Banjo-Kazooie (N64) Review

A Dream Project Come True

When the Nintendo 64 came out, Super Mario 64 jumpstarted a genre of games known by fans as “3D collectathon platfomers.”  They were similar to sidescrolling platformers, except featuring bigger 3D open worlds that players could explore.  As the word “collectathon” implies, these games tasked players to amass large amounts of collectibles to progress.  UK-based developers at Rare wanted a piece of the action and repurposed one of their unreleased RPG adventure titles, Project Dream, into their own 3D platformer.  Following in the footsteps of SM64, they created explorable 3D environments, lovable mascots with an arsenal of moves, and loads of in-game collectibles.  Little did Rare’s developers know that they would create one of the most beloved video games of all time and one of the pinnacles of the 3D collectathon platformer: Banjo-Kazooie.

Story

Banjo-Kazooie has a simple story that invokes a fairytale-like charm.  The hideous witch Gruntilda wishes to be the most beautiful woman in all the land.  Upon learning that a young female bear named Tooty is more beautiful, Gruntilda kidnaps her, planning to sap her looks using a beauty-transfer machine.  Enter Tooty’s older brother, Banjo, the kindhearted bear, and Kazooie, the smart-alecky red breegull who resides in Banjo’s backpack.  This unlikely duo sets out to rescue Tooty and defeat the evil Gruntilda once and for all.  The plot works well to evoke feelings that one might find in a classic Disney fairytale movie and sells the talking animals vs. wicked witch premise effectively.

BanjoKazooie_Flying.jpg
Banjo the bear and Kazooie the backpack-residing breegull are the stars of this adventure.

While the story may sound a bit dry, its execution is anything but.  The whole game comes off like a parody of children’s entertainment, told confidently through its cheeky dialogue, self-referential jokes, and instances of hidden adult humor.  Even the way characters are presented is untraditional.  Banjo is unlike your typical platforming hero and would likely have stayed home if Tooty wasn’t his sister.  Kazooie, on the other hand, is outgoing and wisecracking, taking every opportunity possible to insult everyone, including characters who are on their side.  Even Gruntilda is silly, communicating exclusively in rhymes and concocting schemes that make little sense, like using a machine to steal beauty and hosting a game show.  There are plenty of other likable characters, such as Bottles the nearsighted mole, Gobi the unsuspecting camel, and Mumbo Jumbo the skull-faced shaman.  Although all of these characters help you in some form, they usually first engage in witty dialogue filled with quips and sarcasm, mostly thanks to Kazooie’s berating nature.

BanjoKazooie_Grunty.png
Banjo-Kazooie must stop the evil witch Gruntilda’s nefarious plot of becoming beautiful.

Gameplay

The goal of Banjo-Kazooie is to explore the different locales of Gruntilda’s castle to collect Jiggies, jigsaw pieces that unlock new worlds.  Like in Super Mario 64, the castle acts as a hub world connecting you to 9 diverse themed worlds, such as a beach, swamp, haunted mansion, ship, and desert.  While these types are commonplace now, BK was one of the first to showcase these areas in a 3D environment.

Each world is filled with enemies, puzzles, switches, and minigames that you must complete to earn the 10 Jiggies hidden within.  Unlike Super Mario 64, Banjo-Kazooie allows you to stay in the world after collecting a Jiggy, fostering an emphasis of exploring and collecting.  In a true open-world sense, you are free to achieve these goals in any order within a world.  Provided you have learned the necessary moves, you can choose which objective you want to tackle first, or even go back and forth between them.  The worlds are like self-contained theme parks with no shortage of attractions.  Yet the game guides you to new tasks seamlessly, taunting you with places in the distance and teasing you with collectibles nearby.  Even the hub castle has a floor plan filled with secrets and hidden passageways.  Rare pulls no punches in the variety of ways you obtain Jiggies.  Prepare to go inside a mechanical shark, stomp a camel to force it to unwillingly water plants, get flushed down a toilet, lead a turtle musical choir, and sled onto a polar bear’s stomach to make him cough up a valuable puzzle piece.

BanjoKazooie_Jiggy.jpg
Jiggies are the main collectibles that open up worlds.

Of course, it wouldn’t be a collectathon if Jiggies were the only MacGuffins.  There are also honeycombs that refill your health, egg ammunition for shooting, feathers that let you fly, Mumbo tokens that allow you to transform, Jinjos who must be rescued, and Musical Notes.  There is plenty to collect, but it never feels overwhelming compared to its sequels and competing 3D platformers.  In particular, Musical Notes are the only other collectibles vital to completing the game.  There are 100 Notes in each world, and they unlock Note Doors throughout the castle.  The primary caveat regarding Notes is that they reset whenever you die or exit the world.  Since you need a majority of Notes to beat the game, you will essentially have to stay within a world and collect every Note you can find (ideally all 100).  You may be missing a few, not know where they are, accidentally lose a life (which can happen unforgivingly in later worlds), and have to start over.  Although this problem is rectified in later installments and remasters, it can be frustrating for those playing the original N64 version.

BanjoKazooie_TreasureTroveCove.jpg
A vast world of collectibles awaits you.

Banjo and Kazooie have a solid moveset that expands with each level, courtesy of Bottles the move tutor mole.  The duo feels very natural to control, and each move is easy to learn.  They work well as a team, with Banjo providing the mobility and Kazooie in charge of wing flap jumping, pecking enemies, and shooting eggs.  In many ways, Kazooie feels like the true star due to her versatility.  Even mobility-wise, she eventually learns how to Talon Trot, walking on her legs at a brisker pace and carrying Banjo for a change.  The pair can also fly and swim.  When Kazooie takes to the skies, it feels liberating as you explore the heights of what the world has to offer.  In contrast, swimming is pretty clunky with Banjo’s slow turn radius and a depleting oxygen bar, preventing this from being a fun experience.  Thankfully, there is only one level with a focus on swimming for long periods of time.  Finally, the camera is controlled by the C-buttons.  Instead of moving gradually, the camera instantly shifts to one of several angles depending on which button you press.  Occasionally, the camera will move on its own to present a forced angle.  Overall, there aren’t many issues with the camera, albeit being archaic by modern standards.

BanjoKazooie_Eggs.jpg
Part of your move repertoire includes shooting eggs out of Kazooie’s mouth. Wait, is Kazooie Birdo?

If it weren’t enough to control a bear with a bird in his backpack, you can also transform into different animals and objects with the aid of the shaman Mumbo Jumbo.  By paying him Mumbo tokens, you gain the ability to transform into a termite, crocodile, walrus, and a few other surprises.  These transformations keep gameplay fresh, providing a new angle to look at the world and opening up exclusive missions that you can only complete as that morph.

BanjoKazooie_Crocodile.jpg
Banjo and Kazooie have a fair number of transformations, including this backpack-wearing crocodile.

Graphics and Sound

The graphics are vibrant, bright, and colorful.  The textures aren’t always smooth, but the cartoonish art more than makes up for it.  Every character is designed with personality, and it shows through their animations and idle poses.  Worlds are full of detail, with intricate designs of houses, ships, and interiors.  There is also a sense of scope, allowing you to see explorable mountains that are far away.  As a middle-era Nintendo 64 title, Banjo-Kazooie looks as good as they come.

The music, composed by Grant Kirkhope, is exceptionally pleasing to the ears.  Every song is catchy and upbeat, with each one fitting the level’s theme perfectly.  Even Gruntilda’s hub castle is a fun inspired rendition of “Teddy Bear Picnic,” with slight variations of the melody based on which world you are near.  The jingles that play when you collect each individual item are distinct and recognizable.  They’re so memorable that you will likely remember the Jiggy jingle long after you’ve finished the game.  Sound effects are spot on and make slapstick cartoonish noises whenever you hit anything.  The fact that everyone talks in mumbles and gargles is so lovable and gives each character a unique personality, despite no proper voice acting.

BanjoKazooie_BubblegloopSwamp.jpg
Each world is a visual and auditory delight!

Playtime/Replayability

The game takes roughly 10 hours to beat.  It may take a bit longer to get 100% depending on how your perfect Note runs go.  Since a regular playthrough basically demands close to 100% completion, you will likely have explored almost everything by the time the credits roll.  For Banjo-Kazooie, the replay value is in simply wanting to play it again.  It’s fun to just go back, relive the magic, and collect everything.  This game is fairly short that speedruns, no-death runs, and completionist playthroughs are easy to justify and fun to boot.  For completionists especially, this game is a dream come true with plenty to do and rewards for accomplishing it all.

BanjoKazooie_Opening.png
This is the only time where they actually play a banjo and kazoo.

Conclusion

The 3D collectathon platformer genre has not been explored in recent years, and yet Banjo-Kazooie is so exemplary that revisiting it is nearly enough to whet that appetite.  Between the worlds, moveset, and transformations, there is so much variety in the game that it hardly ever feels tedious.  Every world is an adventure waiting to happen, sprinkled with missions, minigames, and collectible goodies.  There is plenty of personality in the characters and dialogue that contribute to its charm.  If you have never played Banjo-Kazooie, it’s worth checking out as it truly is at the peak of 3D platforming.

Score: 9.5/10

What do you think of Banjo-Kazooie? What about any of its sequels? What is your favorite 3D Collectathon Platformer? Would you like to see this genre come back? Please share your thoughts in the comments below!

Note: This review was requested by Sam Lilly of Hub World HQ. If you would like to request a review, please do so in the comments below! I will try to fulfill as many requests as I reasonably can!

Advertisements

36 thoughts on “Banjo-Kazooie (N64) Review

  1. Reblogged this on The Unofficial News, Reviews & Personal Views Blog Site On Nintendo and commented:

    Hey everyone! Mr. Panda here, with a review of the classic 3D collectathon platformer, Banjo-Kazooie! This Rare-developed game first came out on the Nintendo 64 in 1998, and has received several remakes and sequels since! How does this hold up today? Should the 3D collectathon platformer genre return? Please read on and share your thoughts in the comments!

    Liked by 1 person

  2. Hard to believe this game was originally going to be a SNES RPG, and then after seeing early development of Conker went more in that direction. I think the notes staying on the worlds is good for replaying levels without feeling like you have to restart the whole game to get there again and still have something to do. And it’s nice for if you’re missing one note or a small group that’s not standing out. Instead of going all around again to everywhere you may or may not have been, you can re-enter and be lead to your easy miss instead. Plus, in the redone version, you can actually glitch the notes so that they will disappear and cannot be collected later. Just a note. I also think you could’ve mentioned a couple other things, but I’m obviously highly picky and probably covered them myself. I’ll grant you some of the things you didn’t care for though, even though I never minded them. Thanks for doing the review, man. Still my favorite game of all time, not to mention in the genre. Though it might be having a comeback once Yooka-Laylee hits. Now you’ve got no choice but to logically do a review of Banjo-Tooie. Make it so.

    Liked by 1 person

    1. As far as replay value went for a completionist like me, I enjoyed it more to replay the entire game trying to get everything as I went. Losing notes was more frustrating than fun for me, but I can see where it would be fun to always have something to finish in a file. Same goes with the option of leaving and re-entering. I don’t enjoy the feeling of only having had one note left, and collecting every single note again hoping that I don’t miss one this time. There’s also no guarantee that I will get that missing note. Also, yes, in the remake, they removed the one-run note requirements so you kept every note even if you died or left the world, which was awesome!

      “Just a note.” – I love the intentional pun!

      Also, what couple of other things would you have liked seen in the review? I tried to be comprehensive, but not make it too long. But I’m always interested in what others find important in games, and knowing that you love the game so much, it’d be great to know what was important to you.

      You’re very welcome for doing the review! Thanks for granting the first review request! Glad you enjoyed it, and I hope I did your favorite game justice! I love the game as well, as you can tell, and small nitpicks do not deter me from speaking highly of it! I am very excited for Yooka-Laylee, based on its Rare pedigree and hope that it ushers a revival of the genre! And I will take on your request to do Banjo-Tooie as a follow-up review! I’ll give myself a little room to breathe, but I hope to get it up within the next couple of months! Thanks again for the comment!

      Like

      1. Yes, let’s pretend like I’m not an idiot that accidentally made a slightly clever pun on that. It’s sad that I didn’t even try to do it nor notice it, isn’t it? I’m just saying that I HAVE personally left a level and redone it with all the notes back to tell what steps I’ve retraced if I’m missing single note or small grouping somewhere. So it has a benefit. I generally will restart the whole game rather than replaying levels, though. I just thought it was worth NOTING (I caught it that time) that the remake has a glitch the can make completion impossible and is tied to the fact that you keep those notes. A small thing, but worth a mention on the subject. I never found issue with the camera and swimming works pretty well if you make use of both the A and B speeds. But again, maybe that’s just me. I can see how it’d be tough for some and underwater levels aren’t exactly a fan favorite either. As far as instant deaths, I don’t think there are as many as you make it sound. Rusty Bucket Bay and the final battle are the only places that come to mind. Oh, and the one pyramid in Gobi’s Valley. You didn’t mention much about how the trivia game near the end rewards you for paying attention to the game you just played nor how the final battle uses almost all of the skills you learned throughout the game. And the big thing I always greatly appreciate about the game is the level design. The levels are small, but they are packed with things to find. If you can go somewhere, there’s going to be something to do there. No big blank areas for the sake of grandeur. It’s all worthwhile to explore and lets you appreciate all the work that went into designing these levels. But hey, different people get different things out of it. It clearly speaks to me a lot more than most because it’s my favorite game of all time. It feels like it was made just for me. I’m undoubtedly a tad biased because of these things, but it’s basically perfect to me so it’s tough to be fair. Still, I think you did it plenty of justice. You probably did it better justice than I did on the side of complaints, meaning you actually have some and they’re reasonable at that. I’m curious to see what you think of Banjo-Tooie because even I have mixed feelings on a lot of it. Also… I’m the first one to request a review? That’s odd. I guess I thought you had more. You’re clearly getting more attention here than my written ones get, haha. 20 comments on it already! And winning review rewards. Something tells me you don’t need tips from some sucky writer like me.

        Liked by 1 person

      2. Here’s my Note: I think that notes resetting was something that the developers knew wasn’t inconvenient since not only did they change it for Banjo-Tooie, they changed it for the remake of BK on Xbox. I just think if you were missing just one, it wouldn’t necessarily help to restart the note collection because you might just miss it again.

        As far as instant deaths go, it’s not necessarily that there are many of them. But for younger gamers like me when I first played this, it’s just frustrating not because the death is instant, but because you lose progress on a collectible that you need 100 of in a stage. I didn’t mention the trivia game because I try not to verge too deep into things near the end of the game (I only mention it as an aside for Grunty’s bio), but I can tell you that it’s one of my absolute favorite parts about this game! I wish there was a way to just play the game without needing to make a copy of the file right before it. But yes, excellent idea that rewarded and challenged players in a unique way!

        And I hoped I covered level design when talking about how there’s so much to do in the worlds, but I completely agree that the worlds are full of things to do. Even better, the designers lead you along with collectibles and pathways where you can see stuff to do ahead while teasing you with goodies nearby. It’s definitely one of the best put-together 3D platformers!

        Thanks! I appreciate it! I have some thoughts on Banjo-Tooie, but I will certainly play through parts of it again to jog my memory. It’s definitely a different game that comes with its own set of pros and cons.

        Yes, you were indeed the first! I didn’t really advertise much before that I would take requests so it was more hidden, but you found it, which is great! Thank you again for your awesome comments! I can tell you love the game so much, and it was my pleasure to write about this classic game and do it justice!

        Like

  3. Definitely a classic and a worthy review of it! This charming game is a shining example of a good 3D collectible platformer. That definitely came across in your review. I’m more familiar with its PlayStation counterpart, Jak and Daxter. I loved that game for similar reasons found in Banjo-Kazooie, like open worlds and lots of collectibles. So I think I would want those games to return! Nicely done as always!

    Liked by 1 person

    1. Thank you for commenting! I appreciate your support! Jak and Daxter is a great BK-like game for the PS2, and I enjoyed it a lot too. It has a different tone, but the first game does feel quite similar to what BK went for. They went in completely separate directions for their latest entries, but they are great 3D collectible platformer mascots in their own right! Hopefully, Yooka-Laylee by Playtonic Games will be just the reboot of the genre that we need! Thanks again for sharing!

      Liked by 1 person

  4. Great review! I think Banjo Kazooie is a true classic, though I’ve never had the chance to play it. Didn’t own a console back then :(. I’ll be playing Yooka-Laylee when it comes out, hopefully it’s as good as Banjo.

    Liked by 1 person

    1. Thank you very much! Banjo-Kazooie is a title worth returning to if at all possible, whether through Rare Replay, XBox Live Arcade, or N64. I have high hopes for Yooka-Laylee and think that they are taking it in a direction that is very reminiscent of the BK style. It’ll be interesting what ends up being different from BK. However, I wouldn’t mind at all if YL was a true spiritual sequel of the Banjo games and simply did the same thing with new characters and worlds!

      Liked by 1 person

  5. Wow, this game brings back memories! I have to admit that I never played this game myself. I was young when the Nintendo 64 came out so I didn’t play too many games on my own. I mostly watched my sister play. But I loved watching her play this one.

    Liked by 1 person

    1. Thanks for your comment! Banjo-Kazooie’s graphics and colorful style evokes nostalgia. I long for a return for the mascot platformer having grown up with both 2D and 3D iterations of them. I can imagine this game being a fun watch too! It’s very cartoony and humorous!

      Like

      1. The music and sound effects are very memorable and charming. I love whenever Banjo yells, “JUMBO” when he falls off a cliff. At least that’s what I think he’s saying. I also love his “GUH-HUH,” and of course, everyone’s mumbling whenever they talk. The jingles that play are ingrained in my mind too, especially the Jiggy and Jinjo jingles.

        Liked by 1 person

  6. Awesome review from one of my favorite games of all time. Other than the fact Musical Notes reset – something that was thankfully fixed in Banjo-Tooie – it is hard to find fault in Banjo-Kazooie. Rusty Bucket Bay’s engine room was particularly brutal in that regard and I assume that’s the part you were referring to in your review when you were talking about that issue.

    You pointed out all of the game’s numerous and amazing qualities quite well. So great job on the review!

    I would love to see the genre come back, and that’s why I am looking forward to Yooka-Laylee. Hopefully, the team behind it will be able to recapture the magic that made Kazooie and Tooie (which is my favorite of the two) so special. We need another game of the sort since Mario abandoned the style in favor of a more linear gameplay, which I am totally fine with since it gave us the masterful Galaxy games.

    Liked by 1 person

      1. Yea, you’d have to have an Xbox 360 or One to play it now. The modern remakes look great and take away the notes resetting feature, which is nice. Banjo-Tooie is great in a different way, and I’ll explore that in another review that was requested. Thanks for commenting!

        Like

    1. Thanks for your awesome comments! Musical notes resetting is probably the one standout flaw in a game full of standout greatness. Yes, that engine room is absolutely unforgiving, and notes resetting is the only reason why I get stressed about surviving in that room.

      Yooka-Laylee has excellent timing. The ex-Rare people knew that gamers were waiting for these games to come back. It’s interesting because during the N64 days, I was worried that 2D platformers would die off. For a while, they did. Now, 3D platformers need to make a comeback. If Yooka-Laylee does well, and I hope it does, then I hope other developers jump on the gravy train. I have faith that Playtonic Games knows what made these games good while not going overboard like in DK64.

      I love Super Mario Galaxy, but it is a very different game from Super Mario 64. Super Mario Sunshine was the last true 3D hub Mario game. I feel like the team knows that Galaxy’s linear style flows better for the audience, but I wouldn’t mind if they gave the hub world style of game another try.

      Thanks so much for your kind words!

      Liked by 1 person

      1. You are welcome!

        Yes, I wouldn’t mind to see Mario go back to a more open-ended setting. Even though putting Mario in an open environment has already been done twice, it would be quite a shock and the game would carry a great deal of novelty because the last time that happened is 15 years behind us. With the technological leaps that have occurred since then, it would be quite a sight to behold.

        Either that or Super Mario Galaxy 3 is the next step Mario should take, in my humble opinion.

        Liked by 1 person

      2. I would love either of these options. Realistically speaking, we’re probably looking at a new 2D Mario or 3D World, but I would love the NX Mario to be a pure 3D platformer!

        Liked by 1 person

  7. I always think about playing this game, because I like a lot of games similar to it. But I feel like I’ve missed it. Like my current self won’t appreciate it as much as my past self would have.

    Should I try it anyways?

    Liked by 1 person

    1. If you have means to play this, it’s certainly worth a try. It’s a 3D platformer that has held up. While you may have liked this more if you were younger, there is much to appreciate especially if you liked games similar to this. It’s really a game for all ages to enjoy. Unlike later platformers on the N64, this game has a reasonable amount of collectibles that won’t feel overwhelming. Let me know if you give it a try and what you think!

      Liked by 1 person

  8. As a GBA-generation, indie game enthusiast, it was really cool to read a review about a game that’s praised so highly (especially with Yooka-Laylee coming out). I just might grab an emulated version of this game one of these days. Thanks for your thoughts. 🙂

    Liked by 1 person

    1. It’s a great game, and definitely worth picking up if at all possible! Hopefully, Yooka-Laylee will be just as good! Thank you for your kind words! I appreciate it!

      Like

  9. Sure, you MIGHT miss it, or you MIGHT just keep running past it and never seeing it. I personally have had the resetting help with this issue so I’m not just talking about a hypothetical. It’s easier to see where you’ve retraced if the notes come back and then disappear as you get them again. Though I do think they originally intended them to be kept and was merely a limitation of the hardware. Also keep in mind that Tooie has far less to keep track of in that regard because notes are bundled and ammunition items respawn, negating the need to remember so many as missing for so long. And again, the remake is bugged in such a way that can make completion impossible, all because collected notes stay collected. Pros and cons to each is the main point here.

    Well, I WOULD say instant deaths are stupid because they completely negate the health bar. And yeah, it sucks to collect everything again. I get it. Then again, it’s incentive to not die. If death didn’t matter, then it’d be pointless to include it. And since the levels aren’t huge or labyrinthine, it’s hardly a penalty to simply be put at the start and have to walk back to where you were. That’s a mild inconvenience at best. Again, which is basically what it becomes in the re-release. So there are motivations tied to the note engine, even if it was unintended. Here’s a tip: Tackle the engine room first. That way if you die you won’t lose so much if you fall.

    Parts? You’d better do a full replay to have the freshest view. I mean, unless you’ve played it a million times like I did with Ocarina… and because Zelda month was probably a bad idea that I was too far behind on so I reviewed that on memory. Ooooooops. But I’ve done it enough times to do it. I replayed Banjo-Kazooie for my review even though I know it all too well… but… that was more of an excuse to play it again.

    Well after all the likes and stuff you put on my reviews before we even posted about the site existing, I figured I should see what was wrong with you 😛 Saw you had this review site so I took a look. We still don’t even advertise much ourselves, but it’s nice to have a place to post reviews and at least make them LOOK official, even if my writing still is nowhere near professional. Somehow I don’t think respected reviewers delve into having the hots for the in-game characters much. I just wish I could get this much attention on MY stuff as you can. Oh well. The guy running the site clearly has confidence in my work since he made me an admin from the start, right? Good luck with the other reviews. I’m pretty sure my next one is going to be… odd.

    Oh, and sorry for making a new comment rather than a reply to yours but after so many on here it seems to just magically take away the reply button for some reason so… just pretend it’s a direct reply to the other thing. Yeah. Hey, yeah.

    Liked by 1 person

    1. I replayed Banjo-Tooie just a couple of years back on Xbox 360 and have played it multiple times when I was younger, so I feel confident in going through most of the game and also the end. By parts, I mean going through a good chunk of the game and then playing through the last parts again. I know what’s coming, and much of it follows suit from the beginning, so there will likely be no real problems in remembering the game once I was in it again. Rest assured, I play through as much of the game as I need to before writing, and if it was a game I’d never played before, I would certainly play the whole thing or as much as necessary to get a full picture. So my review will certainly not only cover parts I replay but also my own knowledge and full experience with the game. And believe me, I definitely completed it before, haha.

      I love Banjo-Kazooie, but that limitation for notes is not something I appreciated, both when I was little and especially not now in the era of modern games we live in. Banjo-Tooie definitely did it better with notes not resetting and being in bunches, though there are certainly other issues with the game.

      Anyway, I wish you the best of luck in your reviews and your site! Keep up the good work! And thanks for your comments!

      Like

      1. I guess that’s up to you. I just know I like to revisit things because they aren’t always what I thought I remembered them being when I was young. I mean, I thought Turok 2 was awesome… until I tried replaying it. I tried playing A Link to the Past many times and never cared for it until I went all the way through it once and ended up liking it after that. It’s always good to keep as current as you can on your opinions and evaluations. You might even catch something this time around that you never did before. It was years before I found out you could tap the button to swim faster in Ocarina of Time and I’d played that a bunch. Then again, you probably have quite as much time as I do so I understand.

        I honestly found bunching items to be annoying. It severely limited the need to explore the levels, which were made bigger. So you had a lot more dead space with nothing to do in Tooie. The notes not resetting doesn’t matter either way really because there are technically less to find as you can’t get them in singles. They’re only in multiples of five. I’m not saying you should like the way notes work in BK, but you should at least appreciate the pros and cons both ways offer rather than citing it as solely a bad thing.

        Thanks, but it’s really not my site. The guy who owns it will post more soon… I hope 😛 Thanks for discussing with me. I’m always up for game discussions that can go beyond “This game is cool” or “This game sucks.”

        Liked by 1 person

      2. I completely know what you mean by games being different from how you remember them. Nostalgia plays a big part in our fondness of games. Regardless, know that my opinion will definitely be current and based on what I think now with replaying as much as I can to be one of the sole indicators of how I deem it.

        As far as the bunching notes and resetting debate, I very much appreciate your points and pros on what they did in Banjo-Kazooie. And I’m definitely not one to just judge something as bad without looking at pros and cons. As far as this situation goes though, it’s something that I found little pros for in terms of valuing gamers’ time, and that’s why I was harsh on it. Going back to the previous topic of nostalgia affecting memory of games, I actually didn’t mind this aspect as a child, but I think the notes resetting thing is a bit annoying and doesn’t appreciate my time. I’m glad you found it to be something that increased adventuring. For me, I just couldn’t agree with it, and that’s just where I’m coming from. Hope that makes sense.

        Again, thanks for requesting this in the first place and for a riveting discussion!

        Like

  10. Great review! This has to be one of my all-time favourite N64 platformers of all time! It is definitely worth replaying, I think I’ve replayed this game at least five times now and always get that magical experience that I did when I first played through the game. Although having to go through the levels and collect any missing notes was a bit daunting at times especially in Rusty Bucket Bay, I think it was necessary to encourage players to come back to the levels once they had finished the game to fully complete it. I am planning to review this myself at some point and I hope I can do it justice.

    Liked by 1 person

  11. Thanks so much for the kind words! I appreciate it! This is definitely one of my favorite N64 platformers as well! I’ve replayed it a few times too, but having to recollect those notes nowadays is certainly frustrating. Although I was willing to do it before (or maybe I wasn’t, I don’t really remember anymore, haha), it’s just not a good system for me now. I’m actually more compelled to collect notes if I had come back and had one left, not if I have to do everything over again… That’s something that was improved in Banjo-Tooie and the XBox 360 remaster of Banjo-Kazooie. Good luck on your future review! I look forward to it! Thanks again!

    Like

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s