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Prerelease:Banjo-Kazooie
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This page details prerelease information and/or media for Banjo-Kazooie.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do: Some Prerelease screenshots are absent and need to be added here. |
The origin of Banjo-Kazooie can be summed up as follows:
"Banjo once had a bigger moustache than Mario, wore brighter coloured overalls and the game was originally called Really Super Duper Mario 64."[1]
...Well, okay, not really. The real story of Banjo starts with a Dream.
Contents
Development Timeline
1995
- c. September-October: Project Dream begins development on the SNES.
1996
- c. Winter/Spring: Dream moves to the Nintendo 64DD.
- c. December 1996-January 1997: Dream is scrapped and reimagined as a 2.5D platformer starring Banjo named Kazoo.
1997
- January 16: Kazoo's selection of enemies is drafted.
- c. January 23-27: The character that would become Kazooie is conceived, as a way to augment Banjo's moveset.
- February 3-5: The first two levels of Kazoo are drafted.
- February 23: Kazoo's world map/level layout is drafted.
- c. Late February-Early March: Kazoo is overhauled into a free-roaming 3D platformer named Banjo Kazoo.
- March 14: The temple test level is drafted.
- March 24-25: Treasure Trove Cove and Clanker's Cavern are drafted.
- Mid-April: Mumbo Jumbo is designed and implemented.
- April 24-27: Freezeezy Peak is drafted.
- May 2-8: Mad Monster Mansion is drafted.
- c. May 8-June 6: Trademark conflicts result in Banjo Kazoo being renamed to Banjo-Kazooie.
- June 19-21: Banjo-Kazooie is unveiled at E3 1997.
- July: Mount Fire Eyes, Rusty Bucket Bay, and the unused mine world are drafted.
- c. August 15-21: Click Clock Wood is drafted.
- October 22: Clanker's Cavern is redesigned to have a more industrial theme.
- ???: Mumbo's Mountain is redesigned.
1998
- January 10-11: Grunty's Furnace Fun is drafted.
- May 12: Version 13-1 goes through bugtesting.
- May 28-30: A near-final build is shown off at E3 1998.
- June 29: The final game is released.
Phases of Development
Project Dream 1995-1996: The Zelda-like that wasn't. |
Kazoo Early 1997: Dream goes back to the drawing board, and comes out as what is basically Donkey Kong Country but with a bear. |
Banjo Kazoo Spring 1997: Linearity goes out the window, and the final game starts to take shape. |
Banjo-Kazooie Mid-1997 to 1998: Covers the game's official announcement to its release. |
Miscellaneous Changes
To do: Some Pre Release images missing, find the images and make more comparisons. |
Intro
Early | Final |
---|---|
- The N64/Rare logo cutscene originally took place atop a cloud. In the final game, this cutscene takes place in mid air.
Early | Final |
---|---|
- The area where the musical intro took place in looked completely different.
Banjo's House
Early | Final |
---|---|
- The picture of Tooty was originally a picture of Donkey Kong, likely a placeholder.
Early | Final |
---|---|
- The textures in Banjo's house for basically everything are completely different. The house feels more rustic and cabin-like compared to the bright modern look in the final.
- An extra window and a picture of Banjo in what appears to be the original concept test level was added in the final game.
Grunty's Lair
Early | Final |
---|---|
[1] |
- The note doors originally had the number of required notes above the door. In the final game, it alternates between the required number of notes and an image of a note. The original note door texture has the note as part of the texture, and is more regal than the final's wooden door with steel trim.
Early | Final |
---|---|
- The signs with the level names on them originally didn't exist.
Mumbo's Mountain
Early | Final |
---|---|
- The Grublins in this level were originally Mumbo-like characters. This is a very interesting change; the enemies were likely changed so players wouldn't perceive Mumbo as an enemy.
- The trees were originally 2D objects. They went through a few design changes across builds.
Early | Final |
---|---|
- The Grublins in this level were originally a pale blue/green. They're purple in the final game.
- An additional tree can be seen in the area across the bridge. This tree was removed in the final game.
Earlier | Early | Final |
---|---|---|
- The bridge looked different.
- The Bigbutt (bull) enemy is not present in the earlier build.
- The bee hives were much larger, lacked googly eyes and weren't animated.
Early | Final |
---|---|
- The inside of Mumbo's skull used different textures.
- The four notes inside here are on top of the pillars. In the final game, they're on the ground.
- The button that Banjo is supposed to stand on is not present.
Early | Final |
---|---|
- A later version uses a flat texture of Mumbo's face, changed to a more elaborate and flashy button model in the final.
Early | Final |
---|---|
- Mumbo's skull looked different, more menacing, and lacked the red feathers on top.
- Banjo is on top of the termite mound, something that is normally impossible in the final game.
Bubblegloop Swamp
Early | Final |
---|---|
- The start pads were originally in full color. In the final game, they're an embossed silver image of the same Banjo-Kazooie face logo.
Mad Monster Mansion
Some of the portraits in the dining room went through some interesting changes.
Earlier (1997 E3) | Early (Early 1998) |
---|---|
The Grunty Portrait near the fire is replaced with glass in the beta.
Early (1997 E3) | Final |
---|---|
Bottles
Early | Final |
---|---|
- Bottles' glasses were originally black. In the final game, they were changed to red likely to make them contrast more with his fur.
Debug Display
A debug display seen in an early screenshot that displays some info such as CPU/RSP usage and framerate. It's unknown if this is still present in the final game.
Debugging Text
CPU RCP HZ K
(Source: Ferrox)
References
- ↑ Rarewhere: The Tepid Seat - Rareware.com, Jun. 9th, 1999