fbpx
Wikipedia

Banjo-Tooie

Banjo-Tooie is a 2000 platform game developed by Rare and originally released for the Nintendo 64 console. It is the second game in the Banjo-Kazooie series and the sequel to Banjo-Kazooie. The game follows the returning protagonists Banjo and Kazooie as they attempt to stop the plans of the witch Gruntilda and two of her sisters, who intend to vaporise the inhabitants of the game's island setting. The game features worlds significantly larger than those of its predecessor, requiring the player to complete challenges such as solving puzzles, jumping over obstacles, collecting items, and defeating opponents. It also includes a multiplayer mode in which up to four players can compete in several minigames repurposed from the main campaign.

Banjo-Tooie
North American Nintendo 64 box art
Developer(s)Rare[a]
Publisher(s)Nintendo[a]
Designer(s)Gregg Mayles
Programmer(s)
  • Chris Sutherland
  • Paul Machacek
Artist(s)Steve Mayles
Composer(s)Grant Kirkhope
SeriesBanjo-Kazooie
Platform(s)
ReleaseNintendo 64
  • NA: 20 November 2000
  • JP: 27 November 2000
  • EU: 12 April 2001
Xbox 360
  • WW: 29 April 2009
Genre(s)Platform, action-adventure
Mode(s)Single-player, multiplayer

Development of the game started in June 1998, directly after the release of its predecessor. Several new features were cut from the game due to time constraints and limitations of the Nintendo 64 hardware. Upon release, Banjo-Tooie received critical acclaim from video game critics, who praised its graphics and the size of its worlds. However, the game's inconsistent frame rate was criticized. In 2009, Banjo-Tooie was re-released as an Xbox Live Arcade game for the Xbox 360. The game was also included in the Rare Replay video game compilation, released for the Xbox One in 2015.

Gameplay edit

 
The player, controlling Banjo and Kazooie, runs towards an enemy in the game's second world, Glitter Gulch Mine.

Similar to its predecessor Banjo-Kazooie, Banjo-Tooie is a single-player platform game in which the protagonists are controlled from a third-person perspective. Carrying over most of the mechanics and concepts established in its predecessor, the game features three-dimensional worlds consisting of various platforming challenges and puzzles, with a notable increased focus on puzzle-solving over the worlds of Banjo-Kazooie. These challenges, along with exploration, usually reward the player with collectible items that permit progression to later challenges and worlds. Among the items are golden jigsaw pieces, called Jiggies, that are used to permit entry to new worlds; instead of exploring the game's overworld in search of incomplete puzzle boards as in Banjo-Kazooie, a singular board is used within a temple where a character named Master Jiggywiggy resides, that can only be accessed if the player has obtained the number of Jiggies required to open a new world. A timed puzzle-completion challenge can then be played, after which Jiggywiggy grants access to the world. Each puzzle challenge requires more Jiggies than the last.[1]

Musical notes return in Banjo-Tooie, but are now used to learn new moves from Bottles' brother, a drill sergeant named Jamjars, who assumes Bottles' role from the first game. All of Banjo and Kazooie's moves from the first game are immediately accessible in Tooie, and the player can acquire several new moves such as first-person aiming, new egg types, and the ability to play as Banjo and Kazooie separately, with each gaining moves they can only use while on their own. Empty honeycomb pieces and Jinjos return as well, effectively retaining the functions they had in Banjo-Kazooie. Mumbo Jumbo reappears in this game as a playable character who can venture out into each world and use specific magic spells to help Banjo and Kazooie. Taking over Mumbo's previous role of transforming the duo into different forms is Humba Wumba, a Native American shaman who acts as Mumbo's rival. Small magical creatures called "Glowbos" are required payment for the shamans' services.[1][2][3]

A mechanic introduced in Banjo-Tooie is the direct connections between its worlds. In Banjo-Kazooie, the titular duo were magically transported to each world via special doors in Gruntilda's Lair, with said worlds effectively existing in vacuums, but in this game, almost every world is physically connected to others at multiple points, and is effectively an extension of the overworld.[1] In addition, a train named Chuffy can be used to migrate Banjo, Kazooie, and some minor characters between worlds which contain stations. In conjunction with these additions, required backtracking and puzzle-solving across several worlds constitute many of Tooie's challenges. The game includes a multiplayer mode where up to four players can play a repurposed competition mode for each of the game's single-player challenges. These include first-person shooting, kickball, and several other minigames.[2]

Plot edit

Two years after Gruntilda's defeat, Banjo and Kazooie are playing poker with Mumbo Jumbo and Bottles. Outside, two of Gruntilda's sisters, Mingella and Blobbelda, use their large HAG 1 digging machine to enter Spiral Mountain. They destroy the boulder trapping Gruntilda, finding that she has rotted into a living skeleton while underground. Seeking revenge, Gruntilda destroys Banjo's house with a spell before fleeing with her sisters. Mumbo witnesses Gruntilda's return and escapes with Banjo and Kazooie, but Bottles does not heed their warnings and is killed by the blast. The three remaining friends resolve to defeat Gruntilda, and at the request of Bottles' ghost, to find a way to resurrect him.

Following the witches' trail, Banjo and Kazooie arrive at Jinjo Village. There, King Jingaling, king of the Jinjos, explains that his subjects were frightened away by the HAG 1 and scattered throughout the Isle O' Hags, the game's overworld. He gives the two their first Jiggy as a reward for rescuing his subjects in advance. Meanwhile, Gruntilda's sisters introduce her to a device called the "Big-O-Blaster" (B.O.B.), capable of extracting "life force" from any given target. They test B.O.B. on King Jingaling, transforming him into a zombie. Gruntilda plans to charge B.O.B. long enough to blast the entire island and use the stolen life force to restore her body. The witch's most loyal henchman, Klungo, is sent out to hinder Banjo and Kazooie's progress, but after losing to them several times, resulting in beatings from Gruntilda, Klungo abandons her and sides with the protagonists. Banjo and Kazooie continue their journey, meeting new allies along the way such as Bottles' drill sergeant brother Jamjars, who teaches them new moves, and the Native American shaman Humba Wumba, a bitter rival of Mumbo who aids the duo with new magical transformations.

Within Gruntilda's fortress, Cauldron Keep, Banjo and Kazooie compete with Mingella and Blobbelda in a trivia game show hosted by Gruntilda similar to that of the first game, in which losing competitors are flattened under one-ton weights. The two sisters are crushed after losing to Banjo and Kazooie, but Gruntilda escapes. Banjo and Kazooie then reverse the effects of B.O.B., resurrecting both King Jingaling and Bottles, who celebrate at Bottles' house along with Klungo. Banjo and Kazooie fight Gruntilda and the HAG 1 atop her fortress, but she is finally defeated when she drops her most powerful magic spell inside the HAG 1 cockpit, causing the entire machine to explode, reducing Gruntilda to nothing more than her head. The two return to Bottles' house with Jamjars, Mumbo, and Humba Wumba, to find that, much to their disappointment, the celebration has ended without them. They then head to the top of Cauldron Keep and play a game of hacky sack with Gruntilda's head, who swears revenge against Banjo and Kazooie once again.

Development edit

Banjo-Tooie was developed by Rare and designed by Gregg Mayles, who previously worked on Banjo-Kazooie.[4] Development of the game started in June 1998.[5] Some features that were originally cut during the development of Banjo-Kazooie, such as some of its worlds and a multiplayer game mode, were instead integrated into Banjo-Tooie.[6][7] An additional world set in a castle was planned, but due to time constraints, it was scrapped during development and assets from it were used in constructing Cauldron Keep.[8][9] The game features roughly 150 total characters, including enemies and non-playable characters.[10]

Originally, Rare planned to include an additional mode called "Bottles' Revenge" in which a second player could play as an undead version of Bottles and take control of enemy characters, including bosses, to hinder the duo in their quest, with the players swapping roles if the enemy character managed to defeat Banjo and Kazooie.[11] The idea was ultimately scrapped because the developers ran out of time to debug controlling bosses, despite admitting that "it did work rather well;" the only boss that was controllable when the mode was scrapped was the second world boss, "Old King Coal."[12] However, it later served as the inspiration behind the "Counter-Operative" multiplayer mode in Perfect Dark.[13] The developers also planned to implement a feature, called "Stop 'N' Swop", that would have allowed data to be transferred from Banjo-Kazooie to Banjo-Tooie so that players could unlock additional bonuses in Banjo-Tooie. However, due to hardware limitations of the Nintendo 64 system, the feature was ultimately dropped. Despite this, Rare resolved to include some of the planned bonuses within the game. The Stop 'N' Swop feature was later implemented in the Xbox Live Arcade re-release.[14]

The music was composed by Grant Kirkhope, who previously worked as the main composer for Perfect Dark, Donkey Kong 64, and Banjo-Kazooie. As Banjo-Tooie was a larger game than its predecessor, Kirkhope had twice the memory space in the game's cartridge for sound effects and music.[15] Kirkhope initially had to pause his work on Banjo-Tooie to work on other projects first, but ultimately the music score for the game was completed on time.[15] Like the game's predecessor, the themes heard in the game were designed to be interactive, which dynamically change to reflect the player's location. Due to the game having larger memory space, Kirkhope was able to combine two MIDI files to channel different fades of music when the player moves to different locations.[15] The developers initially aimed for a fourth quarter 1999 release, but the game was ultimately delayed.[16] Banjo-Tooie was presented at the 2000 Electronic Entertainment Expo and first released on 20 November 2000 in North America.[17][18] Japanese and European releases followed on 27 November 2000 and 12 April 2001, respectively.[19][20] The game supports the Nintendo 64 Rumble Pak.[21]

Reception edit

Upon release, Banjo-Tooie was critically acclaimed and sold 1.49m worldwide by 2008[22][30] GameRevolution considered Banjo-Tooie less repetitive than Donkey Kong 64 and a worthy successor to Banjo-Kazooie.[3] Nintendo Power referred to Banjo-Tooie as "the perfect cross between Donkey Kong 64 and Banjo-Kazooie", noting that it features less backtracking between levels than Donkey Kong 64 does.[29] The publication also stated that the only disappointment was how Rare resolved the "Stop 'N' Swop" bonuses.[29] N64 Magazine editor Mark Green felt that, although Banjo-Tooie delivers "a decent complement of clever puzzles and enjoyable run-and-jump moments", it did not feel "as fresh or as exciting" as previous Rare platformers.[27]

The graphics were considered some of the best on the Nintendo 64 due to their rich textures, long drawing distance, and real-time shadow generation, but were criticised for their inconsistent frame rate during certain points in the game.[1][2][3][28] Nevertheless, some critics agreed that the occasional frame rate drops do not hinder the gameplay nor detract from the game significantly.[28][2] GameRevolution said that the game was "beautiful", but it did not meet the same level of awe as its predecessor.[3] The game was also praised for its humour, with Edge commenting that its characters are "impossible to dislike."[24]

The gameplay was highlighted for the size of the game's worlds.[3][28] GamesRadar described Banjo-Tooie as a game that requires a massive time-investment on the player's part, saying that "Keeping track of what you can do next, or where you can re-visit to get something new, requires either a photographic memory or copious note-taking".[31] Similarly, GamePro remarked that the game is so large that players might lose their way and forget what they are supposed to do.[26] GameSpot praised the game's level design and progression for constantly requiring players to collect Jiggies.[2] Despite the praise, Edge concluded that Rare should have innovated more instead of simply copying the formula of Super Mario 64.[24]

At the GameSpot Best and Worst of 2000 awards, Banjo-Tooie was awarded Best Platform Game,[32] and was a runner-up in the Best Sound and Best Nintendo 64 Game categories.[33][34] At the 4th Annual Interactive Achievement Awards, Banjo-Tooie received nominations for the "Game of the Year", "Console Game of the Year", and "Console Action/Adventure" awards.[35]

Xbox 360 version edit

An Xbox Live Arcade version of Banjo-Tooie, developed by 4J Studios, was released for the Xbox 360 on 29 April 2009. This version features a smoother frame rate and high-definition graphics, and supports the "Stop 'N' Swop" connectivity with the Xbox Live Arcade version of its predecessor, allowing players to unlock the bonuses included in the original Nintendo 64 version as well as new content related to the Xbox 360.[36] Using the Stop 'N' Swop items in the Xbox Live Arcade version of Banjo-Tooie also unlocks additional bonuses in the "L.O.G.'s Lost Challenges" downloadable content for Banjo-Kazooie: Nuts & Bolts.[37] The Xbox Live Arcade version of Banjo-Tooie received mixed to favourable reviews from video game critics, featuring an aggregate score of 73 out of 100 at Metacritic.[38] In 2015, the Xbox Live Arcade version became one of the first backwards compatible titles for Xbox One,[39] and was re-released as part of the Rare Replay video game compilation.[40] In 2019, this version was enhanced to run at native 4K resolution on Xbox One X.[41]

Notes edit

  1. ^ a b The Xbox 360 version was developed by 4J Studios and published by Microsoft Game Studios

References edit

  1. ^ a b c d e Fran Mirabella III (20 November 2000). "Banjo-Tooie". IGN. from the original on 5 May 2013. Retrieved 10 March 2014.
  2. ^ a b c d e f Shane Satterfield (22 November 2000). "Banjo-Tooie Review". GameSpot. from the original on 10 March 2014. Retrieved 10 March 2014.
  3. ^ a b c d e f Johnny Liu (1 December 2000). "Banjo-Tooie Review". GameRevolution. from the original on 10 March 2014. Retrieved 10 March 2014.
  4. ^ Matt Martin (28 March 2007). . GamesIndustry.biz. Archived from the original on 23 December 2007. Retrieved 23 December 2007.
  5. ^ "The Power of Tooie". IGN. 9 June 1999. from the original on 10 March 2014. Retrieved 10 March 2014.
  6. ^ Rare Revealed: The Making of Banjo-Tooie (Video). Twycross, England: Rare. 17 September 2015. Event occurs at 0:41. Retrieved 22 September 2015. We used some levels that were originally planned for Kazooie... were then rolled into Tooie.
  7. ^ Rare Revealed: The Making of Banjo-Tooie (Video). Twycross, England: Rare. 17 September 2015. Event occurs at 1:56. Retrieved 22 September 2015. One of the last-minute things we tried to get into Banjo-Kazooie was multiplayer. I think we kind of got it going a little bit, but it was just too big a job. It was just a step too far, so we held that back and we ended up putting a multiplayer section into Banjo-Tooie.
  8. ^ Gregg Mayles [@Ghoulyboy] (14 July 2015). "Who found the 'Castle' world in #BanjoTooie ?" (Tweet). Retrieved 16 July 2015 – via Twitter.
  9. ^ Gregg Mayles [@Ghoulyboy] (15 July 2015). "@8_bit_d @mingellasfella yep, that's what happened. We ran out of time and I sadly had to do a super cut down version as Cauldron Keep" (Tweet). Retrieved 16 July 2015 – via Twitter.
  10. ^ Rare Revealed: The Making of Banjo-Tooie (Video). Twycross, England: Rare. 17 September 2015. Event occurs at 1:20. Retrieved 22 September 2015. We had 150 characters you met or, you know, that took part in the game, and they all had animation, and you know, it was just a really big job.
  11. ^ Rare Revealed: The Making of Banjo-Tooie (Video). Twycross, England: Rare. 17 September 2015. Event occurs at 2:26. Retrieved 22 September 2015. Another player, rather than just watching someone play Banjo could actually control the bad guys, and then try and thwart Banjo's progress. And if they managed to kill him, the roles would swap so that the player who was playing the bad guys would become Banjo and vice-versa.
  12. ^ . Rare. Archived from the original on 10 December 2006. Retrieved 9 December 2006.
  13. ^ Rare Revealed: The Making of Banjo-Tooie (Video). Twycross, England: Rare. 17 September 2015. Event occurs at 3:00. Retrieved 22 September 2015. We looked and decided we had to get rid of it, but it was resurrected in Perfect Dark in Counter Operative mode, so good ideas never die; they just occasionally get delayed and pop up in a different guise.
  14. ^ Stephen Totilo (23 May 2008). . MTV. Archived from the original on 8 February 2012. Retrieved 14 January 2012.
  15. ^ a b c Grant Kirkhope. . Grantkirkhope.com. Archived from the original on 23 May 2013. Retrieved 13 March 2014.
  16. ^ "Banjo-Tooie Scheduled for Late '99". IGN. 27 October 1998. from the original on 10 March 2014. Retrieved 10 March 2014.
  17. ^ . IGN. Archived from the original on 20 February 2014. Retrieved 13 March 2014.
  18. ^ Jeff Gerstmann (16 May 2000). "Banjo-Tooie E3 2000 Hands-On Impressions". GameSpot. from the original on 10 March 2014. Retrieved 10 March 2014.
  19. ^ "Nintendo 64 Software List 200-2001". Coocan.jp (in Japanese). from the original on 1 October 2018. Retrieved 15 June 2019.
  20. ^ "Banjo-Tooie". Nintendo.co.uk. Archived from the original on 17 June 2019. Retrieved 17 June 2019.
  21. ^ . Electronic Gaming Monthly. 27 December 2000. Archived from the original on 10 February 2001. Retrieved 10 February 2001.
  22. ^ a b "Banjo-Tooie". Metacritic. from the original on 24 October 2013. Retrieved 10 March 2014.
  23. ^ Gavin Frankle. "Banjo-Tooie". AllGame. from the original on 16 February 2010. Retrieved 2 July 2014.
  24. ^ a b c "Banjo-Tooie". Edge. No. 93. Future Publishing. January 2001. pp. 100–101.
  25. ^ "ニンテンドウ64 - バンジョーとカズーイの大冒険2". Famitsu. No. 915. Enterbrain, Inc. 30 June 2006. p. 31.
  26. ^ a b Gavin Frankle (17 November 2000). . GamePro. Archived from the original on 28 December 2008. Retrieved 28 December 2008.
  27. ^ a b Green, Mark (May 2001). "Banjo-Tooie". N64 Magazine. No. 54. Future Publishing. pp. 40–47.
  28. ^ a b c d Rice, Kevin (February 2001). "Banjo-Tooie". Next Generation. Vol. 3, no. 2. Imagine Media. p. 79.
  29. ^ a b c "Now Playing". Nintendo Power. Vol. 139. Nintendo of America. December 2000. p. 144.
  30. ^ "2008 CESA Games White Paper". Install Base. 26 November 2021. Retrieved 17 November 2023.
  31. ^ Jes Bickham. . Gamesradar.com. Archived from the original on 4 January 2002. Retrieved 4 January 2002.
  32. ^ . GameSpot. Archived from the original on 13 November 2004. Retrieved 13 November 2004.
  33. ^ . GameSpot. Archived from the original on 12 April 2002. Retrieved 12 April 2002.
  34. ^ . GameSpot. Archived from the original on 25 February 2003. Retrieved 25 February 2003.
  35. ^ "Banjo Tooie". D.I.C.E. Awards. from the original on 18 August 2016. Retrieved 18 August 2016.
  36. ^ Matt Wales (27 January 2009). "Rare Readies Banjo-Tooie for April". IGN. from the original on 11 March 2014. Retrieved 11 March 2014.
  37. ^ William Usher (16 March 2009). "Banjo-Kazooie: Nuts And Bolts DLC Is Coming". Cinemablend.com. from the original on 5 October 2017. Retrieved 10 May 2016.
  38. ^ "Banjo-Tooie". Metacritic. from the original on 10 March 2014. Retrieved 10 March 2014.
  39. ^ Good, Owen S. (9 November 2015). "Xbox One's official backward compatibility list: All 104 games so far". Polygon. from the original on 16 January 2021. Retrieved 25 January 2022.
  40. ^ Michael McWhertor (15 June 2015). "Rare Replay for Xbox One includes 30 Rare games for $30 (update)". Polygon. from the original on 28 June 2015. Retrieved 28 June 2015.
  41. ^ Lucas Sullivan (20 June 2019). "Xbox One X Enhanced games - Every game with 4K resolution, HDR, higher framerates, and more". GamesRadar+. from the original on 18 July 2019. Retrieved 30 October 2019.

External links edit

  • Official Nintendo Japan Banjo-Tooie site
  • Xbox page

banjo, tooie, 2000, platform, game, developed, rare, originally, released, nintendo, console, second, game, banjo, kazooie, series, sequel, banjo, kazooie, game, follows, returning, protagonists, banjo, kazooie, they, attempt, stop, plans, witch, gruntilda, si. Banjo Tooie is a 2000 platform game developed by Rare and originally released for the Nintendo 64 console It is the second game in the Banjo Kazooie series and the sequel to Banjo Kazooie The game follows the returning protagonists Banjo and Kazooie as they attempt to stop the plans of the witch Gruntilda and two of her sisters who intend to vaporise the inhabitants of the game s island setting The game features worlds significantly larger than those of its predecessor requiring the player to complete challenges such as solving puzzles jumping over obstacles collecting items and defeating opponents It also includes a multiplayer mode in which up to four players can compete in several minigames repurposed from the main campaign Banjo TooieNorth American Nintendo 64 box artDeveloper s Rare a Publisher s Nintendo a Designer s Gregg MaylesProgrammer s Chris SutherlandPaul MachacekArtist s Steve MaylesComposer s Grant KirkhopeSeriesBanjo KazooiePlatform s Nintendo 64Xbox 360ReleaseNintendo 64NA 20 November 2000JP 27 November 2000EU 12 April 2001Xbox 360WW 29 April 2009Genre s Platform action adventureMode s Single player multiplayer Development of the game started in June 1998 directly after the release of its predecessor Several new features were cut from the game due to time constraints and limitations of the Nintendo 64 hardware Upon release Banjo Tooie received critical acclaim from video game critics who praised its graphics and the size of its worlds However the game s inconsistent frame rate was criticized In 2009 Banjo Tooie was re released as an Xbox Live Arcade game for the Xbox 360 The game was also included in the Rare Replay video game compilation released for the Xbox One in 2015 Contents 1 Gameplay 2 Plot 3 Development 4 Reception 5 Xbox 360 version 6 Notes 7 References 8 External linksGameplay edit nbsp The player controlling Banjo and Kazooie runs towards an enemy in the game s second world Glitter Gulch Mine Similar to its predecessor Banjo Kazooie Banjo Tooie is a single player platform game in which the protagonists are controlled from a third person perspective Carrying over most of the mechanics and concepts established in its predecessor the game features three dimensional worlds consisting of various platforming challenges and puzzles with a notable increased focus on puzzle solving over the worlds of Banjo Kazooie These challenges along with exploration usually reward the player with collectible items that permit progression to later challenges and worlds Among the items are golden jigsaw pieces called Jiggies that are used to permit entry to new worlds instead of exploring the game s overworld in search of incomplete puzzle boards as in Banjo Kazooie a singular board is used within a temple where a character named Master Jiggywiggy resides that can only be accessed if the player has obtained the number of Jiggies required to open a new world A timed puzzle completion challenge can then be played after which Jiggywiggy grants access to the world Each puzzle challenge requires more Jiggies than the last 1 Musical notes return in Banjo Tooie but are now used to learn new moves from Bottles brother a drill sergeant named Jamjars who assumes Bottles role from the first game All of Banjo and Kazooie s moves from the first game are immediately accessible in Tooie and the player can acquire several new moves such as first person aiming new egg types and the ability to play as Banjo and Kazooie separately with each gaining moves they can only use while on their own Empty honeycomb pieces and Jinjos return as well effectively retaining the functions they had in Banjo Kazooie Mumbo Jumbo reappears in this game as a playable character who can venture out into each world and use specific magic spells to help Banjo and Kazooie Taking over Mumbo s previous role of transforming the duo into different forms is Humba Wumba a Native American shaman who acts as Mumbo s rival Small magical creatures called Glowbos are required payment for the shamans services 1 2 3 A mechanic introduced in Banjo Tooie is the direct connections between its worlds In Banjo Kazooie the titular duo were magically transported to each world via special doors in Gruntilda s Lair with said worlds effectively existing in vacuums but in this game almost every world is physically connected to others at multiple points and is effectively an extension of the overworld 1 In addition a train named Chuffy can be used to migrate Banjo Kazooie and some minor characters between worlds which contain stations In conjunction with these additions required backtracking and puzzle solving across several worlds constitute many of Tooie s challenges The game includes a multiplayer mode where up to four players can play a repurposed competition mode for each of the game s single player challenges These include first person shooting kickball and several other minigames 2 Plot editTwo years after Gruntilda s defeat Banjo and Kazooie are playing poker with Mumbo Jumbo and Bottles Outside two of Gruntilda s sisters Mingella and Blobbelda use their large HAG 1 digging machine to enter Spiral Mountain They destroy the boulder trapping Gruntilda finding that she has rotted into a living skeleton while underground Seeking revenge Gruntilda destroys Banjo s house with a spell before fleeing with her sisters Mumbo witnesses Gruntilda s return and escapes with Banjo and Kazooie but Bottles does not heed their warnings and is killed by the blast The three remaining friends resolve to defeat Gruntilda and at the request of Bottles ghost to find a way to resurrect him Following the witches trail Banjo and Kazooie arrive at Jinjo Village There King Jingaling king of the Jinjos explains that his subjects were frightened away by the HAG 1 and scattered throughout the Isle O Hags the game s overworld He gives the two their first Jiggy as a reward for rescuing his subjects in advance Meanwhile Gruntilda s sisters introduce her to a device called the Big O Blaster B O B capable of extracting life force from any given target They test B O B on King Jingaling transforming him into a zombie Gruntilda plans to charge B O B long enough to blast the entire island and use the stolen life force to restore her body The witch s most loyal henchman Klungo is sent out to hinder Banjo and Kazooie s progress but after losing to them several times resulting in beatings from Gruntilda Klungo abandons her and sides with the protagonists Banjo and Kazooie continue their journey meeting new allies along the way such as Bottles drill sergeant brother Jamjars who teaches them new moves and the Native American shaman Humba Wumba a bitter rival of Mumbo who aids the duo with new magical transformations Within Gruntilda s fortress Cauldron Keep Banjo and Kazooie compete with Mingella and Blobbelda in a trivia game show hosted by Gruntilda similar to that of the first game in which losing competitors are flattened under one ton weights The two sisters are crushed after losing to Banjo and Kazooie but Gruntilda escapes Banjo and Kazooie then reverse the effects of B O B resurrecting both King Jingaling and Bottles who celebrate at Bottles house along with Klungo Banjo and Kazooie fight Gruntilda and the HAG 1 atop her fortress but she is finally defeated when she drops her most powerful magic spell inside the HAG 1 cockpit causing the entire machine to explode reducing Gruntilda to nothing more than her head The two return to Bottles house with Jamjars Mumbo and Humba Wumba to find that much to their disappointment the celebration has ended without them They then head to the top of Cauldron Keep and play a game of hacky sack with Gruntilda s head who swears revenge against Banjo and Kazooie once again Development editBanjo Tooie was developed by Rare and designed by Gregg Mayles who previously worked on Banjo Kazooie 4 Development of the game started in June 1998 5 Some features that were originally cut during the development of Banjo Kazooie such as some of its worlds and a multiplayer game mode were instead integrated into Banjo Tooie 6 7 An additional world set in a castle was planned but due to time constraints it was scrapped during development and assets from it were used in constructing Cauldron Keep 8 9 The game features roughly 150 total characters including enemies and non playable characters 10 Originally Rare planned to include an additional mode called Bottles Revenge in which a second player could play as an undead version of Bottles and take control of enemy characters including bosses to hinder the duo in their quest with the players swapping roles if the enemy character managed to defeat Banjo and Kazooie 11 The idea was ultimately scrapped because the developers ran out of time to debug controlling bosses despite admitting that it did work rather well the only boss that was controllable when the mode was scrapped was the second world boss Old King Coal 12 However it later served as the inspiration behind the Counter Operative multiplayer mode in Perfect Dark 13 The developers also planned to implement a feature called Stop N Swop that would have allowed data to be transferred from Banjo Kazooie to Banjo Tooie so that players could unlock additional bonuses in Banjo Tooie However due to hardware limitations of the Nintendo 64 system the feature was ultimately dropped Despite this Rare resolved to include some of the planned bonuses within the game The Stop N Swop feature was later implemented in the Xbox Live Arcade re release 14 The music was composed by Grant Kirkhope who previously worked as the main composer for Perfect Dark Donkey Kong 64 and Banjo Kazooie As Banjo Tooie was a larger game than its predecessor Kirkhope had twice the memory space in the game s cartridge for sound effects and music 15 Kirkhope initially had to pause his work on Banjo Tooie to work on other projects first but ultimately the music score for the game was completed on time 15 Like the game s predecessor the themes heard in the game were designed to be interactive which dynamically change to reflect the player s location Due to the game having larger memory space Kirkhope was able to combine two MIDI files to channel different fades of music when the player moves to different locations 15 The developers initially aimed for a fourth quarter 1999 release but the game was ultimately delayed 16 Banjo Tooie was presented at the 2000 Electronic Entertainment Expo and first released on 20 November 2000 in North America 17 18 Japanese and European releases followed on 27 November 2000 and 12 April 2001 respectively 19 20 The game supports the Nintendo 64 Rumble Pak 21 Reception editReceptionAggregate scoreAggregatorScoreMetacritic90 100 22 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 23 Edge7 10 24 Famitsu33 40 25 GamePro nbsp nbsp nbsp nbsp nbsp 26 GameRevolutionB 3 GameSpot9 6 10 2 IGN9 4 10 1 N64 Magazine81 27 Next Generation nbsp nbsp nbsp nbsp nbsp 28 Nintendo Power9 10 29 Upon release Banjo Tooie was critically acclaimed and sold 1 49m worldwide by 2008 22 30 GameRevolution considered Banjo Tooie less repetitive than Donkey Kong 64 and a worthy successor to Banjo Kazooie 3 Nintendo Power referred to Banjo Tooie as the perfect cross between Donkey Kong 64 and Banjo Kazooie noting that it features less backtracking between levels than Donkey Kong 64 does 29 The publication also stated that the only disappointment was how Rare resolved the Stop N Swop bonuses 29 N64 Magazine editor Mark Green felt that although Banjo Tooie delivers a decent complement of clever puzzles and enjoyable run and jump moments it did not feel as fresh or as exciting as previous Rare platformers 27 The graphics were considered some of the best on the Nintendo 64 due to their rich textures long drawing distance and real time shadow generation but were criticised for their inconsistent frame rate during certain points in the game 1 2 3 28 Nevertheless some critics agreed that the occasional frame rate drops do not hinder the gameplay nor detract from the game significantly 28 2 GameRevolution said that the game was beautiful but it did not meet the same level of awe as its predecessor 3 The game was also praised for its humour with Edge commenting that its characters are impossible to dislike 24 The gameplay was highlighted for the size of the game s worlds 3 28 GamesRadar described Banjo Tooie as a game that requires a massive time investment on the player s part saying that Keeping track of what you can do next or where you can re visit to get something new requires either a photographic memory or copious note taking 31 Similarly GamePro remarked that the game is so large that players might lose their way and forget what they are supposed to do 26 GameSpot praised the game s level design and progression for constantly requiring players to collect Jiggies 2 Despite the praise Edge concluded that Rare should have innovated more instead of simply copying the formula of Super Mario 64 24 At the GameSpot Best and Worst of 2000 awards Banjo Tooie was awarded Best Platform Game 32 and was a runner up in the Best Sound and Best Nintendo 64 Game categories 33 34 At the 4th Annual Interactive Achievement Awards Banjo Tooie received nominations for the Game of the Year Console Game of the Year and Console Action Adventure awards 35 Xbox 360 version editAn Xbox Live Arcade version of Banjo Tooie developed by 4J Studios was released for the Xbox 360 on 29 April 2009 This version features a smoother frame rate and high definition graphics and supports the Stop N Swop connectivity with the Xbox Live Arcade version of its predecessor allowing players to unlock the bonuses included in the original Nintendo 64 version as well as new content related to the Xbox 360 36 Using the Stop N Swop items in the Xbox Live Arcade version of Banjo Tooie also unlocks additional bonuses in the L O G s Lost Challenges downloadable content for Banjo Kazooie Nuts amp Bolts 37 The Xbox Live Arcade version of Banjo Tooie received mixed to favourable reviews from video game critics featuring an aggregate score of 73 out of 100 at Metacritic 38 In 2015 the Xbox Live Arcade version became one of the first backwards compatible titles for Xbox One 39 and was re released as part of the Rare Replay video game compilation 40 In 2019 this version was enhanced to run at native 4K resolution on Xbox One X 41 Notes edit a b The Xbox 360 version was developed by 4J Studios and published by Microsoft Game StudiosReferences edit a b c d e Fran Mirabella III 20 November 2000 Banjo Tooie IGN Archived from the original on 5 May 2013 Retrieved 10 March 2014 a b c d e f Shane Satterfield 22 November 2000 Banjo Tooie Review GameSpot Archived from the original on 10 March 2014 Retrieved 10 March 2014 a b c d e f Johnny Liu 1 December 2000 Banjo Tooie Review GameRevolution Archived from the original on 10 March 2014 Retrieved 10 March 2014 Matt Martin 28 March 2007 Rare on Viva Pinata s performance and the next Banjo Kazooie title GamesIndustry biz Archived from the original on 23 December 2007 Retrieved 23 December 2007 The Power of Tooie IGN 9 June 1999 Archived from the original on 10 March 2014 Retrieved 10 March 2014 Rare Revealed The Making of Banjo Tooie Video Twycross England Rare 17 September 2015 Event occurs at 0 41 Retrieved 22 September 2015 We used some levels that were originally planned for Kazooie were then rolled into Tooie Rare Revealed The Making of Banjo Tooie Video Twycross England Rare 17 September 2015 Event occurs at 1 56 Retrieved 22 September 2015 One of the last minute things we tried to get into Banjo Kazooie was multiplayer I think we kind of got it going a little bit but it was just too big a job It was just a step too far so we held that back and we ended up putting a multiplayer section into Banjo Tooie Gregg Mayles Ghoulyboy 14 July 2015 Who found the Castle world in BanjoTooie Tweet Retrieved 16 July 2015 via Twitter Gregg Mayles Ghoulyboy 15 July 2015 8 bit d mingellasfella yep that s what happened We ran out of time and I sadly had to do a super cut down version as Cauldron Keep Tweet Retrieved 16 July 2015 via Twitter Rare Revealed The Making of Banjo Tooie Video Twycross England Rare 17 September 2015 Event occurs at 1 20 Retrieved 22 September 2015 We had 150 characters you met or you know that took part in the game and they all had animation and you know it was just a really big job Rare Revealed The Making of Banjo Tooie Video Twycross England Rare 17 September 2015 Event occurs at 2 26 Retrieved 22 September 2015 Another player rather than just watching someone play Banjo could actually control the bad guys and then try and thwart Banjo s progress And if they managed to kill him the roles would swap so that the player who was playing the bad guys would become Banjo and vice versa Scribes December 8 2006 Rare Archived from the original on 10 December 2006 Retrieved 9 December 2006 Rare Revealed The Making of Banjo Tooie Video Twycross England Rare 17 September 2015 Event occurs at 3 00 Retrieved 22 September 2015 We looked and decided we had to get rid of it but it was resurrected in Perfect Dark in Counter Operative mode so good ideas never die they just occasionally get delayed and pop up in a different guise Stephen Totilo 23 May 2008 Why I Finally Accept What Happened To That Banjo Kazooie Stop N Swop Thing MTV Archived from the original on 8 February 2012 Retrieved 14 January 2012 a b c Grant Kirkhope Banjo Tooie Video Game Music Compositions Grantkirkhope com Archived from the original on 23 May 2013 Retrieved 13 March 2014 Banjo Tooie Scheduled for Late 99 IGN 27 October 1998 Archived from the original on 10 March 2014 Retrieved 10 March 2014 Banjo Tooie Nintendo 64 IGN Archived from the original on 20 February 2014 Retrieved 13 March 2014 Jeff Gerstmann 16 May 2000 Banjo Tooie E3 2000 Hands On Impressions GameSpot Archived from the original on 10 March 2014 Retrieved 10 March 2014 Nintendo 64 Software List 200 2001 Coocan jp in Japanese Archived from the original on 1 October 2018 Retrieved 15 June 2019 Banjo Tooie Nintendo co uk Archived from the original on 17 June 2019 Retrieved 17 June 2019 Banjo Tooie Electronic Gaming Monthly 27 December 2000 Archived from the original on 10 February 2001 Retrieved 10 February 2001 a b Banjo Tooie Metacritic Archived from the original on 24 October 2013 Retrieved 10 March 2014 Gavin Frankle Banjo Tooie AllGame Archived from the original on 16 February 2010 Retrieved 2 July 2014 a b c Banjo Tooie Edge No 93 Future Publishing January 2001 pp 100 101 ニンテンドウ64 バンジョーとカズーイの大冒険2 Famitsu No 915 Enterbrain Inc 30 June 2006 p 31 a b Gavin Frankle 17 November 2000 Banjo Tooie GamePro Archived from the original on 28 December 2008 Retrieved 28 December 2008 a b Green Mark May 2001 Banjo Tooie N64 Magazine No 54 Future Publishing pp 40 47 a b c d Rice Kevin February 2001 Banjo Tooie Next Generation Vol 3 no 2 Imagine Media p 79 a b c Now Playing Nintendo Power Vol 139 Nintendo of America December 2000 p 144 2008 CESA Games White Paper Install Base 26 November 2021 Retrieved 17 November 2023 Jes Bickham Banjo Tooie Gamesradar com Archived from the original on 4 January 2002 Retrieved 4 January 2002 Best Platform Game GameSpot Archived from the original on 13 November 2004 Retrieved 13 November 2004 Best Sound Runners Up GameSpot Archived from the original on 12 April 2002 Retrieved 12 April 2002 Best Nintendo 64 Game Runners Up GameSpot Archived from the original on 25 February 2003 Retrieved 25 February 2003 Banjo Tooie D I C E Awards Archived from the original on 18 August 2016 Retrieved 18 August 2016 Matt Wales 27 January 2009 Rare Readies Banjo Tooie for April IGN Archived from the original on 11 March 2014 Retrieved 11 March 2014 William Usher 16 March 2009 Banjo Kazooie Nuts And Bolts DLC Is Coming Cinemablend com Archived from the original on 5 October 2017 Retrieved 10 May 2016 Banjo Tooie Metacritic Archived from the original on 10 March 2014 Retrieved 10 March 2014 Good Owen S 9 November 2015 Xbox One s official backward compatibility list All 104 games so far Polygon Archived from the original on 16 January 2021 Retrieved 25 January 2022 Michael McWhertor 15 June 2015 Rare Replay for Xbox One includes 30 Rare games for 30 update Polygon Archived from the original on 28 June 2015 Retrieved 28 June 2015 Lucas Sullivan 20 June 2019 Xbox One X Enhanced games Every game with 4K resolution HDR higher framerates and more GamesRadar Archived from the original on 18 July 2019 Retrieved 30 October 2019 External links editOfficial Nintendo Japan Banjo Tooie site Xbox page Portals nbsp 2000s nbsp Video games nbsp United Kingdom Retrieved from https en wikipedia org w index php title Banjo Tooie amp oldid 1211917990, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.