Fridge / Banjo-Kazooie

Fridge Brilliance:

  • Why does Weldar have terrible vision? Because he's a welding torch who has a constant front-row-seat view of his own blinding flame.
  • Let's face it: a lot of people don't like Banjo-Kazooie: Nuts & Bolts. It took an old childhood platform hero, deliberately removed all of his and her skills (even though there were hilarious justifications and lampshades for it all), and stuck him in a driver's seat for the whole game. Even knowing all these, the return of one of my favorite old platform heroes drove me to get the game...but I ran into frustrations all over the place, and eventually gave up on the game, having gotten about a third of the way into it but feeling like I wasn't making any progress the entire time. A year later, I started watching Rooreelooo's fantastic Let's Play videos of the Banjo series, including Nuts & Bolts. I saw him and his goon audience invent dozens of hilarious and creative machines to overcome the Jiggy challenges — and not just overcome them, but pass them with flying colors. Around the same time, Stephen Totilo wrote a Kotaku article that called Nuts & Bolts "the bravest game" in recent years, which finally convinced me to play the game again. And then it hit me. What Rooreelooo and the goons showed me, and what Mr. Totilo realized, was that Nuts & Bolts is exactly as much fun as you want it to be. Sure, you can just use the recommended vehicles for all the challenges or build something that is the bare minimum required to get the Jiggy, but why do that when you can build Humongous Mecha to stomp all over the competition, or break off the vacuum and carry it over to the nuts it's supposed to scoop up instead of the other way around, or race in an airplane instead of on wheels like everyone else, or build some horrific perpetual motion device that utterly destroys the ski jump? You will only get out of Nuts & Bolts what you put into it. The game basically hands you the building blocks and the objective, and tells you "Figure out how to complete this objective on your own" — it truly encourages out-of-the-box thinking and creativity, something a lot of games today lack. Is it a good Banjo game? Debatable, though I believe its total devotion to No Fourth Wall qualifies it as such. Is it a great game in general? Only if you build it that way. And while you're doing so, why not make it brilliant? Wild Knight
    • On a related note, I recently got why Nuts and Bolts was all about cars. People kept telling Rare to make a Banjo-Kazooie games that returns to their roots. Rare complied by going back to Banjo's roots... Diddy Kong Racing, which was all about cars.
    • Where can I find these videos?!?
    • YouTube.
  • In Banjo-Kazooie, Gruntilda speaks entirely in rhymes, however, in Tooie, she stops doing so at her sisters' request. However, in Nuts & Bolts, she goes right back to it. Why is that? She crushed her sisters at the end of Tooie, so they aren't around to stop her anymore.
  • At first, Gruntilda locking up all the Jinjos in those worlds of hers just seems like kicking the dog, but once the Jinjonator comes out, it makes more sense why Grunty would want to keep them stranded.
  • Mumbo being able to create instruments out of nowhere in the first game's intro makes even more sense when you remember that Grant Kirkhope, who composed the music for the game, also did Mumbo's voice.
  • On the box and cartridge art for the first game, Gruntilda looks considerably larger than she does in-game. This could be considered symbolic of how menacing she is...until you realize that her counterpart in Project Dream wasn't a witch, but a giant.
  • Why is Minjy Jingo, an evil robot version of Mumbo Jumbo, the boss of CooCoo Clockland despite being a sinister robot instead of being something goofy? Because that world in particular is weird and full of unexpected surprises (be it good or bad). A goofy, silly boss being in this world is something you would expect, but since the world loves breaking all conventional logic and thought, a edgy murderous robot based off one of your friends and a certain T-Unit would catch you off guard, yet still be a fitting boss for the world.
    • For that matter, Why does said boss actually be able to hurt you in-cutscene (taking away one honeycomb)? Because the world he's in breaks all conventional and expected logic.

Fridge Horror:

  • Snorkel the Dolphin, in Rusty Bucket Bay. After freeing him, he disappears, despite the nonexistence of any kind of exit in the water. Where could he have gone? There's only one possibility... He went inside Snacker's cage...
    • Or jumped the gate like in Free Willy.
    • Also keep in mind, the water's incredibly poisonous. Banjo drowns after a fairly short amount of time. Consider how long poor Snorkel was stuck down there...
  • This just came to mind while I was playing Banjo-Tooie in its original form: When you enter Jinjo Village, you'll notice that the HAG-1 bulldozed over the Grey Jinjo Family House. Then I looked at the Strategy Guide by Nintendo Power and looked at the icons representing the Minjos, which are grey in color. Then it struck me that the Minjos in this game are the 10 or so Grey Jinjos that were killed, then presumably reanimated and roboticised by Gruntilda.
    • The actual amount of Minjos is closer to 13, but it's still an interesting idea.
  • Where did Clanker come from? His Gentle Giant nature and conspicuously organic anatomy suggest that he used to be a (very intelligent) whale out in the ocean, before being captured and 'redesigned'. His gills are probably artificially implanted, while his blowhole is how he'd breathe naturally—when Banjo shows up, the first thing that Clanker does is ask for Banjo to please raise him to the top of the water so he can breathe the way he'd like to. He's been trapped in a decaying shell of machinery for who knows how long, and they even left him as intelligent as he was originally.
  • The giant octopi beneath Jolly Roger Bay must have swum into those caves at a younger age, because they wouldn't fit through the passages now... And that's why they're not going to leave now; they can't. They'll just flail their tentacles at anything swimming by, because that's the only chance they've got of eating something. Or perhaps they're flailing out of fury and panic.
    • Unlikely. Octopi in real life are known to squeeze through gaps and crevices much smaller than themselves. The ones in Jolly Roger Bay are in those caves by choice. There's all kinds of reasons they might stay there (ambushing prey, shelter, protecting their eggs).
  • The cowboy versions of Jippo Jim seem to have some blood splattered on them.

Fridge Logic:

  • At the end of Tooie, Banjo and Kazooie blast the life energy that B.O.B. sucked from King Jingaling back into him and bring him back from the dead. Okay, that's cool and all. But then, they proceed to do the same thing to Bottles, even though B.O.B. had no energy in it other than what it took from Jingaling. Whuh?
    • Half of Jingaling's life was possibly beamed down to him and then beamed to Bottles.
    • Or perhaps they used some of the jiggys they'd been collecting to power it.
    • B.O.B.'s purpose is to absorb life energy. How much got released when the Grey Jinjo family got exterminated? More than enough for Bottles...