has none coded, V1 also a similar player icon, there's also no animations programmed for use or directories of them for the character.

An unused Minion Pig player icon as meaning the player could choose the character if files are modified.

Dealer Pig

In one of the character script files: characters/charxml/char_016.xml, there's a mention for Dealer Pig and the script disabled the character, it is partially based on the unused/AI Minion Pig but preferably based on the Foreman Pig, it also used Red's ability icon outside of a race, there are no plain icons or sounds for this character during a race or at the showroom. The character is named MOUSTACHE PIG, the icon outside a race is Moustache Pig's in-race avatar from V1, stretched out to fit, the name of the character inside a race is not known in the game files. The ability he has is an instant explosion, but it unfortunately has no hitboxes, making it useless, it also has no icon during a race... Another thing is that the character "floats" over its vehicle, both during a race and in the showroom.

Removed playable characters

Senna Bird

Senna Bird is no longer playable as of the v2 update, most textures, all animations and the character script for him still exist, not all sounds are programmed to play, only sounds for showroom idle, pre-race, some race sounds and win/lose race are present, the texture of the character is a black square, likely meaning not in the game files, the ability icon in races is also not present but the ability also works completely fine like before.

Senna Bird (Helmet)

Senna Bird in his helmet is no longer playable as of the v2 update, most textures, all animations and the character script for him still exist, not all sounds are programmed to play, only sounds for showroom idle, pre-race, some race sounds and win/lose race are present, the texture of the character is a black square, likely meaning not in the game files, the ability icon in races is also not present but the ability also works completely fine like before, the map icon also is missing.

Removed Music

To do:
Figure out what versions removed/replaced these, its likely one of the V2 updates.

For whatever reason, the music that played in Versus mode, known as "The Big Stunt" in the soundtrack, was replaced after some time (by aby_music_dlc_1), however the original audio file that was used is still present.

Old music:

New music:

In all versions of the game, there is also a blanked (1 second) audio file in the game's music asset folder (or music_core.pak on newer versions) called aby_music_crash. Given its vague name its purpose is unknown, although it could have been meant for another game mode. Unfortunately, the XMLs or game's executable code doesn't mention anything regarding this file, making the file either act like a "dummy" or information/mentions of it are internal and not publically revealed.

Music Naming Curiosities

The Race theme music is known internally as aby_music_aerie_peaks. Given the similarities in names, this might imply that the track was meant to play specifically on the Air theme, and that at one time the theme was called "Aerie Peaks".
The Fruit Splat theme music is known internally as aby_music_cobalt. Given the name of some test events related to the Rocky Road theme (referring to it as "Cobalt Plateau"), and that the theme itself features cobalt rock formations, it is likely this theme was meant specifically for the Rocky Road theme. This also suggests that the theme was renamed to "Rocky Road" sometime later in development, as the Time Boom mode's theme is internally called aby_music_rocky_road.
The theme heard in the kart menus is known internally as aby_music_jenga. This suggests the theme was made specifically for the Pirate Pig Attack minigame and was later used for the kart menus.
The versus theme music that replaced the Stunt theme music is known internally as aby_music_dlc_1. Considering this track was played over preview footage for the Sub Zero update may imply that this track was meant specifically for the Sub Zero theme.

Leftover Version 1 assets

A ton of assets are left over, including textures, boss events (rounds 2 & 3), Slalom events, and more.

Test events

To do:
Load these somehow, give event IDs for ones other than 0000, say the title of events not titled Dummy Event, same for descriptions, what is the Seed Rush game mode?

A few test events are present in gameplay/eventdef_other.pak.


A test on Rocky Road for the Seed Rush game mode.


A test on Rocky Road with bumpy road for the Seed Rush game mode.


A test on Rocky Road with bumpy road for the Race game mode with a ton of coins.


A dummy file for the Race game mode, on Seedway Track 1, very little data.


Similar to eventdef_dummy.xml but for a boss battle.


A test for a quick Multiplayer race.


A test event for the Race game mode, for testing track items as Red, the description says: A simple test of the xml based track item configuration system and the event is tagged: 01TE.

Unused powerups

Excluding powerups no longer being used in v2 from v1.

Leaf Blower

A powerup going by: POWERUP_LEAF_BLOWER is present in only v2 libraries of the game, it's not coded in any XML file.

Unused computer DRM activation

The game was likely planned for some time to computers (or Steam) but it was cancelled likely for the favor of mobile devices, the game library mentions PC DRM, including the DRM server URL, links and protocols.

Developer Oddities


Some XML files have typos, like Containr, CWindow_RankDownrrow and CRenderOrde. pigLabCraftPulse is mentioned and used for the Present in the results screen but there's no Pig Lab in the game, but Angry Birds: Transformers its a reused code element from that game.

Developer notes

In many XML files, there often are developer notes for setting up the XML assets or notes saying what the asset means, one goes by: CUP (awaiting design), another goes by: Workshop no panel required, should link to upgrade screen, Hey kids, this is advertising and possibly many more.

Boot options

The game executable mentions these launch options:

To do:
Figure what these do.
  • --enable-smoke-test =
  • --enable-level-test =
  • --enable-ui-test =
  • --enable-soak-test =
  • --default-env= =
  • --enable-env-profile =

Unused textures

To do:
Figure out how to get sizes for multiple textures from atlas files having the given metadata.


The XGT file only has one texture, a rainbow birdcoin, given by the atlas file, it is named abk_test.png. It is oversized by a medium sized portion.

The texture from uiadditional_1_of_1.xgt. Converted by Noesis to PNG, original filename is abk_test.png.



The uncompressed XGT file in the base game only has three textures in a 256x256 image, a checker-boarded square with many dots, Red from Angry Birds: Classic, Chuck from Angry Birds: Classic, Bomb from Angry Birds: Classic and one of the blue birds from Angry Birds: Classic given by the atlas file, the checker-boarded image is named dummy.png, Red is bird_red.png, Chuck is bird_yellow.png, Bomb is bird_black.png and the blue bird is named bird_blues.png. It is oversized by a decently sized portion and very low quality, these were likely used as character avatars according to the file names but was likely rejected for the current ones used, this is also present in all V2 updates.

The texture from data/core/core_1_of_1.xgt. Converted by Noesis to PNG.



The ETC1 compressed XGT file only has one texture in a 1024x1024 image, an unused image for loading a match in single player, it is named loading_background_sp.png and it is oversized by a decently sized portion, the file loading_tbm_cmp_noalpha.atlas also has this image used in the exact same size and compression.


The uncompressed XGT file in data/effects.pak has the Exient logo on a black background.

The texture from pfx_placeholder.xgt. Converted by Noesis to PNG.

Internal Project Name

The game assets, CDN url, and library code mention Yellow but also mention ABK, ABY and XXX.kart. The project name was likely "Angry Birds Yellow" or "Angry Birds Kart".