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Quiz about BanjoKazooie and Super Mario 64
Quiz about BanjoKazooie and Super Mario 64

"Banjo-Kazooie" and "Super Mario 64" Quiz


"Banjo-Kazooie" and "Super Mario 64" are from the same genre and were released on the same system, the N64. Do you know both games well enough to spot the similarities and differences between them? Good luck!

A multiple-choice quiz by qrayx. Estimated time: 5 mins.
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Author
qrayx
Time
5 mins
Type
Multiple Choice
Quiz #
346,011
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
187
- -
Question 1 of 10
1. Let's start off easy. Mario and Banjo and Kazooie were trying to save someone in their respective games. Which two characters were being saved in "Super Mario 64" and "Banjo-Kazooie", respectively? Hint


Question 2 of 10
2. In each world in both games, there was a primary set of items that the main characters were trying to collect. In "Super Mario 64" there were seven Power Stars in every world. What were the analogous items that Banjo and Kazooie were trying to collect in "Banjo-Kazooie"? Hint


Question 3 of 10
3. In each world in "Banjo-Kazooie" there were five different coloured creatures called Jinjos. What analogous creatures or items was Mario trying to collect in every world in "Super Mario 64"? Hint


Question 4 of 10
4. Because the two games are from the same genre and on the same system, many of the controls are identical. In "Super Mario 64", Mario could perform a Ground Pound by jumping in the air (A) and then pressing the crouch button (Z). What move would Banjo and Kazooie perform if the same buttons were hit? Hint


Question 5 of 10
5. Both Mario and Banjo needed a wide variety of moves and abilities to get around their worlds. Disregarding the necessary activation of articles of clothing, which of the following statements is TRUE? Hint


Question 6 of 10
6. Both Mario and Kazooie are known to use a projectile attack. While Kazooie could fire Blue Eggs, what could Mario launch at his enemies in "Super Mario 64"? Hint


Question 7 of 10
7. No platformer would be complete without a main villain. Who were the respective primary villains of "Super Mario 64" and "Banjo-Kazooie"? Hint


Question 8 of 10
8. Which of the following items was NOT used to open a door in either "Banjo-Kazooie" or "Super Mario 64"? Hint


Question 9 of 10
9. While the move sets between the two games were certainly similar, there were still some differences. Which of the following statements is TRUE? Hint


Question 10 of 10
10. Both characters could find objects in their world to help them in their quests. Kazooie could wear different kinds of shoes in "Banjo-Kazooie" to help her and Banjo reach their objectives. What article of clothing could Mario adorn in "Super Mario 64" to help him in a similar fashion? Hint



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Quiz Answer Key and Fun Facts
1. Let's start off easy. Mario and Banjo and Kazooie were trying to save someone in their respective games. Which two characters were being saved in "Super Mario 64" and "Banjo-Kazooie", respectively?

Answer: Princess Peach and Tooty

"Super Mario 64" opened with a letter to Mario from Princess Peach, inviting him to her castle for a cake. When Mario got to the castle, however, he found no trace of Princess Peach. Toad was able to to tell him that she had been captured, and that the only way to save her was by unlocking the power of the stars. Thus Mario's quest to collect power stars began.

Yoshi was Mario's trusted dinosaur friend, and made many appearances in previous Mari titles. He only made a small cameo appearance in "Super Mario 64".

Tooty, in "Banjo-Kazooie", was Banjo's sister. She was captured while Banjo was sleeping. Kazooie, hearing the commotion, got Banjo to wake up and their adventure started. The mole Bottles saw the whole ordeal and was able to guide the duo on their journey. Ironically, both Tooty and Kazooie were looking forward to an adventure before Tooty was kidnapped.
2. In each world in both games, there was a primary set of items that the main characters were trying to collect. In "Super Mario 64" there were seven Power Stars in every world. What were the analogous items that Banjo and Kazooie were trying to collect in "Banjo-Kazooie"?

Answer: Jiggies

In each world in "Super Mario 64" there were seven Power Stars that could be collected. The seventh one was always from the task of collecting 100 coins in the world, and was the only star that did not send Mario back out of a world once collected. Each of the other six stars had Mario perform some kind of challenge, or a series of challenges to obtain.

In each world in "Banjo-Kazooie", there were ten Jiggies. Jiggies were golden puzzle pieces, and were analogous to stars, but tended to be easier to get. Sometimes a particular challenge was required to obtain a Jiggy, but it was not uncommon to find a Jiggy hovering over an easily accessible location. One example would be Mumbo's Mountain, in which a Jiggy can be found on one of the ledges sticking out of the steep hill.

In the sequel to "Banjo-Kazooie", "Banjo-Tooie" (also for the N64), the acquisition of Jiggies became more like star-collection in "Super Mario 64", with each one given its own unique challenge.

There were 100 Notes in each world in "Banjo-Kazooie". They were used to progress through the over-world. Mumbo Tokens were objects given to Mumbo Jumbo to perform his transformation magic. Golden Feathers were rare objects that let Banjo and Kazooie become temporarily invincible.
3. In each world in "Banjo-Kazooie" there were five different coloured creatures called Jinjos. What analogous creatures or items was Mario trying to collect in every world in "Super Mario 64"?

Answer: Red Coins

Each world in "Super Mario 64" had eight red coins that, when collected, would reveal a star. Similarly, in "Banjo-Kazooie", in every world there were five coloured creatures called Jinjos. When all five had been collected, they gave Banjo and Kazooie a Jiggy.

Each Jinjo on a different world had its own colour, which made tracking them down easier. The colours were: blue, green, orange, purple, yellow. In Mario, like the name describes, the eight red coins were red. Usually (but not always) the eight red coins were clustered near each other, and they had the added benefit of counting for two normal (golden) coins. This could help when attempting to collect 100 coins for a star, or when Mario was hurt and needed to heal.

Blue coins also appeared in "Super Mario 64", and were worth five golden coins. Mushrooms were the source of extra lives in "Super Mario 64". In "Super Mario 64" there was a rabbit in the basement of the castle called MIPS. If Mario caught MIPS, he would give Mario a Power Star. Mario could catch the rabbit a second time for another Power Star.

In "Banjo-Tooie", the sequel to "Banjo-Kazooie", more Jinjo colours were added. The colours found in "Banjo-Tooie" were: white, orange, yellow, brown, green, red, blue, purple, and black. Each of the different colours had a house in Jinjo Village. There was also a destroyed grey Jinjo house.
4. Because the two games are from the same genre and on the same system, many of the controls are identical. In "Super Mario 64", Mario could perform a Ground Pound by jumping in the air (A) and then pressing the crouch button (Z). What move would Banjo and Kazooie perform if the same buttons were hit?

Answer: Beak Buster

Between these two games, the C buttons were used to control the camera, the A button was used to jump, the B button was used to attack, and the Z button was used to crouch. The combination of these buttons made for a wide array of different moves, most of which were analogous.

The Ground Pound and Beak Buster were virtually the same move: inaccurate, powerful, and used to smash things into the ground (like Witch Switches and Chain Chomp posts).

The Z + A combination made Mario do a backflip, giving him some extra clearance, while the same combination made Banjo and Kazooie do a Flip-Flap Jump, which was also a high-jumping backflip, but without the backwards movement that Mario experienced.

The A + B combo made Mario kick out in midair (or dive if the control stick was pressed forward). Banjo and Kazooie performed the Rat-A-Tat Rap, which involved Banjo jumping and then Kazooie pecking anything directly in front of her.

The Z + B combo made Mario swing out his legs while crouched to "trip" enemies. Banjo and Kazooie performed the Beak Barge attack, which was a powerful attack that sent Kazooie's beak into whatever was in front of the duo.
5. Both Mario and Banjo needed a wide variety of moves and abilities to get around their worlds. Disregarding the necessary activation of articles of clothing, which of the following statements is TRUE?

Answer: Only Mario knew his entire move set from the beginning of his game

Mario started off "Super Mario 64" with his entire move set. All he had to do is activate the ! Boxes that held his special articles of clothing to achieve his full potential.

Banjo and Kazooie, on the other hand, started off with no moves, and learned each new move from Bottles as they progressed through the game. The basic set of moves was learned while in Spiral Mountain, but new moves were added in the worlds that Banjo and Kazooie explored later.

Learning moves in "Banjo-Kazooie" as the game progressed meant that certain Jiggies were impossible to get before a move was learned, and trivial to get after. Mario, on the other hand, had to earn stars while already having his full move set, meaning the challenges and puzzles in "Super Mario 64" were harder than those in "Banjo-Kazooie".

"Banjo-Tooie" became more challenging like "Super Mario 64" because Banjo and Kazooie started off with their original move set from "Banjo-Kazooie". They still learned new moves as the game progressed, but these were often slight variations on each other. For example, one new move let Kazooie aim and fire eggs while in the first person view. Later, separate moves allowed her to do this while flying and while swimming. Also, the pair learned to split up, reducing their move sets, and letting them learn a new set of moves each for their individual selves.
6. Both Mario and Kazooie are known to use a projectile attack. While Kazooie could fire Blue Eggs, what could Mario launch at his enemies in "Super Mario 64"?

Answer: Mario does not have a projectile attack in "Super Mario 64"

In other games we've seen Mario use different projectiles. Most famously he used fireballs granted by the Fire Flower. The Fire Flower has appeared in many Mario games, dating back to "Super Mario Bros." for the NES. In "Super Mario Sunshine" (for the Game Cube) he used FLUDD.

However, in "Super Mario 64", our protagonist could create no objects to send at his enemies. He could pick up Bob-Ombs where they appeared, and throw them at enemies, but that was as close as Mario got to a projectile attack in "Super Mario 64".
7. No platformer would be complete without a main villain. Who were the respective primary villains of "Super Mario 64" and "Banjo-Kazooie"?

Answer: Bowser and Gruntilda

Bowser, from "Super Mario 64", trapped Princess Peach and the castle's denizens within the castle's walls. He also gave the Power Stars to his minions, scattered in worlds accessible through the castle's paintings. Mario then had to go on a quest to recover the Power Stars to break Bowser's magic and free the princess.

Gruntilda, from "Banjo-Kazooie", was an evil witch who lived in her lair. She was obsessed with being the most attractive being in world. Her magical cauldron, Dingpot, told her about Tooty, who was even more beautiful. Gruntilda was furious, and kidnapped Tooty. She planned to use a machine in her lair to transfer Tooty's beauty to herself, while making Tooty ugly. Banjo and Kazooie had to make their way through Gruntilda's lair to save Tooty and defeat Gruntilda.

Mumbo Jumbo was a supporting character in "Banjo-Kazooie", and claimed to be the best shaman in the world. He would use his magic to transform Banjo into different creatures, such as a termite, crocodile, and pumpkin.

Master Hand was from the fighting game "Super Smash Bros." (also for the N64). He was the final boss at the end of the story mode. It was Master Hand who was responsible for making the Nintendo characters fight each other.
8. Which of the following items was NOT used to open a door in either "Banjo-Kazooie" or "Super Mario 64"?

Answer: Honeycomb Pieces

Honeycomb Pieces were an item in "Banjo-Kazooie" used to heal damage sustained.

Stars were used to open doors in "Super Mario 64", tying them to the opening of new worlds. In particular, they opened the large doors to the Bowser stages. After beating a boss, Mario was given a key that unlocked a new level of the castle.

Notes were used in "Banjo-Kazooie" to open aptly named Note Doors that were used in Gruntilda's lair. Jiggies were also used to complete puzzles. When a puzzle was completed, a new world was opened, often by opening a door.
9. While the move sets between the two games were certainly similar, there were still some differences. Which of the following statements is TRUE?

Answer: Only Mario can grab onto an edge

Grabbing onto ledges was something that many characters from many games could do, especially in this genre. But not Banjo.

Being able to grab onto a ledge could be very nice, especially when considering the perilous walkways with no safety features over very large drops that permeated these games. Mario would most often fall and grab onto the edge, should you move him to close to it, while Banjo and Kazooie would just fall.

Banjo's inability to grab onto an edge was actually used as a gameplay device in "Banjo-Tooie", preventing Banjo and Kazooie from reaching certain places until they learned to grab onto edges.
10. Both characters could find objects in their world to help them in their quests. Kazooie could wear different kinds of shoes in "Banjo-Kazooie" to help her and Banjo reach their objectives. What article of clothing could Mario adorn in "Super Mario 64" to help him in a similar fashion?

Answer: Caps

In "Banjo-Kazooie", Kazooie could learn to wear Wading Boots that allowed her to walk through dangerous shallow substances, such a piranha-infested water, extremely cold water, burning sand, and thorn bushes. The Turbo Trainers let Kazooie run extremely fast for a limited time.

In "Super Mario 64" there were three special caps that Mario could wear. The Wing Cap let Mario fly (or at least glide) for a limited time. The Metal Cap made Mario invincible for a short time and would make him sink when he enter water. He also became immune to currents. The Vanish Cap let Mario run through walls to find hidden or otherwise inaccessible locations.
Source: Author qrayx

This quiz was reviewed by FunTrivia editor eburge before going online.
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