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{{DISPLAYTITLE:''Banjo-Tooie''}}
 
{{DISPLAYTITLE:''Banjo-Tooie''}}
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'''''Banjo-Tooie''''' is the second game in the [[Banjo-Kazooie (series)|''Banjo-Kazooie'' series]] and the direct sequel to ''[[Banjo-Kazooie]]''. Like the previous game, ''Banjo-Tooie'' was developed by [[Rare, Ltd.]] and published by [[Nintendo]]. It was released for the [[Nintendo 64]] in late 2000, or 2001 in Europe. It was ported to the [[Banjo-Tooie (Xbox Live Arcade)|Xbox Live Arcade]] in 2009. "Tooie" is a portmanteau of Kazooie and "two", owing to it being the second ''Banjo-Kazooie'' title.
 
'''''Banjo-Tooie''''' is the second game in the [[Banjo-Kazooie (series)|''Banjo-Kazooie'' series]] and the direct sequel to ''[[Banjo-Kazooie]]''. Like the previous game, ''Banjo-Tooie'' was developed by [[Rare, Ltd.]] and published by [[Nintendo]]. It was released for the [[Nintendo 64]] in late 2000, or 2001 in Europe. It was ported to the [[Banjo-Tooie (Xbox Live Arcade)|Xbox Live Arcade]] in 2009. "Tooie" is a portmanteau of Kazooie and "two", owing to it being the second ''Banjo-Kazooie'' title.
  
''Banjo-Tooie'' takes place after the events of ''[[Banjo-Kazooie: Grunty's Revenge]]'', chronologically placing it as the third title of the series. ''Banjo-Tooie'' also takes place two years after the events of ''Banjo-Kazooie''. In it, [[Mingella]] and [[Blobbelda]] free [[Gruntilda]] from the boulder she was trapped under, and they then attempt to help Grunty recover from her skeletal appearance with their [[Big-O-Blaster]] invention, which sucks the life from characters and objects in the [[Isle o' Hags]]. Banjo and Kazooie go on an adventure to stop Grunty and her sisters. ''Banjo-Tooie'' has a more cynical tone than its predecessor and introduced darker elements to the series, such [[Bottles]]'s death.
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''Banjo-Tooie'' takes place after the events of ''[[Banjo-Kazooie: Grunty's Revenge]]'', chronologically placing it as the third title of the series. ''Banjo-Tooie'' also takes place two years after the events of ''Banjo-Kazooie''. In it, [[Mingella]] and [[Blobbelda]] free [[Gruntilda]] from the boulder she was trapped under, and they then attempt to help Grunty recover from her skeletal appearance with their [[Big-O-Blaster]] invention, which sucks the life from characters and objects in the [[Isle o' Hags]]. [[Banjo]] and [[Kazooie]] go on an adventure to stop Grunty and her sisters. ''Banjo-Tooie'' has a more cynical tone than its predecessor and introduced darker elements to the series, such [[Bottles]]'s death.
  
 
==Story==
 
==Story==
===Intro===
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Two years later after Gruntilda fell off her tower and was buried in Spiral Mountain, her loyal minion [[Klungo]] is still trying to push the boulder. Meanwhile, Banjo, Kazooie, Bottles and [[Mumbo Jumbo]] are playing poker inside [[Banjo's House]]. To cheat, Kazooie says that Gruntilda has returned and grabs Bottles' poker chips while he looks away. Suddenly, the four hear a noise outside, and the shaman goes to check what could've caused it. He ends up spotting Gruntilda's sisters, [[Mingella]] and [[Blobbelda]], arriving in Spiral Mountain on their [[Hag 1]] to free the witch. They use a spell to break the rock and Gruntilda comes out of her grave as a skeleton, mad about her current state. The sisters explain they have a plain to restore her body and go back to the drilling machine, heading to [[Cauldron Keep]]. Gruntilda, however, spots the shaman who runs away from her back to Banjo's home. He warns the three inside about the threat, but Bottles does not believe him and thinks its just a trick, like Kazooie did earlier. As he was telling the truth, Gruntilda casts a spell on the building and kills Bottles who was inside, leaving his burnt body outside with his soul leaving it. Banjo and Kazooie then set out on an adventure to avenge the mole and stop whatever plan the witches might have.
On a dark and stormy night, two years after Gruntilda's defeat, [[Klungo]] continues his ongoing two-year effort to free''' ''' the witch from beneath the boulder that crushed her following the final battle with Banjo & Kazooie in the previous game. Meanwhile, Banjo, Kazooie, [[Bottles]], and [[Mumbo Jumbo]] are playing poker together at Banjo's House, with Kazooie constantly cheating, such as claiming Grunty's return so that she could steal some poker chips.
 
  
Suddenly, [[Spiral Mountain]] experiences tremors like that of an earthquake, which disrupts Banjo and friends' game. The tremors were caused by a massive digging machine called the [[Hag 1]], piloted by Grunty's sisters, [[Mingella]] and [[Blobbelda]], who have come to rescue their sister. After the quake, Banjo says someone should go investigate. Kazooie claims to be too scared, so Mumbo bravely decides to go. Kazooie then reveals she was faking so she can steal some of his chips.
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The duo go through the destroyed Spiral Mountain and enter the [[Digger Tunnel]] left by the Hag 1, encountering Klungo. They fight and the duo wins, reaching [[Jinjo Village]]. They meet its ruler, [[King Jingaling]], who gives them the game's first [[Jiggy]] and talks about [[Jiggywiggy's Temple]], where they will be able to open more worlds and reach Cauldron Keep. He then opens a tunnel in [[Bottles' House]] that leads to said place. The duo heads there, and [[King Jingaling's Throne Room]] is blasted by Mingella and Blobbelda's [[Big-O-Blaster]], the life-sucking gun they will use to restore their sister's body. The [[Jinjo]] king becomes a zombie, and [[Toots]] a pile of ashes with eyes. Inside the mole's house, they meet his wife, [[Mrs. Bottles]], who's not aware of his death and is still waiting for him to come back for dinner. Banjo is too afraid to tell her about what happened, and stops Kazooie when she attempts to. They also meet Bottles' children, [[Goggles]] and [[Speccy]]. Once they get through the [[Disciple of Jiggywiggy]] and finally meet [[Master Jiggywiggy]] himself, he tells them about the [[Crystal Jiggy]] and how it will allow them to reach Gruntilda, opening the first world, [[Mayahem Temple]]. There, they meet Bottles' drill sergeant brother [[Jamjars]] who teaches them new moves when they have enough [[Musical Note]]s. Throughout the worlds they also encounter [[Mumbo's Skull]], where Mumbo can help them, and [[Wumba's Wigwam]], where Mumbo's rival [[Humba Wumba]] lives. The shaman requests a [[Glowbo]] to help the duo with [[spell]]s while the sha-woman needs it to transform them, essentially taking Mumbo's former role.
  
When the witches arrive, Klungo expresses his grief of failing to save his mistress, but her sisters assure they got it covered. They use a spell to destroy the boulder trapping Grunty, but as she climbs out, they realize she has withered away to nothing but an animate skeleton with robes. Grunty is not pleased about being a walking corpse, but Mingella and Blobbelda reassures their sister that they have a plan to restore her body, and she must come with them back to their castle. Having witnessed Grunty's escape from the boulder, Mumbo bolts back to the house, but is seen by the witches.
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Once Banjo and Kazooie finally reach Cauldron Keep, they face off against Klungo one last time. After being defeated, he leaves and states he's off to make "[[Hero Klungo Sssavesss Teh World|ssstupid]] [[Hero Klungo Sssavesss Teh Universsse|gamesss]]". Gruntilda then puts the duo in her own game show, the [[Tower of Tragedy]] Quiz, alongside her sisters Mingella and Blobbelda. They lose and get squished by 1 ton weights while Banjo escapes and runs upstairs to use the Big-O-Blaster and revive both Bottles and King Jingaling. The duo then goes to the top of the castle and fight Gruntilda in her Hag 1, answering a few more questions and exploding the drill. This leaves the witch as simply a disembodied skull, and duo leaves to celebrate at Bottles' House. The party was already over, however, so they call their friends to play kickball with the witch's remains. Gruntilda then claims she will get her revenge in "''Banjo-Threeie''" (a joke name based off on "''Snakes in Space''", another joke sequel teased at the end of ''[[rarewiki:Snake Rattle 'n' Roll|Snake Rattle 'n' Roll]]''<ref>[https://twitter.com/Ghoulyboy/status/1308910112942235654 Gregg mayles on Twitter: "@Thelostzelda @oakieland @Intonyeon @MorganKuno @grantkirkhope @ssbm_cortex Nothing to do with Microsoft. I based the joke off the ending in Snake Rattle n’ Roll"]</ref>), with [[Captain Blubber]] flying by on the [[Saucer of Peril]].
 
 
The skeletal Grunty runs after him, firing spells rapidly. Upon reaching the house, Mumbo rushes inside to warn Banjo, Kazooie and Bottles. Grunty then starts charging a powerful spell to destroy them all. Banjo & Kazooie see Gruntilda, and leave at once with Mumbo, but Bottles, believing it to be another trick, stays put and ends up getting obliterated along with the house. The witch sisters then leave Spiral Mountain in the Hag 1, heading for their castle, leaving behind some minions to destroy the area as well as Klungo.
 
 
 
The next morning, Banjo, Kazooie and Mumbo observe the damaged state of Spiral Mountain and their house. They witness Bottles crawling out of the ruins, dying and becoming a ghost. Mumbo is outraged by this turn of events and swears revenge. He tells Banjo and Kazooie to go after the witch before leaving behind the duo. Kazooie is excited to have another chance to beat Grunty again, but Banjo worries that this new adventure will not be as easy as the last one.
 
 
 
===Adventure===
 
The duo follow the Hag 1's tracks into a cave, encountering Klungo, who attempts to impede them. After defeating the dim servant, who leaves to be violently punished by Grunty, they continute following the Hag 1's trails, leading them through various areas of the [[Isle O' Hags]], the island on which Spiral Mountain & Grunty's lair is located, and the game's hub world. They arrive in Jinjo Village, where the Hag 1 has also caused trouble, flattening the house of the grey [[Jinjo]] family (one of the ten families residing in the village), and killing them. Banjo and Kazooie continue on, to the Royal Jinjo Palace, where [[King Jingaling]], resides. The ravaging of Hag 1 scared the jinjos off, and King Jingaling requests the duo's help in gathering them back in the village. He informs them of [[Master Jiggywiggy]] and the ancient order of the Crystal Jiggy, which is crucial to their quest. He then gives them a [[Jiggy]] to help them get started, and opens a secret passage to the Isle O' Hags.
 
 
 
While Banjo & Kazooie stop to discuss the encounter, Gruntilda and her sisters have arrived at [[Cauldron Keep]], their lair. Mingella and Blobbelda introduces the [[B.O.B.]], Big O' Blaster, which can suck the life force out of any living thing. They intend to store large amounts of life force in a tank, and have Grunty shower in it, restoring her old body. Grunty decides to steal King Jingaling's life-force, as he just helped Banjo and Kazooie, and decides to deal with the rest of the Isle later. A beam is fired, making Jingaling's golden palace dead as a rock, and turning Jingaling into a zombie. Grunty reassures her sisters that with Bottles dead and Jingaling zombified, Banjo has no hope of reaching Cauldron Keep in time. Banjo and Kazooie, still outside the palace, narrowly miss the beam, and realize that the situation is much more desperate then previously anticipated.
 
 
 
They continue to Bottle's house, where his family are waiting for him. Kazooie has no problem telling the family about Bottle's death, but Banjo convinces her not to. Using the passageway King Jingaling opened, they make their way to the Isle O' Hags.
 
 
 
The two soon find the (closed) entrance to the first level, [[Mayahem Temple]], and Master Jiggywiggy's sacred temple. They learn that Jiggywiggy is a powerful sorcerer (with a Jiggy-shaped head), who will help them on their adventure by opening worlds, but they need to gather jiggies to prove themselves worthy. With the first Jiggy at hand, they can start, and Mayahem Temple is opened.
 
 
 
On their journey they collect a total of 90 Jiggies, and receive help from old and new friends. They often stumble upon Mumbo's hut, where he agrees to go out and use his magic to solve puzzles and open passages for them. They also encounter Drill Sergeant [[Jamjars]], Bottles' military brother, who agrees to teach the duo new attacks (if, of course, they can present the proper number of [[Musical Notes|musical notes]]). They also meet [[Humba Wumba]], a female shaman and Mumbo's arch-rival, who requests magical [[Glowbo]]s in exchange for transforming Banjo and Kazooie into something else (thus taking on the role Mumbo had in ''Banjo-Kazooie'').
 
 
 
===Final Showdown===
 
 
 
Finally, the pair reaches Cauldron Keep. After facing her henchman Klungo for the last time, Grunty traps the duo in her "[[Tower of Tragedy]]" quiz, where where she asks a series of questions based on the Banjo's current adventure (much like in [[Grunty's Furnace Fun]]), but only ends up mercilessly killing off her sisters for losing. After surviving the lethal game show, they hurry upstairs to reverse the effects of B.O.B., thus reviving Bottles and Jingaling.
 
 
 
They then rush to the top of the tower and face off against Grunty with both her magic and Hag 1 machine, as well as answer a few more questions. After the duo eventually disable the Hag 1, Grunty resorts to using her most powerful spell (likely the same one she used to destroy Banjo's House and kill Bottles (and maybe even the same one she tried to use as she fell from her lair in the first game)), but they shoot one last egg at her, causing the witch to drop her spell in the Hag-1. The explosion destroys the machine along with most of her weak, skeletal body, leaving her nothing more than a talking head.
 
 
 
Banjo and Kazooie return to the Isle o' Hags to celebrate with their friends, including the now reformed Klungo, but they arrive too late as the party was already over. Kazooie then suggests a new fun idea: kicking around Grunty's head atop Cauldron Keep, much to their joy and her disgust. She vows to have her revenge in the game's sequel, "''[[Banjo-Kazooie: Nuts & Bolts|Banjo-Threeie]]''"
 
  
 
==Gameplay==
 
==Gameplay==
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==Reception==
 
==Reception==
''Banjo-Tooie'' was critically and commercially successful upon the time of its release. The scores were consistently very high and rivaled its predecessor, ''Banjo-Kazooie''. IGN praised the multiplayer system and its characters but criticized the frame rate issues at points of the game.
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''Banjo-Tooie'' was both critically and commercially successful, recieving high scores and selling more than three million copies worldwide. It was praised for its gameplay and graphics, considered one of the best the Nintendo 64 could offer, but were criticized for the inconsistent frame rate at certain parts. Many reviewers often compared the game to ''[[mariowiki:Donkey Kong 64|Donkey Kong 64]]'', saying ''Banjo-Tooie'' featured much less backtracking.
  
:GamePro - 4.5 of 5
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{| class="wikitable review_template" style="border:2px solid black; width:100%; font-size:100%; text-align:center; margin-bottom:5px;" cellpadding="4"
:GameSpot - 9.6 of 10
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!colspan="4" style="font-size:120%; text-align:center; background-color:silver;"|Reviews
:IGN - 9.4 of 10
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|-style="background-color:#E6E6E6"
:Official Nintendo Magazine - 9.7 of 10
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|Release
:GameStats - 9.2 of 10
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|Reviewer, Publication
:1Up.com - 9.6 of 10
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|Score
 
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|Comment
''Banjo-Tooie'' was nominated for many awards - including a nomination for the "Moving Images Award" at the 2000 BAFTA award ceremony, and was also nominated for "Console Action/Adventure Game of the Year", "Console Game of the Year", and "Game of the Year" at the 2001 Academy of Interactive Arts and Sciences awards.
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|-
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|[[Nintendo 64]]
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|Shane Satterfield,<br>[https://www.gamespot.com/reviews/banjo-tooie-review/1900-2657255/ GameSpot]
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|9.6/10
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|''The great thing about 3D platformers is that they are so free flowing in nature that the gameplay variety has no limits. It's possible to include first-person shooting, racing, minigames, you name it. Banjo-Tooie has all these and much more. The platform-jumping elements do not present much of a hurdle, but the demanding puzzle elements more than make up for it. Some of the puzzles are straightforward "flip a switch and open a door" deals, while others are just evil. Banjo-Tooie is difficult enough without obscure puzzles to solve and few clues to go by. The majority of the level design is top-notch, and some of the task progressions take things even higher. It's that feeling of "I have to get just one more jiggy" that keeps the controller glued to your hand and your eyes in a fixed gaze. Then that jiggy leads to four. The next thing you know, it's almost 4am and you've rubbed your eyes raw. Banjo-Tooie is that kind of game.''
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|-
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|Nintendo 64
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|Daemon Hatfield,<br>[https://www.ign.com/articles/2009/04/29/banjo-tooie-review IGN]
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|9.4/10
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|''The amount of things to do in this game is nothing short of staggering. Each of the enormous nine levels has 10 jiggies to be won by completing brief quests and objectives. Then there are 100 musical notes to be found, three honeycomb pieces (for extra life), five stranded jinjo characters, missing pages of Cheato's cheat book, and new abilities and magic spells to be learned -- all in every level. The N64's cartridges definitely suffered from a memory shortage compared to the PlayStation's disc medium, but this is still one gigantic game and it is now one of the deepest experiences on XBLA. Compared to the first game, Tooie is basically a super-sized copy with the same play mechanics, progression, and visuals. Banjo begins the sequel with all the moves he learned the first time around and immediately begins adding to his repertoire.''
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|-
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|Nintendo 64
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|Thomas Bowskill,<br>[https://www.nintendolife.com/reviews/2009/10/banjo_tooie_retro Nintendo Life]
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|9/10
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|''From the outset, just like the story, everything in Tooie seems grandiose, large and slightly overwhelming when compared to its humble predecessor. Arriving in the Jinjo village for the first time will register the sheer magnitude of this game: there's a lot to do and explore here, and this is just the first area outside of the levels – and there are countless other parts of Hag Island that could swallow Spiral Mountain in one gulp! Entering a level in Tooie is a little like it was in Kazooie; each world's size is quite a surprise (sorry, Grunty's rhymes are contagious - I know our readers find this outrageous!). Instead of having levels that can be completed in one sitting, all Tooie's stages have been specifically designed to tie in with each other, meaning you can't actually finish a level until you're most of the way through the game, when you can then access the linked areas. This is puzzling at first, as it's not clear that hopping between levels is required – you'll be wondering how to get some Jiggies, only to find that you gain access to them via another level a few hours later. But this design to connect all the levels together is befitting of the expansive approach of the game and good fuel for your typical completionist – there's easily over 10 hours of content here, and while it can get overwhelming, it's still thoroughly enjoyable.''
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|-
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|colspan=2|Metacritic
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|colspan=2 style="background-color:LimeGreen"|[https://www.metacritic.com/game/nintendo-64/banjo-tooie 90]
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|}
  
 
==Pre-release and unused content==
 
==Pre-release and unused content==
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|JapR=Banjo to Kazooie no Daibouken 2
 
|JapR=Banjo to Kazooie no Daibouken 2
 
}}
 
}}
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==References==
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<references/>
 
{{Banjo-Kazooie series}}
 
{{Banjo-Kazooie series}}
 
{{BT}}
 
{{BT}}

Revision as of 14:27, April 6, 2021

Banjo-Tooie is the second game in the Banjo-Kazooie series and the direct sequel to Banjo-Kazooie. Like the previous game, Banjo-Tooie was developed by Rare, Ltd. and published by Nintendo. It was released for the Nintendo 64 in late 2000, or 2001 in Europe. It was ported to the Xbox Live Arcade in 2009. "Tooie" is a portmanteau of Kazooie and "two", owing to it being the second Banjo-Kazooie title.

Banjo-Tooie takes place after the events of Banjo-Kazooie: Grunty's Revenge, chronologically placing it as the third title of the series. Banjo-Tooie also takes place two years after the events of Banjo-Kazooie. In it, Mingella and Blobbelda free Gruntilda from the boulder she was trapped under, and they then attempt to help Grunty recover from her skeletal appearance with their Big-O-Blaster invention, which sucks the life from characters and objects in the Isle o' Hags. Banjo and Kazooie go on an adventure to stop Grunty and her sisters. Banjo-Tooie has a more cynical tone than its predecessor and introduced darker elements to the series, such Bottles's death.

Story

Two years later after Gruntilda fell off her tower and was buried in Spiral Mountain, her loyal minion Klungo is still trying to push the boulder. Meanwhile, Banjo, Kazooie, Bottles and Mumbo Jumbo are playing poker inside Banjo's House. To cheat, Kazooie says that Gruntilda has returned and grabs Bottles' poker chips while he looks away. Suddenly, the four hear a noise outside, and the shaman goes to check what could've caused it. He ends up spotting Gruntilda's sisters, Mingella and Blobbelda, arriving in Spiral Mountain on their Hag 1 to free the witch. They use a spell to break the rock and Gruntilda comes out of her grave as a skeleton, mad about her current state. The sisters explain they have a plain to restore her body and go back to the drilling machine, heading to Cauldron Keep. Gruntilda, however, spots the shaman who runs away from her back to Banjo's home. He warns the three inside about the threat, but Bottles does not believe him and thinks its just a trick, like Kazooie did earlier. As he was telling the truth, Gruntilda casts a spell on the building and kills Bottles who was inside, leaving his burnt body outside with his soul leaving it. Banjo and Kazooie then set out on an adventure to avenge the mole and stop whatever plan the witches might have.

The duo go through the destroyed Spiral Mountain and enter the Digger Tunnel left by the Hag 1, encountering Klungo. They fight and the duo wins, reaching Jinjo Village. They meet its ruler, King Jingaling, who gives them the game's first Jiggy and talks about Jiggywiggy's Temple, where they will be able to open more worlds and reach Cauldron Keep. He then opens a tunnel in Bottles' House that leads to said place. The duo heads there, and King Jingaling's Throne Room is blasted by Mingella and Blobbelda's Big-O-Blaster, the life-sucking gun they will use to restore their sister's body. The Jinjo king becomes a zombie, and Toots a pile of ashes with eyes. Inside the mole's house, they meet his wife, Mrs. Bottles, who's not aware of his death and is still waiting for him to come back for dinner. Banjo is too afraid to tell her about what happened, and stops Kazooie when she attempts to. They also meet Bottles' children, Goggles and Speccy. Once they get through the Disciple of Jiggywiggy and finally meet Master Jiggywiggy himself, he tells them about the Crystal Jiggy and how it will allow them to reach Gruntilda, opening the first world, Mayahem Temple. There, they meet Bottles' drill sergeant brother Jamjars who teaches them new moves when they have enough Musical Notes. Throughout the worlds they also encounter Mumbo's Skull, where Mumbo can help them, and Wumba's Wigwam, where Mumbo's rival Humba Wumba lives. The shaman requests a Glowbo to help the duo with spells while the sha-woman needs it to transform them, essentially taking Mumbo's former role.

Once Banjo and Kazooie finally reach Cauldron Keep, they face off against Klungo one last time. After being defeated, he leaves and states he's off to make "ssstupid gamesss". Gruntilda then puts the duo in her own game show, the Tower of Tragedy Quiz, alongside her sisters Mingella and Blobbelda. They lose and get squished by 1 ton weights while Banjo escapes and runs upstairs to use the Big-O-Blaster and revive both Bottles and King Jingaling. The duo then goes to the top of the castle and fight Gruntilda in her Hag 1, answering a few more questions and exploding the drill. This leaves the witch as simply a disembodied skull, and duo leaves to celebrate at Bottles' House. The party was already over, however, so they call their friends to play kickball with the witch's remains. Gruntilda then claims she will get her revenge in "Banjo-Threeie" (a joke name based off on "Snakes in Space", another joke sequel teased at the end of Snake Rattle 'n' Roll[1]), with Captain Blubber flying by on the Saucer of Peril.

Gameplay

Gameplay screenshot of Banjo and Kazooie approaching a Jiggy.

The gameplay of Banjo-Tooie is fundamentally similar to its predecessor, Banjo-Kazooie: Banjo and Kazooie must travel across open worlds and collect items and complete tasks to unlock access for later areas; the areas are about twice as large as in Banjo-Kazooie. Banjo and Kazooie can use every move they have learned in Banjo-Kazooie (except for Claw Swipe, which was replaced with Peck), and learn some additional moves from Jamjars in every level. The new moves include Egg Aiming, the ability to use more Eggs, and using Split-Up Pads to play as Banjo and Kazooie individually; both characters can learn their own moves while separated.

Jiggys retain their role as the main collectibles. Instead of being used on Jigsaw Pictures, Jiggies are used to unlock worlds from Jiggywiggy's Temple; Banjo and Kazooie do not have to relinquish their Jiggies to enter a new world. Musical Notes appear in every level but only appear in nests. Every standard nest contains five Musical Notes, which have a 20-count variant named Treble Clef. Similarly, Eggs and Feathers are also grouped in nests.

Unlike Bottles, Banjo and Kazooie must collect a specified number of Musical Notes before Jamjars can teach the ability to them. Unlike the last game, the Musical Note count is preserved if Banjo and Kazooie were to enter then exit from a world. Like the previous game, five Jinjos appear in each level, including the Isle o' Hags hub world. There are nine Jinjo colors, and they are each grouped into families. Like Witch Switches from the first game, collecting every Jinjo in a world causes a Jiggy to appear outside the world's entrance.

Banjo-Tooie adopted some features from Donkey Kong 64, most notably the removal of the lives system: if Banjo and Kazooie lose all of their health, they restart from the last entrance. The Another similarity is how enemies respawn in the levels over time. Similarly, there is also a multiplayer mode where up to four players can compete in minigames.

Mumbo Jumbo is a newly playable character, whose main role is using magic spells to solve puzzles and Mumbo Pads to open newer areas. The player can switch control to Mumbo from Mumbo's Pad, if Banjo and Kazooie give a Glowbo to him in each world. Mumbo's new rival, Humba Wumba, handles the world transformations instead, and must also be provided with a Glowbo (the successor to Mumbo Tokens).

The worlds are physically connected to each other at multiple points, and are effectively extensions of the Isle o' Hags hub world. Chuffy can be used to transport minor characters between two worlds that each have a Train Station.

One of the minor differences is the HUD having a static headshot of Banjo and Kazooie, which would change emotion in the previous game (from happy to sad) based on the amount of health they had. Some slight visual improvements were also added, which includes animated water, better usage of lighting and shadowing, and some objects (such as Honeycombs) receiving new animations on the world map.

Main characters

A collage of every character from Banjo-Tooie.
  • Banjo - The game's hero, a honey bear wearing yellow shorts and a blue backpack he is always ready for adventure and happy to help people out.
  • Kazooie - A rude and sarcastic female red-crested breegull who resides in Banjo's backpack and helps out Banjo and others at times.
  • Gruntilda Winkybunion - The game's villain, an evil witch who wrecked Banjo and Kazooie's home and plans to suck the life out of many innocent characters.
  • Mumbo Jumbo - A shaman with magical powers, friend of Banjo and Kazooie, Mumbo helps out the duo with magic.
  • Humba Wumba - A new character introduced in the game and the rival of Mumbo, Humba helps the two by transforming them into many different forms.
  • Bottles - Friend of Banjo and Kazooie, he was killed in the start of the game by Grunty and it is the duo's job to revive him.
  • Jamjars - Military Drill Seargeant and Bottles' brother, Jamjars can teach Banjo and Kazooie new moves for the game if paid enough musical notes.
  • Klungo - Gruntilda's henchman, he assists Grunty in various things and fights the two heroes three times throughout the game.
  • Mingella - One of Gruntilda's sisters, she and Blobbelda built the Big-O-Blaster (B.O.B.). Joining magical forces with her sister, Blobbelda, she removed the rock under which Grunty was trapped, with the help of a spellbook.
  • Blobbelda - Grunty's short, "shapely" sister. Helped Mingella build the B.O.B.
  • Master Jiggywiggy - Head of an ancient order dedicated to the powers of The Crystal Jiggy. An ally of the duo, who opens new game worlds if given enough Jiggies.
  • King Jingaling - King of the Jinjos, is turned into a zombie by Gruntilda early in the game.

Worlds

Like in Banjo-Kazooie, there are nine worlds, one hub world, and a starter world, equaling 11 in total.

Hub worlds
World Summary
B-T Spiral Mountain.png
Spiral Mountain
Spiral Mountain is the home to Banjo and Kazooie. Like Banjo-Kazooie, it is the starting area of the game. The location was heavily damaged in the intro, from the Hag 1 drilling and Grunty casting a spell on Banjo's House. The area has since appeared as dull and ruined. Banjo and Kazooie can still enter Gruntilda's Lair, where Cheato is located.
Jinjo Village.png
Isle o' Hags
The hub world of the game, divided into seven regions: Jinjo Village, Wooded Hollow, Plateau, Pine Grove, Cliff Top, Wasteland, and Quagmire. It is where every level can be accessed from.
Levels
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Mayahem Temple
The first level of the game, and is themed after the Mayans. It is where Mumbo can control the Golden Goliath. There is also a kickball stadium and various temples, one of which has the world boss, Targitzan. The Code Chamber also appears in this world.
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Glitter Gulch Mine
This level is a gold mine consisting of prison cells, a waterfall, and caves filled with poisonous gas. It is where Banjo and Kazooie meet Chuffy.
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Witchyworld
A highly unsafe and previously condemned fairground, endorsed by Gruntilda, featuring dangerous rides and rude employees.
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Jolly Roger's Lagoon
This world is comprised of two areas, a nautical village and a lagoon with Atlantis. With the aid of Mumbo, the characters can breathe underwater and explore the sea bottom.
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Terrydactyland
A prehistoric level filled with dinosaurs and cavemen tribes. It is the home of Terry, a large pterodactyl, and the world's namesake. He is also the level's boss, whose nest sits atop the central mountain.
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Grunty Industries
A massive factory for underwear manufacturing, endorsed by Grunty, with a waste disposal. This level shows Gruntilda's disdain for the environment, much in the vein of Rusty Bucket Bay from the previous game. Loggo also appears in this level.
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Hailfire Peaks
A twin-peaked mountain where one side is ice and the other is fire, both watched over by Chilli Billi and Chilly Willy.
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Cloud Cuckooland
A world that floats exceedingly high above the Isle o' Hags. It is made of an enormous, hollow, purple mountain, surrounded by floating platforms of various oddities including a large wedge of smelly cheese, a pot of gold, a jelly castle and a gigantic trash can.
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Cauldron Keep
This level is Grunty's hideout and the final level. It is much smaller than the previous levels and does not feature any collectibles or the supporting characters. It is where the Tower of Tragedy Quiz takes place and where the Big-O-Blaster is located. The final boss fight against Gruntilda and the Hag 1 takes place here.

Spells

Mumbo Jumbo can perform a certain spell in each world, provided that Banjo and Kazooie have given him a Glowbo.

Reception

Banjo-Tooie was both critically and commercially successful, recieving high scores and selling more than three million copies worldwide. It was praised for its gameplay and graphics, considered one of the best the Nintendo 64 could offer, but were criticized for the inconsistent frame rate at certain parts. Many reviewers often compared the game to Donkey Kong 64, saying Banjo-Tooie featured much less backtracking.

Reviews
Release Reviewer, Publication Score Comment
Nintendo 64 Shane Satterfield,
GameSpot
9.6/10 The great thing about 3D platformers is that they are so free flowing in nature that the gameplay variety has no limits. It's possible to include first-person shooting, racing, minigames, you name it. Banjo-Tooie has all these and much more. The platform-jumping elements do not present much of a hurdle, but the demanding puzzle elements more than make up for it. Some of the puzzles are straightforward "flip a switch and open a door" deals, while others are just evil. Banjo-Tooie is difficult enough without obscure puzzles to solve and few clues to go by. The majority of the level design is top-notch, and some of the task progressions take things even higher. It's that feeling of "I have to get just one more jiggy" that keeps the controller glued to your hand and your eyes in a fixed gaze. Then that jiggy leads to four. The next thing you know, it's almost 4am and you've rubbed your eyes raw. Banjo-Tooie is that kind of game.
Nintendo 64 Daemon Hatfield,
IGN
9.4/10 The amount of things to do in this game is nothing short of staggering. Each of the enormous nine levels has 10 jiggies to be won by completing brief quests and objectives. Then there are 100 musical notes to be found, three honeycomb pieces (for extra life), five stranded jinjo characters, missing pages of Cheato's cheat book, and new abilities and magic spells to be learned -- all in every level. The N64's cartridges definitely suffered from a memory shortage compared to the PlayStation's disc medium, but this is still one gigantic game and it is now one of the deepest experiences on XBLA. Compared to the first game, Tooie is basically a super-sized copy with the same play mechanics, progression, and visuals. Banjo begins the sequel with all the moves he learned the first time around and immediately begins adding to his repertoire.
Nintendo 64 Thomas Bowskill,
Nintendo Life
9/10 From the outset, just like the story, everything in Tooie seems grandiose, large and slightly overwhelming when compared to its humble predecessor. Arriving in the Jinjo village for the first time will register the sheer magnitude of this game: there's a lot to do and explore here, and this is just the first area outside of the levels – and there are countless other parts of Hag Island that could swallow Spiral Mountain in one gulp! Entering a level in Tooie is a little like it was in Kazooie; each world's size is quite a surprise (sorry, Grunty's rhymes are contagious - I know our readers find this outrageous!). Instead of having levels that can be completed in one sitting, all Tooie's stages have been specifically designed to tie in with each other, meaning you can't actually finish a level until you're most of the way through the game, when you can then access the linked areas. This is puzzling at first, as it's not clear that hopping between levels is required – you'll be wondering how to get some Jiggies, only to find that you gain access to them via another level a few hours later. But this design to connect all the levels together is befitting of the expansive approach of the game and good fuel for your typical completionist – there's easily over 10 hours of content here, and while it can get overwhelming, it's still thoroughly enjoyable.
Metacritic 90

Pre-release and unused content

Gallery

For this subject's image gallery, see Gallery:Banjo-Tooie.

Names in other languages

Language Name Meaning
Japanese バンジョーとカズーイの大冒険2
Banjo to Kazooie no Daibouken 2

References