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List of Banjo-Kazooie glitches

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This is a list of glitches in Banjo-Kazooie. Unless otherwise indicated, the names for these glitches are unofficial, and they work in all versions of the game.


Bee Banjo breaks boundaries[edit]

With good timing, Bee Banjo can circumvent Mumbo's magic "running out" by entering the Warp Cauldron in the Click Clock Wood entrance area of Gruntilda's Lair. He can then freely roam around the rest of the game as a bee. However, his viability in this form is somewhat hindered by the fact that he's effectively locked out of all underwater areas unless he abuses a "clip out of bounds" glitch that would allow him to walk in the water when back in bounds, and he's also locked out of any Jiggy that would require defeating enemies to obtain.

Chump glitch[edit]

In the area that leads to Rusty Bucket Bay in Gruntilda's Lair, there is a Chump swimming around. The area it swims around in doesn't change as the water level is upped, even if Banjo tries to lure the fish higher.

On the flipside, in the "forested" area past the 180 Note Door, it's possible to make the Chump there "clip out of bounds" and leave the water.

Enter Gnawty's house in the spring[edit]

In the original N64 release of Banjo-Kazooie, Banjo and Kazooie can perform some difficult maneuvers to open Gnawty's house during the spring. If they then attempt to enter his house, they will instead be met with a glitched area. The rock was made indestructable in a later release, which also affected all remakes.

Using Furnace Fun to transfer moves between files[edit]

By using a Stopwatch space in Grunty's Furnace Fun, the player is able to transfer moves learned from Bottles in one save file to another. It works on both the original release and Xbox Live Arcade port, and can be done by getting a game over in a Stopwatch mini-game and then starting a new save file where, after going through specific loading zones in Gruntilda's Lair (like entering and exiting Mumbo's Mountain), the moves in the previous save file will be usable. This works due to how the game stores the moves in its memory and how it disables them during Grunty's Furnace Fun but enables them again during its challenges.

Walk through walls[edit]

This can be done in Treasure Trove Cove, near Nipper. If Kazooie Talon Trots on one of the walls surrounding Nipper, then with careful camera manipulation, she may sometimes clip through the wall.

Walk underwater[edit]

Entering Gnawty's house in spring can also enable this glitch. A similar glitch can be performed at Jolly Roger's Lagoon in Banjo-Tooie.

Music glitches[edit]

  • The variants of the Grunty's Lair theme heard at jigsaw puzzles often sound different from their counterparts at level lobbies. The most noticeable examples of this are with Clanker's Cavern and Gobi's Valley, where instrumentation is clearly missing in the jigsaw themes. On the other hand, Freezeezy Peak's jigsaw theme and lobby themes sound exactly the same, and the Rusty Bucket Bay area avoids this glitch altogether simply by how the rooms of the Lair are arranged there.
    • The main theme itself seems to have three variants.
  • In the pond just after the 180 Note Door that surrounds a Gruntilda statue, the "underwater" version of the Grunty's Lair theme is missing her trademark laugh that would normally play at the start of the song or when it loops back to the beginning.
  • In Nipper's battle, whenever Snacker is attacking, the Mutie-Snippet battle, the Gold Flibbit battle, the Twinkly game, Boggy's race, the "race" portion of King Sandybutt's tomb, Rubee's pyramid when he's playing his tune, outside Mad Monster Mansion's church, the Boss Boom Box battle, the Zubba battle, inside Gnawty's house, the Ice Key room, or the Secret Egg area inside the wine cellar, the music doesn't pause whenever Banjo uses the Wonderwing or gets a Jiggy.
  • When leaving Gnawty's house in Fall, the music does not change until Banjo surfaces. However, it changes back to the correct variant when leaving his house in Winter.

Glitches introduced in remakes[edit]

Bottles' Bonus Note glitch[edit]

In the Xbox Live Arcade remake of Banjo-Kazooie, the "note score" concept was removed, and collecting Notes works the way it does in Banjo-Tooie. However, this caused a glitch in the Bottles' Moving Picture Game where, if Banjo and Kazooie collected Notes inside of a picture, they would also be considered "collected" in the level depicted, making collecting all 900 Notes impossible.

However, this would not impact gameplay in any way, as only twelve Notes would disappear: four each from Mad Monster Mansion, Rusty Bucket Bay, and Click Clock Wood. This still leaves behind 888 Notes, which is six higher than the number needed to unlock the red Honeycombs. This glitch was eventually patched.