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THE EVOLUTION OF BANJO-KAZOOIE

Retro Gamer

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Issue 278

THE FINAL ITERATION OF RARE'S PROJECT DREAM, BANJO-KAZOOIE BECAME A BEST-SELLER THAT RECEIVED MULTIPLE FOLLOW-UPS. BANJO CREATORS CHRIS SUTHERLAND, ED BRYAN, GAVIN HOOD, GARY RICHARDS AND STEVE MALPASS EXPLAIN HOW THE SERIES EVOLVED

- WORDS BY RORY MILNE

THE EVOLUTION OF BANJO-KAZOOIE

During Rare’s Nintendo days, the studio made a habit of producing cutting-edge games on aging hardware. In late-1994, its pre-rendered platformer Donkey Kong Country allowed the sprite-focussed SNES to compete with the polygon-powered PlayStation, however a contemporary project codenamed Project Dream was struggling to find form. It too employed pre-rendered visuals, but was isometric rather than side-on. Dream was an action adventure featuring pirates that was intended to be vast in scale, and it was pushing the SNES even further than Donkey Kong Country. Character designer Ed Bryan joined the Dream team after cutting his teeth at Rare on a coin-op brawler. “I was in the Killer Instinct stable for a little while, after that I moved to a project in the Donkey Kong barn that was called Dream,” Ed recalls. “We were working on the Super NES, but we were using all of this rendered stuff in PowerAnimator on these Silicon Graphics machines. We were trying to make some huge Zelda-like game in 3D with pirates.”

Sometime after Ed started working on the project, it was moved to the N64. Then shortly after finishing Donkey Kong Country 2, coder Chris Sutherland joined Ed on Dream. Chris reflects on some major changes as it went from one iteration to another. “The main character was a boy called Edison, but then it got changed to a bear,” Chris recollects. “There was a top-down 3D environment where you were chased by Trolls, then we looked at doing something more like Donkey Kong Country but in 3D, and after that we went more to a fixed side-on camera. We were then shown what the Conker team was doing. It had managed to get very high-quality polygonal backgrounds, and so we took that approach as well. That was when we started Banjo-Kazooie, as it was to become later on.”

The name

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007 night fire

THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

Retro Gamer

Retro Gamer

Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

Retro Gamer

Retro Gamer

OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

time to read

1 mins

Issue 278

Retro Gamer

FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

Retro Gamer

Retro Gamer

Wing Commander

CHRIS ROBERTS DOES STAR WARS

time to read

1 mins

Issue 278

Retro Gamer

Retro Gamer

VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

time to read

3 mins

Issue 278

Retro Gamer

Retro Gamer

THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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