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Difference between revisions of "Castle world"

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|transformation = Unknown|image = castleworldbtbeta4.jpg}}
|transformation = Unknown|image = castleworldbtbeta4.jpg}}


'Castle world' (As referred to game designer [https://twitter.com/Ghoulyboy/status/620900945090768896 Gregg Mayles on Twitter] ) is the beta version of [[Cauldron Keep]]. This castle world has no official name, however, it was a more extensive area than Cauldron Keep with [[Jiggies]], [[Mumbo Pad]]s and a [[Jamjars]] . It was eventually turned into Cauldron Keep after "time ran out" with [https://twitter.com/Ghoulyboy/status/621376919171387393 some original assets being re-used] . The addition of this world to the 9 already in the game (including [[Isle o' Hags]]) would've lead to a total of 100 Jiggies in [[Banjo-Tooie]], matching the amount in it's predecessor, [[Banjo-Kazooie]]. However, assuming 100 [[Notes]] would also exist in this level, the addition of this level would bring the total Note count in Banjo-Tooie to 1,000; beating Banjo-Kazooie by 100 Notes.
The ''''Castle' world'''<ref>https://twitter.com/Ghoulyboy/status/620900945090768896</ref> was planned to be the final world in ''[[Banjo-Tooie]]'', but was ultimately cut during development due to time constraints. Only a concept design and assets were produced, before the world was cut-down and re-purposed into [[Cauldron Keep]].<ref>https://twitter.com/Ghoulyboy/status/621376919171387393</ref> Unlike Cauldron Keep, this earlier incarnation was to feature 10 [[Jiggies]], [[Mumbo]] along with several [[Mumbo Pad]]s, and a single [[Jamjars]] hatch. The addition of this world to the nine already in the game (including [[Isle o' Hags]]) would've lead to a total of 100 Jiggies in [[Banjo-Tooie]], matching the total amount of Jiggies found in its predecessor, [[Banjo-Kazooie]].


This world would be linked to [[Cloud Cuckooland]] via a beanstalk on the upper floor. There is a Mumbo Pad near by, and the beanstalk would be created via planting a seed and presumably using the Mumbo Pad to grow it, making it seem like this world's Mumbo Pads would be to do with heat. This is further suggested as another Mumbo Pad is also near a Raven's Egg, suggesting that Mumbo would use the heat power to hatch the egg. As well as this, the other assumed use of the Mumbo Pad in this level is to switch off a power box to de-electrify a floor. [[Mumbo's Skull]] would be to the right hand side of the castle as Banjo entered the level. Mumbo would enter the level via stepping stones before the drawbridge is open, making it seem like Mumbo would have to enter the castle to make Banjo and Kazooie able to enter it at a later point. This implies that a [[Glowbo]] is on the Castle exterior.
The theme of the level would have been an old, and extremely large stone castle in the process of being converted into a high-tech metallic stronghold, with signs of construction strewn about the level. A graveyard would have been located at the back of the castle, with a crypt housing a character named 'Mrs. Ghost', and a haunted suit of armour. Cannons at the top of the castle would fire down upon [[Banjo]] and [[Kazooie]]. [[Gruntilda]] herself would be housed in the central tower of the castle, seemingly a new and modern addition to the castle that clashes with the crumbling stone architecture of the main keep.


[[Warp Pad]]s would be covered with a 'bubble' over it, in which the 'bubble' would disappear with the press of a nearby switch. In addition to this, there would be indicator lights on the base of the pad letting Banjo know whether it was usable or not (Red disignating that it was unsuable, Green stating it would be usable), this colour change would show whether it has been powered from the Teleport Power Room.
[[Warp Pad]]s throughout the world would initially be disabled. They would be covered with a translucent dome, which would retract with the press of a nearby switch. Once a generator in the castle's Teleport Power Room had been activated, indicator lights on the base of Warp Pads would change from red to green, indicating that they can be used.


Certain things were maintained between the 2 iterations of 'Castle World'. These include the laser grid entrance and the additional Jiggy barrier to the top of the castle with an additional puzzle challenge.
Mumbo was to be heavily featured within the level, and would have been used to initially gain access to the castle, and activate the Warp Pads by powering a generator. A room containing a large electrified floor required Mumbo to disable another power generator to deactivate the floor. A seed could be planted on one of the castle's turrets, and grown by Mumbo's spell into a beanstalk leading to [[Cloud Cuckooland]]. Another turret contains a Raven's Egg, which Mumbo could hatch. [[Mumbo's Skull]] would have been located be to the right hand side of the castle as Banjo entered the level. Mumbo could enter the level via stepping stones before the drawbridge is lowered.


Due to the quality of the images posted on Twitter by Gregg Mayles, some notes on the pages are hard to deduce, especially on the image showing the castle exterior.
Some aspects of the original design are present in Cauldron Keep; a laser mesh portcullis, a purple acidic moat, and an additional Jiggy challenge requirement to access the final battle against [[Gruntilda]].


==Planned Collectibles==
==Planned Collectibles==
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#'''Top of the Castle:''' There is a jiggy in the cone above the central pillar on top of the castle. The cone is glass at the tip of the cone which can be shattered. Whether the shattering would be caused by a [[Beak Bomb]] or a switch is unknown.
#'''Top of the Castle:''' There is a jiggy in the cone above the central pillar on top of the castle. The cone is glass at the tip of the cone which can be shattered. Whether the shattering would be caused by a [[Beak Bomb]] or a switch is unknown.
#'''Glide to the Alcove:''' On top half of the 'Glide Tower' is a [[Kazooie Switch]] which must be pressed to open up a door covering an alcove lower in the Glide Tower. This would then presumably keep the door open even if Kazooie were to step off the Kazooie Switch. If this is the case, Kazooie could fly down using her glide maneuvre to reach the Jiggy.
#'''Glide to the Alcove:''' On top half of the 'Glide Tower' is a [[Kazooie Switch]] which must be pressed to open up a door covering an alcove lower in the Glide Tower. This would then presumably keep the door open even if Kazooie were to step off the Kazooie Switch. If this is the case, Kazooie could fly down using her glide maneuvre to reach the Jiggy.
#'''Not mentioned'''
#'''Not mentioned'''
#'''Not mentioned'''
#'''Not mentioned'''
#'''Not mentioned'''
#'''Not mentioned'''
#'''Not mentioned'''
===Jamjars===
*The Armoury
===Jinjos===
*None Shown (none implied due to the 9 houses already filled)
===Extra Honeycombs===
*None Shown
===Cheato Pages===
*None Shown
===Glowbos===
*Presumed Exterior
===Others===
*'''Treble Clef '''Assumed to have been included. Unknown location if it has been included.
==Moves Learned==
* There is a move learnt by Jamjars in the Armoury, but there is no indication what this move might be. It might be a previously learnt move which would be transferred to this level rather than being in a previous level.


==Areas==
==Areas==
* Castle Exterior
* Castle Exterior
* Graveyard
* Crypt
* Gatehouse
* Grand Hall
* Dungeon
* Cells
* Dark Tower
* Glide Tower
* Glide Tower
* Treasure Chamber (Not to be confused with the Treasure Chamber in Mayahem Temple)
* Haunted Tower
* Gruntilda's Tower
* Treasure Chamber  
* Rooftops
* Rooftops
* Dark Tower
* Firing Range
* Firing Range Room
* Electric Floor Room
* Electric Floor Room
* Armoury
* Armoury
* Teleport Power Room
* Teleport Power Room
* Graveyard


==Trivia==
==Trivia==
* <span style="font-size:13px;">There are at least 18 pages of drawings for this level, but only 5 are shown in the tweet (#1, #7, #10, #11 and #18)</span>
* <span style="font-size:13px;">There are at least 18 pages of drawings for this level, but only 5 are shown in the tweet (#1, #7, #10, #11 and #18)</span>
* Drawings seem to have been dated in an unusual order. First #11 on the 4th Nov 1999, then #10 on the 5th, then #7 and #18 on the 8th and finally #1 on the 9th
* Drawings seem to have been dated in an unusual order. First #11 on the 4th Nov 1999, then #10 on the 5th, then #7 and #18 on the 8th and finally #1 on the 9th


==Gallery==
==Gallery==
[[File:Castleworldbtbeta1.jpg|thumb|left|The first photo tweeted by Gregg Mayles]][[File:Castleworldbtbeta2.jpg|thumb|left|The second photo tweeted by Gregg Mayles]][[File:Castleworldbtbeta3.jpg|thumb|left|The third photo tweeted by Gregg Mayles]]
<gallery>
File:Castleworldbtbeta1.jpg|Concept design showing the exterior of the castle, and general overview of the world.
File:Castleworldbtbeta2.jpg|Concept design depicting the Rooftops, Glide Tower and Treasure Chamber.
File:Castleworldbtbeta3.jpg|Concept design of the Dark Tower, Firing Range, Electric Floor Room, Armoury and Teleport Power Room.
</gallery>
 
==References==
<references>
 
{{BTWorlds}}

Revision as of 16:03, February 9, 2016

The 'Castle' world[1] was planned to be the final world in Banjo-Tooie, but was ultimately cut during development due to time constraints. Only a concept design and assets were produced, before the world was cut-down and re-purposed into Cauldron Keep.[2] Unlike Cauldron Keep, this earlier incarnation was to feature 10 Jiggies, Mumbo along with several Mumbo Pads, and a single Jamjars hatch. The addition of this world to the nine already in the game (including Isle o' Hags) would've lead to a total of 100 Jiggies in Banjo-Tooie, matching the total amount of Jiggies found in its predecessor, Banjo-Kazooie.

The theme of the level would have been an old, and extremely large stone castle in the process of being converted into a high-tech metallic stronghold, with signs of construction strewn about the level. A graveyard would have been located at the back of the castle, with a crypt housing a character named 'Mrs. Ghost', and a haunted suit of armour. Cannons at the top of the castle would fire down upon Banjo and Kazooie. Gruntilda herself would be housed in the central tower of the castle, seemingly a new and modern addition to the castle that clashes with the crumbling stone architecture of the main keep.

Warp Pads throughout the world would initially be disabled. They would be covered with a translucent dome, which would retract with the press of a nearby switch. Once a generator in the castle's Teleport Power Room had been activated, indicator lights on the base of Warp Pads would change from red to green, indicating that they can be used.

Mumbo was to be heavily featured within the level, and would have been used to initially gain access to the castle, and activate the Warp Pads by powering a generator. A room containing a large electrified floor required Mumbo to disable another power generator to deactivate the floor. A seed could be planted on one of the castle's turrets, and grown by Mumbo's spell into a beanstalk leading to Cloud Cuckooland. Another turret contains a Raven's Egg, which Mumbo could hatch. Mumbo's Skull would have been located be to the right hand side of the castle as Banjo entered the level. Mumbo could enter the level via stepping stones before the drawbridge is lowered.

Some aspects of the original design are present in Cauldron Keep; a laser mesh portcullis, a purple acidic moat, and an additional Jiggy challenge requirement to access the final battle against Gruntilda.

Planned Collectibles

Jiggies

  1. Laser Grid: There is a circular room called the 'Treasure Chamber' (Not to be confused with the Treasure Chamber in Mayahem Temple) where there are lasers criss-crossing along the floor. On one area of the room, there is a podium with a Jiggy on it. Either Banjo, Kazooie or the pair of them would enter this room directly from the outside (in the same position as what would become The Gatehouse). It is presumed that either Kazooie's Glide maneuvre or just using Flap Flip would be needed to traverse the grid without taking damage to reach the Jiggy. Banjo on his own can also view this room with the use of Shack Pack. However, he cannot perform the puzzle via this method as his access to the main room is cut off by viewing glass.
  2. Top of the Castle: There is a jiggy in the cone above the central pillar on top of the castle. The cone is glass at the tip of the cone which can be shattered. Whether the shattering would be caused by a Beak Bomb or a switch is unknown.
  3. Glide to the Alcove: On top half of the 'Glide Tower' is a Kazooie Switch which must be pressed to open up a door covering an alcove lower in the Glide Tower. This would then presumably keep the door open even if Kazooie were to step off the Kazooie Switch. If this is the case, Kazooie could fly down using her glide maneuvre to reach the Jiggy.

Areas

  • Castle Exterior
  • Graveyard
  • Crypt
  • Gatehouse
  • Grand Hall
  • Dungeon
  • Cells
  • Dark Tower
  • Glide Tower
  • Haunted Tower
  • Gruntilda's Tower
  • Treasure Chamber
  • Rooftops
  • Firing Range
  • Electric Floor Room
  • Armoury
  • Teleport Power Room

Trivia

  • There are at least 18 pages of drawings for this level, but only 5 are shown in the tweet (#1, #7, #10, #11 and #18)
  • Drawings seem to have been dated in an unusual order. First #11 on the 4th Nov 1999, then #10 on the 5th, then #7 and #18 on the 8th and finally #1 on the 9th

Gallery

References

<references>

Template:BTWorlds