Banjo Beta Stuff
BK Beta
Banjo-Kazooie, going through delay after delay, had gone through loads of changes until its release. While some things were left in but not used, some were scrapped completely, and others were thrown in future titles. This section shows the many aspects that were originally intended for Banjo-Kazooie, but weren't in the final version; so scroll on down and take a look.
Gameshark codes
- Beta content accessible only by Gameshark.
Possible Fungus Forest/Freezeezy Peak connection?
- Very interesting...
-Intro-
The game intro was a little bit different with everything taking place on a cloud.
Everything in the intro now floats in mid air.
The textures for the characters were slightly different, and it also looks like it took place in a world similar to Fungus Forest. There's no waterfall in the background.
-Logo-
The old logo was a lot different from the current one.
-Dreams-
When Banjo-Kazooie was first announced at E3 97, it was entitled "Dreams" (also Porject: Dream),
starring characters such as Banjo, his girlfriend Piccolo (now Banjo's sister Tooty),
Kazoo (Kazooie), a giant instead of a Witch. An even more interesting character was an
indian female shamon named Humba. The game was going to be called
"Banjo-Kazoo", but because the name Banjo-Kazoo was already copyrighted, they had to
change it to Banjo-Kazooie. It featured 16 worlds in all, such as Hammerhead Beach (now known as
Treasure Trove Cove), Mount Fire Eyes (lava side of Banjo-Tooie's Hailfire Peaks),
and Fungus Forest (Fungi Forest in Donkey Kong 64). But Rare had to take them out, they said
if they decided to keep them in they would still be working on the game to this day (Spring of 2000).
-Music-
Advent
One of the two beta tracks on Banjo-Kazooie's musical reportior, and still accessible via Gameshark. Advent was the original
track for Fungus Forest. The track for Fungi Forest in DK64 is a slight bit different from the original, but it's close
enough to tell it's about the same thing. In Banjo-Tooie, near the start of the opening with Grunty's sisters, there's a
part where the music changes a bit to the Advent tune.
Mumbo's Raindance
Another beta track, accessible via Gameshark. Most likely was the inspiration for "Mumbo's Spelldance" because of the
close similarities between the two. It's possible that this was the original Mumbo's Mountain track.
-Tooty's Minigame-
Once the Jinjonator charges towards Grunty for the final time and Grunty's falling backwards
off the tower edge, she fires out a spell. The camera changes showing the spell missing Banjo.
Ever wonder what was the point in that? It was involved with yet another feature that was
dropped from the final version of Banjo-Kazooie. It orginally went with the spell hitting
Banjo and turning him into a frog. You then played as Tooty and had to turn Banjo back.
It is very likely you had to take the frog Banjo to Mumbo to change him back. Probably
the Mumbo's Raindance track was used for Mumbo changing Banjo back to normal. Then again, if
the track was left in, wouldn't there be more stuff left in from this minigame? Maybe
Mumbo's Raindance wasn't used for this.
-Honeycomb Powerups-
Honeycomb Explosion (video by Ice Mario and Subdrag)
Most likely triggered by a pad. It would, when beakbusted, explode honeycomb out
of it.
Random Honeycomb (video by Ice Mario and Subdrag)
Once picked up, would randomly choose the amount of honeycomb you have, similar to
the one in Banjo-Tooie except you don't get to choose where it stops at.
Note: The unsual actions performed in these videos are things that are really
in the game but are accessible only with a Gameshark or Action Replay.
-Bottles-
His goggles weren't blue, but black.
-Flightpad-
The flightpad was different looking similar to the shockspring pad.
-Pause Menu-
Inside a world, the pause menu had an extra option to quit to the witch's lair.
-Bed Covers-
In the beta version, they were green instead of blue.
-Debug Menu-
A debug menu the developers used.
-Mumbo-
There was no Mumbo token sign and the pad looked very similar to the Mumbo pad in Banjo-Tooie.
His hut looked a little different.
-Notedoor-
The note number was above the door instead of inside it.
-Beehives-
The old beehives were much larger. Larger than Banjo.
-Start Pad-
The old start pad for entering/exiting worlds was in color instead of all grey.
-Donkey Kong 64-
The original way that Banjo-Kazooie and Banjo-Tooie were supposed to link was using Donkey Kong
64's RAM pak. Nintendo didn't like the idea of hot-swapping, especially between three games,
so the project was scrapped. These are early screens of BK and DK64. Notice that the pictures
in Banjo's house were arranged different.
-Fungus Forest-
There used to be a world in the old Banjo-Kazooie called Fungus Forest, which was used as
Fungi Forest in Donkey Kong 64.
There's a picture of Banjo in Fungus Forest in Banjo's room. The Banjo-Kazooie cover box
has a picture of the characters in Fungus Forest, the cart has a cropped version of this.
Like I said earlier, there's a music track titled Advent
accessible with a Gameshark that was used as Fungus Forest's track. Why title it "Advent"?
Read my feature titled "Possible Fungus Forest/Freezeezy" for a lot more info on this world.
-Mount Fire Eyes-
Ahh, probably the most famous of Banjo-Kazooie beta. MFE was the lava world Gobi was talking
about in Click Clock Woods. It was taken out and used as the lava side of Banjo-Tooie's
Hailfire Peaks.
The above screen shows Banjo at MFE, it appears that the area on the other side of the
fence leads back to the Giant's hideout. Weird.
This one shows Banjo at MFE and that infamous door knocker we see back at the witch's in the beauty
machine room. Hailfire Peak's "colliseum" was once the Giant's lair.
-Spiral Mountain-
The textures were different from the current ones. Notice the different looking Banjo and
Kazooie face on the health bar.
-Mumbo's Mountain-
Mumbo's Mountain, a world that has undergone many changes. The screenshot above is very old and
shows Banjo on top of the termite nest. How'd he get up there?
Another old one showing Banjo in the crevice on the side of the mountain. Very different.
One of the things that went through many changes were the textures. In the one on the right, the textures still looked pretty different from the ones
today. Also, the enemy was colored different and the bull wasn't there.
In the beta version, some different Mumbo-like creatures were the inhabitants of Mumbo's
Mountain.
Apperently, Conga used to be known as Congo.
The textures again, and Banjo is inside the termite hill.
-Treasure Trove Cove-
Blubber had a very different look.
Banjo is standing on what appears to be the starting platform. Is it? There's no start pad.
The Treasure Trove Cove title isn't on the treasure chest.
A platform that was dropped from the final version.
There's a sandcastle code that was discovered by Ice Mario and Subdrag that goes:
THIS COMES IN HANDY TO OPEN SOMWHERE SANDY
Once entered, it shows (like all the other world opening codes) Treasure Trove Cove being
opened. The developers might have warped or had other ways to get to the sandcastle. The sandcastle might have been in Mumbo's Mountain, but later on, for some mysterious reason, the developers decided
to add it in to Treasure Trove Cove instead. Like in BT where the code chamber is in the first world.
-Clanker's Cavern-
Clanker (if that's what he was called then) looked more like a real fish. The main entrance was blocked so there must have been another
entrance somewhere.
-Mad Monster Mansion-
In the left screen, the X barrel is open, the egg probably wasn't put in yet. Are those old
versions of the ghosts? The screen on the right shows the X barrel as plain 1881, like I said,
egg probably wasn't put in yet.
The maze's textures were a brighter green and Banjo and Kazooie are flying in Mad Monster
Mansion.
Textures were slightly different. The left screen shows the BK window glowing. The
right shows a mysterious room. Very strange.
-Rusty Bucket Bay-
The grublins in Rusty Bucket Bay had much chubbier faces.
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