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speculation


* MidDevelopmentGenreShift:
** The first game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
** Some fans believe this happened to ''Nuts & Bolts'' as well. WebVideo/JonTron posited that, since the levels are enormous and encourage exploration, and the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.

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* MidDevelopmentGenreShift:
**
MidDevelopmentGenreShift: The first game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
** Some fans believe this happened to ''Nuts & Bolts'' as well. WebVideo/JonTron posited that, since the levels are enormous and encourage exploration, and the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.
platformer.

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Indentation, again


* MidDevelopmentGenreShift: The game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
** Some fans believe this happened to ''Nuts & Bolts'' as well. WebVideo/JonTron posited that, since the levels are enormous and encourage exploration, as well as the fact that the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.

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* MidDevelopmentGenreShift: MidDevelopmentGenreShift:
**
The first game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
** Some fans believe this happened to ''Nuts & Bolts'' as well. WebVideo/JonTron posited that, since the levels are enormous and encourage exploration, as well as the fact that and the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.
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None


** Some fans believe this happened to ''Nuts & Bolts'' as well. [[WebVideo/JonTron]] posited that, since the levels are enormous and encourage exploration, as well as the fact that the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.

to:

** Some fans believe this happened to ''Nuts & Bolts'' as well. [[WebVideo/JonTron]] WebVideo/JonTron posited that, since the levels are enormous and encourage exploration, as well as the fact that the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.
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None

Added DiffLines:

** Some fans believe this happened to ''Nuts & Bolts'' as well. [[WebVideo/JonTron]] posited that, since the levels are enormous and encourage exploration, as well as the fact that the (albeit very basic) platforming controls feel quite solid, it's possible that ''Nuts & Bolts'' started out as a 3D platformer before it was shifted to a racer, and that these features are leftover artifacts.

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Why are we now potholing Canary Mary\'s name to That One Boss? She\'s not a boss at all! Also removed some natter


* DummiedOut - Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.

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* DummiedOut - DummiedOut:
**
Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.



* With the exception of two worlds in Banjo-Tooie (Mayahem Temple and Witchyworld), all of the stage themes in [[BanjoKazooie Banjo-Kazooie]] and its sequel begin in the musical key of C (Major/Minor notwithstanding).
** Of the ten worlds in Banjo-Kazooie, including Spiral Mountain, six of the themes are in major, and four are in minor. Of Banjo-Tooie's nine worlds, again including Spiral Mountain, only three are in major, and six are in minor. This contributes significantly to Banjo-Tooie's darker tone, compared to its predecessor.

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* With the exception of two worlds in Banjo-Tooie (Mayahem Temple and Witchyworld), all of the stage themes in [[BanjoKazooie Banjo-Kazooie]] ''Banjo-Kazooie'' and its sequel begin in the musical key of C (Major/Minor notwithstanding).
**
notwithstanding). Of the ten worlds in Banjo-Kazooie, including Spiral Mountain, six of the themes are in major, and four are in minor. Of Banjo-Tooie's nine worlds, again including Spiral Mountain, only three are in major, and six are in minor. This contributes significantly to Banjo-Tooie's darker tone, compared to its predecessor.



* Captain Blackeye, the pirate in Jolly Roger's Lagoon in ''Tooie,'' was one of the original characters of the game that became ''Banjo-Kazooie.'' The original game was entitled ''Dream''; the game was initially for the SNES but the console was on its last legs and Captain Blackeye was an antagonist to the protagonist named Edison with a wooden sword. At one point Banjo and a dog were just secondary characters until Rare felt that Edison was too much of a generic character so they made the dog the main lead, then a Rabbit, and finally Banjo was made the lead character. That was [[DevelopmentGag referenced]] in ''Tooie'', where Blackeye states he had a ''dream'', and how a bear who looks like Banjo stole his glory.
* Banjo and Tiptup (and [[VideoGame/ConkersBadFurDay Conker the Squirrel]]) are {{Canon Immigrant}}s from the VideoGame/DonkeyKongCountry series: all three characters appeared in DiddyKongRacing.
** Banjo's origin goes back a little further than DKR although he's not shown - WordOfGod states that Banjo is one of the Brothers Bear from the third VideoGame/DonkeyKongCountry game. This tibit led rise to an UrbanLegendOfZelda that by using a GameShark to move above the walls in Spiral Mountain in BanjoKazooie, one could see a partially-rendered Donkey Kong Isle.
** This was, in fact, unintentional - -the appearance of Banjo and Tiptup in DKR was an EarlyBirdCameo. Banjo's title was initially planned to be released before DKR, but in 1997 Rare found themselves without a game ready for the holiday season, so they had to pick from then-in-development DKR, B-K, and Conker (not yet in its ''Bad Fur Day'' form) to quickly finish before Christmas rolled around. Obviously, they settled on DKR.
* The original game initially featured a full 15 worlds, but 6 were DummiedOut. Four of those, however, were eventually used in other games: The "lava world" that Gobi mentions was the original version of HailfirePeaks (called Mount Fire Eyes then), eventually moved to ''Tooie.'' Fungus Forest, a world only visible as a picture in Banjo's house (step inside and look at the walls), eventually became ''VideoGame/DonkeyKong64's'' Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. Witchyworld was originally a stage in Banjo-Kazooie, but was removed and later re-added to Tooie.

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* Captain Blackeye, the pirate in Jolly Roger's Lagoon in ''Tooie,'' ''Tooie'', was one of the original characters of the game that became ''Banjo-Kazooie.'' ''Banjo-Kazooie''. The original game was entitled ''Dream''; the game was initially for the SNES but the console was on its last legs and Captain Blackeye was an antagonist to the protagonist named Edison with a wooden sword. At one point Banjo and a dog were just secondary characters until Rare felt that Edison was too much of a generic character so they made the dog the main lead, then a Rabbit, and finally Banjo was made the lead character. That was [[DevelopmentGag referenced]] in ''Tooie'', where Blackeye states he had a ''dream'', and how a bear who looks like Banjo stole his glory.
* Banjo and Tiptup (and [[VideoGame/ConkersBadFurDay Conker the Squirrel]]) are {{Canon Immigrant}}s from the VideoGame/DonkeyKongCountry ''VideoGame/DonkeyKongCountry'' series: all three characters appeared in DiddyKongRacing.
** Banjo's origin goes back a little further than DKR although he's not shown - WordOfGod states that Banjo is one of the Brothers Bear from the third VideoGame/DonkeyKongCountry game. This tibit led rise to an UrbanLegendOfZelda that by using a GameShark to move above the walls in Spiral Mountain in BanjoKazooie, one could see a partially-rendered Donkey Kong Isle.
** This was, in fact, unintentional - -the appearance of Banjo and Tiptup in DKR was an EarlyBirdCameo. Banjo's title was initially planned to be released before DKR, but in 1997 Rare found themselves without a game ready for the holiday season, so they had to pick from then-in-development DKR, B-K, and Conker (not yet in its ''Bad Fur Day'' form) to quickly finish before Christmas rolled around. Obviously, they settled on DKR.
''VideoGame/DiddyKongRacing''.
* The original game initially featured a full 15 worlds, but 6 were DummiedOut. Four of those, however, were eventually used in other games: The "lava world" that Gobi mentions was the original version of HailfirePeaks (called Mount Fire Eyes then), eventually moved to ''Tooie.'' ''Tooie''. Fungus Forest, a world only visible as a picture in Banjo's house (step inside and look at the walls), eventually became ''VideoGame/DonkeyKong64's'' ''VideoGame/DonkeyKong64'''s Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. Witchyworld was originally a stage in Banjo-Kazooie, but was removed and later re-added to Tooie.



* [[NostalgiaLevel Banjoland]] in ''Nuts & Bolts'' includes at least one exhibit from every level in the first two games. (Some of the objects/exhibits appear in multiple levels in the original games, but they only tend to represent one in Banjoland. There are also additional miscellaneous props from the levels scattered around the level, but there is only one main exhibit surrounding each level.) The primary exhibits are:

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* [[NostalgiaLevel Banjoland]] in ''Nuts & Bolts'' includes at least one exhibit from every level in the first two games. (Some Some of the objects/exhibits appear in multiple levels in the original games, but they only tend to represent one in Banjoland. There are also additional miscellaneous props from the levels scattered around the level, but there is only one main exhibit surrounding each level.) The primary exhibits are:



* Banjoland, being a pseudo-museum, includes a number of signposts offering tidbits about each exhibit from the earlier games. Each of the signposts is numbered, with an apparent total of 20. However, there are only 19 posts in the level. The 20th, which would be #14 in the sequence, is supposed to be for Terry's Nest from Terrydactyland in ''Banjo-Tooie,'' according to the game files. Hacking has revealed that it is listed in the registry along with the other signposts, but the text has yet to be located, if it is in fact there to be found.
** One such signpost claims that [[ThatOneBoss Canary Mary's]] races originally required rotating the N64's control stick instead of rapidly tapping B, and that this was changed when the friction caused playtesters' palms to become raw. This is a joke in reference to VideoGame/MarioParty, which actually did have such challenges, in which players would use their palms instead of their thumbs to rotate the stick, indeed leading to scorched palms. While not confirmed, the Canary Mary challenges more than likely always used ButtonMashing.
** Such rotation also led the controllers to an early grave...

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* Banjoland, being a pseudo-museum, includes a number of signposts offering tidbits about each exhibit from the earlier games. Each of the signposts is numbered, with an apparent total of 20. However, there are only 19 posts in the level. The 20th, which would be #14 in the sequence, is supposed to be for Terry's Nest from Terrydactyland in ''Banjo-Tooie,'' ''Banjo-Tooie'', according to the game files. Hacking has revealed that it is listed in the registry along with the other signposts, but the text has yet to be located, if it is in fact there to be found.
**
found. One such signpost claims that [[ThatOneBoss Canary Mary's]] Mary's races originally required rotating the N64's control stick instead of rapidly tapping B, and that this was changed when the friction caused playtesters' palms to become raw. This is a joke in reference to VideoGame/MarioParty, ''VideoGame/MarioParty'', which actually did have such challenges, in which players would use their palms instead of their thumbs to rotate the stick, indeed leading to scorched palms. While not confirmed, the Canary Mary challenges more than likely always used ButtonMashing.
** Such rotation also led the controllers to an early grave...
ButtonMashing.



* Prior to the release of Banjo-Kazooie, a promotional VHS tape was distributed showcasing video clips of an early build of the game, with a narrator describing each world. In describing Rusty Bucket Bay, the narrator incorrectly gives the name of the ship as the HMS Gruntilda, when both Banjo-Kazooie and Banjo-Kazooie: Nuts and Bolts give the name as simply the Rusty Bucket. This also carries the implication that the ship is part of the British Royal Navy, which it clearly is not.

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* Prior to the release of Banjo-Kazooie, ''Banjo-Kazooie'', a promotional VHS tape was distributed showcasing video clips of an early build of the game, with a narrator describing each world. In describing Rusty Bucket Bay, the narrator incorrectly gives the name of the ship as the HMS Gruntilda, when both Banjo-Kazooie ''Banjo-Kazooie'' and Banjo-Kazooie: ''Banjo-Kazooie: Nuts and Bolts Bolts'' give the name as simply the Rusty Bucket. This also carries the implication that the ship is part of the British Royal Navy, which it clearly is not.
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* UnCanceled: "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).

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* UnCanceled: "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).years, or Banjo hoping it isn't a cruel joke this time around).
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* On the subject of cut music, in the original game there's the infamous [[http://www.youtube.com/watch?v=GFzz52Eimzs "Advent"]], an unfinished-sounding piece that sounds utterly unlike anything else in the game. There were quite a few fan theories as to what the damn song was actually ''meant'' for, but the most popular was that it was for the DummiedOut level Fungus Forest. Rare has officially confirmed that it was for the Giant's Lair (see below).

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* On the subject of cut music, in the original game there's the infamous [[http://www.youtube.com/watch?v=GFzz52Eimzs "Advent"]], an unfinished-sounding piece that sounds utterly unlike anything else in the game. There were quite a few fan theories as to what the damn song was actually ''meant'' for, but the most popular was that it was for the DummiedOut level Fungus Forest. Forest, presumably due to its similarity to the music for Fungi Forest in ''Donkey Kong 64'', at least in terms of instrumentation. Rare has officially confirmed that it was for the Giant's Lair (see below).below); this can be confirmed by what little music can be heard (i.e. behind commentary) in early footage of the Giant's Lair. (Note that Grant Kirkhope has confirmed that the proper name of the song is "Adventure", which is a name more fitting of a hub world theme; the name "Advent" is a result of the filename being truncated.)
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** On the subject of Mount Fire Eyes, 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". However, this could be a coincidence, and very little is known about the level anyway, as most early material and demos focused on Mumbo's Mountain and Hammerhead Beach (see below). In addition, Magazine/NintendoPower volume 100 only mentions a volcano and not snow/ice in the section that mentions the level in question.

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** On the subject of Mount Fire Eyes, 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". However, this could be a coincidence, and very little is known about the level anyway, anyway (especially considering the lack of screenshots or footage[[note]]There is at least one screenshot of a temple-like area that has been claimed to be of Mount Fire Eyes, but it is actually of the Giant's Lair[[/note]]), as most early material and demos focused on Mumbo's Mountain and Hammerhead Beach (see below). In addition, Magazine/NintendoPower volume 100 only mentions a volcano and not snow/ice in the section that mentions the level in question.




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** Cauldron Keep in ''Banjo-Tooie'' was [[http://banjokazooie.wikia.com/wiki/%27Castle%27_world_%28Banjo-Tooie%29 originally going to be a full world]] according to [[WordOfGod 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.



** This was, in fact, unintentional - the appearance of Banjo and Tiptup in DKR was an EarlyBirdCameo. Banjo's title was initially planned to be released before DKR, but in 1997 Rare found themselves without a game ready for the holiday season, so they had to pick from then-in-development DKR, B-K, and Conker (not yet in its ''Bad Fur Day'' form) to quickly finish before Christmas rolled around. Obviously, they settled on DKR.
* The original game initially featured a full 15 worlds, but 6 were DummiedOut. Four of those, however, were eventually used in other games: The "lava world" that Gobi mentions was the original version of HailfirePeaks (called Mount Fire Eyes then), eventually moved to ''Tooie.'' Fungus Forest, a world only visible as a picture in Banjo's house (step inside and look at the walls), eventually became ''VideoGame/DonkeyKong64's'' Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. [=WitchyWorld=] was originally a stage in Banjo-Kazooie, but was removed and later re-added to Tooie.

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** This was, in fact, unintentional - the -the appearance of Banjo and Tiptup in DKR was an EarlyBirdCameo. Banjo's title was initially planned to be released before DKR, but in 1997 Rare found themselves without a game ready for the holiday season, so they had to pick from then-in-development DKR, B-K, and Conker (not yet in its ''Bad Fur Day'' form) to quickly finish before Christmas rolled around. Obviously, they settled on DKR.
* The original game initially featured a full 15 worlds, but 6 were DummiedOut. Four of those, however, were eventually used in other games: The "lava world" that Gobi mentions was the original version of HailfirePeaks (called Mount Fire Eyes then), eventually moved to ''Tooie.'' Fungus Forest, a world only visible as a picture in Banjo's house (step inside and look at the walls), eventually became ''VideoGame/DonkeyKong64's'' Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. [=WitchyWorld=] Witchyworld was originally a stage in Banjo-Kazooie, but was removed and later re-added to Tooie.



* On the subject of cut music, in the original game there's the infamous [[http://www.youtube.com/watch?v=GFzz52Eimzs "Advent"]], an unfinished-sounding piece that sounds utterly unlike anything else in the game. There were quite a few fan theories as to what the damn song was actually ''meant'' for, but the most popular was that it was for the DummiedOut level Fungus Forest. Rare has officially confirmed that it was for the Giant's Lair (see below.)

to:

* On the subject of cut music, in the original game there's the infamous [[http://www.youtube.com/watch?v=GFzz52Eimzs "Advent"]], an unfinished-sounding piece that sounds utterly unlike anything else in the game. There were quite a few fan theories as to what the damn song was actually ''meant'' for, but the most popular was that it was for the DummiedOut level Fungus Forest. Rare has officially confirmed that it was for the Giant's Lair (see below.)below).
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** Grant Kirkhope salvaged some of his work from "Project Dream" when making the music for ''Banjo-Kazooie'', as seen [[http://grantkirkhope.com/dream.html here]].
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** On the subject of Mount Fire Eyes, 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". However, this could be a coincidence, and very little is known about the level anyway, as most early material and demos focused on Mumbo's Mountain and Hammerhead Beach (see below). In addition, Magazine/NintendoPower volume 100 only mentions a volcano and not snow/ice in the section that mentions the level in question.
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None


** There's several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).
** There was also a level called "Hammershark Island", which apparently wound up being merged with Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is ''there'', it could be that Hammershark Island originally held the cheat sandcastle while Treasure Trove Cove came later.

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** There's There are several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" world]]", referred to as Mount Fire Eyes in early material (he finally makes it there to the Lava Side of Hailfire Peaks, possibly salvaged from Mount Fire Eyes, in ''Tooie''), and one picture in Banjo's house shows him in Fungus Forest, a foresty forested area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).
Rare]]). Similarly to Mount Fire Eyes/Hailfire Peaks and Fungus Forest/Fungi Forest, Mayahem Temple was also planned for the first game but dropped in favor of being put in the sequel instead. Presumably, the unnamed mine and fairground levels became the sequel's Glitter Gulch Mine and Witchyworld.
** There was also a level called "Hammershark Island", "Hammerhead Beach" (which, along with an early Mumbo's Mountain, had some screenshots in early material, such as Magazine/NintendoPower volume 100), which apparently wound up being merged with 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 Hammershark Island Hammerhead Beach originally held the cheat sandcastle while Treasure Trove Cove came later.



** Witchy World and Glitter Gulch Mine were meant to appear in the first game. So was the fire side of HailfirePeaks, though it would have been a standalone level called Mount Fire Eyes.

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** Witchy World and Glitter Gulch Mine were meant to appear in the first game. So was the fire side of HailfirePeaks, though it would have been a standalone level called Mount Fire Eyes.

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I remember actually seeing hoaxes like these on websites and magazines, even.


* UrbanLegendOfZelda: 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 [[GuideDangIt unnecessarily long codes]] for the sandcastle to actually be able to ''get'' them (and about three others they didn't show).

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* UrbanLegendOfZelda: UrbanLegendOfZelda:
**
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 [[GuideDangIt unnecessarily long codes]] for the sandcastle to actually be able to ''get'' them (and about three others they didn't show).show).
** To a lesser extent, the locked door at the top of Grunty's Lair (The one in the room seen in the GameOver 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.

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** Stop 'N' Swop. Also, there's several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).

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** Stop 'N' Swop. Also, there's 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 ''VideoGame/DonkeyKong64''; unused text in that game suggests that the Ice Key was supposed to appear, most likely via Stop 'N' Swop.
** There's
several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).



** Witchy World and Glitter Gulch Mine were meant to appear in the first game.

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** Witchy World and Glitter Gulch Mine were meant to appear in the first game.
game. So was the fire side of HailfirePeaks, though it would have been a standalone level called Mount Fire Eyes.
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** 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.
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Marth Debuted In Smash Bros is when a character debuts in something besides their international debut, like Marth debuting in a Japan only game and having his international debut years later in Super Smash Bros. Melee.


* MarthDebutedInSmashBros: Banjo didn't debut in ''Banjo-Kazooie''. His first appearance was actually as a playable character in ''VideoGame/DiddyKongRacing'', which hit shelves before ''Banjo-Kazooie'' did. [[DangerouslyGenreSavvy Gruntilda uses this fact against you in the second game]] by having this as one of her Tower of Tragedy Quiz questions. It's an easy mistake to think ''Banjo-Kazooie'' was his first.
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* DevelopmentGag: 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''.
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* The chanting in the music that soundtracks ''Tooie'''s [[http://www.youtube.com/watch?v=JjoWbFB4BTE Mayahem Temple]] level sounds like deep-voiced gibberish, but if you listen carefully, you realise that it's a voice saying "Come and have a go, if you think you're hard enough". This is a popular term often associated with football in the UK, appropriately enough for the level's kickball elements, and was inserted by composer Grant Kirkhope as a joke.

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* The chanting in the music that soundtracks ''Tooie'''s [[http://www.youtube.com/watch?v=JjoWbFB4BTE Mayahem Temple]] level sounds like deep-voiced gibberish, Mumbo's [[SpeakingSimlish usual gibberish]], but if you listen carefully, you realise that it's a voice actually saying "Come and have a go, if you think you're hard enough". This is a popular term often associated with football in the UK, appropriately enough for the level's kickball elements, and was inserted by composer Grant Kirkhope as a joke.
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* ExecutiveMeddling - Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.

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* ExecutiveMeddling DummiedOut - Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.
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* TechnologyMarchesOn: In Tooie, [[FatBastard Boggy]] is very proud of having a rather small widescreen TV.

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* FranchiseKiller: ''Nuts & Bolts'' not only did this for ''Banjo-Kazooie'', but the game's poor performance also killed off the sequels to ''VideoGame/ConkersBadFurDay'' and ''VideoGame/KillerInstinct'' (though the latter has since been revived).
** ''Nuts & Bolts'' also pretty much killed off 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 restructure and repurpose Rare into making Kinect games.

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* FranchiseKiller: ''Nuts & Bolts'' not only did this for ''Banjo-Kazooie'', but the game's poor performance also killed off the sequels to ''VideoGame/ConkersBadFurDay'' ''VideoGame/ConkersBadFurDay'', and ''VideoGame/KillerInstinct'' (though the latter has since been revived).
** ''Nuts & Bolts'' also pretty much
killed off 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 restructure and repurpose Rare into making Kinect games.games.
* MarthDebutedInSmashBros: Banjo didn't debut in ''Banjo-Kazooie''. His first appearance was actually as a playable character in ''VideoGame/DiddyKongRacing'', which hit shelves before ''Banjo-Kazooie'' did. [[DangerouslyGenreSavvy Gruntilda uses this fact against you in the second game]] by having this as one of her Tower of Tragedy Quiz questions. It's an easy mistake to think ''Banjo-Kazooie'' was his first.



* NamesTheSame: One particular song in ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' was "Nuts and Bolts".
* UnCanceled: "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).
* UrbanLegendOfZelda: 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 [[GuideDangIt unnecessarily long codes]] for the sandcastle to actually be able to ''get'' them (and about three others they didn't show).



** Stop 'N' Swop, [[UrbanLegendOfZelda oh criminy]]. Also, there's several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).

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** Stop 'N' Swop, [[UrbanLegendOfZelda oh criminy]].Swop. Also, there's several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).
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** Remember that "lava world" Gobi mentioned in the first game? Well,there was going to be a lava world in said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was said to appear in the lava area in Gruntilda's Lair.
** Witchy World and Glitter Gulch Mine was also meant to appear in the first game.

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** Remember that "lava world" Gobi mentioned in the first game? Well,there was going to be a lava world in said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was said to appear in the lava area in Gruntilda's Lair.
** Witchy World and Glitter Gulch Mine was also were meant to appear in the first game.
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** Remember that "lava world" Gobi mentioned in the first game? Well,there was going to be a lava world in said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was said to appear in the lava area in Gruntilda's Lair.

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** Remember that "lava world" Gobi mentioned in the first game? game? Well,there was going to be a lava world in said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. side. It was said to appear in the lava area in Gruntilda's Lair.
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** Remember that lava world Gobi mentioned in the first game? Well,there was going to be a lava world in "said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was said to appear in the lava area in Gruntilda's Lair.


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** Remember that lava world "lava world" Gobi mentioned in the first game? Well,there was going to be a lava world in "said said game called "Mount Fire Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was said to appear in the lava area in Gruntilda's Lair.

Lair.
** Witchy World and Glitter Gulch Mine was also meant to appear in the first game.
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** Originally,there was going to be a world called Mount Fire Eyes which was going to appear in Banjo-Kazooie, but ended up as the Hailfire Peaks's Lava side in Banjo Tooie. Also Witchy World and Glitter Gulch Mine was going to be in the first game.


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** Originally,there Remember that lava world Gobi mentioned in the first game? Well,there was going to be a lava world in "said game called Mount "Mount Fire Eyes which Eyes",but it ended up in Tooie as Hailfire Peak's lava side. It was going said to appear in Banjo-Kazooie, but ended up as the Hailfire Peaks's Lava side lava area in Banjo Tooie. Also Witchy World and Glitter Gulch Mine was going to be in the first game.

Gruntilda's Lair.

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**Originally,there was going to be a world called Mount Fire Eyes which was going to appear in Banjo-Kazooie, but ended up as the Hailfire Peaks's Lava side in Banjo Tooie. Also Witchy World and Glitter Gulch Mine was going to be in the first game.

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** Banjo-Threeie, a next gen-platforming experience, teased [[http://www.youtube.com/watch?v=TrIamj0RzUg here]] never came to pass. Instead Rare decided on a GenreShift and added vehicle based gameplay.
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** ''Nuts & Bolts'' also pretty much killed off Rare's original form. 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 restructure and repurpose Rare into making Kinect games.

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** ''Nuts & Bolts'' also pretty much killed off Rare's what was left of the original form.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 restructure and repurpose Rare into making Kinect games.
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** ''Nuts & Bolts'' also pretty much killed off Rare's original form. 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 restructure and repurpose Rare into making Kinect games.
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* FranchiseKiller: ''Nuts & Bolts'' (see the notes under ExecutiveMeddling above).

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* FranchiseKiller: ''Nuts & Bolts'' (see not only did this for ''Banjo-Kazooie'', but the notes under ExecutiveMeddling above).game's poor performance also killed off the sequels to ''VideoGame/ConkersBadFurDay'' and ''VideoGame/KillerInstinct'' (though the latter has since been revived).
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!!Listed Trivia:
* ExecutiveMeddling - Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.
* FanNickname: 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.
* FranchiseKiller: ''Nuts & Bolts'' (see the notes under ExecutiveMeddling above).
* MidDevelopmentGenreShift: The game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
* WhatCouldHaveBeen:
** Stop 'N' Swop, [[UrbanLegendOfZelda oh criminy]]. Also, there's several signs that the first game was meant to have some worlds that never panned out; Gobi mentions going to "[[LethalLavaLand the lava world]]" (he finally makes it there in ''Tooie''), and one picture in Banjo's house shows him in a foresty area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]).
** There was also a level called "Hammershark Island", which apparently wound up being merged with Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is ''there'', it could be that Hammershark Island originally held the cheat sandcastle while Treasure Trove Cove came later.
** 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.

!!Other Trivia:
* With the exception of two worlds in Banjo-Tooie (Mayahem Temple and Witchyworld), all of the stage themes in [[BanjoKazooie Banjo-Kazooie]] and its sequel begin in the musical key of C (Major/Minor notwithstanding).
** Of the ten worlds in Banjo-Kazooie, including Spiral Mountain, six of the themes are in major, and four are in minor. Of Banjo-Tooie's nine worlds, again including Spiral Mountain, only three are in major, and six are in minor. This contributes significantly to Banjo-Tooie's darker tone, compared to its predecessor.
* In [[BigBoosHaunt Mad Monster Mansion]] in the original game, there's a piece of music on Motzand's giant organ in the chapel. If you happen to take out an instrument and play (or just sightread and whistle) the musical notes, you'll find that the tune represented is Mad Monster Mansion's level music. Particularly fitting, since the church's music itself is Mad Monster Mansion's music played by an organ.
* Captain Blackeye, the pirate in Jolly Roger's Lagoon in ''Tooie,'' was one of the original characters of the game that became ''Banjo-Kazooie.'' The original game was entitled ''Dream''; the game was initially for the SNES but the console was on its last legs and Captain Blackeye was an antagonist to the protagonist named Edison with a wooden sword. At one point Banjo and a dog were just secondary characters until Rare felt that Edison was too much of a generic character so they made the dog the main lead, then a Rabbit, and finally Banjo was made the lead character. That was [[DevelopmentGag referenced]] in ''Tooie'', where Blackeye states he had a ''dream'', and how a bear who looks like Banjo stole his glory.
* Banjo and Tiptup (and [[VideoGame/ConkersBadFurDay Conker the Squirrel]]) are {{Canon Immigrant}}s from the VideoGame/DonkeyKongCountry series: all three characters appeared in DiddyKongRacing.
** Banjo's origin goes back a little further than DKR although he's not shown - WordOfGod states that Banjo is one of the Brothers Bear from the third VideoGame/DonkeyKongCountry game. This tibit led rise to an UrbanLegendOfZelda that by using a GameShark to move above the walls in Spiral Mountain in BanjoKazooie, one could see a partially-rendered Donkey Kong Isle.
** This was, in fact, unintentional - the appearance of Banjo and Tiptup in DKR was an EarlyBirdCameo. Banjo's title was initially planned to be released before DKR, but in 1997 Rare found themselves without a game ready for the holiday season, so they had to pick from then-in-development DKR, B-K, and Conker (not yet in its ''Bad Fur Day'' form) to quickly finish before Christmas rolled around. Obviously, they settled on DKR.
* The original game initially featured a full 15 worlds, but 6 were DummiedOut. Four of those, however, were eventually used in other games: The "lava world" that Gobi mentions was the original version of HailfirePeaks (called Mount Fire Eyes then), eventually moved to ''Tooie.'' Fungus Forest, a world only visible as a picture in Banjo's house (step inside and look at the walls), eventually became ''VideoGame/DonkeyKong64's'' Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. [=WitchyWorld=] was originally a stage in Banjo-Kazooie, but was removed and later re-added to Tooie.
* ''Banjo-Kazooie'' and ''Banjo-Tooie'' were partially developed side-by-side. Because of this, some levels were traded around between the games prior to completion. Notably, Rusty Bucket Bay was moved from 'Tooie to 'Kazooie, and as stated above, Glitter Gulch Mine and [=WitchyWorld=] were both moved from ''Kazooie'' to ''Tooie'' because the developers believed both would benefit from longer development and the increased level size that became possible in ''Tooie''.
* [[NostalgiaLevel Banjoland]] in ''Nuts & Bolts'' includes at least one exhibit from every level in the first two games. (Some of the objects/exhibits appear in multiple levels in the original games, but they only tend to represent one in Banjoland. There are also additional miscellaneous props from the levels scattered around the level, but there is only one main exhibit surrounding each level.) The primary exhibits are:
** Stonehenge from Mumbo's Mountain
** Captain Blubber's ship and a sunken treasure horde from Treasure Trove Cove
** Clanker from Clanker's Cavern
** A wooden statue of Tanktup from Bubblegloop Swamp
** The (now melted) snowman from Freezeezy Peak
** A pyramid from Gobi's Valley
** Part of the mansion and several animate gravestones from Mad Monster Mansion
** The ''Rusty Bucket'' ship from Rusty Bucket Bay
** The giant tree from Click Clock Wood
** A kickball field from Mayahem Temple
** An ore pile and mine carts from Glitter Gulch Mine
** The Cactus O' Strength from [=WitchyWorld=]
** The UFO from Jolly Roger's Lagoon
** Terry's nest from Terrydactyland
** Loggo the toilet from Grunty Industries
** Boggy's igloo from Hailfire Peaks
** The mountain and the giant trashcan from Cloud Cuckooland
* Banjoland, being a pseudo-museum, includes a number of signposts offering tidbits about each exhibit from the earlier games. Each of the signposts is numbered, with an apparent total of 20. However, there are only 19 posts in the level. The 20th, which would be #14 in the sequence, is supposed to be for Terry's Nest from Terrydactyland in ''Banjo-Tooie,'' according to the game files. Hacking has revealed that it is listed in the registry along with the other signposts, but the text has yet to be located, if it is in fact there to be found.
** One such signpost claims that [[ThatOneBoss Canary Mary's]] races originally required rotating the N64's control stick instead of rapidly tapping B, and that this was changed when the friction caused playtesters' palms to become raw. This is a joke in reference to VideoGame/MarioParty, which actually did have such challenges, in which players would use their palms instead of their thumbs to rotate the stick, indeed leading to scorched palms. While not confirmed, the Canary Mary challenges more than likely always used ButtonMashing.
** Such rotation also led the controllers to an early grave...
* In ''Banjo-Kazooie's'' "Grunty's Furnace Fun" quiz challenge, one possible question was "What is on top of the ''Rusty Bucket'''s third funnel [a.k.a. smokestack]?" The answer was that the ship has no third funnel. In Banjoland, it suddenly has - you guessed it - ''three funnels.''
* Early in the development of ''Nuts & Bolts'', Mumbo's Mountain from the original ''Banjo-Kazooie'' was planned to potentially make a returning appearance as its own level, similar to what happened with Spiral Mountain. Grant Kirkhope, the composer for the series, created a 4-minute orchestration of the classic Mumbo's Mountain theme for use there. The level was DummiedOut long before the game began solid development however, and the song went unused in-game, instead appearing in the original teaser trailer and one additional later trailer. The full piece is still present in the game files.
* On the subject of cut music, in the original game there's the infamous [[http://www.youtube.com/watch?v=GFzz52Eimzs "Advent"]], an unfinished-sounding piece that sounds utterly unlike anything else in the game. There were quite a few fan theories as to what the damn song was actually ''meant'' for, but the most popular was that it was for the DummiedOut level Fungus Forest. Rare has officially confirmed that it was for the Giant's Lair (see below.)
* The rock remix of the B-K theme heard in the ''Nuts & Bolts'' trailers was based on a similar arrangement heard on a radio in Rare's earlier title ''Kameo: Elements of Power''. The full version is present on the N&B game disc, but is not used anywhere in the game, much like the Mumbo's Mountain theme mentioned above.
* Prior to the release of Banjo-Kazooie, a promotional VHS tape was distributed showcasing video clips of an early build of the game, with a narrator describing each world. In describing Rusty Bucket Bay, the narrator incorrectly gives the name of the ship as the HMS Gruntilda, when both Banjo-Kazooie and Banjo-Kazooie: Nuts and Bolts give the name as simply the Rusty Bucket. This also carries the implication that the ship is part of the British Royal Navy, which it clearly is not.
* In Grunty Industries, there are numerous crates that say they are bound for Twycross, England. Twycross is a civil parish in Leicestershire, and is where Rare is based. Both the BK and BK:N&B versions of the Rusty Bucket list Twycross as their home port; an oddity considering Twycross is completely landlocked.
* The chanting in the music that soundtracks ''Tooie'''s [[http://www.youtube.com/watch?v=JjoWbFB4BTE Mayahem Temple]] level sounds like deep-voiced gibberish, but if you listen carefully, you realise that it's a voice saying "Come and have a go, if you think you're hard enough". This is a popular term often associated with football in the UK, appropriately enough for the level's kickball elements, and was inserted by composer Grant Kirkhope as a joke.
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