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Difference between revisions of "Banjo-Tooie"

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m (Did some minor changes to→‎Differences in gameplay from Banjo-Kazooie: , I also fixed some links.)
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#The values of the [[Musical Notes|notes]] are different and all of the notes are found in nests. The standard note has a worth of five notes and the Treble Clef is worth twenty.
#The values of the [[Musical Notes|notes]] are different and all of the notes are found in nests. The standard note has a worth of five notes and the Treble Clef is worth twenty.
#All of the [[Eggs]] and [[Feathers]] are found in nests in (excluding [[Clockwork Kazooie Eggs]]) multiple amounts.
#All of the [[Eggs]] and [[Feathers]] are found in nests in (excluding [[Clockwork Kazooie Eggs]]) multiple amounts.
#Unlike [[Banjo-Kazooie]] where you added [[Jiggy|jigsaw]] pieces into a puzzle by a button to open new worlds, you now have to complete a jigsaw mini-game similar to [[Bottles' Moving Picture Game|Bottle's minigame]] in the original game.
#Unlike ''[[Banjo-Kazooie]]'' where you added [[Jiggy|jigsaw]] pieces into a puzzle by a button to open new worlds, you now have to complete a jigsaw mini-game similar to [[Bottles' Moving Picture Game|Bottle's minigame]] in the original game.
#There is at least one move to learn in each world.
#There is at least one move to learn in each world.
#Instead of using color coded cauldrons to travel around the main world, the game now uses silos which all interconnect allowing you to travel between all the [[Silo|silos]] that you have activated.
#Instead of using color coded cauldrons to travel around the main world, the game now uses silos which all interconnect allowing you to travel between all the [[Silo|silos]] that you have activated.
Line 43: Line 43:
#Once you beat the boss [[Old King Coal]] in [[Glitter Gulch Mine]], you can use [[Chuffy]] the train to travel between worlds and areas on the [[Isle o' Hags|island]].
#Once you beat the boss [[Old King Coal]] in [[Glitter Gulch Mine]], you can use [[Chuffy]] the train to travel between worlds and areas on the [[Isle o' Hags|island]].
#Mumbo's Skull is now found in every level excluding Cauldron Keep.
#Mumbo's Skull is now found in every level excluding Cauldron Keep.
#Instead of [[Mumbo Tokens]] you now have to collect [[Glowbo]]s for your transformations as well as for Mumbo's magic.
#Instead of [[Mumbo Token]]s you now have to collect [[Glowbo]]s for your transformations as well as for Mumbo's magic.
#[[Mumbo Jumbo]] no longer transforms Banjo and Kazooie into different forms instead he casts magic spells which help to solve puzzles and open new areas by using [[Mumbo Pad|mumbo pads]]. Once you have given him a [[Glowbo]] you can take temporary control of him in order to use these pads.
#[[Mumbo Jumbo]] no longer transforms Banjo and Kazooie into different forms instead he casts magic spells which help to solve puzzles and open new areas by using [[Mumbo Pad|mumbo pads]]. Once you have given him a [[Glowbo]] you can take temporary control of him in order to use these pads.
#All of Banjo's transformations (minus the Baby T-Rex) are able to defend themselves, as opposed to the ones in Kazooie.
#All of Banjo's transformations (minus the Baby T-Rex) are able to defend themselves, as opposed to the ones in ''[[Banjo-Kazooie|Kazooie]]''.
#In each level of this game, the boss battles are more pronounced then those in the original game, Unlike the original all of Banjo-Tooie's boss battles have a Music intro and on-screen title. You are now locked into the area where the boss is during the fight. The battles now require more thought and take longer.
#In each level of this game, the boss battles are more pronounced then those in the original game, Unlike the original all of Banjo-Tooie's boss battles have a Music intro and on-screen title. You are now locked into the area where the boss is during the fight. The battles now require more thought and take longer.
#The levels are more connected than before, the puzzles are now more interwoven often leaving you to complete an objective in a level to get a Jiggy from another level making it harder to clear the levels without tracking through others.
#The levels are more connected than before, the puzzles are now more interwoven often leaving you to complete an objective in a level to get a Jiggy from another level making it harder to clear the levels without tracking through others.
#The games graphics has greatly improved since the first game.
#The games graphics has greatly improved since the first game.
#*Banjo's backpack, for instance, can be seen opening as Kazooie pops out (instead of just phasing through in the first game) and moves (opposed to always be fixed to Banjo's back).
#*Banjo's backpack, for instance, can be seen opening as Kazooie pops out (instead of just phasing through in the first game) and moves (opposed to always be fixed to Banjo's back).
#All worlds are twice the size the ones from [[Banjo Kazooie]].
#All worlds are twice the size the ones from ''[[Banjo Kazooie]]''.
#In Banjo-Tooie, the player can actually keep their [[Jiggy|Jiggies]] instead of using them to open new worlds.
#In Banjo-Tooie, the player can actually keep their [[Jiggy|Jiggies]] instead of using them to open new worlds.
#There are more NPCs in Banjo-Tooie and more of them talk more than the NPCs in Banjo-Kazooie.
#There are more NPCs in Banjo-Tooie and more of them talk more than the NPCs in Banjo-Kazooie.
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#All the enemies have some sort of battle cry or noise they make when you approach them.
#All the enemies have some sort of battle cry or noise they make when you approach them.
#Banjo and Kazooie no longer have an animation when collecting a Jiggy, instead it rotates around Banjo when grabbed allowing the player to still move freely.
#Banjo and Kazooie no longer have an animation when collecting a Jiggy, instead it rotates around Banjo when grabbed allowing the player to still move freely.
#Five [[Jinjos]] appear in each level, including the [[Isle o' Hags|hub world]]. There are now nine colors, each representing a family that consists of one to nine members. Once a family is completed the player is automatically awarded a Jiggy for the Isle O' Hags. The Jinjos replace the [[Witch Switch]] method from the first game which made Jiggies obtainable in its [[Gruntilda's Lair|hub world]].
#Five [[Jinjo]]s appear in each level, including the [[Isle o' Hags|hub world]]. There are now nine colors, each representing a family that consists of one to nine members. Once a family is completed the player is automatically awarded a Jiggy for the Isle O' Hags. The Jinjos replace the [[Witch Switch]] method from the first game which made Jiggies obtainable in its [[Gruntilda's Lair|hub world]].


==Main Characters==
==Main Characters==

Revision as of 10:55, June 9, 2011

Template:Infobox game info Banjo-Tooie is the second game in the Banjo-Kazooie series and is the sequel to Banjo-Kazooie. Development for the game started even before the original Banjo-Kazooie was released. The game was developed by Rareware and released for the Nintendo 64 on November 19, 2000, and celebrated its 10th Anniversary on November 19, 2010.

Banjo-Tooie takes place two years after Gruntilda was defeated by Banjo and Kazooie in the first game. In this game, Banjo and Kazooie have to stop Gruntilda's sisters, Mingella and Blobbelda, from restoring Gruntilda's body to its original form. This game introduced some darker elements to the series, such as the death of Bottles.

Plot

On a dark and stormy night, two years after Gruntilda's defeat, Banjo, Kazooie, Bottles, and Mumbo Jumbo are playing poker together at Banjo's House. Meanwhile, Klungo continues his ongoing two-year effort to free Gruntilda's now-rotten corpse from beneath the boulder that crushed her in the previous game. Suddenly, Spiral Mountain experiences tremors like that of an earthquake, which disrupt Banjo and friends' poker game. Mumbo goes to investigate, finding that the tremors were caused by Grunty's sisters, Mingella and Blobbelda, and their invention, the Hag 1. They use a spell to lift the rock off Grunty, but she comes out as nothing but a living skeleton with robes on. The Winkybunions and Klungo then plot to steal the life force from their enemies, namely, Banjo and Kazooie. Shocked, Mumbo bolts back to the house, with Grunty following, and warns Banjo, Kazooie and Bottles about the evil plot afoot. The bird and bear leave at once, but Bottles is skeptical, believing that Mumbo just wants to look at his cards. Mumbo leaves as he sees Grunty arriving. The witch throws a deadly spell at the humble home, taking Bottles with it. The witch sisters leave Spiral Mountain and move along to the Isle o' Hags, the game's hub-world. Banjo, Kazooie and Mumbo then observe the damaged state of Spiral Mountain, and realize what they must do.

The duo follow the Hag 1's tracks into a cave, encountering Klungo. After defeating Klungo, who leaves to be beaten up by Grunty, they move on to Jinjo Village, where the Hag 1 has also caused trouble. One of the ten Jinjo families (the grey ones) have been crushed by the Hag 1, along with their house. Banjo and Kazooie continue on, to find where the King of Jinjos, King Jingaling, resides. They warn him about Grunty's plot, and get a Jiggy to help with their adventure. Once the bird and bear leave, they discuss their problem, as Gruntilda and her sisters describe theirs in Cauldron Keep, their lair. The sisters introduced the B.O.B., Big O' Blaster, which can suck the life force out of any living thing. They intended to use it so that Grunty could restore her original form. Grunty decides to steal King Jingaling's life force, as he 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 Jingaling into a zombie. Grunty reassures her sisters that with Bottles and Jingaling killed, Banjo has no hope of reaching Cauldron Keep in time. Banjo and Kazooie, still outside the palace and talking, see the beam narrowly missing them. They then realize that the situation is much more desperate then previously anticipated.

They move onto Bottle's house nearby, where his family are waiting for him. Kazooie has no problem telling the family about Bottle's death, but Banjo convinces her not to. Bottle's children open the passage for Banjo, so that he and Kazooie can continue on through the Isle O' Hags.

The two soon find the (closed) entrance to the first level, Mayahem Temple, and Master Jiggywiggy's 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 needs Jiggies to do so, as his race was cursed by Grunty, and cannot touch them. 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 open up new passageways for them. They also encounter Drill Sergeant Jamjars, Bottles' army trooper like brother, who agrees to teach the duo new attacks (if, of course, they can present the proper number of musical notes). They also meet Humba Wumba, a female shaman and Mumbo's arch-rival, who requests magical Glowbos in exchange for transforming Banjo and Kazooie into something else.

Finally, the pair reaches Cauldron Keep. After facing her henchman Klungo and taking her "Tower of Tragedy" quiz (where Grunty isn't afraid to kill off her sisters), 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 with Grunty in her Hag 1 machine. The duo eventually destroy the Hag 1 with the witch trapped inside as it explodes. The explosion destroys most of her body, leaving her nothing more than a talking head. Banjo and Kazooie return to the Isle o' Hags to celebrate with their friends, as well as kicking around Grunty's head, much to her own disgust. She vows to have her revenge in the game's sequel, "Banjo-Threeie".

Differences in gameplay from Banjo-Kazooie

  1. Enemies respawn over time.
  2. Banjo and Kazooie have infinite lives and no longer have to find Banjo statues.
  3. There are no Note Doors. Musical Notes are used instead to learn new moves from Jamjars.
  4. The values of the notes are different and all of the notes are found in nests. The standard note has a worth of five notes and the Treble Clef is worth twenty.
  5. All of the Eggs and Feathers are found in nests in (excluding Clockwork Kazooie Eggs) multiple amounts.
  6. Unlike Banjo-Kazooie where you added jigsaw pieces into a puzzle by a button to open new worlds, you now have to complete a jigsaw mini-game similar to Bottle's minigame in the original game.
  7. There is at least one move to learn in each world.
  8. Instead of using color coded cauldrons to travel around the main world, the game now uses silos which all interconnect allowing you to travel between all the silos that you have activated.
  9. There are now warp pads to help transport you quickly to key points within worlds once you have activated the relevant pads.
  10. Once you beat the boss Old King Coal in Glitter Gulch Mine, you can use Chuffy the train to travel between worlds and areas on the island.
  11. Mumbo's Skull is now found in every level excluding Cauldron Keep.
  12. Instead of Mumbo Tokens you now have to collect Glowbos for your transformations as well as for Mumbo's magic.
  13. Mumbo Jumbo no longer transforms Banjo and Kazooie into different forms instead he casts magic spells which help to solve puzzles and open new areas by using mumbo pads. Once you have given him a Glowbo you can take temporary control of him in order to use these pads.
  14. All of Banjo's transformations (minus the Baby T-Rex) are able to defend themselves, as opposed to the ones in Kazooie.
  15. In each level of this game, the boss battles are more pronounced then those in the original game, Unlike the original all of Banjo-Tooie's boss battles have a Music intro and on-screen title. You are now locked into the area where the boss is during the fight. The battles now require more thought and take longer.
  16. The levels are more connected than before, the puzzles are now more interwoven often leaving you to complete an objective in a level to get a Jiggy from another level making it harder to clear the levels without tracking through others.
  17. The games graphics has greatly improved since the first game.
    • Banjo's backpack, for instance, can be seen opening as Kazooie pops out (instead of just phasing through in the first game) and moves (opposed to always be fixed to Banjo's back).
  18. All worlds are twice the size the ones from Banjo Kazooie.
  19. In Banjo-Tooie, the player can actually keep their Jiggies instead of using them to open new worlds.
  20. There are more NPCs in Banjo-Tooie and more of them talk more than the NPCs in Banjo-Kazooie.
  21. When you enter an area/world, it will say the name of wherever you are.
  22. All the enemies have some sort of battle cry or noise they make when you approach them.
  23. Banjo and Kazooie no longer have an animation when collecting a Jiggy, instead it rotates around Banjo when grabbed allowing the player to still move freely.
  24. Five Jinjos appear in each level, including the hub world. There are now nine colors, each representing a family that consists of one to nine members. Once a family is completed the player is automatically awarded a Jiggy for the Isle O' Hags. The Jinjos replace the Witch Switch method from the first game which made Jiggies obtainable in its hub world.

Main Characters

File:Banjo tooie montage.jpg
A montage of all the Banjo-Tooie characters, enemies, and bosses.

Reception

Banjo-Tooie was critically and commercially successful upon the time of its release. The scores were consistently very high, rivaling its predecessor Banjo-Kazooie. IGN praised the multiplayer system and its characters but criticized the graphics for framerate speed issues during certain points in the game.

GamePro - 4.5 of 5
GameSpot - 9.6 of 10
IGN - 9.4 of 10
Official Nintendo Magazine - 9.7 of 10
GameStats - 9.2 of 10
1Up.com - 9.6 of 10

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.

Banjo-Tooie (Xbox Live Arcade)

See main article: Banjo-Tooie (Xbox Live Arcade)
File:Banjo Tooie XBLA.jpg
Banjo-Tooie with graphical enhancements for Xbox Live Arcade.

On April 29, 2009, Rare released an Xbox Live Arcade version of Banjo-Tooie. Just like Banjo-Kazooie, the XBLA version of Banjo-Tooie features minor graphical refinements as well as increased screen resolution. The "original plan" of including Stop 'N' Swop was also implemented.

4J Studios, the developer that worked on the Xbox Live Arcade version of the original N64 Banjo-Kazooie game, was commissioned by Rare for the new version of Banjo-Tooie. A trailer for Banjo-Tooie was added to the Xbox Live Marketplace on April 10th. The video, entitled "Happy Easter Banjo-Tooie" shows more of the game's Stop 'N' Swop features with Heggy and the eggs. It was released with gamer pictures featuring the six eggs and ice key, including three new eggs: silver, brown, and orange. On April 11th, a premium theme was also released.

The game has also introduced Stop 'n' Swop II, using the N64 cartridges and other methods. It has been suggested that these are for use in Banjo-Kazooie: Nuts & Bolts, but nothing is fully confirmed as yet.

See also

Gallery

Screenshots

Logos and Box Art

Artwork

Special

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