My Banjo-Kazooie Duology Remake Ideas
Two decades have passed since we last saw an adventure from Rare's iconic duo of a chubby honey bear and a red-crested bird. After the Nintendo 64 ran it's course and Rare was bought by Microsoft, Banjo-Kazooie have basically gone dormant as a franchise. Sure, we had a side story and a racing game (based off a scrapped Donkey Kong title) on the Game Boy Advance in the early to mid 2000s, and on the Xbox 360, for their high-definition debut in 2008, we had... a Lego vehicle construction and driving game with the IP slapped on to boost sales (a strategy that didn't work out), but otherwise these unorthodox pals have been completely out of work, and to this day there remains no sign of a spark of life. Recently, however, the classic duology that gave them life in the first place has been noticed and celebrated again.
This is thanks to a pleasant surprise that the creators of the Nintendo Switch fighting game, Super Smash Bros. Ultimate, presented to us in 2019. Banjo the Bear and Kazooie the Breegull were confirmed as playable fighters, which you can bet your butt reignited them as a discussion piece. It was insane how much love came their way, considering the fact that they had been dead for 11 years by that time. Speaking of reignited and insane things...
The last several years have seen developers remake beloved old-school platform games and sell them at full retail prices, including the PlayStation 1 Crash Bandicoot and Spyro the Dragon trilogies in the form of N. Sane Trilogy and Reignited Trilogy, respectively, and even SpongeBob SquarePants: Battle for Bikini Bottom with Rehydrated. Yeah, even a tie-in game for a television series received this HD remake treatment. So I and many others are inclined to ask this:
When are Banjo-Kazooie and Banjo-Tooie, the two most acclaimed platformers on the Nintendo 64, going to have their turn?
I played these games extensively as a child, and I still adore them to this day. The first game, in particular, is always fun to run through when I need something to do, and I could spend hours in Tooie's multiplayer features. The world scaling and item collecting-focused gameplay of both entries is accessible and appropriately challenging, the humor is on point, the characters are unforgettably charming, the art style is beautifully cartoonish, the worlds are interesting to traverse, and the music is masterful at capturing the grand and adventurous mood that permeates throughout. If there was a soundtrack for my youth, it would be these fine collections of hoppin' tunes composed by the one and only Grant Kirkhope.
I know there are people out there that would prefer a new installment, but If Banjo were to return, I wouldn't mind seeing a remake collection as his comeback, because I think he and his avian companion deserve it. It'd be a great gateway for any new players, and if a SpongeBob game could be blessed with this modern-day facelift, why not the Bear and Bird?
One thing these past remakes of old platformers have been criticized for is that the developers behind them were so intent on staying faithful to the original versions, they even left in many, if not all of the commonly dislked game design choices from those original versions (they removed some, but sometimes made new ones). They haven't been willing to change much to make the absolute definitive Crash, Spyro and SpongeBob experiences. Maybe they didn't want to replace the old games? Who knows? My point is that remaking a game shouldn't just be an excuse to give it a fancy new coat of paint, but an opportunity to make it much better than ever for the current generation, as well as the longtime fans.
So, I have considered typing a list of things that I think should be incorporated to make these hypothetical remakes of Banjo-Kazooie and Banjo-Tooie the best new iterations they could be. What features do these already amazing games need? What can be changed to iron out the kinks? Grab a bowl of Honeycomb cereal, because we've got a journey ahead of us.
To start off, changes and additions to Banjo-Kazooie.
B-K - Number 1: Never Lose Collected Notes and Jinjos
I feel this is the most appropriate change to start out with, because doing it ought be the easiest thing in the world. I say that because guess what? They've already done it! Let me explain.
In the original Nintendo 64 version, when you collected Notes and Jinjos, then exited the world (or died), you'd lose them and they'd reset to their original positions, the former totaling towards a "high score" system. This doesn't bother me nowadays, but it can be a pain for newbies. Due to this quirk, many veterans tend to go for the ones in dangerous places first. In the late 2000s, Banjo-Kazooie was remastered and re-released on Xbox Live Arcade, and it's been considered a superior version for one big reason: it made the Notes and Jinjos permanent collectibles.
All they need to do is put this much-needed advancement into the HD remake, and nobody will have to worry too much about falling into that death pit in Rusty Bucket Bay's engine room anymore.
Don't worry, Nintendo 64 original. I don't have access to the XBLA version, so you'll always have me.
B-K - Number 2: Life System Removal
Another simple change they could make, because let's face it, what is even the point of lives anymore? They're a relic of a time before save systems were common, when Game Overs actually came with serious penalties for making mistakes. Somehow, they survived past their expiration date before eventually, some of the oldest franchises that used them for so long eventually came to their senses and decided to get rid of them. Even by 1998, when Banjo-Kazooie was first released, lives were coming across as an archaic nuisance, so they removed them in Tooie.
Sure, running out of them triggered the Game Over cutscene, the "Bad Ending" of the game, but when you have instant access to it through the 'Quit the Game' option on the Pause Menu, lives look even more out of place. Nowadays, it's just preferrable for the players, new or old, to have as many chances as they desire. Whenever we screw up, getting booted to the entrance of a world is enough of a penalty.
If it can't be let go, then the least you can do is give players a setting in the options, before starting a file, to play with either limited or infinite lives. That way you please both those looking for a more old-school experience and those that don't want the threat of booting their save back up and re-entering the world dangling over their heads.
So, if you play with infinite lives, what purpose would the Banjo statues serve? Well, either remove them or repurpose them into items you can only hold one of at a time, and which act as single-use resurrection power-ups that restore Banjo on the spot upon death. That's one idea.
B-K - Number 3: Brentilda's Notebook
So, you collect enough Notes in Mumbo's Mountain to get past the first Note Door, you explore the new room and find a fairy godmother-like figure who tells you three disgusting facts about Gruntilda, and she reappears many times throughout the lair to give you three more each time. This is Brentilda, the witch's friendly sister whom, close to the end of the game, turns out to be a useful ally for answering questions in the Furnace Fun quiz challenge. Once you realize that, you'd know to write the facts down on a piece of paper during repeat playthroughs. But wouldn't it be better to have them written down within the game itself?
Have it so that when you first meet Brentilda and you stay to listen to those first three facts, she'll reward the player's patience by handing her a notebook, which from then on you can access from the Pause Menu. It'd remove a fair bit of unnecessary difficulty for veterans and newbies.
Would it make the Grunty Panel questions too easy? Perhaps. But to remedy this, simply disable the Notebook when players enter Grunty's Furnace Fun, so they'd have to remind themselves of the facts before going in. Not a hard fix, i'd say.
Speedrunners will still get the short end of the stick no matter what, though.
B-K - Number 4: Less Jiggies and Notes for the Endgame
While this game encouraged players to collect every single item in sight, and maybe they designed it so that no single world could be skipped, not everybody is a completionist, and new players will probably try to reach the end of the game above all else. The original Banjo-Kazooie required us to collect a whopping 94 Jiggies and 810 Notes to reach the final boss battle! That's close to every Jiggy and Note in the game!
To make things less painful for first time and repeat playthroughs, lessen amount the Jiggies and Notes to a more generous amount, even if it means making it so that you can skip a world. I'd recommend at least 80 Jiggies and 710 Notes; 7 worlds + a lair's worth of Jiggies, and 7 and a tenth worlds worth of Notes. Those who really hate Rusty Bucket Bay and/or Click Clock Wood would be pretty happy with this kind of change, right?
Certain other 3D collect-a-thon platformers allow you to skip a world in your quest to reach the end, so I believe this one should do the same.
Just for fun, let's add up the Jiggy puzzle requirements needed to make 80 the required endgame total, from Mumbo's Mountain to the Gruntilda picture. Here we go:
1. Mumbo's Mountain: 1
2. Treasure Trove Cove: 2
3. Clanker's Cavern: 4
4. Bubblegloop Swamp: 6
5. Freezeezy Peak: 7
6. Gobi's Valley: 8
7. Mad Monster Mansion: 9
8. Rusty Bucket Bay: 10
9. Click Clock Wood: 13
10. Gruntilda: 20
1 + 2 + 4 + 6 + 7 + 8 + 9 + 10 + 13 + 20 = 80
And now let's add up the Note Door requires needed to meet the requirement of 710 Notes, from the one in the castle entrance to the one leading to the Gruntilda puzzle. Let's go:
1. Castle Entrance to Grunty Floor Room: 50
2. Pipe Room to Grunty Statue Room: 180
3. Grunty Statue Room to Urn Room: 260
4. Grunty Head Room to Lava Room: 350
5. Grunty Head Room to Water Level Room: 450
6. Water Level Room to Click Clock Wood Entrance: 540
7. Click Clock Wood Entrance to Grunty's Furnace Fun Entrance: 660
8. Tower Stairway to Gruntilda Puzzle Room: 710
What about the Note Doors leading to the big item refills and the four piece health power-up puzzle? For their totals, I'd go for 746, 782, 828 and 864.
As a bonus, for collecting all 100 Jiggies and 900 Notes, it'd be neat if you not only unlocked the true ending of the game, but also a new stage designed to put all of the players' Banjo-Kazooie skills to the ultimate test. Maybe hide it behind that closed door in the room with the beauty-swapping machine, because I always thought there should've been something there, and someway to open it up and explore it. Every last Jiggy and Note you collect would then have a purpose beyond just 100% completion, rather than leaving 2 of the former and 18 of the latter that do nothing.
B-K - Number 5: Badbutt Boss Battle Buffs
First thing's first, i'm not suggesting anything for the final battle with Gruntilda. Most people that played this game all the way through, myself included, love that fight and wouldn't change it for the world. An option to quickly replay it after defeating her is a must.
The rest of the bosses, on the other hand, are stupidly easy at best, and barely qualify at worst. You can really tell that Rare put most of their effort on level design than making much in the way of challenging battles against big, powerful foes. I feel it's time we gave these monstrous bad boys a king-sized update, because people expect far better in this day and age, if i'm not mistaken.
Just to make a few suggestions, let's give Nipper a second phase inside his shell where he adds a couple of moves to his arsenal, and the area is redesigned to be more like an arena. Add a mighty Queen Zubba to fight after defeating the Zubba wave in Summer Click Clock Wood. Give Boss Boom Box a few new moves that take advantage of his large size, cube-shaped body and, well, the fact that he's supposed to be a TNT crate, going by his name. Reveal a massive, mutant monster behind the Mutie-Snippets in Clanker's Cavern.
It'd be more bang for the fans' buck. If you guys have some good ideas, i'd like to know about them.
B-K - Number 6: Mini-Game Refinement
It needs to be said: Rubber Band A.I. needs to die! It especially has no place in games that aren't part of the racing genre.
You know what i'm referring to when I mention that accursed cliche of game design, right? I speak of the eating contest against Mr. Vile and the races against Boggy the Polar Bear. They both use Rubber Band A.I. just to make the mini-games more difficult than they really need to be. They need to update both of these to remove it, then maybe they'll finally be legitimately fun challenges.
Another thing regarding the racing with Boggy: they seriously need to lock players out of the second race until they've gone to Gobi's Valley and unlocked the Turbo Trainers, or better yet, make it doable, but still challenging, without them. Why allow them to play a race they can't possibly win until they have access to an item that won't be usable for another stage?
The other mini-games are fine. I don't know about you, but i'd like an option to replay Grunty's Furnace Fun after beating it. You know, besides starting the entire game all over again on a new save file?
B-K - Number 7: Fast Travel Expansion
The original Banjo-Kazooie has a fast travel system to an extent. You find cauldrons spread across Gruntilda's Lair, and you open up ways to get around quicker by activating two of each colour. This doesn't apply to the worlds, however.
What I suggest here, first of all, is for the fast travel system in the castle to be revamped so that every warp cauldron can be teleported to with a simple selection menu, and for some to be moved and added to cover every world entrance. Second, the worlds could use Warp Pads, like in Banjo-Tooie, to quickly deliver you to certain points you want to be in, and create extra gameplay consistency between the two games. I know the first game's worlds are more compact, and thus take less time to navigate, but this would still be a good time saver, especially for parts like scaling the gigantic tree in Click Clock Wood.
Now what about Mumbo Jumbo's transformations? Just limit the fast travel, if not disable it altogether, while you're in those forms to make sure they don't end up in places they're not supposed to go.
I'd also think of restoring that 'Exit to Witch's Lair' option that was intended to be in the original game's pause menu, but got dummied out.
B-K - Number 8: New Hidden Rewards
There are a few extra goodies you can find in the original Banjo-Kazooie, mainly revolving around that sandcastle in Treasure Trove Cove. You could find Cheato to unlock codes that expand your egg and feather supply, play Bottles' puzzle piece challenges in Banjo's House to unlock codes that distort the bear and bird's bodies and turn them in a washing machine, and you even have a bunch of lengthy, top secret codes to use, though they either unlocked the unusable Stop 'N' Swop items (that's a long story that we won't get into here), or gave you boosts that only last as long as you are still playing.
How about we expand on the kinds of rewards you can win for simply playing the game as intended? I've already mentioned the idea of unlocking a super-challenging bonus level after getting every last Jiggy and Note, so apart from that, let's imagine that if you accomplish certain feats, like defeating Gruntilda without taking damage, collecting every single Mumbo Token in the game, completing a 100%-exclusive Bottles puzzle, and of course beating that aforementioned bonus level, you can unlock more upgrades.
You could unlock the ability to activate the Flight Pad anywhere, so you can fly around every area in the game. Yes, even the Engine Room. You could pay Mumbo the Mumbo Tokens to have him actually turn you into a T-Rex in any world, with all the awesome power that entails. You could unlock the rapid-fire Golden Eggs from Tooie as replacement ammo for the regular Blue Eggs. You could earn a feature that allows you to replay the game on a new file using Tooty, and she tags along with Kazooie to save Banjo from the wicked Winkybunion, complete with different attributes from her big brother, e.g. faster running and swimming speed and higher jump height, but less health and lower attack strength.
Treat us a bit! I think the fans, for their years of love and dedication, would love to have that kind of stuff spicing up this over 20-year-old game. I sure would. Now, I want to hear from the readers what they think would be great features to unlock.
B-K - Number 9: Moveset Tweaks
This is going to be a short one. A lot of what I could mention would also count towards Banjo-Tooie, so i'll restrict this to quirks that are only present in the first game.
First, there's the Claw Swipe. Nobody really uses this when seriously trying to get through the game, but you could easily update this to be a three-tap combo, like Mario's punching and kicking in Super Mario 64, and heck, Banjo's standard attack in Super Smash Bros. Ultimate. Super easy. Second, there's the more useful rolling attack. Just change it a little so that Banjo doesn't come to a complete, momentary stop after he finishes the move. Third, the Beak Barge. Allow us to turn around during it, like in Tooie. Fourth, and lastly, the Beak Bomb. Allow us to influence it's movement a little and keep it going for as long as the attack button is held down, like in Tooie. That would be much appreciated.
B-K - Number 10: Happiest Ever After
Another short one. In the 100% ending, have Mumbo show Banjo, Kazooie and the players not the locations of the locked away, unusable Mystery Eggs and Ice Key in the first game, but those of the legitimately usable, but highly elusive, Mystery Eggs and Ice Key in the Tooie remake, just to get them more excited to play that after besting one half of the collection.
Finally, i'd include new locations in Tooie to go looking for the Yellow Mystery Egg, which was already in the game but not received from a B-K Game Pak, as well as the Red, Green and Cyan ones. Now you have every Mystery Egg available and even more goodies to gain.
That's all for Banjo-Kazooie. Maybe my ideas are unrealistic, but hey, let a guy have his dreams. No pun intended. There are a few more good ideas which are so small that I didn't include them on the list, like making that final Empty Honeycomb actually work and give you a 9th health slot, and adding a list for unlocked cheats in the sandcastle.
Now we move on to the sequel, and the game that I think we can all agree could use way more improvements than it's predecessor (because it's way bigger), the great, mighty Banjo-Tooie. Regardless, i'll try not to make the list too long.
B-T - Number 1. PLEASE. NERF. CANARY. MARY!
Yeah, we're getting this out of the way first. For those whom weren't there, in Tooie's second world, Glitter Gulch Mine, you free a humanoid bird called Canary Mary, and she goes to another part of the world where you can challenge her to two races in a handcar to earn a Jiggy and one of Cheato's Pages. After that, you meet her again in the penultimate world, Cloud Cuckooland, to do two races against her for the same rewards, but on a windup mouse. These are infamous and a plague upon 100% completion runs for a very good reason: they're button-mashing marathons with rubber band A.I.!
I could beat the handcar races with enough strenuous effort, but I never beat even the first mouse race until I found out about a trick that involves pausing the game and relaxing your thumb in intervals. If you need an exploit or possibly a turbo controller to have a chance at winning, your game design has problems. This time, it's not just rubber banding that needs to take a hike, it's the element that wears out poor jump buttons.
They could update the controls to maybe make them rhythm-based, having the players alternate between two buttons in time with Banjo pushing the handcar's walking beam, and the mouse's key turning. Such a simple change would make the process of beating these races more tolerable. It didn't help that in Tooie, your only rewards for getting 100% completion were a "Character Parade" and a Sound Test, so it was a lot of grief for little reward.
You know what? To any game developers that may deliver us this fantasy remake, you don't have to do much to change Tooie. We'll forgive you for leaving everything else in the game unaltered as long as you at least give Canary Mary the difficulty reduction she deserves. That's not too much to ask for, right? Right?!
B-T - Number 2: Bigger, Faster, and Stronger too
When they made a sequel to Banjo-Kazooie, Rare wanted everything to be bigger. The worlds in Tooie got so big that they included a fast travel system in the form of the Warp Pads you can find spread across them. However, wouldn't it be nice if our natural maneuverability was increased, too?
Jamjars, the Bottles substitute in this game, is a drill sergeant, a type of person who loudly motivates aspiring soldiers to get their exercise daily so that they're strong and agile on the battefield. Add a level up system where with enough Notes, he'll train Banjo and Kazooie to increase their running, flying, climbing and Grip Grab shimmying speed, and their attack strength and range. The first thing would help wonders in the wider world design. These can carry over to Mumbo and the transformations, too.
Now, i'm aware that in Tooie, there's a hidden cheat code you can enter in the Code Chamber called 'SUPERBANJO', which gives the player character that much desired boost in running speed, but again, it's hidden. Why does such a useful enhancement have to be locked behind a code you won't know about unless you look it up online, and that isn't part of the intended unlockables? That ain't cool!
I'm sure certain parts of the later worlds could easily be tweaked a bit to compliment the ability increases, though it'd be great to still be able to sequence break here and there. And there's our segue into...
B-T - Number 3: Backtracking Backpedalling
A lot of people have had their backtracking-related complaints with Tooie. So let's do something about those sore spots that make one dread to replay it, why don't we? You can tweak many Jiggy objectives to either remove some bits of backtracking altogether, or make it less of a chore.
Along with expanding the fast travel system like I mentioned in B-K - Number 7, i'd recommend that Banjo-Tooie has a teleportation option for when you get enough of Cheato's Pages to unlock the next cheat code, or you want to enter a cheat in the Code Chamber, or you have enough Empty Honeycomb Pieces for a health upgrade from Honey B., or you immediately want to leave the the world through the main exit or one of the doorways to other, connected worlds (so, an expansion on the 'Exit to Witch's Lair' thing). On top of that, include a world map that pinpoints collectibles and gives you the option to place rendezvous markers. Wouldn't that save players the long treks?
Aside from that, I think what would help with this issue is getting a little bit more creative with Banjo and Kazooie's capabilities to reach the collectibles. You can spread some visual cues throughout the game to give the players different kinds of tricky tricks they can use, so they have both a short, but more advanced way, and the long, but safe way around when they're going for 100% completion. Basically, I want sequence break potential to ascend to a higher plane of existence.
Did this make any sense? I sure hope it did. Gotta think of the speedrunners.
B-T - Number 4: Old Moves, New Tricks
The duo's list of moves by the end of Tooie ends up being huge. Put them together, and you have one of the most diverse lists of abilities in any platformer. With that many, however, some are inevitably going to be more useful than others. My aim here is to bring you ideas for how to raise their utility.
First, there's the new footwear. They're fine as they are, but a few adjustments are in order. The Springy Step Shoes could use a charge metre, which goes up the longer you hold the jump button, and needs to have it's bounce trajectory be influenceable. The Claw Clamber Boots would benefit a fair bit from being updated to cling on to any wall. Call that overpowered, but I think it'd make them more fun to use.
Next up, the moves of the player characters. Kazooie's are okay. The Wing Whack, the Leg Spring and the Glide are great, and the Hatch is serviceable. Banjo, however, could use a fair few upgrades. Don't fix the Pack Jump bug (which lets Banjo jump in mid-air while doing the Pack Whack). Instead, ascend it to a regular move that gets acknowledged in-game when learning the Pack Whack. Now for ideas I think are cool. The Shack Pack could double as a stealth mode to help Banjo get by enemies without trouble, the Sack Pack would look pretty cool if it had a sliding function that builds momentum, like Mario's roll in Super Mario Odyssey, and the Taxi Pack should make the Pack Whack stronger after bagging something (or someone). The Snooze Pack, aside from needing a faster self-healing rate, is perfect.
As for Mumbo, i'd give him a projectile attack for more useful offense. Two final things: for those early missions where you need to take a quiet approach, a sneaking button would be super convenient, and the mechanic where Jamjars only teaches solo moves when the characters are solo must be removed. No excuses.
B-T - Number 5: Enemy Progression
Just a small thing I wanted to touch on. Notice how in the original Banjo-Kazooie, as you got further into the lair, you would meet stronger, differently coloured variations of that Gruntling enemy, and entering worlds would cause the hostile creatures that inhabit them to move into the world entrance areas, but in Banjo-Tooie, the Ugger and Gruntydactyl enemies that you first meet in Spiral Mountain are repeatedly used all the way to Quagmire, and not a single monster from the worlds appears in the Isle o' Hags. Pretty odd feature cut.
Return the enemies escaping into the hub world and introduce stronger Uggers and Gruntydactyls the further you get towards the end of the game, just to strengthen the impression of progress in your adventure. Perhaps the worlds themselves could use a few new enemy types too, if only to make them feel a bit more lively. Think of sliding lava lizards in Witchyworld and less annoying successors to Sir Slush in Hailfire Peaks, for example. Maybe give the enemies of later worlds faster attack speed as well, just for good measure.
B-T - Number 6: Egg Aiming Recalibration, and First-Person Leaping
You know what we all love? Free aiming with our character's weapon. The original Tooie had an aiming system where whenever you weren't pushing the Control Stick in a direction, the reticle were return to the centre of the screen. This was probably acceptable back in 2000, but nowadays, we have better versions of this sort of things thanks to Right Analog Sticks and motion controls. For all the times in this game where you need to make precise shots with eggs (and Submarine torpedoes), modern day aiming controls are literally required.
On a smaller note, does anyone else here think that Banjo should still be able to jump in the First-Person shooting sections? With Kazooie out, it'd be gimped, but certainly a helpful time saver. Think Metroid Prime, but with a bear using a bird as a gun.
B-T - Number 7: Badbutt Boss Battle Buffs Part 2: Electric Buggablue
Yeah, we're doing this for Tooie, too. In this game, the bosses aren't bad, actually. At least more of them aside from Gruntilda are true battles against powerful foes. So, what needs to be fixed and added to this roster of hit-taking giants? Well, I won't suggest adding bosses to Tooie, as it already has a full roster, having one (or two in Hailfire Peak's case) in each world.
First off, i'd keep the whole deal of the bosses mixing up their patterns and getting more aggressive completely consistent across the board. Originally, Old King Coal was consistently incompetent, wandering aimlessly while you destroyed him with Eggs, Terry added extra Mucoids and not much else, and the fire and ice dragons didn't add much as their health lowered, besides sticking out their tongue. When you have big appendages, likes arms, feets and a beak, or have fire and ice breath, you ought to make good use of them. You get me?
Secondly, some bosses could use an adjustment to the way they're fought. Mr. Patch and Lord Woo Fak Fak in particular are known for how awkward it is to hit their weak points. They need to bob up and down a little bit less so that they won't cause as much frustration with the aiming, and perhaps just for the extra convenience, Heggy's Homing Eggs cheat should work on the former's patches and the latter's boils. Lastly, there's Mingy Jongo. Because of how his hitbox worked, you could find ways to cheese the fight, like effortlessly murdering him with Dragon Kazooie's fire breath. Give this robo-shaman a barrier to put up in his teleportation and attack intervals.
Like the first game's Gruntilda battle, the ending showdown with the Hag 1 is a perfectly fine, challenging and entertaining way to cap off the adventure. I say it doesn't need to be touched, and it would also be a great conclusion to something i'll get to at the end of this list.
B-T - Number 8: Cinematic Story: the Snide Cut
One thing I absolutely love about Tooie is how the cinematic story cutscenes present the massive threat to our heroes and make this journey feel more grand in scope. Unfortunately, after the first two, both of which are shown before you even set foot into the first world, we don't see another for a long time.
This was not a problem in the first game, as Gruntilda would chime in to taunt the duo every now and then while you traversed her lair, and make comments about certain elements within the worlds you visited. Thanks to this, her presence was felt throughout the entire game, and it made us more excited to eventually kick her butt. In Tooie, she doesn't do that anymore, nor do we hear from her sisters, Mingella and Blobbelda, until the quiz show near the end, so the looming danger over the Isle o' Hags is easy to forget about.
Write and animate brand new story scenes, perhaps after the 2nd Klungo fight and when you first enter the final world, to show how their plans are coming along, what effects they're having on the world and how they respond to the heroes' progress. Mingella and Blobbelda may get the interactions with Banjo and Kazooie they were originally denied in these. You can show more of Klungo interacting with the witches this way, too. Another thing to add is a Game Over sequence. I know the N64 version was hindered by time constraints, but it just makes sense to have one, just like it's predecessor. We need to see Gruntilda succeed and get her old, fat, green body back. It won't beat Sexy Grunty, but it'd complete the package.
The last thing regarding cutscenes that they need to address is having one to properly reward completionists. Unlike in the first game, getting every last Jiggy, after all the trouble it put players through, literally has no effect on Tooie's ending at all. How about you extend it to show the new, super-secret locations of the Bronze, Silver and Gold Mystery Eggs, or the restoration of Spiral Mountain, including Gruntilda's old lair so you can explore it like good old times, or even... a delicious taste of amazing things to come? Eh? Throw us a bone!
B-T - Number 9: MORE Jiggies for the Endgame
Yes, I ask for less in the first game, and more here. To reach the final battle in Tooie, you need 70 Jiggies, and there are 90. Certainly a more generous requirement than before, but for this hypothetical remake, i'd change the prerequisite to 80. Why? Because the last suggestion on this list will boost the total Jiggy amount in Tooie to 100, and I want endgame consistency between the two remade games. Be patient, folks.
In accordance to this change, altering the unlock totals for every world (except the first several) is necessary. Here we go again:
1. Mayahem Temple: 1 Jiggy
2. Glitter Gulch Mine: 4 Jiggies
3. Witchyworld: 8 Jiggies
4. Jolly Roger Lagoon: 14 Jiggies
5. Terrydactyland: 22 Jiggies
6. Grunty Industries: 30 Jiggies
7. Hailfire Peaks: 40 Jiggies
8. Cloud Cuckooland: 50 Jiggies
9. Cauldron [SPOILER]: 65 Jiggies
10. Final Battle: 80 Jiggies
And just like in the first game, getting all of the Jiggies (and Notes) would be well worth it to unlock a challenging bonus level, this time with even more skills to prove your expertise with. Add an exclusive Jiggywiggy puzzle challege to unlock it, and done. Where would it be? Well, I think behind that shutter door in the Quagmire, surrounded by purple toxic sludge.
B-T - Number 10: The Ultimate Rewards
So, what were the awards that you were blessed with for acquiring and using those Stop 'n' Swop items in Tooie? A Mega Glowbo that makes Humba Wumba turn Kazooie into a dragon with fire breath and infinite Fire Eggs, a Jinjo as a multiplayer character, the darkly comical Breegull Bash attack and the Homing Eggs cheat. I'm going to suggest even more rewarding goodies. I mean, certainly more than an Xbox gamer pic and a Banjo-Kazooie menu theme, Right, XBLA version?
For the already existing stuff, i'd update Dragon Kazooie to give her fire breath more range from Jamjars' training, strengthen her Wing Whack and Beak Bomb with fiery auras and give the duo a continuous rolling attack, like what Donkey Kong does with a partner in Donkey Kong Country Returns and Tropical Freeze, and i'd add a decently-sized, damaging shock wave to the Breegull Bash's impact. A mega miniature screen nuke, pretty much.
Now, for the additional Mystery Eggs I proposed, here's what i'd love to add. 1, egg enhancements; rapid-fire Golden Eggs to replace the Blue Eggs, Fire Eggs that pierce through enemies and leave damaging flames, Grenade Eggs that split into smaller Grenade Eggs, Ice Eggs that create freezing crystal platforms, and Clockwork Kazooie Eggs with increased time limits and hovering capabilities. 2, a two-player cooperation option that lets two members of the playable cast be controlled at once. And 3, a cheat that unlocks the double health power-up from the first game. Yeah, Tooie was lacking in that, and I feel the sequel should share a cool feature, not omit it.
We then come to Cheato's Pages and the Notes. I'd change HONEYBACK so that it only regenerates health when you're standing still, and replace the JUKEBOX cheat (the sound test can be a menu outside the game that's immediately availabe) with one that gives the characters extra jumps (a little height-increasing Feathery Flap for solo Kazooie and the duo together, an aerial jump for Mumbo, and a third jump for solo Banjo). With the Notes, i'd have Jamjars, in a 100%-exclusive location, grant you the ability to use the Flight Pad's function and split up anywhere if you have obtained all 900. That leaves us with the final bonus level reward. Here's a good one: King Jingaling and Toots as playable characters on a new file! The former would be slow, but strong, while the latter would be weak, but fast!
B-T - Number 11: Multiplayer Multiplication
As I mentioned at the beginning of this post, I sunk many hours of my life into Tooie's multiplayer mode, whether by myself or with a family member. As a big side distraction, it can only benefit from a modern day update. There's the obvious additions we can make, like online play, more match customization options, adding the remaining mini-games that you can access in Replay Mode, and speeding up the respawn time in the shootouts. What else is there?
Well, remember that two-player cooperation feature that I proposed for an unlockable feature? What this would allow is for you and a friend to control separate playable characters and either follow each other around or go off to different parts of the world to handle different tasks. It'd give that extra bit of spice to the splitting up gimmick. Include Mumbo and he can handle his magic pads while the duo take care of a separate mission, or join him to reap the rewards of his work. It could potentially be a bit broken, which I why I suggest it being unlockable.
The other multiplayer idea i'd like to see is two-player Boss Battles. The designs of the bosses seem fit for a race to see which player can defeat them faster, I think. What i'm saying here is that the two players would exist in completely different realms, fighting the same boss, but with different boss health metres for their respective split-screen windows. Though, you could also have two players take part in an actual two-on-one with the bosses, just to add a little more content. You can even have them able to fight amongst themselves, like in Battletoads.
The last thing i'd ask for in multiplayer is new playable characters in the shootouts on top of Banjo, Mumbo, Jamjars, Gruntilda and the unlockable Jinjo. Those would be Klungo, King Jingaling, Humba Wumba, Ghost Bottles and an Ugger with a Gruntydactyl. The same should go for the Tower of Tragedy Quiz (except Grunty, because she's the host).
B-T - Number 12: Cauldron Castle Construction Complete
Nothing would be a greater spectacle for first time players of this remake, whether or not they played the original Tooie, than to come so far, unlock the final world and find that it's been expanded into an enormous, medieval/technological castle world, the one that time constraints back in 2000 prevented from seeing the light of day!
It was always rather disappointing that the final proper world of Banjo-Tooie, Cauldron Keep, was nothing more than one obstacle, a quiz show and two bosses. Also a single Minjo to barely inconvenience us. According to the game's designer, Gregg Mayles, it was going to be this full-fledged, climatic level with a stone castle being converted into a mechanical one, a graveyard like Mad Monster Mansion, cannons, animated suits of armour, an explorable rooftop, a shortcut to Cloud Cuckooland, a treasure chamber with security lasers, a "glide tower", a "dark tower", a firing range, a hallway with an electrified floor, and an armoury. It was even going to include Mumbo for one more type of magical trick.
Mayles has made three pages of this castle world concept public on Twitter (how great it'd be to see even more), so I recommend checking out the tweet on it he posted over half a decade ago for details: https://twitter.com/Ghoulyboy/status/620900945090768896
While we currently don't have acess to the full set of scrapped ideas, I can think of other things the world can use. One is the presence of Humba Wumba. Throw her a Glowbo, and my idea for a transformation here is the Tank from the Game Boy Advance title, Banjo-Kazooie: Grunty's Revenge. It'd have powerful projectiles, jumping capabilities it didn't before and wall scaling powers like what the Hag 1 has apparently.
Another thing is we can give Mingella and Blobbelda more presence by having them operate the death traps that the duo needs to get past. and we can get those sweet, much-desired interactions. They built the Big-O-Blaster (B.O.B.), so I want to see what other cool stuff they've built for murderous use. They really need mini-boss battles, and their defeats shall explain away Klungo's role as the last line of defense in the keep.
And just to increase the tension, i'd like a sequence where the Big-O-Blaster is about to be fired on the Isle o' Hags, forcing the players to race against a time limit and nullify the power source, lest they watch the Game Over cutscene, a la Hideout Helm from Donkey Kong 64. There's a lot you could do with the creatively rich setting.
With the addition of this world, the amount of Jiggies in Tooie goes up from 90 to 100. Also, I would move the Isle o' Hags Notes to Cauldron Castle, because that was just how things worked in Banjo-Kazooie, and I don't think it's really a problem.
When you get to the keep, you can still have the final Klungo fight, the Tower of Tragedy Quiz, the Gun Chamber, Dingpot, the last Jiggy barrier and the epic showdown with Grunty, all faithful to the original. For veterans, it'd feel like going through a bizarre alien world you know nothing about to reach your familiar comfort zone.
On a quick visual-related note, with modern age graphics, this world could provide an awesome view of the rest of the Isle o' Hags, just as promised.
I realize that this idea is probably one of the most unrealistic to ask for. I'm truthfully expecting them to just keep the final world as the simplified Cauldron Keep if they actually make this remake collection a reality. But it's right there, man! It's gold waiting to drop in someone's hand and scream at them to have it's already obvious value recognized and utilized to the fullest!
And... DONE! Those are my ideas for what i'd change in and add to Banjo-Kazooie and Banjo-Tooie in an HD remake collection of these two wonderful Rare classics. There are plenty of others that would be shared between them, such as a map screen during unpaused gameplay that can be toggled on and off, a Jiggy checklist with small hints for obtaining each one, a collectible-finding feature accessed through clicking the Left Stick, an option to switch between the rearranged soundtracks and the original Nintendo 64 versions, sound test menus and a crosshair for third-person Egg shooting and the Beak Bomb. Even those little touches would help make these the definitive editions of the Bear and Bird's two-game tale.
Now, tell me what you think of all this and share what you would change in and add to these fine, cartoon-y, family-friendly platforming experiences. Perhaps one day, if we're lucky duckies, a studio, whichever one it may be, will create this well-deserved duology remake and incorporate at least a few things we'd like to see. But of freaking course, only time will tell, so don't lose track, or you will smell. Here be Stache Hand the Clutcher, out and about!
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