Rare Super Pocket hides a secret Banjo-Kazooie jukebox of 20-plus unheard tracks
A speedrunner found a locked-in music player inside the Rare Super Pocket version, plus YouTube uploads for the rest of us.

TSR Stormed, a Banjo-Kazooie speedrunner, unearthed a secret music player containing over 20 tracks in the Rare Super Pocket version. For executives watching retro gaming brands and licensing, it signals how feature discovery, community reach, and content planning can materially affect product narratives.
Rare’s budget Banjo-Kazooie handheld, the Rare Super Pocket, is quietly doing something most modern releases still struggle with: it hid a music player full of over 20 tracks that never made it to the final N64 cut. And not just “bonus” music. The speedrunner TSR Stormed found a jukebox packed with previously unheard tracks, and then, crucially, uploaded each song to YouTube so players do not have to stumble on the secret by pure luck.
That is the payoff you came for, and it also explains why this story matters beyond nostalgia. The tracks are locked behind the portable version itself, meaning you have to “roll credits” to hear them in the game. But because TSR Stormed shared them publicly, the discovery instantly becomes content. The community gets to listen right now, while Rare’s product gets a long-tail spotlight that does not require anyone to buy the handheld the same day.
Here is the specific structure of what players are dealing with. The discovery lives in the Rare Super Pocket version of the N64 classic, a portable take on Banjo-Kazooie that is also tied to the broader Rare Super Pocket ecosystem. TSR Stormed’s findings point to hidden music tracks and a secret jukebox that sits inside the actual handheld experience. If you have not completed Banjo-Kazooie on the Super Pocket Rare Edition yet, you still get access in practice, because the YouTube uploads remove the friction of unlocking everything yourself.
In the article, there is also a reminder of how Evercade versions handle this kind of “secret content” framing. The new Evercade version of Banjo-Kazooie includes a secret music player when you unlock one of the Stop n Swop items after beating the game. The piece describes it as having “a TON of unheard beta tracks,” and notes that most are early level themes for worlds in Banjo-Tooie. It even calls out examples of early themes like “Funfair,” and names “Mumbo Mountain” and “Treasure Trove Cove” as tracks you can listen to after completion on the handheld.
Why should executives care about a jukebox of beta tracks? Because it is a real-world example of how a product’s value proposition is no longer just what ships on day one. For retro handhelds and collections, the differentiator often becomes what the community discovers after launch, and how quickly it can be socialized. Hidden features create an immediate secondary wave of engagement: guides, videos, speedrunning routes, soundtrack breakdowns, and “where do I find it” posts. That wave can extend attention well beyond the initial sales curve.
There is also a product design lesson baked into the reporting. The author compares the Super Pocket experience to the original N64, specifically calling out control differences, including GameBoy-inspired controls and cramped compact shoulder buttons, while noting that Rare tailored the mapping to make up for the lack of a thumbstick. In other words, the handheld is not a perfect clone of the N64. Yet the discovery of a secret jukebox suggests the port is not merely a downgrade. It includes its own preservation of Rare’s experimental content history and, importantly, enough accessibility through videos that players can connect with it without friction.
The strategic question now shifts to the Evercade ecosystem. The article flags a “big golden puzzle piece left unanswered”: whether this hidden jukebox will be included in the Evercade Banjo-Kazooie collection when the cart arrives this October, or whether players will instead get other hidden Stop 'N' Swop treats. That is not trivia. It is a planning problem. Licensing-driven products often rely on bundling the right extras to justify purchase decisions and to avoid disappointment when communities compare across releases. If a community learns that one edition has a specific locked-in feature, then future editions are judged against that bar.
Even the pricing and bundle context are part of the stakes. The piece references the author’s focus on the new budget handheld being about $70, and also mentions the Evercade Nexus bundle for $199.99 and a double-pack option. When you are selling at that price point, the “hidden content” conversation becomes part of the perceived completeness of the package. Executives in retro catalogs and hardware partnerships should treat secret content as a marketing surface, not just an Easter egg.
Second-order implications are the quiet killer feature here. Hidden tracks drive community publishing cycles and video discovery, which can influence preorders and bundle satisfaction even if the secret is not included in a later release. They can also change which audience segments show up. Speedrunners and soundtrack obsessives may buy earlier, then become informal distributors. And because the article includes June 29, 2026 timing around the showcased “Funfair” track, it underscores how fast this kind of discovery can become evergreen content.
So while the story starts as a delightful “wait, what?” moment, it ends as a business signal: discovery content can become product momentum. For peers building or investing in retro hardware, collections, or licensed game re-releases, the strategic move is to map how hidden features, unlock conditions, and community distribution channels will play out after launch, because that is where attention is manufactured these days.
This story's Key Insights and Take-aways are locked.
Create a free account to unlock Executive Actions for one credit.
Register to UnlockAlways free for Executives Club members. Join the Club
More in Entertainment

Netflix’s Unhinged horror game was secretly built with David Fincher and Zach Cregger
Night School Studio’s new Netflix title “Unhinged” aims to make players die on purpose, at least once.

Embark tracks 30TB/day of bullet data for Arc Raiders and it hits BigQuery in 2 seconds
A data pipeline built for anti-cheat and matchmaking now runs at enormous scale, with weapon tuning and behavior-based fairness tied to it.

Matt Bellamy wants Muse to build a spaceship for arenas, but admits it won't fly
The band says its winter U.K./European tour will feature lasers that have never been done before, plus a mothership idea that costs more than a house.

