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Difference between revisions of "Banjo-Kazooie: Nuts & Bolts"
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However, as usual, Grunty fails miserably and is forced to work in L.O.G.'s factory until the end of her days, as agreed at the beginning of the game. Gruntilda promises that she will launch her own game, since she has all the necessary tools. | However, as usual, Grunty fails miserably and is forced to work in L.O.G.'s factory until the end of her days, as agreed at the beginning of the game. Gruntilda promises that she will launch her own game, since she has all the necessary tools. | ||
The Jiggies have the same use as in previous games. When Banjo win a Jiggy in a game world challenge, this puzzle piece is moved to that world's respective Jig-O-Vend. Kazooie, using her Magic Wrench, collects the Jiggies from the machine and Banjo takes them to the [[Jiggy Bank]] in the middle of Showdown Town. There are a total of 131 Jiggies in the gome. | |||
The game | |||
The | The T.T. Trophies are the most difficult items to get. [[Trophy Thomas|Trophy To]]mas, a super competitive cheetah, is the 'best in all the challenges of the game' and is willing to challenge Banjo for those who can do it faster. Banjo must complete the proposed test in a time limit to get all the prizes available. Four trophies will get the player a Jiggy. In total, there are 92 Trophies in the game (but the player can get all the Jiggies with 91). | ||
===Abilitiesjdfha=== | |||
Almost all abilities learned in previous games will not be at Banjo and Kazooie's disposal for ''Banjo-Kazooie: Nuts & Bolts''. This approach was first mentioned in the December 20 of Rare's Scribes column, which stated, "Banjo and Kazooie haven't got many of the abilities that they used in previous games".[8] The ability introduced in ''[[Banjo-Tooie]]'' to split up Banjo and Kazooie as separate playable characters will be unavailable in ''Banjo-Kazooie: Nuts & Bolts''. A previous Scribe mentioned that they "thought about using two different controllers" to account for the new moves and all the old moves as well, but that a simpler system had been used for the game. It was eventually revealed that theapproachh involves using vehicles instead of the previous attack moves. | |||
=== | |||
Almost all abilities learned in previous games will not be at Banjo and Kazooie's disposal for ''Banjo-Kazooie: Nuts & Bolts''. This approach was first mentioned in the December 20 of Rare's Scribes column, which stated, "Banjo and Kazooie haven't got many of the abilities that they used in previous games".[8] The ability introduced in ''[[Banjo-Tooie]]'' to split up Banjo and Kazooie as separate playable characters will be unavailable in ''Banjo-Kazooie: Nuts & Bolts''. A previous Scribe mentioned that they "thought about using two different controllers" to account for the new moves and all the old moves as well, but that a simpler system had been used for the game. It was eventually revealed that | |||
According to Rare, the in-game explanation is that most of the older abilities were forgotten after eight years of not using them and L.O.G. did not allow the duo to remember them. The only abilities Banjo still has are the grip grab (no attack), swimming (Banjo only), climbing, and the single jump. The Magic Wrench is used as a new attack, for the platforming elements of the game. | According to Rare, the in-game explanation is that most of the older abilities were forgotten after eight years of not using them and L.O.G. did not allow the duo to remember them. The only abilities Banjo still has are the grip grab (no attack), swimming (Banjo only), climbing, and the single jump. The Magic Wrench is used as a new attack, for the platforming elements of the game. | ||
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*Iced Prix | *Iced Prix | ||
*Don't Lose Your Nuts | *Don't Lose Your Nuts | ||
[[Category:gay]] | |||
==Characters== | ==Characters== |