From RWP Wiki
|Release Date||NA November 20, 2000
EU April 12, 2001
JP November 27, 2000
|Rating||E for Everyone|
|Players||1 to 4|
|Controller Pak||Not Supported|
|Expansion Pak||Not Supported|
|Nintendo Wi-Fi Connection|
Banjo-Tooie is a 3D platforming adventure game developed by Rare for the Nintendo 64. It is the sequel to the 1998 game Banjo-Kazooie. The game stars the famous bear and bird duo, Banjo and Kazooie, and is set two years after the events of Banjo-Kazooie. The game started development before the release of Banjo-Kazooie, and was first released in November, 2000. The game was ported to the Xbox Live Arcade in 2009.
Banjo-Tooie was nominated for many prestigious 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 & Sciences awards.
Two years after the events of Banjo-Kazooie, Grunty is still trapped under the rock in Spiral Mountain with Klungo still trying to push it away. One stormy night, while Banjo, Kazooie, Bottles, and Mumbo are playing cards in Banjo's House, a giant drill machine known as the HAG 1 drills out of a wall into Spiral Mountain. The rumbling of the machines caused Banjo and company to become worried. Two witches, Mingella and Blobbelda, the sisters of Gruntilda, exit the vehicle and with a few magic words, blast away the rock keeping Grunty trapped. As Mumbo leaves Banjo's house to examine the sounds of the drilling machine, he bears witness to Grunty rising from her grave. She is no longer a green ugly witch, but a bony and hideous skeleton. As Mumbo cover is quickly blown, the witches follow him back into the house. Mumbo warns Banjo and the others about the situation and they quickly flee... all except for Bottles, who thinks it's all a trick set up to make him lose at the card game. Grunty uses a spell and blasts the house, causing Bottles to burn to a crisp. The witches quickly flee into their HAG 1 and head to their lair, where the sisters promise they have found a way to bring Grunty's body back to normal.
Later, Banjo, Kazooie and Mumbo, while observing the destroyed house, notice that Bottles is missing. He walks out of the house feebly before finally collapsing on the ground, dead. Banjo and Kazooie swear revenge on the witches and set out to follow them. They eventually meet King Jingaling, ruler of Jinjo Village, who pleads with them to rescue the rest of the Jinjos, who have been scared away by the HAG 1 digger as it passed through, and gives them a Jiggy to quick-start their quest.
Meanwhile, Mingella and Blobbelda reveal their plan to Grunty. Using the Big-O-Blaster (B.O.B.) machine, they will suck life force from all creatures and plants on the island and use it to get Gruntilda back to the way she was. They choose their first target: Jingaling, the helpful Jinjo king. As the B.O.B. strikes his throne room, the king is sapped from his life form and subsequently turned into a zombie. However, the sisters reveal a downside of the machine. It requires a long time to charge up, and Banjo and Kazooie will no doubt seek revenge. Gruntilda isn't fazed, asserting that without Bottles or Jingaling to help, there is no way Banjo and Kazooie will ever stop the witch trio.
Banjo-Tooie's gameplay is similar in concept to its predecessor, Banjo-Kazooie. The player must explore the hub world (Isle o' Hags) and enter 8 large non-linear levels, each containing a vast number of collectibles which allow the player to further his progress in the game. The main collectibles return in the form of [[Jiggies|Jigsaw Pieces], which are to be collected in order to unlock new levels. These Jiggies can be used to access Jiggywiggy's Temple where the player completes a level's puzzle in the form of a mini-game.
Also returning from the previous game is the ability to transform, now handled by the resident shaman Humba Wumba, allowing access to different areas within the levels, as well as the ability to learn new moves, expanding upon the vast array of moves the duo has retained from the previous game. In Banjo-Tooie, these new moves can be taught by drill sergeant Jamjars who is willing to teach them to you if you bring him enough Musical Notes. One of these new moves brings the ability to split up Banjo and Kazooie, which, as the name suggests, allows them to go their separate ways and explore on their own. When doing so, the characters have their own unique characteristics and new abilities. Kazooie is fast, can fly and hatch eggs but has less health than Banjo. On the other hand, Banjo is slower, but has more health and can perform different abilities with his backpack.
While exploring levels, Banjo and Kazooie will find a large number of diverse collectibles which all help the duo in furthering their quest. Some of those collectibles are exclusive to a certain level, while others show up in several. The most important collectibles include:
Musical Notes - The notes are used to learn new moves from the game's new instructor, Jamjars. There are 100 notes per level of which 80 are gathered through note nests, containing 5 notes per nest), with the remaining 20 being collected in the form of a singular Treble Clef.
Honeycombs - These are the life pieces of Banjo and Kazooie. Whenever they get hit, it drains one of the honeycombs. They can be replenished defeating enemies and gathering the honeycomb they dropped, or through the use of a healing move. This game also introduces the Skill Honeycomb and the Mystery Honeycomb, which can refill any amount of health depending on when you press the button.
Empty Honeycombs - A total of 25 of empty honeycomb pieces are hidden throughout the various worlds. These honeycombs, of which you will find 3 in every level, can be traded for additional honeycomb life pieces in Honey B's Hive.
Glowbows - Not much is known of this magical creature, however they appear to be wanted creatures by shaman's Humba Wumba and Mumbo Jumbo. Two of these emerge in each level, which can be traded for services of either shaman. Aside from the regular Glowbo's, a Mega Glowbo also exists.
Eggs - Making a return from Banjo-Kazooie are the eggs. This time around they're found in nests, which makes replenishing your ammunition easier. Aside from the standard Blue Eggs, this game also introduces Fire Eggs, Grenade Eggs, Ice Eggs and Clockwork Kazooie Eggs; all of which have their own unique functions and different amounts that you can carry. Next to these standard eggs, there are also Golden Eggs, which act identical to Blue Eggs but give you infinite ammunition for a set amount of time.
Feathers - Also returning are Red and Gold Feathers. Aside from the two of them also being found within nest as opposed to being singular entities to be collected, they act identical to how they did in the previous game. The red feathers are used to fly by launching off a Flight Pad while the gold feathers will give the duo invincibility until you run out of said feathers.
Jinjos - These helpless little critters have fled their hometown the moment the Hag 1 started driving through their village after rescuing Grunty. They have spread across the island where 5 of them can be found in every level. It is the duo's job to find them and tell them that it's safe to go home. Unlike in the previous game, collecting all 5 in a single level will not award you with a Jiggy. Instead, completing a family of Jinjo's with the same colour will. These families range from a lone Jinjo to a family of nine Jinjos.
Cheato Pages - Over the course of the previous game, poor Cheato had his pages ripped out. There are 3 of these pages to be found in each of the levels and, when rightfully returned to Cheato inside Grunty's Old Lair, will be rewarded with cheat codes, which in turn can be entered in the Code Chamber.
Boots - Another recurring element are the special boots. These boots, when worn by Kazooie, give the duo some temporary abilities dependant on the type of shoes. Old time classic, the rubber Wading Boots, allow the protagonists to walk through dangerous areas like swamps and toxic waste unharmed. The other returning shoes, the Turbo Trainers, give Banjo and Kazooie super speed with which they'd even out-race the fastest of characters. Additionally, in this game the Turbo Trainers also grants them the power to run over water. This game also introduces new shoes. The Springy Step Shoes lets the duo launch themselves upwards to achieve tremendous heights. The downsides of which are that while wearing the shoes, the two can't do any regular jumps, and after making their jump, the boots simply disappear. The other newcomers are the Claw Clamber Boots. These boots, which are just shoes on suction cups, allow Kazooie to walk up walls without falling down in the process. They require a track of Kazooie's footprints on a wall in order to work.
Stop 'n' Swop - The enigmatic eggs accompanied by a key made of ice return. They can be found throughout the game by knocking out cartridge enemies scattered throughout the overworld and subsequently be brought to Heggy's Egg Shed where they unlock secrets within the game.
Banjo - The main protagonist from Banjo-Kazooie. Banjo, the good-natured honey bear, returns as the main character in its sequel. Retaining most of his moves from the prequel, Banjo remains largely unchanged. This game finally offers the bear a chance to shine as a solo character when he learns how to split up from Kazooie. He is the better-mannered one of the duo.
Kazooie - Banjo's red-crested Breegull friend is once again hauled up in Banjo's backpack. This time, however, she has the ability to split up from Banjo, giving her the possibility to leave Banjo behind to start exploring for herself as well as using a fresh set of moves she couldn't utilize while inside the rucksack. Her wit and sarcasm are as sharp as ever.
Gruntilda - Thanks to her sinister sisters, Banjo's nemesis has quite literally returned from the grave after her defeat at the end of Banjo-Kazooie. Two long years of rotting underground have reduced this witch to nothing more than a skeleton, and her main objective is to suck the life force out of the Isle o' Hags to get her body back. Her main characteristic, forming slightly sadistic rhymes as a means of talking, is quickly offed when her sisters refuse to help her unless she starts talking in a normal fashion.
Mumbo Jumbo - A friend of Banjo and Kazooie's. The skull-faced shaman is now a fully controllable character. While slightly lacking in the offensive department, while standing on a Mumbo pad, he can use a Glowbo to perform spells that alters aspects of the level which can lead to Jiggies becoming accessible, locations being unlocked and many other things. Mumbo's design has changed a bit since the previous game.
Humba Wumba - A native American shaman. She takes over Mumbo's role from the previous game. When Banjo enters her wigwam, provided he has a Glowbo, he can be transformed into different creatures or objects by jumping into her magic pool. The game's two shamans are rivals, with Humba showing a very strong disliking for Mumbo.
Bottles - This gentle mole is a good friend of Banjo and Kazooie. In the opening scene, he is visiting the duo to play cards at their house. After her revival, when Grunty destroys the house as revenge for the events in the previous game, Bottles is the only one to not make it out alive. Bottles' burnt body collapses in the duo's yard, and his angel emerges. Angel Bottles can tell you about basic moves if you visit his molehills in Spiral Mountain. Banjo and Kazooie avoid telling Bottles' wife and children the truth, and hope that they can somehow revive their friend.
Jamjars - This loud, commanding mole is starkly different from his mild-mannered brother, Bottles. Jamjars is a military sergeant, and has taken it upon himself to teach Banjo and Kazooie new moves, since their former tutor Bottles is now dead. Find Jamjars' metal silos scattered throughout the worlds, and if you have enough musical notes, he will teach you a new skill. Jamjars has also set up a network of warping silos throughout the Isle o' Hags, and serves as the "voice" of the game, reading signs and explaining things to the duo.
Klungo - Grunty's ever-loyal assistant. Klungo has attempted to rescue the witch from under the rock for two whole years, but proved unsuccessful. After she's finally freed, Klungo is eager to serve her again. He will encounter Banjo and Kazooie several times throughout the game and attempt to pummel them. When he fails, he returns to Grunty for the punishment he feels he deserves: a beating.
King Jingaling - The laid-back and easygoing King of the Jinjos, Jingaling is one of the first new characters the duo encounters. His subjects have been scattered throughout the Isle o' Hags, and as incentive for rescuing his people once more, he gives Banjo and Kazooie their first Jiggy. Infuriated by this act, Grunty and her sisters decide to use him as their first target for their life-sucking ray gun, hoping to catch Banjo and Kazooie in the process. However, the two leave Jinjo Palace just in time to avoid the blast. All of the life force is sucked from the palace and its grounds, leaving the king as a zombie, and his pet Toots as little more than a blasted mark on the sofa and a pair of mournful eyeballs. Zombie Jingaling wanders around his throne room and will attack the duo if they approach him, but will also throw out some information about the other rulers of the isle's various regions.
Master Jiggywiggy - This Jiggy-headed sage leads the Order of the Crystal Jiggy. Collect enough Jiggies and visit him in his temple, and he will allow you to try and solve a puzzle representing a location in a new level. Solve the puzzle, and he will use the might of the Crystal Jiggy to open the entrance to that world.
Honey B - This flirtatious bee lives in a giant beehive and rewards Banjo for bringing her empty honeycomb pieces. Bring her enough, and she will extend your life meter.
Stop 'n' Swop
Unlike, the previous game, the once fabled Stop 'n' Swop items are now just plain old items that unlock secret moves and abilities. Two of the "secret" Stop 'n' Swop eggs can be found in Spiral Mountain hidden inside Banjo-Kazooie Game Paks. Striking them will spit out the egg. Taking these eggs to the Egg Shed in Wooded Hollow will unlock secrets in the game. The yellow egg is already in the shed, but must be hatched by Kazooie.
Above the stump that contains the boots in Spiral Mountain is a metal grate. Fly up there and shoot a grenade egg to bust open the grate. Fly in there and smash the pack to get the egg. This egg unlocks the ability to swing Kazooie as a club.
Fly to the top of the waterfall in Spiral Mountain and enter the top. Using the grenade eggs, smash the metal grate and do the same thing to get the Blue Egg. This will unlock the ability to have your eggs home at enemies.
Once you have learnt the Hatch ability in Terrydactyland, go to Heggy's Egg Shed in Wooded Hollow and drill the rubble covering the Split Up Pads. Split up and take Kazooie up to the top floor, where the yellow egg is waiting in a nest. Hatch it, and you will get the ability to select Jinjo in multiplayer games.
In the "sandy" part of Jinjo Village, there should be a part where you can shimmy on the side of the ledge. Climb that to enter a cave which has another pack in it. Smash it to get the Ice Key. After gaining the Talon Torpedo ability, go to Glitter Gulch Mine, through the Water Storage area to the Waterfall Cavern, and use the Talon Torpedo to get to the ice side of Hailfire Peaks. Use the Ice Key to unlock the Ice Safe and to obtain the Mega-Glowbo. Give that to Humba Wumba in Pine Grove to transform into Dragon Kazooie.
Xbox Live Arcade
Banjo-Tooie has received an updated port to the Xbox Live Arcade, featuring, among other things, Stop 'n' Swop connectivity with the Xbox Live Arcade version of Banjo-Kazooie. It was released to the Xbox Live Marketplace on April 29, 2009.