From RWP Wiki
|System||Nintendo 64, Xbox 360 (port)|
|Release Date||NA June 29, 1998
EU July 17, 1998
AU July 25, 1998
JP December 6, 1998
|Rating||ESRB: E (Everyone)
OFLC: G (General)
CERO: A (All Ages)
|Nintendo Wi-Fi Connection|
- This article pertains to the video game. For an overview of the series in general, see Banjo-Kazooie series.
Banjo-Kazooie is a 3D platforming adventure game for the Nintendo 64. The game is the first in the Banjo-Kazooie series. It was first released on June 29, 1998 in North America, July 17, 1998 in Europe, July 25, 1998 in Australia and December 6, 1998 in Japan. A port of the game was also released on the Xbox 360's Xbox Live Arcade on December 3, 2008. For more information on the Xbox Live Arcade version, see Banjo-Kazooie (XBLA).
The game stars Banjo the bear and Kazooie the red-crested breegull, who have set out to save Banjo's sister Tooty from the clutches of Gruntilda. Gruntilda - a vain, repulsive and devious witch who is entirely unhappy with her appearance - has devised a cunning and subtle plan to rob and harness Tooty's beauty for herself. Aided by Bottles the mole, and Mumbo Jumbo the shaman, Banjo and Kazooie probe the depths of Gruntilda's trap-filled lair to try and win Tooty back.
The gameplay in Banjo-Kazooie is similar to that of Nintendo's Super Mario 64. Most of the game revolves around exploring the hub world (Gruntilda's Lair). within it, there are puzzles pieces, which open portals to different worlds which, upon acquiring certain items in them, allow you to go higher in the Lair. Banjo and Kazooie can perform various teamwork moves to accomplish their goals; these moves are taught to them by Bottles, the short-sighted mole. Each of the worlds contains the following:
- Jiggies - These golden puzzle pieces complete the unfinished pictures throughout the lair. Each completed picture unlocks a new world. The pictures require progressively more Jiggies as the player advances. There are 10 Jiggies on each world.
- Musical Notes - There are 100 of these on each world. Collecting them adds to a best score (which don't exceed 100) and that record is saved and added to a total, which can open note doors allowing access to new areas. However, if you die or leave the world, all notes are reset to their original positions.
- Jinjos - Jinjos are small, colourful creatures held captive in the worlds throughout Grunty's Lair. Rescue all 5 of them in each world to obtain a Jiggy. However, similar to the Musical notes, they reset if a life is lost or if the world is exited.
- Witch Switch - A button with Gruntilda Winkybunion's face on. Slamming it makes a Jiggy appear somewhere in Gruntilda's Lair. There is one hidden in each world.
- Bottles' Molehill - Bottles teaches the duo a variety of new moves to help them progress through the game. However, he does not appear after Gobi's Valley. The amount of molehills in each world varies. For a list of the moves and how to use them, see Banjo-Kazooie moves.
- Mumbo Tokens - Collecting these skull shaped items allows you to be transformed by Mumbo in his hut.
Within the hub world there are:
- Picture Puzzles - An incomplete picture of a locked world. Upon putting Jiggies into the picture, you unlock the world which is portrayed.
- Note Doors - These doors don't allow you to go further into the Lair unless your overall note record reaches the same number.
The game's main characters include the following:
- Banjo - The game's hero - a goofy male honey bear, who is always seen wearing his tight, yellow shorts, blue backpack and shark-tooth necklace.
- Kazooie - A fiery-tempered and hilariously sarcastic female red-crested breegull, who is (in this game) inseparable from Banjo, who carries her around in his backpack.
- Tooty - Banjo's cheerful, energetic sister, who has been kidnapped by Gruntilda.
- Bottles - A short-sighted mole who teaches Banjo and Kazooie various moves to help them on their quest.
- Mumbo Jumbo - A mysterious shaman who aids Banjo and Kazooie by transforming them into various animals and objects.
- Gruntilda - The villain of the game, Gruntilda has kidnapped Tooty. She's really not a very nice piece of work. She is notoriously vain, vindictive and has a penchant for rhyming.
- Brentilda - Gruntilda's fairy-Godmother-like sister. Unlike Grunty, she's kind-hearted and will do everything in her power to help Banjo and Kazooie.
- Klungo - Gruntilda's main henchman, who designed the Beauty Stealing Machine for her. His interests include inventing, videogame-design, and lisping.
For a full list of characters, including minor ones, see Banjo-Kazooie characters.
- Spiral Mountain is the place you start out in and where Banjo's house is located. It's not a world like the others as it doesn't have any Jiggies to collect. It is more of a training area, as you learn all the basic moves here.
- Gruntilda's Lair is the game's hub world, from which all the normal worlds can be accessed. Gruntilda's Lair features 10 Jiggies which can only be accessed by pressing switches within the game's worlds.
- Mumbo's Mountain is the first world in the game and is located on a big hill. At the bottom is a small pool of water and a tree that the gorilla (Conga) owns. At the top of the tree you will find Mumbo Jumbo, who turns Banjo into a termite. This is considered by many to be the easiest world in the game as it's getting players used to the game.
- Treasure Trove Cove is a beach with a huge rocky arch overhead. In Treasure Trove Cove is the sandcastle where codes are entered. A shark, "Snacker", swims in the waters there. He appears when you jump into the water, and tries to eat you. Treasure Trove Cove introduces many new enemies, such as the crabs (Snippets), and the bouncing clams (Yum-Yums), who steal your items.
- Clanker's Cavern is a small world inside a sewer which is home to the eponymous mechanical whale, Clanker. Much of the action takes place within Clanker himself. This world represents a sudden increase in difficulty - along with Rusty Bucket Bay, it is considered one of the game's most brutal.
- Bubblegloop Swamp is a swamp whose waters are frustratingly filled with obnoxious and hungry piranhas. Its trademark enemy is the Flibbit and its two most impressive landmarks are the enormous stone crocodile home to Mr. Vile and the enormous real turtle home to Tiptup and his choir. Here Banjo becomes a crocodile.
- Freezeezy Peak is a snow-covered mountain whose central landmark is a gigantic snowman, whose top hat represents the highest point of the world. A central character of this world is Boggy, who races our heroes twice - once under normal circumstances, once in their guise as the walrus.
- Gobi's Valley is a blistering desert home to animated mummies and mummified hands. The desert has an Egyptian feel: it is notable for Jinxy, the sphinx who dominates the world, as well as the numerous pyramids. Gobi, the world's eponym, is a put-upon camel who appears several times not only in this game, but also in Banjo-Tooie.
- Mad Monster Mansion is a haunted house, apparently belonging to Gruntilda. Ghosts, skeletons and bats live here. Mumbo also takes residence here, turning Banjo into a pumpkin. Notably, the pumpkin form can also be accessed outside the world - Mumbo also lives in a small chapel just outside the world.
- Rusty Bucket Bay is a sea-themed world focused around a large ship. The water in Rusty Bucket Bay is contaminated and brings down Banjo's air supply twice as fast as is normally done. RBB is considered by many to be the toughest world in the game. The world is notable for its Engine Room, a pure platforming segment in which the player must negotiate the whirling engine parts.
- Click Clock Wood is basically a field with a gigantic tree. The world can be played during each of the four seasons, with different missions and baddies. Gobi is seen once again here in this world, as well as the Zubbas and Eyrie, who eats caterpillars and grows through the course of the year. Banjo turns into a bee. It's one of the game's largest worlds.
Stop 'n' Swop
- Main article: Stop 'n' Swop
Stop 'n' Swop is a scrapped hidden feature intended to be a transfer mode between Banjo-Kazooie and Banjo-Tooie.
At the end of Banjo-Kazooie, if the player has collected all 100 Jiggies, Mumbo will show off three animated photographs which show Banjo and Kazooie entering previously inaccessible areas in the game and the secret items within. These items were intended to be collected in Banjo-Kazooie, and transferred to Banjo-Tooie by turning off the game and quickly inserting its sequel. It would utilize the Nintendo 64's Rambus RDRAM to have Banjo-Tooie read the leftover memory from Banjo-Kazooie, allowing the player to use the items to unlock things in the game.
Unfortunately, changes were made to the N64 hardware in 1999 that would have made Stop 'n' Swop impossible on later models of the N64, causing the feature to be scrapped during Banjo-Tooie's development.
Stop 'n' Swop Items
The following is a list of the Stop 'n' Swop items and the Sandcastle codes to access them in Banjo-Kazooie. Note that every cheat must be preceded by "CHEAT." Something to note is that during Banjo-Kazooie's 100-Jiggy ending sequence, Mumbo only shows the Pink Secret Egg, Ice Key, and Blue Secret Egg.
- Ice Key: NOW YOU CAN SEE AN ICE KEY WHICH YOU CAN HAVE FOR FREE
- Blue Secret Egg: A DESERT DOOR OPENS WIDE ANCIENT SECRETS WAIT INSIDE
- Pink Secret Egg: OUT OF THE SEA IT RISES TO REVEAL MORE SECRET PRIZES
- Yellow Secret Egg: NOW BANJO WILL BE ABLE TO SEE IT ON NABNUTS TABLE
- Green Secret Egg: AMIDST THE HAUNTED GLOOM A SECRET IN THE BATHROOM
- Cyan Secret Egg: DONT YOU GO AND TELL HER ABOUT THE SECRET IN HER CELLAR
- Red Secret Egg: THIS SECRET YOULL BE GRABBIN IN THE CAPTAINS CABIN
- Banjo-Kazooie started development as Project Dream - for the SNES, using a similar pre-rendered graphics technique to Donkey Kong Country.
- The SNES version was cancelled, and development for the game continued on the Nintendo 64.
- The game's plot originally involved a boy who had to rescue his girlfriend. As such, the game resembled the Banjo Team's Grabbed by the Ghoulies, which was released years later for the Xbox.
- At one point during the game's development - a rabbit was the main character.
- Later on, once the idea for the bear and bird game play dynamic was decided - the game's plot involved Banjo having to rescue his girlfriend Piccolo (who looked exactly like Tooty) from the clutches of an evil giant. It has pretty much been confirmed that the design of the giant was recycled, and used as Captain Blackeye. Whether or not the giant was a pirate is unknown, however it seems logical that he was, as Rare could have simply reused his exact design by including him in various cameos in Banjo-Kazooie because they had the model already fully completed.
- The game was to include roughly sixteen worlds - levels cut from the game include:
- Fungus Forest, which was partly re-used in Donkey Kong 64 as Fungi Forest
- Mount Fire-Eyes, which was used as the fire half of Hailfire Peaks in Banjo-Tooie
- A fairground, which was later used as Witchyworld in Banjo-Tooie
- A mine, which was later used as Glitter Gulch Mine in Banjo-Tooie
- Mayahem Temple, which also ended up in Banjo-Tooie
- Hammerhead Beach, which is a world that was not actually "cut," but eventually became Treasure Trove Cove in the final version of the game.
- Later, the plot for the game was entirely revised, and the title Banjo-Kazoo given to the game. The plot was roughly the same as it now is, other than Tooty still being Banjo's girlfriend Piccolo.
- Due to legal reasons, Rare had to rename the game Banjo-Kazooie, changing Kazooie's name in the process. For unknown reasons, they also decided to change Piccolo's name to Tooty, and make her Banjo's sister.
Notable differences between the final release and beta versions:
- It is entirely possible that the game connected with Donkey Kong 64 at one point, possibly to swap over the Ice Key (as there is data related to the fabled key within Donkey Kong 64 - for instance as an item on the pause menu).
- Further evidence of the DK64 connection was present due to the fact that there was originally a picture of Donkey Kong in place of the larger Tooty portrait in Banjo's house.
- For a long period of Banjo-Kazooie's development, Mumbo's Mountain had a completely different visual design (but with identical layout). The world had grey, rocky cliffs surrounding it (instead of the brown-shaded ones which were finalised) - and had flowers similar to those found in the game's rendered artwork in it. There was also once a platform sticking out from the mountainside opposite the termite mound - which used to have a Jiggy above it. This was removed, however.
- Mumbo's Mountain also contained strange-looking versions of the Grublins at one point. They resembled Mumbo Jumbo, but yet they had a distinctly different design, in that they were blue, and had a different mask. Bizarrely, these models were never reused, or cameoed - instead, it seems that they were utterly scrapped.
- Mumbo Jumbo's character design went through a number a different phases, too. Originally he was quite scary-looking, with a face more hollowed-out, carved and angular than even the one we now know. Also, his hut went through a number of redesigns - it was originally double the size within it, and the walls had a straw texture - as though they were made from wattle and daub. Up until very near the end of Banjo-Kazooie's development, Mumbo's Skull was grey on the outside, and the feathers were missing from the skull. This design can be seen in most of the promotional screenshots Rare released before the game's release - and on the back of Banjo-Kazooie's box.
- Treasure Trove Cove once had an L-shaped jetty - beside which there were three beehives. The hives had a much bigger design, didn't have the eyes they now so eerily have, and were entirely inanimate. Nipper once had a different speech icon, too.
- The flight pad once had a different design - a blue pad with a white logo on it.
- The warp pads had a more colorful design right up until before the game's release - where they decided to make it look more metallic.
- Mad Monster Mansion once contained a flight pad.
- It is possible that it was at one point planned to be able to fly without the use of a flight-disk pad. This concept was scrapped, however.
- Clanker once had a less metallic design, and was in fact a regular shark.
- The Grille Chompas in Rusty Bucket Bay underwent a redesign at one point.
- Bottles had black glasses once - but they didn't really suit his design, so this was changed.
- It is possible that the engine room of Rusty Bucket Bay once contained oily water, so that you wouldn't fall to your death should you slip. An aquatic version of the music played in the engine room (which, incidentally, is a separate theme to that of the rest of Rusty Bucket Bay) can still be heard via a GameShark or similar manipulation device.
- There are two songs in the game which were never used - those being a song titled in the game's memory as Advent, and a bare version of the music which plays in Banjo-Tooie when Mumbo performs a spell.
- The game also contains multiple versions of the Click Clock Wood theme, which were never used, and many unused sound clips - such as an alternate game over theme, and note door opening theme.
- Main article: Banjo-Kazooie Staff Credits
Xbox Live Arcade
- Main article: Banjo-Kazooie (XBLA)
Banjo-Kazooie has been ported to Xbox Live Arcade. The port remains mostly unchanged, although it runs natively in widescreen, many 2D images are higher-resolution, and it features Achievements, Leaderboards and Stop 'n' Swop connectivity with the third game in the series, Banjo-Kazooie: Nuts & Bolts and the Xbox Live Arcade port of Banjo-Tooie.
- Wikipedia - Wikipedia article about the 1998 Rare game, Banjo-Kazooie
- Speed Demos Archive - Single-segment speed run of Banjo-Kazooie being completed in 2:55:01.