Banjo-Tooie w/ProtonJon -27- Bumhole Kapoopie

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Published 2022-07-12

All Comments (21)
  • @N8doggamer
    In the N64 version the line is "I don't think Mario is busy at the moment."
  • @qwertykins76
    I love how this entire building has yellow-and-black tape literally EVERYWHERE because no part of this place is up to code.
  • Lucah- it’s the sleeping bag Proton- it’s not Me- YES IT IS!!!!
  • @migfire
    24:21 Actually, you can glitch this part. All you have to do as Banjo, is keep jumping as you swim across. The game allows you to swim in the toxic water for a couple seconds before you take damage, but jumping always resets that timer. I remember doing it on the xbox version.
  • @TrueLooneyman
    Seeing Jon overthink the crusher puzzle was so painful. Lucah was right, the sleep move is the answer. Those crushers work on the same rules as that stomping dinosaur from Terrydactyland. I'm glad they figured it out by the end, but wow Jon was overthinking it
  • @fernando98322
    21:00 Let me explain all these connections in the Toxic Waste Disposal! That red switch behind the glass behind Banjo's switch is actually the one you pressed to stop the poop water for the pigs in the Lagoon! You saw this jiggy way back then. Also, the pipe from Jolly Roger Lagoon to that water pool behind the switch pads is actually the connection you found in Antarctica inside the submerged boat that lead to a Jinjo! The other pipe from Halfire Peaks will come into play later on. And the Jiggy you see behind bars at the bottom of the green toxic is another room in this world. The move you need to cross the pool as Banjo is the last move in the game.
  • @Hawlo
    So that crusher thing that leaves you with 1 HP only hits you once as long as you don't exit its range. You can get hit, keep going, and realize that you need to take another hit if you want to reach the Banjo switch, and that's what the healing skill was for.
  • 30:33 This was the correct way. The move you're thinking of wouldn't protect you from the crushers Btw, that Waste Disposal Plant is a weird room... Without spoiling the solution, I can say that there are, like, 3 things in that room that are red herrings, and it kinda makes me wonder if one of those was originally the solution and then they changed it later on
  • @seanfenrir
    18:12 areas like this is why I don't mind the worlds being connected like some people do. The attention to detail and the ability for the game designers to be super creative with their level design is top notch.
  • @JAnne_Bonne
    16:19 Jon sounded so happy and relieved to see Jamjars get smacked! XD
  • In case you were wondering: yes, the switch at 24:07 needed to be pressed. You can’t get over to where the Jiggy is even WITH the necessary move without raising the waste level.
  • @Fixional
    24:30 raising the liquid is actually beneficial for getting across because you need a move from a later world that allows you to safely cross the surface of any liquid.
  • @DarkKagura
    7:33 Kazooie actually mentions Mario by name in the N64 version, btw. Also WAIT, YOU CAN UNBLOCK LOGGO WITH THE BREEGUL BASH?! 30:33 Technically yes and no Jon. You got the spirit right, but you can just run it. it only stomps down once.
  • @theslickduke
    Yeah, Jon's knowledge of future moves got him confused about the trash compactor Jiggy. Glad they got it figured out. Something I like doing with the sleep move is to get Banjo and Kazooie back to full health. Since splitting them up divides their health, I take Banjo and use his sleep move to get him full. Then I recombine and see where I'm at. If not full, I'll repeat. I like recovering health this way instead of fighting enemies since it's lower risk
  • @jomidi3
    The sleep move is the correct thing to get through the stomper. You need something else for the toxic pit I believe
  • The plumbers (specifically their death screams) are this game's versions of Chad: always there to help Lucah get through the game's least-liked world!
  • @OrangeKyle91
    There's a reason why Banjo and Kazooie start out with less than full health when they split up: if you don't get any health expansions, you have 5 when together, Banjo by himself has 3, and Kazooie by herself has 2, and they're start out full if the pair are full together because they're literally splitting their 5 health between them. When you get a health expansion, it applies to all forms, so your combined maximum becomes 6, Banjo alone goes up to 4, and Kazooie alone goes up to 3. Thing is...4 plus 3 is more than 6, so Banjo's health starts at 3/4, because despite their increased capacity, they're still splitting their current health between them. When you get another one, then you have 7 together, Banjo starts with 4/5 and Kazooie starts with 3/4. And it continues like that as you continue to get health expansions.
  • “Try looking here for the filthy workers…” Oh we’re looking alright
  • @Jamieboy907
    Lucah was correct about the sleeping Banjo being the solution to the "crusher" puzzle. You're supposed to get squished by the first one, heal in the doorway, get squished by the second one, heal and push the button, get squished again, and grab the jiggy. You get the idea.
  • @MiyaoMeow588
    Sometimes Banjo's double jump (which, remember, isn't an intended part of the game) will sometimes make it so that Banjo is jumping high enough from a height that can cause fall damage. I...don't really know how exactly, but I remember that coming up a couple times in my playthrough