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  • Acclaimed Flop: 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 In Name Only, many fans tuned out of the game.
  • Acting for Two:
    • Chris Sutherland provides the "voices" for both Banjo and Kazooie.
    • Grant Kirkhope did a lot of the voice work for the original games. For example, he voices Mumbo and the Jinjos, the Gruntlings and the Pots in Mad Monster Mansion, King Jingaling, Jamjars and Mingy Jongo.
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  • Colbert Bump: A very late one was caused by Masahiro Sakurai 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 Super Smash Bros. Ultimate) that the original games can be played on Xbox ONE, he subsequently caused "Xbox" to trend in the Japanese parts of Twitter.
  • Cross-Dressing Voices:
    • Chris Seavor (more known as the voice of Conker) provides the voice for Gruntilda the Witch in all of her appearances, and does a disturbingly convincing job at it.
    • Since Kazooie is a girl, Sutherland voicing her also counts as an example.
  • Creator's Pest:
    "She's officially the least favourite BK character. Didn't even make the sequel. Go on, name me a more unpopular BK character."
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    • 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, 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."
  • Development Gag: Several.
    • In the Rusty Bucket Bay level, there is a picture of the original pink-furred brunette version of Berri from the aborted Twelve Tales: Conker 64 (who did appear as a Damsel in Distress in Conker's Pocket Tales). This Easter Egg only appears in the original N64 version; it's a picture of Conker in the XBLA version.
    • Captain Blackeye was the villain of the original "Project Dream," a game about a boy trying to rescue his girlfriend from pirates. The game was eventually completely overhauled into the game that became Banjo-Kazooie (also called "Dream" early in development). This has not stopped Blackeye from showing up in the series anyway. Portraits of Blackeye appeared in Banjo-Kazooie in several parts of the game (most notably Mad Monster Mansion), though he was otherwise absent. He appeared in person in Banjo-Tooie as a sea-sick captain in the bar at Jolly Roger's Lagoon, raving about how he had a dream in which he had his own game, but a bear that looks like Banjo stole his glory. Blackeye's final cameo to date appears in Nuts & Bolts, as a wanted poster on the front of the Boot-In-A-Box part. A building in Showdown town is named "Blackeye's Boat Hire".
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    • The character that morphed into Tooty during Dream's development was originally a woman named Piccolo that was Banjo's girlfriend. Tooty is shown playing a piccolo in the opening to Banjo-Kazooie.
    • Grant Kirkhope salvaged some of his work from "Project Dream" when making the music for Banjo-Kazooie, as seen here.
    • In Banjo's house, the picture of Banjo in a forest is commonly assumed to show Fungus Forest, but it's actually a screenshot of Project Dream from the development period when Banjo was the protagonist.
  • Dueling Games: The first 2 games with the original Spyro the Dragon trilogy. Both series started out as collectathon-style 3D Platform Games in the mold of Super Mario 64 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 Playstation hardware.
  • Dummied Out:
    • Changes to the N64 cartridge hardware caused the legendary Stop N' Swop feature to be scrapped.
    • A screenshot of the pause menu in the American manual for Kazooie shows a cut option to return to Grunty's Lair without having to go back to the warp pad.
    • Files for Tooie's random honeycomb item exist in Kazooie's coding.
    • Banjo-Tooie has an two player versus mode of sorts called Bottles' Revenge, 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. It was ultimately retooled as the "Counter-Operative" multiplayer mode in Perfect Dark.
    • A grey Jinjo dialogue icon and an unused Jinjo house labeled "Shouldn't Be Here" have been found in Banjo-Tooie, indicating that grey Jinjos were once meant to be collectible like other Jinjo colors.
    • 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.
    • 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 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.
  • Fan Nickname: The Ol' Bear and Bird Show for the series.
  • Feelies: Nuts & Bolts comes with a foldable blueprint of Mumbo's machines and some of the characters from the game.
  • Franchise Killer: Nuts & Bolts not only did this for Banjo-Kazooie, but the game's poor performance also killed off the sequels to Conker's Bad Fur Day, and also became a Creator Killer for what was left of the original Rare. During and after the production of this game, many of Rare's major players (such as the Stamper bros. and Grant Kirkhope) left and this game's failure led Microsoft to temporarily repurpose Rare into only making Kinect games. It took nearly an entire decade for the company to finally develop core games again, starting with Sea of Thieves.
  • Mid-Development Genre Shift: The first game was originally conceived as Dream, a 2D Super Nintendo RPG with human characters rather than a 3D Funny Animal platformer.
  • Name's the Same: One particular song in Donkey Kong Country 3: Dixie Kong's Double Trouble! was "Nuts and Bolts".
  • Official Fan-Submitted Content: The names of three characters who made their debut in Tooie were 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.
  • The Other Darrin: While almost all of the original "voice" cast returned for Nuts & Bolts, Humba Wumba's original actress, Eveline Fischer, was replaced by Elissa Miller for that game.
  • Technology Marches On: In Tooie, Boggy is very proud of having a rather small widescreen TV.
  • Teasing Creator: Rareware used to be notorious for skirting around fan questions about the original plans for Stop 'N' Swop and Project Dream.
  • Trope Namers:
  • Un-Canceled: "Stop 'N' Swop" was added between Nuts & Bolts and the XBLA release of the original game. Unsurprisingly, this was massively nerfed to unlocking minor cosmetic parts in N&B. It was also implemented into the XBLA release of Tooie, in which the feature is used as it was previously intended: having both games on your hard drive unlocks the ability to collect those items in Kazooie, which you can then use in Tooie for rewards. Numerous jokes are made about how long this took (such as Banjo mentioning he's been carrying the eggs for the last ten years, or Banjo hoping it isn't a cruel joke this time around).
  • Urban Legend of Zelda:
    • Stop 'N' Swop. While the rumour had a basis in a real plan of the developers, the lack of implementation lead to wildly varying rumours as to what you could do to access the stubs left behind, amplified by all the teases left around through the years after. It didn't help that the credits shamelessly teased you with the eggs and key. Or that they left in unnecessarily long codes for the sandcastle to actually be able to get them (and about three others they didn't show).
    • To a lesser extent, the locked door at the top of Grunty's Lair (The one in the room seen in the Game Over screen), and the two remaining jiggies after every puzzle in the game is filled in. Many a rumor linking the two together and to Stop 'N' Swop has popped up, a popular one being that there used to be a puzzle meant to be filled in with the last two jiggies, which would open the aforementioned door and lead to a room where you could perform the Stop 'N' Swop.
  • What Could Have Been:
    • Stop 'N' Swop. Originally, there were items (The special eggs and the Ice Key) that you were meant to collect in Banjo-Kazooie, then transfer over to Banjo-Tooie via Stop 'N' Swop; you'd have to save the game in a particular way, then turn off the console and quickly swap the Kazooie cartridge for the Tooie catridge, to transfer the items (Hence the name "Stop 'N' Swop"). However, this proved impossible due to 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 Donkey Kong 64; 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 Tooienote , 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 The Legend of Zelda: Ocarina of Time. The Nintendo 64 couldn't handle the game's environments, so they redesigned the game again, this time into a platformer inspired by Super Mario 64. Edison was deemed too generic of a protagonist, so Rare chose a new one from the pool of 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 Sea of Thieves.
    • Several levels were planned, but in the end were either scrapped or repurposed:
      • Gobi mentions going to "the lava world", referred to as Mount Fire Eyes in early material (he finally makes it to the Lava Side of Hailfire Peaks, which is a retooled version of the original concept, in Tooie). The Rare Witch Project Wiki states that one theory is that it could have been an early version of the entirety of Hailfire Peaks instead only the Lava Side, as "Fire Eyes" sounds somewhat like "Fire-Ice". This could be a coincidence though, as not only does the released concept art feature absolutely nothing related to ice, but Nintendo Power volume 100 only mentions a volcano and not snow/ice in the section that discusses the level in question.
      • One picture in Banjo's house is widely rumored to show him in Fungus Forest, a forested area full of mushrooms (eventually reworked as Donkey Kong 64's Fungi Forest, so sayeth Rare), but the picture is actually a screenshot from a later build of "Project Dream".
      • Mayahem Temple, Glitter Gulch Mine and Witchyworld were all conceptualized as levels for the first game, but time constraints forced Rare to save them for the sequel. In fact, Glitter Gulch Mine's original concept art features a layout that's nearly identical to the final version seen in Tooie.
      • Hammerhead Beach was once in the works (with it, along with an early Mumbo's Mountain, having some screenshots in early material, such as Nintendo Power volume 100), but it apparently wounded up being merged with, or heavily modified and renamed to, Treasure Trove Cove. Given that there's a cheat to unlock Treasure Trove Cove even though the cheat room is there, the former case would indicate that it could be that Hammerhead Beach originally held the cheat sandcastle while Treasure Trove Cove came later.
      • Cauldron Keep in Banjo-Tooie was originally going to be a full world according to game designer Gregg Mayles on Twitter. Due to time constraints, it was downsized greatly, resulting in the game having ten Jiggies fewer than the first game.
    • Originally, Kazooie wasn't even a part of Rare's original plan for the game, but Rare wanted to give Banjo some 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.
    • Wumba was also supposed to be the original role for Mumbo.
    • '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.
    • Banjo-Threeie, a next gen-platforming experience, teased here never came to pass. Instead Rare decided on a Genre Shift and added vehicle based gameplay, at the expense of many angered fans.
    • Nuts & Bolts was at one point intended to have a Wild West-themed 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.
  • The Wiki Rule: The Banjo-Kazooie Wiki and the non-Fandom JiggyWikki.

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