Published on: August 12, 2025
In the vibrant era following the classic Nintendo 64 release of Banjo-Kazooie, a beloved platformer developed by Rare, few fans could have predicted the duo's adventures might leap beyond gaming screens.
However, in 2007, 4Kids Entertainment, the company behind prominent animated adaptations like Pokémon and the Teenage Mutant Ninja Turtles (TMNT 2003), launched a project to bring Banjo-Kazooie to television.
Closely collaborating with Microsoft and Rare—who were fresh off their successful partnership on the Viva Piñata TV show—the production aimed to introduce Banjo and Kazooie to a new audience through a dedicated animated series.
The story of the Banjo-Kazooie TV show remains lesser-known within the gaming and entertainment industries.
Initial evidence of its existence surfaced nearly ten years ago, when Emilio Lopez, a former storyboard artist, character designer, and animator at 4Kids, shared concept art from the unfinished series on social media.
In a recent conversation with Lopez, he shed further light on the show’s development and the reasons it ultimately never saw the light of day.
Lopez, then an in-house artist at 4Kids after contributing to TMNT 2003, recounted, "I was on the Banjo-Kazooie project from the very beginning.
Initially, I expected my freelance stint to end after TMNT 2003, but our team’s versatility led to new development opportunities as 4Kids pivoted to original content." The company needed a new direction after losing the rights to localize the Pokémon franchise, which sparked initiatives to create fresh properties like Viva Piñata, Chaotic, and, notably, Banjo-Kazooie.
Lopez explained, "Our successful collaboration with Microsoft and Rare on Viva Piñata paved the way for a pitch based around Banjo-Kazooie, especially with Banjo-Kazooie: Nuts and Bolts approaching release.
The aim was to align the show’s debut with the game’s launch."
As for the show’s format, Lopez described it as "a semi-retelling crafted for both newcomers and long-time fans," blending elements from Banjo-Kazooie’s original adventures with fresh narrative twists.
Paralleling the approach used for Viva Piñata, the team intended to keep core themes familiar yet distinct enough to stand on their own.
The art direction was especially collaborative—Lopez noted, "Microsoft and Rare were flexible; we weren’t bound strictly to the Nuts & Bolts design.
Our team experimented with different concepts, blending iconic elements from the classic games with new visual cues."
Character design was a team effort, with multiple illustrators like Adrian Barrios and Keith Conroy contributing ideas.
Conroy’s version ultimately became the favored design, calibrated to appeal to younger audiences.
Lopez highlighted that his own influences ranged from the adventurous aesthetic of Uncharted’s Nathan Drake to the stylized feel of Kingdom Hearts and broader anime sensibilities, culminating in his vision of Banjo as "a hero with modern, adventurous accessories."
Despite reaching the pitch-document phase and finalizing designs for Banjo and Kazooie, the project was abruptly halted.
Lopez reflected, "After the initial pitch, communication just stopped.
This is, unfortunately, a common outcome in both the entertainment and gaming sectors.
Sometimes you never hear back; there’s rarely a clear explanation."
The cancellation of the Banjo-Kazooie TV show coincided with turbulent times at 4Kids.
The studio later underwent layoffs following the sale of the TMNT franchise to Viacom/Paramount and subsequently faced legal and financial challenges leading to bankruptcy.
Eventually, the production division was acquired by Konami, where Lopez later reunited with colleagues on game projects like Contra.
The untold story of Banjo-Kazooie’s would-be TV adaptation underscores both the unpredictability and collaborative spirit of industry crossovers between gaming developers and television producers.
While the animated series never aired, its legacy endures through the creative work of Rare on beloved platforms like the Nintendo 64, and ongoing interest in how iconic gaming properties find life beyond their original mediums.