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Banjo-Tooie

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Title Screen

Banjo-Tooie

Also known as: Banjo to Kazooie no Daibouken 2 (JP)
Developer: Rare
Publishers: Nintendo (N64), Microsoft Game Studios (360)
Platforms: Nintendo 64, Xbox 360
Released internationally: April 29, 2009 (360)
Released in JP: November 27, 2000
Released in US: November 20, 2000
Released in EU: April 12, 2001
Released in AU: 2000


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


PrereleaseIcon.png This game has a prerelease article

Banjo-Tooie is the direct sequel to the popular Banjo-Kazooie, in which the bear and bird have a bone to pick with the newly-skeletal Gruntilda, who escaped from her grave and rudely interrupted their game night (and probably also because she killed Bottles and threatened to destroy the Isle o' Hags).

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
TextIcon.png
Unused Text
--DUMY LINE--

Bottles' Revenge

A dummied-out game mode which allows Player 2 to antagonize Player 1, which can be re-enabled with a GameShark code.

Version Code Version Code
UK
80130402 0001
8008B4D1 0002
Aus
80130172 0001
8008B4D1 0002
Japan
801255C2 0001
80080881 0002
US
8012B3F2 0001
800810C1 0002

When the player starts a new file, they will get an additional cutscene where Bottles' spirit turns evil. Player 2 can now use Devil Bottles to take control of the baddies and try to hinder Banjo's progress. However, Devil Bottles is not available in boss battles, and will disappear when Banjo enters a boss room. The rest of the game's story remains unchanged when in this mode.

In this mode, the first player plays the game as normal. When Banjo is near an enemy, Devil Bottles will hover over it and player 2 can control it and make it attack by pressing B. If multiple enemies are nearby, player 2 can press R to switch between them. Additionally, a radar will appear at the bottom right corner of the screen.

During the Tower of Tragedy Quiz, player 2 will be able to control Mingella or Blobbelda at will, similar to the multiplayer version available from the replay menu.

The mode is quite functional, but there are still unimplemented features that caused the mode's dummying out. The two players were to switch positions upon the baddies landing a kill, so successfully thwarting player 1 would allow player 2 to take a turn as Banjo. Boss battles were also intended to be playable, with Old King Coal being the only known attempt, but it was found that putting a human in control of a boss was too difficult to win against, ruining the patterns that boss fights are predicated upon. Also, using it in replay mode makes the game think it's in story mode.

(Source: Ice Mario, SubDrag (Rare Witch Project), Rare(ware) (YT))

Unused Music

Three pieces of reused Banjo-Kazooie music are present in the game's files, but only (most of) one is used.

The last four seconds of the Game Over theme cannot be heard in-game, as the game fades out to the title screen (complete with Grunty's laughter being imposed over the music) before the final segment can play. It's not too substantial a loss, as the full version is audible in the Banjo-Kazooie "Game Over" screen.

The fanfare played for opening a Note Door and collecting the final Jiggy of a world. Banjo-Tooie not only has no Note Doors, but nothing special happens upon getting the last of a world's Jiggys.

The fanfare used in Banjo-Kazooie when the player collected all five Jinjos in a world. In Banjo-Tooie nothing special happens when a player collects all five Jinjos in a world, and no special fanfare plays when a complete Jinjo family is collected.

Unused Sounds

Three sounds from Banjo-Kazooie were retained in the sequel, also being unused.

The sound for collecting an extra life. Rare did away with extra lives for this game.

Two voice clips that were spoken by the termites in Mumbo's Mountain in Banjo-Kazooie. Mr. Fit uses the "hut" and "two" voice clips, but the voice clips for "three" and "four" go unused.

Unused Areas

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The only known emulator that these codes will work in is Project64 1.6. Find a way to load these areas on other emulators and real hardware.

Unused Jinjo House

BanjoTooie-greyjinjohouseingame.png

Banjtooie GJinjoHouseRender.png

Code:

81127640 0149

Present among the nine Jinjo houses in Jinjo Village is an unused tenth Jinjo house which has the tag "SHOULDN'T BE HERE". The spots on the wall randomly alternate between purple and brown. The entrance also lacks a loading zone, so you can't exit the house. The exact purpose of this map is unknown.

To access the next three maps in the US version, use the following GameShark code and replace "????" with the respective map's value.

8101E006 ????
8101E012 0000
8101BBB8 0800
8101BBBA 7800
8101E000 A08E
8101E002 FFFF
8101E004 201B
8101E008 3C01
8101E00A 8013
8101E00C AC3B
8101E00E 8608
8101E010 201B
8101E014 AC3B
8101E016 860E
8101E018 1CC0
8101E01A F6E3
8101E01C 0000
8101E01E 0000
8101E020 03E0
8101E022 0008

Cave Of Horrors Doors

BanjoTooie-unusedarea1.png

Value: 1D49

A small area that contains a copy of the Cave of Horrors doors in Witchyworld.

Empty Square Room

BanjoTooie-unusedarea2.png

Value: 1D56

A large, empty square room with a very glitchy ceiling texture. It may have been intended for Jolly Roger's Lagoon since it's grouped with the rest of the maps for that level.

Empty Map

Value: 1D97

A completely empty map. Trying to access it just displays a black screen.

(Source: Runehero123 & Coolboyman)

Unused Pipe

BanjoTooie-unusedpipe.png

Code:

81127640 0184
80127643 0000

An unused pipe that appears to be an early, unfinished version of the toxic waste pipe that leads to Jolly Roger's Bay. It lacks textures on some parts and uses the opening cutscene song.

(Source: Coolboyman)

Hidden Level Geometry

BanjoTooie-cavernarea.png
Near the power hut in Glitter Gulch Mine is some out of bounds level geometry.

(Source: Ferrox)

BanjoTooie-oven.png
The oven in the prospector's hut in Glitter Gulch Mine has the insides modeled but since it can't be opened, the insides can't be seen.

(Source: Shesez)

Banjo Tooie Banjos House.png
The model for Banjo's House contains two versions of the house. One is used extensively during the intro cutscene, while the other is a largely unseen copy of the house more-or-less as it looked during Banjo-Kazooie. There are subtle differences in the Banjo-Tooie version of the house, including a new diamond-pattern and blue-and-pink-stripe wallpaper instead of the original game's yellow flower pattern, a dark wood ceiling, dark skirting board, and a bookshelf removed to make space for an extra couch and floor lamp. Although the Banjo-Kazooie version of the house is mostly unused, it does appear very briefly during the first-person view of Banjo looking at his cards, so the wallpaper behind the photo of Banjo & Kazooie appears to lose its blue-and-pink stripe and switch to its original flower pattern for this one shot. The Banjo-Kazooie copy of the house has three low-poly spheres floating in it, as described in the Cutscene Oddities section - these are part of the map model rather than objects/actors.

(Source: Banjeoin)

Cutscene Oddities

The opening cutscene has a few odd things which are never visible on-screen at any point.

BanjoTooie-hiddenklungo.png
At the very beginning, there's a second, completely untextured model of Klungo. After the camera starts panning down, it moves towards the boulder briefly before disappearing. It's likely that at one point, the opening cutscene was going to show Klungo walking up to the boulder.

(Source: Shesez)

BanjoTooie-hiddencubes.png
In the scene where Banjo looks at his cards, three white low-poly spheres can be found offscreen. It's unknown what these were for.

(Source: Shesez)

BanjoTooie-window.png
Inside Banjo's house during the opening cutscene is an unseen opaque window texture on the ground.

(Source: Ferrox)

Unused Models

Muscular Jinjo

Banjotooie-MuscularJinjo.png

A huge, musclebound Jinjo with fangs. Possibly an early Minjo design, scrapped for looking too different from Jinjos, making it too obvious at a glance that it's a Minjo.

Unused Graphics

Truck Health

Banjotooie-truckhealthicon.png

This icon is used for the Truck whenever a health display is forced on-screen (for example, if a player hacks the Truck into Old King Coal's fight). It's a grey silhouette of an unknown object with a question mark in it. Since the truck cannot get hurt, it has no regular health display. According to the game's designer Gregg Mayles, this icon was likely a placeholder for characters that didn't have a dialogue icon.

Honey B's Chest

BanjoTooie-HoneyBoobs.png

The texture used for Honey B's chest. She wears a yellow top which covers up most of her breasts, so half of this texture is never actually seen in-game.

Skull

An unused icon for a yellow skull. Red and green skulls were added in the XBLA version but are still unused.

N64 XBLA
BanjoTooie-Flower.png BanjoTooie-yellowskull.pngBanjoTooie-redskull.pngBanjoTooie-greenskull.png

Game Box

BanjoTooie-boxtexture.png

The texture for the right side of the Banjo-Tooie box in the menu can't be seen in-game due to the camera angle.

Unused Objects

Using the GameShark code 81093486 ???? in the US verison, the player can spawn these objects in-game.

(Source: retroben)

Falling Leaves

BanjoTooie-fallingleaves.png

Value: 0204

Falling leaves that were used in the autumn section of Click Clock Wood in Banjo-Kazooie.

Torch Enemy

BanjoTooie-torchenemy.png

Value: 02AE

An angry torch that doesn't do anything. Some concept art reveals that it was intended to appear in the flooded caves in Glitter Gulch Mine. It would've lit up dark areas and chase the player whenever they're nearby.

Rare Crate

BanjoTooie-rarecrate.png

Value: 03BC

A metal version of the wooden Rare crates seen in Grunty Industries. Unlike the wooden crates, this can only be destroyed with Grenade Eggs or a Clockwork Kazooie.

Unused Animations

The dance Banjo does when he collects all jiggies in a level in Banjo-Kazooie exists as a leftover. However, the player maintains control of Banjo when collecting jiggies, so the animation is never seen.

Unused Warp

The metal pipe in the icy side of Hailfire Peaks contains a second warp zone at the end of the pipe which can't be accessed normally since there's no way around the first warp zone.

Internal Filename Oddities

  • The animations of Banjo and Kazooie firing eggs forwards and backwards is internally named egg head and egg ass respectively. The same goes for the animations of Kazooie firing eggs alone.
  • The internal filename for the Hoop Hurry mini-game is hoop swoop which was likely an earlier name.
  • The Clockwork Kazooie is internally known as babykaz (Baby Kazooie).
(Source: Ferrox)

Development Text

Some text for a crash handler can be found at 0x80041841 in RAM.

Fault: CPU Exception in thread %d!
Fault: WATCH GFX!
We seem to be stuck in an infinite loop!
[%d] Out of Memory!
Fault: Halt!
Error: Software lock in thread %d!

Additional debugging text can be found compressed in the ROM.

core
 (********,********) 
 SP: ********    PC: 
 (*f)() 
-********
%s
Stack trace: %s
SP = %08X, PC = %08X, RA = %08X
Work-Station
N64
Unable to trace, invalid PC,RA!
-------------------------------------------------------------

DPC_STATUS_XBUS_DMEM_DMA
DPC_STATUS_FREEZE
DPC_STATUS_FLUSH
DPC_STATUS_START_GCLK
DPC_STATUS_TMEM_BUSY
DPC_STATUS_PIPE_BUSY
DPC_STATUS_CMD_BUSY
DPC_STATUS_CBUF_READY
DPC_STATUS_DMA_BUSY
DPC_STATUS_END_VALID
DPC_STATUS_START_VALID
SP_STATUS_HALT
SP_STATUS_BROKE
SP_STATUS_DMA_BUSY
SP_STATUS_DMA_FULL
SP_STATUS_IO_FULL
SP_STATUS_SSTEP
SP_STATUS_INTR_BREAK
SP_STATUS_YIELD
SP_STATUS_YIELDED
SP_STATUS_TASKDONE
SP_STATUS_SIG3
SP_STATUS_SIG4
SP_STATUS_SIG5
SP_STATUS_SIG6
SP_STATUS_SIG7
BD
IP8
IP7
IP6
IP5
IP4
IP3
IP2
IP1
Interrupt
TLB modification exception
TLB exception on load or instruction fetch
TLB exception on store
Address error on load or instruction fetch
Address error on store
Bus error exception on instruction fetch
Bus error exception on data reference
System call exception
Breakpoint exception
Reserved instruction exception
Coprocessor unusable exception
Arithmetic overflow exception
Trap exception
Virtual coherency exception on intruction fetch
Floating point exception (see fpcsr)
Watchpoint exception
Virtual coherency exception on data reference
CU3
CU2
CU1
CU0
RP
FR
RE
BEV
TS
SR
CH
CE
DE
IM8
IM7
IM6
IM5
IM4
IM3
IM2
IM1
KX
SX
UX
USR
SUP
KER
ERL
EXL
IE
FS
C
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
EV
EZ
EO
EU
EI
FV
FZ
FO
FU
FI
RN
RZ
RP
RM
%s: x%08X 
<   ,   %s  >
S.NaN
Q.NaN
+ve INF
-ve INF
%.6e
%d
pc:x%08X
cause
at:x%08X v0:x%08X v1:x%08X a0:x%08X
a1:x%08X a2:x%08X a3:x%08X t0:x%08X
t1:x%08X t2:x%08X t3:x%08X t4:x%08X
t5:x%08X t6:x%08X t7:x%08X s0:x%08X
s1:x%08X s2:x%08X s3:x%08X s4:x%08X
s5:x%08X s6:x%08X s7:x%08X t8:x%08X
t9:x%08X gp:x%08X sp:x%08X s8:x%08X
ra:x%08X %s          badvaddr:x%08X
fpcsr
f0  %-13s f2  %-13s f4  %-13s
f6  %-13s f8  %-13s f10 %-13s
f12 %-13s f14 %-13s f16 %-13s
f18 %-13s f20 %-13s f22 %-13s
f24 %-13s f26 %-13s f28 %-13s
f30 %-13s
sr
RDP current = 0x%08X   (0x%016llx) 
RDP start   = 0x%08X   (0x%016llx) 
RDP end     = 0x%08X   (0x%016llx) 
RDP status:
RSP status:
Free memory was %d bytes

VI
IDLE
TIDY
CIC-6105
AUDIO
SCHEDULER
MAIN
JOY
MOTOR
CRASH
Thread
State
Pri
PC
SP
Queue
%s
Stopped
Runnable
Running
Waiting
%3d/%2d
%08X
%08X
%08X
(n/a)

Build: %02d:%02d %02d/%02d/00
Thread: %s

Present at 0x8003CA04 in RAM is this string:

HjunkDire:667812
(Source: Ferrox)

Crash Debugger

Banjo-Tooie has a very detailed and complete crash debugger. Everything is drawn by the CPU directly to the framebuffer as the device is assumed to be in an unstable state.

How to enable

Enter the following combination on your controller during the intro screen to enable the crash screen:

C-Left D-Up B C-Right A B Z

Then hit the START button as usual, when the camera has panned down far enough. If it worked, a "ding" sound effect will play when you reach file select, and the handler will now show up when the game crashes. The game will automatically cycle through all screens until the console is reset.

Crash Info

BanjoTooie-crash1.png

After the game crashes, it'll print a single line at the top of the screen indicating the type of crash. It'll also display the last two frames leading up to the crash.

Call Stack

BanjoTooie-crash2.png

This screen lists the hierarchy of function calls that occurred leading up to a crash. Functions in static memory are labeled as 'core' in the leftmost column, but this screen can also show the names of DLLs if the crash occurred during a DLL function call.

  • Some form of queue/thread information. e.g. 80079010 is pointed to by the JOY threads queue.
  • Entry point into the module.
  • Location in memory. (Can be replaced with func*)
  • End of module in memory.

Current CPU State

BanjoTooie-crash3.png

The CPU Status portion of the Crash Debugger provides very basic information on the state of the CPU during the time when an error was detected.

  • It provides all GPR and FPR, as well as the current thread, cause, status, and FPU status.
  • The Status register (sr) shows the player the current interrupt masks as well.

Thread Status

BanjoTooie-crash4.png

The thread status portion of the debugger gives a lot of useful information about the currently running threads, what is able to be run, what has stopped, and what is waiting to be run. It also details the threads current PC, where their stack frames are located, if they have a queue, and their priorities.

Here we can see the 10 threads that run Banjo Tooie:

  • VI, (Video Interface) Controls the main video output of the system.
  • IDLE, The idle thread that the system waits in when no higher priority thread is runnable.
  • TIDY, Assumed to be the game's memory management system. Killing it causes the game to no longer function.
  • CIC-6105, Security features to prevent duplication.
  • AUDIO, Controls producing all ALists (Audio lists) and preparing samples for the RSP.
  • SCHEDULER, Manages Audio/Graphics command list generation and processing.
  • MAIN, Control's the game's main logic, such as interpreting controller inputs, detecting collision, and AI.
  • JOY, Reads joystick data from PIF.
  • MOTOR, Controls the Rumble Pak if any are plugged in.
  • CRASH, The crash handler thread, which must be started in order to display this screen upon crashing.

Build Info

The crash handler displays a build time and date in the upper right corner.

Version Text
USA Build: 13:19 23/09/00
Australia Build: 14:42 25/10/00
Japan Build: 13:36 27/10/00
Europe Build: 15:24 01/12/00


(Source: Jombo23, Authentic, and Wedarobi)

Anti-Piracy

Present in the Nintendo 64 version of the game are two anti-piracy checks:

When the game is powered on, it'll check for the correct save type. Banjo-Tooie uses a 2 kilobyte EEPROM, but if the save type is incorrect or there's no save chip at all in the cartridge, the game will act as if no controller is plugged in. The game will display the "NO CONTROLLER" message and won't respond to any button inputs.

Additionally, the game also checks for the correct CIC lockout chip just like Jet Force Gemini. NTSC copies check for a CIC-NUS-6105 and PAL copies check for a CIC-NUS-7105. This check is done by using the challenge-response feature of the 6105/7105. Unlike Jet Force Gemini, Banjo-Tooie has 268 checks that happen throughout the game. The responses from the CIC are used to decrypt various game assets and if any of the checks fail, the game won't be able to decrypt the data and will simply freeze.

(Source: Original TCRF research)

Regional Differences

Title Screen

Japanese International
Banjo-Tooie-jptitle.png Banjo-Tooie-title.png

The Japanese version was renamed to Banjo and Kazooie's Great Adventure 2 and features a completely redesigned logo.

Options/Resolution

USA/Japan Europe/Australia
BanjoTooie-options1.png BanjoTooie-options2.png

A screen scale setting was added to the options in the EU and AU versions. The US and JP versions render at 304×226 and the EU and AU versions render at 304×268.

Eggs/Feathers Counters

When the infinite eggs and feathers cheats are enabled, the counters for those items will display LOTS in the North American and Australian versions. In other versions of the game, the counters will display 999.

Out of Bounds in Oogle Boogle's Cave

In the Oogle Boogle's cave in Terrydactyland, there's a tunnel that leads to Witchyworld and at the end of the tunnel is a sign. In the North American, Australian, and Japanese versions, it's possible to grab the top of the sign and climb on top of it which allows Banjo to go out of bounds. This was fixed in the European and Xbox Live Arcade versions.

Three-armed Pig

International Japan
Banjo-Tooie-PigglesUS.png Banjo-Tooie-PigglesJP.png

Trotty, the mutated three-armed pig in Jolly Roger's Lagoon, only has two arms in the Japanese version of the game. His dialogue was altered to match:


First conversation, Banjo & Kazooie
English Japanese Translation
Trotty
PLEASE FIX THE POOL.
PIGGLES PUSHED ME IN THE
OTHER WEEK, AND LOOK
WHAT'S HAPPENED TO MY
ARM!
プールをなおしてよう・・・
このまえピグルが、ボクをムリに
おしこんだら、ビーチボールと
パンツがとけちゃったんだ!
Please fix the pool...
Piggles pushed me in the 
other week, and it ate 
through my pants and 
beach ball!
Banjo
WELL, I DIDN'T WANT TO SAY
ANYTHING...
で、あたらしくかったの?
Er, I'm guessing those are
new ones?
Trotty
THANKS.
I'M A LITTLE TOUCHY ABOUT
IT, AS YOU MIGHT EXPECT.
そうだよ。
はやくこのあたらしい
ビーチボールであそびたいんだ。
They are.
Hurry up, I want to play
with my new beach ball!
Kazooie
FREAKO!
ワガママねぇ。
What a brat.


First conversation, solo Banjo
English Japanese Translation
Trotty
PLEASE FIX THE POOL.
PIGGLES PUSHED ME IN THE
OTHER WEEK, AND LOOK
WHAT'S HAPPENED TO MY
ARM!
プールをなおしてよう・・・
このまえピグルが、ボクをムリに
おしこんだら、ビーチボールと
パンツがとけちゃったんだ!
Please fix the pool...
Piggles pushed me in the 
other week, and it ate 
through my pants and 
beach ball!
Banjo
WELL, I DIDN'T WANT TO SAY
ANYTHING...
で、あたらしくかったの?
Er, I'm guessing those are
new ones?
Trotty
THANKS.
I'M A LITTLE TOUCHY ABOUT
IT, AS YOU MIGHT EXPECT.
そうだよ。
はやくこのあたらしい
ビーチボールであそびたいんだ。
They are.
Hurry up, I want to play
with my new beach ball!
Banjo
I’M SURE NO ONE ELSE HAS NOTICED!
う〜ん。なんとかがんばるよ。
Fine, I'll see what I can do.


First conversation, solo Kazooie
English Japanese Translation
Trotty
PLEASE FIX THE POOL.
PIGGLES PUSHED ME IN THE
OTHER WEEK, AND LOOK
WHAT'S HAPPENED TO MY
ARM!
プールをなおしてよう・・・
このまえピグルが、ボクをムリに
おしこんだら、ビーチボールと
パンツがとけちゃったんだ!
Please fix the pool...
Piggles pushed me in the 
other week, and it ate 
through my pants and 
beach ball!
Kazooie
WELL, I DIDN'T WANT TO SAY
ANYTHING...
あんたパンツはいてるわよ。
But you're wearing pants
right now.
Trotty
THANKS.
I'M A LITTLE TOUCHY ABOUT
IT, AS YOU MIGHT EXPECT.
あたらしくかってもらったんだ。
このビーチボールもね。
はやくあそびたいなぁ。
I bought new ones.
Same for this beach ball here.
Hurry up, I want to play with it!
Kazooie
FREAKO!
あんたワガママねぇ。
Well, aren't you the
thoughtful sort?


Repeat conversation, no problems fixed (all)
English Japanese Translation
Trotty
HURRY UP WITH THE POOL.
I THINK I CAN FEEL A THIRD
LEG STARTING TO GROW...
はやくプールをなんとかして。
ビーチボールのくうきが
すこし、ぬけてきちゃったよ。
Hurry up with the pool.
Some of the air has gone
out of my beach ball!


Temperature fixed but not pollution, Banjo & Kazooie/solo Kazooie
English Japanese Translation
Trotty
IT'S WARMER NOW, BUT I 
DON'T WANT ANY MORE ARMS!
あたたかくなったけど、
まだビーチボールは
とけちゃいそうだよ!
It's warmer now, but it
looks like my beach ball's
still going to melt!
Kazooie
WHY NOT?
GET THREE MORE AND YOU
COULD BE SPIDER BOY!
パンツもとけちゃうわね。
みたくないわ!
And your pants, too.
I don't want to see that!


Temperature fixed but not pollution, solo Banjo
English Japanese Translation
Trotty
IT'S WARMER NOW, BUT I 
DON'T WANT ANY MORE ARMS!
あたたかくなったけど、
まだビーチボールは
とけちゃいそうだよ!
It's warmer now, but it
looks like my beach ball's
still going to melt!
Banjo
WHY NOT?
GET THREE MORE AND YOU
COULD BE SPIDER BOY!
うんうん。
またパンツがとけたら
こまるもんな。
It sure does.
And it'll be a disaster if
you lose your pants again.


Pollution fixed but not temperature, Banjo & Kazooie/solo Kazooie
English Japanese Translation
Trotty
THE WATER IS CLEANER, BUT
THERE'S STILL THE
TEMPERATURE TO FIX.
みずはきれいになったから
もう、ボールはとけないと
おもうけど・・・
I don’t think my ball is
going to melt now that
the water’s clean, but...
Kazooie
YEAH, AND YOUR FREAKY
ARM!
ハイハイ、ワガママさん。
みずがつめたいのね!
Yeah, yeah, brat boy.
It's still too cold!


Pollution fixed but not temperature, solo Banjo
English Japanese Translation
Trotty
THE WATER IS CLEANER, BUT
THERE'S STILL THE
TEMPERATURE TO FIX.
みずはきれいになったから
もう、ボールはとけないと
おもうけど・・・
I don’t think my ball is
going to melt now that
The water’s clean, but...
Banjo
YES, AND YOUR EXTRA ARM!
みずがつめたいんだよな。
It’s still too cold, isn't it?


Repeat conversation, one problem fixed (all)
English Japanese Translation
Trotty
SEE HOW SMELLY AND TOXIC
THE POOL IS.
DON'T YOU FEEL SORRY
FOR US?
みてよ、あのクサくて
ヨゴれたプールを!
ビーチボールがとけちゃうよ。
See how smelly and
filthy the pool is.
My beach ball's going
to melt!


Bizarrely, while the model change was reverted in the XBLA version, the dialogue was not retranslated, so Trotty still whinges about his beach ball despite, y'know, having three arms.


(Source: Reddit user sodapaladin)

Trash Can Mini-Game Crash

In the North American version of the game, it is possible to crash the game in the trash can germs mini-game in Cloud Cuckooland. While the mini-game is playing, stand in front of Guffo and rapidly tap B to talk to him. This will queue up too many text boxes and crash the game. In every other version of the game, this glitch was fixed by not allowing the player to queue another text box until the current one is closed.

(Source: Ferrox)

Tower of Tragedy Quiz Billboard

International Japan
BanjoTooie TowerOfTragedy Billboard.png BanjoTooie TowerOfQuiz Billboard-JP.png

The Tower of Tragedy billboard was renamed to Tower De Quiz in the Japanese version.

Grunty Defeated Cutscene

International Japan
BanjoTooie-endingus.png BanjoTooie-endingjp.png

In the ending cutscene, Gruntilda's skull was replaced with a sack that resembles her clothing in the Japanese version of the game, presumably censorship related to decapitation. Grunty's eyeball still pops out, however. Strangely enough, this censorship wasn't applied to the XBLA version of the game.

Version Differences

Hmmm...
To do:
Probably not complete.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

On April 29th, 2009, less than a year after Banjo-Kazooie's remastered Xbox Live Arcade port, a port of Banjo-Tooie was released digitally on the service. This is also the version that was used for Rare Replay on Xbox One, running on Xbox 360 emulation. Just like Banjo-Kazooie, this port seems to have been rebuilt natively on Xbox 360 hardware rather than straightforward Nintendo 64 emulation, and as a result several things have changed:

  • The game runs at 1080P resolution with a 16:9 aspect ratio, just like the last game's aforementioned port.
  • The spinning Nintendo 64 logo at the beginning of the game was removed completely.
  • Framerate issues have been fixed, and the game now runs at a consistent 30 FPS the whole way.
  • Several textures have been redone. Some are simply in higher quality, while all talking head icons have been redone from scratch, and the speech font has been changed to match that in Banjo-Kazooie: Nuts & Bolts.
  • The Banjo-Tooie N64 box in the menu was retextured to instead resemble 2 cases of Nuts & Bolts.
  • The N64 cartridges containing the Stop 'n' Swop items have been removed. Instead, the Mystery Eggs and Ice Key are automatically earned upon collecting them in Banjo-Kazooie. The key and first three eggs unlock the same rewards as the original version, while the other eggs unlock an Xbox Live Gamerpic and Dashboard theme. Heggy's dialogue is altered to suit, though anachronistically.
    • On the other hand, upon hatching all the original eggs, the N64 cartridges get replaced with Bronze, Silver, and Gold Mystery Eggs, which are part of "Stop 'n' Swop II".
    • This also renders Kazooie's Hatch and the Split-Up Pads within meaningless, as there was a yellow egg in there originally.
  • The save option from the menu is gone, replaced with a menu where the secret tips from Jiggywiggy's temple are listed.
  • The Jinjos menu has been merged into the View Totals menu.
  • Minigames and bosses can be replayed to record times for leaderboards.
  • The Mario name-drop when talking to Loggo twice has been replaced with "That well-known Italian one".
  • The DK fridge magnet in the Workers' Quarters is now a BK magnet; the relevant quiz show question has been modified to match (the game that doesn't have a magnet is now Nuts & Bolts).
  • The Donkey Kong doll Goggles holds has had its eye texture changed to look less like Donkey Kong, although it's still rather obviously DK. The relevant quiz question has its answer changed to "a cuddly gorilla".
  • The quiz question about the button count of an N64 controller (10) has been changed to an Xbox 360 one (13).
  • Due to the Banjo-Tooie cover on Xbox Live Arcade having a different design from the box the game was originally released in for the Nintendo 64, the relevant quiz questions were changed to compensate.
  • Jamjars' rhyming speech involving button presses is frequently ruined by the new controller mappings; no effort has been made to come up with new rhymes.
  • Audio can get pretty glitchy. Sound effects often cut out prematurely, stereo balance breaks whenever Banjo dives underwater, and the theremin instrument lacks vibrato. The latter is most noticeable in the jingle that plays whenever a Jiggy appears.
  • The information signpost near the Power Hut formerly read, "Pressing the control stick only slightly will make you tiptoe silently." In the XBLA version, it reads "The generators need to be lit, but to switch on the lights requires a split," likely due to the irrelevance of tiptoeing in Glitter Gulch Mine.
  • In the N64 version, during the "Bottles and Jingaling Restored" cinema, Kazooie will activate the B.O.B. for the first time and Jamjars will say "You crazy feathered punk! Anything might happe" but the game will cut to the next scene before the text has the chance to appear on the screen completely. This was fixed in the Xbox Live Arcade version, and the full dialogue is revealed to be "You crazy feathered punk! Anything might happen now...".
  • In the N64 version, Boggy says he's watching a "Bear Babes 'n' Eskimos" DVD. In the XBLA version, this is changed to "Bear Babes 'n' Bigfoot". This is likely due to rising concerns over the term "Eskimo" being used an offensive slur to Inuit people.
(Source: http://banjokazooie.wikia.com/wiki/Banjo-Tooie_(Xbox_Live_Arcade)