In a relatively uncommon example of Rare leaping from one game straight into production on its sequel, Banjo-Tooie first saw the light of day on N64 consoles in late 2000. The plan was to carry over the fundamental gameplay and trademark sense of humour from Banjo-Kazooie, and make everything else bigger, bolder and better.
Which was just as well, as with nemesis Gruntilda exhumed by her coven (now back up to its full three members) and hellbent on a new and even more destructive scheme, Banjo and Kazooie were going to need a substantial kick up the arsenal and plenty of help from debutantes such as Jamjars, Honey B and Humba Wumba. Established mole sidekick Bottles was sadly out of the running for reasons including his temporary jaunt into the afterlife.
This timely sequel went down a storm with an audience already won over by its predecessor. The team's determination to expand the Banjo experience resulted in eight vast interconnected worlds, momentous boss battles, a sweeping parade of characters and transformations, all-new minigames and multiplayer modes, and of course the ability for bear and bird to split up and tackle challenges individually. Not to mention playable Mumbo. Oh yes, playable Mumbo.