Banjo-Tooie

Banjo-Tooie is the direct sequel to the popular Banjo-Kazooie, in which Gruntilda uses Weapons of Mass Destruction to destroy Iraq the Isle o' Hags and Banjo must stop her again.

Unused Music
The last four seconds of the Game Over theme cannot be heard in-game, as the game fades out to the title screen (complete with Grunty's laughter being imposed over the music) before the final segment can play. It's not too substantial a loss, as the full version is audible in the Banjo-Kazooie "Game Over" screen.

Unused Sounds
Two sounds from Banjo-Kazooie were retained in the sequel, albeit demoted to "unused".

The sound for collecting an extra life. Rare did away with extra lives for this game.

The fanfare played for opening a Note Door and collecting the final Jiggy of a world. Banjo-Tooie not only has no Note Doors, but nothing special happens upon getting the last of a world's Jiggys.

Unused Graphics
This icon is used for the Truck whenever a health display is forced onscreen (for example, if you hack the Truck into Old King Coal's fight). It's a grey silhouette of an unknown object with a question mark in it. Since the truck cannot get hurt, it has no regular health display.

The texture used for Honey B's chest. She wears a yellow top which covers up most of her breasts, so half of this texture is never actually seen in-game.

Unused Animations
The Truck has an animation for swimming, but it can't be seen normally because the only part of Witchyworld that has water is the Dive of Death...which is inaccessible as the Truck.

Bottles' Revenge
zu1Q_3fZ30M A dummied-out game mode which allows Player 2 to antagonize Player 1, which can be re-enabled with a GameShark code.

In this mode, the intro starts out normal at first but at the point where Bottles' soul emerges, he turns into a devil. Player 2 can now use Devil Bottles to take control of the baddies and try to hinder Banjo's progress. However, Devil Bottles is not available in boss battles, and will disappear when you enter a boss room.

Player 2 was to be able to control the bosses as well, but when Rare couldn't implement that in time they scrapped that concept and dummied out the rest (which is quite functional, mind you).

Version differences
Several things have changed in the XBox Live Arcade version of the game:
 * Framerate problems have been fixed.
 * Several textures have been redone. Some are simply in higher quality, while all talking head icons have been redone from scratch, and the speech font has been changed to match that in Nuts & Bolts.
 * The N64 cartridges containing the Stop 'n' Stop items have been removed. Instead, the Mystery Eggs and Ice Key are automatically earned upon collecting them in Banjo-Kazooie. The key and first three eggs unlock the same rewards as the original version, while the other eggs unlock XBox Live-related things. Heggy's dialogue is altered to suit, though anachronistically.
 * On the other hand, upon hatching all the original eggs, the N64 cartridges get replaced with Bronze, Silver, and Gold Mystery Eggs, which are part of "Stop 'n' Swop II".
 * The save option from the menu is gone, replaced with a menu where the secret tips from Jiggywiggy's temple are listed.
 * The Jinjos menu has been merged into the View Totals menu.
 * Minigames and bosses can be replayed to record times for leaderboards.
 * The Mario reference when talking to Loggo twice has been replaced with "That Well-Known Italian [plumber]".
 * The DK fridge magnet in the Workers' Quarters is now a BK magnet; the relevant quiz show question has been modified to match (the game that doesn't have a magnet is now Nuts & Bolts).
 * The DK doll Goggles holds has had his necktie removed, though it's still rather obviously DK. The relevant quiz question has been changed to "an adorable gorilla".
 * The quiz question about the button count of an N64 controller (10) has been changed to an X360 one (13).
 * Jamjars' rhyming speech involving button presses is ruined by the new controller mappings; no effort has been made to come up with new rhymes.