History VideoGame / BanjoKazooie

23rd May '17 4:55:04 PM Peartato
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** Jinjos, like the musical notes, are also permanently yours once you find them.
** This game's worlds are orders of magnitude larger than the first game's, so they added warp pads to let you warp between different important locations within each world. The same applies to the Warp Silos in the hub level Isle O Hags, since its a massive world unto itself that you ''will'' be traveling back and forth around.
** When you find a Jiggy, there is still a quick little fanfare that plays, but you no longer have to sit through an unskippable victory animation.
** Eggs and feathers now come in "nests" of multiples, instead of only one. This is especially useful due to the extra emphasis on flying and egg shooting in this game.
** A new unlockable ability was added to allow Banjo and Kazooie to swim faster than they could in the first game. The only catch is that it only works when they're together.
** There are no longer "lives" in the game, so you'll never have a Game Over from dying too many times. Also, if you die in a world, you'll usually respawn from the entrance to whichever area you were in, instead of being sent all the way back to the world's entrance.

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** *** Jinjos, like the musical notes, are also permanently yours once you find them.
** *** This game's worlds are orders of magnitude larger than the first game's, so they added warp pads to let you warp between different important locations within each world. The same applies to the Warp Silos in the hub level Isle O Hags, since its a massive world unto itself that you ''will'' be traveling back and forth around.
** *** When you find a Jiggy, there is still a quick little fanfare that plays, but you no longer have to sit through an unskippable victory animation.
** *** Eggs and feathers now come in "nests" of multiples, instead of only one. This is especially useful due to the extra emphasis on flying and egg shooting in this game.
** *** A new unlockable ability was added to allow Banjo and Kazooie to swim faster than they could in the first game. The only catch is that it only works when they're together.
** *** There are no longer "lives" in the game, so you'll never have a Game Over from dying too many times. Also, if you die in a world, you'll usually respawn from the entrance to whichever area you were in, instead of being sent all the way back to the world's entrance.
17th May '17 8:27:19 PM Gamermaster
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** Banjo-Tooie is harder than the original game to begin with, but the toughest challenge in the game is unanimously considered to be the rematch races against Canary Mary in Cloud Cuckooland, ''especially'' the second (but mercifully optional) one, due to the ButtonMashing nature of it and Mary exploiting some brutal RubberBandAI. The second race introduces some truly nasty FakeDifficulty by having Mary [[TheComputerIsACheatingBastard automatically rocket to the finish line near the end, no matter how good or bad youre playing.]]

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** Banjo-Tooie is harder than the original game to begin with, but the toughest challenge in the game is unanimously considered to be the rematch races against Canary Mary in Cloud Cuckooland, ''especially'' the second (but mercifully optional) one, due to the ButtonMashing nature of it and Mary exploiting some brutal RubberBandAI. The second race introduces some truly nasty FakeDifficulty by having Mary [[TheComputerIsACheatingBastard automatically rocket to the finish line near the end, no matter how good or bad youre you're playing.]]
16th May '17 8:21:27 PM jameygamer
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* BossOnlyLevel: Cauldron Keep in Banjo-Tooie has no enemies and its only obstacle is the moat--it just serves as the hub for Grunty's quiz show and the final showdown against her.

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* BossOnlyLevel: Cauldron Keep in Banjo-Tooie has no standard enemies except for one Minjo guarding a switch, and its only obstacle is the moat--it just serves as the hub for the third and last fight with Klungo, Grunty's quiz show and the final showdown against her.
16th May '17 8:20:12 PM jameygamer
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* ContinuingIsPainful: In the first game, you had to collect all 100 notes in each world in order to complete the game, since you need at least 810 of 900 notes to finish the game. Aggravating this is that the game had a strange score system for them where, if you left or died in a level without collecting them all and returned, you would have to collect them all over again plus the ones you missed in order to add to your note score (i.e. if you collect 50, leave and come back, you have to collect 51 and more). This becomes extremely frustrating in Rusty Bucket Bay, where a few notes are placed in the boiler room, where it is very easy to die, forcing you to collect all of the levels notes all over again. Jinjos also have to be collected in one go to get the Jiggie from them. The Xbox Live Arcade and Rare Replay ports mitigated this by allowing you to keep the notes permanently on collecting them. Banjo-Tooie also eschewed this mechanic by letting you keep all the notes (plus Jinjos) permanently, since the design of the game made it impossible to complete each level on your first visits.

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* ContinuingIsPainful: In the first game, you had to collect all 100 notes in each world in order to complete the game, since you need at least 810 of 900 notes to finish the game.game and 882 out of 900 to double your health before the final boss fight. Aggravating this is that the game had a strange score system for them where, if you left or died in a level without collecting them all and returned, you would have to collect them all over again plus the ones you missed in order to add to your note score (i.e. if you collect 50, leave and come back, you have to collect 51 and more). This becomes extremely frustrating in Rusty Bucket Bay, where a few notes are placed in the boiler room, where it is very easy to die, forcing you to collect all of the levels notes all over again. Jinjos also have to be collected in one go to get the Jiggie from them. The Xbox Live Arcade and Rare Replay ports mitigated this by allowing you to keep the notes permanently on collecting them. Banjo-Tooie also eschewed this mechanic by letting you keep all the notes (plus Jinjos) permanently, since the design of the game made it impossible to complete each level on your first visits.
16th May '17 8:03:13 PM jameygamer
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** The first game only requires you to get 94 of 100 jiggies and 810 out of 900 notes to beat the game, but rewards exist if you collect all of them, such as free refills on your feathers and eggs before the final fight and an upgrade to your health in exchange for four more jiggies. The last two jiggies youll possess dont do anything, but getting all 100 allows you to see a bonus ending that reveals the locations of the Stop n Swap items. The honeycomb pieces that extend your health bar, meanwhile, are completely optional to find (to where you can skip at least six of them, since the last six add nothing to your health), but they are a nice benefit to have, especially when you fight Gruntilda. Collecting all of 116 of the Mumbo Tokens is not only optional (only 75 are needed), but impossible due to a glitch in Mad Monster Mansion.
** Banjo-Tooie has a ''lot'' more emphasis on backtracking and the size of the games levels is larger, but it's slightly more lenient in requirements; you only need 70 of the games 90 jiggies to reach the final boss, and collecting all 90 just gives you a [[AWinnerIsYou meager bonus reward]], and only 765 of 900 notes are needed. The honeycomb pieces and cheato pages are completely optional.

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** The first game only requires you to get 94 of 100 jiggies and 810 out of 900 notes to beat the game, but rewards exist if you collect all of them, such as free refills on your feathers and eggs before the final fight and an upgrade to your health in exchange for four more jiggies. The last two jiggies youll you'll possess dont don't do anything, but getting all 100 allows you to see a bonus ending that reveals the locations of the Stop n Swap items. The honeycomb pieces that extend your health bar, meanwhile, are completely optional to find (to where you can skip at least six of them, since the last six add nothing to your health), but they are a nice benefit to have, especially when you fight Gruntilda. Collecting all of 116 of the Mumbo Tokens is not only optional (only 75 are needed), but impossible due to a glitch in Mad Monster Mansion.
** Banjo-Tooie has a ''lot'' more emphasis on backtracking and the size of the games game's levels is larger, but it's slightly more lenient in requirements; you only need 70 of the games 90 jiggies to reach the final boss, and collecting all 90 just gives you a [[AWinnerIsYou meager bonus reward]], and only 765 of 900 notes are needed. The honeycomb pieces and cheato pages are completely optional.


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* SequentialBoss: Both of the final boss fights with Gruntilda in the N64 games and their Microsoft updates have at least 5 phases to them shortly after you beat her quizzes in these games. The first game first has Banjo/Kazooie dodging her broom and eventually summoning Jinjos to destroy her broom and then send her off her castle. The second is more complex, with the duo having to disable parts of the Hag One drill tank and then eventually attack her directly.
7th May '17 8:41:50 AM SolidSonicTH
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* TacticalSuicideBoss: [[EnforcedTrope Enforced]] via the DummiedOut "Bottles' Revenge" mode in ''Tooie''. If you enable the mode and encounter a boss, Devil Bottles will temporarily be unavailable to the second player, as giving player control to a boss character would allow them to avoid putting themselves in any situation where Banjo and Kazooie could damage it, which would render a fight {{Unwinnable}}.
20th Apr '17 9:59:54 PM Sullytofu
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** ''Banjo-Kazooie'' always places Banjo right at the opening part of Gruntilda's Lair after the tutorial, despite the fact that it would make more sense to start Banjo at his own house. This is to eliminate time spent traversing Spiral Mountain. In addition, there are Dingpots scattered about the Lair in areas that allow for FastTravel.
20th Apr '17 1:43:15 PM Prinzenick
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* CheckpointStarvation: Theres no checkpoints in the original game. If you die, you return to the worlds warp pad.
11th Apr '17 4:56:14 PM IAmNotAFunguy
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* AmusementPArk: Witchyworld which even has its own themed sections.

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* AmusementPArk: AmusementPark: Witchyworld which even has its own themed sections.
11th Apr '17 4:55:49 PM IAmNotAFunguy
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* AmusementPArk: Witchyworld which even has its own themed sections.


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* FourSeasonsLevel: Click-Clock Woods is a LostWoods level, but it is the same level four times over the course of one year, with the duo visiting all four seasons.


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* SpaceZone: The space-themed area of Witchyworld.


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* WildWest: The Western-themed area of Witchyworld.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.BanjoKazooie