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
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.
Available in our shop
Hand-cleaned and tested units shipped worldwide from Toyohashi, Japan. HP direct purchase exclusive: we include a printed shop owner's note card with every order.
Direct purchase supports this museum directly. eBay Top Rated Seller · 1,750+ reviews · 100% positive feedback.
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