Banjo-Kazooie (video Game)
Rare conceived Banjo-Kazooie as a role-playing video game, Dream, for the Super Nintendo Entertainment System following the completion of Donkey Kong Country 2: Diddy's Kong Quest (1995). The 15-member team, led by Gregg Mayles, transitioned development to the Nintendo 64 and retooled the game as a platformer after the role-playing format proved too complex. Banjo-Kazooie was inspired by Super Mario 64 (1996) and designed to appeal to a broad audience, similar to Disney films. Grant Kirkhope composed the soundtrack; Banjo-Kazooie was one of the first games to feature vertical remixing, where various sound layers fade in and out depending on the player's location.
Released in North America in late June 1998 and in Europe the following month, Banjo-Kazooie sold over three million copies, making it one of the bestselling Nintendo 64 games. It received acclaim from critics, who said it surpassed Super Mario 64 as the best 3D platform and adventure game. The game was praised for its visuals, soundtrack, characters, writing, humour, and level design, while criticism was directed towards lack of originality and the camera system. Banjo-Kazooie received numerous year-end accolades, including two from the Academy of Interactive Arts & Sciences: "Console Action Game of the Year" and "Outstanding Achievement in Art/Graphics".
In retrospect, Banjo-Kazooie is considered one of Rare's best games and among the best Nintendo 64 games. It spawned a series which includes two sequels, Banjo-Tooie (2000) and Banjo-Kazooie: Nuts & Bolts (2008), and two spin-offs, Grunty's Revenge (2003) and Banjo-Pilot (2005). Following Microsoft's 2002 acquisition of Rare, 4J Studios developed a port for the Xbox 360 in 2008, later included in the Xbox One compilation Rare Replay in 2015. It was released on the Nintendo Switch for Nintendo Switch Online + Expansion Pack subscribers in 2022, marking its first rerelease on a Nintendo console.
Gameplay
Banjo-Kazooie is a single-player platform game where the player controls the titular protagonists, an easy-going brown honey bear named Banjo and a troublemaking female red-crested "Breegull" Kazooie, from a third-person perspective. The game features nine three-dimensional worlds where the player must gather musical notes and jigsaw puzzle pieces, called Jiggies, to progress.
The player travels from one world to another through Gruntilda's Lair, a region that acts as the game's central overworld. Jiggies allow the player to complete jigsaw puzzles which open doors to new worlds, while musical notes are required to open doors to new sections of the overworld. There are a total of 100 jiggies to collect (ten in each world), all of which are needed to view the proper ending, and 900 notes (100 in each world). The door with the highest amount of required notes has 880, although 765 are needed to enter the final section. Like Super Mario 64 (1996), Banjo-Kazooie is very open and allows the player to collect Jiggies and musical notes in a nonlinear order. It is also possible to complete certain worlds out of order, assuming the player has enough Jiggies and musical notes to reach a world earlier than intended.
Each world is composed of a number of challenges that involve solving puzzles, jumping over obstacles, racing, playing a bonus game, gathering objects, and defeating opponents. Tasks include spelling words, helping lights get on a Christmas tree while protecting them from getting eaten, and looking for a pirate's gold. The game features action-adventure elements, and the player must often interact with non-player characters and help them. It is also possible to increase Banjo and Kazooie's health bar by collecting empty honeycomb pieces (of which there are two in each world), and extra lives by obtaining Banjo statues.
Banjo and Kazooie can perform many abilities, such as jumping, climbing, ground-pounding, swimming, flying, and rolling into enemies. The game has a total of 14 special moves, and some cannot be performed until conversing with Bottles the mole, who teaches them. The breegull and the bear have unique assets. For example, while swimming, Kazooie moves faster but also has a harder time turning directions than Banjo, who only swims when above ground. Kazooie can perform the Talon Trot, where she runs faster and up slopes too steep for Banjo, the Beak Bomb, a long and fast hit towards something with her beak that she pulls off while flying, and either shoot blue eggs from the front or rear. In the middle of jumps or falls from great heights, Kazooie can use her wings to glide Banjo down at a slower speed for a few seconds. She can also fly and jump way higher than Banjo, but these moves can only be activated by standing on pads signifying them; pads with red feathers on them activate flying, green Shock Spring pads the extra jump height. Some abilities require specific items to be performed. For instance, red feathers allow Banjo and Kazooie to fly, while gold feathers protect them from damage. There are two types of collectible shoes that provide temporary abilities. The Turbo Trainer shoes provide a speed burst used to reach a destination on time, while Wellington boots allows Kazooie to run on otherwise harmful ground, such as the piranha-filled waters in Bubblegloop Swamp and shifting sands in Gobi's Valley.
Additionally, found in each world are five small creatures called Jinjos that Gruntilda imprisoned and, upon collection of the entire world's population, grant the duo a Jiggy. For the camera, there are three choices of views and the ability to spin the camera around the player character. However, some areas fix the camera to one angle, which sometimes hides items out of view, requiring the player to choose a first-person perspective to see them.
Banjo and Kazooie are also aided by Gruntilda's sister, Brentilda, who provides information about the witch needed to defeat her, and Mumbo Jumbo, a shaman who used to be Gruntilda's teacher. Mumbo Jumbo can use magical powers to transform them into several creatures. These include a termite, an alligator, a walrus, a pumpkin, and a honeybee. Creatures have their own abilities and allow the player to access otherwise inaccessible challenges, some of which are required to collect jiggies. Before a transformation process is allowed, the player must find a required number of "Mumbo Tokens" in the worlds. By finding a spell book called Cheato in the game's overworld, the player may also unlock secret codes that increase the capacity of Banjo and Kazooie's item inventory, such as the red feathers from 50 to 100 and the blue eggs from 100 to 200.
Plot
Banjo the bear lives on Spiral Mountain with his bird friend, Kazooie and younger sister, Tooty. One day, an evil witch named Gruntilda, who also lives on Spiral Mountain, asks her sentient cauldron, Dingpot, who the prettiest girl on the mountain is, to which Dingpot reveals that it is Tooty who is the prettiest, to Gruntilda's frustration and jealousy. Wishing to be prettier than Tooty, Gruntilda decides to steal her beauty. As Tooty begins talking with Bottles the mole, Gruntilda suddenly arrives and kidnaps Tooty, taking the young girl to her lair on the top of Spiral Mountain; Banjo and Kazooie hear the commotion and upon being informed by Bottles of the situation, they venture to Gruntilda's Lair to confront her.
As Banjo and Kazooie enter Gruntilda's Lair, it is revealed that Gruntilda and her minion, Klungo, have built a machine used to transfer Tooty's beauty to Gruntilda's body. Banjo and Kazooie soon discover how to use Jiggies to warp to other lands, where they rescue creatures called Jinjos, whom Gruntilda captured. As the two progress further through Gruntilda's lair, they eventually find Gruntilda, who hosts a quiz game show called "Grunty's Furnace Fun", which offers Tooty as a prize for winning the game but threatens to kill Banjo and Kazooie in lava if they fail. Banjo and Kazooie manage to beat the game thanks to information given prior by Brentilda, Gruntilda's friendly sister, and they rescue Tooty, while Gruntilda flees to the roof of her lair. Afterwards, Banjo and Kazooie return home and celebrate their success with a barbecue until Tooty, knowing that Gruntilda is still at large, urges the two to return to Gruntilda's Lair and properly defeat her.
Upon arriving back in Gruntilda's lair, Banjo and Kazooie meet Dingpot, who resents Gruntilda for all of her abuse toward him and decides to help the two reach the top of the witch's lair. On the roof, Banjo and Kazooie battle Gruntilda and, with help from all the rescued Jinjos, they knock the witch off her tower, causing her to land on the ground and creating a crater in the shape of her body, which is promptly covered by a boulder, trapping the still-alive Gruntilda. With Gruntilda finally defeated, Banjo, Kazooie, Tooty, and Bottles all relax on a beach. In a post-credits scene, Banjo and Kazooie's shaman friend, Mumbo Jumbo, gives information on an upcoming sequel, while Gruntilda and Klungo vow revenge.
Development
Origins
The origins of Banjo-Kazooie can be traced back to Project Dream, a cancelled video game developed by Rare's Donkey Kong Country 2: Diddy's Kong Quest (1995) team for the Super Nintendo Entertainment System. Inspired by Japanese role-playing games and LucasArts adventure games, Dream was developed for 16 months and starred a boy who got into trouble with a group of pirates. The game used Rare's Advanced Computer Modelling (ACM) graphics technology, first used in Donkey Kong Country (1994), to an advanced level." It involved the layering of several sprites to provide depth, achieved with "hundreds of thousands of pounds worth of rendering equipment. As development progressed, the boy was considered by the developers to be generic; thus he was replaced by a rabbit for "two or three days," then a bear who wore a backpack, trainers and cap. The bear eventually became Banjo.
Because the introduction of the Nintendo 64 made the ACM technology obsolete, Rare decided to transition the development of the game to that console. When this occurred, the Nintendo 64 was still known as the Ultra 64. The console was also not powerful enough to generate the amount of sprites the ACM technology required, so the graphics were now run by a "pseudo-3D" engine. The project proved to be too ambitious for the developers, who felt the game was not fun. More than a year into the project, out of desperation "like the end wasn't in sight," the project switched from Dream to a Donkey Kong Country-esque 2.5D side-scrolling platformer, with more depth and range of movement than a typical 2D platformer. It was given the names 2.5-D Banjo and Kazoo.
In the 2.5D game, Banjo would have collected fruits, the equivalent to musical notes in Banjo-Kazooie, in five "fruit houses" named after the fruit in them: oranges, grapes, lemons, bananas and cherries. Collecting jigsaw pieces would have also been done. Similarly to the barrels in Donkey Kong Country, Banjo would have used balls from a variety of sports, such as a football, baseball, American football, bowling ball, basketball, and a water-filled ballon, that could be powered up by a balloon inflator, football boot, football helmet and baseball glove. The enemy parts and hub map were also taken from the 1994 SNES platformer.
Although the game was 3D, the sprites were flat and rendered from a perspective above them. Rare found executing this convincingly too complicated, such as when the camera angle shifted, which would result in sprites interweaving. Two months into its 2.5D phase, Rare was presented by Nintendo with a "really, really early" version of Super Mario 64 (1996), which exposed them to the perceived future direction it would take the video games market. The genre was changed accordingly, a new 3D engine was built, and the aesthetic became focused on cuteness, requiring an alteration in Banjo's proportions (such as an increased head shape) and less tight shorts to match it. As Chris Sutherland described the philosophy of the shift in plans, "Although we had a lot less polygons, we could still imbue some character into the characters and the world, even though that left us with a much smaller polygon count." However, much of the controls were the same.
Staff and workflow
The team comprised both experienced and inexperienced people; some had been working at Rare for 10 years while others had never previously worked on a video game. Gregg Mayles served as the head designer, Mayles' brother Steve "chief scribbler" and character designer, and Chris Sutherland, head programmer. Ed Bryan was also a character artist, specifically Mumbo Jumbo and the Jinjos, as well as animator and box cover artist. Bryan has not revealed much about the making of the cover art, other than that Rare wanted him to "tell a story" with it. Kieran Connell was junior software engineer when the team said "the game had no chance of being completed on time," and Gavin Price joined as tester only a few months after receiving a demo of the game from Official Nintendo Magazine.
Actual work on Banjo-Kazooie started in March 1997 with a development team of 10 people. As development progressed, the team grew to a total of 15 members, which included seven engineers, five artists, two designers and one musician. The development of the game took 17 months to complete after Rare discarded Project Dream, the first two of these being spent experimenting with Dream's graphic technology. Each staff member had a work week of at least 80 hours, each day lasting until three to five in the morning. Mayles and Bryan, in one week, attempted forty hours of normal time and 60 overtime hours for a total of 100 hours. Mayles admitted in 2022 to having worked 102 hours in a single week. Sutherland reported one morning where the Stamper brothers threw stones at his house window, as well as provided a McDonald's meal, to get him to work. As part of Rare's late 1990s strategy of rewarding staff with bonus royalties, the Banjo-Kazooie staff was paid 50 cents per sold game in addition to their average salaries, higher than the 17-cent-per-cartridge amount of GoldenEye 007 (1997) but lower than the full-dollar-per-cartridge total of Donkey Kong 64 (1999).
Design
Despite being praised by critics and gamers as an improved version of Super Mario 64, Banjo-Kazooie was not intended by the team to simply be that. However, Super Mario 64's 3D aspect was referenced heavily, as it was the only game similar to Banjo-Kazooie that had been released, and Rare intended to combine it with the look of Donkey Kong Country. The developers appreciated the freedom of movement Super Mario 64 provided, but considered it did not take enough advantage of it; instead, it centred on the quick timing and reflexes required for most 2D platformers, which Mayles considered unsuitable for 3D games due to the reduced accuracy in viewing distances. A major reason for this was the camera of a 3D game. Sutherland described Super Mario 64's camera as the camera and the player character being attached to each other with a string, with the only movement being tilting when he moves around the front of the camera. He acknowledged the camera was probably coded that way so as to avoid the player being adrift, but felt it occasionally got behind Mario and would do so even more in Banjo-Kazooie's significantly more complex geometry. For jumping sections, he also found it "fiddly" to have to press buttons just to orientate the camera to see another platform. Thus Banjo-Kazooie's gameplay was mostly exploration and discovery instead of platforming. Rare also disliked Super Mario 64's forcing of the player back into the hub world once they collect a star in the level, thinking that it hindered immersion.
For the collectibles, Mayles wanted Banjo-Kazooie to differ from other games involving collecting, in that "rather than being just a shiny object, [the jiggy] was a shiny object that could actually be used for something." The jinjos, which Mayles deemed the game's most ill-considered collectable, were green-lit out of an idea Rare had since developing Donkey Kong Country (1994), a "hard-to-collect collectable" that chased away or camouflaged when the player was about to obtain it. However, they stood and whistled to the player character in the final product. Other collectables, such as the eggs, feathers, notes and honeycombs, were incorporated to contribute to the theme of the titular protagonists. Difficulty balance was a major focus; for example, the musical notes were ultimately the only collectibles the player would lose if they died or exited a level.
Rare decided to make an action-based game that focused totally on Banjo and his abilities, Kazooie later born out of the planning of them. Mayles wanted Banjo to run really fast and have a double jump, but thought the bear looked strange doing it. According to Mayles, "We came up with the [...] idea that a pair of wings could appear from his backpack to help him perform a second jump. We also wanted Banjo to be able to run very fast when required [so] we added a pair of 'fast-running' legs that appeared from the bottom of the backpack. [And soon after] we came up with the logical conclusion that these could belong to another character, one that actually lived in Banjo's backpack." Furthermore, the backpack containing an animal also made sense of Banjo's relatively slow walk. Kazooie was named after a kazoo, which was considered an annoying instrument, "much like the personality of the bird" to Mayles, while the witch Gruntilda was inspired by Grotbags from the Grotbags ITV television series.
Writing and humour
Banjo-Kazooie was designed to appeal players of all ages in a similar vein to Disney films. According to Rare, "We wanted the characters to primarily appeal to a younger audience but, at the same time, give them enough humour and attitude not to discourage older players." One major goal was for everything to have personality, down to the collectables, which includes items with eyes and eggs that bounce up and down. Another was its style of humour that distinguished it from other platform games, which Mayles described as "very dry, very typically British, slightly sarcastic, happy to poke fun at ourselves." All the characters, in particular, "basically had something wrong with them", Mayles explained. Banjo-Kazooie continues the trend of Rare games with characters titled "[name] the [animal/object]", the name of the animal or object occasionally rhyming with the name, for example Mumbo Jumbo.
The developers wanted the game to be character-driven, and characters were conceived on the spot, sometimes in relation to design decisions. For example, Mumbo Jumbo originated simply as a way to include animal transformations and for character dynamics to exist between Banjo, Kazooie, and another; Banjo is friendly with Mumbo, but Kazooie cannot stand him. Some jiggies also require solving certain characters' "real world problems" in order to collect. Most of the dialogue was ad-libbed, and a challenge for the designers was to remember the personalities and mindsets of the characters while doing so. The environment of the development farm was dominated by the workers playing various pranks and gags on each other, such as playing a monkey sound Robin Beanland sampled very loudly, pulling each others' shorts down while being smacked in the face, and being called names such as "Winky Boy," "the Shine," and "the Judge." This bled into the style of humour of the final product. They tried to push the E rating of the Entertainment Software Rating Board with Kazooie's sarcastic remarks; a few of them were rejected.
Rejected concepts and features
Rare originally planned to include a multiplayer mode and more worlds, such as a mine level, but these were not implemented due to time constraints; some were included in the sequel Banjo-Tooie (2000). Connell recalled encountering the team working on a four-player mode only three weeks before Nintendo's approval. Developers were also conflicted between each other whether to create sections where Banjo and Kazooie would be separate from one another, but they ultimately decided it would be "too much." This was another mechanic transferred to Banjo-Tooie.
One scrapped feature, "Stop 'N' Swop", would have allowed Banjo-Kazooie to interact with Donkey Kong 64 (1999), Jet Force Gemini (1999), Banjo-Tooie, Perfect Dark (2000), and Conker's Bad Fur Day (2001). During development, Rare discovered the Nintendo 64 retained flash memory for several seconds after a cartridge's removal. They implemented a feature whereby removing a cartridge and quickly inserting the Banjo-Kazooie cartridge, while the other game's memory was still in the console, would unlock bonus content. Nintendo requested Stop 'N' Swop's removal when Rare submitted Donkey Kong 64 for approval. Nintendo was concerned the Nintendo 64 would not retain RDRAM long enough for the feature to work and that it could potentially damage consoles. Specifically, Nintendo 64 models produced after Banjo-Kazooie's release reduced the amount of time the console retained flash memory, making Stop 'N' Swop nearly impossible to activate as intended.
Preview coverage from July and August 1997 revealed that Tooty was originally Banjo's girlfriend Piccolo, and that there were 16 levels accessed via jiggies instead of nine. An animation that did not make the released game was named "cack bad egg", and depicts Kazooie laying a gassy rotten egg Banjo reacts to. Another rejected concept was another stage of the final boss, where Gruntilda turned Banjo into a frog.
Visuals and levels
Banjo-Kazooie was developed on a Silicon Graphics workstation. It employs an advanced technique to render its graphics. The in-game characters were created with minimal amounts of texturing so they could have a sharp and clean look, while the backgrounds use very large textures split into 64×64 pieces, which was the largest texture size the Nintendo 64 could render. A Nintendo Power preview also emphasized its exploitation of the console's LOD management and anti-aliasing. The fact that the player could be transformed into small creatures was implemented to give some of the worlds a different sense of scale. A 2018 Nintendo Life feature discussed how the size and scope of the worlds took advantage of the limited memory and were significant in 3D video games at the time, citing the different seasons in Click Clock Wood, the organ section in Mad Monster Mansion, and Freezeezy Peak's size.
Because the advanced graphics technique caused significant memory fragmentation issues, the developers created a proprietary system that could "reshuffle" memory as players played through the game. More specifically, the programmers centred on culling parts of the world that were not viewable from the perspective. Sutherland and Mayles have admitted in interviews that they do not perceive the practice as being commonplace in the Nintendo 64 library. The designers began implementing this when designing Treasure Trove Cove, which is built around a massive rock structure. Mayles looks back fondly on the method, elaborating that an unintentional consequence was that they focused on hiding objects, which created mystery and intrigue, incentivizing the player to explore the environment to find them. The combination of the big shark Clanker and the player's interaction with him was noted by Nintendo Life as pushing the console, causing issues of frame rate.
Although borrowing similar themes to Super Mario 64, such as desert, ice and haunted house, the worlds were intended to be "a lot more grounded in reality". The worlds were intended to be diverse in theme to give the player new experiences and emotions. Mayles' view was that what a player feels swimming in the water of an island is different from being at a haunted mansion. To conceive them, a theme was chosen first, and then all the traits and design choices, including the animal Mumbo would transform Banjo and Kazooie into, associated with it. His favourite stage was Rusty Bucket Bay, for its design being mostly around a single ship, and the extreme pace and difficulty of the ship's interior. The incorporation of a trivia game at the end was a method of making Banjo-Kazooie unique; the section was initially planned to only have a few questions for the player to ask, but became a massive board game in the end.