Banjo: Difference between revisions

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Banjo chronologically debuted in ''{{s|mariowiki|Diddy Kong Racing}}'' as one of the eight starter characters, which takes place before his partnership with Kazooie. He and {{s|mariowiki|Conker the Squirrel}} were recruited by [[Diddy Kong]] to help defeat the intergalactic pig wizard {{s|mariowiki|Wizpig}}. He is the second-heaviest character, and races in aqua-colored vehicles.<ref>[http://www.thevgatv.com/resources/N64/Diddy-Kong-Racing.pdf ''Diddy Kong Racing'' instruction manual]</ref>
Banjo chronologically debuted in ''{{s|mariowiki|Diddy Kong Racing}}'' as one of the eight starter characters, which takes place before his partnership with Kazooie. He and {{s|mariowiki|Conker the Squirrel}} were recruited by [[Diddy Kong]] to help defeat the intergalactic pig wizard {{s|mariowiki|Wizpig}}. He is the second-heaviest character, and races in aqua-colored vehicles.<ref>[http://www.thevgatv.com/resources/N64/Diddy-Kong-Racing.pdf ''Diddy Kong Racing'' instruction manual]</ref>


Banjo's first proper adventure, however, occurrs in ''Banjo-Kazooie''. The evil witch Gruntilda, upon hearing that Tooty is the prettiest girl of all, kidnaps her and attempts to use a machine to steal her youth and beauty. Banjo oversleeps while this is happening, but soon awakens and begins his journey to rescue his sister. With the help of Bottles, the move-teaching mole, Banjo and Kazooie navigate through Gruntilda's Lair, a complex cavern in Spiral Mountain with links to many disparate worlds.
Banjo's first proper adventure, however, occurrs in ''Banjo-Kazooie,'' where Banjo and Kazooie have sex. The evil witch Gruntilda, upon hearing that Tooty is the prettiest girl of all, kidnaps her and attempts to use a machine to steal her youth and beauty. Banjo oversleeps while this is happening, but soon awakens and begins his journey to rescue his sister. With the help of Bottles, the move-teaching mole, Banjo and Kazooie navigate through Gruntilda's Lair, a complex cavern in Spiral Mountain with links to many disparate worlds.


Throughout the lair, Banjo primarily runs, swims underwater, and talks to the various inhabitants of each world. Although Kazooie performs most of the duo's abilities, Banjo is nevertheless capable of performing a few attacks, such as the Claw Swipe and Forward Roll, while the friendly shaman Mumbo Jumbo can also transform him into various creatures and objects that allow him to bypass certain obstacles. After the pair get through the lair and confront Grunty at its peak, they ultimately summon [[The Mighty Jinjonator]] to push her off the tower to her doom; she crashes into the ground and is buried by the ensuing debris.
Throughout the lair, Banjo primarily runs, swims underwater, and talks to the various inhabitants of each world. Although Kazooie performs most of the duo's abilities, Banjo is nevertheless capable of performing a few attacks, such as the Claw Swipe and Forward Roll, while the friendly shaman Mumbo Jumbo can also transform him into various creatures and objects that allow him to bypass certain obstacles. After the pair get through the lair and confront Grunty at its peak, they ultimately summon [[The Mighty Jinjonator]] to push her off the tower to her doom; she crashes into the ground and is buried by the ensuing debris.
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