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** In the Mad Monster Mansion section of Banjoland in ''Nuts & Bolts'' there are gravestones that the player can interact with, as well as some wooden gravestones. These wooden gravestones have pictures of scrapped Gruntbot enemies on them, referencing how they were cut from the final game.
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* AcclaimedFlop: Believe it or not, ''Nuts & Bolts'' actually received good reviews from critics. However, because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.

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* AcclaimedFlop: Believe it or not, ''Nuts & Bolts'' actually received good reviews from critics.critics (79 out of 100 "generally favourable reviews" on Metacritic). However, because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.
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** Originally, Kazooie wasn't even a part of Rare's original plan for the game, but Rare wanted to give Banjo some more moves and have them make sense, such as traversing steep slopes. Since Banjo still had a backpack, it was decided to put a bird (who would become Kazooie) in there in order to let Banjo perform those moves in a way that made sense.

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** Originally, Kazooie wasn't even a part of Rare's original plan for the game, but Rare wanted to give Banjo some more moves and have them make sense, such as traversing steep slopes. Since Banjo still had a backpack, it was decided to put a bird (who would become Kazooie) in there in order to let Banjo perform those moves in a way that made sense. More humorously, [[https://www.youtube.com/watch?v=Dp8n7QKJZHs Steve Mayles specified in an interview]] that Banjo originally only had feet and wings sprout out of his backpack to do certain moves, until it was decided for those to be developed into a new character.

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** Creator Steven Mayles has stated on his Twitter that Tooty is his least favorite character in the series, presumably due to her [[FlatCharacter utter lack of personality]], hence why she didnt return in the sequels save for joke cameos.
** Lead designer Gregg Mayles has said that Brentilda is his least favorite character as well, though this is due to him regretting how poorly the execution of the idea behind her (her randomly giving you answers to questions that would help you in the Grunty's Furnace Fun quiz) turned out.

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** Creator Steven Mayles has stated on his Twitter that Tooty is his least favorite character in the series, presumably due to her [[FlatCharacter utter lack of personality]], hence why she [[ChuckCunninghamSyndrome didnt return in the sequels sequels]] save for joke cameos.
-->"She's officially the least favourite BK character. Didn't even make the sequel. Go on, name me a more unpopular BK character."
** Lead designer Gregg Mayles has said that Brentilda is his least favorite character as well, though this is due to him regretting how poorly the execution of the idea behind her (her randomly giving you answers to questions that would help you in the Grunty's Furnace Fun quiz) turned out.out, hence why she was dropped from the sequels as well.
-->"Brentilda is my least favourite Banjo-Kazooie character and her role around providing 'facts' on her sister to enable you to win Furnace Fun is certainly one of the worst pieces of design I have ever created. The idea was OK, but I think I could have done a much better job of implementing it."
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* CreatorsPest:
** Creator Steven Mayles has stated on his Twitter that Tooty is his least favorite character in the series, presumably due to her [[FlatCharacter utter lack of personality]], hence why she didnt return in the sequels save for joke cameos.
** Lead designer Gregg Mayles has said that Brentilda is his least favorite character as well, though this is due to him regretting how poorly the execution of the idea behind her (her randomly giving you answers to questions that would help you in the Grunty's Furnace Fun quiz) turned out.
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* ColbertBump: A ''very'' late one was caused by Creator/MasahiroSakurai in September of 2019. When he said in "Mr. Sakurai Presents Banjo & Kazooie" (the presentation showcasing the bear and bird a few hours before their release in ''VideoGame/SuperSmashBrosUltimate'') that the original games can be played on UsefulNotes/XboxONE, he subsequently caused "Xbox" to trend in the Japanese parts of Twitter.
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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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* TheOtherDarrin: While [[RoleReprisal [[RoleReprise 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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** 'Banjo-Kazooie: Grunty's Curse' is an earlier version of the GBA game that began development on the Game Boy Color before switching to the more powerful system. Its remarkably similar to the final product, save some scrapped levels, transformations, and story--instead of a midquel, as Grunty's Revenge became, it was to be a canonical "what if" branching off from the original game and disregarding Tooie.
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* AcclaimedFlop: Believe it or not, ''Nuts and Bolts'' actually received good reviews from critics. However, because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.

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* AcclaimedFlop: Believe it or not, ''Nuts and & Bolts'' actually received good reviews from critics. However, because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.



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



** In the Rusty Bucket Bay level, there is a picture of the original pink-furred brunette version of Berri from the aborted ''VideoGame/TwelveTalesConker64'' (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 ''VideoGame/TwelveTalesConker64'' (who did appear as a damsel in distress DamselInDistress in ''Conker's Pocket Tales''). This Easter Egg EasterEgg only appears in the original N64 version; it's a picture of Conker in the XBLA version.



* TheWikiRule: [[http://banjokazooie.wikia.com/wiki/Banjo-Kazooie_Wiki The Banjo-Kazooie Wiki]].

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* TheWikiRule: [[http://banjokazooie.wikia.[[https://banjokazooie.fandom.com/wiki/Banjo-Kazooie_Wiki The Banjo-Kazooie Wiki]].Wiki]] and the non-Fandom [[https://banjokazooiewiki.com/wiki/Main_Page JiggyWikki]].
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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 Tales: Conker 64'' ''VideoGame/TwelveTalesConker64'' (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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* TrollingCreator: Before the XBLA ports, Rareware used to be notorious for skirting around fan questions about the original plans for Stop 'N' Swop and Project Dream.

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* TrollingCreator: Before the XBLA ports, TeasingCreator: Rareware used to be notorious for skirting around fan questions about the original plans for Stop 'N' Swop and Project Dream.



** 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 new revisions in the N64 hardware released in 1999; 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.

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** 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 new revisions in the N64 hardware released in 1999; 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. It is also worth noting that you still would have gotten the exact same rewards you got in the final product of ''Tooie''[[note]]the Breegull Bash move, the homing eggs cheat, the multiplayer character Jinjo, and Dragon Kazooie[[/note]], except for the fact that only three eggs ended up being in the game. What the three rewards that had to be scrapped would have been is still a mystery.
** ''Banjo-Kazooie'' started out as an isometric RPG for the SNES, named ''Dream: Land of Giants''. At the time, the protagonist was a human boy named Edison, who got tangled up with a pirate crew led by Captain Blackeye. The game was moved to the Nintendo 64, where they redeveloped it as a 3D RPG akin to ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. The Nintendo 64 couldn't handle the game's environments, so they redesigned the game again, this time into a platformer inspired by ''VideoGame/SuperMario64''. Edison was deemed too generic of a protagonist, so Rare chose a new one from the pool of [[FunnyAnimal Funny Animals]] who were going to be secondary characters in ''Dream''. After rejecting a dog and a rabbit, they decided on a bear, who they named Banjo. Rare then dropped the pirate theme and story entirely in favor of a more fairy-tale style story, 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 everyone off, and kidnapped Piccolo while Banjo was knocked out. An egg which Kazooie hatched from would have 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. Meanwhile, Tiptup, Captain Blackeye, and Stomponadon made it into the final products as minor characters, and the pirate theme of ''Dream'' was eventually retooled into ''VideoGame/SeaOfThieves''.



** 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 story, 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 everyone off, and kidnapped Piccolo while Banjo was knocked out. An egg which Kazooie hatched from would have 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.



** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2.5D platformer similar to the early concept for ''VideoGame/DonkeyKong64''.

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* OfficialFanSubmittedContent: The names of three characters who made their debut in ''Tooie'' were [[http://randomhoohaas.flyingomelette.com/blog/?p=341 the winners of a contest held]] by ''Official Nintendo Magazine''; Old King Coal, Chris P. Bacon and Bullion Bill were named by Jeremy Craggs, Simon Turk, and Kyle Hudspeth respectively.
* 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.



* 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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* DuelingGames: The first 2 games with the original Franchise/SpyroTheDragon trilogy.

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* DuelingGames: The first 2 games with the original Franchise/SpyroTheDragon trilogy.''Franchise/SpyroTheDragon'' trilogy. Both series started out as collectathon-style 3D {{Platform Game}}s in the mold of ''VideoGame/SuperMario64'' starring cartoon animals traversing fairytale-inspired worlds. Though both series were critically acclaimed, ''Spyro the Dragon'' sold better in large part due to it releasing on the more popular UsefulNotes/{{Playstation}} hardware.
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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 called Bottles' Revenge, where one player controls Bottles as a devil, devil. Bottles follows Banjo around and will posses nearby enemies for the player to control. The mode was almost finished, finished; Bottles was fully animated and most monsters were fully controllable. It was ultimately retooled as the "Counter-Operative" multiplayer mode in ''VideoGame/PerfectDark''.
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* TrollingCreator: Before the XBLA ports, Rareware used to be notorious for skirting around fan questions about the original plans for Stop 'N' Swop and Project Dream.

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Why does no one know how to use punctuation?


** 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.

to:

** Originally Originally, Kazooie wasn't even a part of Rare's original plan for the game game, but Rare wanted to give Banjo some more moves and have them make sense sense, such as traversing steep slopes and since slopes. Since Banjo still had a backpack they backpack, it was decided to put a bird who became Kazooie (who would become Kazooie) in there in order to make let Banjo be able to perform those moves and have it make in a way that made sense.
** Eventually Eventually, when the project was moved to the N64 N64, Rare dropped the pirate theme and story entirely in favor of a more fairy tale fairy-tale style one story, 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 came, scared off everyone off, and kidnapped Piccolo while Banjo was knocked out and an out. An egg which Kazooie hatched from would have 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.



** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2.5D platformer similler to the early concept for ''VideoGame/DonkeyKong64's''.

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** ''Nuts & Bolts'' was at one point intended to have a WildWest-themed [[http://banjokazooie.wikia.com/wiki/Weird_West world]], but it was cut due to time constraints. Random dialogue from the villagers and L.O.G. mentions that it would have been accessible from the area with the boarded up houses where Klungo's arcade resides, and one of the Grunty challenges in the Jiggosseum was most likely intended for the cut world due to it being the only world with two challenges.
** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2.5D platformer similler similar to the early concept for ''VideoGame/DonkeyKong64's''.''VideoGame/DonkeyKong64''.
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* {{Feelies}} - ''Nuts & Bolts'' comes with a foldable blueprint of Mumbo's machines and some of the characters from the game.

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* {{Feelies}} - {{Feelies}}: ''Nuts & Bolts'' comes with a foldable blueprint of Mumbo's machines and some of the characters from the game.
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* AcclaimedFlop: Believe it or not, ''Nuts and Bolts'' actually received good reviews from critics. ''However,'', because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.

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* AcclaimedFlop: Believe it or not, ''Nuts and Bolts'' actually received good reviews from critics. ''However,'', However, because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.
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* AcclaimedFlop: Believe it or not, ''Nuts and Bolts'' actually received good reviews from critics. ''However,'', because the game's change in genres was to the point where it felt InNameOnly, many fans tuned out of the game.
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** [[https://www.youtube.com/watch?v=i2yj2db5c_A An underwater theme for the Engine Room on the Rusty Bucket]] exists in the game's files but is impossible to hear in-game otherwise, implying the bottom may have originally been intended to be filled with water. Similarly, the files also include [[https://www.youtube.com/watch?v=vN6mJqtdlsU an underwater theme for Freezeezy Peak]], where the only water is cold enough to damage you on contact and is programmed to be impossible to dive in.
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* MidDevelopmentGenreShift: The first game was originally conceived as ''Dream'', a 2D SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.

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* MidDevelopmentGenreShift: The first game was originally conceived as ''Dream'', a 2D SuperNintendo UsefulNotes/SuperNintendo RPG with human characters rather than a 3D FunnyAnimal platformer.
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* TheWikiRule: [[http://banjokazooie.wikia.com/wiki/Banjo-Kazooie_Wiki The Banjo-Kazooie Wiki]].
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** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2.5D platformer.

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** Before becoming a 3D platformer akin to ''VideoGame/SuperMario64'', ''Banjo-Kazooie'' was a 2.5D platformer.platformer similler to the early concept for ''VideoGame/DonkeyKong64's''.
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** In ''Banjo-Tooie'', one of the windows on the tower of Grunty's Lair has an entrance modeled behind it. Location text for the Tower Room also exists, showing that more parts of the Lair than the lobby were once accessible.
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** 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 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 new revisions in the N64 hardware; hardware released in 1999; 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.
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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 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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* 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 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 temporarily repurpose Rare into only making Kinect games.games. It took nearly ''an entire decade'' for the company to finally develop core games again, starting with ''VideoGame/SeaOfThieves''.
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* DuelingGames: The first 2 games with the original Franchise/SpyroTheDragon trilogy.

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** 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]]", referred to as Mount Fire Eyes in early material (he finally makes it 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 forested area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth 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.
** 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 (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.
** There was also a level called "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, or heavily modified and renamed to, Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is ''there'', the former case would indicate that it could be that Hammerhead Beach originally held the cheat sandcastle while Treasure Trove Cove came later.

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** There are several signs that Several levels were planned, but in the first game was meant to have some worlds that never panned out; end were either scrapped or repurposed:
***
Gobi mentions going to "[[LethalLavaLand the lava world]]", referred to as Mount Fire Eyes in early material (he finally makes it 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, which is a forested area full retooled version of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]). Similarly to Mount Fire Eyes/Hailfire Peaks and Fungus Forest/Fungi Forest, Mayahem Temple was also planned for the first game but dropped original concept, 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.
** On the subject of Mount Fire Eyes, the
''Tooie''). The Rare Witch Project Wiki states that one theory is that it could have been an early version of the entirety of Hailfire Peaks instead only the Lava Side, as "Fire Eyes" sounds somewhat like "Fire-Ice". However, this This could be a coincidence, and very little is known about coincidence though, as not only does [[https://vignette3.wikia.nocookie.net/banjokazooie/images/0/09/Lavaw1.jpg/revision/latest?cb=20160209144804 the level 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 released concept art]] feature absolutely nothing related to be of Mount Fire Eyes, ice, 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 discusses the level in question.
** There
question.
*** One picture in Banjo's house is [[UrbanLegendOfZelda widely rumored]] to show him in Fungus Forest, a forested area full of mushrooms (eventually reworked as ''VideoGame/DonkeyKong64's'' Fungi Forest, [[WordOfGod so sayeth Rare]]), but the picture is actually a screenshot from a later build of "Project Dream".
*** Mayahem Temple, Glitter Gulch Mine and Witchyworld were all conceptualized as levels for the first game, but time constraints forced Rare to save them for the sequel. In fact, Glitter Gulch Mine's [[https://i.imgur.com/IivME4P.jpg original concept art]] features a layout that's nearly identical to the final version seen in ''Tooie''.
*** Hammerhead Beach
was also a level called "Hammerhead Beach" (which, once in the works (with it, along with an early Mumbo's Mountain, had having some screenshots in early material, such as Magazine/NintendoPower volume 100), which but it apparently wound wounded up being merged with, or heavily modified and renamed to, Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is ''there'', the former case would indicate that it could be that Hammerhead Beach originally held the cheat sandcastle while Treasure Trove Cove came later.later.
*** 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.



** 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.
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Trivia examples have to be hooked to a trope. Doesn't matter what medium it is. The stuff I pulled will be parked on the discussion page until you can figure it out.


!!Listed Trivia:




!!Other Trivia:
* 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.
* 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 ''VideoGame/DiddyKongRacing''.
* 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''.
* ''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 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.
* 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 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 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.)
* 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 Mumbo's [[SpeakingSimlish usual gibberish]], but if you listen carefully, you realise that it's 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.
* 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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