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Donkey Kong Country became well-known for its pre-rendered 3D visuals. However, pursuing such a style came with a heavy financial burden for Rare. For the machines the team was using, each costed about £80,000.

Former Rare staffers Brendan Gunn and David Wise opened up to Nintendo Life about Donkey Kong Country’s visuals, noting:

Kameo: Elements of Power wasn’t always planned as an Xbox 360 title. Rare was initially making the project for the GameCube alongside the likes of Donkey Kong Racing.

In the end, Microsoft ended up purchasing Rare, and Kameo was moved to the Xbox (ultimately the Xbox 360). But you may be interested to hear that the GameCube release, while “quite a different game” on the platform, “was quite far along.”

Former Rare staffer Phil Tossell said on Twitter:


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Back in the day, Rare was one of Nintendo’s top studios. The company really came into its own during the N64 era. Rare ended up creating Banjo-Kazooie, Conker’s Bad Fur Day, GoldenEye 007, and plenty of other prominent titles.

Perhaps it was due to Rare’s success that Nintendo was a bit jealous of the studio. Former staffer and Nyamyam co-founder Phil Tossell has said that “Nintendo were often quite envious of us.”

Tossell told RetroGamer this month, “I got the feeling they thought our games were technically and artistically superior to theirs.” He also spoke about a rumor in which Nintendo recreated all of the textures in The Legend of Zelda: Ocarina of Time after seeing what Rare had done with Banjo-Kazooie since Rare’s title “looked better”.

Tossell’s comments came about when asked if Nintendo ever shared code with Rare considering the Big N had a large stake in the company. He said:

No, we never had the Zelda engine or any code they did! We did see an early version of Zelda and that was a big influence on Dinosaur Planet, though. Nintendo were often quite envious of us. I got the feeling they thought our games were technically and artistically superior to theirs. Miyamoto would visit regularly and I heard a rumor they redid all of the textures on Zelda after they’d seen our work on Banjo-Kazooie because our game looked better!

Thanks to joclo for the tip.

Rare was originally developing Dinosaur Planet for the N64. However, the project was cancelled, and ultimately saw a complete transformation. The final game ended up as Star Fox Adventures for the GameCube.

Former Rare staffer Phil Tossell spoke about what the studio initially had in store for Dinosaur Planet while speaking with Retro Gamer this month. Tossell revealed that the project “was supposed to be a hybrid of Diddy Kong Racing and an adventure game.”

“Actually, it was supposed to be a hybrid of Diddy Kong Racing and an adventure game. Every level would have some kind of track in it and a race as part of the story. It took a while to settle down…”

One reason why Dinosaur Planet turned into a Star Fox title was because of Shigeru Miyamoto’s feeling that some of the characters between the two were similar in appearance. To say the least, Rare welcomed the opportunity to work on one of Nintendo’s legendary franchises.

“It seemed like a no-brainer. They’re offering this great character from this great franchise! I was attached to Dinosaur Planet but I love the original Star Fox. Our only concerns were how we could fit it into this game we have.”

Thanks to joclo for the tip.

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