Trivia / Banjo-Kazooie

  • Acting for Two:
    • Chris Sutherland provides the "voices" for both Banjo and Kazooie.
    • Grant Kirkhope did a lot of the voice work for the original games. For example, he voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling, Jamjars and Mingy Jongo.
  • Cross-Dressing Voices:
    • Chris Seavor (more known as the voice of Conker) provides the voice for Gruntilda the Witch in all of her appearances, and does a disturbingly convincing job at it.
    • Since Kazooie is a girl, Sutherland voicing her also counts as an example.
  • Development Gag: Several.
    • In the Rusty Bucket Bay level, there is a picture of the original pink-furred brunette version of Berri from the aborted Twelve Tales: Conker 64 (who did appear as a damsel in distress in Conker's Pocket Tales). This Easter Egg only appears in the original N64 version; it's a picture of Conker in the XBLA version.
    • Captain Blackeye was the villain of the original "Project Dream," a game about a boy trying to rescue his girlfriend from pirates. The game was eventually completely overhauled into the game that became Banjo-Kazooie (also called "Dream" early in development). This has not stopped Blackeye from showing up in the series anyway. Portraits of Blackeye appeared in Banjo-Kazooie in several parts of the game (most notably Mad Monster Mansion), though he was otherwise absent. He appeared in person in Banjo-Tooie as a sea-sick captain in the bar at Jolly Roger's Lagoon, raving about how he had a dream in which he had his own game, but a bear that looks like Banjo stole his glory. Blackeye's final cameo to date appears in Nuts & Bolts, as a wanted poster on the front of the Boot-In-A-Box part. A building in Showdown town is named "Blackeye's Boat Hire".
    • The character that morphed into Tooty during Dream's development was originally a woman named Piccolo that was Banjo's girlfriend. Tooty is shown playing a piccolo in the opening to Banjo-Kazooie.
    • Grant Kirkhope salvaged some of his work from "Project Dream" when making the music for Banjo-Kazooie, as seen here.
    • In Banjo's house, the picture of Banjo in a forest is commonly assumed to show Fungus Forest, but it's actually a screenshot of Project Dream from the development period when Banjo was the protagonist.
  • Dueling Games: The first 2 games with the original Spyro the Dragon trilogy.
  • Dummied Out:
    • Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.
    • A screenshot of the pause menu in the American manual for Kazooie shows a cut option to return to Grunty's Lair without having to go back to the warp pad.
    • Files for Tooie's random honeycomb item exist in Kazooie's coding.
    • Banjo-Tooie has an two player versus mode of sorts where one player controls Bottles as a devil, Bottles follows Banjo around and will posses nearby enemies for the player to control. The mode was almost finished, Bottles was fully animated and most monsters were fully controllable.
    • A grey Jinjo dialogue icon and an unused Jinjo house labeled "Shouldn't Be Here" have been found in Banjo-Tooie, indicating that grey Jinjos were once meant to be collectible like other Jinjo colors.
  • Fan Nickname: The Ol' Bear and Bird Show for the series.
  • Feelies - Nuts & Bolts comes with a foldable blueprint of Mumbo's machines and some of the characters from the game.
  • Franchise Killer: Nuts & Bolts not only did this for Banjo-Kazooie, but the game's poor performance also killed off the sequels to Conker's Bad Fur Day, and also became a Creator Killer for what was left of the original Rare. During and after the production of this game, many of Rare's major players (such as the Stamper bros. and Grant Kirkhope) left and this game's failure led Microsoft to temporarily repurpose Rare into only making Kinect games. It took nearly an entire decade for the company to finally develop core games again, starting with Sea of Thieves.
  • Mid-Development Genre Shift: The first game was originally conceived as Dream, a 2D Super Nintendo RPG with human characters rather than a 3D Funny Animal platformer.
  • Name's the Same: One particular song in Donkey Kong Country 3: Dixie Kong's Double Trouble! was "Nuts and Bolts".
  • Technology Marches On: In Tooie, Boggy is very proud of having a rather small widescreen TV.
  • The Other Darrin: While almost all of the original "voice" cast returned for Nuts & Bolts, Humba Wumba's original actress, Eveline Fischer, was replaced by Elissa Miller for that game.
  • Trope Namers:
  • Un-Canceled: "Stop 'N' Swop" was added between Nuts & Bolts and the XBLA release of the original game. Unsurprisingly, this was massively nerfed to unlocking minor cosmetic parts in N&B. It was also implemented into the XBLA release of Tooie, in which the feature is used as it was previously intended: having both games on your hard drive unlocks the ability to collect those items in Kazooie, which you can then use in Tooie for rewards. Numerous jokes are made about how long this took (such as Banjo mentioning he's been carrying the eggs for the last ten years, or Banjo hoping it isn't a cruel joke this time around).
  • Urban Legend of Zelda:
    • Stop 'N' Swop. While the rumour had a basis in a real plan of the developers, the lack of implementation lead to wildly varying rumours as to what you could do to access the stubs left behind, amplified by all the teases left around through the years after. It didn't help that the credits shamelessly teased you with the eggs and key. Or that they left in unnecessarily long codes for the sandcastle to actually be able to get them (and about three others they didn't show).
    • To a lesser extent, the locked door at the top of Grunty's Lair (The one in the room seen in the Game Over screen), and the two remaining jiggies after every puzzle in the game is filled in. Many a rumor linking the two together and to Stop 'N' Swop has popped up, a popular one being that there used to be a puzzle meant to be filled in with the last two jiggies, which would open the aforementioned door and lead to a room where you could perform the Stop 'N' Swop.
  • What Could Have Been:
    • Stop 'N' Swop. Originally, there were items (The special eggs and the Ice Key) that you were meant to collect in Banjo-Kazooie, then transfer over to Banjo-Tooie via Stop 'N' Swop; you'd have to save the game in a particular way, then turn off the console and quickly swap the Kazooie cartridge for the Tooie catridge, to transfer the items (Hence the name "Stop 'N' Swop"). However, this proved impossible due to revisions in the N64 hardware; you'd originally have ten seconds, during which the data from Kazooie would remain and be ready to be transferred, but following the revisions, the data was only kept for one second, making it impossible to perform the maneuver; plus, there were concerns about any hazardous effects towards the players' save files or data. In the end, the items were made inaccessible via average means (you can get them via exceedingly long codes, though they are useless as is), yet the ending of Kazooie still teases three of them as if they were obtainable. Worse, the Ice Key is in plain sight behind a transparent but indestructible ice wall in Wozza's cave. Remnants of the original plans were even found in Donkey Kong 64; unused text in that game suggests that the Ice Key was supposed to appear, most likely via Stop 'N' Swop.
    • Several levels were planned, but in the end were either scrapped or repurposed:
      • Gobi mentions going to "the lava world", referred to as Mount Fire Eyes in early material (he finally makes it to the Lava Side of Hailfire Peaks, which is a retooled version of the original concept, in Tooie). The Rare Witch Project Wiki states that one theory is that it could have been an early version of the entirety of Hailfire Peaks instead only the Lava Side, as "Fire Eyes" sounds somewhat like "Fire-Ice". This could be a coincidence though, as not only does the released concept art feature absolutely nothing related to ice, but Nintendo Power volume 100 only mentions a volcano and not snow/ice in the section that discusses the level in question.
      • One picture in Banjo's house is widely rumored to show him in Fungus Forest, a forested area full of mushrooms (eventually reworked as Donkey Kong 64's Fungi Forest, so sayeth Rare), but the picture is actually a screenshot from a later build of "Project Dream".
      • Mayahem Temple, Glitter Gulch Mine and Witchyworld were all conceptualized as levels for the first game, but time constraints forced Rare to save them for the sequel. In fact, Glitter Gulch Mine's original concept art features a layout that's nearly identical to the final version seen in Tooie.
      • Hammerhead Beach was once in the works (with it, along with an early Mumbo's Mountain, having some screenshots in early material, such as Nintendo Power volume 100), but it apparently wounded up being merged with, or heavily modified and renamed to, Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is there, the former case would indicate that it could be that Hammerhead Beach originally held the cheat sandcastle while Treasure Trove Cove came later.
      • Cauldron Keep in Banjo-Tooie was originally going to be a full world according to game designer Gregg Mayles on Twitter. Due to time constraints, it was downsized greatly, resulting in the game having ten Jiggies fewer than the first game.
    • Originally Kazooie wasn't even a part of Rare's original plan for the game but Rare wanted to give Banjo some moves and have them make sense such as traversing steep slopes and since Banjo still had a backpack they decided to put a bird who became Kazooie in there in order to make Banjo be able to perform those moves and have it make sense.
    • Eventually when the project was moved to the N64 Rare dropped the pirate theme and story entirely in favor of a more fairy tale style one which was about Banjo and his girlfriend Piccolo (who eventually became his sister Tooty) watching a concert at Spiral Mountain when a giant (who became Gruntilda in the final version) came scared off everyone and kidnapped Piccolo while Banjo was knocked out and an egg which Kazooie hatched from told Banjo about the events concerning the giant's attack while he was out cold. Also, the Giant's Lair looked much different than Gruntilda's Lair.
    • Wumba was also supposed to be the original role for Mumbo.
    • Banjo-Threeie, a next gen-platforming experience, teased here never came to pass. Instead Rare decided on a Genre Shift and added vehicle based gameplay, at the expense of many angered fans.
    • Before becoming a 3D platformer akin to Super Mario 64, Banjo-Kazooie was a 2.5D platformer.

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