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Difference between revisions of "Banjo-Tooie"

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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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