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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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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.
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Inside the game's files is an unused song called "Mumbo's Rain Dance.".
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.
subdirectory_arrow_right Banjo-Tooie (Game)
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Gobi mentions leaving for the "Lava World" in Click Clock Woods, which adds up as Gregg Mayles' concept art for the cut lava world shows that Gobi would have been present. Gobi would eventually live up to his promise by appearing in the fire side of Hailfire Peaks in Banjo-Tooie, after being freed in Witchyworld.
Glitter Gulch Mine concept art:
https://twitter.com/Ghoulyboy/status/616347385392988160
Lava World/Hailfire Peaks concept art:
https://twitter.com/Ghoulyboy/status/644798707196538880
https://twitter.com/Ghoulyboy/status/616347385392988160
Lava World/Hailfire Peaks concept art:
https://twitter.com/Ghoulyboy/status/644798707196538880
subdirectory_arrow_right Dream: Land of Giants (Game), Pro-Am 64 (Game), Banjo-Tooie (Game), Diddy Kong Racing (Game)
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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 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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