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According to co-creator Gregg Mayles, the idea behind "Stop 'n' Swop" was to do certain challenges/objectives in Banjo-Tooie, then stop and swap the cartridges while the system was still on. This would have unlocked special items in Banjo-Kazooie. You can than swap the games again to get the items in Banjo-Tooie, and this would potentially extend to future Rare games, including Donkey Kong 64. This idea was scrapped when the window of time that players could "hot swap" games (the ability to switch games when the power was on) was shortened from 10 seconds to only 1 second. There are still cheat codes that will unlock the special items in Banjo-Kazooie. In the Xbox Live Arcade versions of both games, the methods to obtain the Stop 'n' Swop items were changed to instead be tied to recognizing save data for Banjo-Tooie or Banjo-Kazooie: Nuts & Bolts. In the 2026 Evercade ports of the games, the Stop 'n' Swop system is reimplemented after beating the game, and allows players to unlock additional cheats, and a music player featuring early unused versions of certain level themes.
The Cutting Room Floor articles:
https://tcrf.net/Banjo-Kazooie/Stop_N_Swop
https://tcrf.net/Banjo-Kazooie/Xbox_360_Differences#Gameplay_Changes
https://tcrf.net/Banjo-Tooie/Version_Differences#XBLA_Differences
Two-page document revealed by Gregg Mayles:
https://x.com/ghoulyboy/status/2003233190173962732
DK Vine article:
https://www.dkvine.com/?p=news_body&post=7134
Time Extension article:
https://www.timeextension.com/news/2026/07/a-musical-treat-isnt-the-only-secret-hiding-inside-banjo-kazooies-new-handheld-edition
https://tcrf.net/Banjo-Kazooie/Stop_N_Swop
https://tcrf.net/Banjo-Kazooie/Xbox_360_Differences#Gameplay_Changes
https://tcrf.net/Banjo-Tooie/Version_Differences#XBLA_Differences
Two-page document revealed by Gregg Mayles:
https://x.com/ghoulyboy/status/2003233190173962732
DK Vine article:
https://www.dkvine.com/?p=news_body&post=7134
Time Extension article:
https://www.timeextension.com/news/2026/07/a-musical-treat-isnt-the-only-secret-hiding-inside-banjo-kazooies-new-handheld-edition
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Project Dream documentary by Rare:
https://www.youtube.com/watch?v=w72kj20YNA0
Banjo-Kazooie - Banjo's House:
https://www.youtube.com/watch?v=6kizUniWX0w
https://www.youtube.com/watch?v=w72kj20YNA0
Banjo-Kazooie - Banjo's House:
https://www.youtube.com/watch?v=6kizUniWX0w
subdirectory_arrow_right The Legend of Zelda: Ocarina of Time (Game)
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According to two interviews with Famitsu in 1998, Shigeru Miyamoto cited Rare's exceptional graphical and technical work on Banjo-Kazooie as a factor for why The Legend of Zelda: Ocarina of Time was delayed, as Miyamoto and his team felt they needed to compete with it. He thought a 3D action platformer of its kind running that well on Nintendo 64 hardware was "so amazing that we don't want to be outdone", and "if Mario's a makunouchi bento, Banjo's a deluxe makunouchi bento." Some reviews of Ocarina of Time at its release compared its graphics, frame rate and textures with Banjo-Kazooie's, and felt Ocarina of Time did not perform as well in that field.
Shigeru Miyamoto Famitsu interview - April 17, 1998:
https://web.archive.org/web/20090129154359/http://miyamotoshrine.com/theman/interviews/170498.shtml
Shigeru Miyamoto Famitsu interview - May 8, 1998:
https://x.com/m0m0_0ssrr_/status/1847144999642890416
https://x.com/gosokkyu/status/1847465155858477459
IGN 1998 review:
https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review
Electronic Gaming Monthly Issue #115 (February 1999) (Page 166 in the magazine):
https://archive.org/details/electronicgamingmonthlyissue115february1999/page/n179/mode/2up
https://web.archive.org/web/20090129154359/http://miyamotoshrine.com/theman/interviews/170498.shtml
Shigeru Miyamoto Famitsu interview - May 8, 1998:
https://x.com/m0m0_0ssrr_/status/1847144999642890416
https://x.com/gosokkyu/status/1847465155858477459
IGN 1998 review:
https://web.archive.org/web/20121009233109/http://www.ign.com/articles/1998/11/26/the-legend-of-zelda-ocarina-of-time-review
Electronic Gaming Monthly Issue #115 (February 1999) (Page 166 in the magazine):
https://archive.org/details/electronicgamingmonthlyissue115february1999/page/n179/mode/2up
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Official Japanese Nintendo website page for Banjo-Kazooie controls:
https://www.nintendo.co.jp/n01/n64/software/nus_p_nbkj/action/page03.html
The Cutting Room Floor article:
https://tcrf.net/Banjo-Kazooie#Animation_Filenames
https://www.nintendo.co.jp/n01/n64/software/nus_p_nbkj/action/page03.html
The Cutting Room Floor article:
https://tcrf.net/Banjo-Kazooie#Animation_Filenames
subdirectory_arrow_right Pro-Am 64 (Game), Diddy Kong Racing (Game), Banjo-Tooie (Game), Dream: Land of Giants (Game)
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subdirectory_arrow_right Super Smash Bros. Ultimate (Game)
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In Super Smash Bros. Ultimate, when Banjo & Kazooie either run with the Talon Trot or uses their down special Grenade Egg, a flap on the bottom of Banjo’s backpack opens up to use said move. According to Steve Mayles (the original character designer for Banjo & Kazooie) on Twitter, this is a concept that he wanted to initially use in the original Banjo-Kazooie, but limitations of the Nintendo 64 prevented it.
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Inside the game's files is an unused song called "Mumbo's Rain Dance.".
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There's an unused underwater variation of the Freezeezy Peak theme which cannot be heard in-game as the water in that level is too cold (and too shallow) to swim in. Even if the player travels through the icy water submerged after having been turned into a walrus by Mumbo, the music still won't change.
subdirectory_arrow_right Dream: Land of Giants (Game)
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Before Rare decided to use Banjo to replace the character Edison (the main character of the canceled Project Dream project that would later become Banjo-Kazooie), they wanted the main character to be a rabbit.
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In an early development version of Mad Monster Mansion, there was a painting in the dining room of the windmill from Twelve Tales: Conker 64 - The game that would later become Conker's Bad Fur Day.
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The original sound for collecting an Egg changed in development. It's not know why it was scrapped, but it might have been because the sound became rather annoying when collecting large amounts of eggs.
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The music for Gruntilda's Lair strongly resembles an old song called "Teddy Bear's Picnic". The composer, Grant Kirkhope, has acknowledged that he probably was thinking of Teddy Bear's Picnic when he wrote Gruntilda's Lair, but doesn't remember it being a conscious decision.
subdirectory_arrow_right Dream: Land of Giants (Game)
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In an early E3 video, it shows that Banjo and Kazooie could fly at any time they wanted without the use of a flight pad. This was most likely removed to limit the amount of area the player could cover at one time.
subdirectory_arrow_right Banjo-Kazooie (Game)
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