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Banjo-Tooie (N64, 2000)

Banjo-Tooie (N64, 2000)

Subgenre: 3D Spyro 2-like/Collectathon (some notes in each level to be able to gain abilities - not a high requirement generally, jigsaw puzzle pieces/jiggies which unlock new levels - lower requirement than in the prequel but fairly high to reach the final area (70/90), Rescue mission - 1 jigsaw piece per full jinjo family found and rescued (9 families and each one has 1 more member starting with 1 member for the white family so 45 in total) - mostly optional if you just want to beat the game)


Perspective: TP & FP View Hybrid


Other: Hub area which is divided into a few parts, Many mini-games (a few are required, solve jigsaw puzzles to open levels), NPCs with fetch quests (there are many of these and some have several steps to them) and other minor quests

  • More Platform Adventure-like gameplay (some levels connect to each other (not just the hub area) and you sometimes have to return to previous levels and hub areas with gained abilities to fully clear them - optional but can let you unlock more levels sooner making the game less linear, a train runs through each level as you open up its stations and you can call on it from any station after activating it and the stations, collecting progress in a level is saved even if you didn't get 100% in a category here, gain more permanent moves/tools and start with a few more moves)

  • Save and quit feature (can save anywhere but loading puts you back at the second hub area, one slot per game - three in total), No lives system and some checkpoints within levels (not before bosses though) means you can use deaths to warp

  • Partially non-linear (linear at first - after unlocking level 1 you can unlock 2 more levels by collecting the available jiggies in it and then 2 more levels by collecting jiggies in the next one you enter, can do some objectives in any order inside levels, in hellfire peaks you can choose which boss to fight first and the latter one is a bit tougher), can't use the railroad tunnels without taking the train ("bad things will happen"), can't choose to unlock a later level - have to unlock them in order, hub area gradually opens up a bit more but uses gated progression (collecting and abilities) throughout the game - some minor puzzles and hidden items here as well as some hazards and enemies)

  • No level or hub area maps in-game or in the manual (the good but not great draw distance makes it harder to spot items by looking around in FP view which leads to some trial & error, the fps mini-game segments are timed mazes, kinda hard to spot certain points of interest at times)

  • Can exit unbeaten levels at their entrances or by saving and quitting

  • Teleporters (tunnel shortcuts and warp points) in the hub area and levels respectively - can warp to found ones and there's only a few tunnel entrances in the hub area (there are however 2-5 warp points per level)

  • Upgradeable health bar (collect the honeycomb pieces and trade them in at the plateau)

  • Some sequence breaking opportunities (can pick up some items sooner with the remote controlled bomb robots, can double jump as banjo by jump-canceling out of a mid-air attack (also a bit higher than his high jump), etc.; more with glitches)

  • Can cause environmental changes in some levels by doing something in the same level or another one (MMX, Wario Land, etc.)

  • Some puzzles (can split Banjo and Kazooie up at split-up pads to control either of them alone and they can learn a few solo abilities)

  • Temporary invincibility power up (triggered manually and uses up a golden feather every 2 seconds)

  • Dropped HP items don't disappear (and eggs shat/shot backwards can be recollected)

  • Some unlockable "cheats"/optional abilities

  • Oxygen mechanic underwater and in some poisonous areas

  • Some resource management

  • Some enemies respawn while in the same area/room

  • Invisible walls/roofs in outdoors areas (roofs are pretty much required but makes the world feel less interconnected and open and air dashing into the walls hurts you)

  • Fall damage when falling very far - can often use double jump to prevent it (but not the stomp),

  • No quest log (there's at least a progress screen showing how many of each item there's left to find - also there's apparently a cheat that activates short location hints for each jiggy which don't really spoil any puzzles afaict)

  • Stealth element (pretty rare and basic)

  • Skippable intro and ending however parts of other cutscenes and some minor ones are not, Can speed up dialogue (not instant per paragraph/text box though and not all dialogue, can also skip it with l+r+b which works for in-game cutscenes but it's not consistent - sometimes you skip the scene and sometimes you skip one sentence at a time)

  • 4-player MP mode (mini-games only)


PlaythroughVideo Review - Mini Review



Influenced by: Donkey Kong 64, Probably Zelda series, Possibly Spyro 2, Rocket: Robot on Wheels, Wonder Boy/Monster World series, Ape Escape, Rayman 2


Influenced: Probably Ratchet & Clank, Conker's Bad Fur Day, possibly Jak & Daxter, Sly Cooper, Yooka-Laylee

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