Nintendo 64 · 3D platformer

Banjo-Tooie

バンジョーとカズーイの大冒険2

Sequel to Banjo-Kazooie (1998). Both games were developed by Rare and published by Nintendo for the Nintendo 64.

Japan: November 27, 2000 · Dev: Rare · Music: Grant Kirkhope

Updated:

Rare made the sequel bigger in every direction. The worlds connected. The music learned new tricks.

Banjo-Tooie launched in November 2000 with worlds approximately four times larger than the original, and connected to each other: solving a puzzle in one world could open paths in another. Mumbo Jumbo became a playable character in hub areas; the bear-and-bird team could split for certain challenges; Grant Kirkhope's adaptive music system handled the increased complexity of transitioning between interconnected areas. The game sold over 3 million copies and is considered a technical achievement that pushed N64 hardware to its limits. Whether the larger scope improved or diluted the original's tighter design is a debate that has continued for over twenty years — evidence that both positions are sustainable.

About this game

Released on November 20, 2000, Banjo-Tooie is Rare's magnum opus on the Nintendo 64 — a vast, richly interconnected 3D platformer that expanded on every system established by Banjo-Kazooie (1998). Banjo and Kazooie are separated and reunited, gaining new abilities along the way, while pursuing the resurrected witch Gruntilda across nine enormous worlds. Grant Kirkhope's dynamic, context-sensitive soundtrack and the game's sheer density of content — secrets, sub-games, Jiggy puzzles, Minjo hunts — made it one of the most ambitious platformers ever created for the Nintendo 64.

Key Features

Nine massive worlds — including Mayahem Temple, Glitter Gulch Mine, Witchyworld, and Hailfire Peaks — each vastly larger than any world in the first game. Banjo and Kazooie gain new abilities: Egg Firing in first-person, Split-Up mode to play as Banjo alone or Kazooie alone, Kazooie transforming into vehicles via Mumbo's magic. Worlds are interconnected through tunnels, allowing players to travel between levels without returning to the hub. Multiple minigames, including a full-blown multiplayer mode called Targitzan.

The Story Behind

Banjo-Tooie arrived at the tail end of the Nintendo 64's lifespan, just as the PlayStation 2 had launched in Japan and the GameCube was on the horizon. It represented Rare at the absolute peak of its creative output — the same period that produced GoldenEye, Perfect Dark, and Donkey Kong 64. The game's interconnected world design — where progress in one level can affect another — was exceptionally ambitious for 2000. Rare was acquired by Microsoft in 2002, and the franchise moved to Xbox 360 with Banjo-Kazooie: Nuts & Bolts (2008) before returning to Xbox Game Pass.

Tricks & Tales

Grant Kirkhope's music in Banjo-Tooie is dynamically responsive: each world has layered musical stems that change based on what area of the level you're in, what enemies are nearby, and what actions you're taking — a technique that was technically remarkable for N64 hardware. The game contains numerous in-jokes and references to Banjo-Kazooie (1998), including the famous 'Stop 'N' Swop' feature — a connection system between the two games that was partly disabled before release, and whose mystery kept fans speculating for years.

Collector's Guide

Rarity uncommon
Japan Release November 27, 2000

Region & Compatibility

North America received the game on November 20, 2000; Japan followed a week later on November 27. Europe received the PAL version in April 2001. The Japanese cartridge (バンジョーとカズーイの大冒険2) used the Japan-region Nintendo 64 format.

Maintenance Tips

Standard N64 cartridge with battery-backed SRAM for saves — test the save function when purchasing. Clean the 64-pin edge connector with isopropyl alcohol. Complete-in-box copies with the original manual are sought by Rare collectors.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Banjo-Tooie copies regularly.

Will this Japanese Nintendo 64 cartridge work on a North American or European N64?

No, not without modification. The Nintendo 64 uses a regional CIC lockout chip, and Japanese N64 cartridges have a different physical shape from North American cartridges. Running Japanese software on a Western N64 requires both a cartridge adapter to bridge the shape difference and a method to bypass the CIC chip. A Japanese Nintendo 64 console is the simplest way to play Japanese N64 software.

How should I clean a Nintendo 64 cartridge?

Apply 90% or higher isopropyl alcohol to a cotton swab and wipe the gold-plated edge contacts on the base of the cartridge. The N64 connector slot is deep — a longer swab or folded swab helps reach all contacts. Never blow into the cartridge. N64 cartridges use 3.8mm security game bit screws if the shell needs to be opened. Most N64 boot failures trace to oxidized contacts; cleaning both the cartridge edge and the console slot is usually the complete fix.

Before You Buy

Things worth knowing before you buy Banjo-Tooie

A short checklist for buying a used Nintendo 64 cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese N64 cartridge. The N64 is region-locked by shape and lockout, so a Japanese cart needs a Japanese console or an adapter.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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