If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Banjo-Kazooie: Nuts & Bolts

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Banjo-Kazooie: Nuts & Bolts

Also known as: Banjo to Kazooie no Daibouken: Garage Daisakusen (JP)
Developer: Rare
Publisher: Microsoft Game Studios
Platform: Xbox 360
Released in JP: December 11, 2008
Released in US: November 12, 2008
Released in EU: November 14, 2008
Released in AU: November 18, 2008
Released in KR: November 19, 2008

DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

Banjo-Kazooie: Nuts & Bolts is the fifth and most recent Banjo game, as well as the first released on a Microsoft platform. In contrast to its N64 predecessors, Nuts & Bolts focuses on constructing vehicles to complete challenges, with the series' trademark platforming taking a backseat. The result is a game that, while fine on its own, proved highly controversial among fans, who had desired a more traditional experience.

Despite executive meddling being rumored as the culprit (something the intro and an early trailer would definitely lead one to believe), it was far more likely all Rare's doing.

To do:
  • Since the game spent so many years in development hell, there's bound to be more lurking beneath the surface.
  • Unused models.
  • Unused music and jingles in Bundle/50/685374 (Extract using bkextractor and files with DNBW header are extractable xwb files (search on Google).
  • Some challenges or acts have hidden, misplaced or leftover objects placed in locations out of the way(or out of bounds). Document them. Also see if it's possible to find Groggy in Home Improvements: Igloo Edition.
  • Many textures in Banjoland uses screenshots from previous games in their prototype iterations, with some of them even still having IGN watermarks, but most of these aren't seen due to being properly cropped in-game: https://twitter.com/Facts_About_BK/status/1518949265309147136.
  • There's a couple unused vehicle parts that, if hacked into the game, an unique message shows up: https://twitter.com/Facts_About_BK/status/1522573144116015105. Document both these vehicle parts and the message that shows up when loading them in-game.
  • There was a demo released via XBLM in October 2008. Check to see if there are any notable differences from the final.


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
Read about notable bugs and errors in this game.
Unused Text
The truth about Stop N Swap was kept from us all along.

Unused Graphics


A placeholder icon present among the minimap icons.

(Source: Ferrox)

BKN&B-Aid texture banjox ui worldicon weirdwest.png

World icon for unused Weird West world.

(Source: Facts_about_BK)

Unused Audio

To do:
Extract and convert Test file (A6D3A88.bin) which ffmpeg does not like

There are three voice files for Boggy's kids which go unused.

DialogBoggyKid (AA1E238.bin)

VocalsBoggykid (1DACA860.bin)

Boggykid (302D3E28.bin)

Unused Videos

To do:
Maybe upload the videos individually?

Some unused FMVs are present in Debug\36:

  • Four FMVs showing the locations of the Jig-O-Vend machines. In all of these FMVs, the early grass texture can be seen here.
    • The first (54\52\86 (along with 87\fa\f6 and ea\e3\d3 which appear to be identical)) shows a dispenser in the central square incrementing, silently. This dispenser has a different model than the one seen in the final game.
    • The second (7a\ed\ab) shows the same dispenser incrementing with audio, and then pans to the Jiggy Bank, which has a much more yellow glass here. More differences can also be seen:
      • An early police design (on a unicycle instead of a hovercraft) is visible near one of the market stalls, behind a pillar.
      • The level entrances use a different model.
      • Mumbo's Motors has a different model and there is no pink crate dropoff square.
      • The Nutty Acres plinth and its corresponding dispenser aren't present.
      • Gruntilda appears to be standing on the location of the central square's warp (located in a blank), instead of on one of the corners of the central square. The warp itself is not present.
    • The third (91\5a\f1) shows the location of the Jiggoseum dispenser and an early switch design. The camera then pans out of the building to show the building itself and a side view of LOG's Videogame Factory... only at an angle that doesn't show the factory itself. One of the spinning side gears seen on the factory here does not appear to be spinning.
    • The fourth (00\13\e1) shows the Uptown dispenser incrementing and the same switch design, with the camera panning to view the entire central square along with an early laser gate design and some terrible pop-in. The early Klungo's Game Emporium design can be seen here in the background, and an unfinished blue building model (or a level of detail model) can be seen in the top right as the video ends. This video was taken at a later stage of development than 54\52\86 and 7a\ed\ab, since Nutty Acres's corresponding plinth, dispenser, and warp can be seen here in their final locations.
  • A short clip (de\ec\7b) of Banjo flying in an early version of Nutty Acres. The music is completely synthesized and HUD graphics are a bit different from the final game, showcasing some very clear placeholder art. Other differences can be seen:
    • The cracked lava texture and the texture for the blanket atop the crate stack aren't present here and are simply just white textures.
    • The nut piles near the volcano don't have the fabric with the white Nutty Acres logo holding them down, for that matter.
    • Some of the islands on the outskirts of the level aren't present. However, some black shadows can be seen on the water.
    • There is a floating yellow metal platform in the air above Mumbo's Nuts.
    • Mumbo's house in Mumbo's Nuts isn't present. The golden nut statue is also not present here.
    • A yellow crane-like object can be seen in Mumbo's Nuts.
    • Volumetric fog or particle clouds can be seen floating alongside the fake clouds.
  • Three 4x sped-up clips of a vehicle being built. The first (f8\c1\50) includes selecting parts (with only one cut near the end) and shows early part information with placeholder text "NAME GOES HEAR"(sic) and "SIZE GOES HEAR"(sic). The others (db\f2\6b and c1\14\86) show building two vehicles: DUO LIFTER and E3 Aard Cage respectively. Part selection is cut out in these, so the background music is not continuous. Note that f8\c1\50's menu shows an early name for the Scuba Seat (named AIRTIGHT) and the name of an unknown part called "CATERPILLAR", which the player has six of.
  • The Rare logo FMV from Kameo: Elements of Power. (dd\be\1e)
  • Two versions of the game's reveal trailer, one with more 5.1 audio (84\ff\4c) and the other with stereo audio (e0\6a\ef). The 5.1 version also has slightly better audio synchronization when collecting notes (the background music is lined up differently so that it's in the same key), and uses music from L.O.G.'s Lost Challenges in the second half instead of a different track not seen in the final game. (Only the 5.1 version is included in the YouTube video.) Strangely, the final trailer appears to have been based on the stereo version.
(Source: XephyrCraft)
(Source: Original TCRF research)

Layout & Level Oddities

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Some locations in Banjo Kazooie: Nuts & Bolts have bizarre objects (mistakenly) placed just out of bounds, making them impossible to view in normal gameplay. Some challenges also have unrelated objects placed far out of the way just for that challenge, suggesting that the challenge was initially different but changed later in development; the developers simply forgot to remove these leftover objects.

Multiple areas also have an invisible barrier far out of bounds that will reload the area bringing the player back to the starting point, if Banjo ever touches them.

Nutty Acres

Secret Vehicle on Grunty's Loco Coco

A lone vehicle armed with only a Fulgore's Fist can be found under a tree in Grunty's Loco Coco. It's a bit out of the way, but its icon can be seen on the map as soon as the challenge begins.

(Source: Scykoh)


Misplaced Objects & Strange Geometry

Banjoland has some objects placed out of bounds that can be seen using the Grenade Turret Clip glitch. Near Loggo's exhibit are some extra wooden boards that lack collision and a ramp that has collision. Behind the Click Clock Wood exhibit is a metal platform that only has collision on the edges. There's also a misplaced crab under the map, which can be seen scuttling on a invisible floor.

(Source: Original TCRF research)
Boggy's Children in Home Improvements: Igloo Edition

Two of Boggy's kids can be seen running around on Home Improvements: Igloo Edition, which is likely a leftover from a earlier scrapped challenge. They have AI identical to Minjos: they run around, and can be bashed in the skull with a heavy rusted stick-I mean, hit with the Magic Wrench to stun them at which they will stop moving, dazed. Only Soggy and Moggy are known to exist: Soggy can be found at Clanker's exhibit between his eyeballs, and Moggy can be found atop one of the exhibit cases on the hill with the soccer field on it.

(Source: Chis)

The Terrarium of Terror


For whatever reason, the Jinjo Taxi: Torpedile mission in Act 5 requires you to use a vehicle named "WWWWMMWWWWWWMWW". Jinjo Taxi missions typically name the vehicle after the mission they're found in, so why it's named "WWWWMMWWWWWWMWW" instead of just "Jinjo Taxi Torpedile" is unknown. W and M are both very wide characters in variable width fonts, suggesting that the name is to test the maximum width of a name in the menu, but why the name is only in this particular part of the game remains unknown.

Version Differences

Font Size & Text Boxes

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Shortly after release, the game received an update which gave players the option to increase the dialogue font size due to the original size being difficult to read on a standard definition display. This update also changed the text boxes to look like the text boxes from previous Banjo games, and the font from Andy Bold to MS Comic Sans.

Part Duplication Glitch

Another update released about a year later fixed a glitch that allowed the player to duplicate vehicle parts in Mumbo's Motors.

The glitch can be performed in Mumbo's Motors when building or editing a vehicle. Highlight the part the player wants to duplicate, press X and then A and if the timing is just right, the part will spawn without it disappearing from their inventory.