After the release of Diddy Kong Racing, Rare began development on a sequel named Donkey Kong Racing for the GameCube, which featured Donkey Kong as the titular character. A pre-rendered CG video of the game was shown at E3 2001, which displayed a parody of the speederbike scene from Return of the Jedi. According to Lee Musgrave, the game featured a unique mechanic which involved riding on animals rather than driving vehicles. The player could switch between different types of animals mid-race; larger animals could destroy obstacles, whereas smaller ones allowed more manoeuvrability. Development of Donkey Kong Racing was cancelled when Nintendo turned down the opportunity to purchase its remaining 51 per cent stake in Rare, and the developer was bought out by Microsoft for £375 million in 2002. After the buyout, Rare took what had been done with Donkey Kong Racing and created a prototype for the Xbox which expanded into an adventure game similar to the original setup of Diddy Kong Racing. Musgrave stated that the concept was essentially "built from scratch" and featured a limited multiplayer version at one point. The concept was in development over 18 months and evolved from being an animal-orientated racing game to an open-world game with Tamagotchi-style features, in which nurturing animals was a "key mechanic". By this point, Donkey Kong Racing had evolved into Sabreman Stampede, part of Rare's Sabreman series. Sabreman Stampede was set for release on the Xbox 360, but was cancelled due to a lack of focus and Rare's unfamiliarity with the hardware. Aside from Donkey Kong Racing, two other sequels to Diddy Kong Racing were in development. One, named Diddy Kong Pilot, with planes as the only vehicle, was planned for a release on the Game Boy Advance. Originally announced alongside Donkey Kong Racing at E3 2001, the game became Banjo-Pilot after Nintendo sold their share of Rare to Microsoft. At the time of its announcement, the game featured the ability to play using a tilt function as well as a D-pad, and contained at least five tracks. The other, titled Diddy Kong Racing Adventure, was a rejected pitch made by Climax Studios for the Nintendo GameCube around 2004. The project was never announced to the public in any capacity, and only became known after a video game archivist acquired the prototype and published a video about it in November 2016. As Timber was bypassed as the