|
I was planning to make a thread on this thing once i unlocked all of the "Previously Unseen" content (Furthest i've got to is the second one), but i guess i'm gonna have to do my planned post early now. But first...
Originally posted by foxtribe
There's also a lot of Banjo-Kazooie and it's beta, Dream stuff. The way to unlock these secrets is to keep playing, so it's safe to say we haven't seen it all yet.
We have, actually. The very last thing you can unlock (Which is an early KI2 track with an interesting backstory.) Has already been uploaded to Youtube (Albeit with the achievement notification sound accidentally added in). By the same person who uploaded that Video you linked.
Originally posted by foxtribe
My fingers are crossed for even the slightest reference to Dinosaur Planet!
Nope, while they Nintendo is mentioned surprisingly often in the making of vids. Dinosaur Planet is completely ignored, most likely due to the game turning into a Star Fox game (Which Microsoft obviously doesn't own.)
Originally posted by foxtribe

oh and a noob question, are screenshots like this suitable for uploading? It's taken from "The Making Of Banjo Kazooie" video on youtube. Would they go on the prerelease page or what? I'm still new to adding content to articles and I don't want to mess anything up.
Not 100% sure if it's worth adding. But even if it is. You'd need to get a pic without the subtitles and that watermark (Which the former can be disabled, while the latter would require someone to record the video themselves.)
Now then, it's time to list all the new Rare info taken from Rare Replay.
Making of's
Banjo-Kazooie
>A lot of new Project Dream concept art, as well as revealing that the game was meant to be 2.5D.
>For a short period, the devs were actually considering making Banjo a rabbit.
>Interestingly, Banjo was actually going to be the Protagonist of Project Dream shortly before the game was turned into Banjo-Kazooie. There was even concept art made depicting him with a sword. Similar to Edison.
>The entire reason why Kazooie was created was because the devs were trying to find a justification for why Banjo was able to Double jump in mid-air.
>Banjo-Kazooie was actually going to have voice acting, but it was removed due to it taking up too much development time.
Battletoads
>Battletoads was meant to be Rare's major cashcow, though not much of it appears to have been released (The video shows some Battletoads Pajamas that i don't think were released, the shirt they show is merely the one Phil Spencer wore during a Press conference that was later a pre-order bonus for Rare Replay itself in the UK, and Bedspreads are mentioned, but not shown.)
>They almost named the game "Amphibianz". I'm not kidding.
>In Super Battletoads (Or Battletoads Arcade, which is how the game is listed in Rare Replay.) the final boss is specifically programmed to be completely invincible during the first 45 seconds of the fight.
>Battletoads & Double Dragon almost had the Battletoads be slightly more powerful than Billy & Jimmy. They ended up not doing that, presumably to avoid the possible scenario of Technōs Japan discovering it and getting pissed off about it.
>Rare was making a spinoff game called War Hogs at one point. The lone piece of concept art shown looks a bit too modern to have been created during and somewhat after the timeframe Super Battletoads (1994-1997) was released.
Conker's Bad fur Day
>While Conker's Twelve tales is indeed shown. It's just the same VHS footage that leaked a while back, and it's only talked about for a whole minute.
>The reason why it got canned was because it apparently wasn't "gelling as a finished game", and that it looked too similar to Banjo-Kazooie.
>Louise Ridgeway was told to use an "American Accent" for Berri, despite the fact she had never heard one before at the time. So she ended up having that character finish almost every sentence with the word "Like", as she assumed that's how Americans talk. It still makes her Cringe to this day.
>At one point, the Great Mighty Poo was meant to have more than one person singing, with Louise Ridgeway and Aisling Duddy acting as back-up singers.
>The game was intended to be much larger at one point, removed areas include some place with a Rocketship. and a large sprawling area made of cheese.
>Christoper Seavor doesn't like the Sunflower scene, when asked for more info on Twitter, he stated that it makes him cringe nowadays. He actually stated there's multiple scenes he doesn't like, but that's the only one he specifically names.
>He also admitted that he probably wouldn't be able to make a sequel that folks would like. Because his tastes have changed in the years since the game's release. Considering how badly Big Reunion turned out (I don't think he wrote for it though, he just voiced Conker again.) i have to agree with him.
Killer Instinct
>Nearly every single character had a different name early in development. Sabrewulf was called Newton, Chief Thunder was known as King Thunder, TJ Combo was known as Mr. Fist, B.Orchid looked completely different and was named Wanda, Riptor was named Toxin, Cinder was once named Afterburner, and Spinal was named Argo and was initially only planned to be a boss. (Most of these name changes are old, and were mentioned on Rare's website at one point. However, the Higher Quality image of Wanda and the reveal that Spinal was only going to be a boss are brand new.)
>Similarly, Fulgore was also meant to be a Boss-only character, and there was 2 completely removed characters, a Wizard named Midas, and a "God of Thunder" named Tremor that was meant to be a secret boss and presumably had some of his moves moved to Chief Thunder, neither of the characters were modeled.
>The initial prototype had a Block Button, no way to perform combos, and had the unique function of giving you a card containing custom Character data, that you can scan as a way to save progress. (I think it would have been the very first arcade game with that feature too, had they actually kept it.)
>The Motion Capture device they had at the time was so primitive, it broke every single time they finished making a new character.
>Jago was originally just a test character created for testing out the Motion Capture device.
Viva Pinata
>Inital concept was created when Tim Stamper found a Hawk-Moth in his (Real-life) garden, and looked up how to get more of them to appear.
>Early ideas for the pinatas included making them look like toys, making them look like Ragdolls, and just straight making them generic cartoon characters.
>They were also planning to use real-life animal noises, but it didn't sound quite right.
>Not really new info, but it's incredibly shocking to see Microsoft letting Rare talk about the DS port.
>Trouble in Paradise began as DLC for the first game to be rushed out in 6 months.
Blast Corps
>Was codenamed "Bull" early in development.
>Other Early Titles included Heavy Duty, Heavy Metal, Blast Radius, Power Dozer, and Blastdozer, which would end up being the final title for the Japanese version. While the US and EU versions changed it due to copyright issues.
>The game was originally an Arcade game, as shown by this document posted by Gregg Mayles. (It shows up in the video too, but not the whole thing. and even then the fuller version seems to missing a page describing the controls that partially shows up in the video.)
>The Reason why the Thunderfist robot only has 1 arm is because adding a second one caused the game to break from having too many polygons on screen at once.
>There was quite a lot of unused vehicles, notable ones include vehicles shaped like a cobra and a scorpion, a vehicle with the ability to drop Road tiles onto the ground, and a vehicle with a "groin cab" on it.
>Similar to what happened to Goldeneye 007, the team working on the game had no idea what the final specs for the N64 were going to be, and ended up having to guess.
>Nintendo asked the team if they wanted to add Rumble Pak support to the game, but they declined because they thought the prototype Nintendo had at the time looked terrible.
Jet Force Gemini
>The game's main theme was initially composed for a Coliseum level in Conker's Twelve Tales (This is actually old news, but since i can't seem to be finding any other interesting info in the video i decided to make note of it.)
>The game almost got an M rating thanks to the fact you could shoot humans with a cheat code, (Albeit poorly drawn ones, it is Mr. Pants after all.) they ended up having to tone down the normal gore effects for those enemies only. somewhat ironically, the Rare Replay menu actually warns that this specific video contains Mature content. Despite the fact it's a T rated game.
Concept Showcases (Just posting the videos here. Because isn't really much new info in them.)
Kameo: Elements Of Power
Banjo-Kazooie: Nuts & Bolts
Perfect Dark Zero
Viva Pinata
Previously Unseen (Just posting the videos here, as it mostly IS new stuff. games marked with * are games that were never actually confirmed to be in development before Rare Replay came out.)
Sundown *
The Fast And the Furriest * (This is a weird one, while there WAS a game called The Fast And the Furriest revealed before Rare Replay came out, it was completely different, Basically being Kinect Sports with actual Rare charm instead of mind numbing genericness, and using the Xbox Live Vision camera. While the version shown in Rare Replay, on the other hand, is a crossover Racing game. The only similarity they have is that they were both meant to be crossovers.)
Kameo 2
Black Widow *
Tailwind *
Top-secret Tunes
Project Dream
Opening Title (Weirdly, this is a completely different track than the actual main theme Grant uploaded a couple of years ago. My best guess is that the version in Rare Replay was a placeholder made before Grant created the final version.)
High Tides, Swift Sails (This would later be reused in Donkey Kong 64 as the theme for Gloomy Galleon.)
To be a Pirate
Sabreman Stampede
On Safari
Out of Retirement (This actually started out as a track for Project Dream, and would also be used as the title theme for the Sabrewulf GBA game, which DID get released unlike Stampede.)
Dawn Unchained (This was later planned to be used in another Unreleased Rare game, Savannah.)
Twelve Tales
Opening Title (This would actually be used in Conker's Pocket Tales. Though that was to be expected, considering it was supposed to be a portable companion game for Twelve Tales.)
A Frantic Flight
Big Bad Boss (Also used in Pocket Tales)
Tailwind
Ready for take-off
Sneaking and Stealing
Life in the skies
Jetpac Refuelled
Invaders
Galaxy Groove
Back in Action
Killer Instinct 2 (It's worth noting that the first 2 tracks, alongside 2 extra early tracks, were officially released the same day as Rare Replay as part of the Killer Instinct: Season 2 soundtrack.
Title Theme
Early Combo Demo
Bloodlust (Would later be used in the "Count Batula" segment in Conker's Bad Fur Day)
and finally...
Originally posted by Celice
Also really interesting are some former Rare guys posting LOTS of cool early info and design doc stuff for Rare games. I've been watching these two myself, but I dunno what else is out there!
https://twitter.com/Ghoulyboy - Gregg Mayles
https://twitter.com/WinkySteve - Steve Mayles
https://twitter.com/intimsworld - Tim Stamper (he was mentioned a bit ago when he posted the Project Dream cart pics)
Kirkhope was even tweeted one of the cut music tracks and he said something along the lines of, Where the heck did they find that?!
I was going to list all of the Twitter stuff on this post, but thanks to me accidentally deleting quite a bit of progress on the post (None of it was the Twitter stuff though, just the on-disc stuff.) I decided to take a break and work on it later. Most likely in a brand new post depending on how this thread turns out.
Somewhat Related, Rare tweeted that they're planning to make more Rare Revealed content, to be released for free on their official Youtube channel. I've already noticed something interesting about one of the confirmed videos. A screenshot of the "Banjo 2.5D" Prototype appears to have ended up being reused as one of the Portraits in Banjo's house in the final version. Compare.


Note how the camera angle looks pretty much identical between the images.
Also, Gregg Mayles is still working at Rare actually. He's currently lead designer on Sea of Thieves.
____________________
|