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The Wonderwing is an ability learned from Bottles in Clanker's Cavern in Banjo-Kazooie and can be executed by holding Z button (N64) and pressing C-right. While Wonderwing is active, Kazooie will shield Banjo with her wings, making the pair invulnerable to harm at the expense of one Golden Feather every two seconds. Most enemies will die instantly when touched by the Wonderwing shield, making it effective in quickly dispatching stronger foes like Snacker and making it the only move capable of killing undead enemies and bees. This ability can also be used to cross dangerous terrain such as superheated sand or bramble, as well as absorbing damage from long falls.

In Banjo-Tooie, most enemies will flee at the sight of the Wonderwing, sometimes forcing the player to chase them down just to hit them. The Wonderwing will protect Banjo and Kazooie from being crushed by various hazards, but only when together, since neither of them can use the ability on their own (there's no explanation as to why Kazooie can't use it on her own). While the move was useful for various parts of Banjo-Kazooie, Banjo-Tooie only has one place where the move must be used: the superheated waterfall in Hailfire Peaks. Additionally, there are no enemies that can be exclusively killed with the move, making a core benefit of the move in the first game redundant. The overall combination of less intended uses, the increased difficulty of using it to attack, the fact that enemies respawn quickly anyway, a lack of invincible enemies, being unable to use the move while split up, and its uselessness in toxic gas and boss fights makes the move far less useful.

In Banjo-Kazooie: Grunty's Revenge, the Wonderwing can only be activated by pressing A button (GBA) while standing on a Wonderwing Pad, and cannot be used at any other time, unlike the original games.

In Super Smash Bros. Ultimate, Wonderwing appears as Banjo & Kazooie's side Special attack. It is very different from its original incarnation. When used, Kazooie covers Banjo with her wings as he charges toward his opponent, as opposed to the duo crouching still. This uses one of 5 golden feathers they have, with no way to obtain more on that stock, unlike the B-K games where they can collect up to 10 Golden Feathers, and gather more. Like in its original appearances, Banjo and Kazooie are invincible, but not from being grabbed. When they use up all five Gold Feathers, the move can no longer be used until they fall off the stage, in which case they will be refilled.

Names in Other Languages[]

Language Name Meaning
Japanese ワンダーウィング
Wandāwingu
Wonderwing


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