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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]]''"
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]]''"


==Differences in gameplay from ''[[Banjo-Kazooie]]''==
==Gameplay==
#Enemies respawn over time.
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 [[Egg]]s, and using [[Split-Up Pad]]s to play as Banjo and Kazooie individually; both characters can learn their own moves while separated.
#Banjo and Kazooie have infinite lives and no longer have to find [[Extra Life|Banjo statues]].
 
#There are no [[Note Doors|note doors]]. [[Musical Notes|Musical notes]] are used instead to learn new moves from [[Jamjars]].
[[Jiggy]]s retain their role as the main collectibles. Instead of being used on [[Jigsaw Picture]]s, 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 Note]]s 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, [[Egg]]s and [[Feather]]s are also grouped in nests.
#The values of the [[Musical Notes|notes]] are different and all notes are found in nests. The standard nest of notes has a worth of five notes and the treble clef is worth twenty. All of the notes that are collected from a level are saved, so if all one hundred are not collected upon playing a level for the first time, Banjo and Kazooie can go back and collect the ones they didn't get before without having to re-collect the ones they already collected. The same rule goes for the Jinjos.
 
#As the game takes place two years after ''[[Banjo Kazooie|Banjo-Kazooie]]'', Banjo's voice is a little deeper, as he is older.
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 saved if Banjo and Kazooie enter then exit from a world. [[Egg]]s and [[Feather]]s are also grouped together in nests. Like the previous game, five [[Jinjo]]s appear in each level, including the Isle o' Hags hub world. There are nine Jinjo colors, each of whom represent a family. Like the first game's [[Witch Switch]]es, collecting all five Jinjos in a world causes a Jiggy to appear outside the entrance.  
#Kazooie aids Banjo in his rolling attack, and thus the move cannot be performed when the two are separated.
 
#[[Claw Swipe]] is replaced with [[Peck]].
''Banjo-Tooie'' adopted some features from ''[[mariowiki:Donkey Kong 64|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.
#Jiggies are collected instantly as they fly around Banjo, Kazooie, and/or Mumbo and then disappear above the playable characters' heads instead of Banjo jumping in victory and then Kazooie eating the Jiggies.
 
#The Jiggies, honeycombs, and other objects do not have eyes or speak as they did in ''Banjo-Kazooie''.
[[Mumbo Jumbo]] is a newly playable character, whose main role is using magic spells to solve puzzles and [[Mumbo Pad]]s 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 [[transformation]]s instead, and must also be provided with a Glowbo (the successor to [[Mumbo Token]]s).
#All of the [[Eggs|eggs]] and [[Feathers|feathers]] are found in nests (excluding [[Clockwork Kazooie Eggs|clockwork Kazooie eggs]]) in multiple amounts. There are five different types of eggs, compared to just one type in ''Banjo-Kazooie'', meaning that eggs in nests will change to different ones so Banjo and Kazooie can collect certain ones they need.
 
#Banjo can hold Kazooie like a gun and shoot eggs in first person. They can also fly and swim in first person as well.
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]].
#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|Bottles' minigame]] in the original game.
 
#Banjo and Kazooie have the entire ''[[Banjo-Kazooie]]'' moveset. Jamjars also teaches them new moves in the game.
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.
#There is at least one move to learn in each world.
#Instead of using [[Warp Cauldron|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]]s that you have activated.
#There are [[Warp Pad]]s which transport Banjo and Kazooie to key points within worlds quickly if the relevant one was activated.
#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]].
#Instead of [[Mumbo Token]]s, Banjo and Kazooie have to collect [[Glowbo]]s for transformations and 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. Instead of Mumbo transforming Banjo and Kazooie, a Native American girl named Wumba transforms them.
#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 than those in the original game, Unlike in the original, all of ''Banjo-Tooie'''s boss battles have a music intro and an on-screen title. You are then 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 and 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 game's graphics and animations have greatly improved since the first game:
#*Banjo's backpack jumps up and down on his back and opens whenever Kazooie pops out.
#*Kazooie's head becomes momentarily bigger when performing attacks that involves her beak.
#*Water surfaces are animated, as opposed to the still water bodies of ''Banjo-Kazooie''.
#*More objects in the world, such as honeycombs, have unique animations, rather than simply spinning.
#*Banjo's arm hair is no longer brighter then the rest of his hair and matches his body.
#* The game features significantly more advanced lighting and shadows than ''Banjo-Kazooie'', including dynamic lighting which can be induced by player actions. E.g. if Kazooie shoots a fire egg in a dark space, a small area around the egg will light up, following its trail. This makes it possible to navigate pitch-black spaces without activating a light source.
#All worlds are at least twice the size the ones from ''[[Banjo Kazooie|Banjo-Kazooie]]''.
#In ''Banjo-Tooie'', the player keeps their [[Jiggy|Jiggies]] rather than giving them up to open new worlds, meaning more Jiggies would be required to open new worlds.
#There are more characters in ''Banjo-Tooie, ''many of whom talk more than those in ''Banjo-Kazooie''.
#When you enter an area/world, it will display name of the current location.
#All enemies have some sort of battle cry or noise upon discovering Banjo & Kazooie, alerting the player that he/she is being targeted.
#Banjo and Kazooie no longer stop and show an animation when collecting a Jiggy; instead, it rotates around Banjo when grabbed, allowing the player to still move freely.
#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 from 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]].
#Not all enemies give you a honeycomb when you kill them. Also, the honeycombs disappear if you wait too long to collect them.
#Gruntilda no longer rhymes (except at the very beginning of the game) due to her sisters threatening to not help her get her body back unless she stops, as it annoys them. She begins rhyming again in ''Nuts & Bolts''.
#Coincidentally, Jamjars rhymes in all of his lessons.
#Grunty's intentions seem much darker and more cruel than in the original, as she plans to suck the life out of the entire island.
#There are ten fewer Jiggies in this game, due to the worlds being significantly larger than ''Banjo-Kazooie''<nowiki/><nowiki>'s.</nowiki>
#The Jinjos now have evil counterparts known as Minjos, which look identical to regular Jinjos from a distance, but will attack when approached.
#Banjo and Kazooie can now split up by using pads. Several puzzles can only be solved with one of the two main characters. At one point, splitting Banjo and Kazooie apart is required to proceed in the game's hub world.
#[[Turbo Trainers]] now allow Kazooie to run on water without sinking unless stopped.
#Through secret means, Kazooie can be turned into a dragon.
#There are more than twice as many moves to learn as in ''Banjo-Kazooie'', some of whom are exclusive to Banjo or Kazooie respectively, as parts of the game require them to separate.
#In order to increase their life meter, Banjo and Kazooie must turn in their empty honeycombs to the honey bee house next to the entrance of Glitter Gultch Mine instead of the life meter automatically increasing on its own as it did in the first game.
#Banjo no longer does the "claw swipe" move while the B button is being pressed. Instead, Kazooie comes out and pecks at the enemy. As a dragon, Kazooie breathes fire in place of this move.
#The image of Banjo and Kazooie in the HUD (which in ''Banjo-Kazooie'' animated as honeycombs decreased, faces going from happy to sad) is changed to a static, non-changing image. The head icon will also change depending on what character the player is playing as.
#[[Dingpot]] no longer transports you to the final battle, instead a elevator transports you to the final battle. He does, however, appear just before the final battle, like in ''Banjo-Kazooie'', where the player can jump inside of him to replenish health, feathers and eggs.
#When the player holds down "A" when a character is speaking, while it does make the character's speech go faster just as it did in the first game, the character's voice no longer goes higher pitched.
#The timer in Banjo Tooie is Gruntilda's head while in Banjo Kazooie it was an hourglass.


==Main characters==
==Main characters==

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Banjo-Tooie is the second game (third in time line) in the Banjo-Kazooie series and is the sequel to Banjo-Kazooie: Grunty's Revenge (in time line). 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 on Japan, and in USA in April 12, 2001 , 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 was written with a noticeably more cynical tone than the first, and introduced some darker elements to the series, such as the death of Bottles.

Plot

Intro

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.

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.

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). 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 (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-Threeie"

Gameplay

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 saved if Banjo and Kazooie enter then exit from a world. Eggs and Feathers are also grouped together in nests. Like the previous game, five Jinjos appear in each level, including the Isle o' Hags hub world. There are nine Jinjo colors, each of whom represent a family. Like the first game's Witch Switches, collecting all five Jinjos in a world causes a Jiggy to appear outside the 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

Just like the previous game, there are nine worlds, one overworld/hub world, and one starter world. This comes to a total of eleven worlds in Banjo-Tooie

Starter World

Hub World

Main Worlds

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.

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, using the Stop 'N' Swop eggs for Banjo-Kazooie: Nuts & Bolts.

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 10. 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 11, a premium theme was also released.

Gallery

Main article: Banjo-Tooie/gallery

Trivia

  • "Tooie" in its title originated from the portmanteau of two and Kazooie, as it is the second game of the Banjo-Kazooie series.
  • The game was going to be on the 64DD, but due to the failure of the add-on, The game was one of the few to be ported onto the N64.
    • during the time, it was under the tenative title, "Banjo-Kazooie 2"

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