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Conker's Bad Fur Day

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Title Screen

Conker's Bad Fur Day

Developer: Rare
Publishers: Rare (US/AU), THQ (EU)
Platform: Nintendo 64
Released in US: March 5, 2001
Released in EU: April 6, 2001
Released in AU: May 25, 2001


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


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

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 an M-rated adventure game called Conker's Bad Fur Day.

Hmmm...
To do:
There's a lot more, like all this and this too.

Unused Models

Walkie-Talkie

A screenshot showing the unused walkie-talkie hacked in game.

Conker-walkietalkie.png

Would have been used by the SHC squirrels in the It's War chapter, and was seen in early footage such as this. 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
(Source: Conker Guru)

Laptop

Conker-armylaptop.png

Would also have been for the SHC squirrels.

Pikachu's Tail

You know how it is, gotta catch 'em all.

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

Corn Bag

Sweet corn is the only thing that makes it through my... nevermind.

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

Conkersbugnet.png

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

Table Candle Stick

Conkerscandlestick.png

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

Twelve Tales Crate

Twelve Tales Crate.PNG

This crate was seen as a background object during development of Twelve Tales.

(Source: Conkerguru's DeviantArt)

Unused Animations

Experimenting Cutscene Leftovers

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 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 the ECTS Demo.

Other Cutscene Leftovers

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.

Unused Conker Animations

This video shows some animations of Conker doing some things. An unused jumping animation, a Conker farting idle animation, and a tail punch attack (possibly a leftover from Twelve Tales). Some of these animations of him petting Pikachu from the unused Pikachu cutscene.

Debug Material

Crash Debug Menu

Hmmm...
To do:
Explain in better detail.

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 802D0000 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

Build Info

A build date and version number is displayed in the crash debug menu.

USA Europe
Version 163
Built   Dec 19 2000 09:57:42
Version 19
Built   Jan 31 2001 13:29:42

Level Names

Present at 0x8009E834 in memory are internal level names.

Training – Scarecrow
Training – Jumping
Training – Frying Pan
Training – The Baddie
Training – Waterfall Cash
The Queen’s lost her Home!
The Queen’s lost her Home (again)!
Shoot The Beetles?
Open Poo Cabin
Poo Mountain Big Beetle
Stone Faced Island
Roll And Rat Start
Roll And Rat?
Windmill Exploded
Bee Cavern Deep Strike
Bee Cavern Deep Strike Return
Feed Marvin
Meet King Bee
Sunflower Babe
Sunflower Babe Bounceable
Leap Of Faith
Frankie Wants to Poke You!
Burn The Bats
Free Frankie ? ! !
Giant Haystack
Barn Flipper Cash
Terminator Haystack
Barn Arena Escape
Meet the Toff Catfish
Open The Safe
Crazy Dogfish Escapes
Second Safe Lock Intro
Open The Blast Doors
Miners helmet
Inside Safe Cash
Through The Clang’s Domain
Cog Needs His Women
Pull The Dogfish In
The Vampire Bats Tower
Rock Rollin’ Cavern
Sacrifice a Baby
Bronto Snot Head
Worship Me
BLOW UP THE CAVERN
HATCH THE EGG
GET BABY DINO TO CAVERN
FIND UGGA HAT
THROW BOMB IN NEST
Rock Solid
Rock Solid Roll Rock
Rock Solid Cash
MEET WEASEL BOSS
Dining Dino
Bugga the Knut
Meet The Ugga Babe
Enter Poo Cabin
Leave Poo Cabin
Poo Sweetcorn Teeth
Poovarotti Sings
Poovarotti Flush
WEASEL POO SCAM
Ugga Lava Race Start
Ugga Lava Race
Bull Shitters
Fire Imp Frenzy
Boiler Big Nuts Boss
Bowling Bollocks
Beach Assault Bloodbath
Beach Sail Away
Lift Tunnel
Flame Tunnel
Machine Gun Nest
Annihilation
Execute Private Rodent?
Saved Private Rodent
Parachute Lock
Canyon End Tediz
Tank Blow Tunnel Door
A Tank Too Far
Tank Acid Tunnel
Electric Eel
Blast the wreckage
Up Periscope
War Boss
War Boss Countdown
Medical Mayhem
Horror Intro
Zombie Grave Shoot
Count Batula
Zombie Fest
Haunted Barrel Roll
Bank Entrance
The Vertex (TM)
Bank Vault
Blade Boardroom
End Arena
Fight The Alien (no suit)
Fight The Alien
MP Heist
MP Tank Battle
MP Beach
MP War
MP Beach War
MP Volcano
MP Tunnels
MP Raptor
Introduction
The Table Problem
The Experiment
A Red Squirrel
Is That Bridge Safe
Rocky Gets Berri
End of Game Cutscene and Credits
LogoScreen
First Death
Ha Ha Ha Your Dead

Other Development Messages

Compressed in the ROM are various development messages.

-----------------------------------------------------------------------------Cheese Must be Auto Thrown!!!!!!!!!!!!!!!!!!

Time : 
You finished the task in . Seconds .
Failed Way Too Slow!!!!!!!!!!!!!

Conker on ladder.
Cheat time brought down to . from .
All characters dead, start cutscene.

1wrong
2wrong 
3wrong 
 S
 E
 T
 O
 H
 N
 U
 P
EERRRORRR!!
++++++ Hit correct letter!  num correct .
Had to kill errant pebble.

-------------------------------------------------------------------- In Drop Slab
***************************** KILL THE BABY *********************************
-------------------------------------------------------------------------------------- Signal DROP Slab hit
------------------------------------------------------------ In Raise Slab
-------------------------------------------------------------------------------------- Signal RAISE Slab hit
***************** Conker Leaves Catapult Context

Ugga fell off track!!!!!
Crash detected, changing back to leadmode==0
WARNING!! aispeed==0 Setting to 1

gate_hitobjects . : 

C_HUNG_OVER

gunner died (

Error creating mine

subs this sector . SubsThisSectorAtOnce[sector] 
SUB IS DEAD
Sub Dived So re-gen
create sub . lower ang . upper ang 

create new zombie

EFFECT_LIGHTBULB
FINISHED  Area : 
Here

Grab the tail!
Final thrown out of the door!
Thrown out of the door!
Hit the wall!
Jump over Conker!

Giving up cash chase (club)
Giving up cash chase (shooter)
INVALID AI-STATE . 
---------------- Missed weapon
Attack network - corrected state (. .)
THROWN GRENADE
dms attack count: 
dms: P. -> 
Team . New strategy: 
Team . P. : Collector
Team . P. : Attacker
Team . P. : Sniper
Team . P. : Guard
Stunned Player . - Dropped the Cash!!
Reroute
Recreating cash as it has fallen off level
Cash Picked up by player!!!! - 

INVALID AI-STATE 
---------------- Missed weapon
Team . New strategy: 
Team . P. : Collector
Team . P. : Attacker1
Team . P. : Attacker2
Team . P. : Gunner
BOMB GOING OFF NOW
Dead Player . - Dropped the Bomb!!
Bomb got to bunker --- EXPLODE!!!!! : 
Bomb Picked up by player!!!! - 

Old route 
New route 
Got hit
INVALID AI-STATE 
touching_char 

INVALID AI-STATE 
P%d: got gas mask
THROWN GRENADE
dms attack count: 
dms: P. -> 
Sniper override
Team . P. : Collector
Team . P. : Attacker
Team . P. : Sniper
Team . P. : Guard
GAS KILLING NOW
P. Killed too many team mates!!! . 

TASK IS DOING SOMETHING
TASK IS FINISHED SOMETHING
INVALID AI-STATE 
Got flag - Jump off ledge its quicker!!!!
Restart getwp 
Attack network - corrected state
THROWN GRENADE
dms attack count: 
dms: P. -> 
Sniper override
Team . New strategy: 
Team . P. : Collector
Team . P. : Attacker
Team . P. : Sniper
Team . P. : Guard
Team . P. : Gunner
Destroy Flag 1
Destroy Flags 2
Destroy Flag 3
Kill Flag set
Dropped . 
Got to return zone
Recreating cash as it has fallen off level
Picked up flag 
P. Killed too many team mates!!! . 

B press

INVALID AI-STATE 
Restart getwp 
Attack network - corrected state (.)
THROWN GRENADE
dms attack count: 
dms: P. -> 

INVALID AI-STATE 
Restart getwp 
Attack network - corrected state (. .)
THROWN GRENADE
dms attack count: 
dms: P. -> 
Team . New strategy: 
Team . P. : Collector
Team . P. : Attacker
Team . P. : Sniper
Team . P. : Guard
Drop ugga in nest
Reset egg
Picked up egg 

Skipped last cutscene!

 SKIPPED DEATH
 LIFE COLLECTED
Sent to HELL but task was done - Tell Shawn

TASK : HaHaHaYourDead.tc -  A_C_DEATH_TYPE NOT SET Tell Shawn and Chris M


(Source: Ferrox)

Unused Text

Present at 0x801551EC in memory is some unused main menu text which indicates that additional languages were planned at one point as well as a widescreen setting.

PICTURE
4:3
16:9

SOUND
STEREO
MONO
SURROUND
HEADPHONES

LANGUAGE
ENGLISH
FRENCH
GERMAN
SPANISH
JAPANESE


(Source: Ferrox)

Present at 0x80155568 is unused text for the multiplayer menu. This menu uses images instead of text.

Back to bar
Heist
Tank
Raptor
Death Match
Beachhead
War
Race

Present at 0x3C420 in the ROM is a hidden credit.

Conker N64 - Rare Ltd


(Source: Ferrox)

Present at 0x3F88880 in the ROM is unused dialogue text that appears to be a placeholder for additional languages. Unlike the rest of the dialogue text, this text is stored in the ROM uncompressed.

The SPANISH Catapult
Let's see now, Use ± to aim and ® to fire.
That seems simple enough...

Hit ® You SPANISH fool!
Now press ¨.
It lets you piss!

Ahh !  Seems to be a SPANISH instruction book.
Oh, I see...
It's for the more complex stuff.
It'll appear the first time you use a more complex zone.
And if you need it again, then press ¯ and ©.
To skip it,  just press ©.

Le Catapult
Let's see now, Use ± to aim ® to fire.
That seems simple enough.

Hit ® You ´²µ³ fool! Now press ¨.
It lets you piss! HoHeeHo.

Ahh !  Seems to be an instruction book.
Oh, I see...
It's for le more complex stuff.
It'll appear le first time you use a more complex zone.
And if you need it again, then press ¯ et © .
To skip it,  just press ©.

The GERMAN Catapult
Let's see now, Use ± to aim and ® to fire.
That seems simple enough.

Hit ® You GERMAN ´²µ³ fool! Now press ¨.
It lets you piss!

Ahh !  Seems to be a GERMAN instruction book.
Oh, I see...
It's for the more complex stuff.
It'll appear the first time you use a more complex zone.
And if you need it again, then press ¯ and ©.
To skip it,  just press ©.

The JAPANESE Catapult
Let's see now, Use ± to aim and ® to fire.
That seems simple enough.

Hit ® You JAPANESE ´²µ³ fool! Now press ¨.
It lets you piss!

Ahh !  Seems to be a JAPANESE instruction book.
Oh, I see...
It's for the more complex stuff.
It'll appear the first time you use a more complex zone.
And if you need it again, then press ¯ and ©.
To skip it,. just press ©.


(Source: Conkerguru)

Unused Cheats

Some debug related cheats that were used in the prototypes. Only the second cheat can be entered which enables the crash debugger. The rest of them appear to be disabled in the final game as trying to enter one results in a "wrong cheat" message.

VM INFO
XFYHIJERPWAL IELWZS
SKIP CUTSCENES
SPEEDY MOVE
ALL GOOD CHEATS
INFO

Some placeholder cheats also left over from the prototypes. These are unenterable due to the lack of an asterisk in the game's cheat entry keyboard.

*HEAT TWENTY SIGHT
*HEAT TWENTY EINE
*HEAT THIRTY N
*HEAT THIRTY ONE
*HEAT THIRTY TWO
(Source: OmegaPirate)

Unused Graphics

Hmmm...
To do:
Provide ways to see these graphics in-game. Grab the required GameShark codes and ROM pointers and update this section as necessary.

Twelve Tales

A handful of textures from this game went unnoticed during the transition to Bad Fur Day. Most of them have been left opaque to preserve the details.

A bunch of dancing/singing flowers and plants. The majority of these were seen in this 30-minute gameplay video of Twelve Tales. The above guesses on how they would be animated may not be 100% accurate.

CBFD Conker64logo.png

A logo saying "Conker 64" along with Conker's head to the left.

CBFD TwelveTales Fence.png

A green-yellow colored fence, seen in Twelve Tales footage.

CBFD TwelveTales1.png CBFD TwelveTales2.png

Textures for the outside of some of the houses.

CBFD c down unused.png CBFD c left unused.png CBFD c right unused.png CBFD c up unused.png CBFD Big A button.png CBFD Big B button.png

32x32 sized controller buttons. The A and B button graphics were used in the ECTS Demo.

CBFD bird wings.png

Bird wing textures, in both green and blue colors.

CBFD brick texture.png

A brick texture.

CBFD crow face and wing.png

Crow wings and face textures. Crows can actually be spotted in the ECTS Demo of Bad Fur Day, though whether they use the same textures is unknown.

CBFD dirthill.gif

An animation for a dirthill or something falling apart.

CBFD animal nose.png

An animal nose. It looks similar to a texture used for a boss in Twelve Tales, K.O. the Cat, except this one is more blue. It's not known where this would have been used.

CBFD unlit wall1.png CBFD unlit wall2.png CBFD lit wall1.png CBFD lit wall2.png

Unlit/lit wall textures.

CBFD roman texture1.png CBFD roman texture2.png CBFD roman texture3.png

Textures for a Roman building. A Roman-themed world (or at least close to it) is in Bad Fur Day, but none of these textures are used there.

CBFD small A button.png CBFD small B button.png CBFD small C-down button.png CBFD small C-left button.png CBFD small C-right button.png CBFD small C-up button.png

Small 16×16 controller button icons.

CBFD conker ttaleseye unused.png

The only Twelve Tales-related texture of Conker left in the ROM. It is actually used on Conker's fifth model when he is far away from the camera, but the texture remains unseen because of this.

Conker's Bad Fur Day/Other

CBFD !Barrel Top.png

CBFD !Barrel Bottom.png

Textures for an unused "!" barrel. The bottom texture cannot be seen because the bottom of the barrel doesn't seem to be modelled out.

CBFD berri angryface unused.png CBFD berri surpriseface unused.png

Two faces of Berri showing expressions not normally seen on her. They actually belong to Poppet, the little girl from the experiment, who seems to share a few of Berri's textures. None of Berri's models display them normally, though they can be seen via hacking.

CBFD conker dinoeye unused.png

A rather possessed-looking version of Conker's normal eyeball image. Conker has two (likewise unused) expressions where the texture gets used, which are impossible to see without hacking. Something interesting about this texture is that it looks like it would be used for Honker, an enemy that was supposed to be Conker's evil doppelganger in Twelve Tales, possibly making this a fairly old leftover.

CBFD conker nearshuteye unused.png

Seems to be some texture for showing when Conker is pissed off? Regardless, it remains unused.

CBFD Joke Sock1.png CBFD Joke Sock2.png

Basically textures of socks with funny faces. Possibly a developer joke?

Inaccessible Places

Hidden Stone Wall

BFD stonethingy.png

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

Unreachable Chocolate Piece

CBFD PooC UA1.png

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."

(Source: Conkerguru's website)

Water Tile

BFD watertile.pngConkersleftoverwatertile.png

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.

Cave

Conker'sBFD-cave1.pngConker'sBFD-cave2.png

Near the start of the dinosaur themed world is an inaccessible cave closed off by a grate. Using cheats to enter it reveals that there's nothing inside of it.

Partially Unused Music

Hmmm...
To do:
I need to find the original names for both songs in Josh W.'s rip for reference, since I renamed them.

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.

Unused Sounds

And lots of small unused character speeches in particular as well.

Twelve Tales

Bees

Birds

Camera Sfx 1

Camera Sfx 2

Frog

Rooster

Conker's Bad Fur Day

Hmmm...
To do:
Add the unused character sounds.

Regional Differences

US EU
Conker'sBFD-usoptions.png Conker'sBFD-euoptions.png
  • The European version added a screen adjustment to the options menu.
  • In the hungover chapter, when Conker hits the gargoyle with the frying pan, he makes a sound when he begins to stands up. This sound was removed in the European version.
  • During the fight against the bull, when you get the first cow out by having the bull ram into the target, Conker makes a “Swoosh” sound as he “punches” before saying something about taking control of the bull. Again, this sound was removed in the European version.

Rare Replay Differences

Hmmm...
To do:
Check for more differences.
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.
  • All mentions of Nintendo were removed from the credits.
  • The startup sequence is much shorter.
  • All N64 button prompts were changed into Xbox One button prompts. The voice clips weren't updated, so characters will still refer to the N64 buttons.
  • The blur effect on the pause menu was removed.