| Banjo-Kazooie | |
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| Developer(s) | Rareware 4J Studios (XBLA) [1] |
| Publisher(s) | Nintendo (Nintendo 64) Microsoft Game Studios (XBLA) |
| Designer(s) | Gregg Mayles |
| Composer(s) | Grant Kirkhope |
| Series | Banjo-Kazooie |
| Platform(s) | Nintendo 64, Xbox 360 (XBLA) |
| Release date(s) | |
| Genre(s) | Platform, action-adventure |
| Mode(s) | Single-player |
| Rating(s) | CERO: A ELSPA: 3+ ESRB: E OFLC: G |
| Media | 128 Mb (16 MB) cartridge 48 MB XBLA download |
| Input methods | Gamepad |
Banjo-Kazooie is a platform and action-adventure video game developed by Rare and published by Nintendo as the inaugural game in the Banjo-Kazooie series. It was released in 1998 for the Nintendo 64 and later re-released in 2008 for the Xbox Live Arcade.
The game is set in the fictional location of Spiral Mountain where a bear named Banjo and a bird named Kazooie live. Gruntilda the witch kidnaps Banjo's sister, Tooty, to steal her beauty via a transformation device. Banjo and Kazooie set out on a dangerous adventure to rescue Tooty.
Banjo-Kazooie was a critical and commercial success, and went on to become one of the best-selling games for the Nintendo 64.[4][5]
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The game opens on Spiral Mountain, home of Banjo, Kazooie and the witch Gruntilda. Gruntilda learns that the most beautiful girl of all is Tooty, Banjo's sister. Enraged, Gruntilda kidnaps Tooty. Banjo and Kazooie learn from Bottles the mole that Tooty was taken to Gruntilda's mountain lair, which they then enter.
At the top of the tower, Gruntilda intends to swap her level of beauty with Tooty, thus making her young and beautiful while Tooty becomes a monster, using a machine created by her minion Klungo. To save Tooty, Banjo and Kazooie must travel through various worlds that branch from within the lair. In each world, they can collect up to ten jigsaw pieces, or "Jiggys", which can be used to unlock more worlds, as well as 100 musical notes, which open special doors that allow the two to progress deeper into the lair, and five Jinjos, small creatures that reward the two with a Jiggy whenever all are found in each world. Aiding them on their quest is Bottles, who teaches the two new moves and abilities, and the shaman Mumbo Jumbo, who transforms the two into various animals to accomplish certain tasks.
Deep in the lair, Banjo and Kazooie face Gruntilda in a trivia game ("Grunty's Furnace Fun"), with questions and challenges related to certain aspects of the game. If they win, they will win a prize of their choice, with Tooty being one of them; if they lose, they will be cast into a lava pit. The two win and rescue Tooty while Gruntilda escapes. Banjo and Kazooie return home and celebrate with their friends with a barbecue, until Tooty reminds everyone that Gruntilda is still at large.
Banjo and Kazooie confront Gruntilda at the top of her tower for a final showdown. With the aid of the Jinjos they rescued, who dispatch a giant robot called the Jinjonator, the two defeat Gruntilda, who falls to the ground and is buried underneath a boulder. Banjo and Kazooie return home and visit the beach with their friends, anticipating their next game. Gruntilda, with Klungo attempting to move the rock covering her, swears revenge.
Banjo-Kazooie is composed of nine non-linear 3D worlds in which the player must gather jigsaw pieces, or "Jiggys", to progress. Banjo and Kazooie are aided by Bottles, who teaches them new abilities, and Mumbo, who uses magical powers to transform them into other creatures, such as a termite, pumpkin or crocodile.
The player progresses in the game by finding Jiggys, Musical Notes and Mumbo Tokens. Jiggys open doors to new worlds by collecting enough to complete the corresponding jigsaw puzzle. There are ten in each world; nine must be found through exploration or the completion of challenges and puzzles, and one is granted by finding all five Jinjos on each world. Musical Notes open note doors that allow Banjo and Kazooie to progress further into Gruntilda's lair. There are 100 notes in each world, and 900 total in the game. Mumbo Tokens grant the player magical transformations at Mumbo's hut when the player collects a sufficient amount; there are a total of 115 tokens throughout the game.
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Banjo-Kazooie series fictional chronology |
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Diddy Kong Racing |
Besides these primary items, the player can also collect items which are used in performing certain moves. Bottles must teach Banjo and Kazooie the move before the item can be used. Items include blue eggs, red feathers and gold feathers, which can be held in quantities of up to 100, 50 and 10, respectively (however can be increased to 200, 100, and 20 by finding all three Cheat-o's and using his codes to increase the maximum you can carry). Blue eggs are fired as projectiles or ejected from Kazooie's rear, and fire in a straight line or bounce slowly until they either hit an enemy, or break on their own; red feathers are used in flight and flying attacks; and gold feathers are for the most powerful attack, Wonderwing, which uses Kazooie's wings to make her and Banjo invincible and can kill almost any enemy, or at least protect the bear and bird. Rarer, temporary items can be found which have specialised use in puzzle-solving, namely wading boots, which enable the crossing of hazardous terrain, and turbo trainers, which grant extra running speed, often as part of a race or a time-based puzzle. Other items include extra lives and honeycomb energy, which respectively increase the player's lives and health, and extra honeycomb pieces, which give the player a permanent increase of one honeycomb of health for every six collected.
The game uses Gruntilda's Lair as an overworld in which the player progresses. Individual levels are accessed through Gruntilda's Lair by collecting enough musical notes to open various doors. Levels in Banjo Kazooie contain a diverse selection of challenges and special items. Mumbo's skull is found in Mumbo's Mountain, featuring a transformation of Banjo into a giant termite; Bubblegloop Swamp, featuring a transformation of Banjo into an alligator; Freezeezy Peak, featuring a transformation of Banjo into a walrus; Mad Monster Mansion, featuring a transformation of Banjo into a pumpkin; and Click Clock Wood, featuring a transformation of Banjo into a bumblebee. Levels in Banjo Kazooie include (in the order that the player can access them):
Each of the nine levels in the game also features a button with Gruntilda's face printed on it, called a Grunty Switch. When activated, these switches trigger events in Gruntilda's Lair that allow the player to obtain a Jiggy.
Stop 'N' Swop is a special feature in Banjo-Kazooie that remains incomplete in the Nintendo 64 version of the game. Six coloured eggs and a key made of ice were discovered in Banjo-Kazooie that would be viewable in a menu titled "Stop 'N' Swop". In an ending sequence of the N64 version of Banjo-Kazooie, Mumbo Jumbo would state that secret areas would be accessible via a link with the sequel, Banjo-Tooie. Stop 'N' Swop was never realised in Banjo-Tooie. The special items can, however, be collected in Banjo-Kazooie using in-game cheat codes, but serve no purpose. The Xbox Live Arcade (XBLA) version of Banjo-Kazooie features "reinstated" Stop 'N' Swop connectivity, allowing the player to collect the items for use in Banjo-Kazooie: Nuts & Bolts. The XBLA version of Banjo-Tooie also implements the "original plan" for Stop 'N' Swop[6] with the added bonus of including Stop 'N' Swop II.
Banjo-Kazooie was originally known by the project name Dream for the Super Nintendo Entertainment System. The project starred a boy named Edison, who owned a wooden sword and got into trouble with a group of pirates lead by Captain Blackeye. Dream was also scheduled to include a rabbit that looked like a man, a dopey dog, and a bear that became Banjo.[7] After its code was transferred to the Nintendo 64, it was shown at the 1997 E3 as Banjo-Kazooie.
The game 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. It was originally supposed to be released as Nintendo of America's big holiday game for 1997 with a Taco Bell toy promotion lined up, but Rare needed to delay it several months. Diddy Kong Racing took its place and features Banjo as a playable character.
Instead of dialogue, the characters make limited speech-like sounds when they talk, which are a looping of voice-like sounds. This choice was made due to memory limitations on Nintendo 64 cartridges. Rare considered using fully-voiced dialogue for the Xbox 360 game Banjo-Kazooie: Nuts & Bolts, but ultimately retained the older style as it felt that the games had become known for it.[8]
It was announced at Microsoft's E3 2008 press conference that Banjo-Kazooie would be made available for download on Xbox Live Arcade in the future.[9] This version would feature increased screen resolution and minor graphical refinements.[10] Properties of Nintendo have been removed throughout the game. For example, the animated Nintendo 64 logo is absent from the opening sequence, while the Nintendo company logo on Mumbo's xylophone in the introduction was replaced by the Microsoft Game Studios logo. The Game Boy that Banjo plays in the file select menu remains, but the Game Boy start up sound heard when the file is highlighted is removed. Characters who have appeared in other Nintendo-published games are unchanged, including Bubblegloop Swamp's Tiptup and Click Clock Wood's Gnawty the Beaver. On its website, Rare revealed that the port would be handled by 4J Studios. The game was released on Xbox Live Arcade on 3 December 2008 for 1,200 Microsoft Points.[11] It was also released as a preorder bonus for Banjo-Kazooie: Nuts & Bolts on 12 November 2008.[12]
Among new adjustments made to the game is the ability to permanently collect musical notes. Individual notes are saved on collection, whereas the original Banjo-Kazooie only saved the highest score. Bottle's hidden jigsaw puzzle game features sequences showing areas from different levels. On the game's release, if the player completed a puzzle showing notes from a level, a glitch occurred where those notes were permanently removed from the level before they could be collected.
Banjo-Kazooie was highly successful at the time of its release, selling nearly two million copies in the United States.[4] It was praised for its graphics, humor, and gameplay.
IGN editor Cam Shea ranked it seventh on his top 10 list of Xbox Live Arcade games. He stated that while not perfect, it was a landmark title for a reason.[13]
| Reception | |
|---|---|
| Aggregate scores | |
| Aggregator | Score |
| GameRankings | 93 of 100[14] |
| Metacritic | 77 of 100 (2008 Xbox), 92 of 100 (1998 Nintendo)[15] |
| Review scores | |
| Publication | Score |
| GamePro | 5 of 5[16] |
| GameSpot | 9.5 of 10 [17] |
| IGN | 9.6 of 10[18] |
| GameStats | 9.2 of 10 |
| 1Up.com | 9.6 of 10 |
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. [19]
On an episode of Reviews on the Run, Banjo-Kazooie was number 1 on their list of the "5 classic Rare games you should try"; it beat out Sabre Wulf, Conker's Bad Fur Day, and Kameo: Elements of Power, which were also running for the same award.
The music in Banjo-Kazooie was composed by Grant Kirkhope and is an example of an interactive soundtrack. The themes heard in the game dynamically change style to reflect the environment and dangers to the characters.[18] For example, whenever the main characters submerge in any body of water, the music changes into a harp arrangement of the main world theme for an aquatic ambiance. The musical theme for Gruntilda's Lair takes on a different arrangement to reflect the level entrance the player is near, such as taking on music box instrumental style near the ice level entrance, or organ near the haunted mansion. The music gradually fades from one style to the next without pause, while the overall melody loops continuously. The background music of Gruntilda's Lair is believed to be a variation of "Teddy Bears' Picnic" by John Walter Bratton.[20][21]
Kirkhope stated that late in the development of Banjo-Kazooie, Chris Stamper had expressed his dislike of the pieces written for Mumbo's Mountain and Treasure Trove Cove, causing Kirkhope to quickly change them. The original version of the music for Mumbo’s Mountain remains in the game and can be heard inside the termite hill of that world. The music for Treasure Trove Cove originally "had a sort of Beach Boys 'Wipe out' middle section to it".[22]
The soundtrack album of Banjo-Kazooie was released by Nintendo of America on a limited edition Compact Disc. This CD was sold exclusively at Best Buy stores and the Nintendo Power Catalog with two additional tracks.
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| Banjo-Kazooie | |
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| Developer(s) | Rare |
| Publisher(s) | Nintendo |
| Release date(s) |
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| Genre(s) | Platform, Action |
| System(s) | Nintendo 64, Xbox Live Arcade |
| Players | 1 |
| Rating(s) | |
| Followed by | Banjo-Tooie |
| Series | Banjo-Kazooie |
Banjo-Kazooie is the first game in the Banjo-Kazooie series. The first appearance from Banjo was in Diddy Kong Racing, but Kazooie wasn't in it. The game is about a bear named Banjo and a bird named Kazooie trying to save Banjo's sister from an evil witch named Gruntilda.
Banjo-Kazooie was a popular hit on the Nintendo 64. In September 2008, Microsoft announced that Banjo-Kazooie would be coming to the Xbox Live Arcade along with its sequel, Banjo-Tooie.
| Portal: Action/Adventure | |
Banjo-Kazooie at Banjo-Kazooie Wiki |
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| Banjoa-Kazooie | |
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| Developer(s) | Rare |
| Publisher(s) | Nintendo |
| Release date | June 31, 1998 |
| Genre | 3D platformer |
| Mode(s) | Single player |
| Age rating(s) | ESRB: E |
| Platform(s) | Nintendo 64 |
| Media | Cartridge |
| Credits | Soundtrack | Codes | Walkthrough | |
Banjo-Kazooie is one of Rare's biggest hits. Taking it's name from it's two playable stars, Banjo the bear and Kazooie the bird, Banjo-Kazooie was a 3D Platformer along the same lines of Super Mario 64. Banjo wore a backpack that contained his avian pal Kazooie, who's flight could be used to lift the bear. In place of stars, you'll be collecting puzzle pieces. The very direct sequel, Banjo-Tooie, was released in 2000.
Contents |
So, Banjo's just sitting there. He just got done playing around in Diddy Kong Racing and he's got a bird living in his bag, but that doesn't bother him. Suddenly, this evil witch Gruntilda decides to kidnap his sister, Tooty. What's a furry to do other than take the bird with him and head to Gruntilda's lair to save her? Off they go save Tooty before Gruntilda steals her youth.
Banjo and Kazooie enter various worlds to collect Jiggies, golden jigsaw puzzle pieces that are used to complete pictures that open up other worlds, and musical notes that can open up passages to other areas. Along the way they encounter various allies such as Mumbo who can transform them into other forms that may be necessary to complete certain tasks, as well as various types of enemies. In addition to running and jumping, the duo can also fly and fire eggs at their enemies. Near the end of the game there is a board game section that the player must go through in order to reach Tooty and Gruntilda.
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This article is a stub. You can help by adding to it.
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Banjo-Kazooie is a video game made by Rare for the Nintendo 64 in 1998. The name of the game comes from the names of the two main characters, a bear called Banjo and an orange bird called Kazooie, who lives in Banjo's backpack. The story follows Banjo and Kazooie as they set out on a quest to rescue Banjo's sister who has been kidnapped by an evil witch. It was released on the Xbox 360's Xbox Live Arcade service in December of 2008.
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