Banjo and kazooie free online games




















Nintendo64 pic. The Nintendo 64 games available in the Expansion Pack have been slowly increasing since its controversial announcement in October.

The Expansion Pack was widely ridiculed by Nintendo fans due to the cost and lack of benefits. For maximum gaming enjoyment, it's important to choose the right emulator, because on each PC and in different Internet browsers, the individual emulators behave differently. You can copy it freely, but indicate the origin and keep the license. By using this website, you agree with the storing of cookies in your computer unless you disable them in your Internet browser settings.

All games Advanced Search. Banjo-Kazooie - Nintendo Connecting a remote emulator. English Czech. Other platforms:. Game info:. Game title:. Nintendo Author released :. Rare, Nintendo Action, Platform. Grant Kirkhope. Game manual:. File size:. Game size:. Project From Wikipedia, the free encyclopedia:. Banjo-Kazooie is a platform video game developed by Rare and originally released for the Nintendo 64 video game console in The first time around, it took over nine hours of play before Banjo and Kazooie were fully kitted out with all their moves.

Oddly enough, by the time the twosome are fully tooled up, it's Kazooie who proves the more capable of the duo. Maybe the game should have been called Kazooie-Banjo. On second thoughts, perhaps not. That's a stupid name. Like Mario before it - that comparison is going to keep coming up, so get used to it and stop complaining - Banjo- Kazooie is divided up into themed 'worlds', a kind of Disneyland without the queues and the small and sticky piles of sawdust.

Entrance to these worlds is won by finding the jigsaw puzzle pieces hidden throughout the game and using them to complete the various pictures hanging on the walls of Gruntilda's lair. Mario fans who try jumping into the pictures will be disappointed, since the actual entrances can be quite a long way from the puzzles that open them.

Initially, only one world - Mumbo's Mountain - can be explored, the single jigsaw piece needed to open it handily being in the same area as the picture. Everything else is tantalisingly out of reach, up a steep path that the lumbering Banjo isn't able to climb. Mumbo's Mountain is a kind of microcosm of the game as a whole, offering players the chance to hone their skills and get to grips with the kind of obstacles that crop up throughout Banjo and Kazooie's quest.

There's a small lake to practice swimming in, platforms to leap from, puzzles to solve and enemies to smash to pieces. Also popping up for the first time is Mumbo the witch doctor, quite an important character in the game since he can turn Banjo and Kazooie into other animals or indeed objects! On Mumbo's Mountain, the pair are transformed into a termite, which can ding to the perilously steep surfaces inside a huge termite mound near Mumbo's hut.

While the ultimate reward here seems to be just a puzzle piece and an extra life, don't be so sure - Mumbo's magic extends further than just his mountain Each world holds ten puzzle pieces, musical notes which when collected in sufficient quantities let you open sealed areas and varying numbers of eggs for shooting , red and gold feathers for flying and invincibility , honeycombs for energy and Mumbo's magical crystal skulls.

There are also five Jinjos in each world, that are little multicoloured creatures with long noses who award you a puzzle piece when you've got the entire polychromal set. Collecting the puzzle pieces isn't as simple as it sounds. Although some are visible from the off, the only brain-teaser being exactly how to reach them, most of them are hidden and require you either to solve a puzzle or complete some task to make them appear.

The further you go into the game, the more demanding the puzzles, which stands to reason really. It'd be rather pointless to have things get easier the nearer the end you were. Like Mortal Kombat Mythologies , for instance. Early puzzles include spelling out the name 'Banjo-Kazooie' on a tiled floor after first figuring out how to drain the room of water which is straightforward enough, but later ones involve tapping out a tune on a giant church organ and making life comfortable for a huge mechanical shark!

For those who prefer action to thinking, Banjo-Kazooie doesn't skimp in this respect either. As well as dealing with the small-fry enemies infesting each world, who can be clawed, rolled or pecked into oblivion, there are larger bad guys who have to be nailed in their own individual ways. Nipper the giant crab, a resident of Treasure Trove Cove, seems at first to be invulnerable, responding to Kazooie's insults with swipes from his massive pincers.

Eggs don't harm him and his crustaceous body is impervious to anything Banjo has to offer, so how is he defeated? There's probably some smart way to do it involving precision tinning and darting between his claws to chin him, but the easiest approach is to wait until you've got Kazooie's 'wonderwings' ability later in the game, then come back and deck him while you're invincible. The brute force approach - works every time!

Other fun sections include a toboggan race against an overweight single parent bear, some Pilotwings -style precision flying through a series of Egyptian statues and a truly bizarre subgame where you have to help a set of Christmas tree lights get to their piney destination without being eaten by glass-chewing green heads that pop up from the floor! All of these events take place within the game worlds, so it's possible for smart players to check out the lie of the land in advance before committing themselves to a contest.

Of course, all of this kind of thing has been seen before, in Super Mario 64 , which offered a similar 'worlds within worlds' approach, and in fact had more levels squeezed into a cartridge half the size of Banjo-Kazooie's.

However, you only have to take one look to see what Rare have done with all the extra ROM space - they've used it to create some of the most stunning-looking environments ever seen on the N64, and indeed on any machine to date.

While early levels like Mumbo's Mountain could be accused of looking like Mario 64 with better detail Kazooie that doesn't have some well-designed texture slapped on it , the further you go into the game, the better it looks. Clanker's Cavern is a masterpiece of atmosphere, a polluted cylinder of rusty metal and garbage that somehow never looks quite as gross as you'd imagine. Its centrepiece is danker himself, a mammoth mechanical shark who despite being very nearly as long as the entire level is gorgeously animated.

His tail slowly wafts from side to side letting you climb up it and jump to other areas , his gills open and close, his fins send him bobbing ponderously up and down in the oil-slicked water-even his eyes track Banjo around the level!

The worlds themselves might not seem original if they're boiled down to one-liner descriptions -'the snow level', 'the Egyptian level', 'the haunted house level' -since Mario 64 also had these staples of platform gaming. What sets them apart from anything you've ever seen before is the sheer amount of detail in them.

The fantastic Mad Monster Mansion 'the haunted house level', if you will in particular looks good enough to stand as a game in its own right. The entire look of the game is generally cartoony, which is pretty much what you'd expect of a title where one of the title characters lives in the other's rucksack, but backed up with an attention to detail that bizarrely often makes it look more realistic than some games that strive for a believable look.

The only other N64 game that comes close to matching Banjo-Kazooie's glowing look of solidity is Forsaken , and while Acclaim's title has more impressive lighting effects, ultimately its hi-tech tunnels have a lot less variety. The music within the levels also varies, not just from world to world, but from section to section, smoothly segueing from one style to another as Banjo and Kazooie move around.

An early case is in Treasure Trove Cove, where the music goes from jaunty Caribbean steel drums to a sea shanty as you get nearer to a pirate ship, but there are plenty of other examples. As Banjo and Kazooie wander around Gruntilda's Lair, which is effectively a hub level that allows access to all the others, the standard music is a mutant version of Teddy Bears' Picnic, just far enough removed from the original to avoid any annoying legal problems.

Approach the entrance of Gobi's Valley and the musicians start to walk like Egyptians; head across the graveyard to Mad Monster Mansion and you get a mournful organ rendition straight out of Dracula's castle. The character select screen of Diddy Kong Racing played with the idea of changing the music to fit the moment, but Banjo-Kazooie grabs it, runs with it and plants it square on the touchline. Sound effects are also well done.

Even though Banjo and Kazooie's little yelps and squeaks do start to wear thin after a while, they never quite go so far as to become annoying. The 'speech' of the numerous characters is put across with appropriate burbling noises as the text of their conversations appears in bubbles on screen; Banjo has a germless yokel drawl, Kazooie a dry parroty squawk, Bottles the mole a muffled Kenny-style mumble and Gruntilda a demented cackle.

Even bit-part players like feathers and glass tumblers I kid you not get their own distinctive little wibbles. As well as the spot effects, there is also great use of atmospheric background noise.

Clanker's Cavern echoes with rusty squeaks and rattles as the metal muncher shifts against his bonds, Bubblegloop Swamp has an underpinning of mysterious croaks and gurgles from unseen swamp dwellers and, in a superb example of sonic subtlety, the higher you climb above Treasure Trove Cove, the quieter the music gets, until at the top of the island's lighthouse all you can hear is the wind blowing across the mountain.

Sheer class. In play, Banjo-Kazooie is very much of the Mario 64 school, though tightened up a great deal. Making the most difference is the vastly better camera control. Even though the basic functions are the same - rotate around Banjo, zoom in, zoom out - it's a lot smarter, most of the time avoiding the irritating habits of cameras where they can't decide where to position themselves.

Annoyingly and somehow inevitably , the few places where the camera really struggles to keep up with the action are the ones where you're at risk of losing a life if you make a wrong move. One particularly irksome section is in the depths of Clanker's Cavern, where air is scarce -a friendly fish provides bubbles for you, but because there's a huge block at the centre of the deep pool you're in the camera often gets stuck behind it, making it impossible for you to find the vital oxygen.

Another takes place over a sea of instantly-lethal lava, where just as you start to negotiate a twisting path the camera often decides to throw an eppy. These glitches aside, the camera does probably the best job to date in any 3-D platformer. Useful tricks include a 'look' mode where you get to see the world through Banjo's goofy eyes, which shows off the impressive amount of attention put into every object in the game, and by holding down the R button you get a kind of floating camera, making it easier to judge jumps, so most of the game will be spent with the shoulder button welded down.

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