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 the characters' 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.
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 Mingy Jongo, an evil robot version of Mumbo Jumbo, the boss of Cloud Cuckooland 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 edgymurderous robotbased 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.
What's the first hint that something isn't right? There's a Jinjo that needs saving inside his house!
Likewise, Mumbo's normal hut has a Minjo inside it, likely either trying to blindside Banjo on his way to the real Mumbo, or waiting for Mumbo to come down so he can attack him.
Why do some cheats trigger Grunty's Code Vengeance but not others? The "illegal" cheats (i.e, ones that aren't either the codes that let you get the Stop 'N Swop items or given to Banjo by Bottles or Cheato) that trigger this condition actively rhyme. Considering rhyming is Grunty's Verbal Tic, it only makes sense that inputting those particular codes would allow her to work her magic and erase your file!
Though this Nega the question of why the Stop N Swop codes and infinite item cheats dont also trigger Code Vengeance since they also rhyme. However, in the XBLA version, there is a consequence for them - saving and achievements become disabled until you turn the game off. Apparently Gruntilda stepped up her game in the time between the original and the XBLA port.
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...
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 ashe was originally.
Really, Clanker is great example of Fridge Horror and Getting Crap Past the Radar. You can actually see visible blood on him and it's clear he's been subject to a horrible fate as a living trash disposal. The player shoots out rotten teeth that's causing him pain, and lifts him up so he can breath easier, but otherwise he's left to this fate without Banjo and Kazooie even attempting to free him or do anything more. In Nuts & Bolts he's been dismantled but is still conscious, and you keep his eyes from being stolen, but Banjo and Kazooie still don't really try to help him more than that.
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, especially on those heavy mallets they're carrying.
The industrial levels in both games show off mind-boggling amounts of pollution, including a permanent haze in the background that makes the sky permanently dusky in both levels. Gruntilda has been operating long enough that the Rusty Bucket Bay's water has a massive oil spill in it and Grunty Industries has polluted and/or exploited nearly half of the other locations in the Isle O' Hags. And with no government oversight Gruntilda can continue to pollute like a Captain Planet villain essentially forever...
In the Game Over screen, Gruntilda gets to steal Tooty's beauty and become pure Evil Is Sexy. However, learning about her disgusting personal habits from Brentilda, as well as one of the rhymes she occasionally remarks; "Once I'm young and thin one more, it's burgers fries and chips galore!", reveals another horror. Gruntilda has no real intention of changing her personal habits and attitudes to maintain her beauty when she gets it. She'll binge on junk food until she becomes fat and ugly again. Not only that, but now that she's got her makeover machine, she'll just find another suitable victim to steal the beauty from in order to continue the cycle.
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...