really interesting to see how rare "matured" the game in every sense of the word, from gameplay to story. they dont hold your hand as much and expect you to know the gist of how the game plays
Pretty much every attack from Banjo-Kazooie become more maneuverable in Tooie; In BK, the Beak Barge only slides in a straight line ahead, while in Tooie it can be steered, similar to the roll. In BK, the Beak Buster would completely lock you into the Y axis. In Tooie, it can be subtly steered even while falling. Same story for the Beak Bomb (and in Tooie you can extend it indefinitely at the cost of more feathers). Even Peck, the Claw Swipe successor, can be rotated unlike the swipes.
I think it's really cool that you let the characters speak the monologues. At first I thought Banjo and Kazooie actually said that at one point in the game.
Probably because in a game where you're given a bunch of moves to attack enemies with, you would expect simply making contact with them would hurt you. Unless the game happens to have "Mario" in the title, in which case the ability to stomp an enemy by jumping on it is expected.
I always like Tooie better than Banjo-Kazooie. It was cool to use all the moves in the previous game and how it involved both characters, you feel like Banjo and Kazooie are actual characters instead of just who you’re playing as and the Isle of Hags felt like a real place thanks to the levels connected with each other instead just being separate from each other, making the backtracking felt cool instead of tedious. I was glad playing it again after so long, I might do it again soon.
1:10 The enemies realized Banjo isn't Mario and jumping is not considered an attack in the sequel. 3:29 The developers gave him a more manly voice to represent the glow up. One of the most noticeable differences between both games is that Banjo's backpack is bigger in Tooie and now has red belts, and he no longer attacks with "claw swipe" as he used to in the first game.
Also, the Beak Buster is slower in Banjo-Tooie (with a slight delay in mid-air before hitting the ground), and this delay allows Banjo to move while in the air, unlike in Banjo-Kazooie. Additionally, the boots used to walk over hazardous terrain are wider in Banjo-Tooie when Kazooie wears them.
Omg. This game is my life. Will always be my favorite game and I have a banjo Kazooie sleeve down my entire arm. I literally had no idea you could jump on some enemies heads like that in the first game. Learn something new everyday
The animated health bar icon was definitely more fun, but I believe Tooie actually has a unique health bar icon for every single playable entity. Whether it's Banjo, Kazooie, both, Mumbo, a transformation, either one in Terrydactyland, or even the golden goliath statue in Mayahem, I believe they've got it all
As far as the voice change in Banjo is concerned, it is pretty obvious several of the young characters from DKR grew up in the latter N64/DS era. Since Banjo is a dude, his voice got deeper. Tiptup started a family in BT years later when he was only a kid in DKR. Conker became an alcoholic. Bumper went to prison. Tiny Kong became a teenager and not so tiny anymore.
@ after rare went to Microsoft, they at first teased about an M rated Bumper game, but then they told their fanbase Bumper was in prison for his crimes which is why he didn’t get a new game. I think ever since the flop of DKRDS and Nuts and Bolts, they have given up on the DKR characters completely. Technically Banjo and Kazooie were reincarnated into Yooka Lele by a company made from former rare employees who couldn’t get the rights to Banjo Kazooie (which Rare has no plans on reviving) so they made a reincarnation of them in a game instead.
The hazardous terrains are pretty much just the quicksand and polluted water where we get eaten by a monster, but yeah, it's a nice touch to get out of the danger.
Two of my favourite games! I love it! And if this will become another series, I have a few ideas for more of these differences. (I'm kind of surprised that I remember all of these): - In Banjo-Kazooie, only the characters' portraits have a mouth animation when they're talking; but in Banjo-Tooie, most of the character models themselves also move their mouths while they're talking. (Not Banjo or Kazooie, though.) - In Banjo-Kazooie, whenever the duo gets a Jiggy, it plays a fun animation where Banjo leaps up and down, before Kazooie grabs the Jiggy in her beak and puts it into Banjo's backpack. In Banjo-Tooie, the animation is simplified to the Jiggy sparkling and orbiting around the character(s) who grabbed it, until it disappears. - In Banjo-Kazooie, there are Golden Banjos --- extra lives. In Banjo-Tooie, the item is removed, because you have unlimited lives. - The warp cauldrons in Banjo-Kazooie are all paired; the red cauldron can only take you to the other red cauldron, a blue cauldron can warp to the other blue one, etc. In Banjo-Tooie, Warp Pads and Jamjars' silos are all connected to each other, which lets you move a lot more freely. - In Banjo-Kazooie, the default maximum of Red Feathers you can carry is 50, which you can double to 100 if you get the "REDFEATHERS" cheat from Cheato. In Banjo-Tooie, the default number of Red Feathers you can carry is already 100, and you can increase that to 200 by inputting the cheat. - In Banjo-Kazooie, certain collectibles need to ALL be grabbed in one visit to a world. Your "Note Score" in a world is the highest number of musical Notes you gathered during one visit. To make all 100 Notes count as "collected," you need to get all 100 Notes during one visit. Similarly, you need to get all five Jinjos in one visit to a world, because they all go back to their places whenever you leave the world. In Banjo-Tooie, on the other hand, when you collect ANY Notes, Jinjos, Glowbos, Cheato Pages, or just about anything, it stays "collected," and doesn't appear again in the place where you collected it. - Speaking of Jinjos, in Banjo-Kazooie, getting all five Jinjos (who are always blue, orange, green, yellow, and purple) in one world rewards you with a Jiggy; in Banjo-Tooie, you get a Jiggy when you unite all the same-coloured members of a Jinjo family, whenever that happens. - In Banjo-Kazooie, the only Mumbo transformation that can attack enemies is Alligator Banjo, in Bubblegloop Swamp. The rest are defenseless. In Banjo-Tooie, all of Wumba's transformations (except for Baby T-Rex) have some kind of attack. - In Banjo-Tooie, bosses (and a few other special characters, like Dippy or Chompasaurus) get an introduction cutscene with their name and a title, like "Targitzan: Dizzy Despotic Totem God," or "Mr. Patch: Strange Wobbly Inflatable Thing." In Banjo-Kazooie, none of the enemies are explicitly called boss enemies at all. - In Banjo-Tooie, all the bosses are introduced with special "boss music." (Kazooie even comments about that fact, right before you fight Klungo in Cauldron Keep.) In Banjo-Kazooie, that doesn't happen, but sometimes when you get in a fight, a special variation of the world's musical theme starts playing until the fight is over. That music is one of the only things to suggest any of the enemies are "boss enemies" at all, like the Snippet Mutants in Clanker's Cavern, or the Zubbas in Click Clock Wood. - I think this one is interesting: In both games, Kazooie has insulting nicknames for everybody (except Banjo, oddly), and since you talk to Bottles so many times, she has a lot of insults for him. In Banjo-Kazooie, one of her nicknames for Bottles, to make fun of his thick glasses, is "Jamjars." I might also remember her calling Bottles "Speccy" and "Goggles." In Banjo-Tooie, obviously Kazooie can't use those names anymore, because she meets Bottles' children, named Speccy and Goggles; and Bottles' brother, who is actually named Jamjars. - A rhyming witch in Banjo-Kazooie Is found no longer in Banjo-Tooie With rhyming, both bear and bird she'd pester 'Til she was knocked down, buried, left to fester For two years the witch was left to moulder Struggling to free herself from the boulder Gruntilda's sisters came to her rescue, And Grunty's skeleton rose to their view She growled, "I hate bones; a body I'll need! Can you two help me with this little deed?" They scoffed, "Stop rhyming, or we'll not help you!" Gruntilda grumbled, "Fine... if I have to." ... Gruntilda's been talking normally ever since. OK. That is quite enough for today.
Dude... nice as fuck ☺🤩. Good finds, even small details like the names of bottles kids and Kazooie breaking the fourth wall at cauldron keep, very good.
That was a very nice rhyme Such a skill is quite sublime Perhaps one day Grunty will get her rhyming back In a new game, or at least a DLC expansion pack
@@DukeSR8 Or she's fond enough of him that she can't bring herself to insult him. Most of the time Banjo jumps on her in Tooie, she even apologizes. Though she does show a more forceful side towards him in the endgame.
You missed a detail in Banjo Kazooie If you drown but are close to the surface when banjo briefly floats up before dying you can actually regain all your air and survive
I imagine the blue honey comb air meter was changed to bubbles to make it more clear that air "isn't replenishable by using an item". As the blue honeycomb pieces would confuse kids into thinking there were blue honey combs to collect akin to the gold ones. Bubbles removes all ambiguity. It may seem a bit more "boring" but it was more practical and intuitive that way. Similarly while the new honeycomb heath items are technically more dull looking, it probably takes less processing power than the bright sheen and rough honey texture, effectively requiring 2 maps for one item. The new one only has 1 texture map/material but makes up for it with a way more energetic animation. Similarly they probably disappear to save memory as Tooie's levels are massive and every enemy drops honeycombs when defeated, so having them stay forever would probably cause a bit of lag. Kazooie didn't have that problem because the levels are way smaller and there are generally fewer enemies in each "room". I can only imagine they deepened Banjo's voice to make him sound more like how he looks and like he's going on an adventure to save the world. His "Wee!" makes him sound far younger and like the adventure (to save his sister) is just for fun, which ultimately does more for his character as while he's lazy and friendly, he is capable of being snappy and serious (especially in response to Kazooie's rudeness). I love the subtle gameplay updates with the attacks, and I get the wonderwing nerf (enemies running away, though it's easy to forget wonderwing is even in the game at all since very few parts are a threat...except maybe some parts of Grunty Industries), but I can't imagine why they nerfed Banjo's "feet". His ability to jump on enemies harmlessly. Kind of reminds me of Kirby games where if you jump on an enemy, you usually get hurt, but if you fall from high enough where he headbutts the enemy, the enemy will die and you'll harmlessly bounce off. Alas I doubt anyone noticed as 99.9% of the time we play as Kazooie and the other 0.1% of the time, we just attack rather than jump. OH and one more you missed that's worth pointing out. Banjo's bear swipe attack was replaced with a standing rat-a-tap rap. Likely cause no one EVER used the bear swipe, it was always faster and better to roll into enemies, or short hop and rat a tap rap. It also makes more sense when you get Dragon Kazooie as standing still and pressing B will have her breathe fire, using a similar animation.
A bit of trivia: In Banjo-Kazooie, only 10 honeycombs are loaded in a level at once. When an 11th is created, the oldest one despawns. This is easiest to see with renewable honey sources like Snacker in TTC or by claw swiping snowballs in Freezeezy. Oh yeah, punching or beak busting Sir Slush's snowballs destroys them and drops a honeycomb.
I appreciate Banjo-Kazooie, but I've always enjoyed Tooie more. It just feels smoother and more polished to play. It'd be neat if we could play Kazooie with all the improvements from Tooie.
Videos like this really shows how much we still love and care for the bear & bird duo, this means Microsoft should learn to start giving a crap about us fans
I believe modern Rare is more to blame than Microsoft. They completely forgot about Banjo and Conker, and the only franchise making a comeback is Perfect Dark.
I remember a minor glitch in BK where if you held the A button to permanently make the characters speak faster, they'd sometimes get stuck in that high pitch voice, even when talking slowly. So you'd have the characters speaking slowly but also on helium at the same time, lol
Another one. Look at the clips for the flap on Banjo's backpack in each game. In Kazooie, they were just black like the straps holding them in place. In Tooie they become a more distinct red distinguishing them from the strap.
I've only played Conker's Bad Fur Day (of Rare games and have surpassed them) and I really regret not playing those two games. I'm missing a lot of things.
I did know some of these but I definitely didn't realize the subtlety of stuff like the lens flare and Banjo's voice. I know what his voice sounds like in each game but it never crossed my mind that they're different.
I didn't even know you could jump on ennemies in Banjo-Kazooie! I guess I never tried. I also didn't notice how the enemies reacted to the wonderwings. Still learning stuff after all these years!
Hehe the enemies running from wonderwing is kind of the reason no one ever used it in Tooie. It's only really useful in very few spots where enemies gang up on you like in Grunty industries when dealing with the orbs that chase you and can't be killed by normal means (only eggs which are a pain to use cause they're in the air). Oh and maybe dealing wtih some boss attacks. Ironically kind of ends up being a nerf since you waste feathers chasing enemies.
And I thought I would knew everything already! That is super cool, so thanks a lot! Let the bear and bird speak with their attitude makes this so lively❤😊
I always felt that Banjo-Tooie had more of a unique look, while some parts of Banjo-Kazooie reminded me more of Donkey Kong 64. I think that becomes clear when you compare the desert levels of the two games.
I'm going to have to play Tooie again because I do NOT remember the Bubble Meter for swimming underwater. I could've sworn it was just another honeycomb meter. Now I've gotta see it for myself.
I wouldn't be surprised if the lack of animation on the healthbar portraits in BT is because of the complications it could/would cause with the Split Up ability.
It's really charming how much effort you put in these videos. Well worth it, they're entertaining still even after all these years! Anyway, 3:03 shows probably the biggest downgrade in videogame history. The portraits in BK were so perfect while their portraits in BT somehow look _worse_ than their actual in-game models. Really wonder what happened there. Ideally they should have just rendered the old portraits again for a smaller size; even without animation it would have looked so much better...
Weird thing my streamer friend discovered about drowning. There is actually a moment in Banjo Kazooie where you run out of air and begin drowning, but if you can reach the surface before the music starts, you live!
One thing I learned that no one seems to talk about is how you can hold B while using the Beak Barge (Z+B move) and extend it, Kazooie will even extend her sound. Its also maneuverable in Tooie but not Kazooie although there was already a comment about that.
Banjo Tooie is my favorite game of all time. I would love to see more videos on the Banjo Kazooie franchise. I would like to see more easter eggs and music details. 🐻🐦Keep up the great content!
My personal favorite is the theme for Mayahem Temple originally being for a scrapped level in Banjo Kazooie. It was nice cause it's one of my favorite songs in the series. Grant did a great job singing as Mumbo.
@MarioMastar Mayahem Temple is awesome. My favorite is Inside Grunty Industries. I know many people dislike the level, but I think it's great, especially because of the soundtrack.
I directly knew about the first difference here, and was pretty familiar with how most of these mechanics worked in BT, but it's fun getting a direct comparison to help highlight how much changed between the two! That said, I'm a little surprised not to see other differences I was already familiar with here, such as the pair losing Banjo-Kazooie's Claw Swipe for Peck in Tooie; or the Beak Buster receiving a mobility buff in Tooie. Rare certainly didn't seem content to just leave things well enough for Tooie.
0:37 When you use the dragon kazooie and breathe fire, the enemies also flee, which makes it kind of hard to kill anything with it because they turn and run so quick and you can’t walk while using fire
3:17 The vocal changes on Banjo were the first things in "Banjo-Tooie" which I liked less than the original. They seemed out of place and less charming.
Banjo is about 2 years older in Banjo-Tooie, so the deeper voice makes sense to me. Especially since Tooie is set 2 years after Banjo-Kazooie, and Nuts & Bolts is set 8 years after Tooie. If Banjo 4 is set years after Nuts & Bolts based on the release gap between the two games, he's gonna be much older.
@@X2011racer I think I understand where you're coming from. Voices can change with age, and it might have been interesting to have voices reflect the passage of time. They made a point of doing that with other details in the world map, after all, But I don't think that's the issue here. Most/Many of Banjo's vocals are the same as "Banjo-Kazooie". So having the low voice clips amongst the other higher pitched ones feels jarring. It's possible that this was due to a change with the original voice actor, but I suspect not.
@JacobDragyn Banjo actually got a voice actor change in Nuts & Bolts, but a good chunk of legacy voice clips are mashed together with the new ones. The new ones are quite hard to distinguish in terms of how they sound.
this video just awsome. man i wish we got more game of are pair. after all this time people can still make video an content of them. we love this game. an his jump is him trying to be Jonny bravo.
Pretty cool coming back to an old game but then again Nintendo brought them home one more time recently to the Switch. He’s a difference one has a life counter to a game over and the other doesn’t. One has a bad ending and if the life counter is gone and the other doesn’t and one has a Banjo Statue to get an extra life while the other doesn’t. Banjo Tooie has Multiplayer while the other doesn’t.
At least they drown with a smile on their faces in BK? (I guess no health loss means they don't get degraded expressions) Interesting comparisons though. I knew maybe two of these, so the rest were a nice surprise! :D
I don't remember, but generally when you die instantly in that game (like falling into a bottomless pit) they just quickly lose all their health and you see the degrading expression animation move more smoothly. They also don't degrade when you lose extra honeycomb health past the 6th.
that change in the voice of banjo when jumping tooke me away for playing tooie for YEARS... now im 33, maybe i can give it a chance, im SO fan of banjo kazooie.. the change made me super sad in those times
I played through Tooie for the first time earlier this year and I never got used to Banjo's newer voice. It just doesn't fit with his voice during dialogue
It's sadly evident by the more gloomy world themes and generally more depressing music and assets. Everything is a lot murkier and more serious in Tooie. Still charming but the only stage that really feels as bright and colorful as the first game is Cloud Cookooland (which is also the only stage that doesn't have connections to other stages). And in fact Cloud Cookooland is the only stage that by design would fit perfectly in the first game. Technically Hailfire Peaks WAS originally planned for the first game though, just the lava side (known as Mt Fire eyes), and probably without the Colliseum, but it was moved to Tooie and they added the Ice side to make it far larger.
Less heart? You know that expression means "less ambition or less motivation" right? And in that regard, Tooie is MUCH more ambitious. What you meant is it's less whimsical, it's more mature. No idea why you're saying "it's still a fine game" because it is superior to the first one...
@@lucdubois3927Tooie feels like it has less soul to me as well. There's lots of little details that were lost from the game, like the animated HUD, the honeycombs looking more simplified, no jiggy animation, no Gruntilda rhyming or bantering you in the overworld (this is just them being lazy and using the sisters getting annoyed as an excuse), Banjo's deeper voice (sounds much less memorable, his voice in the first game always cracks me up), and some other stuff I can't remember off the top of my head. Not to mention the massive amount of backtracking, and despite there being technically more collectibles and the world's being far bigger than the first game, it feels way emptier and more like a chore to get through. Also, while I used to really like the darker tone when I was younger, I don't really like it nowadays and feel it's really jarring. I much prefer the lighter tone of the first game. This is all my opinion, of course. I personally have beaten Kazooie so many times, but I've only beaten Tooie once, even though I've tried giving it another chance multiple times, I always just lose interest and stop playing.
@@pikachu896 - While the HUD is no longer animated, all of the playable characters and transformations (a dozen altogether) now have their own unique health icon, which would have been way more work to make animated versions for each of them, especially since many of them don't have a face. It does lose some charm, but it is more consistent to have matching icons rather than always looking like Banjo and Kazooie, showcasing a different level of detail. - Honeycombs are more simplified, but they also have more animation to still make them lively and easy to see. Plus there are the Skill and Random Stop honeycombs which give a bit more variation - Losing the Jiggy animation is sad, but it does start to feel superfluous and less celebratory when you do it after every Jiggy, so I can see why maybe they wanted to shorten it. I think a good compromise would have been to keep the animation when you collect all 10 Jiggies. - Jamjars still rhymes when he teaches you the moves, so it's not like they got rid of the rhyming altogether. According to the developers, this was done as a deadpan joke to show how, despite her staying so committed for all of Kazooie, Grunty could have just dropped the rhyming shtick at any time. It does fall a bit flat, but I think everything Grunty does in the opening hour gives plenty of reason for tracking her down without needing to be hassled all the time, and she gets some good moments like Madame Grunty. Plus, while Grunty does have less presence in Tooie, there are way more characters and detailed worlds to go through that aren't tied through her lair, so it's not like there is a loss of interaction altogether. And after learning all of Brentilda's facts about Grunty in the first game, I'm cool with moving focus away from her and towards the locals. - Banjo's deeper voice matches the darker tone of the Tooie and is an indicator of how time has from the first game. The first one of anything you hear will always be more memorable, it doesn't mean it's less valid, and it's literally an additional attention to detail. I'm not trying to sit here and tell you your opinion is wrong, but I can't see how Tooie lost details or "soul" just because some things changed, especially when there's always some kind of tradeoff that adds a different detail to whatever they changed. Both games have their own unique details, and even if you didn't like the different tone or gameplay changes, that doesn't negate what Tooie introduced.
@@MarioMastar Glitter Gulch Mine was also planned for Kazooie, and Tooie actually brightened it up, as the original design documents showed it just had piles of grey coal instead of shiny gems. Also, the Coliseum was part of the original Fire World, though it was platforming up a smaller volcano and using a maze of doors to reach the top and get a Jiggy inside, as opposed to being bigger in Tooie and housing a minigame and opening doors through a series of switches.
That's so much goods ideas that of Kazooie than Banjo Tooie drop I just don't get it : The animations face of banjo and kazooie, the objets who talks to explain what they are (in tooie it's always Jamjars) the animation of getting a Jiggy...
One difference I'm sure none of you, or very few of you, if any, noticed is in Banjo Tooie the "Too" refers to not the word "too" as in "as well" but it's a misspelling of the number "two" spelled out in latin alphabet letters. This usually goes over people's heads but Banjo Tooie is actually Banjo 2-ie and not Banjo "As well"ie. I don't blame you for not getting this. It takes a large mind like mine to extrapolate that type of data.
While there is speedup dialogue, there is also slowdown dialogue by holding Z or B. Also not sure if you covered this one already but the Beak Bomb attack has slight difference in how they work when flying, In Banjo-Kazooie you go a set distance, but in Tooie you can hold down B button and fly as far and fast as you want. The Beak Buster has slight differences between Banjo-Kazooie and Banjo-Tooie, in Tooie you gain a slight additional height, making it possible to reach places without Grip Grab ability. Try it out in Jinjo Village where you collect the Treble Clef from Red Jinjo House, and in Wooded Hollow on the ledge that leads up to Isle O' Hags.
I love your Banjo Kazooie videos, Rare really knew how to add soul to their games with all the secrets and details.
really interesting to see how rare "matured" the game in every sense of the word, from gameplay to story. they dont hold your hand as much and expect you to know the gist of how the game plays
And banjo himself finishing adolescence
Reminds me a bit of DKC to DKC2
Pretty much every attack from Banjo-Kazooie become more maneuverable in Tooie;
In BK, the Beak Barge only slides in a straight line ahead, while in Tooie it can be steered, similar to the roll.
In BK, the Beak Buster would completely lock you into the Y axis. In Tooie, it can be subtly steered even while falling.
Same story for the Beak Bomb (and in Tooie you can extend it indefinitely at the cost of more feathers).
Even Peck, the Claw Swipe successor, can be rotated unlike the swipes.
I think it's really cool that you let the characters speak the monologues. At first I thought Banjo and Kazooie actually said that at one point in the game.
i love your passion for the Banjo Games! Thank you
Grunty, when will you escape LOGs Factory so Banjo Threeie can start. It's been sixteen years.
3:30 Baritone, more like Bearitone.
...I legit never knew you could jump on enemies in BK, how did I not after all these years?
I never knew either
Probably because in a game where you're given a bunch of moves to attack enemies with, you would expect simply making contact with them would hurt you. Unless the game happens to have "Mario" in the title, in which case the ability to stomp an enemy by jumping on it is expected.
I think I knew but didn't realize tooie you couldn't
I always like Tooie better than Banjo-Kazooie. It was cool to use all the moves in the previous game and how it involved both characters, you feel like Banjo and Kazooie are actual characters instead of just who you’re playing as and the Isle of Hags felt like a real place thanks to the levels connected with each other instead just being separate from each other, making the backtracking felt cool instead of tedious. I was glad playing it again after so long, I might do it again soon.
More Banjo and Kazooie videos, please! I love them!❤
1:10 The enemies realized Banjo isn't Mario and jumping is not considered an attack in the sequel.
3:29 The developers gave him a more manly voice to represent the glow up.
One of the most noticeable differences between both games is that Banjo's backpack is bigger in Tooie and now has red belts, and he no longer attacks with "claw swipe" as he used to in the first game.
Also, the Beak Buster is slower in Banjo-Tooie (with a slight delay in mid-air before hitting the ground), and this delay allows Banjo to move while in the air, unlike in Banjo-Kazooie. Additionally, the boots used to walk over hazardous terrain are wider in Banjo-Tooie when Kazooie wears them.
Omg. This game is my life. Will always be my favorite game and I have a banjo Kazooie sleeve down my entire arm. I literally had no idea you could jump on some enemies heads like that in the first game. Learn something new everyday
Tooie is proof that banjo became a man after rusty bucket bay
Perfect timing, as I’m playing BT today! 😄
The animated health bar icon was definitely more fun, but I believe Tooie actually has a unique health bar icon for every single playable entity.
Whether it's Banjo, Kazooie, both, Mumbo, a transformation, either one in Terrydactyland, or even the golden goliath statue in Mayahem, I believe they've got it all
As far as the voice change in Banjo is concerned, it is pretty obvious several of the young characters from DKR grew up in the latter N64/DS era. Since Banjo is a dude, his voice got deeper. Tiptup started a family in BT years later when he was only a kid in DKR. Conker became an alcoholic. Bumper went to prison. Tiny Kong became a teenager and not so tiny anymore.
Bumper wasn’t in anything else besides DKR though?
@ after rare went to Microsoft, they at first teased about an M rated Bumper game, but then they told their fanbase Bumper was in prison for his crimes which is why he didn’t get a new game. I think ever since the flop of DKRDS and Nuts and Bolts, they have given up on the DKR characters completely. Technically Banjo and Kazooie were reincarnated into Yooka Lele by a company made from former rare employees who couldn’t get the rights to Banjo Kazooie (which Rare has no plans on reviving) so they made a reincarnation of them in a game instead.
In BK you can move forward thru hazardous terrains, but in BT you get set flying out.
The hazardous terrains are pretty much just the quicksand and polluted water where we get eaten by a monster, but yeah, it's a nice touch to get out of the danger.
Two of my favourite games! I love it! And if this will become another series, I have a few ideas for more of these differences. (I'm kind of surprised that I remember all of these):
- In Banjo-Kazooie, only the characters' portraits have a mouth animation when they're talking; but in Banjo-Tooie, most of the character models themselves also move their mouths while they're talking. (Not Banjo or Kazooie, though.)
- In Banjo-Kazooie, whenever the duo gets a Jiggy, it plays a fun animation where Banjo leaps up and down, before Kazooie grabs the Jiggy in her beak and puts it into Banjo's backpack. In Banjo-Tooie, the animation is simplified to the Jiggy sparkling and orbiting around the character(s) who grabbed it, until it disappears.
- In Banjo-Kazooie, there are Golden Banjos --- extra lives. In Banjo-Tooie, the item is removed, because you have unlimited lives.
- The warp cauldrons in Banjo-Kazooie are all paired; the red cauldron can only take you to the other red cauldron, a blue cauldron can warp to the other blue one, etc. In Banjo-Tooie, Warp Pads and Jamjars' silos are all connected to each other, which lets you move a lot more freely.
- In Banjo-Kazooie, the default maximum of Red Feathers you can carry is 50, which you can double to 100 if you get the "REDFEATHERS" cheat from Cheato. In Banjo-Tooie, the default number of Red Feathers you can carry is already 100, and you can increase that to 200 by inputting the cheat.
- In Banjo-Kazooie, certain collectibles need to ALL be grabbed in one visit to a world. Your "Note Score" in a world is the highest number of musical Notes you gathered during one visit. To make all 100 Notes count as "collected," you need to get all 100 Notes during one visit. Similarly, you need to get all five Jinjos in one visit to a world, because they all go back to their places whenever you leave the world. In Banjo-Tooie, on the other hand, when you collect ANY Notes, Jinjos, Glowbos, Cheato Pages, or just about anything, it stays "collected," and doesn't appear again in the place where you collected it.
- Speaking of Jinjos, in Banjo-Kazooie, getting all five Jinjos (who are always blue, orange, green, yellow, and purple) in one world rewards you with a Jiggy; in Banjo-Tooie, you get a Jiggy when you unite all the same-coloured members of a Jinjo family, whenever that happens.
- In Banjo-Kazooie, the only Mumbo transformation that can attack enemies is Alligator Banjo, in Bubblegloop Swamp. The rest are defenseless. In Banjo-Tooie, all of Wumba's transformations (except for Baby T-Rex) have some kind of attack.
- In Banjo-Tooie, bosses (and a few other special characters, like Dippy or Chompasaurus) get an introduction cutscene with their name and a title, like "Targitzan: Dizzy Despotic Totem God," or "Mr. Patch: Strange Wobbly Inflatable Thing." In Banjo-Kazooie, none of the enemies are explicitly called boss enemies at all.
- In Banjo-Tooie, all the bosses are introduced with special "boss music." (Kazooie even comments about that fact, right before you fight Klungo in Cauldron Keep.) In Banjo-Kazooie, that doesn't happen, but sometimes when you get in a fight, a special variation of the world's musical theme starts playing until the fight is over. That music is one of the only things to suggest any of the enemies are "boss enemies" at all, like the Snippet Mutants in Clanker's Cavern, or the Zubbas in Click Clock Wood.
- I think this one is interesting: In both games, Kazooie has insulting nicknames for everybody (except Banjo, oddly), and since you talk to Bottles so many times, she has a lot of insults for him. In Banjo-Kazooie, one of her nicknames for Bottles, to make fun of his thick glasses, is "Jamjars." I might also remember her calling Bottles "Speccy" and "Goggles." In Banjo-Tooie, obviously Kazooie can't use those names anymore, because she meets Bottles' children, named Speccy and Goggles; and Bottles' brother, who is actually named Jamjars.
- A rhyming witch in Banjo-Kazooie
Is found no longer in Banjo-Tooie
With rhyming, both bear and bird she'd pester
'Til she was knocked down, buried, left to fester
For two years the witch was left to moulder
Struggling to free herself from the boulder
Gruntilda's sisters came to her rescue,
And Grunty's skeleton rose to their view
She growled, "I hate bones; a body I'll need!
Can you two help me with this little deed?"
They scoffed, "Stop rhyming, or we'll not help you!"
Gruntilda grumbled, "Fine... if I have to."
...
Gruntilda's been talking normally ever since.
OK. That is quite enough for today.
Dude... nice as fuck ☺🤩. Good finds, even small details like the names of bottles kids and Kazooie breaking the fourth wall at cauldron keep, very good.
I get the feeling Kazooie knows Banjo can evict her from his bag so that's why she doesn't use insulting nicknames for him.
That was a very nice rhyme
Such a skill is quite sublime
Perhaps one day Grunty will get her rhyming back
In a new game, or at least a DLC expansion pack
@@DukeSR8 Or she's fond enough of him that she can't bring herself to insult him. Most of the time Banjo jumps on her in Tooie, she even apologizes. Though she does show a more forceful side towards him in the endgame.
This whole presentation could have easily been one of those vhs promos for banjo tooie
You missed a detail in Banjo Kazooie
If you drown but are close to the surface when banjo briefly floats up before dying you can actually regain all your air and survive
I imagine the blue honey comb air meter was changed to bubbles to make it more clear that air "isn't replenishable by using an item". As the blue honeycomb pieces would confuse kids into thinking there were blue honey combs to collect akin to the gold ones. Bubbles removes all ambiguity. It may seem a bit more "boring" but it was more practical and intuitive that way.
Similarly while the new honeycomb heath items are technically more dull looking, it probably takes less processing power than the bright sheen and rough honey texture, effectively requiring 2 maps for one item. The new one only has 1 texture map/material but makes up for it with a way more energetic animation. Similarly they probably disappear to save memory as Tooie's levels are massive and every enemy drops honeycombs when defeated, so having them stay forever would probably cause a bit of lag. Kazooie didn't have that problem because the levels are way smaller and there are generally fewer enemies in each "room".
I can only imagine they deepened Banjo's voice to make him sound more like how he looks and like he's going on an adventure to save the world. His "Wee!" makes him sound far younger and like the adventure (to save his sister) is just for fun, which ultimately does more for his character as while he's lazy and friendly, he is capable of being snappy and serious (especially in response to Kazooie's rudeness).
I love the subtle gameplay updates with the attacks, and I get the wonderwing nerf (enemies running away, though it's easy to forget wonderwing is even in the game at all since very few parts are a threat...except maybe some parts of Grunty Industries), but I can't imagine why they nerfed Banjo's "feet". His ability to jump on enemies harmlessly. Kind of reminds me of Kirby games where if you jump on an enemy, you usually get hurt, but if you fall from high enough where he headbutts the enemy, the enemy will die and you'll harmlessly bounce off. Alas I doubt anyone noticed as 99.9% of the time we play as Kazooie and the other 0.1% of the time, we just attack rather than jump.
OH and one more you missed that's worth pointing out. Banjo's bear swipe attack was replaced with a standing rat-a-tap rap. Likely cause no one EVER used the bear swipe, it was always faster and better to roll into enemies, or short hop and rat a tap rap. It also makes more sense when you get Dragon Kazooie as standing still and pressing B will have her breathe fire, using a similar animation.
A bit of trivia: In Banjo-Kazooie, only 10 honeycombs are loaded in a level at once. When an 11th is created, the oldest one despawns. This is easiest to see with renewable honey sources like Snacker in TTC or by claw swiping snowballs in Freezeezy.
Oh yeah, punching or beak busting Sir Slush's snowballs destroys them and drops a honeycomb.
I love the way you think :D
Secured your 100th Like 🌟Merry Christmas and thanks for another kickass year of discoveries, Looygi Bros!🥚🍾
Thank You Escopeto! Merry Christmas!
I appreciate Banjo-Kazooie, but I've always enjoyed Tooie more. It just feels smoother and more polished to play. It'd be neat if we could play Kazooie with all the improvements from Tooie.
Videos like this really shows how much we still love and care for the bear & bird duo, this means Microsoft should learn to start giving a crap about us fans
(or sell the ip to nintendo or playtonic games 😉)
@ my thoughts exactly bro
I believe modern Rare is more to blame than Microsoft. They completely forgot about Banjo and Conker, and the only franchise making a comeback is Perfect Dark.
@ Perfect Dark is being tarnished by morons at Crystal Dynamics
@ and yeah it’s both Microsoft AND Rare, they’re both to blame
I remember a minor glitch in BK where if you held the A button to permanently make the characters speak faster, they'd sometimes get stuck in that high pitch voice, even when talking slowly. So you'd have the characters speaking slowly but also on helium at the same time, lol
That intro was amazing
Another one. Look at the clips for the flap on Banjo's backpack in each game.
In Kazooie, they were just black like the straps holding them in place.
In Tooie they become a more distinct red distinguishing them from the strap.
About the speed in dialogue press Z can slow it down
Oh really? I never knew.
US Spelling: Maneuverability
UK Spelling: Manoeuvrability
I love how you’re able to have Banjo and Kazooie with the game dialect LOL
i consider myself a rather large banjo fan and i had no idea you didn't take damage from jumping on enemies in the first game
I love how you nailed the way the character speaks, in their personalities. Specially Kazooie!
I've only played Conker's Bad Fur Day (of Rare games and have surpassed them) and I really regret not playing those two games. I'm missing a lot of things.
If you have the expansion pass, you should play them! They’re still awesome over 20 years later!
I also recommend the Donkey Kong Country trilogy on SNES.
I did know some of these but I definitely didn't realize the subtlety of stuff like the lens flare and Banjo's voice. I know what his voice sounds like in each game but it never crossed my mind that they're different.
Awesome video! Even after being a fan of both of these games for over two decades, I'm still learning cool facts I didn't know before.
I didn't even know you could jump on ennemies in Banjo-Kazooie! I guess I never tried. I also didn't notice how the enemies reacted to the wonderwings. Still learning stuff after all these years!
Hehe the enemies running from wonderwing is kind of the reason no one ever used it in Tooie. It's only really useful in very few spots where enemies gang up on you like in Grunty industries when dealing with the orbs that chase you and can't be killed by normal means (only eggs which are a pain to use cause they're in the air). Oh and maybe dealing wtih some boss attacks. Ironically kind of ends up being a nerf since you waste feathers chasing enemies.
And I thought I would knew everything already! That is super cool, so thanks a lot! Let the bear and bird speak with their attitude makes this so lively❤😊
In Banjo-Kazooie, destroying a Beehive simply flattens it.
In Banjo-Tooie, the pieces of the Beehive fly off in relation to the attack.
I hope you don't have any bliss and tear, so Merry Christmas 🎄🎄🎄🎄🎄 and a Happy New Year 🎇🎆🎇🎆🎇!
The roll attack is one of the many reason I like Tooie way better than Kazooie.
when I was a kid Banjo's voice change in Tooie had me shook
I always felt that Banjo-Tooie had more of a unique look, while some parts of Banjo-Kazooie reminded me more of Donkey Kong 64.
I think that becomes clear when you compare the desert levels of the two games.
I'm going to have to play Tooie again because I do NOT remember the Bubble Meter for swimming underwater. I could've sworn it was just another honeycomb meter. Now I've gotta see it for myself.
Wtf I never knew you could jump on enemies and not take damage! And I replay this game at least once a year.
I wouldn't be surprised if the lack of animation on the healthbar portraits in BT is because of the complications it could/would cause with the Split Up ability.
It's really charming how much effort you put in these videos. Well worth it, they're entertaining still even after all these years!
Anyway, 3:03 shows probably the biggest downgrade in videogame history. The portraits in BK were so perfect while their portraits in BT somehow look _worse_ than their actual in-game models. Really wonder what happened there. Ideally they should have just rendered the old portraits again for a smaller size; even without animation it would have looked so much better...
Weird thing my streamer friend discovered about drowning. There is actually a moment in Banjo Kazooie where you run out of air and begin drowning, but if you can reach the surface before the music starts, you live!
Love the BK content. Keep it up!
One thing I learned that no one seems to talk about is how you can hold B while using the Beak Barge (Z+B move) and extend it, Kazooie will even extend her sound. Its also maneuverable in Tooie but not Kazooie although there was already a comment about that.
Banjo Tooie is my favorite game of all time. I would love to see more videos on the Banjo Kazooie franchise. I would like to see more easter eggs and music details. 🐻🐦Keep up the great content!
My personal favorite is the theme for Mayahem Temple originally being for a scrapped level in Banjo Kazooie. It was nice cause it's one of my favorite songs in the series. Grant did a great job singing as Mumbo.
@MarioMastar Mayahem Temple is awesome. My favorite is Inside Grunty Industries. I know many people dislike the level, but I think it's great, especially because of the soundtrack.
I really like that even the low poly version of BK still manages to look good and it's really hard to notice for me in a CRT Tv.
I directly knew about the first difference here, and was pretty familiar with how most of these mechanics worked in BT, but it's fun getting a direct comparison to help highlight how much changed between the two! That said, I'm a little surprised not to see other differences I was already familiar with here, such as the pair losing Banjo-Kazooie's Claw Swipe for Peck in Tooie; or the Beak Buster receiving a mobility buff in Tooie. Rare certainly didn't seem content to just leave things well enough for Tooie.
Thank you for taking the time for correct spelling Kazooie (Looygi Bros.)
0:37 When you use the dragon kazooie and breathe fire, the enemies also flee, which makes it kind of hard to kill anything with it because they turn and run so quick and you can’t walk while using fire
Enemies also run from Dragon Kazooie's fire breath, Mumbo's zap attack and both invincible transformations, the van and giant t-rex
freaking love your videos about banjo kazooie/tooie!
tooie is definitely the superior game, but Kazooie is just the OG y'know?
I'd watch a documentary on the recording of Cap'n Blubber's voice
Keep them coming, Looygi Bros
Perhaps a remake and/or sequel could use the two different honeycomb designs to distinguish honeycombs that despawn vs ones that don't.
I want remasters of these games because I miss playing them
The period of recovery after rolling in B-K CAN be circumvented just by jumping mid-roll.
It was really interesting seeing banjo kazooie and tooie
3:17 The vocal changes on Banjo were the first things in "Banjo-Tooie" which I liked less than the original. They seemed out of place and less charming.
When you think of it, the whole game is more depressing than it's predecessor and I don't think it's for the better either.
Banjo is about 2 years older in Banjo-Tooie, so the deeper voice makes sense to me. Especially since Tooie is set 2 years after Banjo-Kazooie, and Nuts & Bolts is set 8 years after Tooie.
If Banjo 4 is set years after Nuts & Bolts based on the release gap between the two games, he's gonna be much older.
@@X2011racer I think I understand where you're coming from. Voices can change with age, and it might have been interesting to have voices reflect the passage of time. They made a point of doing that with other details in the world map, after all,
But I don't think that's the issue here. Most/Many of Banjo's vocals are the same as "Banjo-Kazooie". So having the low voice clips amongst the other higher pitched ones feels jarring. It's possible that this was due to a change with the original voice actor, but I suspect not.
@JacobDragyn Banjo actually got a voice actor change in Nuts & Bolts, but a good chunk of legacy voice clips are mashed together with the new ones. The new ones are quite hard to distinguish in terms of how they sound.
They tend to remove small touches like the health icon animation in sequels.
I wonder if there are any mod patches that stick the health animation back in.
Nice work man
I definitely prefer the first game with some of these.
Looygi Bros you ever gotta do one of Perfect Dark no really the amount of secret details in that game is insane!!
this video just awsome. man i wish we got more game of are pair. after all this time people can still make video an content of them. we love this game.
an his jump is him trying to be Jonny bravo.
I miss those games and style.
Really interesting!
🤩👏 love them
Pretty cool coming back to an old game but then again Nintendo brought them home one more time recently to the Switch. He’s a difference one has a life counter to a game over and the other doesn’t. One has a bad ending and if the life counter is gone and the other doesn’t and one has a Banjo Statue to get an extra life while the other doesn’t. Banjo Tooie has Multiplayer while the other doesn’t.
I thought you would of touched on how banjos backpack moves around more in tooie
It doesn't makes sense for the witch to come back after that long fall down to death to make a part 2 lol........
At least they drown with a smile on their faces in BK? (I guess no health loss means they don't get degraded expressions)
Interesting comparisons though. I knew maybe two of these, so the rest were a nice surprise! :D
I don't remember, but generally when you die instantly in that game (like falling into a bottomless pit) they just quickly lose all their health and you see the degrading expression animation move more smoothly. They also don't degrade when you lose extra honeycomb health past the 6th.
I never knew about this 0:53
But it should make sence since it was in the same world of Mario and Donkey Kong.
I miss the care old games had put into them
Very nice
that change in the voice of banjo when jumping tooke me away for playing tooie for YEARS... now im 33, maybe i can give it a chance, im SO fan of banjo kazooie.. the change made me super sad in those times
I played through Tooie for the first time earlier this year and I never got used to Banjo's newer voice. It just doesn't fit with his voice during dialogue
Just by looking at the Thumbnail I thought Banjo would try to BLJ 😂
4:45 why didn't you do the comparison with a character thats in both games?
If theres more difference between the 2 games then do more as i cant remember lol.....
ban\jo banjoie
Long story short: Banjo-Tooie had less heart than Banjo-Kazooie. 😢
Still a fine game though.
It's sadly evident by the more gloomy world themes and generally more depressing music and assets. Everything is a lot murkier and more serious in Tooie. Still charming but the only stage that really feels as bright and colorful as the first game is Cloud Cookooland (which is also the only stage that doesn't have connections to other stages). And in fact Cloud Cookooland is the only stage that by design would fit perfectly in the first game. Technically Hailfire Peaks WAS originally planned for the first game though, just the lava side (known as Mt Fire eyes), and probably without the Colliseum, but it was moved to Tooie and they added the Ice side to make it far larger.
Less heart? You know that expression means "less ambition or less motivation" right? And in that regard, Tooie is MUCH more ambitious. What you meant is it's less whimsical, it's more mature. No idea why you're saying "it's still a fine game" because it is superior to the first one...
@@lucdubois3927Tooie feels like it has less soul to me as well. There's lots of little details that were lost from the game, like the animated HUD, the honeycombs looking more simplified, no jiggy animation, no Gruntilda rhyming or bantering you in the overworld (this is just them being lazy and using the sisters getting annoyed as an excuse), Banjo's deeper voice (sounds much less memorable, his voice in the first game always cracks me up), and some other stuff I can't remember off the top of my head.
Not to mention the massive amount of backtracking, and despite there being technically more collectibles and the world's being far bigger than the first game, it feels way emptier and more like a chore to get through. Also, while I used to really like the darker tone when I was younger, I don't really like it nowadays and feel it's really jarring. I much prefer the lighter tone of the first game.
This is all my opinion, of course. I personally have beaten Kazooie so many times, but I've only beaten Tooie once, even though I've tried giving it another chance multiple times, I always just lose interest and stop playing.
@@pikachu896 - While the HUD is no longer animated, all of the playable characters and transformations (a dozen altogether) now have their own unique health icon, which would have been way more work to make animated versions for each of them, especially since many of them don't have a face. It does lose some charm, but it is more consistent to have matching icons rather than always looking like Banjo and Kazooie, showcasing a different level of detail.
- Honeycombs are more simplified, but they also have more animation to still make them lively and easy to see. Plus there are the Skill and Random Stop honeycombs which give a bit more variation
- Losing the Jiggy animation is sad, but it does start to feel superfluous and less celebratory when you do it after every Jiggy, so I can see why maybe they wanted to shorten it. I think a good compromise would have been to keep the animation when you collect all 10 Jiggies.
- Jamjars still rhymes when he teaches you the moves, so it's not like they got rid of the rhyming altogether. According to the developers, this was done as a deadpan joke to show how, despite her staying so committed for all of Kazooie, Grunty could have just dropped the rhyming shtick at any time. It does fall a bit flat, but I think everything Grunty does in the opening hour gives plenty of reason for tracking her down without needing to be hassled all the time, and she gets some good moments like Madame Grunty. Plus, while Grunty does have less presence in Tooie, there are way more characters and detailed worlds to go through that aren't tied through her lair, so it's not like there is a loss of interaction altogether. And after learning all of Brentilda's facts about Grunty in the first game, I'm cool with moving focus away from her and towards the locals.
- Banjo's deeper voice matches the darker tone of the Tooie and is an indicator of how time has from the first game. The first one of anything you hear will always be more memorable, it doesn't mean it's less valid, and it's literally an additional attention to detail.
I'm not trying to sit here and tell you your opinion is wrong, but I can't see how Tooie lost details or "soul" just because some things changed, especially when there's always some kind of tradeoff that adds a different detail to whatever they changed. Both games have their own unique details, and even if you didn't like the different tone or gameplay changes, that doesn't negate what Tooie introduced.
@@MarioMastar Glitter Gulch Mine was also planned for Kazooie, and Tooie actually brightened it up, as the original design documents showed it just had piles of grey coal instead of shiny gems.
Also, the Coliseum was part of the original Fire World, though it was platforming up a smaller volcano and using a maze of doors to reach the top and get a Jiggy inside, as opposed to being bigger in Tooie and housing a minigame and opening doors through a series of switches.
That's so much goods ideas that of Kazooie than Banjo Tooie drop I just don't get it :
The animations face of banjo and kazooie, the objets who talks to explain what they are (in tooie it's always Jamjars) the animation of getting a Jiggy...
One difference I'm sure none of you, or very few of you, if any, noticed is in Banjo Tooie the "Too" refers to not the word "too" as in "as well" but it's a misspelling of the number "two" spelled out in latin alphabet letters. This usually goes over people's heads but Banjo Tooie is actually Banjo 2-ie and not Banjo "As well"ie. I don't blame you for not getting this. It takes a large mind like mine to extrapolate that type of data.
This just adds to my dislike of banjo tooie even more
great vid
While there is speedup dialogue, there is also slowdown dialogue by holding Z or B.
Also not sure if you covered this one already but the Beak Bomb attack has slight difference in how they work when flying, In Banjo-Kazooie you go a set distance, but in Tooie you can hold down B button and fly as far and fast as you want.
The Beak Buster has slight differences between Banjo-Kazooie and Banjo-Tooie, in Tooie you gain a slight additional height, making it possible to reach places without Grip Grab ability. Try it out in Jinjo Village where you collect the Treble Clef from Red Jinjo House, and in Wooded Hollow on the ledge that leads up to Isle O' Hags.