Full Banjo Kazooie Soundtrack - Nintendo 64 [HQ]




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Published on Sep 7, 2013

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0:00 - Opening Song
1:33 - Title Screen/Spiral Mountain
4:43 - Gruntilda's Lair
7:58 - Mumbo's Mountain
12:15 - Treasure Trove Cove
16:19 - Clanker's Cavern
20:23 - Bubblegloop Swamp
24:38 - Gobi's Valley
28:57 - Freezy Peak
33:03 - Mad Monster Mansion
37:20 - Rusty Bucket Bay
41:14 - Click Clock Wood (All 4 Seasons)
59:31 - Grunty's Furnace Fun
1:02:56 - Final Battle/ Grunty Boss Fight
1:06:14 - Invincibility
1:07:20 - Wading Boots
1:08:30 - Turbo Trainers

Developer(s) Rare
4J Studios
(Xbox Live Arcade version)
Publisher(s) Nintendo 64
Xbox Live Arcade
Microsoft Game Studios
Designer(s) Gregg Mayles
Artist(s) Steve Mayles
John Nash
Composer(s) Grant Kirkhope
Series Banjo-Kazooie
Platform(s) Nintendo 64, Xbox 360 (XBLA)
Release date(s) Nintendo 64
NA June 29, 1998
EU July 17, 1998
AUS July 24, 1998
JP December 6, 1998
Xbox Live Arcade
NA December 3, 2008
EU December 3, 2008
AUS December 3, 2008
JP December 3, 2008
Genre(s) Platforming, action-adventure
Mode(s) Single-player

Banjo-Kazooie is a platform video game developed and published by Rare for the Nintendo 64 video game console. It was first released on June 29, 1998 in North America and on July 17, 1998 in Europe, and later re-released as an Xbox Live Arcade game for the Xbox 360 on December 3, 2008. Banjo-Kazooie is the first installment in the Banjo-Kazooie series, and chronicles the titular characters' encounter with series antagonist Gruntilda. The game's story focuses on Banjo and Kazooie's efforts to stop Gruntilda's plans to switch her beauty with Banjo's sister Tooty. The game features nine open levels where the player must complete a number of challenges like solving puzzles, jumping over obstacles, gathering objects, and defeating opponents.
Banjo-Kazooie was under development for more than two and a half years and was originally intended to be an adventure game for the Super Nintendo Entertainment System. The game was a critical and commercial success, selling nearly two million copies in the United States and receiving aggregated scores of 92% and 93% from Metacritic and GameRankings respectively. The game was praised for its detailed graphics, immersive sound, and intricate level design. In 1999, it received two awards from the Academy of Interactive Arts & Sciences: "Console Action Game of the Year" and "Outstanding Achievement in Art/Graphics". The critical and commercial success of Banjo-Kazooie led to the release of a sequel, Banjo-Tooie, which was also developed by Rare for the Nintendo 64.

Each level is composed of a number of challenges that include solving puzzles, jumping over obstacles, gathering objects, and defeating opponents. The game also features some elements of action-adventure games. Players often have to speak with NPCs and then figure out a way to help them. It is also possible to increase Banjo and Kazooie's energy bar by collecting extra honeycombs that are hidden throughout the levels. Banjo and Kazooie can perform a wide range of abilities, such as jumping, climbing, swimming, flying, and rolling into enemies. Most of these moves are learned by finding a friendly mole inside the worlds. Some moves require specific items so that they can be executed; for instance, red feathers are used for Banjo and Kazooie to fly, while gold feathers shield them from all damages. Some items also allow the character to gain temporary abilities in a particular moment; for instance, the turbo trainers provide a speed burst to reach a certain destination on time.


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