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Prerelease:Banjo-Tooie
This page details pre-release information and/or media for Banjo-Tooie.
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: Info from one developer |
Development Timeline
1998
- September: The scrapped mine world from Kazooie (Glitter Gulch Mine) is redesigned for Tooie.
- October: The scrapped fairground world from Kazooie (Witchyworld) is redesigned for Tooie.
1999
- January: Terrydactyland is drafted.
- c. January-November: Jamjars takes Bottles' place as move tutor.
- March: Grunty Industries is drafted (and/or implemented).
- c. March-November: The scrapped lava world from Kazooie (Mount Fire Eyes) is redesigned as Hailfire Peaks' fire side.
- November: Cauldron Keep is drafted as a full-sized world, before being downsized due to time/cartridge space constraints.
2000
- November 20: The final game is released.
Press Screenshots
Various screenshots from during development.
Witchyworld
Warp Pad
Early | Final |
---|---|
- The warp pads originally had B-T on them. In the final game, they were changed to a blue swirl.
Dive of Death
An early screenshot of Kazooie on top of the Dive of Death. In the final game, Kazooie can't get up here alone since she can't climb ladders and there are no flight pads in this area of the level.
Grunty Industries
Early | Final |
---|---|
- In the first room of Grunty Industries, there was originally a worker enemy on one of the metal walkways. In the final game, there are no enemies up there.
- The light from the elevator shaft is yellow. The light was changed to blue in the final game.
- The elevator door and platform are also slightly narrower in the final game, and a floor gauge and light were added to the wall.
Cloud Cuckooland
Early | Final |
---|---|
- The brown bottle inside of the trashcan was originally called Dud. In the final game, it was changed to Jolly's Juice.
- Oddly, this picture is used for one of the framed pictures in Banjoland, in Nuts and Bolts.
Humba
Early | Final |
---|---|
- Humba originally wore a red dress. In the final game, she wears a yellow dress. She also has simpler eyes with no eyelids, very small eyelashes, and either no lipstick or no mouth texture altogether.
- In her dialogue icon, she appears to be wearing a mask.
- The Mumbo token icon from Banjo-Kazooie can be seen. This was likely a placeholder until the Glowbos were implemented.
- Humba's book of spells is not visible next to her.
SpaceWorld 2000
A Japanese demo that was playable at SpaceWorld 2000 which doesn't appear to be much different from the final game; many of the differences involve the demo mode and localization specifications. Banjo-Tooie footage starts at 43:34 in the video.
Opening and Title Screen
Dolby Digital
- The copyright text for Dolby Digital is in Japanese. The font is much larger and uses what may be the same font as the copyright text below. The final version uses English text (and font, size, etc) identical to the original English version.
Logo
Early | Final |
---|---|
- "大冒険", "の", and "と" are bright red with a gradient in the demo. In the final, these letters are dark red with no gradient.
- The 2 is a different font with no Jiggy behind it. The final font is more angular to match the rest of the logo.
- The trademark ® is placed right in the middle between 険 and 2, rather than being by the bottom of the two symbols.
- The text (かめい)(kamei) is underneath the logo. This is likely meant to be read as 仮名 "temporary name".
- The copyright text is much larger and in a different font; the final game uses the same font and wording as the English version.
- "Copyright" is spelled out instead of using ©, and the years are 1998-2000 rather than just 2000 in the final.
- There are no periods used in the copyright text.
Menu
The demo menu is a simple dialogue-head menu and uses a screenshot of Kazooie flying over Grunty Industries as a background. These menus correspond to unused text left in the final game (but in Japanese.)
Top Menu
The top menu lets players select various game modes.
Original | Translation |
---|---|
よ〜こそ! みなさん。 | Weeelcome, everyone! |
ステージでぼうけん | Explore worlds |
ミニゲームをプレイ | Play minigames |
ボスとのバトル | Boss battles |
とま(obscured)ん! | (Likely "multiplayer madness!") |
(obscured) | (Likely "story and game info") |
Level Select
The first option lists levels:
Original | Translation |
---|---|
ステ〜ジをえらぶがよい。 | Select a staaaage. |
マヤヤンしんでん | Mayahem Temple |
ウイッチわーるど | Witchyworld |
ジョリーのリゾート | Jolly Roger's Lagoon |
グラ(obscured) likely グランティさんぎょう | Grunty Industries |
- All level names are the same as the final.
Gameplay
As often is the case with Rare's game demos, a rotating Rare logo is always shown at the bottom right during gameplay. Minigame counters layer on top of the logo so as not to impede gameplay.
To Be Incorporated
- By exploiting a glitch, you can reach the ledge in Jinjo Village that leads to the Wooded Hollow that you normally can't without the Grip Grab. If you do so before you talk to King Jingaling, he will stop you from entering and tell you to talk to him.
- A similar glitch can be used to reach the ledge to the Plateau in the Wooded Hollow, but an invisible wall will prevent you from going further.
- According to the Glitter Gulch Mine exhibit in Banjoland in Nuts & Bolts, Canary Mary's races were initially meant to be won by rotating the Control Stick instead of mashing the buttons. It's said there that the mechanic was changed due to blisters on the beta testers' palms (something that would create a lawsuit against Nintendo due to some of the mini-games in Mario Party) and potential damage to the stick due to the methods of rotation.