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LEGO Island 2: The Brickster's Revenge (Game Boy Advance)

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Title Screen

LEGO Island 2: The Brickster's Revenge

Developer: Silicon Dreams
Publisher: LEGO Software
Platform: Game Boy Advance
Released in US: October 2, 2001
Released in EU: October 12, 2001


DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.


NotesIcon.png This game has a notes page

This cactus is UNDER CONSTRUCTION
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.

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.

Unused Text

Hmmm...
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.

Item names

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.

Fruit

A fruit, collected while collecting the fruits scattered around the island for Maggie Post. However, you can't access the inventory in the minigame, so this can't normally be seen.

Jackhammer dialogue

Hi there.
Hello Pepper.
Great news. I've found your Jackhammer.
Wow Pepper, that's fantastic.
Now we can finish repairing the bridge.

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.

(Source: Original TCRF research)

Water Scooter minigame

This version of the game isn't completely free of cut content - among the list of names of minigames, the following cut minigame can be seen:

Water Scooter

The game also includes leftover dialogue, which would be shown before the cutscene:

Before you can go to Adventurer's Island, you need to prove to Valerie Stubbins that you can be trusted on the high seas. Ride a water scooter for two laps around the LEGO Island racecourse. Attempt to beat LEGO's finest Jet Bikers in this license-winning event.
Raring to go, Infomaniac. They'll be eating my surf.

It's likely that at some point, you had to compete in a race to earn a water scooter license before you could travel to Adventurer's Island with Johnny Thunder. Instead, in the final game you're presented with the much more mundane task of locating a can of fuel for Valerie Stubbins.

(Source: Rock Raiders United)

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
Elementary, my dear Cactus.
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.

(Source: Original TCRF research)

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

Elementary, my dear Cactus.
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 what appears to be debug strings can be found in the ROM.

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.

(Source: Original TCRF research)