Banjo-Kazooie (series)

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Banjo Kazooie logo.png
Genres Platform
Developers Rare
Publishers Nintendo (1998-2005)
THQ (2003-2005)
Microsoft Studios (2008-present)
Platforms Nintendo 64, Game Boy Color, Game Boy Advance, GameCube, Xbox, Xbox 360, Xbox One
Platform of origin Nintendo 64
First release Banjo-Kazooie
29 June 1998
Latest release Banjo-Kazooie: Nuts & Bolts
11 November 2008

Banjo-Kazooie is a series of video games created by Rare. The games feature a honey bear named Banjo and his friend, a large red bird – of the fictional Breegull species – named Kazooie, who are both controlled by the player. Throughout the various games they are tasked with thwarting the various evil schemes of a witch named Gruntilda. The first game Banjo-Kazooie was originally released on the Nintendo 64 in 1998. Entries in the series have also appeared on later platforms.


Timeline of release years
1998 Banjo-Kazooie
1999 Banjo-Kazooie: Grunty's Curse (cancelled)
2000 Banjo-Tooie
2003 Banjo-Kazooie: Grunty's Revenge
2004 Banjo-Threeie (cancelled)
2005 Banjo-Pilot
Banjo-X (cancelled)
2008 Banjo-Kazooie: Nuts & Bolts
2010 Banjo-Karting (cancelled)
2015 Banjo-Kazooie: Grunty's Land (cancelled)

Main series[edit]

Banjo-Kazooie (1998)[edit]

Main article: Banjo-Kazooie

Banjo-Kazooie was released in 1998 for the Nintendo 64 and re-released in 2008 for the Xbox 360 via Xbox Live Arcade. In Spiral Mountain, Banjo's sister, Tooty, has been kidnapped by the witch known as Gruntilda who wants Tooty's beauty and is willing to turn her into a hag for it. It is up to Banjo and Kazooie to save her. The goal is to progress through the witch's lair and the various worlds within it, collect items including jiggys which are golden jigsaw pieces which are needed to unlock new worlds and music notes that open up certain doors to help Banjo and Kazooie along their quest, and defeat Gruntilda.

Banjo-Tooie (2000)[edit]

Main article: Banjo-Tooie

Banjo-Tooie was released in 2000 for the Nintendo 64 and re-released in 2009 for the Xbox 360 via Xbox Live Arcade. Two years after Banjo and Kazooie defeat Gruntilda, Gruntilda is freed from her grave and revived by her two sisters using a drilling machine and their magic spell. Using a machine named B.O.B., she proceeds to wreak havoc on the Isle O' Hags, sucking the life force out of the land and its inhabitants to gain power to restore her body to its former state. After she kills Bottles, Banjo and Kazooie go to stop her. Tooie is famous for being significantly harder than its predecessor; jigsaw pieces are almost never in visible places or easily accessed, and abilities, powers, and items obtained from some worlds need to be used in others to complete tasks. Many new features were added to the game, such as bosses in each dungeon. Backtracking was also a feature, where the player needed to travel to previous dungeons as a result of abilities learned from Jam-Jars in the latter worlds.

Banjo-Kazooie: Grunty's Revenge (2003)[edit]

Banjo-Kazooie: Grunty's Revenge was released in 2003 for the Game Boy Advance. It takes place two months after Banjo-Kazooie. While Gruntilda is still trapped under the boulder that fell on top of her, Klungo decides to make a robot for Gruntilda's spirit to dwell inside. During the game, Gruntilda transfers her spirit into the robot and travels back in time to prevent the first meeting of Banjo and Kazooie. In the end, Gruntilda tells Klungo to go try to get her sisters, thereby setting the events of Banjo-Tooie into motion.

Banjo-Pilot (2005)[edit]

Main article: Banjo-Pilot

Banjo-Pilot was released in 2005 for the Game Boy Advance. This game is not part of the plot of the series, but is a racing game similar to Mario Kart where the characters race planes.

Banjo-Kazooie: Nuts & Bolts (2008)[edit]

Banjo-Kazooie: Nuts & Bolts was released in 2008 for the Xbox 360. The ending sequence in Banjo-Tooie suggested the title would be Banjo-Threeie, with early press releases tentatively calling it Banjo-Kazooie 3. The original trailer sported a more angular artistic design for the characters and complete fur and feather detailing on Banjo and Kazooie. The game's release on 12 November 2008 marked the tenth anniversary of the series.[1] It is the first original Banjo-Kazooie game released on a non-Nintendo system. The gameplay is a departure from the previous games in that, rather than learning new moves in order to continue, the player must instead build vehicles of all shapes and sizes to complete challenges. These challenges include races, transporting objects, fighting enemies, and a variety of other tasks. Gruntilda is still the main antagonist, but this time the Lord of Games (L.O.G.) has swept Banjo, Kazooie, and most of the cast into an all new world.

Cancelled games[edit]

Banjo-Kazooie: Grunty's Curse[edit]

Banjo-Kazooie: Grunty's Curse was a concept designed for Game Boy Color just before Banjo-Kazooie was finished in mid-1998. The game was to have Kazooie turn into an evil by Grunty and would ride around in her backpack instead of Banjo's. Grunty's Curse was in production for a handful of months during 1999 and were in the process of sprite designs. However the game was cancelled and eventually rebooted as Grunty's Revenge.[2]


Banjo-Threeie was a game prototype for GameCube and Xbox just before Banjo-Kazooie: Grunty's Revenge was finished in late-2003., this prototype was cancelled.


Banjo-X was a game prototype for Xbox Live just before Banjo-Kazooie: Grunty's Revenge was finished in late-2003., this prototype was cancelled.


Banjo-Karting or Banjo-Kazoomie was a game prototype for Xbox 360, started by Rare Ltd. just before Banjo-Kazooie: Nuts & Bolts was finished in late 2008. The prototype took advantage of classic Banjo-Kazooie characters and built upon the racing parts of Nuts and Bolts . With Rare’s shift to Kinect projects only, this prototype was cancelled.

Banjo-Kazooie: Grunty's Land[edit]

Banjo-Kazooie: Grunty's Land was a game prototype for Xbox One, but this prototype was cancelled.


Banjo-Kazooie and Banjo-Tooie were rereleased on Xbox 360 via Xbox Live Arcade in 2008 and 2009 respectively. These versions featured fully HD graphics for both the polygonal models and 2D images. They also included revised controls and the reinstatement of the Stop'n'Swop feature. These versions of Banjo-Kazooie and Banjo-Tooie, as well as Banjo-Kazooie: Nuts & Bolts, were rereleased as a part of the 30 game compilation, Rare Replay, on August 4, 2015.[3]

Other appearances[edit]

Prior to Banjo-Kazooie, Banjo's first appearance was as a playable racer in Diddy Kong Racing, released for Nintendo 64 in 1997. In Conker's Bad Fur Day & Conker: Live & Reloaded, Banjo's head can be seen, disembodied, above the fireplace in the main menu. Additionally, Kazooie's head can be found on the end of an umbrella in the chapter select screen for both games. In Grabbed by the Ghoulies, pictures are seen throughout the game as well as scenes from the levels. Also monster versions of Banjo and Kazooie's heads are seen. Following Microsoft's purchase of Rare, Banjo was absent from the Nintendo DS remake, Diddy Kong Racing DS. Banjo and Kazooie also appear in the Xbox 360 version of Sonic & Sega All-Stars Racing.[4][5][6]



  • Jiggy - The games' main collectibles. Jiggies are golden jigsaw puzzle pieces with magical properties. They can assume any image and are all exactly the same shape and can hook together infinitely unless required otherwise. They allow worlds to be accessed when assembled to form an image of said world. In Banjo-Kazooie: Nuts & Bolts, they are instead banked and used to purchase doorways to new worlds. Despite being made of gold, Jiggies apparently float on the surface of water.
  • Notes - The games' currency. They are pairs of golden eighth notes that can be collected and used as money (to a certain extent). In Banjo-Kazooie, Notes are required to complete the game. Notes gathered in a level add to the total amount of Notes in the game. Every stage had 100 notes. Should a player exit a level without collecting all the notes, their current level total will be added to their overall total and won't raise until all of the notes are recollected and the remaining ones are collected as well. Notes are used to enter Note Doors which conceal the different districts of the game with over 800 notes being needed to open the final Note Door. In Banjo-Tooie, Notes have a completely different behavior. They are still required to complete the game, but in a completely different way. A standard note is now worth 5 notes and a rare Treble Cleft is worth 20. Notes are used to purchase new moves, but instead of losing notes for every move, you keep the same amount and are tasked with finding more for the next move. These moves are required for further progression in the game. In Banjo-Kazooie: Nuts & Bolts, they are no longer required to beat the game and now come in three varieties: Copper (Worth 1 Note), Silver (worth 5), and the traditional gold (worth 10). They serve as direct currency in this game and are consumed upon purchases.

Stop 'N' Swop[edit]

Stop 'N' Swop menu with the six colored eggs and the ice key

Stop 'N' Swop is a feature from Banjo-Kazooie that was supposed to be a means of unlocking special content in Banjo-Tooie. Though it was shown in an ending sequence in Banjo-Kazooie, evidence suggests that it was never fully implemented due to the Nintendo 64 revisions completed in 1999 that kept the feature from being practical.[7][8] The feature was widely publicized through a column published by Nintendo Power.[9] Rare announced that special areas and items in the game could only be reached by completing certain tasks in its sequel, Banjo-Tooie. It was later discovered that Banjo-Kazooie contains seven special items which can be accessed using lengthy in-game cheat codes[10] or by using a cheat cartridge. Once collected, these items would be viewable in a menu titled "Stop 'N' Swop". Even if the game is reset, all of the items will remain permanently.


An ending sequence in Banjo-Kazooie, should the player collect all 100 Jiggies in the game, indicated that two colored eggs in the game would be put to use in the sequel Banjo-Tooie. There was also an inaccessible ice key shown in the sequence, which induced gamers to search for a way to get it. While only two eggs were shown in the sequence, hackers Alan "Ice Mario" Pierce and Mitchell "SubDrag" Kleiman of the Rare Witch Project fansite discovered in-game cheat codes to unlock a total of six different eggs and the ice key.[9] Other ways of getting the six eggs and key were previously discovered via the use of a cheat cartridge. Once acquired, these items would be viewable by all three game files, and would remain even after erasing the files.

In the years between the two Banjo-Kazooie games, Rare representatives were questioned on "Stop 'N' Swop" and how it would be implemented. Ken Lobb was reportedly unwilling to discuss how the connection would be made between the games.[11]

Banjo-Tooie was released in 2000 and offered a way to retrieve the items without the need to acquire Banjo-Kazooie. The player would attain them by destroying in-game Banjo-Kazooie Game Paks. These eggs could then be brought to Heggy the hen to hatch. There were three eggs in total (i.e. the pink, yellow, and blue eggs), one of which was already with the hen, but which Kazooie had to hatch herself. The ice key, however, was to be used to obtain an item locked in an ice vault, containing a Mega Glowbo, which could turn Kazooie into a dragon. No explanation for "Stop 'N' Swop" was revealed in the game. Nintendo released a statement on the matter expressing that the feature "was not implemented in the game, and although we know there is a code that opens this menu, it does not do anything at all. And as much as I would like to be able to answer your question about why it was not implemented in the game, this is not information that our Consumer Service Department has access to."[12]

A reference to Stop 'N' Swop was included in the 2003 video game Grabbed by the Ghoulies. On one of the chalkboards in the schoolroom is a mathematical equation, stating: "[egg] + [egg] + [egg] + [egg] + [key] = ?".

In 2004, a patent filed by Rare was published which suggests that Stop 'N' Swop involved swapping cartridges with the power off to transfer data. The information would be momentarily retained by utilizing the Rambus memory in the Nintendo 64.[7] As a result of changes done to the Nintendo 64 systems produced in 1999, the system could no longer do this effectively.

In an August 2004 interview with ClubJoe,[13] an anonymous ex-Rare employee explained in detail how Stop 'N' Swop was going to work:

  • Only four eggs and the ice key were involved - two eggs (the cyan and yellow eggs, found in Mad Monster Mansion and Click Clock Wood) were "bad eggs" that would not be pointed to by Tooie, and would prevent Stop 'N' Swop from working since only hackers would have access to them.
  • Blackeye the pirate would give out sandcastle codes in Tooie in return for completing tasks, allowing the collection of the "good eggs" and ice key in Banjo-Kazooie.
  • By going through the gold warp pot in the Grunty's Furnace Fun with the appropriate items, the ice key would sparkle and open one of the locked doors in the transformation room seen in the GAME OVER sequence (owing to a programming mistake, the ice key would disappear afterward, so this would only work once).
  • Going through this door would result in Grunty complaining about Blackeye, and a message to swap cartridges.
  • In Tooie, the four eggs would be used to enable special transformations - Kazooie to a dragon (the only one remaining in the final game), Banjo to a polar bear, and two unspecified transformations that were never coded owing to the abandonment of the feature - as "fun and useful, but not needed" bonuses for those who had both games.

Another Stop 'N' Swop reference appeared in 2005's Banjo-Pilot. After completing most of the game, Cheato sells an item called "STOP 'N' SWOP" for 999 Cheato Pages. The only result of buying is Cheato saying: "So you want to know about Stop 'N' Swop, eh? I hope you're ready. Here goes...Why don't you stop annoying me and swop this game for a nice book or something?"

In a 2007 interview with Retro Gamer, Rare employees told the magazine reporters that they may have to wait until the release of Banjo-Kazooie: Nuts & Bolts for the details of Stop 'N' Swop to be revealed.[14] In March 2008, a new website appeared with an animation of the ice key rotating, the eggs, and the words "the answers are coming." On April 1, however this was revealed to be an April Fool's joke created by The Rare Witch Project.[15]

In 2008, MTV conducted an interview with Salvatore Fileccia, lead software engineer at Rare. Fileccia cited that the abandonment of Stop 'N' Swop was due to revisions made to the Nintendo 64 circuitry. He stated that older versions of the system would have given the player 10 seconds to swap cartridges, while newer iterations of the console reduced this time to one second.[8]

At Microsoft's E3 press conference on 14 July 2008, it was announced that the original Banjo-Kazooie would be made available through the Xbox Live Arcade (XBLA) and feature Stop 'N' Swop connectivity with Nuts & Bolts to unlock new features.[16] In both the demo version and full version of Nuts & Bolts, Bottles also offers a "Stop 'N' Swop Truth" for 6,000 music notes. The Rare Witch Project extracted the demo's text string, which revealed that when Bottles is paid 6,000 notes he says "I could tell you, but then I'd have to kill you, and we couldn't show that in a game with this rating. Put it out of your mind and think happy thoughts! Thanks for the notes!".

On 27 January 2009, Rare announced that Banjo-Tooie would be released in April on XBLA and that the "original plan" for Stop 'N' Swop would be implemented.[17] It was revealed that the eggs and key in the XBLA version of Banjo-Kazooie would unlock bonus vehicle parts in Nuts & Bolts such as fuzzy dice.[18] In Nuts & Bolts there is an imprint of the ice key on top of Boggy's gym and drawings of the eggs throughout Showdown Town. When a Stop 'N' Swop item is collected in Banjo-Kazooie, a corresponding crate appears at each drawing. Banjo and Kazooie can take them to Mumbo to get the special vehicle parts. The level BanjoLand (a museum-like level that contains various artifacts from the first two games) also features large fake Stop 'N' Swop eggs that contain Gruntbots.

In the XBLA port of Banjo-Tooie, the six eggs and key from Banjo-Kazooie unlock the bonuses included in the original N64 version, as well as new content related to the Xbox 360. In place of the three preexisting eggs are gold, silver and bronze eggs. The three unlock achievements listed under a "Stop 'N' Swop II" submenu. Additional Stop 'N' Swop II achievements can be unlocked by completing specific objectives in the game. Like the original Stop 'N' Swop before it, the items and criteria to be met in Stop 'n' Swop II are meant to be used in a future Banjo game.


Aggregate review scores
As of 18 June 2014.
Game GameRankings Metacritic
Banjo-Kazooie (N64) 92.38%[21]
(X360) 80.88%[22]
(N64) 92[19]
(X360) 77[20]
Banjo-Tooie (N64) 91.31%[25]
(X360) 77.00%[26]
(N64) 90[23]
(X360) 73[24]
Grunty's Revenge
(GBA) 72.70%[28] (GBA) 72[27]
Banjo-Pilot (GBA) 66.78%[30] (GBA) 68[29]
Nuts & Bolts
(X360) 80.66%[32] (X360) 79[31]

Banjo-Kazooie's critical and commercial success led Rare to begin development of a sequel titled Banjo-Tooie, also for the Nintendo 64. Banjo-Tooie was released on 20 November 2000 to very positive reviews, and largely adopts the gameplay mechanics of its predecessor. The characters Banjo and Kazooie proved to be popular and made cameo appearances in subsequent Rare games such as Conker's Bad Fur Day and Grabbed by the Ghoulies. Upon release, Banjo-Tooie was critically acclaimed and sold more than three million copies worldwide.


Main article: Yooka-Laylee

On 10 February 2015, a group of former Rare employees who worked on Banjo-Kazooie announced their formation of a new studio named Playtonic Games, planning a "spiritual successor" to the franchise titled Yooka-Laylee, formerly code-named Project Ukulele.[33] It is set to be released on Microsoft Windows, Mac, Linux, PlayStation 4, Xbox One and Wii U.[34] The game reached its initial funding goal of £175,000 within thirty-eight minutes and is currently set to be released in October 2016.[35]


  1. ^ "Microsoft’s Shane Kim On Fable 2. Why Marvel MMO Was Canceled And More". 
  2. ^ "Lost Game Boy Color Banjo-Kazooie Game Unearthed In Design Documents". Nintendo Life. 2015-10-05. Retrieved 2016-01-13. 
  3. ^  Missing or empty |title= (help)
  4. ^ Tristan Oliver. "FIRST @ TSSZ: It’s Real…Banjo-Kazooie in ASR". 
  5. ^
  6. ^ Xbox 360 Skin Pack 1 Hits Xbox Live
  7. ^ a b "System method and data storage medium for sharing data between video games". Retrieved 17 November 2006. 
  8. ^ a b Why I Finally Accept What Happened To That "Banjo-Kazooie" Stop N Swop Thing. Retrieved on 28 May 2008.
  9. ^ a b "Classified Information". Nintendo Power 143: 52–53. April 2001. 
  10. ^ "Banjo-Kazooie Sandcastle Codes". Rare Witch Project. Retrieved 18 February 2008. 
  11. ^ Tour of Rare HQ. Retrieved on 23 February 2007.
  12. ^ Stop 'N' Swop Article. Retrieved on 6 March 2007.
  13. ^ Archived interview with an unnamed ex-Rare employee:
  14. ^ "The Making of Banjo-Kazooie". Retro Gamer. 29 March 2007. p. 25. 
  15. ^ Stop 'N' Swop Confession Retrieved on 6 February 2008.
  16. ^ Banjo-Kazooie to be released on Xbox Live Arcade Retrieved on 14 July 2008.
  17. ^
  18. ^
  19. ^ "Banjo-Kazooie Reviews". Metacritic. Retrieved 18 June 2014. 
  20. ^ "Banjo-Kazooie Reviews". Metacritic. Retrieved 18 June 2014. 
  21. ^ "Banjo-Kazooie Reviews". GameRankings. Retrieved 18 June 2014. 
  22. ^ "Banjo-Kazooie Reviews". GameRankings. Retrieved 18 June 2014. 
  23. ^ "Banjo-Tooie Reviews". Metacritic. Retrieved 18 June 2014. 
  24. ^ "Banjo-Tooie Reviews". Metacritic. Retrieved 18 June 2014. 
  25. ^ "Banjo-Tooie Reviews". GameRankings. Retrieved 18 June 2014. 
  26. ^ "Banjo-Tooie Reviews". GameRankings. Retrieved 18 June 2014. 
  27. ^ "Banjo-Kazooie: Grunty's Revenge Reviews". Metacritic. Retrieved 18 June 2014. 
  28. ^ "Banjo-Kazooie: Grunty's Revenge Reviews". GameRankings. Retrieved 18 June 2014. 
  29. ^ "Banjo-Pilot Reviews". Metacritic. Retrieved 18 June 2014. 
  30. ^ "Banjo-Pilot Reviews". GameRankings. Retrieved 18 June 2014. 
  31. ^ "Banjo-Kazooie: Nuts & Bolts Reviews". Metacritic. Retrieved 18 June 2014. 
  32. ^ "Banjo-Kazooie: Nuts & Bolts Reviews". GameRankings. Retrieved 18 June 2014. 
  33. ^ "Former Rare Developers Working on Banjo Kazooie Spiritual Successor". IGN. Retrieved 11 February 2015. 
  34. ^ Krupa, Daniel (April 30, 2015). "Spiritual successor to Banjo Kazooie reveals its lead characters". IGN. Retrieved May 1, 2015. 
  35. ^ Sheridan, Corner (May 1, 2015). "Banjo-Kazooie devs' Yooka-Laylee funded in 38 minutes". GamesRadar. Retrieved May 1, 2015. 

External links[edit]