'Sniff my snapdragon!'
Banjo-Tooie, along with Mickey's Speedway USA and Conker's Bad Fur Day, would end up being one of Rareware's final N64 projects to see release. The Banjo team’s next game, Grabbed by the Ghoulies, began development on the GameCube.
"I remember the team was a bit burned out by having made two Banjo games in succession and up for something different to a sprawling adventure game," says Malpass. "Ghoulies sounded like a bit of a hoot and simpler to make, as it had a linear path through it. There were no complicated moves for players to learn — it was all handled automatically but still looked really cool. So it was meant to be something of a palate-cleanser, something relatively quick to knock out for the GameCube."
That plan went awry, of course. "Halfway through development, Microsoft bought Rare and just by chance [Ghoulies] ended up being the first game released by Rare under Microsoft. So it suddenly had a lot more stakeholders and it also had to become an Xbox game... Of course, when it was released all eyes were on it and there was a lot of scrutiny."
Grabbed by the Ghoulies is a game we've got a real soft spot for, although as Rare's debut release following the Microsoft acquisition, the Xbox audience of the time were in the first throes of evolved combat and really didn't take to this spooky, comical little adventure. We asked how the team took its negative reception following the adoration of Donkey Kong and Banjo fans.
"It just wasn’t something anyone was expecting on Xbox, a console aimed more at hardcore gamers than GameCube," Malpass continues, "even though Microsoft bought Rare to expand its portfolio of games with broader appeal. In retrospect, thanks mainly to the art style, it’s aged very well and it’s still a fun game with bags of humour. I think Rare Replay helped in bringing some overdue appreciation for it. We had a right laugh making it anyway, so it’s a happy memory. Pet my piglet, rub my radish, etc!"
After the epic Banjo games we all just wanted to do something that was simpler to play and more akin to Rares older games like Atic Atac
"The trouble with Ghoulies," says Hurst, "was that it was only ever intended to be a quick simple 'arcade' game. After the epic Banjo games we all just wanted to do something that was simpler to play and more akin to Rares older games like Atic Atac. After the Microsoft buyout a lot of attention was suddenly put onto the game and people were expecting it to be another epic game which is something it was never meant to be."
"We were gutted!" admits Steve Mayles. "The team thought they’d made a really fun game so when the mixed reviews and low sales came in it was a bit of a shock. It was the first time working at Rare since 1992 I’d experienced negative reviews for a game I’d worked on. We’d been used to selling millions of copies before Ghoulies, with rave reviews for the DKC and Banjo series. I think the game suffered for being Rare’s first under new owners Microsoft – wrong demographic, and an anger towards Rare at splitting from Nintendo."
"I remember it was a bit of a roller coaster," says Gavin Price. "I recall Eurogamer giving the game a great review and really latching on to the features and tone we hoped people would love. Sadly reviews like this were the odd ones out. I think everyone on the team has a special place in their heart for that game and I’m glad since Rare Replay came out, it seems to have found a small but warming second wave of affection."
"It did hurt a bit," says Gregg Mayles of Ghoulies' rocky reception. "The change from a Gamecube game to an Xbox one didn’t really suit it, but we didn’t have enough time to figure out how to adapt to its new audience. It was a fun game to make though and the team had a great time doing so. I have also managed to get 17 years of jokes out of it, lamenting its poor sales and fanbase that’s less than double figures."
The team are disarmingly self-deprecating when it comes to Ghoulies' commercial failure. "Nowadays we're usually the first to make fun of its notorious unpopularity," says Sutherland, "although ironically it seems to have more favourable response from more modern players; and its visual style has transitioned well to modern higher resolutions." We couldn't agree more, and the Ballroom Disco remix of the main theme is some of Grant Kirkhope's finest work, too.
Tooie 20 years on
Thinking back to when Banjo-Tooie first released, we recall feeling slightly overwhelmed by it. Despite playing through its predecessor on a regular basis, we've properly revisited Tooie only once since launch, back in 2009 when the game released on Xbox 360. Its large interconnected worlds are less immediately approachable, and its open-ended nature felt intimidating after the more contained, intimate and knowable spaces of the first game.
Banjo-Tooie holds up far better after two decades than we expected, though. Perhaps our experience with open-world adventuring in the years since has improved our 3D spatial awareness, but after spending hours conducting research for this feature (at the coalface of video game journalism for your sake, dear reader), we regret not returning to it sooner.
"You know what, I haven’t," says Kirkhope when asked if he has headed back to the Isle of Hags in the past 20 years. "I don’t think I’ve played it since it came out. I’ve played BK but not Tooie …… I’m just thinking to myself how crazy that is, I really must revisit it!"
"I last played it when it was remastered for Xbox Live Arcade and included on Rare Replay, and thought it had aged even better than the first game because of its complexity," Malpass says. "Like you say, open-world games have made big environments more commonplace." That's not to say he wouldn't make some tweaks and changes given the chance, though. "I did think that today's more impatient gamers would benefit from a bit more signposting. More texture variety in the environments and extra dressing would’ve helped orientation too, but there just weren’t any system resources left at the time. The game does have summary screens that track collectibles but a few extra pointers and perhaps a map would’ve helped. Super Mario Odyssey recently handled this well, with a system you can switch on if you're struggling."
I might have gotten a mild case of the ‘bigger must be better’ bug. I think reducing some of the complexity and helping players with other parts would have helped
"It has been many years since I played Banjo-Tooie for any significant length of time," Sutherland tells us, "but I think apart from removing the BKCKB entirely to eliminate my own past debugging traumas, maybe another pass on the optimisation could have eliminated a few of the lower frame rate areas. Although nowadays these aren't noticeable as everyone is probably playing on emulation!" It's certainly true that the increased power available via Xbox emulation serves up a much smoother experience than the original release. Purists, though, will probably prefer to use an N64 pad; it may have been a nightmare to use as a developmental input tool, but the game was designed around that three-pronged beauty.
Gregg Mayles hasn't touched Tooie in a while, either. "I haven’t played the game since it was released! That’s quite often the case with the games I have worked on, it took me 20 years to play DKC after its release, although I do like a quick dabble on Grabbed by the Ghoulies most Halloweens. I think [Tooie] holds up reasonably well, although I think the complexity is a bit much in places and I might have gotten a mild case of the ‘bigger must be better’ bug. I think reducing some of the complexity and helping players with other parts (e.g. a decent map of the factory accessed from signs on walls) would have helped."
If you put Tooie down for a couple of weeks it was pretty difficult to remember what you’d done and what you were supposed to do next
"We were just trying to make the environments as big as possible, lean heavily on exploration, push the system," Malpass muses. "Keeping track of everything they had to do was probably the biggest ask of the player. But games back then often demanded a lot from players. Back in 2000, Banjo-Tooie retailed for £59.99 which is about £100 now! So because cartridges were relatively a lot more expensive than games are today there was an assumption that players would rinse a game completely and get their money’s worth before moving on to something new. If you put Tooie down for a couple of weeks it was pretty difficult to remember what you’d done and what you were supposed to do next, but because it was expensive you’d be more likely to persevere. We didn’t really keep more casual players in mind, which is easier to see as an oversight looking back."
Remembering the good ol' days
The next game 3D entry in the Banjo series, Banjo-Kazooie: Nuts & Bolts, moved way from the series' pure platforming and added an intuitive and adaptable physics-based vehicle creator as a core gameplay compenent. Looking back, it's tempting to spy a kernel of that game's sprawling worlds in Tooie's ambitious environments, although Gavin Price—on design duties by that time—says they were dicated more by the vehicular nature of the game.
"On foot the worlds could seem huge, but build the right vehicle and the dynamic of the level completely changes. Only Showdown Town was built out to favour the gameplay of controlling Banjo alone, all other levels were all about providing the vehicles a playground within which players could express themselves and go crazy with their vehicle-building imaginations."
what amazes me looking back is what an intense period of creativity it was at the time. You don`t realize it when you're in the middle of it... we managed to produce so much stuff in such a (relatively) short amount of time
Although well-respected and far better-received than Ghoulies, some Banjo fans were—perhaps inevitably—put off by Nuts & Bolts' reliance on vehicles over the classic platforming of old. It's another example of the team rejecting the easy path and creating something new and fresh. Nuts & Bolts is a joy to play about with and prefigures a particular brand of sandbox creativity that would explode in popularity with the release of Minecraft just a few years later. It's another game which holds up extremely well today; another one that arguably didn't get its due at launch; another one we'd urge you to revisit. It's available on Rare Replay along with Kazooie and Tooie — oh, how we dream of one fine day when Microsoft puts that collection on Switch.
The 'golden' N64 Rareware era, which came to an end not long after Banjo-Tooie's release, remains a special time for the team, though. Steven Hurst looks back warmly on the game and that particular period at Rare. "I think what amazes me looking back is what an intense period of creativity it was at the time. You don't realize it when you're in the middle of it but I think we managed to produce so much stuff in such a (relatively) short amount of time. I'm very proud of what we did and I'm glad so many people look back on those games so fondly!"
"Those days were really special," Kirkhope agrees. "We had a lot of fun on that team, both at the studio and out of the studio. I think the fact that we all got along so well and hung out together made the Banjo games what they were, it was just an extension of all our personalities all rolled into one!"
A huge thanks to all the original team members that contributed to this feature, including (roll credits): Ed 'Jinjo' Bryan, Steven 'Honey B' Hurst, Grant 'Old King Coal' Kirkhope, Steve 'Mingella' Malpass, Gregg 'Grunty' Mayles, Steve 'Blobbelda' Mayles, Chris' Superstache' Sutherland, and Gavin 'Guffo' Price. Special thanks to Ed Bryan for many of the images and Gregg Mayles for the tweets, too.
If you can't get enough Banjo-Tooie love, we highly recommend checking out the short Rare Revealed: Making of Banjo-Tooie developer video that the company created for Rare Replay, which features several of the team members above.
Comments 44
And then one of my beloved franchises got bought by Microsoft and the franchise went completely downhill
One of my all time fav's!
As a huge fan of the first one, I find it incredibly bizarre that I've never played this game, I have no idea what it's like, and I've never even seen footage lol. I remember there being zero hype and very little marketing, and it was just there on the shelf at Hastings one day. Its a white whale game for for me for sure
Why Nintendo didn't just say yes to buying them and turning them into a second party developer will always perplex me given the legacy of those games on SNES/N64
Bash Microsoft all you want but they were literally just stepping in to answer to Rare's pleas for an acquisition when Nintendo turned them down. I don't even think they had a factor in how Nuts & Bolts became Nuts & Bolts
@AndyC_MK Honestly Rare during the XB1 era whether they were licensing out IPs or making original stuff are considerably better than during the 360 era, and that Everwild game looks visually interesting
I wouldn't say they've declined but they did have a meager output for some time but they seem to be back on track in general.
And also Capcom is doing fine? They had a small dark period in the early 2010s but they've been really excelling considerably since Resi VII. They're far from doing badly
Imagine being a company that owns an IP as strong as this one and doing virtually nothing with it for over 15 years. Why did Microsoft even buy Rare? Sea of Thieves has it's pros but you can't tell me a studio as large as Rare has nothing else to show the last several years.
I’m going to play through this again soon. On Xbox one though........ wish it or rare replay was on switch 😫
"So with that extra level design complexity also came a slightly more grown-up story, even though it was still intended to be funny and appeal to all ages."
face slap
Complete tonal change away from what made nonsense (but whimsical and fun nonsense, it is magic after all) in the first game. You can't possibly take a serious tone with a pair of furballs with no better sense than to live next to a witch's lair with a giant carved head for an entrance. Conker could because it parodied all kinds of things and went for the Ren and Stimpy approach elsewhere.
I will play and replay Banjo-Kazooie for a very long time.
I have gotten as far as the first FPS segment in Tooie before becoming bored with the game and fed-up with the tone.
It's pretty rare to see developers discuss a 20-year-old game, but I'm not complaining, this is so cool
@AndyC_MK84 I know you asked the other guy, but I gave Yooka-Laylee a shot.
Gotta say it does retain that classic banjo feel, the humor is pretty good as well.
Haven't gotten far into it though but thats mostly adulting to blame.
Will Banjo-Tooie ever be released on Nintendo Switch during my lifetime? That's all I would wish for a 20-year birthday...
@AndyC_MK84 aye dude I know what you mean. I also got a huge list of games I haven't been able to play yet.
Once I eventually finish Yooka Laylee I'll get into Impossible Lair.
Just rebought this game on my Xbox 360 (yes, I still buy games on that workhorse). This inspires me to fire it up. Been several years since I’ve played Banjo-Tooie.
@AndyC_MK84 Backed it, got wary at the minecart, the plot came from the wrong place and didn't have the right spirit, and so I asked for a refund.
I've heard it's mediocre when compared to Banjo-Kazooie, but it might still be serviceable in the same way that Super Lucky's Tale is.
Still the most enjoyable 3D platformer I have ever played, such great characters and you could tell that Rare had a lot of fun making it, it really showed! What a gem of a game, such a shame we never got a proper third entry, a travesty really.
@AndyC_MK84 hey man, just thought I’d jump in too. As a HUGE fan of BK, I was so excited for YL and played it to 100% completion.
It certainly had the feel of a Banjo game but perhaps a little too much - often it felt like a game trying desperately to recreate those memories and ended up not really having a personality of its own. It also wasn’t helped by the assumedly smaller budget as the polish was for sure missing: bugs, large empty worlds and repetitive design, all once again making it feel like a team trying their best to recreate a beautiful series under more limitations.
All that said, however, the hours did fly by while I played it. I’m a sucker for a good 3D platformer and I had a good time playing this. It has a whole suite of issues and sometimes comes off as safe and somewhat pandering but hey, it’s a bunch of talented guys making a game and that talent does shine through quite often.
In short, I’d probably recommend giving it a go, just don’t expect it to light your world on fire and, if you’re a fan of Rare’s old output, you should have a good time
One of those games that, as a proud N64 owner, I inexplicably passed up on. Along with, uh, Mario 64.
Thanks to All-Stars, I rectified that last oversight. But Banjo's still pending.
@AndyC_MK84 Sea of Thieves has at least been improved year-by-year. It's a great game. Definitely different from previous Rare output. I'm with you though.
Will get around to this when I get my Series X (eventually). Loved Nuts and Bolts but never had the first 2. Strangely enough played the 2 GBA games as well.
@AndyC_MK84 Killer Instinct 2013 is lauded as one of the best (if not THE best) fighters of this past generation though. It may get another on Series X.
As for Rare not being as prolific I think that is incredibly harsh, games take far longer and much more manpower to make these days so naturally they aren't going to make as much. What they have is fantastic by all counts.
I may be very alone in this but I think the Microsoft buyout has worked out well. Kameo, PDZ, Banjo 3 and Viva Pinata was out of left field but oh so good. Not had a chance to play the last gen output from them but I will be putting that right in the future (not Kinect though, just no).
I read an interview with Phil Spencer where he said he leaves it in effect up to developers to make what they want, seems Rare doesn't really want to jump back into what they used to make which is fair enough, most of their beloved games were fresh new ideas.
I’d kill for the Rare Replay Collection on the Switch. C’mon MS! C’mon Nintendo- put aside your differences and give us what we want!
@Arkay is your icon from a computer monitor in Goldeneye 64? I remember that gif vividly.
And just like Mario and Sonic on their anniversaries, don't expect anything big like an entirely new game.
Banjo and Kazooie are my favourite video game characters.
PLEASE STOP DOING THIS TO ME! I keep on thinking this is going to be the article that leads on to them being released on switch
The most impressive adventure/3d collect-a-thon game of all time to me
@0blivion yes it is! You're the 2nd person that recognized it so far . : P
@Arkay I’m very impressed you’d use such an obscure image. Kudos.
I feel like this series is more obscure than people realize
Probably the best true collectathon platformer ever made. Love this game.
Please give us a new Banjo game for switch or even a Remaster.
@ArmenianJedi13 well it’s hugely famous within the industry but yeah 20 years since their last ‘proper’ game, so a whole generation of gamers will have missed out on the franchise.
What a coincidence, I just completed this game yesterday for the very first time after 20 years of trying. Although I had to use honeyback cheat (Earned cheat) on Hag 1. Did everything else 75 jiggies up that point without any cheats on.
Always excited to read how a beloved series was made
Seriously though i hated Banjo-tooie back then and to this day i still hate it. Didn't like any of the levels. So forgettable compared to the iconic ones , of the first game.
Banjo-Kazooie is probably my favourite game of all-time, I try to replay it every once in a while but because I don't have an X-Box 360/one and my N64 is no longer connected I have to resort to emulation.
Unfortunately emulation is annoying as there are some graphical imperfections that are hard to resolve without it causing other issues...
However, as much as I love B-K I can't say the same about B-T. Even at the time of release I felt it was too big and it made game more of a slog to 100%. I replayed it to 100% recently and my thoughts haven't changed.
What makes B-K so great is that it's not filled with padding and backtracking, I once 100% completed it in 4,5 hours and I wasn't even speedrunning (because I hate that).
DK64 is the worst of the bunch though. I did enjoy my latest playthrough on Wii U to some extend but it feels like B-T/B-K with a DK skin and it lacks any of the charm of both.
@AndyC_MK84 I think that yeah to most their output hasn't been stellar, especially the Xbox One era or the Kinect works, I do think that 360 era produced some of their best work though.
And fair enough if you think their games haven't been as value for money, everyone has their own take on that and none are wrong.
Release Banjo Kazooie and Banjo Tooie on the Nintendo Switch!!!
Rare studios had all my top favorite games on the N64, especially Banjo and Donkey Kong 64. It's a shame Microsoft bought them out. My old Nintendo 64 broke ages ago. It freezes between 5 to 30min of continuous gameplay so I have to emulate Banjo to play it, fortunately, almost any old low-end computer can manage to emulate an N64 game as long as the CPU isn't too much older than 12 or 13 years.
That was a great lunchtime read! Thank you @dartmonkey
Huge fan of the BK series (and Rare!) — I think the BK games were the first games I reviewed when we launched a ‘retro’ review section on NintendoLife.
I’m currently on yet another playthrough of the series right now on my Xbox. Love all three games for what they bring — the first I think is flawless, and the other two are near flawless (this article makes me realise that by doing something different than a copy and paste sequel is refreshing - Rare trying to innovate and evolve is so important). After just going into Mario 64 it cements my view that BK was the best platformer on the 64). 22 years on and I am just loving the original and have completed it well into the double digits.
I actually got my fingers tattooed the other day with a feather, jiggy, note and honeycomb in homage to these amazing games.
@Nanaki Glad you enjoyed it!
@AJDarkstar Typos? Let me know where and I'll zap them.
Never liked Banjo-Tooie. Even if i completed it back then i can't recall any of the levels . The only thing i remember was that each stage was huge and mostly empty. Compared to the first game were every stage was so iconic i think Banjo-Tooie was just bland
I hope they release Banjo Kazooie and Banjo Tooie on the Switch!
Not my favourite game...by the time I had finished it, I was sick of it
Personally I'd love to see Nuts and Bolts released on Switch. I've never understood why that one didn't eclipse the first two....definitely my fav, spent hundreds of hours discovering the secrets of that game.
Banjo-Tooie is such an underrated game. It's way better than Banjo-Kazooie.
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