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Rare developed Nuts & Bolts using a modified version of their Viva Piñata (2006) game engine.[31] They wanted to reach a broad audience of players old and new,[32] with accessibility they felt the Xbox 360 library lacked.[30] They avoided overwhelming the player with vehicle components, made game progression open-ended, and provided vehicle blueprints for beginners while tailoring replay value and the vehicle editor for experienced players.[32] While the team did not feel pressured to match previous games,[32] Rare sought to stay faithful to the series. Mayles and Rare head Mark Betteridge said its humour, characters, structure, and feel remained the same, and they still considered Nuts & Bolts a platformer despite the focus on vehicles.[24][27] Mayles wanted Nuts & Bolts to be a fresh start for the franchise in a genre he felt had grown unpopular, stagnant, and in the case of Banjo-Tooie's objectives, tedious.[27][33] He thought vehicles would make exploration more fun, since he found travelling to objectives was often the weakest part of platformers; the game design grew from this.[34] Mayles expected the new direction to unsettle fans initially but hoped they would come to appreciate it.[27] This approach necessitated larger worlds and extensive playtesting,[16] which took months due to the number of parts and their possible combinations.[35] Game balance was complicated, as the nonlinear gameplay meant each tester approached objectives differently, though the game changed little during its testing phase.[16] Rare also faced difficulty making the 3D vehicle editor simple and understandable.[29][16] Early editors required players to keep parts attached to vehicles or they would fall. This was changed to make building feel more like a Lego set, so players could see all their parts and choose where to put them.[16] As with Viva Piñata, Mayles wanted Nuts & Bolts to look distinct.[25] To reflect the vehicle-building theme, Rare designed the worlds to appear imperfectly constructed, with gears in the sky, clouds hanging from cables, and patchwork covering the ground.[9][29] In contrast, the hub was designed to look real, taking inspiration from the layout and topography of Tenby, Wales, and Saint Malo, France. The designers felt those cities' winding paths enticed people to explore around corners.[36] Rare initially re-used Banjo and Kazooie's design from the Nintendo 64 games, but thought it lacked charm as a high-polygon model. After several redesigns, the team chose a blockier design with sh
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