FEATURE

Rare Vintage: Part One

Edge Staff's picture

By Edge Staff

October 11, 2010

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Banjo-Kazooie
Format: N64 Publisher: Nintendo Release: 1998


GM: It started off as Project Dream. We wanted to do a Zelda-esque game with the new technology [used in DKC]. But it was right at the end of the SNES’s lifespan, so that plan lasted for little more than a couple of screenshots before we moved on to what was then the Ultra 64. It became clear we couldn’t have the same 2D look, so we had this proprietary 3D mesh system, a precursor to a proper polygonal engine. We had a boy character with a sword - this average kid who got pulled into a magical adventure, fighting against pirates - but they all quickly disappeared, apart from the main antagonist, Blackheart, who pops up in the Banjo games. The boy just didn’t fit, so we experimented with other characters. We had a rabbit for about three days before we decided he had to go. The last character we came up with was a bear wearing a backpack.

MB: Banjo was a bit like a character we’d had in Donkey Kong before Donkey Kong. It wasn’t the same character, but he was a bear. And the thing about the backpack: we’d been in Japan for a show and a lot of kids were wearing backpacks just like that. Almost a vinyl shiny material. They made it over here a year or two later, but then, in Japan, all these kids of school age were wearing them as fashion items.



GM: We got to the point with the proprietary engine where we just couldn’t make it work - it was pushing the hardware too much. We tried to simplify, making it a 2D game like Donkey Kong, but with some 3D depth so you’d have choices to make. But then Mario 64 came along, and we thought: ‘Ah. Back to the drawing board we go.’ So we scrapped everything we had, rewrote our engine, and retained the Banjo character. Kazooie came along later. One of the things we wanted was a double-jump, but it looked weird. Someone suggested that a pair of wings should pop out of Banjo’s backpack to give him the extra boost.

Then a little later on we realised that the bear had to run faster because it was taking ages to get around the levels - so we had these legs pop out of his backpack. We put two and two together. That’s how Kazooie was born. And after that it was like pushing the boulder down a hill. The rest of the game was built around the character’s abilities. I think we spent about 16 months on Dream and then we swapped to Banjo - it only took about 14 months from start to finish, including actually writing the 3D engine as well.


Jet Force Gemini
Format: N64 Publisher: Nintendo Release: 1999



GA: At the end of Jet Force, didn’t Tim [Stamper] suggest going round the levels to collect all the Tribals?
GM: That was something we had planned for the first Banjo. The witch was originally supposed to turn Banjo’s sister into a frog, and Banjo would then have had to go round all the levels again. But we thought we’d never get it done in time.
GA: Probably a good thing we didn’t.
GM: But we just put it into Jet Force instead.
GA: Much to the chagrin of some players, no doubt.
GM: If you plotted a graph of our collectibles, I wonder at which point we should have stopped. I think we reached the peak of collecting with Dinosaur Planet [AKA Star Fox Adventures]. After Banjo we came up with something called Supercollector in which the entire object of the game was just collecting things.


Donkey Kong 64
Format: N64 Publisher: Nintendo Release: 1999


MB: Didn’t you do the rap, George?
GA: Did you have to bring that up? It was myself and Chris Sutherland - who was also the voice of Killer Instinct and Banjo. He’s very mild mannered, but the moment you get him in a recording studio he completely changes personality. He turned into gangsta rap man, moving around the studio doing all the gangsta hand gestures. The rap probably went on a little longer than it should have done. After the game was released, I was going down the escalator in Schwartz, the big toy shop in New York, and I could hear the DK rap. I was like: ‘Oh, God - it’s followed me here.’ But it was actually great - there were a bunch of families round the N64 and the kids were all dancing and clapping their hands. I breezed past and took the escalator to the next floor.

Part two of this retrospective will be published on the site tomorrow, covering 2000 to present.

zakrocz's picture

Goldeneye, Perfect Dark, Banjo Kazooie, Diddy Kong Racing, Jetforce Gemini & Conkers Bad Fur Day. Rare will always have a place in my gamers heart.

greedo1980's picture

... and the Obsession with Rare continues.

Fuck knows why.

DubsTF's picture

Because this is Edge and they're a Microsoft first party studio and have games coming out for the stupid camera toy. Remember that thing?

Alex Walker's picture

Yes, that's it, not that they are a British developer with a rich and varied history, and are one of the few left standing.

DubsTF's picture

Right, and I'm sure the timing is purely coincidental and that the access Edge was granted had nothing whatsoever to do with its relentlessly slobbering praise for all things 'Kin 'ell.

greedo1980's picture

Goldeneye is a classic but I imagine thats probably more down to the pool of staff that worked at Rare up until 1998.

All other output is a very, very, very big "meh".

Alex Walker's picture

I think quite a lot of people would disagree with you.

greedo1980's picture

I'm sure they do Alex, but I'm hardly going to put their opinion up am I?!!

I'd save the first DKC out of sentiment, but the rest did nothing for me. Not even Perfect Dark - bin that as well.

Drunken Fist's picture

DK was hardly milked in a way like games these days are. And at least these games were ace!

Those days of Rare really bring a teat to my eye. Those games were amazing. The DKC trilogy was just jaw dropping for the SNES and then came GoldenEye 007, BK and Perfect Dark. What fun those games were! Even DK64 was really good.

And Killer Instinct in the arcades of the autumn of 1994, well, wow! Those weekends to the arcades have never been the same. The SNES version that came out the following year was just wtf!

Hopefully Retro can bring back some of that glory with DKC Returns. I don't have the same feeling for Craptivision's GE 007, but who knows...

Paul_Barrett's picture

Is this article only concerned with Rare with regards to Ninty cause if memory serves me correctly they where around long before 1985.

Opinionated's picture

Wizards & Warriors
Format: NES Publisher: Acclaim Release: 1987

jb1's picture

"The whole game was written in assembler with no debugging - we couldn’t communicate back from the board to find out why it had crashed."
As much as i find this hard to believe, if its true then that must have been a bloody awful project to work on, lots of late nights no doubt.

jb1's picture

DIddy Kong Racing was a great game, probably one of the last good games rare made. Recently i suppose viva pinata was ok in a 7/10 way :)

Opinionated's picture

I did love that game too...but ultimately that success led to titles which strayed too far away from the successful formula.

DubsTF's picture

in which we cover 1987 - 1999

Also known as The Relevant Years. You might as well end the 'look back' here.

Alex Walker's picture

Given that it doesn't cover Perfect Dark or Conker, maybe not.

DubsTF's picture

Nah, I think the case could be made that those two titles belong in the shameful second chapter—the 'beginning of the end' of relevance, as it were.

Alex Walker's picture

Two of their best games belong in the 'shameful second chapter'?

DubsTF's picture

'Two of their best' by what insane measure? Those two wouldn't even be top five for me.

99TEARS's picture

They milked that little gorilla to death.

Donkey Kong 64
Donkey Kong Country
Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Country 3: Dixie Kong's Double Trouble
Diddy Kong Racing

I seem to remember RARE losing a lot of it's talented staff back at the end of the 90's and they've never been able to move with the times ever since.

Opinionated's picture

They didn't milk it when it was hot effectively--these poor racing games and the 3D ones strayed too far from the successful formula they achieved with the SNES 2D platformers, not unlike Sonic. There is a way to bring 2D to next-gen standards, as we have seen, but SONIC and DK haven't received that treatment until now (nods head in disbelief).

Opinionated's picture

With SEGA, reemerging as a successful developer that leaves "only" RARE as a major developer form my childhood that has found almost no success this generation--that's kind of sad in some way. Banjo was rubbish, they should have milked the DK franchise when it was hot. Things would be different for the company now had they released a game [DK game] at the launch of either 360 or Wii.

DubsTF's picture

I for one am really glad that Retro is doing the new DKC reboot and not Rare.

hasan's picture

yeah me too, really takes you back. Yes Donkey Kong was milked but every one of them games were spectacular :-) .

When the heck is Killer Instinct 3 suppose to come out ? Microsoft messed up on that one...