Banjo-Tooie

$118.99
Regular price
$136.99
Sale price
$118.99

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Collector Grade

Complete in box

Box, manual and game — all original, all in the photos. Game condition guide →

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Item Condition

Complete in box: the cartridge, the manual and the box, all original. Original inserts or paperwork shown in the photos are included; display stands and other photography props are not. The photos are of this exact cartridge — look them over closely for its condition, packaging and details. Every cartridge's shell, label and board are checked for authenticity when it comes into the store, and it's tested before it's listed. It ships in a collector's bag or a hard plastic case.

Item Description

Banjo-Tooie is the grand, sprawling sequel to Rare's Banjo-Kazooie, released for the Nintendo 64 in November 2000, and it represents one of the high-water marks of the entire collect-a-thon platformer genre. Where its predecessor was a tight, focused adventure, Banjo-Tooie opens the world up dramatically: the levels are far larger, interconnected and brimming with secrets, characters and surprises that reward patient explorers. Rare clearly wanted to prove it could go bigger, and the result still feels ambitious by any era's standards.

The game picks up on Spiral Mountain two years after Gruntilda's defeat, where the witch makes her chaotic return, reduced to a skeleton and plotting against the inhabitants of the Isle O' Hags. Banjo and Kazooie set out across eight huge main worlds, from the ancient Mayahem Temple to the dinosaur country of Terrydactyland, before a final showdown at Cauldron Keep. One of Tooie's defining design choices is that almost every world is physically connected to others at multiple points, so solving a puzzle in one often depends on something found in another, creating the sense of a living, interconnected landscape rather than a series of isolated stages.

Rare also expanded the move set considerably. Banjo and Kazooie can split up and operate independently, each gaining moves they can only use on their own, which opens up moments where one heads off alone while the other handles a challenge nearby. Mumbo Jumbo becomes a playable character who casts spells within the worlds, his rival Humba Wumba takes over the job of transforming the duo into new forms, and up to four players can compete in a set of multiplayer minigames. It is the kind of inventive design that kept players discovering new things well past the point where most games had run out of ideas.

Visually and aurally, the game is a showcase for what the N64 could do in its later years. Grant Kirkhope returned to compose a soundtrack that is playful, atmospheric and instantly memorable, the kind of score you find yourself humming long after the controller is down, and the humor is sharp and knowing throughout. It is a big reason Banjo-Tooie has held such a warm place among N64 fans for decades: one of the console's most ambitious platformers, made by a team that clearly loved what it was doing.

Fast factsgame data via IGDB
Released
2000
Publisher
Nintendo
Developer
Rare
Players
Single player, Multiplayer, Split screen
About the game

Grunty returns—and that's bad news for Banjo and Kazooie! In this all-new adventure, combine everything you learned in the award-winning prequel, Banjo-Kazooie, with dozens of brand-new moves and abilities. Explore eight original worlds-like a monstrous factory and a dilapidated amusement park. Solve incredible puzzles that link those worlds together—sometimes you'll have to complete tasks in several worlds to solve a single puzzle!

Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.
Watch gameplayBanjo-Tooie on Nintendo 64
Video: Banjo-Tooie

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