Heh, this kinda sparked a little something that I had a strong feeling that I had to remind the Rare community what Banjo is all about.
To me, Banjo, Kazooie, Gruntilda and their world is all about randomness with certain anchors.
The anchors are easy to pinpoint: Fun & lovable characters, plenty of in-jokes, overt humor, beautiful visuals, things to collect, a lengthy adventure, a final chance to topple the witch, a quiz (To make sure you've been paying attention, duh.), and a handfull of epic and memorable themes.
I certainly couldn't immagine a game without Grunty's theme, Klungo being himssself, Banjo being sweet to Kazooie's sour, exploring a huge level while trying to find all of the jinjos on the side.
The randomness should've been a bit of a normality for Rare fans by now. Banjo first appeared in a racing game, got a platforming adventure in mid-large sized worlds with very simple obvectives.
His sequel changed everything be having massively huge interconnecting worlds with an expanded moveset, multiplayer, and more challenging puzzle-solving challenges.
The 3rd game in the series (of console outings, not gonna touch the GBA today, thanks.) sent Banjo to a place with straight-forward challenges with infinate ways to solve the challenges. Gigantic worlds, and a higher focus on creativity and multiplayer were obvious.
Thing is, there has NOT been one game that shows what a Banjo game is supposed to be, it's more of a way for Rare to think creatively with gameplay and how to push the envelope with the series and build a universe around a lovable cast, hummable soundtrack, and stunning worlds while making you smile at a smart-assed shaman's boasting.

Rock on guys,
-Zenek