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The Grim Adventures of Billy & Mandy (PlayStation 2, GameCube, Wii)

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Title Screen

The Grim Adventures of Billy & Mandy

Developer: High Voltage Software
Publisher: Midway Games
Platforms: PlayStation 2, GameCube, Wii
Released in US: September 25, 2006 (GC, PS2), November 19, 2006 (Wii)
Released in EU: March 16, 2007 (Wii)
Released in AU: March 15, 2007 (Wii)

CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.

To do:
Check for any unused textures/models. Unfortunately everything is stored as JAM files so it may be difficult just trying to find and open any.

A fighting game based on the Cartoon Network show, featuring Weird Al Yankovic as the announcer.

Debug Options

In the below section, inside APP.INI are several debug features that can be enabled by either un-commenting them, or adding them back in the ini file. The PS2 version is blank but you can easily add them back in. Below are codes for the PS2 version of the game that re-enables a couple of these options without modifying your game.

PS2 codes:

2061B66C 00000001
2061B660 00000001
(Source: Punk7890)


Grim Adventures of Billy & Mandy - Debugmenu1.png Grim Adventures of Billy & Mandy - Debugmenu2.png

This enables a debug menu in the main menu.


Grim Adventures of Billy & Mandy - Debugmenu3.png

Allows you to set unlockable states.


Grim Adventures of Billy & Mandy - Debugmenu4.png

Allows you to select a level. [vistest] is not in the PS2 version.

Show Sample Dialog

Grim Adventures of Billy & Mandy - Debugmenu5.png

Shows test text.

Debug Notes

To do:
See if any of this actually works.

The GameCube version of the game has a file titled app.ini which contains various notes about debugging features. The PS2 version also has a file of the same name, but it doesn't contain any of this text.

// The following are the options currently active for the ini file
// It should be placed in the game's root directory (C:\Develop\Fallen\Dev)
// DataFolder "<data_dir>"          // main directory where all data is stored.  Default = "Data"
// DontUsePlatformBinary            // flag to prevent the load and use of platform specific binary formats
//                                  // i.e. "UseAscii"
// NetworkAutoconnectMode			// "Disabled"	= No networking
//									// "Server"		= Start as server
//									// "Client"		= Start as client
// NetworkAutoconnectServerName	    // The name of the server to start or autoconnect to
// NetworkAutoconnectNodes	    // The number of boxes that to network together
// SkipIntro			    // Skips the intro framework. Good for shortening debug cycles. Defaults to off.
// SkipMainMenu			    // Skips the main menu.
// Level "level_short_name"         // level to load.  levels begin with 'L'
// NoAudio							// Disable all audio
// NoMusic							// Disable music
// NoAmbientAudio					// Disable ambient audio
// DisplayBanks						// Display Sound RAM utilization
// DisplaySounds					// Display sound names as they're played
// AudioMode <mode>					// Set audio output mode.  0 - mono.  1 - stereo.  2 - surround.
// FullScreen                       // Win32 only, start in fullscreen
// Maximized                        // start with maximized window (meaningless in fullscreen)
// Resolution <nWidth> <nHeight>    // resolution for window or fullscreen
// NTSCScreen                       // 
// PALScreen                        // 
// PS2Screen                        // 
// XB420pScreen                     // 
// XB720pScreen                     // 
// BgMusicDisabled                  // disable background music playback (streamed)
// ControllerDeadZone <nPercent>    // physical controller dead zone (in %)
// TestAllLevels                    // level test which cycles through load of all levels
// OpenList                         // generate list of every file opened for automatic .jam file generation
//                                  //  (to create the complete .jams, enable both TestAllLevels and OpenList)
// TraceHistory <nNumMessages>      // Number of previous trace messages to store in the history.  Use with caution due to memory use.
// ErrorHistory <nNumMessages>      // Number of previous error messages to store in the history.  Use with caution due to memory use.
// add_dio "<category>"             // add debug output category
// no_dio "<category>"              // remove debug output category
//                                  // categories:
//                                  //  "framework"
//                                  //  "ai"
//                                  //  "audio"
//                                  //  "io"
//                                  //  "render"
//                                  //  "sim"
//                                  //  "ui"
//                                  //  "controller"
//                                  //  "debugoutput"
//                                  //  "innerloop"
// ** to do nothing comment everything out

	// Data Folder:  The main directory where all data is stored.  Default = "DataSrc"
	DataFolder ""
	// Don't Use Platform Binary: (i.e. "UseAscii") flag to prevent the load and use of platform specific binary formats

	// Uncomment this to override which character to use for the player
	//SetCharacter 0 "Numb1P"

	// Autoconnects a network game without having to set one up through the UI
	//NetworkAutoconnectMode			"Disabled"
	//NetworkAutoconnectServerName	"my_srv"
	//NetworkAutoconnectNodes			2

	ActivateController 0

	//load and unload all characters and weapon sets
//	LoadAllCharsAndWeaponSets

	// Skips the intro framework
//	SkipIntro

	// Skips the main menu
//	SkipMainMenu
	// Enable debug menu option
//	EnableDebugMenu
	//// Level: level to load (shortname)
//	Level "vistest"
//	Level "House4"
//	Level "Asgard4"
//	Level "Ppatch4"
//	Level "Chknlab4"
//	Level "Colis4"
//	Level "Bbay4"
	Level "Uworld4"
//	Level "Credits"
//	Level "Backyrd4"
//	Level "Toad4"

	//DisableAI			// Disable enemy AI

	//NoAudio			// Disable all audio

	//NoMusic			// Disable music

	//NoAmbientAudio	// Disable ambient audio

	//DisplayBanks		// Display Sound RAM utilization
	//DisplaySounds		// Display sound names as they're played

	//AudioMode 2		// Set audio output mode.  0 - mono.  1 - stereo.  2 - surround.
	// Disable Console output of memory statistics

	//Remove the FPS counter by Default on the PS2

	//// Fullscreen: Win32 only.  

	//// Maximized: Win32 only.  maximize window, but still show titlebar, etc.

	//// Resolution: width x height (unsigned int)
	//Resolution 1600 1200
	//Resolution 1280 1024
	Resolution 1024 768
	//Resolution 800 600
	//Resolution 640 480
	//Resolution 640 448
	// Which page of debug text to display by default. 0=global, 1=heap info, 2=Mike, 3=Jason, 4=Mark, 5=Semmy
	Page 100

	// Disable background music playback (streamed)

	//// ControllerDeadZone: physical controller's dead zone in integer percent
	//ControllerDeadZone 15

	//// Level Test:  this does a test load of every level in the levels.txt file
	////               use with caution as this takes a while to run.

	//// open list: generate list of every file opened for automatic .jam file generation

	//// TraceHistory: 
	//TraceHistory 32

	//// ErrorHistory:
	//ErrorHistory 16

	//// Debug Output bitmask setting
	//add_dio "framework"
	//add_dio "ai"
	//add_dio "audio"
	//add_dio "io"
	//add_dio "render"
	//add_dio "sim"
	//add_dio "ui"
	//add_dio "controller"
	//add_dio "event"
	//add_dio "tool"
	//add_dio "debugoutput"
	//add_dio "innerloop"
	//no_dio "framework"
	//no_dio "ai"
	//no_dio "audio"
	//no_dio "io"
	//no_dio "render"
	//no_dio "sim"
	//no_dio "ui"
	//no_dio "controller"
	//no_dio "event"
	//no_dio "tool"
	//no_dio "debugoutput"
	//no_dio "innerloop"
	////Specify a list of console commands to execute whenever you load a level
	//ConsoleCommand "slowmo 30.0"	

Unused Cheats

Grim Adventures of Billy & Mandy - Unusedcheat.png

Present in the game are a couple of unused cheats that have no buttons assigned to them. You can re-enable them with the below codes.

PS2 codes:

Enable "FillMode"
00656D40 0000000?

? can either be a 1 or a 2.

Enable "SlowMo"
2086B280 00000001
2086B288 3E888888

You can also change the 3E888888 to 40000000 to speed up the game. It's not clear what the correct value would be for this. There's also an infinite lives cheat, but it only sets all player lives to 1.

(Source: Punk7890)

Unused Text

To do:
There's probably lots more.

The "GameText" folder and its subfolders contain all the text in the game. Some of it is unused.

Internal Name

All the files in "Cert" refer to the game as Grim: Destroy Us All (a reference to the episode "Attack of the Clowns"), which may have been a working title.


Global.AIS contains some dummy text.

"DMYTEXT"     Dummy Text

Early Mode Descriptions

LvlShare.AIS contains some early descriptions of modes. The final game opts to use more plain descriptions.

"BossTxt"     He wants your brain?  Give him your fist!  Crush the Brain-Eating Meteor!
"PontTxt"     Attack a flag to claim it, and don't let the other players get their grubby mitts on your points!
"KillTxt"     Feel the need.  The need for bleed.  Be the first player to destroy 30 vikings from the relentless horde.
"SurvTxt"     The Vikings are attacking, and you only have one life.  Survive their onslaught for 2 minutes before they DESTROY US ALL!  DESTROY US ALL!  DESTROY US ALL!!
"HELPULT"     Gather the mojo balls and use your ultimate to win!
"HELPULT2"    Attack Mandy to initiate the final elimination!

The file also contains numerous placeholder descriptions for unlockables that weren't implemented. Below is one such example.

"UNLKT11"     TITLE 11
"UNLKD11"     Desc 11

Xbox Version Remnants

The "Cert" folder contains files named XBOX.AIS and Xbox_English.TXT (the latter is only in the GameCube version). An Xbox version was planned but cancelled.

              // % switches
              "%b"                         free blocks
              "%B1"                       1 free block
              "%D"                        Please don't turn off your Xbox console
              "%IDelet"                   Deleting
              "%ILoad"                    Loading
              "%IALoad"                   Loading
              "%IOverw"                   Overwriting
              "%ISave"                    Saving
              "%IASave"                   Saving
              "%M"                        hard disk
              "%ODelet"                   Delete
              "%OLoad"                    Load
              "%OALoad"                   Load
              "%OOverw"                   Overwrite
              "%OSave"                    Save
              "%OASave"                   Save
              "%R"                         more free blocks
              "%R1"                        more free block
              "%S"                        Your Xbox doesn't have enough free blocks to save games. Grim requires  free blocks to save.  You need  more free blocks to save.
              "%ULoad"                    00
              "%USave"                    00
              // status text
              "SBlank"                    00
              "SNoData"                   No saves are present on hard disk.
              "SNoSpac"                   Your Xbox doesn't have enough free blocks to save games.
              "SNoSpcO"                   Your Xbox doesn't have enough free blocks to save games.  Existing files may be overwritten.
              "SPresnt"                   00
              // save data dialogs
              "DASOff"                    Autosave has been disabled.  Turn Autosave ON through the options menu or load an existing save to enable Autosave.
              "DASOn"                     Grim uses an Autosave feature. Game progress is saved automatically on the hard disk during play. Please don't durn off your Xbox console during saving.

Xbox_English.txt also contains text strings referring to the Xbox.

Please don't turn off your Xbox console
Your Xbox doesn't have enough free blocks to save games.


There is also a file called PC.AIS, which seems to suggest a Windows port was planned, however it makes no mention of anything PC-related and seems to be based on the PS2 version. That being said, there are some interesting things here.

You have reached the max number of allowed profiles.  Please delete an existing profile before creating a new one.

This message is stored under the string "DMax". You can only have one profile in the final game.


Location/Credits.AIS does not contain credits, but rather this text repeated three times:

// filler// filler// filler// filler// filler// filler

Cut Mode Names

UI/FeBtlTitle contains the names for each battle mode, including these unused ones:


"Boss" implies that originally the player could fight the Brain-Eating Meteor whenever they wanted. It is unknown what the other modes would have been.

Unused Level Name

UI/FeLvlTtl contains the names for all the levels. Among them is "CYCLOPS BOSS" (labeled "Rvrgate4"), implying there was once another boss besides the Brain-Eating Meteor. UI/FeLvlDsc, which contains the descriptions of each level, also includes a string for "Rvrgate4" as well as for Billy's Backyard, though both are blank.

Unused Tutorial Text

UI/FeMsnTtl contains some unused text labeled under "AREA6M1".


Likewise, UI/FeMsnDsc contains an unused description under the same string.

Learn the basics so you can fight your way to the top of mission mode.

This implies mission mode would have had a tutorial of some kind.

Early Difficulty Names

Near the start of FeRootUI.AIS are early names for the difficulty levels. The difficulty levels in the final game are Easiest, Easy, Normal, Hard, and Hardest.



The beginning of FeRootUI.AIS also contains this line.


Developer's Notes

AppInit.JAM, located in the "Jamfiles/(console name)" folder, features an extensive amount of developer's notes and labels for the game's various commands and procedures. While there's way too much to fully document, here are some of the more interesting bits:

Comment(s) Notes
NOTE: On the PSX2, the right rumble motor is a tweeter and can only be turned on and off. Any intensity greater than 0 will be interpreted as "on" for the PSX2 tweeter. For more information about creating rumble effects see the HowToAddRumbleEffects page on the Lovage Wiki. http://twiki/twiki/bin/view/Lovage/HowToAddRumbleEffects Notes on adding rumble effects for the PS2 controller. The link listed is no longer online and does not appear to have been archived, though given it lacks a top-level domain (e.g. ".com") it might have been a developer's folder.
"UA_BMom" //Sent when starting BillyMom ultimate all The list of commands/tags for each character's Mojo Meltdown (referred to as "ultimates" in the file) includes Billy's mom (Gladys) and Mindy in the list. Neither of them are playable or even appear at all in the final game, so it's possible they were cut characters.
"UA_Mindy" //Sent when starting Mindy ultimate all
Massive magic battle parameter An early name for the "Massive Mojo" parameter.
NOTE: weapons should be arranged from highest to lowest weight, because if the game runs out of a weapon, it tries the next one in the list Notes for what the game should do if it "runs out of weapons".
Head Games (used to be food is love) Presumably refers to the "Mo' Health, Mo' Jo" weapon set, given its data-linked to "WSFood" and rather humorous early name.
Sharp pointy themed weapons Obviously meant for swords and other similar weapons, though no such weapon set exists in the final game. The closest would be the medieval weapon set, which is listed separately under "Medieval themed weapons".

Oh well, at least the header's funny.

These are commented out to reduce clutter in Reggie. They are already the default values in code. This is listed before several distance-related debugging code. It is unknown who "Reggie" is (or what "reducing clutter" in him is supposed to mean).
VFX to play when cookie item we touched chooses to explode I hate it when that happens.
Leave our body visible after death The commands for the death animations include this unintentionally morbid label. Even worse, said data link is labeled "LeaveCorpse".
BILLY'S MOM (COOKIIEEES!!) Another reference to Billy's mom with a silly header.
Automatically re-acquire base weapons we've lost (such as Grim's head) Apparently Grim's head was a weapon?
"AIActionsVehicle" [...] List of actions the AI brain can select, when we have a VehicleC (character-ish Vehicle, such as chicken loader) as a target Certain notes refer to "vehicles" and "creatures" the player can mount/ride. The final game only lets you mount Cerberus, though the vehicles probably would have functioned similarly to the turrets, as well as the mech in Clucking Doom.
Mount a creature / vehicle
Drink an object Likely refers to the health pickups, though it's rather oddly worded.
Eat an object (old implementation)

Developer Credits/Date

//	Date			Author			Revision
// ---------------------------------------------------------------------------------
//	9/8/05			Justin Crouch		File Created

Credits for who created the AppInit file, as well as the date.


To do:
Try to get "FPSToggl" to work.
//		Note: Only using possible ubttons that are available on ALL systems
//		Generic Button Name	PS2		XBox		GameCube	PC (kikijoy)
//		----------------------------------------------------------------------------
//		FaceButtonTop		Triangle	Y		Y		Triangle
//		FaceButtonBottom	X		A		A		X
//		FaceButtonRight		Circle		B		X		Circle
//		FaceButtonLeft		Square		X		B		Square
//		DPadUp			DPadUp		DPadUp		DPadUp		DPadUp
//		DPadDown		DPadDown	DPadDown	DPadDown	DPadDown
//		DPadRight		DPadRight	DPadRight	DPadRight	DPadRight
//		DPadLeft		DPadLeft	DPadLeft	DPadLeft	DPadLeft
//		LeftTrigger		L1		LeftTrigger	LeftTrigger	L1
//		RightTrigger		R1		RightTrigger	RightTrigger	R1

//	The cheat code has a specific format the must be followed in order for it to be
//	read in correctly from the app's tokenizer.  This format is as follows...
//	Cheat		/*followed by the shortname (8 characters max) of the cheat*/
//	IsDebugCheat	/*1 if this cheat is meant for debug use only, 0 and the cheat is available in all builds*/
//	MaxInputTime	/*the maximum time in milliseconds the user has to enter the cheat code*/
//	NumInputs	/*the number of inputs for the cheat*/
//	Inputs		/*list of inputs for the cheat*/
//	Some notes on input.  For a key press you need to enter the code for the key twice;
//	once for the push down of the button and once more for the release.  The reason we
//	decided to handle things this way was so that one can easily use codes that require
//	a button to be held down follwed by a series of key presses.  For a key that you require
//	to be held down, simply enter the code for the key once; for the push down.
//	Say we want a cheat code where the LeftTrigger is held down and then the top, bottom, and
//	right face buttons are pressed.  This code would look like...
//	Cheat		"TestCh"		// This is the name of the cheat
//	IsDebugCheat	0			// This cheat is available in release and debug both
//	MaxInputTime	4000.0			// The user has 4 seconds to input this cheat
//	NumInputs	9			// There are 7 inputs for this cheat
//	Inputs		LeftTrigger FaceButtonTop FaceButtonTop	FaceButtonBottom FaceButtonBottom FaceButtonRight FaceButtonRight	// The user holds down the left trigger and presses the top face button, bottom face button, and right face button
//	Once you have added the body of the cheat DON'T FORGET TO INCREMENT THE CHEAT COUNT!
//	All thats left after adding the body of the cheat and incrementing the count is
//	to register a static callback function with the cheat code system.  This needs to be 
//	done by a programmer.

NumCheats 14

Cheat		"DropPlyr"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"FillMode"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"FPSToggl"
IsDebugCheat	0
MaxInputTime	3000
NumInputs	10
Inputs		FaceButtonRight DPadUp DPadUp DPadDown DPadDown DPadLeft DPadRight DPadLeft DPadRight FaceButtonRight

Cheat		"ToggleAI"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"Win"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"Lose"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"InfLives"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"InfPowr0"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"InfPowr1"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"InfPowr2"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"InfPowr3"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"SlowMo"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"ScreenFX"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Cheat		"RstrtLvl"
IsDebugCheat	1
MaxInputTime	0
NumInputs	0

Also included in AppInit are rather detailed instructions on creating cheat codes. Unfortunately, almost all of them except for "FPSToggl" (which might not even work anyway) are classified as "debug cheats" with no actual commands.

Note how the Xbox button commands are still included, as well as the PC, which still uses the PS2 button layout.

Unused Graphics


Battle stations?

The GameCube version contains a file named eu_bnr.bnr, which is really just the banner used for Codename Kids Next Door: Operation V.I.D.E.O.G.A.M.E., High Voltage Software's previous Cartoon Network game. It was most likely a placeholder. Interestingly, the GameCube and PS2 versions were never released in Europe; only the Wii version was.

Unused Dialogue

To do:
  • Are these unused?
    • An alternate take of "You lose!" with the echo effect added.
    • "You win!"
  • Let me know if any of these are actually used.

The announcer has a lot of unused lines. Many of them lack the "echo" effect that is used in the final.

Unused Team Names

Results screen announcements for unused team colors. In the final game, the team colors are orange, purple, green, and blue. For whatever reason, the Yellow Team announcements are stored at the end of the file away from the rest of them.

File Transcript
Black Team loses!
Victory! Black Team wins!
Gold Team loses!
Victory! Gold Team wins!
Pink Team loses!
Victory! Pink Team wins!
Red Team loses!
Victory! Red Team wins!
Yellow Team loses!
Victory! Yellow Team wins!

Unused Result Announcements

All result announcements in the final game refer to the characters or teams by name.

File Transcript
Player 1 loses!
Victory! Player 1 wins!
Player 2 loses!
Victory! Player 2 wins!
Player 3 loses!
Victory! Player 3 wins!
Player 4 loses!
Victory! Player 4 wins!

Unused Unlock Messages

In the final game, the announcer says "Super secret unlocked!" every time you unlock something.

File Transcript
New bonus unlocked!

Boogey: Here's Boogey!

New bonus unlocked!

Chicken: (squawks)

New bonus unlocked!

Clown: (honks horn)

New bonus unlocked!

Dracula: When Dracula gonna meet some fine ladies?

New bonus unlocked!

Hoss: I'm Hoss Delgado, spectral exterminator, and you all look spectral to me.

New bonus unlocked!

Jack: I've got a pumpkin for a head!

New bonus unlocked!

Nergal Jr.: I'll eat your skin!

New bonus unlocked!

Nergling: (squeaks)

New bonus unlocked!

Lord Pain: Let's break things! (laughs)

New bonus unlocked!

Pumpkin: (roars)

New bonus unlocked!

Skarr: My name... is General Skarr!

New bonus unlocked!

Viking: YAAARGH!

New weapon unlocked!
New mission unlocked!

Menu Announcements

The announcer presumably listing the menu and battle options. Interestingly, these seem to reflect earlier names for modes or modes that were cut entirely, some of which are listed above.

File Transcript
Hold the Points!
Dominant Warrior!
King of the Hill!
Darwin Mode.
King Reaper.
Boss Battle!
Buried Treasure!
I-ron Man!
Smash and Grab!
Battle Mode!


These lines suggest that at some point, the announcer would have commentated on the match. In the final, his only comments during the fight are "Player (X) needs ham badly!" when a player is low on health and out of lives.

File Transcript Notes
Welcome to today's fight.
It's me again, your favorite squid announcer! This suggests that at one point, the announcer was going to be the Squid Hat, also voiced by Weird Al.
Bam! That's gonna leave a mark!
Five hit combo! The final game has no combo system, or at least doesn't announce it or inform the player.
Dash combo!
Ultra! Possibly an early name for Mojo Meltdowns.
Monster hit!
Smacked down!
Cluck him up!
Continue? In the final game, the announcer immediately starts counting at the continue screen.
Try again?
Try again!
One half of one quarter! Probably meant as a joke for the continue screen.
You lose!
You lose, baby!
Game over, baby!
Fight! Fight! Fight!

About to Win

You can probably guess what these would have been used for. These lines also reference the aforementioned cut teams.

File Transcript
Mandy is about to win!
Mogar is about to win!
Hoss is about to win!
Jack is about to win!
Eris is about to win!
Nergal Jr. is about to win!
Boogey is about to win!
Lord Pain is about to win!
Nergal is about to win!
Blue Team is about to win!
Red Team is about to win!
Green Team is about to win!
Pink Team is about to win!
Black Team is about to win!
Player 1 is about to win!
Player 2 is about to win!
Player 3 is about to win!
Player 4 is about to win!


To do:
Does the GameCube version have any equivalent dialogue?

It appears the announcer was originally going to narrate the tutorial as well. Sadly, the tutorial is text-only in the final game.

File Transcript
Press the L1 Button to dash. Really, go ahead.
Press Square for a light attack!
Press Triangle for a hard attack.
Y-you see that thing at the bottom of the screen? That's your Mojo Meter.
Collect the Mojo Balls to fill your meter!
Press R1 to devastate a single opponent!
Or, if you wanna hit everyone, fill your meter twice.
You can pick up and throw your opponents.
Press the Circle button to pick up an opponent.
Do it again! Jump up to that dummy and take it out.
Great, now grab that sword and chop the dummy into pieces.
Good job!
That's it!


File Transcript Notes
Cars! Sky! House! Yard! Stuff! Probably referring to the Burning Down the House level.
You gotta grab life by the lips and YANK as hard as you can! This is a reference to UHF, which also starred Weird Al Yankovic.
Money money, honey!
Get better!
I'd buy that for a dollar! A reference to RoboCop.
That's wiggity-wack!
You haven't unlocked everything yet, have you? It's going to take you a LOOOONG time at this rate! Ouch, man.
Throw things!

Alternate Takes

Alternate takes for announcing Grim, Eris, and Hoss. He refers to them by their full name/title, while in the final he simply says their first name.

Character Unused Used
(The) Grim (Reaper)
Eris (goddess of chaos)
Hoss (Delgado)

Version Differences

The Wii version, a launch title for the system, was released a few months after the GameCube and PS2 versions. Other than the obligatory new motion controls, there are a few minor differences.

  • The "beeping" sound effect accompanying the countdown at the start of the fight is oddly missing in the Wii version.
  • When a match ends via time over or getting the required amount of points, the screen fades to black in the Wii and PS2 versions. The GameCube version does not.
GameCube Wii
Tgaobam credits gc.png Tgaobam credits wii.png
  • Carl Greenblatt, the voice of Fred Fredburger, is credited by his first name in the credits for the Wii and PS2 versions, while in the GameCube version he is credited by his initials.
  • The credits have been updated to include the staff that worked on the Wii port. However, due to the longer credits, the game ends up looping back to the first song at the very end.
  • For whatever reason, the game's "Audio" folder is different across all three versions. The PS2 version has three folders labeled "AMBIENCE", "MUSIC", and "VO", with the latter containing folders for "ANNOUNCER" (self-explanatory) and "STREAM", which contains most of the playable character's lines stored in one big file. The GameCube version only has the "Music" folder. The Wii version contains folders for just about every sound in the game, as well as storing all the characters' lines separately. In addition, the file formats are also different across versions; while all versions contain AOB and other similar files, the PS2 version uses MSA files (the standard PS2 audio format), the GameCube version uses GMD and ".gom" files, and the Wii version uses all manner of files, such as ".fsv" and ".gob".