Banjo-Tooie

aka: Banjo to Kazooie no Daibōken 2
Moby ID: 3993
Nintendo 64 Specs
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Description official descriptions

After two years under the rock, Gruntilda is finally set free from her death bed by her two sisters. As nothing but a skeleton, Grunty and her sisters plan a way of curing her looks by sucking life out of the land so as to restore her body to its old self. On hearing this news, our two champs Banjo and Kazooie, with the aid of Mumbo, set out to stop the evil plan and seek revenge for the passing away of Bottles the mole.

In this sequel to Banjo-Kazooie, you can play as the two main characters (as well as Mumbo) just like before, although they can now separate, helping them get to even harder areas of the land. You must collect jiggies to open new areas (like in the original game) as well as learn 40 new moves to help you get along.

Similarly with another Rareware title, Donkey Kong 64, you can play four-player mini-games that range from first-person shooters to bumper cars, battle for points etc.

Spellings

  • バンジョーとカズーイの大冒険2 - Japanese spelling

Groups +

Screenshots

Promos

Credits (Nintendo 64 version)

78 People (51 developers, 27 thanks) · View all

The Banjo-Tooie Team
Rare Testing Team
[ full credits ]

Reviews

Critics

Average score: 84% (based on 51 ratings)

Players

Average score: 4.0 out of 5 (based on 56 ratings with 3 reviews)

Not as good as the first but still an excellent game.

The Good
The worlds were HUGE compared to Banjo-kazooie. Also you could split and run around as just Banjo or Just Kazooie. You could play as Mumbo Jumbo!! The graphics Were the best ever seen on n64 and multiplayer was added.

The Bad
Banjo Kazooie was a better game because it wasn't as complicated. You'd have to switch characters go somewhere far away comebak, switch again, and finally get your goal. At 8 years old I 100% completed Banjo-Kazooie with no help. In Banjo-Tooie at 10 years old I needed the Internet, a guide book, and lots of time to get 100% in this. IN other words its to hard. And finally the worst thing about this excellent game is there was one world that had 0% fun...."Grunty Industries". It was long, dirty, boring, and really hard. If it wern't for that level this might have been better than Banjo-Kazooie.

The Bottom Line
A great game, go check it out but before that check out Banjo-Kazooie.

Nintendo 64 · by MegaMegaMan (2257) · 2004

Better than the first

The Good
It had huge worlds, more moves, and more everything. Allowed one to split up Banjo and Kazooie. You could also play as Mumbo. My favorite part was the ability to change into a tyrannosaur along with other transformations. The action varied from level to level. It had some of the best graphics for Nintendo 64.

The Bad
It was more difficult than "Banjo-Kazooie".

The Bottom Line
One of the best Rare games

Nintendo 64 · by gamewarrior (5040) · 2004

How to do a Sequel 101

The Good
Banjo Tooie's most noticeable improvements are in the new moves the game added on top of the solid moveset from the previous game (although the previous move set feels very similar to Mario 64, it still works). Some of the new moves include the ability to grab onto ledges (something that all platformers need to implement from now on), new types of eggs to shoot at enemies (fire eggs, grenade eggs, and others), and even a new first person mode (for special events in the game), which plays out almost like Rare's N64 Classic 007 Goldeneye.

Banjo Kazooie is also a much larger game in scope as well as gameplay. The game itself contains even more levels than the previous game, and the game takes place on a large island with several sub continents (versus the previous game's castle). The game also has new mini games as well, which are fun to play (most of them anyways) and can all be played in the brand new Multi player section. Each stage in this game features an Epic Boss Battle that are all challenging (some more than others) but can be beaten with dedication.

For its time, Banjo Tooie features some very impressive graphics. The character models are smoother than the previous title and even compared to most N64 titles they look impressive. And, as always, Rare delivers and excellent soundtrack for this game with some very catchy background tunes and an epic theme for boss fights as well.

The Bad
Banjo Tooie openly and excessively uses what have now gone on to become cliches in the gaming world. The whole way to advance the plot is by collecting jigsaw pieces, and it only goes from there. Players will be collecting cheat book pages, musical notes, lost Jinjos, honey combs, eggs, feathers, and many, many more things during their duration of play. Finding all these hidden do-dads and such only leads to endless wandering trying to find everything. And the game still implements a "Talk to the mole before you can do this" philosophy, which is aggravating and almost insulting for veteran gamers.

Banjo Tooie also contains a well above average amount of functions to perform and even the already button heavy N64 controller has a hard time keeping the pace. Players will be pushing two buttons at once, tapping and holding the same buttons to perform all different functions, and doing all sorts of weird controller juggling and finger gymnastics just to play the game. While Rare did a good job at trying to keep it all manageable, players who have not touched the game in a very long time will not be able to remember all of the functions.

The final large problem is that Banjo Tooie contains an unhealthy amount of back tracking (visiting previous areas in the game). While it contains trains, silos, and other methods to get you where you need to go faster, it doesn't change the fact that it still requires you to visit destinations you have already cleared and left behind a very long time ago.

The Bottom Line
Banjo Tooie is a classic of the Nintendo 64, improving on the solid engine of its predecessor and becoming a much greater game than it had any right to be. Though with its age gives a strong aftertaste, players will still find a very satisfying game that they will enjoy for many more years to come.

Nintendo 64 · by Lawnmower Man (137) · 2009

Discussion

Subject By Date
360 screenshots ? GAMEBOY COLOR! (1990) Mar 16, 2009

Trivia

1001 Video Games

Banjo-Tooie appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Banjo-Kazooie

Rare originally planned a Stop and Swap feature for the game. Items collected in Banjo-Kazooie could be transferred to Banjo-Tooie by pulling the Banjo-Kazooie cartridge while playing and inserting the other cartridge. Some of the planned items included coloured eggs and the ice key. Eventually, the feature was cancelled as they feared some data would be corrupted.

Multiplayer

Originally Rare was planning on having a 2 player mode called "Bottles Revenge" where one player would play through the game as normal and the other would play as Devil Bottle's and try and stop Player 1 from completing tasks. Player 2 would try and stop Player 1 by possessing nearby enemies and using the enemies unique abilities against Banjo. Unfortunately because Banjo-Tooie was so far behind schedule Rare had to scrap the idea by deactivating it at the last minute.

References

  • In Banjo-Kazooie Kazooie insults Bottles by calling him "Jam Jars". In this game the mole who helps you (Bottles' brother) just happens to have that name.
  • Sabreman, the protagonist of this Sabre Wulf, makes a cameo in this game. In the level Hailfire Peaks, he can be seen frozen holding the lost amulet right outside the train station on the icy side. Also, the combination for Superstash's safe is 1984, the year Sabre Wulf initially was released.

Information also contributed by jeff shyminsky

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Contributors to this Entry

Game added by Kartanym.

Xbox Cloud Gaming added by Sciere. Xbox 360 added by Ben K. Xbox One added by MAT.

Additional contributors: Joshua J. Slone, MegaMegaMan, gamewarrior, DreinIX, Patrick Bregger, Starbuck the Third, FatherJack.

Game added May 5, 2001. Last modified March 11, 2024.