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** Since Kazooie a girl, Sutherland voicing her also counts as an example.

to:

** Since Kazooie is a girl, Sutherland voicing her also counts as an example.
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Please don't "speak of" stuff. It's Word Cruft and natter


** Speaking of Kazooie, since she's a girl, Sutherland voicing her also counts as an example.

to:

** Speaking of Kazooie, since she's Since Kazooie a girl, Sutherland voicing her also counts as an example.
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* With the exception of two worlds in ''Banjo-Tooie'' (Mayahem Temple and Witchyworld), all of the stage themes in ''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 ''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 ''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 ''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 ''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.

to:

* With the exception of two worlds in ''Banjo-Tooie'' (Mayahem Temple and Witchyworld), all of the stage themes in ''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 ''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 ''Banjo-Tooie''\'s darker tone, compared to its predecessor.
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** Speaking of Kazooie, since she's girl, Sutherland voicing her also counts as an example.

to:

** Speaking of Kazooie, since she's a girl, Sutherland voicing her also counts as an example.
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One trope per line.


* [[FranchiseKiller Franchise]][=/=]CreatorKiller: ''Nuts & Bolts'' not only did this for ''Banjo-Kazooie'', but the game's poor performance also killed off the sequels to ''VideoGame/ConkersBadFurDay'', and 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 Franchise]][=/=]CreatorKiller: 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 killed off also became a CreatorKiller 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 restructure and repurpose Rare into making Kinect games.

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* CrossDressingVoices: Chris Seavor (more known as the voice of [[VideoGame/ConkersBadFurDay Conker]]) provides the voice for Gruntilda the Witch in all of her appearances, and does a disturbingly convincing job at it.

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* CrossDressingVoices: CrossDressingVoices:
**
Chris Seavor (more known as the voice of [[VideoGame/ConkersBadFurDay Conker]]) provides the voice for Gruntilda the Witch in all of her appearances, and does a disturbingly convincing job at it.it.
** Speaking of Kazooie, since she's girl, Sutherland voicing her also counts as an example.
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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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** ''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.gameplay, [[TheyChangedItNowItSucks at the expense of many angered fans]].



** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2D.5 platformer.

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** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2D.5 2.5D platformer.
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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 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.

to:

* FranchiseKiller: [[FranchiseKiller Franchise]][=/=]CreatorKiller: ''Nuts & Bolts'' not only did this for ''Banjo-Kazooie'', but the game's poor performance also killed off the sequels to ''VideoGame/ConkersBadFurDay'', and 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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** 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.

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** In the Rusty Bucket Bay level, there is a picture of the original pink-furred brunette version of Berri from the aborted Twelve ''Twelve Tales: Conker 64 64'' (who did appear as a damsel in distress in Conker's ''Conker's Pocket Tales).Tales''). This Easter Egg only appears in the original N64 version; it's a picture of Conker in the XBLA version.



** Files for ''Tooie'''s random honeycomb item exist in ''Kazooie'''s coding.

to:

** Files for ''Tooie'''s ''Tooie''[='s=] random honeycomb item exist in ''Kazooie'''s coding.



** 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.

to:

** Banjo-Threeie, ''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.



** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', Banjo-Kazooie was a 2D.5 platformer.

to:

** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', Banjo-Kazooie ''Banjo-Kazooie'' was a 2D.5 platformer.



* With the exception of two worlds in ''Banjo-Tooie'' (Mayahem Temple and Witchyworld), all of the stage themes in ''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.

to:

* With the exception of two worlds in ''Banjo-Tooie'' (Mayahem Temple and Witchyworld), all of the stage themes in ''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 ''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 ''Banjo-Tooie'''s darker tone, compared to its predecessor.
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** A grey Jinjo dialogue icon and an [[https://www.youtube.com/watch?v=XI4b7VWCs8w 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.

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** A grey Jinjo dialogue icon and an [[https://www.youtube.com/watch?v=XI4b7VWCs8w unused Jinjo house]] labeled "Shouldn't Be Here" have been found in Banjo-Tooie, ''Banjo-Tooie'', indicating that grey Jinjos were once meant to be collectible like other Jinjo colors.



* TechnologyMarchesOn: In Tooie, [[FatBastard Boggy]] is very proud of having a rather small widescreen TV.

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* TechnologyMarchesOn: In Tooie, ''Tooie'', [[FatBastard Boggy]] is very proud of having a rather small widescreen TV.



* With the exception of two worlds in Banjo-Tooie (Mayahem Temple and Witchyworld), all of the stage themes in ''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.

to:

* With the exception of two worlds in Banjo-Tooie ''Banjo-Tooie'' (Mayahem Temple and Witchyworld), all of the stage themes in ''Banjo-Kazooie'' and its sequel begin in the musical key of C (Major/Minor notwithstanding). Of the ten worlds in Banjo-Kazooie, ''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.



* The original game initially featured a full 15 worlds, but 6 were cut. 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 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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* The original game initially featured a full 15 worlds, but 6 were cut. 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 eventually became ''VideoGame/DonkeyKong64'''s Fungi Forest. An unnamed ore mine level became Glitter Gulch Mine in Tooie. ''Tooie''. Witchyworld was originally a stage in Banjo-Kazooie, ''Banjo-Kazooie'', but was removed and later re-added to Tooie.''Tooie''.
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It's only Dummied Out if it's inaccessible on the disk.


** 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.

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** Files for Tooie's ''Tooie'''s random honeycomb item exist in Kazooie's ''Kazooie'''s coding.
** Banjo-Tooie ''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.



* 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 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''.

to:

* The original game initially featured a full 15 worlds, but 6 were DummiedOut.cut. 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 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 ''Tooie'' to 'Kazooie, ''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''.



* 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, 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); 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.)

to:

* 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 cut 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 cut level Fungus 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); 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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Nevermind, that interview was fake.


** Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped. Related to the feature is the infamous door in the transformation chamber and the corridor behind it where you would have gotten the prompt to swap cartridges. The corridor still exists in the final game, although nothing happens if you use a cheat to get in. Also, this would have happened to two of the eggs even if Stop 'n' Swop had made it. The egg in the Mad Monster Mansion cellar and the egg in Nabnut's room were only intended to be obtainable by hacking. They were "bad eggs" that broke the feature, intended to punish hackers. And no, the feature still doesn't work in the final game if you don't obtain the bad eggs.

to:

** Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped. Related to the feature is the infamous door in the transformation chamber and the corridor behind it where you would have gotten the prompt to swap cartridges. The corridor still exists in the final game, although nothing happens if you use a cheat to get in. Also, this would have happened to two of the eggs even if Stop 'n' Swop had made it. The egg in the Mad Monster Mansion cellar and the egg in Nabnut's room were only intended to be obtainable by hacking. They were "bad eggs" that broke the feature, intended to punish hackers. And no, the feature still doesn't work in the final game if you don't obtain the bad eggs.



** 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. An ex-Rare employee [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html confirmed in an interview]] that the door would have opened with the Ice Key.

to:

** 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. An ex-Rare employee [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html confirmed in an interview]] that the door would have opened with the Ice Key.



** 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 complete certain tasks in ''Tooie'' to get Blackeye to give you a code to use in ''Kazooie'''s sandcastle, get the item in ''Kazooie'', use the Ice Key to open one of the doors in the transformation room after Grunty's Furnace Fun, go to the end of a small corridor, wait for a prompt to swap cartridges (if you have one of the eggs), turn off the console and quickly swap the ''Kazooie'' cartridge for the ''Tooie'' catridge (hence the name "Stop 'N' Swop"), get Heggy to hatch the egg for a Mega Glowbo, and give it to Wumba in the Isle of Hags for a special transformation (one for each egg; Dragon Kazooie was the only one that made it to ''Tooie''). However, this proved impossible due to revisions in the N64 hardware; after getting the eggs and getting the prompt to swap cartridges, you'd originally have ten seconds to swap, 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 useless and inaccessible via average means (you can still get them via the codes, but Blackeye no longer gives them to you), 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.

to:

** 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 complete certain tasks in ''Tooie'' to get Blackeye to give you a code to use in ''Kazooie'''s sandcastle, get save the item game in ''Kazooie'', use the Ice Key to open one of the doors in the transformation room after Grunty's Furnace Fun, go to the end of a small corridor, wait for a prompt to swap cartridges (if you have one of the eggs), particular way, then turn off the console and quickly swap the ''Kazooie'' cartridge for the ''Tooie'' catridge (hence catridge, to transfer the items (Hence the name "Stop 'N' Swop"), get Heggy to hatch the egg for a Mega Glowbo, and give it to Wumba in the Isle of Hags for a special transformation (one for each egg; Dragon Kazooie was the only one that made it to ''Tooie''). Swop"). However, this proved impossible due to revisions in the N64 hardware; after getting the eggs and getting the prompt to swap cartridges, you'd originally have ten seconds to swap, 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 useless and inaccessible via average means (you can still get them via the exceedingly long codes, but Blackeye no longer gives them to you), 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.



** Donkey Kong [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html was going to be a second playable character through an expansion disk utilizing the 64DD]], but the 64DD was cancelled and the expansion was developed into [[VideoGame/DonkeyKong64 its own game]].

to:

** Donkey Kong [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html was going to be a second playable character through an expansion disk utilizing the 64DD]], but the 64DD was cancelled and the expansion was developed into [[VideoGame/DonkeyKong64 its own game]].
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None


** Files for ''Tooie'''s random honeycomb item exist in ''Kazooie'''s coding.

to:

** Files for ''Tooie'''s Tooie's random honeycomb item exist in ''Kazooie'''s Kazooie's coding.

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None


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

to:

** Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped. Related to the feature is the infamous door in the transformation chamber and the corridor behind it where you would have gotten the prompt to swap cartridges. The corridor still exists in the final game, although nothing happens if you use a cheat to get in. Also, this would have happened to two of the eggs even if Stop 'n' Swop had made it. The egg in the Mad Monster Mansion cellar and the egg in Nabnut's room were only intended to be obtainable by hacking. They were "bad eggs" that broke the feature, intended to punish hackers. And no, the feature still doesn't work in the final game if you don't obtain the bad eggs.
** 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.



** 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.

to:

** 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. An ex-Rare employee [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html confirmed in an interview]] that the door would have opened with the Ice Key.



** 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 ''VideoGame/DonkeyKong64''; unused text in that game suggests that the Ice Key was supposed to appear, most likely via Stop 'N' Swop.

to:

** 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 complete certain tasks in ''Tooie'' to get Blackeye to give you a code to use in ''Kazooie'''s sandcastle, get the game item in ''Kazooie'', use the Ice Key to open one of the doors in the transformation room after Grunty's Furnace Fun, go to the end of a particular way, then small corridor, wait for a prompt to swap cartridges (if you have one of the eggs), turn off the console and quickly swap the ''Kazooie'' cartridge for the ''Tooie'' catridge, to transfer the items (Hence catridge (hence the name "Stop 'N' Swop"). Swop"), get Heggy to hatch the egg for a Mega Glowbo, and give it to Wumba in the Isle of Hags for a special transformation (one for each egg; Dragon Kazooie was the only one that made it to ''Tooie''). However, this proved impossible due to revisions in the N64 hardware; after getting the eggs and getting the prompt to swap cartridges, you'd originally have ten seconds, seconds to swap, 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 useless and inaccessible via average means (you can still get them via exceedingly long the codes, though they are useless as is), but Blackeye no longer gives them to you), 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.
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** Donkey Kong [[http://www.gamekult.com/forum/topic-interview-dun-ex-employe-de-rareware-227056n.html was going to be a second playable character through an expansion disk utilizing the 64DD]], but the 64DD was cancelled and the expansion was developed into [[VideoGame/DonkeyKong64 its own game]].
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** Grant Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling, Jamjars and Mingy Jongo.

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** 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.

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Indentation, again


* ActingForTwo: Chris Sutherland provides the "voices" for both Banjo and Kazooie.

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* ActingForTwo: ActingForTwo:
**
Chris Sutherland provides the "voices" for both Banjo and Kazooie.
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** Grant Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling and Jamjars.

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** Grant Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling Jingaling, Jamjars and Jamjars.Mingy Jongo.
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** Grank Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling and Jamjars.

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** Grank Grant Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling and Jamjars.

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** Grank Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion.

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** Grank Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion.Mansion, King Jingaling and Jamjars.


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* TheOtherDarrin: While [[RoleReprisal 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.
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* ActingForTwo: Chris Sutherland provides the "voices" for both Banjo and Kazooie.
** Grank Kirkhope voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion.
* CrossDressingVoices: Chris Seavor (more known as the voice of [[VideoGame/ConkersBadFurDay Conker]]) provides the voice for Gruntilda the Witch in all of her appearances, and does a disturbingly convincing job at it.

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** 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.



* 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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* 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), Forest 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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* TropeNamers:
** BubblegloopSwamp
** HailfirePeaks
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* The first game's ending originally had the lady in the bikini carrying cocktails on a tray and sporting breasts larger than Nintendo was comfortable with, so the size of her breasts was reduced and the cocktails were replaced with melons.
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** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', Banjo-Kazooie was a 2D.5 platformer.

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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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** 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 Bottles was fully animated and most monsters were fully controllable. controllable.
** A grey Jinjo dialogue icon and an [[https://www.youtube.com/watch?v=XI4b7VWCs8w 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.
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** 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".

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** Captain Blackeye was the villain of the original "Project Dream", 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".



** 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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** 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]].here.]]
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Natter


** Mumbo's gibberish actually ''is'' that line (the exact same voice clip used in Mayahem Temple, as that level was supposed to be in ''Banjo-Kazooie'' but was moved to ''Banjo-Tooie'' at the last minute). Except that when Mumbo speaks, the syllables are selected randomly, turning it into gibberish. Grant Kirkhope [[https://youtu.be/t70l-9n1rCQ?t=7m22s revealed this]] during his guest appearance on ''WebVideo/GameGrumps''.
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** Mumbo's gibberish actually ''is'' that line (the exact same voice clip used in Mayahem Temple, as that level was supposed to be in ''Banjo-Kazooie'' but was moved to ''Banjo-Tooie'' at the last minute). Except that when Mumbo speaks, the syllables are selected randomly, turning it into gibberish. Grant Kirkhope [[https://youtu.be/t70l-9n1rCQ?t=7m22s revealed this]] during his guest appearance on ''WebVideo/GameGrumps''.

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