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Difference between revisions of "Jamjars"

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{{quote|Drill seargant Jamjars reporting f'duty, sir!|Jamjars|[[Banjo-Tooie]]}}
{{Infobox character
{{Infobox character
|image = Jamjars.jpg
|image = Jamjars.jpg
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|icon = Jarjars.png
|icon = Jarjars.png
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''"Drill seargant Jamjars reporting f'duty, sir!" - Jamjars''


'''Jamjars''' is [[Bottles|Bottles']] brother and replacement trainer for [[Banjo]] and [[Kazooie]] in [[Banjo-Tooie]]. Assertive and strict, this militaristic mole requires the pair to prove themselves by collecting a certain number of [[Musical Notes]] before teaching them anything. Not unlike his brother, Jamjars doesn't think kindly of Banjo's smart-aleck sidekick, Kazooie, but tolerates her enough to teach her some of the game's most important moves.
'''Jamjars''' is [[Bottles|Bottles']] brother and replacement trainer for [[Banjo]] and [[Kazooie]] in [[Banjo-Tooie]]. Assertive and strict, this militaristic mole requires the pair to prove themselves by collecting a certain number of [[Musical Notes]] before teaching them anything. Not unlike his brother, Jamjars doesn't think kindly of Banjo's smart-aleck sidekick, Kazooie, but tolerates her enough to teach her some of the game's most important moves.


Banjo and Kazooie must find his hatches in each world (unlike [[Banjo-Kazooie]], all of Tooie's worlds have at least one hatch and one move to learn) and have the correct number of notes to obtain the next move. His hatches are flat with a red light if the move hasn't been learnt yet, and green when it has. Pressing B next to a green-lighted hatch will give a quick recap on how the move is performed. Also, if Banjo opens a hatch without full health, Jamjars will give him some "rations", instantly filling the health bar.  
Banjo and Kazooie must find his hatches in each world (unlike ''[[Banjo-Kazooie]]'', all of Tooie's worlds have at least one hatch and one move to learn) and have the correct number of notes to obtain the next move. His hatches are flat with a red light if the move hasn't been learnt yet, and green when it has. Pressing B next to a green-lighted hatch will give a quick recap on how the move is performed. Also, if Banjo opens a hatch without full health, Jamjars will give him some "rations", instantly filling the health bar.  


Each move is taught by Jamjars dancing to a military style flute and drums tune, with the instructions being sung in rhyme, not unlike an Army march or hike. When finished, he "dismisses" the duo, jumps up high, and dives back into his opened hatch. Occasionally as a gag, the hatch door will close early, leading him to land on his head. Comically, he groans, opens his hatch just far enough to wiggle inside, and opens it once more to grab his fallen hat.
Each move is taught by Jamjars dancing to a military style flute and drums tune, with the instructions being sung in rhyme, not unlike an Army march or hike. When finished, he "dismisses" the duo, jumps up high, and dives back into his opened hatch. Occasionally as a gag, the hatch door will close early, leading him to land on his head. Comically, he groans, opens his hatch just far enough to wiggle inside, and opens it once more to grab his fallen hat.