00:03Come sono stati per il suo gioco di un gioco per il gioco?
00:30Dream was my first game and it was on the Super NES and it was a RPG.
00:35We thought we could take the graphic technology we developed for Donkey Kong and then kind
00:40of apply that to a different type of game.
00:42Being as we were kind of all fans of RPGs and adventure games, we thought could we create
00:49like that kind of game using the graphics you see in Donkey Kong.
00:52And it was supposed to be a step beyond Donkey Kong Country in terms of graphical fidelity.
00:56I have to say it did look amazing at the time.
00:59It wasn't a side scrolling game, it was kind of isometric in a way, you ran into the
01:04screen.
01:05I certainly remember playing lots of Japanese RPGs at the time.
01:08Some of the LucasArts point and click adventures which I really liked as well so we kind of
01:13thought we could kind of make a combination of those games and give it the rare flavour.
01:17You played Edson, a young lad with a sword.
01:19I did some troll characters and they were kind of troll-like, green things.
01:24The main bug guys which were the pirates and they got this grand scheme.
01:29There was this rare material, I think it was called floaty.
01:34They got this kind of vision of building a pirate ship that could fly so they thought
01:39they could kind of conquer the lands better if their pirate ship didn't have to bother
01:43going around on the sea.
01:44So they were going to kind of get all of this floaty by fair means or foul and actually create
01:50themselves a flying pirate ship so it was a bit of a weird story.
01:54We had Dinger which was his kind of pet dog that he finds at the beginning of the game.
01:59The kind of dog can do things the boy can't like it kind of scampers off her head and maybe
02:03goes like digging into kind of rabbit holes and then kind of comes out with objects that
02:08it's found down there.
02:09It had its own mind and it could do its own things and it felt like the dog was going
02:14to have almost all the abilities and the main character was like limited in comparison so
02:20we wanted to kind of fold all the abilities back onto a single character.
02:24The last thing we had was a ginormous dinosaur that you only ever saw the foot then the camera
02:29would start to shake and you'd see leaves falling and then that would be your warning that the
02:34dinosaur was coming past then this massive foot came slamming down and you had to avoid it.
02:38Shortly after that we sort of upped and moved on to N64.
02:44We switched attention from kind of the old machine which was on its way out to kind of
02:48the new promising technology.
02:50That last Super NES cartridge became a thing of legend so if anyone ever finds that that
02:56would be worth a few quid on eBay.
02:58A decision was made to move across to the Nintendo 64 which had just been released and I joined
03:05the team at that point and we spent about 16 months working on it.
03:07We had several iterations of the game, the kind of the fairy tale-esque element gradually
03:14got replaced by something that we wanted a slightly harder edge to it.
03:18We felt that it wouldn't appeal to a wide enough audience where we didn't want it to be too childish.
03:23Wrote a lot of editors, put a lot of trees down but we couldn't quite get a hook of a
03:26game.
03:27Over a period of time the kind of fairy tale-esque element and the land of giants kind of went
03:32away and got replaced by
03:34the pirate, kind of a pirate-y theme which we felt was, we could still have a lot of fun
03:39with it, rare style,
03:41but it had that kind of broad appeal, kind of slightly more mature feel.
03:46It still had some of the elements that we had in Dream but it was much more, it was a
03:50big sprawling kind of an RPG.
03:52Over a period of time we kind of brought the, kind of a cast of pirates into the game as
03:57bad guys and that was kind of where
03:59Captain Blackeye was the main bad guy. And then kind of Edson, over this time, kind of started to lose
04:06his relevance.
04:06Like almost the world was changing around him and we still had this like young guy with a wooden sword.
04:12We started exploring alternatives to, to a boy.
04:16So there was a point at which Edson went from being Edson and he was replaced with Banjo.
04:22Initially we had a, a rabbit for some reason. I, I really have no idea why we picked a rabbit.
04:28But he could have been a rabbit. Should have been a rabbit.
04:31It just looked like a man in a suit.
04:33It would have been Bunny Kazooie or something.
04:36Then we kind of hit upon the idea of, of kind of having a bear, giving it kind of humanoid
04:42qualities.
04:42So we didn't want it to be like a, an animal that crawled around on all falls.
04:46Kind of a tough, tough looking kind of character.
04:49And he had his backpack because that's where he was going to put all this stuff.
04:53Obviously being in his own adventure game.
04:55You know, over the weeks and months it was, it was too big a thing for us to be doing
04:59at that time.
05:00It all sort of started to change quite dramatically.
05:02It was just simply too ambitious.
05:05It kind of changed into something that we were more familiar with.
05:08Which was a, a kind of a two and a half D.
05:10It still had some of the elements that we had in Dream.
05:13But it was much more turning into kind of, more like Donkey Kong Country was.
05:18It was sort of side on.
05:19And it was gameplay that we were better suited to do.
05:23We really liked the bear.
05:24We really liked the character.
05:25So we thought, can we come up with another game that we feel more confident we can build in a,
05:30in a reasonable time frame.
05:32And then we just kind of took Banjo out of Dream.
05:34And then put him in the game that was eventually became Banjo.
05:37It was kind of side on, but you could move in and out again.
05:41So the path you were on kind of came in and went in and out of the level.
05:45They've still got that very much linear.
05:47You start here and then you progress a longer level in a, in a kind of a straight, reasonably linear
05:53fashion.
05:54It's the connecting piece between the Donkey Kong games we'd done before and then the Banjo game we did after.
06:00It was jumping on things and, you know, lots of kind of baddies and different things you could be doing.
06:06One of our initial ideas was to kind of almost give Banjo this kind of almost like skater, skater-esque
06:13look.
06:14I think he had a baseball cap and these kind of giant oversized skate shoes.
06:18As a result, we were trying to make some of his moves look like he was like kind of a
06:22skateboarding bear.
06:23I really don't know why.
06:25So that's kind of, so kind of when he jumped, he kind of looked like he was doing a kind
06:29of a skateboarding move.
06:31But that didn't last long before we realised it was actually, it wasn't that great an idea.
06:36We restarted the project a few times and on the fourth attempt to do that, we suddenly had impetus, there
06:42was direction, everybody was committed.
06:44As soon as we saw an early version of the game that became Mario 64, it was like clearly our,
06:50our technology was like, looked really old in comparison.
06:54And then literally overnight we just thought that's going to be the future of what 3D games are going to
06:57look like.
06:58So we scrapped the whole system we had for doing the, the side-ons thing.
07:02And within a week, the first recognisable level of Banjo Kazooie was on the screen.
07:07We built our new fully 3D engine, we kind of created a test level which commonly got known as a
07:14temple test level.
07:15We started testing out proper sort of 3D levels.
07:18We were developing the kind of move set we wanted Banjo to have and we wanted kind of a, a
07:23double jump and that's where Kazooie came in.
07:26We got, you know, the character jumping around and swimming and things and it then went from Kazooie to Banjo
07:32Kazooie.
07:32Once we got the character and we built one level which was to become Mumbo's Mountain, that kind of gave
07:38us the direction and the confidence that this is the game we want to make.
07:41We've got a theme, we've got a bad guy and now it's just a matter of coming up with a
07:44load of kind of worlds that, that, that kind of fitted the game we wanted to make.
07:48And it became Banjo Kazooie and then we just made that. We don't know at the time how these characters
07:54are going to end up.
07:55So, you know, in hindsight Banjo and, you know, the bird and the, and the bear was the right choice.
08:00The very start of Dream we had this fairy tale take and then moved away from it and kind of
08:05went with a harder edged kind of more serious pirate thing.
08:09And then in the end we actually came back to, to kind of a fairy tale.
08:12The kind of story developed from there that the witch wasn't, wasn't kind of pleased that Banjo's sister was better
08:18looking than her.
08:19So she just kidnapped her and that gives us an excuse for Banjo to go off on his adventure.
08:23It took us another 16 months to put Banjo Kazooie out and I think that's a project we were all
08:27very proud of.
08:35I guess it was fate really that Rare would eventually create a game that's all about pirates.
08:40The big difference is that the pirates and Sea of Thieves are the players.
08:44The piratey things that go on between players in this world will be a result of the actions of the,
08:49uh, the players in the game.
08:50Not kind of us creating these fixed and linear and kind of scripted pirate experiences.
08:55It will be players instead running off with the gold and all that kind of stuff.
09:06So there it is, the dream revealed.
09:09Like and subscribe for more behind the scenes features such as the making of Banjo Tooie
09:13or the first sightings of our ultimate pirate adventure, the upcoming Sea of Thieves.
09:18Meanwhile, play three Banjo games right now in Rare Replay for Xbox One.
09:22Nice!
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