Banjo-Tooie
Banjo-Tooie |
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Also known as: Banjo to Kazooie no Daibouken 2 (JP)
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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).
Contents
- 1 Sub-Pages
- 2 Bottles' Revenge
- 3 Unused Music
- 4 Unused Sounds
- 5 Unused Areas
- 6 Hidden Level Geometry
- 7 Cutscene Oddities
- 8 Unused Models
- 9 Unused Graphics
- 10 Unused Objects
- 11 Unused Animations
- 12 Unused Warp
- 13 Internal Filename Oddities
- 14 Development Text
- 15 Crash Debugger
- 16 Anti-Piracy
- 17 Regional Differences
- 18 Version Differences
Sub-Pages
Prerelease Info |
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.
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
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
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
Value: 1D49
A small area that contains a copy of the Cave of Horrors doors in Witchyworld.
Empty Square Room
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.
Unused Pipe
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.
Hidden Level Geometry
Near the power hut in Glitter Gulch Mine is some out of bounds level geometry.
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.
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.
Cutscene Oddities
The opening cutscene has a few odd things which are never visible on-screen at any point.
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.
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.
Inside Banjo's house during the opening cutscene is an unseen opaque window texture on the ground.
Unused Models
Muscular Jinjo
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
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
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 |
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Game Box
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.
Falling Leaves
Value: 0204
Falling leaves that were used in the autumn section of Click Clock Wood in Banjo-Kazooie.
Torch Enemy
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
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).
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
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
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
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
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
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 |
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.
Regional Differences
Title Screen
Japanese | International |
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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 |
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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 |
---|---|
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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:
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. |
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. |
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? |
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! |
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! |
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. |
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! |
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? |
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.
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.
Tower of Tragedy Quiz Billboard
International | Japan |
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The Tower of Tragedy billboard was renamed to Tower De Quiz in the Japanese version.
Grunty Defeated Cutscene
International | Japan |
---|---|
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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
To do: Probably not complete. |
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.
The Banjo-Kazooie series
| |
---|---|
Nintendo 64 | Banjo-Kazooie • Banjo-Tooie |
Game Boy Advance | Grunty's Revenge (Prototypes) • Banjo-Pilot (Prototypes) |
Xbox 360 | Nuts & Bolts (Prototype) |
Related | |
Windows, Mac OS X, Linux, Nintendo Switch | Yooka-Laylee (Prototype) |
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