Graphics broadly presented in the order they appear in the final game. I wish I had saved myself an intermediate sized header tag; oh well.


A narrower version of the same thing. All the used "screen width" graphics in this game actually have 2 extra
columns on the right hand side, and I'm not entirely sure why. Both this and legolegal are in
the ROM; this one is unused.

This image, "Work in Progress" and all, made it into the final ROM, but is not displayed. It's
commented out of menu.c right after the Lego legal info.

Also commented out of menu.c, directly after argonautscreen. A narrower version,
bionicletitles, can be found on the page for source files not in the ROM.
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I loved BCEILNOs as a kid, I had the red one.

There he is: the red one!


An unused logo treatment. I like it; it looks a bit WordArt.


Cards on the table, idk why these are sprites instead of background graphics or why they're broken up this way.
The ironically-named newmenu is the oldest surviving menu design. It's not in the source, but it
is in the ROM. The related submenu designs aren't in the ROM, but are in the source; they're presented on a
later page. Unused.



FEBackPalette defines 256 colors, but FEBackChar only uses 16. The trick is that which 16 it uses
changes depending on what submenu you're in. (See menu.c for details.)

Defined as one big sprite with 6 color palettes.
The level/area order seems to have been up in the air during development, and here is as good a place as any
to try and pin it down. For starters, the devs' terms seem to be that each map was a "level" and each
region/wahi was an "area". The functions for loading various levels were unfortunately part of
main.c, which we don't have, but I made enough progress on decompiling them a few years ago to
get an idea of what level corresponds with what area, etc.
menu.c also gives an alternate level order for the "cheat mode" I haven't managed to access.
I've avoided html tables so far, but there's really no better way to present this, so here goes:
| Level | Area | Icon | Description | Final Order | "Cheat" Order |
|---|---|---|---|---|---|
| 0 | 0 | 1 | Le-Wahi | 1 | 1 |
| 1 | Muaka | ||||
| 2 | |||||
| 3 | 1 | 4 | Po-Wahi | 2 | 4 |
| 4 | |||||
| 5 | 2 | 3 | Ta-Wahi | 5 | 2 |
| 6 | |||||
| 7 | |||||
| 8 | Kuma Nui | ||||
| 9 | 3 | 2 | Ko-Wahi | 4 | 5 |
| 10 | |||||
| 11 | 4 | 5 | Ga-Wahi | 3 | 3 |
| 12 | |||||
| 13 | |||||
| 14 | |||||
| 15 | 5 | 6 | Onu-Wahi | 6 | 6 |
| 16 | |||||
| 17 | |||||
| 18 | |||||
| 19 | 2 | Bahrag | |||
| 20 | 0 | Ending "congratulations" screen | |||
If the level number is 1, it's set to 2. Either way, the Muaka level is loaded.
I believe the Bahrag area is set to 2 so that the Onu-Wahi torch effect isn't loaded in and particles use the Ta-Wahi palette, but I haven't thought very hard about that as an explanation.
Same deal as the level icons, one sprite with 6 palettes. Note that the order here doesn't correspond with any of the level orders above or the order the masks are found in the game. I don't have any insight as to why.

These ultimately were not used for the language select.


The brick icons are used for the volume sliders in options.



References to these sprites are commented out of the similarly-named menubutton.c, which I
haven't looked at closely enough to draw any conclusions.

This file is from 5 Feb 2002 and seems to correspond with the Kini Nui-style menu design from before then.