|Platform(s)||Xbox One, Visus Sphere|
|Single-Player, Multi-Player (Co-Op)|
|Genre(s)||Action-Adventure, 3D Platformer|
Taking place roughly 2 years after Banjo-Tooie, Gruntilda has with her own skull somehow constructed a cybernetic suit for herself while she's collected her old bones to attempt to truly resurrect herself. Meanwhile Banjo & Kazooie have been exploring new locations as per request of Master Jiggywiggy. However Gruntilda knowing the threat Banjo & Kazooie could place on her plans captures Master Jiggywiggy while the Bear and Bird duo are back at home to stop them from reaching her new Airship, The Witch's Fortune. Now with Master Jiggywiggy abducted and all the Jiggies scattered across the world it's up to Banjo & Kazooie along with assistance from a few friends to reclaim the Jiggies and defeat Gruntilda before she can bring her body back to life.
The game functions surprisingly similar to previous entries in the series, depsite the long time period between Banjo-Tooie and Banjo-Threezie. Aside from the camera being a little bit further zoomed out than before the controls are what would be expected of a standard 3D Platformer and allows the player to run, walk, sprint, jump and perform a variety of actions. A large percentage of abilities from the previous two games return as listed below.
|Banjo-Kazooie Returning Abilities||Banjo-Tooie Returning Abilities||New Abilities (Learnt In-Game)|
|Beak Barge||Peck||Falcon Flight|
|Beak Bomb||Beak Bayonet||Pelican Propellor|
|Climb||Bill Drill**||Phoenix Wings|
|Dive||Breegull Bash||Flight Lance|
|Egg Firing||Claw Clamber Boots||Razor Claw Roll|
|Flap Flip||Grip Grab||Stone-A-Pult|
|Flight||Spring Step Shoes||Claw Crusher|
|Forward Roll||Talon Torpedo||Wing Shovel|
|Rat-A-Tap Rap||Scuba Targetting|
|Shock Spring Jump||Spiralling Tornado|
- - Talon Trot replaces Stilt Strider
- - Bill Drill replaces Beak Buster
Falcon Flight - Increased Flight speed and allows the duo to bust through weak barriers like leather.
Pelican Propellor - Increased Swimming speed and allows the duo to charge through enemies at the cost of one red feather.
Phoenix Wings - Kazooie envelops her wings in Fire and performs a wide scoop attack to heavily damage and burn enemies at close range, this attack can leat into Wonderwing if timed correctly.
Flight Lance - Kazooie shoots out of Banjo's Back pack and Banjo grabs onto Kazooie's legs, the two take flight and Kazooie is able to fly through any barrier, this ability costs 10 Red Feather to be used and additional feathers to maintain/gain altitude.
Razor Claw Roll - Banjo performs what seems to be his Forward Roll however reveals his claws right before he gets into the roll making him dangerous to any weak enemies he comes into contact with as well as various obstacles in enclosed spaces. Unlike Forward Roll, Banjo can keep up his momentum by expending a Red Feather each time for Kazooie to give Banjo an extra push.
Stone-A-Pult - Banjo pulls Kazooie out of his back pack and lifts her behind his shoulders as she entrenches her feet in the ground, upon letting go of the button Banjo flips Kazooie over causing Kazooie's feet to launch a boulder from within the ground at enemies from a distance. the range can be altered with the bumper buttons.
Claw Crusher - Banjo performs a forward dive and lunges at his enemy with claws unseathed. This attack deals high damage although leaves Banjo vulnerable for a few seconds afterwards.
Wing Shovel - Kazooie extends her wings in front of Banjo creating a giant shovel while Banjo runs allowing them to pick up various obstacles and heave them out of the way.
Aerial Targetting - An advancement of the aiming feature from previous games, with it the player now locks onto their target and can swap which enemy they're targetting with the Right Analog Stick. This ability is pre-learnt.
Scuba Targetting - An Advancement of the aiming feature from previous games, with it the player now locks onto their target and can swap which enemy they're targetting with the Right Analog Stick. This ability is pre-learnt.
Spiralling Tornado - Banjo extends his arms out while Kazooie extends her wings, the two begin spinning rapidly taking flight temporarily completely destroying any aerial enemies at close range although leaving them vulnerable to aerial ranged attacks.
Honeycombs return as the Health Bar for the game functioning like they did in previous Banjo-Kazooie Games. The player can obtain more Honeycombs by collecting Honeycomb segments, now broken pieces of a complete Honeycomb instead of whole Honeycomb pieces. The player starts out with 6 Honeycombs to start and can find a total of 24 more for a total of 30 Honeycombs. In addition hidden in Snowflake Mountain is a Tribal Elder who will give Banjo a magic syrup that will bolster his health effectively doubling it and turning his Honeycombs Cyan in colour.
Replacing the Honeycombs as Healing Items however are the Honey Pots and Honey Globs. These commonly erupt from enemies when defeated allowing Banjo to recover health. Honey Globs restore 1 Honeycomb while Honey Pots restore 4 Honeycombs. Honeypots are much rarer on common enemies however.
Feathers once again return in Banjo-Threezie acting as ammunition for some of Kazooie's more powerful attacks. Both Red and Golden Feathers return Golden Feathers being used for Wonderwing and Charge Attacks while flying while Red Feathers are simply used for powerful attacks and while in flight to maintain altitude.
In addition a few new Feathers are introduced which simply function as multiples and are usually given in more hidden containers or by tougher enemies.
Transformation Amulets are items found in the early Worlds of Banjo-Threezie that have inscribed symbols on the back which allow Mumbo Jumbo to transform Banjo & Kazooie into a variety of forms. They are not very difficult to find and the first is actually received after defeating Klungo in Spiral Mountain. Each Transformation Amulet matches one of the forms and use Blue and Red Crystals to indicate where Banjo & Kazooie fit in the transformation.
Jiggies are one of the major goals of Banjo-Threezie (aside from the boss fights) to progress through the game. Certain amounts are necessary to access new worlds and like Banjo-Tooie the player doesn't lose them upon use. Collecting all Jiggies will restore the Jiggywiggy Temple unlocking the portal to Memory Lane (the Boss Rush mode of the game). When accessing new worlds the player must solve picture puzzles to access the new world, these picture puzzles feature distant views of the world and thus aren't a still image making the puzzles more difficult.
Jinjos once again appear as collectibles in each World, every world has 12 Jinjos to find which can usually be found hidden away or protected by a large group of enemies. There are a total of 288 Jinjos, upon which obtaining all of them will change Spiral Mountain to a sort of festivity style having the Jinjos appear all over Spiral Mountain. In addition the player will be able to transform Kazooie at any of Mumbo Jumbo's Huts into a Winged Jinjo (similar to the Dragon form from Banjo-Tooie) in this form Kazooie replaces her Beak Barge attack with a Magic Casting Attack.
Across every World in Banjo-Threezie are a large amount of Notes to be collected, Notes can be hidden in plain sight or require mini-puzzles to be solved, they can be inside boxes, barrels and other containers or require an ability obtained later in the game. There are a total of 120 Notes in every level which when found will alter the appearance of the Levels scenery in various ways as well as the music itself. Collecting all 120 Notes is part of a 100% completion and the True Ending.
New in Banjo-Threezie are the Cobalt Notes, the Cobalt Notes are alternatly coloured notes only found once an are has been fully completed in all other circumstances, Cobalt Notes are more well hidden than their golden counterparts although there are only 20 in each world to find. Obtaining all the Cobalt Notes will unlock a third Scenery Change and Music Change for the world as well as allow the player to choose which scenery they want when they go to said world.
|World||Original Scenery||Gold Note Scenery||Cobalt Note Scenery|
|Dust Bunny Hills||Dusty||Sandy||Sooty|
|Wet Foot Lake||Forest||Prehistoric||Icy|
|Gas Jet Alley||Downtown||Wild West||Noire|
|Shock Stop Rapids||River||Jungle||Flood Plains|
|Bubblegloop Swamp||Swamp||Clear Lake||Jungle|
|Feather Grass Field||Tall Grass||Wheat||Prehistoric|
|Big Red Pit||Mineral||Icy||Starry|
|Glitter Gulch Mine||Gemstone||Glass||Mineral|
|Dino Bone Tower||Prehistoric||Mechanical||Rocky|
|Steam Flood Caverns||Steamy||Foggy||Sparkling|
|Oddity Point Ridge||Abstract||Starry||Sandy|
|Claw Tail Islands||Tropical||Winter||Blossom|
|Mumble Grumble Jungle||Jungle||Autumn||Mechanical|
|Hailfire Peaks||Fire & Ice||Light & Dark||Grassy & Mechanical|
|Crater of Soot||Sooty||Dusty||Sandy|
|S.S. Whiteye||Pirate Ship||Inflatable Raft||Ghost Ship|
|Thunder Touch Docks||Stormy||Sunny||Hailing|
|The Witch's Fortune||Mechanical||Futuristic||50's Future|
Scattered across each world are the Crystal Bones, a large array various bones ranging in size and shape totalling up to 173 Bones across all the worlds. The Crystal Bones once collected will allow Mumbo Jumbo to cast a spell called "Enemy Change" which will swap enemies' colourations and in some instances their physical appearance. This affects all enemies at once and does affect the Bosses found in the Memory Lane Sub-Game.
Like in previous Banjo-Kazooie Games Eggs are an ammunition Kazooie uses to attack enemies from a distance. All five Egg Types from Banjo-Tooie return as well as 4 new Egg Types.
In Co-Op Mode the second player takes control of Congo the Raptor and Marimba the Pterodactyl, prehistoric equivalents of Banjo & Kazooie respectively. The two function identically to their modern counterparts.
Co-Op mode has a Split-Screen Set-Up with Banjo & Kazooie on the left and Congo & Marimba on the right. Both Players have half the regular health of a Single-Player Mode and only gain half a Honeycomb from each level. In addition in Co-Op Mode beating it unlocks 4 more alts for either player to choose when playing Co-Op. In addition upon unlocking these four alts the players can mix and match Characters from different alts together.
|Combo||Character 1||Character 2|
|Classic||Banjo the Bear||Kazooie the Breegull|
|Prehistoric||Congo the Raptor||Marimba the Pterodactyl|
|Cavernous||Cymbal the Mole||Castanet the Bat|
|Swamp||Viola the Alligator||Accordian the Ibis|
|Volcanic||Sitar the Goat||Melodica the Pheasant|
|Jungle||Taiko the Gorilla||Tambourin the Toucan|
- Banjo the Bear - The Easy-Going and laid-back bear of the duo, Banjo is the at times slow thinking half of the pair although unlike Kazooie Banjo is Well-Mannered preferring to use titles when talking to various characters. While it's uncertain of how brave Banjo actually is he has shown motivation when the time arises.
- Kazooie the Breegull - The sassy, hot-tempered breegull, Kazooie is a loud-mouthed individual who often speaks her mind irregardless of how it might make them feel. Kazooie does mean well however and tends to only act rude to those who initiated the name-calling. Unlike Banjo however Kazooie is always up for adventure and takes joy in beating evil individuals like Gruntilda.
- Gruntilda the Witch - A power hungry and vile witch, Gruntilda is overconfident in her plans, regardless of how many holes they seem to have. Gruntilda is at times ruthless torturing and even killing individuals no matter how close to her they are while at other times being comedic including on occasion breaking the fourth wall. Gruntilda's plans have rarely benefited her in any way and based on her current state they probably won't be getting much better.
- Bottles the Mole - A bit of a guide to Banjo & Kazooie, Bottles helps the duo remember their various abilities and gives them tips on things to do in the various worlds. Bottles means well when he talks to the duo although often bickers with Kazooie due to her rudeness towards him. Bottles
- Mumbo Jumbo the Shaman - The broken english speaking Shaman, Mumbo Jumbo is a close friend to Banjo and almost always is willing to help out especially when it can benefit his shaman skills. Mumbo Jumbo is proficient in transformation magic, able to turn Banjo and Kazooie into a variety of forms to help them on their quest.
- Klungo the Servant - The reluctant servant of Gruntilda, Klungo has returned to Gruntilda under several conditions (most likely a Health Plan based on his appearance). Willing to do the dirty work to stop Banjo and Kazooie from getting to his boss, Klungo is also a surprisingly proficient mechanic as he can build a variety of machines to hinder the pair's progress.
- Helter Skelter the Super Computer - Gruntilda's new assistant, this super computer is directly connected to the Witch's Fortune and overlooks its defences. Helter Skelter seems to have developed its own personality being both sadistic and sarcastic towards Banjo and Kazooie when they confront it. Helter Skelter doesn't think very much of the duo referring to them as "ancient technology" possibly indicating Helter Skelter having a superiority complex.
There are a total of 24 Worlds for Banjo & Kazooie to explore some of which return from Banjo-Kazooie and Banjo-Tooie although most are new to the game. Aside from the first two worlds each world requires Jiggies to access with each one requiring progressively more. However as the player does not use Jiggies as they gain access to new worlds the overall amount required for each world in comparison to it's predecessor does not increase substantially.
|World||Jiggies Required||Jiggies In-World||Jinjo Colour||Crystal Bones||Boss|
|Dusty Bunny Hills||2||0||10||Grey||3||Vacuum Wolf|
|Wet Foot Lake||3||2||10||Cyan||3||Locky Snake|
|Gas Jet Alley||4||4||12||Violet||4||Leaky the Kid|
|Shock Stop Rapids||6||10||15||Gold||5||Anglow Fish|
|Bubblegloop Swamp||7||16||15||Turquoise||5||Klunk Tank|
|Feather Grass Field||8||23||15||Green||5||Great Grassy Condor|
|Thornway Cliffs||9||31||18||Lime||6||Mr. Sabbar|
|Big Red Pit||10||41||20||Maroon||6||Diggzy|
|Glitter Gulch Mine||11||53||20||Pink||7||Queen of Diamonds|
|Dino Bone Tower||12||66||22||Black||7||Rex|
|Snowflake Mountain||13||81||23||Sky||7||Shard-Leg Spider|
|Steam Flood Caverns||14||99||25||Magenta||8||Diggzy's Mining Maniac|
|Oddity Point Ridge||16||140||27||Brown||9||KFO (Klungified-Flying-Object)|
|Oasis City||17||163||28||Mint||9||The Co-Co Brothers|
|Claw Tail Islands||18||188||28||Navy||9||Capri & Canci|
|Mumble Grumble Jungle||19||213||30||Emerald||10||Spirit Horn|
|Hailfire Peaks||20||240||30||Red||10||Momma Bomba|
|Crater of Soot||21||268||32||Burgundy||11||Sneezey Snout|
|Thunder Touch Docks||23||330||35||Dark Yellow||11||Gruntildabots|
|The Witch's Fortune||24||450||35||Jade||12||Cyber Grunty|
Like in previous Banjo-Kazooie titles the duo are able to turn into a variety creatures and objects to help them progress through the various stages. This time however Kazooie also appears as part of the Transformations in some way.
|Transformation||Banjo Component||Kazooie Component||Function|
|Drilling Tank||Body||Drill Bit||Allow the Duo to burrow through weakened earth to open up new locations|
|Helicopter||Body||Helicopter Blades & Hook||Allows the Duo to pick up certain objects too heavy for Banjo to normally life and move them via air|
|Mummy||Skeleton||Wraps||Allows the Duo to pass by Mum-Mums unnoticed as well as through certain doors for "Enemies Only"|
|Slug||Body||Eyes||Allows the Duo to slip through cracks in walls to access secrets and new areas|
|Sports Car||Frame||Wheels||Allows the Duo to ascend up steep ascents|
|Palm Tree||Trunk||Leaves||Plants seeds to grow into vine paths as well as carry water from one location to another|
|Bull||Body||Horns||Allows the Duo to plow through blockades with ease that even Grenade Eggs cannot break|
|Washing Machine||Main Body||Door||Cleans Clothing and allows the Duo to enter through "Machinery Only" doors|
- The game features the most worlds, Jiggies and overall collecitbles of the three main series games although this is partly due to the technology available at the time
- Unlike Banjo-Tooie there is not a new move taught in every world instead there is one taught every third world (starting from the second world) with the 18th World having 2 new moves
- Mr. Sabbar's surname comes from the Arabic translation of the word Cactus
- The Gruntildabots are encountered in such an order that as the player progresses they start out looking like Gruntilda normally does however when the player reaches the last one it looks like Gruntilda at the end of Banjo-Kazooie if the player loses