Saturday, September 13, 2025

Games (TM) Banjo-Kazooie 3 and Game Informer Issue 182

 

 

GAMES (TM) MAGAZINE FEATURED THE FIRST IN-DEPTH INTERVIEW OF BANJO-KAZOOIE NUTS & BOLTS IN MAY AND GAME INFORMER ISSUE 182 IN JUNE.

 



Games (TM) Issue 70 released in May of 2008, 6 months before Banjo-Kazooie: Nuts & Bolts was released. Game Informer Issue 182 released in June. Both are fairly close together in information so I'm combining them. The game experienced crunch, and released in a broken yet functional state. Datamining the game you can find a lot of left over content and quirks. Games Magazine talked about content that was no longer present in the release.

MAIN ARTICLES

  • Shaun Reed was the lead designer on Banjo-Kazooie: Nuts & Bolts
  • The team didn't want to make a high definition version of Banjo-Tooie.
  • Mumbo had a magic wrench of his own that he'd use to open crates.
  • Challenges were graded from E to A, E being the worst performance.
  • Sticky Ball vehicle part was originally a magnet connected by a chain.
  • The game originally has 1600 vehicle parts (that is including duplicate part such as body).
  • Multiplayer mini-games originally allowed players to use custom vehicles instead of premade. 
  • The main focus on the game was player-generated content.
  • Challenges were made generic enough that players can use all kinds of vehicle builds.
  • High Scores and player records were a big focus for the "online competitive" scene.
  • Some of the vehicles the team made were ships from Star Wars: an X-Wing, Tie Fighter, A-Wings, B-Wings, Y-Wings, R2D2 and a Death Star.
  • A couple of basic vehicles the team made were based on Mario and Link. 
  • Abilities were replaced with vehicle components that do the same thing.
  • Prologue wasn't finished at the time of the interview (May).
  • There was a crane arm vehicle part at one point.
  • Showdown Town is Rare's biggest hub world (as of 2008).
  • Shaun has high hopes that everyone will like it despite some gameplay differences. 




SIDE PIECES

  • Originally Banjo-Kazooie: Nuts & Bolts had 6 in-game worlds. (5 in the final)
  • All 10 of the Challenge NPCs were already decided to play multiple roles in the game.
  • They're called Acts because each world is considered a "play of sorts"
  • The purpose of Acts was to come back to older levels with more difficult challenges. 
  • Grunty once controlled the police force in Showdown Town.
  • Jiggies were supposed to show damage if they were attacked by police.
  • Each world once had one unrelated boss and one Grunty Challenge.
  • High-Grip tires once featured spikes, the idea was to emulate Talon Trot from previous games. 
  • Each world was supposed to have 15 Jiggies. (BKNB's spread Weird West's jiggies when scrapped) 


 




Games (TM) Banjo-Kazooie 3 and Game Informer Issue 182

    GAMES (TM) MAGAZINE FEATURED THE FIRST IN-DEPTH INTERVIEW OF BANJO-KAZOOIE NUTS & BOLTS IN MAY AND GAME INFORMER ISSUE 182 IN JUNE. ...