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.
No comments:
Post a Comment