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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

Retro Gamer'den DAHA FAZLA HİKAYE

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WarTech: Senko No Ronde

As a frequent importer of Dreamcast games, I came to love a small studio called G.Rev.

time to read

1 mins

Issue 280

Retro Gamer

GAMING 101

Adam Barnes formulates the perfect gaming education for his kids

time to read

3 mins

Issue 280

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FORMULA 1 97

PLATFORM: PLAYSTATION » RELEASED: 1997 » CHEAT TYPE: SECRET STAGE » CHEAT COMPLEXITY: VERY HIGH

time to read

1 min

Issue 280

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ALIEN SYNDROME

REMEMBER THE BACK OF THE ARCADE, WHERE THE NOT-SO-FLASHY COIN-OPS LURKED IN THE DARKNESS, WAITING TO BE DISCOVERED? BACK IN 1987, THIS IS WHERE YOU'D LIKELY HEAR A BLOODCURDLING FEMALE SCREAM THAT COULD BELONG TO ONLY ONE GAME...

time to read

10 mins

Issue 280

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A MULTITUDE OF MEGA MAGAZINES

Marc Jowett holds the front pages with his impressive Sega magazine collection

time to read

2 mins

Issue 280

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THE MAKING OF EARTHWORM JIM 2

THERE AREN'T THAT MANY GAMES THAT CAN CALL THEMSELVES \"ONE OF THE CRAZIEST ADVENTURES OF ALL TIME\". EARTHWORM JIM 2 IS DEFINITELY ONE OF THE TOP THREE CANDIDATES

time to read

9 mins

Issue 280

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KNUCKLES' CHAOTIX

Released on Sega's 32X add-on for the Mega Drive, Knuckles' Chaotix is a colourful 2D platformer that introduced some unique gameplay elements and new characters, as well as giving Knuckles his only ever starring role

time to read

3 mins

Issue 280

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Evercade Multi-Game Cartridges

BLAZE ENTERTAINMENT FINISHES 2025 WITH A BANG

time to read

3 mins

Issue 280

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ENIGMATIC EXCAVATIONS

GAMES ARE OFTEN CANCELLED, AND THIS WAS ESPECIALLY TRUE IN THOSE TURBULENT EARLY YEARS OF THE UK VIDEOGAMES INDUSTRY. MOST DEVELOPERS WOULD EXPERIENCE A FEW, BUT ENIGMA VARIATIONS AND THE OWNERS' SUBSEQUENT COMPANIES HAD MORE THAN THEIR FAIR SHARE. IT'S TIME TO DISCOVER WHY

time to read

10 mins

Issue 280

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It's-a me, Pauline!

My daughter turned 16 this year, which means I've officially entered the stage of parenthood where anything I say is answered with eye-rolling. It also means I've been thinking a lot about when she was small - specifically the time she inadvertently sent me on one of the strangest, most meaningful missions of my life.

time to read

2 mins

Issue 280

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