Banjo-Kazooie is a 3D platform/adventure video game for the Nintendo 64. It was developed by Rare and published by Nintendo in 1998. Known by the project name Dream until it was first shown at the 1997 E³, it received a significant amount of hype, partly due to being marketed as the game that would be to the N64 what Donkey Kong Country was to the SNES in terms of an advancement in graphics. Originally, it was supposed to be released as Nintendo of America's big holiday game for 1997 with a Taco Bell toy promotion lined up, but Rare decided to delay it several months. Instead, Diddy Kong Racing took its place, and with Banjo as a character in that game as well, it turned B-K into an incidental spin-off of the Donkey Kong franchise. Banjo-Kazooie went on to become one of the most popular games for the console.
The game stars a bear and a bird, Banjo and Kazooie, who set out on a quest to rescue Banjo's sister, Tooty, who has been kidnapped by the witch Gruntilda. Along their journey, Banjo and Kazooie receive help from Mumbo Jumbo the shaman and Bottles the mole, as well as from various other characters in smaller roles.
At the 1999 Interactive Achievement Awards, Banjo-Kazooie won in the "Console Action/Adventure" and "Art Direction" categories, and was nominated for "Console Adventure Game of the Year" and "Game of the Year."
The Banjo-Kazooie soundtrack, composed by Grant Kirkhope, was released on a limited edition compact disc.
Meanwhile, Gruntilda is hunched over her cauldron admiring her own beauty; even though she is the ugliest hag of all, she remains convinced that she is the loveliest in the land. Asking her magical cauldron, Dingpot, if she indeed is the fairest of all, assured that she will hear her own name, Dingpot answers that it is in fact not her, but Tooty who is the fairest in the land. Gruntilda is enraged by this and sets out to Tooty's house to kidnap her and steal her beauty.
Meanwhile, back outside Banjo's house, Tooty is talking to Bottles the mole when Gruntilda sweeps down and kidnaps Tooty, who does not go without a fight. Banjo, of course, sleeps through the whole thing and only walks out of the house shortly after Gruntilda has flown away with Tooty. After hearing what transpired from Bottles, Banjo and his friend Kazooie begin their journey up Spiral Mountain and inside Grunty's Lair to save Tooty.
Like Super Mario 64 before it, the player proceeds through the game by finding tokens. There are three kinds of tokens that help the player in his or her progress through the game, namely Jigsaw Pieces, Musical Notes, and Mumbo's Tokens. The first, "Jigsaw Pieces," open doors to new worlds by collecting enough to complete a particular jigsaw puzzle. There are ten "jiggies" (as they are sometimes called) in each world: nine must be sought and found, and one is granted by finding all five "Jinjos" on each world. The second, "Musical Notes," open magic Note Doors that allow Banjo and Kazooie to progress further into Gruntilda's lair. There are 100 notes on each world, and 900 total in the game. The third, "Mumbo's Tokens," grant the player magical transformations at Mumbo's hut when the player collects a sufficient amount. Each hut that the player visits will yield only one of the following transformations: termite, crocodile, walrus, pumpkin, or bee.
Besides these primary tokens, players may also collect items which are used in performing certain moves. Bottles the Mole must teach Banjo and Kazooie the move before the item can be utilized. Items include: Eggs, Red Feathers, and Gold Feathers, which can be held in quantities up to 100, 50, and 10, respectively. Eggs are fired as projectiles or ejected from Kazooie's rear, which would bounce slowly until it either hits an enemy, or it breaks on its own, Red Feathers are utilized in flight and flying attacks, and Gold Feathers are for the most powerful attack, "Wonderwing," which uses Kazooie's wings to make the her and Banjo invincible and can kill most any enemy, or at least protect the bear and bird. Furthermore, rarer temporary items can be found which have specialized use in puzzle-solving, namely "Wading Boots," which enable the crossing of hazardous terrain, and "Running Shoes," which grant extra running speed, often as part of a race or a time-based puzzle. Finally, there are powerups, such as "Extra Lives," which look like golden Banjo statues and grant one extra life each, and "Honeycomb Energy," which incrementally increases the player's health and can be found in each level.
A large feature of gameplay is that the characters make limited speaking-like sounds when they talk. The voices were not real speech, but rather a looping of voice-like sounds when text bubbles were displayed. This artistic choice was likely made due to memory limitations on Nintendo 64 cartridges; however, this added considerably to the atmosphere and uniqueness of the game.
Besides the technical aspects, Banjo-Kazooie
In the Banjo and Kazooie game series, Spiral Mountain is home to many characters, including Banjo himself. Banjo’s house lies on the outer part of Spiral Mountain. Not only is Spiral Mountain the home of Banjo. It is also where Grunty lives. In her lair known as Gruntilda's Lair. In Banjo-Kazooie, Grunty’s Lair is how Banjo is able to enter the worlds he must venture in. Spiral Mountain gets its name from the spiral-shaped mountain that lies in the heart of the area. There is also a moat-like lake placed around it.
Before the release of Banjo-Tooie, many fans speculated that Spiral Mountain was part of the Northern Kremisphere of Donkey Kong Country 3. This theory probably stemmed from another assumed theory that claimed Banjo was one of the Brothers Bear, as they both shared a similar design (With the exception of Banjo's front paws not having fur on them.) However, after Banjo-Tooie was released, it was confirmed that Spiral Mountain was actually a part of the Isle O' Hags. Whether the other worlds found in Gruntilda's Lair are on the Isle O' Hags as well is unknown, however, it can be assumed that they aren't, seeing as the player is "warped" to the worlds upon entering them, as opposed to the player just entering the level as if he had physically reached it. In addition, the sky view of the Isle O' Hags from Cloud Cuckooland also disproves this, as there don't appear to be any landmarks resembling the Banjo-Kazooie worlds (Treasure Trove Cove would have been an obviously visible island.) It has also been suggested that the Isle O' Hags is on the same planet as the "Windy Continent" from Conker's Bad Fur Day. This has been confirmed due to players using a Gameshark levitation code in Conker BFD while in the "Barn Boys" level, as Gruntilda's Lair can be seen as part of the background graphics.
There were also to be more worlds; however, they were never completed due to time restraints and were subsequently scrapped. Some include:
The game contains several special items — specifically, an Ice Key and several different-coloured eggs (Pink Egg, Blue Egg, Cyan Egg, Yellow Egg, Red Egg, and Green Egg) with question marks on them that can be accessed during gameplay, using in-game codes recently provided by the hackers at Rare Witch Project. If the player collects all 100 jiggies and completes the game, a cutscene is displayed, showing some glimpses of a player entering the (now unlocked) areas and standing in front of the items. Rare announced that these areas were only to be reached by completing certain tasks in the sequel, Banjo-Tooie, and linking that game up with the original in some unspecified way to unlock them. This was later dubbed "Stop 'N' Swop", after the screen which lets a player see the items. While the code for this presumably exists in the Banjo-Kazooie cartridge and has been sought after, the rest of it was apparently never implemented in Banjo-Tooie. Although smaller versions of the Ice Key and the pink and blue eggs could be found in Banjo-Tooie, no way to link the games has ever been found. Rare has said nothing more on the topic except to comment on the Banjo-Kazooie fanbase's fascination with it and to include reference to it in future games. Ways to reach the secret areas in Banjo-Kazooie have been found by entering certain GameShark codes, and in-game 'cheat codes' in the sandcastle at Treasure Trove Cove have been discovered to unlock access to the secret items. However, once a player has an item, he can never be rid of it: The items taken are taken in each of the three files of the game and do not disappear even when data is erased.
A popular explanation for this is that the linkage was originally intended to be accomplished by use of the Expansion Pak of the Nintendo 64 system, which would allow data to be stored in the pack while cartridges were "hot-swapped." Originally, it was planned that the Expansion Pak would be packaged with Banjo-Tooie; however, Rareware decided instead to include it with Donkey Kong 64. It would be unreasonable to expect players to buy the expansion pack solely for Stop 'N' Swop, so Rare decided to use a rather complicated three-way swapping system between Banjo-Kazooie, Banjo-Tooie, and Donkey Kong 64; this is evidenced by various references to Banjo-Kazooie in beta versions of Donkey Kong 64 such as a shower in Donkey Kong's treehouse with Banjo and Kazooie on it. This was considered too complicated, and the whole Stop 'n' Swop venture was scrapped. This storyline has not been officially confirmed by Rare, but hackers have found lines of code in all three games that seem to support this line of reasoning.
The Rare Witch Project later discovered that actual Cheat Codes (which, like all other game cheats, are input in the sandcastle in Treasure Trove Cove) were programmed into the game to allow these teaser Eggs, the Ice Key, and a few other Eggs, to be accessed. However, they still served no purpose in the game whatsoever, aside from unlocking the Stop 'N' Swop Portal to the next sequel of linkage.
In 2005, a patent by Rare was discovered *. This patent suggests that Stop N Swop did not involve swapping the cartridges with the power on but with the power off (the Rambus retained memory for sixty seconds after the system was turned off). As a result of changes done to the Nintendo 64 systems produced in 1999, the system could no longer do this (the cartridges would have to be swapped in about two seconds).
There was also a spin-off Mario Kart-inspired racing game (similar to Rare's Diddy Kong Racing) for the Game Boy Advance entitled Banjo-Pilot released in 2005. There are also rumors of another Banjo-Kazooie game scheduled for release on Microsoft's new Xbox 360 console.
On November 30th, 2005, EGM rumored that Rareware was working on two titles for Nintendo DS, and that one of the titles is going to take place in the Banjo-Kazooie universe. It seems though that with the announcement of Diddy Kong Racing for the DS at E3 2006, this was the title EGM was referring to.
1998 computer and video games | Nintendo 64 games | Banjo-Kazooie
Banjo-Kazooie | Banjo-Kazooie | Banjo-Kazooie | バンジョーとカズーイの大冒険 | Banjo-Kazooie | Banjo-Kazooie | Banjo-Kazooie
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