''Banjo-Kazooie'' is a 1998
platform game developed by
Rare and published by
Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles.
Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
for the
Nintendo 64. Controlling the
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s, the bear
Banjo
The banjo is a stringed instrument with a thin membrane stretched over a frame or cavity to form a resonator. The membrane is typically circular, and usually made of plastic, or occasionally animal skin. Early forms of the instrument were fashi ...
and the bird
Kazooie, the player attempts to save Banjo's kidnapped sister Tooty from the witch Gruntilda. The player explores nine
nonlinear
In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
worlds to gather items and progress. Using Banjo and Kazooie's traversal and combat abilities, they complete challenges such as solving
puzzles, jumping over obstacles, and defeating
bosses.
Rare conceived ''Banjo-Kazooie'' as a
role-playing video game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
, ''
Dream'', for the
Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
following the completion of ''
Donkey Kong Country 2: Diddy's Kong Quest'' (1995). The 15-member team, led by
Gregg Mayles
Gregg Mayles (born 29 April) is a British video game designer currently working for video game company Rare as creative director. He is one of the longest-serving members of the company, having worked there since 1989.
Career
Mayles began h ...
, 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
is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''Super Mario'' game to feature 3D gameplay, combining traditional ''Su ...
'' (1996) and designed to appeal to a broad audience, similar to
Walt Disney Animation Studios
Walt Disney Animation Studios (WDAS), sometimes shortened to Disney Animation, is an American animation studio that creates animated features and short films for The Walt Disney Company. The studio's current production logo features a scene fro ...
films.
Grant Kirkhope composed the soundtrack, the first in games to feature vertical remixing, where various sound layers fade in and out depending on the player's location.
''Banjo-Kazooie'' was released in North America in June 1998 and in Europe the following month. It sold over three million copies, making it one of the
bestselling Nintendo 64 games, and received acclaim. Critics favourably compared ''Banjo-Kazooie'' quality and design to ''Super Mario 64''. They praised its visuals, soundtrack, and level design, but criticised its
virtual camera system. ''Banjo-Kazooie'' received numerous year-end accolades, including two from the
Academy of Interactive Arts & Sciences
The Academy of Interactive Arts & Sciences (AIAS) is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain summit, better known as D.I.C.E., which includes the presentation ...
: 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
''Banjo-Tooie'' is a platform video game developed by Rare and originally released for the Nintendo 64 console in 2000. It is the second game in the ''Banjo-Kazooie'' series and the sequel to ''Banjo-Kazooie''. The game follows the returning ...
'' (2000) and ''
Banjo-Kazooie: Nuts & Bolts'' (2008), and two spin-offs, ''
Grunty's Revenge'' (2003) and ''
Banjo-Pilot
''Banjo-Pilot'' is a 2005 kart racing video game for the Game Boy Advance (GBA) and the fourth instalment in Rare (company), Rare's ''Banjo-Kazooie'' series. It plays similarly to the ''Mario Kart'' series by Nintendo: the player races one of n ...
'' (2005). Following
Microsoft
Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washing ...
's 2002 acquisition of Rare,
4J Studios
4J Studios Limited is a British video game developer based in Dundee. It has a second office located in East Linton. Founded in April 2005 by VIS Entertainment alumni Chris van der Kuyl, Paddy Burns and Frank Arnot, the company is best known fo ...
developed a
port
A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as Ham ...
for the
Xbox 360
The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation ...
in 2008, later included in the
Xbox One
The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
compilation ''
Rare Replay'' in 2015. It was released on the
Nintendo Switch
The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a Tablet computer#Gaming tablet, tablet that can either be docking station, docked for use as a home video ...
for
Nintendo Switch Online + Expansion Pack subscribers in 2022, marking its first rerelease on a Nintendo console.
Gameplay
''Banjo-Kazooie'' is a
single-player
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usuall ...
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.
Living in the region of Spiral Mountain, the two attempt to rescue Banjo's younger sister Tooty from the foul-tempered
witch
Witchcraft traditionally means the use of Magic (supernatural), magic or supernatural powers to harm others. A practitioner is a witch. In Middle Ages, medieval and early modern Europe, where the term originated, accused witches were usually ...
Gruntilda, who creates and uses a machine to transfer an entity's beauty to another, which she intends to use with Tooty.
The game features nine three-dimensional
worlds where the player must gather musical notes and
jigsaw puzzle
A jigsaw puzzle is a tiling puzzle that requires the assembly of often irregularly shaped interlocking and mosaiced pieces, each of which typically has a portion of a picture. When assembled, the puzzle pieces produce a complete picture.
In th ...
pieces, called Jiggies, to progress.
It culminates to a trivia
game show
A game show is a genre of broadcast viewing entertainment (radio, television, internet, stage or other) where contestants compete for a reward. These programs can either be participatory or Let's Play, demonstrative and are typically directed b ...
a la ''
The Adventure Game
''The Adventure Game'' is a game show that was originally broadcast on British television, UK television channels BBC One, BBC1 and BBC Two, BBC2 between 24 May 1980 and 18 February 1986. The story in each show was that the two celebrity conte ...
'' hosted by Gruntilda, where to surpass a title a question about the game has to be correctly answered or a challenge successfully completed, and a final boss fight with her.
The player travels from one world to another through Gruntilda's Lair, a region that acts as the game's central
overworld
An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other vide ...
. 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 is the one with 880, although 765 notes are needed to enter the final section.
Like ''
Super Mario 64
is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''Super Mario'' game to feature 3D gameplay, combining traditional ''Su ...
'' (1996), ''Banjo-Kazooie'' is very open and allows the player to collect Jiggies and musical notes in a
nonlinear
In mathematics and science, a nonlinear system is a system in which the change of the output is not proportional to the change of the input. Nonlinear problems are of interest to engineers, biologists, physicists, mathematicians, and many other ...
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.
The game features
action-adventure elements, and the player must often interact with
non-player character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
s and help them.
It is also possible to increase Banjo and Kazooie's
health
Health, according to the World Health Organization, is "a state of complete physical, mental and social well-being and not merely the absence of disease and infirmity".World Health Organization. (2006)''Constitution of the World Health Organiza ...
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.
Some moves 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 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
Termites are small insects that live in colonies and have distinct castes (eusocial) and feed on wood or other dead plant matter. Termites comprise the infraorder Isoptera, or alternatively the epifamily Termitoidae, within the order Blattode ...
, an
alligator
An alligator is a large reptile in the Crocodilia order in the genus ''Alligator'' of the family Alligatoridae. The two extant species are the American alligator (''A. mississippiensis'') and the Chinese alligator (''A. sinensis''). Additiona ...
, a
walrus, a
pumpkin
A pumpkin is a vernacular term for mature winter squash of species and varieties in the genus ''Cucurbita'' that has culinary and cultural significance but no agreed upon botanical or scientific meaning. The term ''pumpkin'' is sometimes use ...
, and a
honey bee. 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.
Development
Origins
The origins of ''Banjo-Kazooie'' can be traced back to ''
Project Dream
''Project Dream'' was the codename of a role-playing video game (RPG), ''Dream: Land of Giants'', that served as the basis for the 1998 game '' Banjo-Kazooie''. Developed by Rare, it was aimed for release on the Super Nintendo Entertainment S ...
'', a cancelled video game developed by
Rare's ''
Donkey Kong Country 2: Diddy's Kong Quest'' (1995) team for the
Super Nintendo Entertainment System
The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
.
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 Modeling (ACM) graphics technology, first used in ''
Donkey Kong Country'' (1994), to an advanced level.
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, sneakers, 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, and it ran on a "psuedo-3D" engine.
When this occurred, the Nintendo 64 was still known as the Ultra 64.
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
2.5D (two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwis ...
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: orange, grapes, lemon, bananas, and cherries. Collecting jigsaw pieces would have also been done. Similar to the barrels in ''Donkey Kong Country'', Banjo would have used balls from a variety of sports, such as a football, baseball, soccer ball, 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. Two months into its 2.5D phase, Rare was presented by Nintendo a "really, really early" version of ''
Super Mario 64
is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''Super Mario'' game to feature 3D gameplay, combining traditional ''Su ...
'' (1996), which exposed them to the percceived 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.
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
Gregg Mayles (born 29 April) is a British video game designer currently working for video game company Rare as creative director. He is one of the longest-serving members of the company, having worked there since 1989.
Career
Mayles began h ...
served as the head designer, Bayles' brother Steve "chief scribbler" and character designer, and Chris Sutherland head programmer.
Ed Bryan was also a character artist, as well as animator and box cover artist. Bryan has not revealed much about the making of the cover art, other than 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 overall 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, a 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 admitting in 2022 to have worked 102 hours.
Sutherland reported one morning where the Stamper brothers threw stones at his house window, as well as provided a
McDonald's
McDonald's Corporation is an American Multinational corporation, multinational fast food chain store, chain, founded in 1940 as a restaurant operated by Richard and Maurice McDonald, in San Bernardino, California, United States. They rechri ...
meal, to get him to work.
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 Rare intended to combine it with the look of ''Donkey Kong Country''.
The developers appreciated the freedom of movement the 3D game provided, but analyzed it did not take enough advantage of it. Instead, it centered on quick timing and reflexes required for most 2D platformers, which Mayles considered unsuitable for 3D games due to lesser accuracy of viewing distances.
Thus, ''Banjo-Kazooie''s gameplay was mostly exploration and discovery.
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.
This is why the player stays in a world after collecting a jiggy.
For the collectibles, Mayles wanted ''Banjo-Kazooie'' to differ from other games involving collecting, in that "rather than being just a shiny object,
he jiggywas a shiny object that could actually be used for something."
The jinjos, which Mayles found the game's dumbest 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 whistle'd to the player character in the final product.
Other collectables, such as the eggs, feathers, notes and honey combs, 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
owe added a pair of 'fast-running' legs that appeared from the bottom of the backpack.
nd soon afterwe 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 rationalized why Banjo walks slow.
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
''Grotbags'' is a children's television programme which ran for three series between 1991 and 1993 about a fictional witch named Grotbags, a spin-off of multiple earlier Rod Hull and Emu shows. Very much in the mould of the traditional pantomi ...
'' British television series.
Writing and humour
''Banjo-Kazooie'' was designed to appeal players of all ages in a similar vein to
Walt Disney Animation Studios
Walt Disney Animation Studios (WDAS), sometimes shortened to Disney Animation, is an American animation studio that creates animated features and short films for The Walt Disney Company. The studio's current production logo features a scene fro ...
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 "
ame #REDIRECT AME #REDIRECT AME
{{redirect category shell, {{R from other capitalisation{{R from ambiguous page ...
{{redirect category shell, {{R from other capitalisation{{R from ambiguous page ...
, 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 gets along with Mumbo, but Kazooie can not 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 was remember the personalities and mindsets of the characters while doing so.
The environment of the development farm was dominated by the workers pulling off various pranks and gags on each other, such as playing a monkey sound
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 humor of the final product.
with Kazooie's snark remarks, a few of them rejected.
mode and more worlds, such as a mine level, but these were not implemented due to time constraints; some were included in the sequel ''
'' (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''.
'' (2001).
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
long enough for the feature to work and that it could potentially damage consoles.
Specifically, Nintendo 64 models produced after ''Banjo-Kazooie'' 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 pooping out a gassy rotten egg Banjo reacts to.
Another rejected concept was another stage of the final boss, where Gruntilda turned Banjo into a frog.
workstation.
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.
.
The fact that the player could be transformed into small creatures was implemented to give some of the worlds a different sense of scale.
'' 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.
issues, the developers created a proprietary system that could "reshuffle" memory as players played through the game.
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
.
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. Explained Mayles, 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 then all the traits and design choices, including the animal Mumbo would transform Banjo and Kazooie into, associated with it.
His favorite 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.
. Although ''Banjo-Kazooie'' was not his first project for Rare, as he previously converted
'' (1997), it was the first time he worked on all music and sound effects for a game.
'' (1988). As he explained the philosophy, "I realized you can use really dark chords with dark harmonies, and as long as the rhythm's quite comical it’s not going to scare the kids".
''Banjo-Kazooie'' is significant for its introduction of vertical remixing to video games; various sound layers of the same composition fade in and out depending on which area the player has moved to, such as going from above ground to under water. This came from Mayles commanding Kirkhope to got a step beyond the early 1990s LucasArts'
, which faded between themes instead of sound layers.
Animal sound effects are also occasionally instruments.
After ''Dream'' was disbanded, Rare was focused on getting ''Banjo-Kazooie'' finished as much as possible.
One way to do this was to reject ''Dream''s pre-recorded speech and have the dialogue be presented in text; however, they still wanted the feeling of speech.
As a comprise, all the characters have their voices executed via "mumbling", with text presenting dialogue. This choice was made to convey their personalities without them actually speaking, as Rare felt the actual speech "could ruin the player's perception of the characters."
Some of the voices were performed by Sutherland, who voiced Edison in ''Dream''. Some of Edison's voice clips, such as "Guh-huh!", were re-used for Banjo.
where it was officially announced that ''Dream'' had become ''Banjo-Kazooie''.