Thursday, June 27, 2024

THE ULTIMATE CONCEPT ART COMPENDIUM

 

 

A COMPENDIUM OF LOST BANJO-KAZOOIE SERIES CONTEN. WILL UPDATE IF MORE IS FOUND! 


 

Dream Land of Giants

Kazoo / Banjo-Kazoo

Banjo-Kazooie

Banjo-Tooie

Banjo-Kazooie: Grunty's Revenge

Banjo-Kazooie: Nuts & Bolts

Viva Pinata

Rare Replay

Banjo-X (Cancelled Remake)

Banjo-Kazoomie (Cancelled game)

Fast and the Furriest Sports (Cancelled game)

Fast and the Furriest Racer (Cancelled game)

Hairball Heroes (Rare Jam Gamejam Game)

Thursday, May 30, 2024

Gregg Mayles Thoughts on the Banjo-Kazooie Series

 

 

WHAT HAS GREGG MAYLES SAID ABOUT THE BANJO-KAZOOIE SERIES OVER THE YEARS ON TWITTER?

 

Gregg Mayles has not been present on Twitter for years, but it's still a good source of information. Here is a compendium of most things he had said about the Banjo-Kazooie series. This is written similar to a Q&A, but I'm taking tweets about each subject and placing them together.

Thoughts on a new Banjo-Kazooie Game

I think Tooie was close enough to Kazooie but added the 'two' element, anything like Threeie or Fourie is too far removed from Kazooie's name.

I have never said (another Banjo) could not sell well. My opinion has always been that a new Banjo game would have to offer something different, both to interest and challenge me as a designer and to appeal to new players who did not grow up with Banjo. The audience that didn't grow up with Banjo is larger than the one that did. The game would need to appeal to both sets of people for the best chance of success.

I have said I would not do another one unless I felt I could bring something new to the genre. There are elements from the 90's that would still work today but others less so. Look at the Mario platforming games, they are still true to Mario's heritage but they constantly evolve and look for new ways of entertaining players.

NO-ONE could genuinely want Nuts and Bolts 2. I’m not sure I could handle Bolts 2, it’s much easier making pirate games. That vehicle editor still gives me nightmares.

I'll be the first to admit I got carried away with the Tooie world design. Bigger and more complex is not always better. If I ever did another Banjo game I think I would would go for level design that is small and clever, best of both worlds surely?
 

Wednesday, May 22, 2024

The Making of Banjo-Kazooie Abridged

 

 

BACK IN 2007, RARE DID AN INTERVIEW WITH RETRO GAMER. ISSUE 36 FEATURED A "THE MAKING OF BANJO-KAZOOIE" SEGMENT. I READ THE FACTS AND I'LL POST THEM HERE.

 



While you can probably find the article on Rare Gamer, it's images are unreadable and some of the text is easier to read while squinting. I am not reposting the article word-for-word, that's illegal, just the facts as they come. I'll also post the concept art featured on the article, but a lot of it is sourced from places such as Ed Bryan and Gregg Mayles' twitter accounts.

PROJECT DREAM

  • Project Dream started as an adventure on the Super Nintendo.
  • Edson (incorrectly called "Edison"), was a boy that was replaced for being too generic.
  • The 2nd character was a Rabbit that ran on two legs.
  • The final version of the character was of Banjo.
  • Captain Blackeye led a crew of no-good but also inept pirates.
  • Project Dream took the ACM technology of the SNES to the next level, but it became obsolete with the Nintendo 64.
  • Project Dream was only on SNES for a few months.
  • Banjo had a backpack exclusively to keep his items in.
  • A lot of code from Project Dream was reused for Banjo-Kazooie, this allowed Banjo and Kazooie to be completed in less than 15 months.
  • Banjo-Kazooie was developed for 17 months total.
  • The team grew from 10 people to 15. 7 Engineers, 5 artists, 2 designers and one musician.
  • Nintendo never put pressure on the team to make Banjo-Kazooie successful.


 



 

ADDING KAZOOIE

  • The game became a collectathon because every other platform game mascot was collecting at the time.
  • Connecting collectibles to opening a game world led to completing pictures of it, which led to the missing pieces of the pictures being jigsaw pieces.
  • Jinjos came from an unused idea of hard to get collectibles in Donkey Kong Country.
  • Some of the ideas for Jinjos were they'd run away, or camouflage themselves instead of waiting around.
  • Most of the collectibles such as Eggs, Feathers, Musical Notes and Honey were based around Banjo, Kazooie and the game's musical theme.
  • The purpose of Banjo-Kazooie wasn't to make a better game than Super Mario 64.
  • Nintendo did not understand Banjo-Kazooie's humor and had a difficult time with Kazooie's characterization.
  • Nintendo emphasized very little control over Banjo-Kazooie.
  • Initially Kazooie did not exist and only became a character when Banjo needed a double jump.
  • The team wanted a sprint ability so they added legs coming from the backpack.
  • A list of transformations were made prior to the levels being made, then the transformations were chosen that were interesting and fit the level theme.
  • The purpose of Mumbo's Mountain was to make Banjo feel very small, they had previously just shrank Banjo but instead they came up with the termite transformation.



 



OTHER CHARACTERS

  • Bottles was based on the thick-rimmed glasses kid that was clever that could be found in every school.
  • Gruntilda was inspired by Grotbags from Emu's Pink Windmill Show.
  • The game originally featured voice acting but voiced dialogue in video games was new and they didn't want the character to not fit how people see them.
  • The team couldn't name Kazooie, Kazoo, because of trademark issues.
  • Donkey Kong 64 was supposed to be more serious than Banjo-Kazooie.

 


 


 

WORLDS

  • The backgrounds of some worlds were very large that they needed to cut them into several 64 x 64 piece textures.
  • They used a decal technique that blended areas and layered textures onto each other giving them a detailed look which looked great in contrast to the simple clean characters.
  • Banjo-Kazooie pushed the Nintendo 64's memory hard, the game suffered from many memory issues.
  • To avoid memory issues, the game itself reshuffles the memory consistently making it easier to put more polygons and textures on the screen.
  • The worlds were made to be larger than life but still believable in a fantastical way.
  • Treasure Trove Cove was based on everything a deserted island would have: crabs, pirates, wrecked ships, sandcastles, and buried treasure.


 

SCRAPPED WORLDS

  • Fungus Forest and  Mount Fire Eyes weren't needed.
  • Hammerhead Beach was related to Stop 'n' Swop.
  • Fungus Forest became a level in Donkey Kong 64.
  • Mount Fire Eyes was incorporated into Hailfire Peaks.
  • Glitter Gulch Mine and Witchyworld were transferred to Banjo-Tooie.
  • After completing the game the players would unlock a new game mode to play as Tooty.
  • Tooty's game mode takes place after Banjo-Kazooie where Banjo is hit with Grunty's spell and turned into a frog.
  • Tooty then goes back to through the levels to find enough Mumbo Tokens to transform Banjo back.
  • Grunty's spell was changed so it missed and the idea for the Mumbo Tokens was going to be reused in Banjo-Tooie.
  • Gregg Mayles went on a forum to tell people the truth about Stop n Swop but was dismissed as a fake.
  • They regretted making Banjo-Tooie so big that fans complained, but personally thought everything was better.
  • They believe the unnamed Banjo-Kazooie game (which would be Banjo-Kazooie: Nuts & Bolts) retained a lot of the stuff Banjo-Kazooie fans liked about the original two.


 


Monday, May 13, 2024

Compilation of Beta/Cut Level Names

 

THIS ISN'T ABOUT MISSING CONTENT JUST THE NAMES. MAYBE YOU SHOULD TAKE THEM FOR THAT FAN GAME IDEA?

 

Nintendo Power Issue 099 first reported on 16 worlds for Banjo-Kazooie. Many of those 16 worlds made it in. But there are a few names that came up in the article for worlds that never made it:

  • Mount Fire Eyes
  • Mount Fire Eye (according to Nintendo Magazine Issue 59)
  • Fungus Forest
  • Hammerhead Beach

Though Hammerhead Beach might just be the beta name for Treasure Trove Cove. I could never find the source or  the origin of the name for Giant's Lair.

 Project Dream / Banjo-Kazoo had the entire game scrapped. Only one level is ever named and that was by Grant Kirkhope. Here is a list of the levels, most are my interpretation of reading Gregg Mayles' handwriting. Asterisk means that I am guesstimating.

  • Prickly Pear Island
  • Balloon Crossing
  • Banjo's House
  • Beach 1-3
  • Bear Cave
  • Bear's Beach
  • Big City
  • Blackeye's Base
  • Bridge
  • Cherry Grove*
  • Cherry House
  • Cockeye's Lookout
  • Desert 1-3
  • Dolphin Race*
  • Eskimo Camp
  • Factory
  • Fantasy 1-3
  • Fantasy Race
  • Flies*
  • Forest 1-3
  • Frog Land
  • Grape Grove*
  • Grape House
  • Ice 1-3
  • Ice Race
  • Jungle 1-3
  • Jungle Race
  • Lava 1-3
  • Lava Race
  • Lemon House
  • Lighthouse
  • Mall*
  • Mine 1-3
  • Mine Camp
  • Molehill (x4)*
  • Mr. Lazabout*
  • Oasis Caravan
  • Orange Grove
  • Orange House
  • Spooky 1-3
  • Strawberry Grove*
  • Strawberry House
  • Swamp 1-3 
  • Temple 1-3
  • Tiptup*
  • Vase Tribe*
  • Water 1-3
  • Water Race


 Not much is known for Banjo-Tooie, the only beta name I've come across was from notes about the music uploaded by Grant Kirkhope: Hagland. In the original Glitter Gulch Mine concept art it referred to Isle O Hags as Witch Island.

 I've datamined Banjo-Kazooie: Nuts & Bolts and found what information I could. It appears that Jiggosseum had its name changed, the first two are the beta names, the last is a scrapped world:

  • LOGOlympics
  • World of Sports
  • Weird West

Outside of beta names, Banjo-Kazooie: Nuts & Bolts has several worlds that are joke names for worlds that are implied to exist in the Banjo-Kazooie universe:

  • Tooty Land
  • Sewers of Severity
  • Hoedown Town
  • L.O.G. City
  • Trashton
  • Boringshire
  • Yawnshire
  • Vomit Volcano
  • Gottenham
  • Dulby County
  • Dingpot Town

 


In Liam Robertson's video on Grunty's Curse / Grunty's Revenge we can see several beta names and cut worlds, I believe Breegull Beach stayed consistent throughout development.

  • Cottage Farm
  • Soggy Bog Swamp
  • Freezing Fjord
  • Dire Dockyard
  • MohendraBanjo
  • Jungle Ruins
  • Jungle Temple
  • Fiery Furnace
  • Lava Labyrinth
  • Grunty's Stronghold


Saturday, May 4, 2024

Tin Foil Hat: Timeline of Rumors for a new Banjo-Kazooie Game

 

WILL THERE BE A NEW BANJO-KAZOOIE GAME THIS DECADE? OR IS THIS A MASSIVE BANJO-COPIE?

 

2013 "leak" featuring the game Banjo-Kazooie: Gruntyland, first reported in 2012 by Banjo-Comet.

2017

In October 2017, the Xbox Live API leaked revealing several titles in the works such as MechWarrior, Perfect Dark, and Battletoads. Klobrille, the one who had initially reported on it found a file called Banjo/20A potentially alluding to something Banjo-Kazooie related but he isn't confident.

2018

We saw the anniversary of Banjo-Kazooie, where nothing actually occurred except cosmetics for Sea of Thieves and merchandise.

2019

Vergeben reports that Banjo and Kazooie are going to be in Super Smash Bros Ultimate. A listing on Amazon Germany featured a Banjo-Kazooie game coming to the Nintendo Switch and removed four days later. Days after Vergeben's leak Banjo and Kazooie are announced for Super Smash Bros Ultimate. Playtonic Games tells gamers they are not working on a Banjo-Kazooie game as rumored.

2020

Craig Duncan tells Games Industry.biz that they have not abandoned their legacy IP and are willing to work with other companies that can do the games justice, which they have for Battletoads and Perfect Dark. This leads people to falsely assume that DoubleFine is working on a new Banjo-Kazooie, which they have denied multiple times. Phil Spencer tells Kotaku, that Banjo-Kazooie development is up to Rare. Banjo-Kazooie is accidentally added to the Wii U virtual console release schedule and promptly removed by Nintendo.

2021

Nintendo releases a trailer for Banjo-Kazooie coming to the Nintendo Switch Online service in October. Overall it was a very quiet year.

2022

Dimitris Giannakis, a developer for Nightdrive Studios tells the Nate the Hate podcast that there are rumors of a Banjo-Kazooie game in development, hearing it from multiple people and it will soon be announced.

2023

Nate the Hate tells ResetEra that a Banjo-Kazooie game was greenlit in early 2022, and is in active development. Another prominent Xbox influencer, TimDog, said that this was false. Phil Spencer confirms that he knows Banjo-Kazooie fans want a new game, "Banjo fans, I hear you."

In June, the Banjo-Kazooie trademark was assigned from Rare to Microsoft, giving them 100% control of the franchise.

In August, the website, BanjoKazooie.com updated but is still inactive.

2024

 Nate the Hate tells ResetEra that the new Banjo-Kazooie game is being reworked from its original vision and scope for the better.

 

Image from a cancelled Banjo-Kazooie project found in David Rose's old portfolio.














Thursday, April 25, 2024

"Why Was Banjo-Kazooie: Nuts & Bolts Not Banjo-Threeie?" A Comprehensive Collection As to Why

THE TEAM WAS BORED OF THE OLD FORMULA.

 


Game Radar: Banjo-Kazooie Nuts & Bolts Interview with Gregg Mayles, Creative Director

Last time you made a Banjo game you were under Nintendo's wing. Now you're in bed with Microsoft. What's the difference?

Mayles: In terms of our thinking behind the Banjo game, zero. We consciously have made no decisions because it's for a different company. Obviously we've got the use of multiplayer this time, which - although in Banjo-Tooie we did explore it to a certain degree, we certainly couldn't do half the stuff we've got planned for multiplayer this time.

I guess that's really the only difference. Everything is much the same. The humour's the same, the characters are the same, [and so is] the feel of the game.

A lot of people who are going to be interested in Nuts & Bolts will be fans of the original, but you're not just aiming the game at them, right...?

Mayles: Oh no, certainly not. Our fan base will only shrink in time, it doesn't increase. Obviously we have to appeal to new fans. It's difficult. You look back for tradition's sake and put stuff in there that'll appeal to old fans, but I think it's more important to have an eye on the future. We could quite easily have churned out a very shiny, high-polygon traditional Banjo game, but that wouldn't have attracted too many new fans to be honest. I think a lot of the current Xbox players, or people that are considering buying an Xbox, would love to then say, "Oh, it's just more of the same. Galaxy is better, blah blah blah".

Destructoid interview: Banjo-Kazooie: Nuts & Bolts with Shaun Read, Game Designer

It has been many long years since we last saw Banjo-Kazooie on a home console. What made you decide that now was the time to resurrect them after such a long time in videogame character purgatory?

Read: I don’t think anyone here at Rare ever really thought the bear had gone for good, more like in a period of hibernation. The truth is we didn’t want to make 'just another' platformer and not until now has the technology allowed us make a game as new and exciting as we thought the franchise deserved.

Gregg Mayles Interview – Banjo-Kazooie Nuts & Bolts

For Banjo-Kazooie 3, was that idea of making your own vehicles game mechanic, did that evolve from another idea that had something to do with Banjo or was it a separate idea that came forth from Banjo?

Mayles: It was a separate idea, we wanted to take a different approach to platform games.

Banjo-Kazooie: Nuts & Bolts Interview

Elissa Miller, Voice Actor for Humba Wumba, Game Designer

Neill Harrison, Lead Technical Artist

This game is quite a departure from the previous Banjo titles. Is the platform genre dying out, do you think? There are a lot of in-game jokes at the expense of "old-fashioned" platform games.

Elissa Miller: I'm not sure if it's that - I think we just felt that another platform-specific game might be a bit boring. We thought we needed to be a bit more innovative. We look at it as an evolution of the platform game. I guess [the genre] had its peak in the late '90s, and now we're in the '00s we're trying to bring it up to date with more elements. I think today it's about owning your gaming and just having fun with it - you make your own game, really. That's what we've been trying to do with this, with the build-your-own vehicles. It's more your experience, rather the developer's experience for the gamers.

Neill Harrison: It's interesting that a lot of developers have simultaneously done this. Certainly on our part we started the development before we knew about those games, and I'm sure they started before they knew about us. So it's strange that we all started to go down this route at the same time. I don't know why it happened, but it is interesting!

Q&A: Banjo-Kazooie Programmer, Sal Fileccia

Salvatore Fileccia, Lead Software Engineer

How nervous were you about revealing the game? What expectations did you have?

Salvatore Fileccia: Our biggest worry is whether people would understand what we're trying to do with it. In essence, we're not changing* Banjo*, but trying to evolve it. And this gives us a lot more scope for gameplay. Obviously Banjo has a big following from the games of old, and a community which cares a lot and we care about them. We don't want to let them down.

It's a radical approach.

Salvatore Fileccia: Platforming, in many people's opinion – and I would agree – reached its pinnacle... not even the last generation, but the generation before. Since then it's been a case of adding more triangles and improving the resolution, which isn't really extending it. When we set out to make this, we really wanted to extend the genre. Physics was the first port of call – more interaction for free as well, if you know what I mean. Parts came from the designers and we evolved on that.

Is it good for Rare to go back to Banjo? It's been a long time.

Salvatore Fileccia: Yes. Every developer's the same: you finish a game and you never make the game you started out to make. So many ideas and suggestions you just don't have the time to implement. The same with Banjo-Tooie: We finished that and we had quite a few ideas. A lot of the ideas you see in the game come from just talking after we finished it.

Banjo-Kazooie for Nintendo 64 was the first game in this series. How have you and the company changed since then?

Salvatore Fileccia: I've changed a lot. I didn't have any gray hairs before I started working here. The company itself has changed quite a bit too. But everything's changed in the industry. The technology to put a game together and the production values have changed. And the scale. When I joined the Banjo-Tooie team, it was thirteen people. Six programmers. Six artists. Two designers and a sound guy. Whereas now, at its peak, it'll have 71 people.

Your scale is huge. You just can't write everything from scratch. That's how the company has changed. When I joined there were a lot of small teams making prototypes, while nowadays – since the company hasn't actually grown that much – the amount of games we can sustain is reduced as the teams have shot up in size. 

Beta screenshot provided by Rare during Banjo-Kazooie: Nuts & Bolts development.

 

N64 Team Working on Banjo 360

Phil Spencer, Microsoft Executive

How nervous were you about revealing the game? What expectations did you have?

Phil Spencer: Team sizes are so different now and we have more animators now than the full Banjo 1 team, but the key core team is really the same.

Phil Spencer: Certain people look at the bear and the bird and think it's a kids' game. What we think is that Banjo as an intellectual property has the ability to span audiences.

Phil Spencer: For us in the next Banjo game it was about evolving the gameplay while keeping the approachability of the characters, but the depth of the gameplay is very important. This can't turn into some minigame-based paper game. It has to be something that has a ton of substance.

Phil Spencer: It'll be familiar to fans of the originals in terms of style, absolutely, and in terms of setting, story and characters. In terms of it being another platformer? I think that genres evolve, and that's what we're doing with this game. So you might call it something else when it comes out - but it's the same team and it's staying true to that team and what it believes in.

Phil Spencer: Banjo has never seen another platform. The original gameplay ideas were on this box [Xbox 360] and that's where they'll ship.

x360a Meets: Rare and Talks Banjo-Kazooie: Nuts & Bolts

Elissa Miller, Voice Actor for Humba Wumba, Game Designer

Neill Harrison, Lead Technical Artist

Was the game always intended to get this huge customisation feature or was it kind of introduced after the development had started?

Neill Harrison: No, we started just wanting to do a new Banjo game and we thought we’ll do a HD version of Banjo-Kazooie essentially. We actually started developing that as developers, and as gamers it just didn’t feel like the sort of game we would want to buy actually. It felt a little bit stale. It felt a little bit like we’d done it before and there was so many new possibilities with the new console that we could do and we were like “why are we doing the same sort of thing again?” So we kind of ruled that out as like “we don’t want to do that, we want to keep all the good things that people like” because it was successful but we wanted to take it in a new direction.

So that’s pretty much why the new title is more vehicle based?

Neill Harrison: On previous games you were in a very complicated level or challenge and there is only one way to do it and that was the way we designed it. You have to jump here, you have swim there, you have to grab this ledge and do this. Yeah, that’s fine, but every time you’ll play that level it’s exactly the same experience. You would have the same experience as you would. We kind of really wanted to move away from that really.

The idea with the vehicles just came through from us wanting to give the player control over their abilities and that’s kind of how we see it. It’s still a Banjo-Kazooie game and it is really a platformer at its heart, but instead of us telling you how you’re going to do a challenge, we just give you the building blocks.

Do you think this shift will upset fans with it being such a big 3D platformer and then transitioning to what we have now?

Elissa Miller: I think you’re always going to have to come up against some sort of resistance of change, whatever you do. Like I said before, if we had done a rehash and a normal platformer, then they would have had a go at us for not being innovative. So whatever you do, you’re always going to be in the wrong, but we just made a game we enjoy playing and that we hope people are going to pick up.

The response from previous Banjo gamers, previous fans has been really, really positive so that’s been great for us to see that because they are really important to us, as well as getting new gamers too.

Neill Harrison: The main problem is just getting people to pick it up and play it. When people play it, if people are an old fan of Banjo and you play this, you’ll realise that it is a Banjo game. It really is. The problem with it is, if you just see a screenshot... Say if I see a screenshot of a racing game, I know how that game plays... It’s a racing game. Whereas if someone sees a screenshot of ours, they don’t really understand it. They maybe assume it’s a car game or a racing game, But it’s not until they really play that they realise.

That’s always the risk with doing something different and that’s kind of good for us because it proves that it is almost unique because people don’t understand it. It’s just time now to get people to play it so they can get the idea behind it. 


 

Banjo Kazooie 3 interview by Gamereactor

Salvatore Fileccia, Lead Software Engineer

The game also looks great, I have to say. What have you done to both advance technology but also keep the same look and style from the original games?

Salvatore Fileccia: One of the things that we felt, was when we were doing the vehicle mechanic before were doing a traditional next-generation adding much more triangles, smoothing everything off, we felt that took away some of the appeal that we had from the N64 characters. So we implemented a more blocky approach which still uses a lot of triangles but it’s very stylistic and sorta added that extra emphasis on what the characters were about but kept them close to where they’re from as well.

How do you think fans of the previous Banjo-kazooie games will react to the game?

Salvatore Fileccia: I mean the core of the team is the team who worked on the previous two games. So obviously Banjo is quite important to us as are the fans. We tried to evolve the game but keep the things that were important to the fans. It seems the humor is still there, the wacky humor. All the wacky characters are still there with new additions. They’ll look evolved from the previous games but still recognizable. With a new extra element and tried to inject what we see what would be change in the old genre

Interview with several now defunct fan sites with Gregg Mayles

The overall reaction from our site's Banjo diehards has been mixed, with many of them concerned that Nuts & Bolts is less a Banjo game and more a game with Banjo randomly stuck in it. How would you defend it to fans that were originally drawn in by B-K's move-based platforming?

Mayles: It's true that anyone wanting a carbon copy of the previous 2 games will be disappointed so I'm not even going to make out that it is. What I believe it to be is an evolution of the platform adventure genre. The genre is too stale, it needed shaking up, so we are trying something different, but within the framework of a 'traditional' Banjo game. It has a familiar structure, things to collect, characters to talk to and all the humour you would expect. I said on one forum that all we have done is to make the travelling fun. So that pretty much sums it up, we have taken the boring bit (travelling) and made it fun

Six years ago Microsoft told the game press a racing game was in development by Rare. Are there any elements from that game you have used for BK3?

Mayles: No. The new engine for Banjo that allows the creation and control of the vehicles is brand new and WAY ahead of what that game was going to be. Generations ahead. I haven't seen anything quite like what we've got. The ability to create a 3D vehicle that behaves how you would expect? A real achievement for our software team I assure you

How long have you worked for this sequel? Had you envisaged to make this new game suitable for the old consoles like the original Xbox or actually like an add-on developed for 64DD?

Mayles: No, this game would not have been possible before. The sheer computing power required to make the vehicles work and the physics involved could not have been done. It's the fact that you can combine anything in any number that makes it such a technical challenge. This is actually the 3rd Banjo 3! We scrapped two other approaches, didn't think they offered a big enough step forward. I bet you didn't expect that! So I would say it started after Ghoulies. But then got scrapped a couple of times. Then I worked on Pinata. Then came back to Banjo again! Oh, and I think I did some puzzles for Mr. Pants too!

Rare Talks Banjo Kazooie: Nuts & Bolts

Neill Harrison, Lead Technical Artist

What was the reasoning behind altering the gameplay from previous Banjo outings so drastically?

Neill Harrison: So a lot of people are confused in some respects in that... why didn't we just do another platformer, why didn't we just do Banjo Kazooie again? The main reason for that is that we started working along those lines, and it just felt a little bit stale, it felt dated, it felt old, and we wanted to do something a little bit new and adventurous - the hardware's so much more powerful now. And we thought "why should the player have to complete the challenge in one way?"

If we could somehow give the player control over how you complete the challenges it's going to be so much more fun." And that's where the idea for the vehicles came in. So it's still very much a Banjo Kazooie game, it's just that we've removed Kazooie's abilities and given the player the components. So now it's up to you guys to come up with your own abilities, and for us it's just much more fun like that. It's cool watching what people do.

What we used to do and what other platformers used to do is to offer you a complex challenge, but only really offer you a limited solution to it. The only real way you can complete the challenges is to do it exactly as the designer intended. What we've tried to do here is turn that on its head - we're offering simple challenges, but we're giving the player complete control over how they go about doing them. And for us that offers a huge amount of replayability, because you'll want to go back to the challenges with new components, new ideas and try and tackle them in a different way.

Rare Vintage: Part Two (I’m sorry I took text from it when reading it but some japanese website deleted the archive of page 3)

Gregg Mayles, Creative Director

Gregg Mayles: It began as a reworking of the first Banjo game. Then Conker: Live & Reloaded came out and didn’t have the reception we’d hoped. It made us take a second look. User-generated content was the big new buzzword, and so we were wondering if we could put some of the design in the players’ hands.

Rare Revealed: The Making of Banjo-Kazooie: Nuts & Bolts

Steve Malpass, Level Designer

Ryan Stevenson, Concept Artist

Gregg Mayles, Creative Director

Ed Bryan, Character Artist

Gregg Mayles: We were actually going to change things about the game as you played.

Steve Malpass: It got as far as taking Mumbo’s Mountain, the first level from Banjo-Kazooie and all the puzzles and tasks in that level we would see how we could adapt them.

Gregg Mayles: Conga was going to be kind of aware that you’d already fought previously and was going to behave differently. We were really concerned that trying to get the message of this is not just a reskin or it’s the old game with new graphics and we felt it might be a hard sell and players were expecting a new game.

Steve Malpass: That changed the direction into what became kind of a banjo versus grunty idea.

Ryan Stevenson: Banjo and Grunty in the same level trying to do the same task.

Gregg Mayles: Grunty would be controlled by AI would be going around collecting the notes and the jiggies and so would banjo.

Steve Malpass: She’d also be in the level doing stuff, trying to interfere with your progress it was quite complicated actually.

Gregg Mayles: The level of complexity of the AI was kind of prohibitive, we could foresee it was going to be really challenging to get the level of AI so we kind of decided that wasn’t for us.

Ed Bryan: Other thing that people always wanted to do was a game where you could build stuff the next idea was looking at kind of how players moved around in platform games.

Steve Malpass: Tim Stamper had the idea of an interactive lego set.

Gregg Mayles: How can we make the traveling to the objective as fun as getting to the objective itself?

Steve Malpass: So we put together a prototype of being able to use these in these blocks and make different vehicles.

Ryan Stevenson: The player was going to make these objects themselves.

Ed Bryan: And it grew from there into Nuts & Bolts.

Ed Bryan: The art style kind of evolved. We tried doing high proper res characters but always felt like they kind of lacked the charm that we’ve got with the original game and the original characters.

Ryan Stevenson: Ed had the suggestion of making it all cuboid like upresed low poly models so we ended up with kind of these smooth surfaces but still retaining what the original looked like.

Ed Bryan: We introduced kind of having this kind of hard edge look to the character so they were smoother but they still had this kind of crisp edges that the original characters had and that we felt that worked much better that fitted very well with the kind of the mechanics that were being introduced into the game. 


 

Rare at the Herbert: "Tales From Twycross" Developer Panel

Gregg Mayles, Creative Director

How and why did Banjo-Threeie turn from a straight sequel to Nuts & Bolts?

Gregg Mayles: Pretty much because I got bored doing the previous formula. We done obviously the first game and the second game was more of the same but kinda bigger and cleverer. I just didn’t feel like I had anywhere left to go by doing a third one exactly the same. So we started exploring different, what could we do differently for a third game that would catch people by surprise. Shape-shift the genre up a bit.

The first idea was to actually do a remake of Banjo, 1 but then change the gameplay so when you started the game is made it look like it was exactly the same game but with better graphics but then the more you played we’d actually change things that happened in the level. Like the first level with Mumbo’s Mountain the mountain would break open with a massive termite coming out that top. So players that played it before it was like the same game but it’s different but ultimately we were concerned that it would be seen as a remake even if it was clever.

Then we started dabbling with an idea where it was more traditional Banjo game but the player played it the same time as Grunty and Grunty was ai, but she’d be running around levels trying to collect the jigsaws at the same time. So it was almost like a battle between you playing banjo and grunty as ai but we turned that one down because the problem with ai is we didn’t think we could make ai that good enough to warrant a game.

So kind of third time looking was kinda looking at old platform game and doing the puzzles and the fun bits, I call them. But the inbetween bits were kinda boring just walking around on levels, I would just call it the traveling. So we looked for a way to make the traveling fun, but instead of walking what if the character rode? So I tried to make the traveling fun and wanted players to decide how they were gonna travel and that’s the creation of vehicles so yeah that’s kinda where it came from.

24:02 / 43:02 Interview With The Creator of Banjo Kazooie - Steve Mayles (EXCLUSIVE)

Steve Mayles, Character Artist

Banjo Threeie (...) what happened? Why was it cancelled?

Steve Mayles: It wasn’t cancelled it came out didn’t it? It was called Banjo-Kazooie: Nuts & Bolts (...) It was a shame it wasn’t the Banjo game that people wanted but I think we very much thought that we had to try something new for the Xbox market. I think if we would’ve stayed with Nintendo I think we would have probably done a Banjo-Threeie very much in the vein as the other games but I think there very much the thought that we can’t just do that anymore and again it comes back to the team especially the design team wanting to do something a bit different, not wanting to know churn out the same experience again and again.

But I mean looking back I think the original idea for the game I think we’d called it was sort of a codenamed Banjo-X at that time. So this is like this would be after Grabbed by the Ghoulies so this is sort of, let’s say, early 2004. By the time we started looking at it and I remember the team was never particularly big there, and it never seemed to be a few people on it and then to me there never seemed to be a big push on it really. I don’t think we knew where it was going to go.

We tried a few things an initial idea was to go back to the original worlds and they’re all destroyed and stuff but we didn’t really feel that was gonna work, cause it would be just as much work to do those worlds destroyed. For us to do brand new worlds and I’m sure people in much prefer brand new worlds. Well you know old rehashed worlds.

And then we had another thing going where it was going to be like a four-player thing whether it was online or like in a local multiplayer I can’t remember but the idea was you’d control 4 Banjo’s this was an interesting concept and be like so you’d be able to stack the Banjos on top of easy other and they’d be able to help each other up two ledges which sounds completely over-ambitious now talking about it and I think there was going to be some competition with Grunty so there was Grunty you know the Banjos were trying to win something and Grunty was in a competition at the same time. I think that was the idea and we’ve done a few characters. I think, I’ve put a few out over the years on like Twitter and stuff. We’ve done a few characters but it really wasn’t going anywhere and the team was scaled back and then the team was split up with most of the team going on to make Viva Pinata because that had a very definite direction it was going in.

Then at that point for probably a year, you know, Banjo it had a sort of a skeleton staff on it really there was maybe only one or two people on it because most people gone onto pinata and even I did six months of work on pinata because the Banjo gaming was not going anywhere.

Then around what would be probably sometime in 2006 there was an idea probably from Tim and Gregg about I think Tim had an idea of like building stuff from blocks and stuff but I still think the base idea is really good I’m just not sure it was right for a Banjo game.

I think as a standalone game the concept is really good and probably ahead of its time it was probably more than the hardware could cope with at the time as well. I know we struggled a little bit with frame rate. But we you know bought into this new direction and it seemed like it would be you know the right thing to do but of course when it came out people just didn’t see it the same way as they were very disappointed but I wonder you know there was a traditional Banjo-Threeie game coming out on Xbox, I’m not sure it would have sold very well I think the home for that sort of game is always going to be Nintendo.

Monday, April 22, 2024

In a World Where Rare was Never Sold

 

SACRIFICING A COUPLE GAMES TO APPEASE NINTENDO'S GAMECUBE LINE-UP.

 

Rare IP are referenced in Super Smash Bros Melee's Japanese release.

Rare as we know it today is a company with all hands on deck for Sea of Thieves. Prior to their more recent success they were producing hit after hit for the Nintendo 64, after the purchase by Microsoft in 2002, Rare found it hard to get its footing, only a few titles post-buyout were considered successful to a degree. A lot of Rare fans do wonder what would've been different if Rare hadn't been purchased by Microsoft. Well, we know that Activision may have snapped them up instead, as mentioned in the article, Activision Initially Almost Bought Rare by 1UP.com. But what if we change the dynamic, instead of Rare being up for sale, we make it so Rare never needed to put themselves up for purchase?


 

 1998 - 2000

Our timeline starts in 1998. Banjo-Kazooie released to commercial success to the detriment of Conker Twelve Tales. At this point in time, as Chris Seavor said in an interview with Destructoid, either Conker needs to change or the team developing Conker will need to break-up and assist other teams since Rare did not want to saturate the 3D platformer market. In this timeline the team decides to separate and assist with other games leaving Twelve Tales' fate and Conker to internet theorists of the future.

The only game released featuring Conker would be Conker's Pocket Tales, though it maybe cancelled if Conker's Nintendo 64 game is canned. 

One thing that needs to be known is a lot of this is hopeful thinking, Rare has never been good at time management, games by Rare often got delayed months or even years. Banjo-Kazooie was supposed to release November 24th, 1997. Banjo-Tooie was supposed to release in the fourth quarter of 1999. In the current timeline Kameo was delayed from 2002 to 2005 and so fourth. Let's just pretend that in the year 2000, the Stampers cared a little bit more about time management.

After Diddy Kong Racing, the Killer Instinct team worked on Dinosaur Planet, with an original release window of November 2000, people from the Conker team joining in 1998 may have given the game an earlier release window prior to E3 2000, where Nintendo got the idea from Shigeru Miyamoto to marry Starfox and Dinosaur Planet into one game. 

This is where things need to be moved around. In the year 2000, Rare had several Nintendo GameCube development kits prior to August of that year. The Nintendo 64 line-up would be changed, the games releasing that year would be: Perfect Dark, Mickey's Speedway USA and Dinosaur Planet. 

 2001 - 2002

Banjo-Tooie's release would be pushed to November 2001, since Banjo-Tooie had a release date of November 2000, and the team had explicitly received a GameCube development kit, so the project could've been ported over and the graphics redone, with hopefully little to no delay. With more than a year of continued development Banjo-Tooie may have worked out a lot of its game design flaws that the designers, as said by Steve Malpass, had noticed but could not fix prior to the original release.

With Dinosaur Planet finished, there are more employees to work on Kameo or Donkey Kong Racing both of which had an initial release date of 2002. After Banjo-Tooie releases on the Nintendo GameCube, the Stampers could have that team help with Donkey Kong Racing since they're veterans to the Donkey Kong Country games to ensure it makes its release date.

The major issue as explicitly told by Nintendo of America's former executive vice president Peter MacDougall, Rare's track record in 2001 and 2002 were not satisfactory to Nintendo and a huge part of why they were sold. Every game that Rare had planned for the early life of the Nintendo GameCube was delayed into 2002 and beyond. What I am doing to Conker, Dinosaur Planet and Banjo-Tooie would append the timeline and have Nintendo not see Rare as an incompetent partner.

After Kameo is finished, the team might split off once more. Those who worked on Kameo would go on to pre-production for a sequel or assist in other games being released. According to Chris Seavor, Urchin had a prototype in the making for the Nintendo GameCube. It could be entirely possible the group pursues Chris Seavor's game.

The Gameboy team has very few hiccups in our timeline, though each game got delayed because of the buyout allowing the developers to fine tune the games. So in this timeline Hey It's Mr.Pants! and Banjo-Pilot retained their Donkey Kong IP usage and continued to be Donkey Kong Coconut Crackers and Diddy Kong Pilot. Without the extended timeline the games most likely released in a far less refined manner.

 2003 - 2004

In the year 2003, we are starting to see the public appearance of Perfect Dark Zero with a stylized anime-look inspired by Ghost in the Shell. We might see Grabbed by the Ghoulies by the end of the year and maybe a trailer of Urchin: Pig Girl as of E3 2003, since none of the game development was pushed by an oncoming Xbox acquisition. Urchin: Pig Girl if Rare is still partnered but not purchased by Nintendo may have been a self publication or published by a company like THQ similar to Conker's Bad Fur Day, if Nintendo was not influenced by Eternal Darkness' M-Rating. 

When Donkey Kong Racing was finished the groups may split off again, the Banjo-Kazooie team might pursue Grabbed by the Ghoulies as a mid-to-late GameCube release, as we know that Grabbed by the Ghoulies was in production after Banjo-Tooie.

Update 5/21/2024 7:00PM CDT: Arc Angel, a narrative racing game may have seen a release during this time frame if it was co-developed with Urchin: Pig Girl.

Update 4/23/2024 10:30AM CDT: Nintendo was moving away from 2nd party developers and may have purchased Rare if Rare did not go 3rd party.

At this point Rare is assumed to still be a 2nd-Party developer. During it's early production years, 2002 to 2004, Viva Pinata, or it's prototype name "My Garden", was for the Pocket PC, but as its graphic style evolved it moved to Xbox but that too wasn't powerful enough so they pushed it to the Xbox 360, I think in this timeline, Rare may still feel this way. Viva Pinata needed a couple things: high fidelity graphics, and an online connection. It could be easy to say that Rare took advantage of the GameCube broadband adapter similar to Phantasy Star Online, but if we take into account their two needs, it might be possible that Viva Pinata sees a self published PC release. They could also push the project to the Nintendo Wii which is stronger than the GameCube and has the online elements they wanted. 


 2005 - 2006

Going back to Viva Pinata, most of the Banjo-Kazooie team was utilized for this game, if that were the case, we might not see their next game until the Nintendo Wii is published.

After Perfect Dark Zero's release in 2004 or 2005. A sequel called Perfect Dark Core, which would be a sequel to the original game, would be in pre-production for the Nintendo Wii, possibly utilizing the online multiplayer and the Wii motion controls. 

Urchin: Pig Girl was successfully developed, it could possibly push for a sequel called Urchin: Lady Wolf. Urchin: Lady Wolf may have seen a late GameCube release or be a title for the early life of the Nintendo Wii.

Of course, this might start to sound like sequel bait, but we know sequels were planned and Rare ran fairly the same as it always did until the company's restructure in 2009. A lot of game development was pushed years from their original target due to the change from Nintendo GameCube hardware to Microsoft's Xbox. But I digress, Kameo 2 might start to reveal itself, potentially being on the GameCube or Wii.

Kameo 2 was only cancelled two years after the first, if Kameo was successful and Nintendo wanted to invest, it may have seen the light of day.



 2007 - 2008

Several pitches for new games for the Nintendo DS were declined in favor of Diddy Kong Racing DS and Viva Pinata Pocket Paradise. It's entirely possible additional games that were planned such as Banjo-Kazooie Grunty's Revenge 2 and Donkey Kong Country DS made their way to the system.

After Viva Pinata the Banjo-Kazooie team would return to either make a sequel or remake to Banjo-Kazooie or a sequel to Grabbed by the Ghoulies, as hinted by Gregg Mayles. At the time the Banjo-Kazooie team felt that redoing an old game was better spent making a new game. Potentially a sequel to Banjo-Tooie would be produced, what it may have been is unknown, but we do know that Gregg Mayles wanted to try changing the formula somewhat and being on a Nintendo console knew that players may have wanted a 3D platformer.

In 2008, Shigeru Miyamoto wanted to make a new Donkey Kong Country game, since Rare was never sold off, Nintendo may have contacted Rare since they created the original games. It's possible the pre-production could've started around this time.

 2009 - 2010

It's entirely unknown what would happen to Rare after 2008. Urchin's 3rd game: Urchin: Wicked Witch may have been produced completing the Urchin trilogy.

Perfect Dark Core's sequel Perfect Dark Vengeance possibly made it on the Nintendo Wii or Wii U as closure for the Perfect Dark series. 

Rare's Donkey Kong Country 4 possibly comes to the Wii in 2010. 

 



I chose months that are common for Rare, I also chose months that were part of the original release date. This may not be the full timeline of games as Rare may have produced more or different kinds of games while under Nintendo.

I didn't include ports, but in 2008, Nintendo did push for new play controls for Nintendo GameCube games.

Full Timeline

1998

June - Banjo-Kazooie for Nintendo 64.

N/A - Conker Twelve Tales is cancelled. 

1999

June - Conker's Pocket Tales for Nintendo Game Boy Color.

November - Donkey Kong 64 for Nintendo 64.

November - Mickey's Racing Adventure for Nintendo Game Boy Color.

2000

January - Donkey Kong GB: Dinky Kong & Dixie Kong for Nintendo Game Boy Color

January - Dinosaur Planet is released on Nintendo 64.

May - Perfect Dark for Nintendo 64

August - Nintendo Game Boy Color

November - Mickey's Speedway USA for Nintendo 64.

2001

March - Mickey's Speedway USA for Nintendo Game Boy Color.

November - Banjo-Tooie is released on the Nintendo GameCube.

November - Donkey Kong Coconut Crackers for Nintendo Game Boy Advance.

2002

Feburary - Sabrewulf for Nintendo Game Boy Advance. 

March - Diddy Kong Pilot for Nintendo Game Boy Advance.

June - Kameo for the Nintendo GameCube.

September - Banjo-Kazooie: Grunty's Revenge for Nintendo Game Boy Advance. 

November - Donkey Kong Racing for Nintendo GameCube.

2003

March - Urchin: Pig Girl for Nintendo GameCube. 

June - Donkey Kong Country for Nintendo Game Boy Advance.  

September - Arc Angel for Nintendo GameCube.

October- Grabbed by the Ghoulies for Nintendo GameCube.

2004

June - Donkey Kong Country 2 for Nintendo Game Boy Advance.

November - Viva Pinata for PC.

November - Perfect Dark Zero for Nintendo GameCube.

2005

November - Donkey Kong Country 3 for Nintendo Game Boy Advance.

November - Kameo II for Nintendo GameCube.

2006

June - Perfect Dark: Core for Nintendo GameCube or Wii.

August- Viva Pinata for Wii.

November - Donkey Kong Country DS for Nintendo DS.

November - Urchin: Lady Wolf for Nintendo Wii.

2007

February - Diddy Kong Racing DS for Nintendo DS.

2008

September - Viva Pinata Pocket Paradise for Nintendo DS.

Update 4/23/2024 10:30AM CDT: Perfect Dark: Vengence was going to reuse assets from Perfect Dark: Core to speed up the time between releases.

November - Perfect Dark: Vengeance for Nintendo Wii.

2009

June - Banjo-Kazooie Wii for Nintendo Wii. or Grabbed by the Ghoulies II

August - Urchin: Wicked Witch for Nintendo Wii.

November - Donkey Kong Country 4 for Nintendo Wii.

November - Banjo-Kazooie: Grunty's Revenge 2 for Nintendo DS.





THE ULTIMATE CONCEPT ART COMPENDIUM

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