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SSB Banjo-Kazooie Symbol

A Jiggy, and Super Smash Bros.'s symbol for the Banjo-Kazooie series.

This page explains in detail the interactions between the Banjo-Kazooie and the Super Smash Bros. series.

Super Smash Bros. Ultimate[]

September 4, 2019

Super Smash Bros. Ultimate features from the Banjo-Kazooie series:

Banjo & Kazooie[]

File:SSBU Banjo.png

The titular brown bear and red-crested breegull were made available as DLC as the only fighter to the Banjo-Kazooie series. The default appearance is based on their appearance in the original game and Banjo-Tooie, alebit with graphical updates.
Banjo enters the stage by going through a Jiggy silhouette.

Banjo and Kazooie fight as a duo and similar Rosalina and the Duck Hunt dog, Banjo acts as the main body to deal damage on. However, Kazooie cannot get hurt or be separated from him. The only exception of her getting a hurtbox is when dashing with the Talon Trot, which Banjo sprints before it’s performed. They are also able to perform two midair jump as a reference to Feathery Flap, as well as a backwards jump for Flap Flip. Banjo's grabbing the ledge with one arm is also reminsicent of his ledge grab in Nuts & Bolts. Banjo & Kazooie also have attacks based on what they can perform in their games. While the initial neutral attacks and dash attacks are Banjo’s Claw Swipe and Forward Roll respectively; the rapid jab, down tilt, neutral aerial, back aerial, and down aerial reference Kazooie’s Rat-a-Tat Rap, Beak Barge, Wing Whack, an aerial version of her rapid jab, and Beak Buster respectively. They also preform attacks that require both characters to participate. They use Beak Bayonet as their forward tilt, Breegull Bash as their forward smash, and Bill Drill for their up smash.

Special attacks:

  • Neutral Special - Egg Firing / Breegull Blaster: Egg Firing involves Banjo crouching while Kazooie shoots a blue egg that bounces similarly to Mario's Fireball. The eggs were introduced in Banjo-Kazooie as common projectiles to fire off. If the special attack button is held, it transitions to Breegull Blaster, where Banjo holds Kazooie like a shotgun, as she fires eggs straightforward, although the eggs deal less damage. The move originates from Banjo-Tooie where it's taught in Mayhem Temple and the function starts to act like a first-person shooter.
  • Side Special - Wonderwing: Kazooie covers Banjo's eyes and Banjo charges forward. The move makes the duo invincible to most attacks, but it can only be used five times (or less depending on HP in Stamina mode) before red-awning back, as indicated by the Gold Feathers displayed above. The move is based on a move taught by Bottles in Clanker's Cavern, with that makes them be able to attack any enemies, with a limited gauge by Gold Feathers.
  • Up Special - Shock Spring Jump: The duo use the Shock Spring Pad to bounce upwards, almost similarly to Sonic and Mega Man. The Spring Pad can also deal minor damage when falling. The Spring Pad originates from Banjo-Kazooie that helps the duo perform a super jump that helps them navigate through certain areas.
  • Down Special - Rear Egg: Banjo crouches down while Kazooie deploys an explosive Grenade Egg backwards. The egg bounces until activated on a timer or when it hits an opponent. It can be grabbed as an item, but it can also be exploded even when held. The manner of how the move is performed is based on a mechanic in Banjo-Kazooie while the Grenade Egg originates from Banjo-Tooie.
  • Final Smash - The Mighty Jinjonator: Banjo and Kazooie summon the statue of the Jinjonator up from the ground. If it hits an opponent (it can only hit one), they will be sent into a cutscene in which the Jinjonator emerges from the stone and quickly rams into any trapped opponents multiple times, before charging forward for one final hit with four Jinjos following. This most likely references how the Jinjonator defeats Gruntilda in Banjo-Kazooie after four Jinjo statues are summoned from the ground.

Their name in the Boxing Ring stage is "Laid-Back Animals", which is possibly a reference to their personalities, though more so on Banjo's. As for Kazooie, this could reference more on either her spending most of the time in his backpack or even how the duo got lazy before the beginning of Nuts & Bolts.

All of Banjo and Kazooie's taunts and victory pose give different references to Banjo-Kazooie. The only exception is their up taunt, which has them perform their idle animation from Nuts & Bolts by having Banjo stretch. As for the other taunts, the side taunt has Banjo give a thumbs up while Kazooie faces from his behind, a reference to the pose in the opening sequence of the game; the down taunt his him preform two bows, a reference to when the animation when the two collect all 10 Jiggies in a given area or when they open a Note Door, with his iconic "Guh-huh!" from the opening cutscene. The latter pose is also seen in one of his victory poses, albeit less identical. Another pose has Banjo throw a Jiggy, the iconic collectable item in the game, and catch it before preforming a pose similar to his side taunt with his iconic "Guh-huh!" as well. The dance is a reference to one he makes whenever he collects a Jiggy. Finally, the other pose has them play their respective instruments while ending in a pose referencing the end of their intro movie.

Alternate outfits: File:SSBU Banjo palette.png

  • Brown (default)
  • Pink: Banjo resembles Mumbo Jumbo while Kazooie resembles her appearance from Nuts & Bolts.
  • Black: Banjo resembles Bottles the mole while Kazooie most likely resembles either the blue Jinjos or one of Kazooie's multiplayer colors in Banjo-Tooie’s Squawkmatch.
  • Red: Banjo resembles Tooty while Kazooie resembles either one of her four possible colors in Banjo-Tooie’s Squawkmatch or a chained breegull from Banjo-Kazooie: Grunty's Revenge.
  • White: Banjo resembles Boggy the polar bear while Kazooie resembles a gentoo penguin.
  • Yellow: Banjo resembles either one of his possible colors in Banjo-Tooie’s Squawkmatch, the first boss Targitzan from the same game, or a Jinjo; while Kazooie resembles Terry the pterodactyl.
  • Blue: Banjo resembles either the color of blue eggs or one of four possible colors in Banjo-Tooie’s Squawkmatch. while Kazooie resembles the color of red feathers. Both can also resemble either the respective colors of the Split-Up Pads in Banjo-Tooie. or the corresponding colors of their names in the Banjo-Kazooie series logo.
  • Green: The duo resembles Gruntilda's green skin and purple scarf respectively. This is the only skin that changes the color of Banjo and Kazooie's eyes and Banjo's necklace, as well as giving his shorts stripes.

Banjo and Kazooie's Classic Mode is called "Perfect Partners" and all of his opponents fight as a duo, referencing the bear and breegull working together. Some of the fights have stages that reference certain locations in Banjo-Kazooie. The fights are specifically:

  • Round 1: vs. Duck Hunt (Red) in Spiral Mountain. The background music is Main Theme - Banjo & Kazooie. Duck Hunt’s red palette seems to be the most resemblant of Banjo & Kazooie.
  • Round 2: vs. Rosalina & Luma in Tortimer Island. The stage is a reference to Treasure Trove Cove, which includes background music based on the remix of that location.
  • Round 3: vs. Ice Climbers in Summit. The stage is a reference to Freezeezy Peak, which includes background music from that location.
  • Round 4: vs. Link (Green) & Zelda in Mushroomy Kingdom. The stage is a reference to Gobi's Valley, which includes background music based on the remix of that location.
  • Round 5: vs. Fox (Purple) & Falco (Black) in Luigi's Mansion. The stage is a reference to Mad Monster Mansion, which includes background music based on the remix of that location.
  • Round 6: Diddy Kong & Donkey Kong in Jungle Japes. The background music is Donkey Kong Country Returns. Not only does this reference Donkey Kong Country games and Banjo-Kazooie originating from Rare Ltd., but Diddy Kong also references Banjo’s debut appearance being in Diddy Kong Racing.
  • Round 7: vs. Master Hand & Crazy Hand. This fits the theme of the two hands working as a duo, as well as a reference to the boss from Mad Monster Mansion, Motzand.

Spiral Mountain[]

File:SSBU SpiralMountain.jpg

Spiral Mountain is available as DLC for Challenger Pack 3 and the only stage to represent Banjo-Kazooie in the game, it's based on the starting area of every Banjo-Kazooie game, as Banjo’s house rests near the bottom of it.

The peak of the mountain acts as the main platform. However, the stage rotates as directed by the warning signal. This changes the overall layout of the stage and causing characters and objects on the spiral pathway to be pushed up or down, also changing the direction of gameplay while it rotates. Floating platforms occassionally appear, and there are moments where players can run on the wooden bridge leading to Gruntilda's lair.

Various characters appear in the background. These include Bottles and Mumbo on the peak; Jinjos, Buzzbombs, and Gruntilda in the air; and Tooty running to certain locations from below. There are also Extra Honeycomb Pieces and Extra Life statues in seen throughout the background.

When Hazards are turned off the additional platforms disappear and the mountain does not rotate.

Spirits[]

The game features 9 spirits from the Banjo-Kazooie series after unlocking the third challenger pack. Most of them are unlockable in Spirits mode through DLC Pack, where the player must win in a fight with specific conditions, simulating a fight against the spirit's character. Alternative unlock criteria are indicated when available. Most spirits can also be obtained as random rewards or by purchasing them from the in-game shop; this is only listed when it's the only way to unlock the spirit.

Fighter Spirits usually come in two alternative artworks, one based on artwork from the character's original series, and the artwork from Super Smash Bros. Ultimate itself; only the original series artwork is shown here.

# Name Image Origin Spirit stats Augmented fight / Unlock criteria Notes
1337 Banjo & Kazooie Banjo-Tooie Fighter spirit
Complete Classic Mode with Banjo & Kazooie
1338 Tooty Super Smash Bros. Ultimate Support (★★)
Poison Damage Reduced
Vs: Diddy Kong (Pink); Banjo & Kazooie
In: Spiral Mountain
Music: Main Theme - Banjo-Kazooie
•Rule: Defeat the main fighter to win

•The enemy shields often
•Magic attacks aren't as effective against the enemy

•The Banjo & Kazooie minion fighter references Banjo being Tooty's brother.

•The battle conditions reference Tooty's imprisonment at the hands of Gruntilda in Banjo-Kazooie, and how rescuing her is the titular duo's goal.

1339 Bottles Super Smash Bros. Ultimate Primary (★★) [Shield] Vs: Donkey Kong (Black)
In: Spiral Mountain (Bottles)
Music: Spiral Mountain
•Item: Pitfall

•The enemy is invisible
•The enemy favors side specials
•The enemy is easily distracted by items

The Invisibility rule and battle condition, which is shared with other spirit battles for ghost characters, likely references the events of Banjo-Tooie, where Bottles is killed by Gruntilda and spends most of the game as a ghost.
1340 Mumbo Jumbo Banjo-Tooie Primary (★★★) [Grab]
Magic Attack ↑
Vs: Gold Mii Swordfighter (Moveset 123?, Skull Kid's Hat, Ashley Outfit); Giant R.O.B. (Grey (non-East Asian versions))
In: Jungle Japes (hazards off)
Music: Mumbo's Mountain
•Rule: Defeat the main fighter to win

•You constantly take minor damage
•The enemy favors air attacks

•The Giant Gold R.O.B. minion fighter represents the Golden Goliath, a large golden statue Mumbo Jumbo can summon and temporarily control in the Mayahem Temple area in Banjo-Tooie.

•The stage references Mayahem Temple, a jungle-like area where Mumbo Jumbo is first available as a playable character in Banjo-Tooie. The stage also likely references to Mumbo's Huts from the Banjo-Kazooie series.

1341 Jinjos Super Smash Bros. Ultimate Primary (★★) [Neutral]
Can Be Enhanced at Lv. 99
Vs: Giant Mr. Game & Watch; Mr. Game & Watch x3 (Teal, Yellow, Red)
In: Summit(Ω form)
Music: Freezeezy Peak
•Rule: The enemy can deal damage by dashing into you

•Reinforcements will appear after an enemy is KO'd

•Their frequent down aerial attacks references the Jinjos ramming into Gruntilda's shield during the final battle of Banjo-Kazooie.

•The battle conditions reference how the Mighty Jinjonator is summoned during the final battle of Banjo-Kazooie by combining the other smaller Jinjos and ramming into Gruntilda's shield.

1342 The Mighty Jinjonator Super Smash Bros. Ultimate Primary (★★★) [Neutral]
Giant
Enhance the Jinjos spirit
1343 Jiggy Banjo-Kazooie Support (★)
Lightweight
Vs: Gold Kirby (Yellow) x5
In: The Great Cave Offensive
Music: Treasure Trove Cove
•Rule: Timed stamina battle

•The enemy falls slowly

•The fighters frequently jump and fall slowly, referencing how most Jiggies float in midair before being collected.

•This spirit battle represents obtaining a particular Jiggy in Glitter Gulch Mine, an underground mining level in Banjo-Tooie where the Jiggy was split into different pieces that must be collected individually.

1344 Gruntilda Super Smash Bros. Ultimate Support (★★★★)
Poison Power Up
Vs: Giant King Dedede (Green); Giant Dr. Mario x3 (Green)
In: Find Mii (Ω form)
Music: Vs. Klungo
•Hazard: Poison Floor

•Defeat the main fighter to win
•Stamina battle

•The three Giant Dr. Mario puppet fighters and the music represent Gruntilda's scientist assistant, Klungo, who is battled three times in Banjo-Tooie. The puppet fighters' frequent use of Megavitamins references Klungo's potion-throwing attack.

•The stage represents the top of Gruntilda's Lair, where Gruntilda is fought in Banjo-Kazooie.

1345 Buzzbomb Super Smash Bros. Ultimate Support (★)
Floaty Jumps
Vs: Ridley (Yellow) x3
In: Garden of Hope (hazards off)
Music: Spiral Mountain
•Rule: Stamina battle

•The enemy favors up specials in the air
•The enemy falls slowly

The battle conditions references the Buzzbombs' typical behavior of floating in the air and swooping down to attack the player.

Music tracks[]

After purchasing Challenger Pack 3, the game introduces 10 Banjo-Kazooie tracks. All of these tracks can be played in Spiral Mountain. Update to Ver. 8.1.0 on August 4, 2020 allowed any of these tracks to be played on Battlefield, Small Battlefield, Big Battlefield, and Final Destination stages.

Banjo & Kazooie also get a new victory fanfare. It is a remix of the theme that plays when collecting a Jiggy in Banjo-Kazooie. However, it's unavailable in the Sound Test and is therefore not listed here.

  • Main Theme - Banjo-Kazooie: This song is a fast-paced arrangement of the title theme for Banjo-Kazooie. The song repeats three times; the first loop is faithful to the original arrangement, the second adds a half-tempo techno beat, and the third removes said beat, adds orchestral instruments and an electric guitar, and raises the key from C major to E♭ major.
  • Spiral Mountain: This song is an arrangement of the theme for Spiral Mountain, the introductory area of Banjo-Kazooie.
  • Mumbo's Mountain: This song is a jazz-style remix of the theme for Mumbo's Mountain, the first level of Banjo-Kazooie. Compared to its source, it has a much faster tempo, but remains faithful to the original instrumentation.
  • Treasure Trove Cove: This song is a techno remix of the theme for Treasure Trove Cove, the second level of Banjo-Kazooie. It remains faithful to the original instrumentation, but adds a synthesized drum beat and flute in place of the original song's more acoustic choices.
  • Freezeezy Peak: Taken directly from the background track for the fifth level of Banjo-Kazooie, Freezeezy Peak.
  • Gobi's Valley: This is a 1960's surf pop-style remix of the theme for Gobi's Valley, the sixth level of Banjo-Kazooie. Due to the difference in style, the instruments are also changed from the original, featuring tremulous, clean electric guitars and an organ in place of the original's shehnai lead and backing strings. An extended remix of the theme for Gruntilda's Lair is also included in the second half, transposed to the cut-time beat of the rest of the song.
  • Mad Monster Mansion: This is a pop-styled remix of the theme for Mad Monster Mansion, the seventh level of Banjo-Kazooie. It begins in a style similar to the original's orchestral approach, then incorporates a techno drumbeat as the song progresses.
  • Vs. Klungo: This is an orchestral remix of the theme that plays when battling Klungo, Gruntilda's minion, in Banjo-Tooie. It remains faithful to the original instrumentation in the beginning, including use of a baritone saxophone as a main instrument, but also includes a tenor saxophone and later introduces additional electric guitars, orchestral elements, and a choir.
  • Vs. Mr. Patch: Taken directly from the background track for the boss fight against Mr. Patch, the boss of Witchyworld, in Banjo-Tooie.
  • Vs. Lord Woo Fak Fak: Taken directly from the background track for the boss fight against Lord Woo Fak Fak, the boss of Jolly Roger's Lagoon, in Banjo-Tooie.

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