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Title Screen


Also known as: Banjo to Kazooie no Daibouken (JP)
Developers: Rare (N64), 4J Studios (360)
Publishers: Nintendo (N64), Microsoft Game Studios (360)
Platforms: Nintendo 64, Xbox 360
Released internationally: December 3, 2008 (360)
Released in JP: December 6, 1998 (N64)
Released in US: June 30, 1998 (N64)
Released in EU: July 17, 1998 (N64)

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

To do:
This page is getting very large and could benefit from some reordering/subpages.

In Banjo-Kazooie, Mario fell into a nuclear power plant and mutated into a strange bear, while Yoshi became a bird stuck to his back. The same fallout transformed all the Power Stars and Red Coins into Jiggies and Jinjos.


Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Read about notable bugs and errors in this game.
Unused Text
Much like how many Jiggies there are, this game has a ton of unused text!

Debug Value Display

Exclusive to the US 1.0 version of the game is a debug system that can draw arbitrary values to the framebuffer with the CPU. These values can be floats and unsigned shorts (in decimal or hex), can be drawn in 1 of 7 colours, and at any size or position on the screen.

This may have had more extensive use during development, since there are only a few instances (below) left over in the final game. They trigger when the N64's video or audio interface encounters specific conditions, and they stall the CPU for 15 million instructions, to keep the message on-screen long enough to read. Some are known to have been encountered during normal gameplay.

Some custom values (non-vanilla) printed using the debug system. It includes auto-flowing to the next column, different colours, sizes, and value types.
Code 2000

This is triggered when a specific value is larger than a threshold. It then shows the value and threshold (2500) on-screen.

Code 2001

This is triggered when a specific pointer in RAM is null.

Code 2002

This appears to be triggered when the N64 audio interface is too busy.

Code 2005

This appears to be triggered when a specific OSMesg queue has no valid messages.

The following GameShark codes can be used to force these error codes to trigger.

Code 2000 Code 2001 Code 2002 Code 2005
8024012B 0001
80240287 0001
80240047 0001
80240447 0001

Banjo-Kazooie debug value 2000.png Banjo-Kazooie debug value 2001.png Banjo-Kazooie Random Numbers Last Battle.png Banjo-Kazooie debug value 2005.png

(Source: Wedarobi)

Test Map

Stonehenge has seen better days.

This simple test map consists of eight slopes arranged in a circle formation. All of them are too steep for Banjo and Kazooie to walk on in their normal forms, so they'll just slide down, though Banjo can walk up the slopes in any of his transformations. It was presumably used to test walking up steep slopes, both normally and with the Talon Trot. This map only exists in the US 1.0 version of the game.

The following code replaces Mumbo's Mountain with the test map. Any objects seen here are from Mumbo's Mountain.

8136ABFA 14D6
8136ABFC 0000

Unused Music

There are four unused songs that can be heard in-game by using one of the below GameShark codes. There are also two unused versions of the Click Clock Wood theme and an unused Mumbo Jumbo song called "Mumbo's Raindance".

8128189A ???? - U V1.0
812806DA ???? - U V1.1
812816BA ???? - E
812806DA ???? - J
(Source: Ferrox (GameShark codes), Banjordan's BK Lair, USF Central)


Value: 0039

The most famous due to theories of where it would be used. It's unknown exactly where it would've been used, but the internal name for the room which contains the entrance for Freezeezy Peak (Witch - Flr 2, Area 2 : Spooky/Advent) suggests that it may have been an early theme for that level. The entryway to Freezeezy Peak resembles a giant Advent calendar as part of its Christmas theming, furthering the connection.

Early Click Clock Wood #1 (House Summer)

Value: 0048

An unused variant of the Click Clock Wood theme. The name suggests that it may have been intended for Nabnut's or Gnawty's house.

Early Click Clock Wood #2 (House Autumn)

Value: 0049

Another unused variant of the Click Clock Wood theme.

Mumbo's Raindance (Rain)

Value: 004D

An unused song for Mumbo. A similar-sounding song would later appear in Banjo-Tooie for Mumbo's spells, suggesting that feature may have been intended for Banjo-Kazooie.

Unused Underwater Themes

The music tracks for several areas of the game contain MIDI channels which are never played. These make up the "aquatic" (underwater harp) versions of the music in several areas where it is impossible to swim underwater. To hear these in-game, use one of the music modifier codes from above, then stand near the entrance to Mumbo's Mountain in Gruntilda's lair.

Freezeezy Peak

Value: 0003

In-game, it is impossible to swim in the water in Freezeezy Peak because it is too cold (and also very shallow). While the player can become submerged using the walrus transformation, the music does not change.

Wozza's Cave

Value: 006B

As with its parent level of Freezeezy Peak, the water in Wozza's Cave is too cold to swim in and the music again does not change in the underwater tunnel accessible through the walrus transformation. It seems that at some point in development, this cavern was meant to be swam through instead of using the walrus.

This track can actually be heard during the normal game, albeit through an odd bug: if the Wozza's Cave BGM comes up in a "What level is this music from?" question in the Grunty's Furnace Fun quiz, this version and the regular version will play layered because the game is not told to mute the MIDI channels containing the harp sound.

It can also be heard without glitches by drowning in Wozza's Cave.

Rusty Bucket Bay Engine Room

Value: 0035

By far the oddest of the lot, as there is absolutely no place for swimmable water to exist in the engine room in Rusty Bucket Bay. According to Gregg Mayles on Twitter, he originally intended to flood the engine room, so this track is presumably a leftover from that.

(Source: Gregg Mayles on Twitter)

Unused Fanfares


Value: 005C

A shorter version of the Game Over fanfare (which has the internal name "Last Bit"). It might have been used for the Game Over screen before the cutscene was implemented.

Door Open

Value: 0037

This resembles the tune played when Mumbo transforms Banjo, albeit with softer instrumentation. It is later used in Banjo-Tooie if the player lets Dingpot replenish their items.


Value: 0019

This jingle is used when a player collects the unused random honeycomb.

Unused Graphics


Joss Whedon had nothing to do with this.

A firefly that looks similar to the Beehives' bees, even using the same sprite for its wings! It most likely would've appeared in Bubblegloop Swamp, adding extra atmosphere to the level.

2D Button Icons

BanjoKazooie-abutton.png BanjoKazooie-bbutton.png BanjoKazooie-cup.png BanjoKazooie-cdown.png BanjoKazooie-cleft.png BanjoKazooie-cright.png BanjoKazooie-lbutton.png BanjoKazooie-rbutton.png BanjoKazooie-zbutton.png BanjoKazooie-sbutton.png BanjoKazooie-dpad.png BanjoKazooie-cstick.png

2D button icons found near the dialogue font graphics. These were likely meant to appear in the dialogue instead of the button names.

Rusty Bucket Bay Toxic Pool


Most of the textures for the toxic pool in Rusty Bucket Bay can't be seen in-game normally since the water texture is completely opaque and Banjo can't swim under it.

Christmas Tree


A small graphic of the Christmas tree in Freezeezy Peak.



An unused dialogue icon for what appears to be a coconut.




An unused 2D tree dating all the way back to the N64 version of Project Dream.

Early Empty Honeycomb

Early Final
BanjoKazooie-emptyhoneycombearly.png BanjoKazooie-emptyhoneycombfinal.png

An early version of the empty honeycomb icon, which looks like an altered copy-paste of the filled honeycomb icon. The final version is redone from scratch and makes the difference between the two more distinct.

Early Hourglass

Early Final
BanjoKazooie-hourglassearly.png BanjoKazooie-hourglassfinal.png

An early version of the hourglass icon which has skulls on it.

Lockup's Mouth


The eye texture for the Lockup enemies in Treasure Trove Cove has a mouth that isn't visible in-game.

Flag Textures


Unused flag textures. An unused green flag model exists in the ROM.

Furnace Fun Podium


This texture is used on the other side of Grunty's podium in Furnace Fun. It can't be seen without glitches as there aren't any camera angles that show it and the podium disappears once Furnace Fun is completed.

(Source: Original TCRF research)

Unused Models


Hello, sailor.

This was probably intended to show up in one of the rooms in Mad Monster Mansion with all the other pictures.

Debug Stuff

SFX MAKE FIX KILL is my new band name.

These look like icons and text which would be used in a debug mode. No idea how they were used, though.


On vacation from what? You just sit there and wait for me to stop by!

This was very likely for use in Mumbo's hut in the Winter area of Click Clock Wood. Instead, a Beehive tells Banjo that Mumbo's on vacation.

BK Flag


A green flag that looks similar to the flags found in Boggy's sled race in Freezeezy Peak which has "BK" on it.

Unused Joints

Concert Cutscene Banjo-Kazooie - Unused Joints

Bk concert model unused joints.png

The skeleton for Banjo and Kazooie's intro concert cutscene model has three unused joints near Banjo's backpack (highlighted in blue in the picture, visualized by extracting the model data and viewing it in Maya). Based on its position within the model, this joint chain was likely intended to be used for animating the backpack's flap. The cutscene model is missing most of the backpack's polygons, though, so the joints end up being completely unnecessary. These joints are not present within the skeleton for Banjo and Kazooie's gameplay models.

Since the concert model is also missing a number of polygons around Banjo's back and the back of Kazooie's head, it's possible that the backpack was animated at an earlier stage in development but this was lost when some of the model's polygons were trimmed to improve the cutscene's framerate. It could be interesting to check if the backpack joints' positions and rotations are still being animated during the concert cutscene despite having no geometry assigned to them.

Random Honeycombs

Present in the game are unused random honeycombs which look exactly like regular ones. Upon collecting one, a short unused jingle will play and the honeycombs on Banjo's health bar will start flashing. After a couple of seconds, it'll stop and the currently lit honeycomb will now be how much health Banjo will have. GameShark code 81366CA4 0054 will re-enable the random honeycombs in the US 1.0 version.

Random honeycombs would later appear in Banjo-Tooie, but have a question mark or exclamation mark to differentiate them from normal honeycombs and also allow players to stop the roulette by pressing A.


The vent object hacked into the anchor room of Rusty Bucket Bay.

A global "vent" object is available within the game's code. It is a fully functional hazard that matches the aesthetics of Rusty Bucket Bay, and was likely used in that level as well as in place of the Grille Chompas outside of it. The vent remains closed until the player is within a certain proximity, at which point it will release steam on a fixed interval that will damage the player. It can't be killed or damaged.

Exit to Witch's Lair


An unused option for the pause menu was "Exit to Witch's Lair". This option would instantly return the player to Gruntilda's Lair from any level, without having to run back to the start pad. It's featured in a picture in the American and Australian instruction booklets, but absent again in the European one. The following GameShark codes will restore this option to the pause menu:

US v1.0 Europe Japan
80383080 0000
8136C4EC 002D
8136C4F0 3DCC
8136C4F2 CCCD
8136C4FC 004B
8036C4FE 0005
8136C500 3E4C
8136C502 CCCD
8136C50C 0069
8136C510 3E99
8136C512 999A
8136C51C 0087
8036C9B8 0000
8036C9B9 005A
8036C9C9 007D
8036C9D9 009C
8036C9BA 0005
813839F2 0100
8036CB0C 0000
8036CB0D 005A
8036CB1D 007D
8036CB2D 009C
8036CB0E 0005
81383B52 0100

Stop 'n' Swop

To do:
Updated info on Stop 'n' Swop from Paul Machacek
Maddening, isn't it?

If the player collects all of the Jiggies and then beats Gruntilda, Mumbo will show pictures of two Eggs and one Ice Key during the ending. These and four more Eggs can be obtained by using secret built-in codes: go to the sandcastle in Treasure Trove Cove and type in "CHEAT"; a cow moo will confirm correct entry. Now, enter any of these codes:

Code Description
NOW YOU CAN SEE A NICE ICE KEY WHICH YOU CAN HAVE FOR FREE In Wozza's Cave in Freezeezy Peak, the ice wall will disappear, allowing the player to go through into a room containing the Ice Key. Of note is that this was one of the first Stop 'n' Swop items to be obtained, due to the use of the "Press L to Levitate" GameShark code.
OUT OF THE SEA IT RISES TO REVEAL MORE SECRET PRIZES Sharkfood Island will rise out of the sea and the player will be able to enter it. Inside is a large structure that can be climbed to acquire the Pink Egg.
A DESERT DOOR OPENS WIDE ANCIENT SECRETS WAIT INSIDE In Gobi's Valley, the door which is normally always closed will be opened. Inside is a secret room with a sarcophagus which can be opened using a nearby switch. Inside the sarcophagus is the Blue Egg.
DONT YOU GO AND TELL HER ABOUT THE SECRET IN HER CELLAR In the wine cellar in Mad Monster Mansion, the keg which normally has an X printed on it will be opened. It leads to a secret room with the Cyan Egg inside.
AMIDST THE HAUNTED GLOOM A SECRET IN THE BATHROOM In the bathroom in Mad Monster Mansion, the Green Egg will appear on top of Loggo the toilet.
THIS SECRET YOULL BE GRABBIN IN THE CAPTAINS CABIN The Red Egg will appear in the Captain's Cabin in Rusty Bucket Bay.
NOW BANJO WILL BE ABLE TO SEE IT ON NABNUTS TABLE In Click Clock Wood, the Yellow Egg will appear on the table in Nabnut's house in Winter.

As soon as the player collects one of these, a new menu called "Stop 'n' Swop" will appear at the very end of the game totals, which shows all the secret items collected so far. None of these items have an effect in-game; they were intended to be used in various Rare-developed Nintendo 64 games by quickly swapping the cartridges after turning the power off, hence the feature's name. Each egg corresponded to a different game, and transferring the Ice Key to every game and back would unlock a final, grand bonus. Unfortunately, due to technical limitations, the feature had to be scrapped - the feature depended on powered-off N64s retaining Rambus memory for 10 seconds, but newer models starting in 1999 reduced the time down to just 1 second, and attempting to swap one cartridge for another and turning the power back on within this time would be exceptionally difficult. The only game known to contain any remnants of the feature aside from Banjo-Kazooie is Donkey Kong 64, which has data relating to the Ice Key. (Paul Mackacek confirmed on Twitter in 2020 that Stop 'n' Swop was functional between Banjo-Kazooie and Donkey Kong 64 when Nintendo told Rare the idea wasn't feasable.)

These codes are effectively permanent. New games started after these codes are input will begin with the locations unlocked, and new games started after the items are collected will still have them collected. The only way to erase these items is to use GameShark code 81283400 0000.

Rare reintroduced the concept in the Xbox Live Arcade release of Banjo-Kazooie: collecting the items both adds them to the player's inventory in Banjo-Tooie (which makes the breakable N64 carts drop different items for a "Stop 'n' Swop II") and unlocks rare parts in Banjo-Kazooie: Nuts & Bolts.

(Source: in Rare Gamer)

The mechanism

The original Stop 'N' Swop mechanism is left unused in Banjo-Kazooie but is still fully-functional.

On boot, the game scans all of main memory for a special 128-byte payload left behind by another game.

This payload starts with the magic number 0xC908C52F, contains data in the next 112 bytes (to transfer items between games), has 4 bytes of padding, and ends with two 4-byte checksums. If the magic number is present and the checksums are valid, the contents are transferred to an in-game word array, and then read by the game to make the relevant Stop 'N' Swop items accessible.

Receiving data from other games

The incoming payload should contain some or all of the values 0x108 through 0x10E inclusive:

Value Purpose
0x108 Makes the Yellow Egg appear (Click Clock Wood, Winter: Nabnut's Table)
0x109 Makes the Red Egg appear (Rusty Bucket Bay: Captain's Cabin)
0x10A Makes the Green Egg appear (Mad Monster Mansion: Loggo the Toilet)
0x10B Grants access to the Blue Egg (Gobi's Valley: Secret Chamber)
0x10C Grants access to the Pink Egg (Treasure Trove Cove: Sharkfood Island)
0x10D Grants access to the Cyan Egg (Mad Monster Mansion: Cellar)
0x10E Grants access to the Ice Key (Freezeezy Peak: Wozza's Cave)

Here's a payload that will unlock all 7 Stop 'N' Swop areas if placed in RAM before the game boots, and at any 128-byte boundary past the first ~1MB of memory (e.g. at 0x80200000)

To use with latest Project64:

  1. Enable the debugger (Settings > Options > Advanced > Enable debugger)
  2. Open Banjo-Kazooie, and hit F2 to freeze the game as early as possible
  3. Open the memory viewer (Debugger > View Memory)
  4. Paste the payload at the desired address, e.g. 0x80200000
  5. Close the viewer and hit F2 to resume the game
Make all Stop 'N' Swop items accessible
C908C52F 00000108 00000109 0000010A
0000010B 0000010C 0000010D 0000010E
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 638AE93A 22A1C3FD

Sending data to other games

The game also writes outgoing payloads into memory, meant to be sent to and read by another game. These are the values of one or more of the 7 SnS items you've collected in the game, represented by the values 0x100 to 0x106 inclusive. It also writes the value 0x1, but its purpose is unclear.

Value Purpose
0x1 (unknown)
0x100 Sends the Yellow Egg
0x101 Sends the Red Egg
0x102 Sends the Green Egg
0x103 Sends the Blue Egg
0x104 Sends the Pink Egg
0x105 Sends the Cyan Egg
0x106 Sends the Ice Key

Here's the payload meant to send all 7 Stop 'N' Swop items to other Rare games:

Send all Stop 'N' Swop items to other games
C908C52F 00000001 00000100 00000101
00000102 00000103 00000104 00000105
00000106 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 00000000 00000000
00000000 00000000 55E7E71F 32815BC5

Interestingly, the magic number 0xC908C52F, when shifted right by 2, gives the ASCII string 2B1K. The orderly presence of the letters B and K suggests that this is not a coincidence. But the meaning of the numbers 2 and 1 are unclear.

(Source: Wedarobi)

Unused Gameplay Demos

Present are four unused gameplay demos that can be seen at the title screen in the US 1.0 version by using the below GameShark codes.

(Source: Runehero123)

Spiral Mountain


80371F00 0001

A demo of Banjo running around in Spiral Mountain. Of the four unused demos, this one is the most complete and was probably intended to be used at one point.

Gruntilda's Lair


80371F00 0069

A short demo that takes place in the first room in Grunty's Lair. Banjo starts at the top of the slope near the first Note Door, slides down and walks towards the exit before the demo ends.

Freezeezy Peak


80371F00 0027
80371F03 0006

A demo of Banjo attacking a Sir Slush enemy in Freezeezy Peak. This demo desyncs partway through, causing Banjo to slide off the rooftop and run around in the water.

Rusty Bucket Bay


80371F00 003F
80371F02 005F

A very short demo that takes place in the Captain's Cabin in Rusty Bucket Bay. In this demo, Banjo attacks an enemy and jumps once before the demo ends.


Out-of-Bounds Level Geometry


Underneath the maze in King Sandybutt's tomb in Gobi's Valley is a large triangle that is never seen in-game.

(Source: Ferrox)

Song Name Oddity

The short fanfare that plays when a player completes Grunty's Furnace Fun is internally named "Note Door", indicating that it was intended to play when the player opens a Note Door at some point during development. In the final game, the Note Door fanfare uses the same fanfare for when the player collects all 10 Jiggies in a world (internally named "Jig 10").

Animation Filenames

The animations of Banjo and Kazooie firing eggs forwards and backwards are internally named "egg head" and "egg ass" respectively. These filenames would carry over to Banjo-Tooie.

(Source: Ferrox)

Mumbo Tokens

There are 116 Mumbo Tokens in the game, but if you aren't careful, only 115 can be collected. This is because two tokens in Mad Monster Mansion, one inside a breakable keg in the wine cellar and the other next to the Jiggy found by flushing down Loggo the toilet, have been assigned the same bit in memory, so collecting one of these causes the other to disappear.

There is a way to collect all 116 tokens legitimately: if you enter the cellar without collecting the token, then collect the token in Loggo, the token will still be there in the cellar. This is because the cellar remains partially loaded if you've been in it before.

Regional Differences

Title Screen

In order to accommodate the language difference and altered title, which translates to Banjo and Kazooie's Great Adventure, the Japanese version's logo was completely redesigned.

Japan International
Banjo-Kazooie-titleJP.png Banjo-Kazooie-title.png

Version Differences

Gnawty's House in Spring

In Click Clock Wood, there's a beaver named Gnawty who is locked out of his home. Normally, the player would destroy the rock in Summer and then return in Fall to claim a Jiggy (and return in Winter for an empty honeycomb).

In the US v1.0 and European versions of the game, it is possible to destroy the rock in Spring as well. To do so, the player must run around the area to the path which leads around the center tree, and position themselves so they're roughly above the area where the rock blocking the tunnel is. From here, the player would need to shoot down eggs to destroy the rock (it's difficult, but possible). Alternatively, the player can use the Beak Buster attack above Gnawty to access the "walk underwater" glitch.

Should the player destroy the rock, the camera will show the flower (or the place where it would be if the player has not planted it). The player will then be able to jump down and swim into the tunnel. While it does exist (despite there being no way to enter it during the normal course of the game), it is untextured, and just leads into nothingness from which the player can jump into the void.

The rock in the Spring area was made indestructible in the US v1.1, Japanese, and XBLA versions of the game.

Slippery Slopes

In US v1.0 and European versions, when Banjo is on a slope that is too steep/slippery, he'll be able to stand on it for a couple of seconds before sliding off of it. In the US v1.1, Japanese, and XBLA versions, Banjo will instantly slide off it. This fixes a glitch where the player can climb to the top of the termite mound in Mumbo's Mountain without having to transform into the termite.

Well Collision

In US v1.0 and European versions, you can get out of bounds through the top of the inside of the well in Mad Monster Mansion. In the US v1.1, Japanese, and XBLA versions, the top of the well has collision which prevents this.

Xbox 360 Differences

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Other stuff, if any.

A "redooie" of sorts was released by 4J Studios for the Xbox 360's "Xbox Live Arcade" service on November 26, 2008 worldwide. This version of the game was later used for Rare Replay, running on Xbox One models via software emulation. It appears to have been completely rebuilt for the 360 rather than trying to emulate N64 hardware, and therefore has several major structural changes.

Gameplay Changes

  • Notes now stay collected permanently (like the sequels), substantially lowering the difficulty of collecting them all. In the N64 version, every Note in an area had to be collected in one visit and one life.
    • This change resulted in a bug: Notes collected during the scenes of Bottles' Bonus Puzzles would not count but remain in their collected state, rendering them permanently lost. This was later fixed.
  • The Xbox 360 version takes advantage of the second analog stick to refine the camera movement.
    • This introduces a bug where a player can cause Banjo to die during the Rusty Bucket Bay demo and gain control of the game during the demo.
  • The Stop 'n' Swop items are automatically available if the console has a Banjo-Tooie or Nuts & Bolts save on it. Collecting them leads to bonuses in said games, mimicking the original intent.
  • Pressing L + R + B to skip dialogue no longer works. This feature was undocumented in the N64 versions.
  • The N64 version allows the player to enter any number of cheats in Treasure Trove Cove's sandcastle, but the third cheat input (not counting those that the player got legitimately from Cheato and Bottles as well as the Stop 'n' Swop cheats) will erase the game file. In the Xbox 360 version, entering any cheat except for those given by Cheato and Bottles will disable saving for the current playthrough and remove the player's score from the leaderboard. Oddly enough, there is no penalty for inputting too many cheat codes in the Xbox 360 version, even though all the text about erasing the savefile still shows up.

Visual Changes

Nintendo 64 Xbox 360
BanjoKazooie DrawDistanceOld.png BanjoKazooie DrawDistanceNew.png

The draw distance has been stepped up significantly, meaning objects no longer fade-in or stop animating from a distance. This is made even more clear with a bump in resolution and aspect ratio.

Nintendo 64 Xbox 360
:D :V

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. One infamous change above concerns the... "upgrades" to the HUD textures. The rerelease has recreated them using the in-game models, presumably because the promotional models the N64 used were lost or otherwise unusable.

Nintendo 64 Xbox 360

The poster found in one of the Rusty Bucket cabins previously featured Berri from Twelve Tales: Conker 64. Since that game was given a major overhaul after the initial release of Banjo-Kazooie, the poster was changed to instead feature Conker from Conker's Bad Fur Day (pulled specifically from the cutscene where Mr. King Bee pollinates the sunflower) for the Xbox 360 release.

Nintendo 64 Xbox 360
BanjoKazooieN64-fpentrance.png BanjoKazooie360-fpentrance.png

In the N64 version, the textures surrounding the entrance to Freezeezy Peak are incorrectly stretched. This was fixed in the Xbox 360 version.

(Source: http://banjokazooie.wikia.com/wiki/Banjo-Kazooie_(Xbox_Live_Arcade)
Nintendo 64 Xbox 360
BanjoKazooie-nintendoxylophone.png BanjoKazooie-microsoftxylophone.png

Most Nintendo references have been removed:

  • The N64 "N" no longer exists on the start-up screen, leaving a very awkward change in pacing as the Buzzbomb whizzes by... nothing.
  • The Nintendo logo on Mumbo's xylophone is replaced by a Microsoft Game Studios one.
  • Banjo still plays a Game Boy to represent File 3, but the startup noise no longer plays.


  • The higher framerate of the Xbox 360 version fixes many clip based glitches.
  • Firing eggs from behind before grabbing the Jiggy from Napper the Ghost will often crash the Xbox 360 version.
  • Constantly exiting and entering the file select on the Xbox 360 version (by signing in and out about 30 times) will cause a state called corruption, where many models become stretched out and distorted. In this state, many things will cause the game to crash.