I actually liked Banjo-tooie more, But I do agree that it's just Find all posts by Acdrybones. Personally I find the only thing wrong with Banjo-Tooie is backtracking across the huge levels because you need to change to Mumbo, or a Transformation, or split between Banjo and Kazooie, and then back again to change back.
And then you realize you need Mumbo somewhere else, and you need to do it again. His second floor plan was cool, but just made it clear how annoying it was. But instead they swam right up to Chump, dropped the controller and walked away.
Total Awards : 5. The biggest problem I have with Banjo-Tooie is its framerate. Yeah, sometimes the backtracking takes a while. I think some of the worlds, like Terrydactyland and Grunty Industries were too large in themselves. But overall, it was a good game. Not quite as good as the original, but it was a strong sequel and a strong game in itself.
Banjo-Tooie is more like adventure game than platformer. Banjo-Kazooie and Banjo-Tooie are great and awesome duology. I prefer Tooie to Kazooie. I love the back-tracking, The only problem for is the frame-rate.
You know I don't think I've had issues with frame rate. I've heard it was fixed in later cartridges. What's it like to have the problem? Man Tooie was an awesome sequel and I do prefer it over Kazooie. I love the huge levels it gave me alot to explore, I never really mind backtracking I even enjoyed it, and the frame rate is acceptable After all the game was made in the 64, not even as close as powerful as the new current consoles.
Tooie was awesome the only flaw in the game is that Rare didn't finish the Stop 'N' Swoop link. All times are GMT.
That said, Banjo-Tooie fares far better than Donkey Kong 64, which pushed the collectathon to its absolute limit by forcing players to scour enormous levels five times for five copies of each of its collectibles, bespoke for each selectable simian. It feels like an epic. Banjo-Tooie is neither versimilitudinous nor realistic but it is entirely and amazingly immersive. The practically-themed worlds gold mine, theme park, etc. What truly makes the game as immersive as it is, though, is its emphasis on effects.
Unlike its predecessor, every collectible in Banjo-Tooie and every interaction with the world is retained, forever. Unlike Conga the undying, your accomplishments will not undo themselves into purgatory. The interactions that you have with the world matter, and feel consequential, permanent, and earned.
To have such a profound effect on an immersive world is what elevates Banjo-Tooie to the coveted status of adventure, but for all of its vastness it is still a finite game. I went up. We threw down. She lost. It was over. It was truly the end. Actually returning to your completed adventure is to return to worlds rendered vacuous by your accomplishment, conspicuously absent of the notes and Jiggies that were so inviting to you on your first visit. When every day feels like just doing everything you need to do to get to the next day, finishing an adventure and having some kind of final triumph in an immersive virtual world feels simultaneously foreign yet cathartic.
Small, mostly less funded projects often receive great reviews while big blockbusters get a more negative outlook. When you don't have a lot to work with, you make the most out of your resources. Now Banjo-Tooie didn't receive bad reviews but it definitely feels as if the focus was a little more spread out. It really had to be considering the jump in size and complexity. One of the big complaints about the original was that some found the game a little easy.
So Tooie turned up the difficulty in certain areas, giving players a challenge instead of an enjoyable walkthrough. It's especially important for platformers because of the heavy focus on gameplay. Kazooie has a few moments of challenge that stand out as the best levels in the game, whereas Tooie keeps a consistent pace with a much longer game.
With the focus on moving between worlds rather than exploring the nooks and crannies of one, Tooie's difficulty keeps you engaged at all times. It has nothing to do with how objectively good the game is, but nostalgia is real.
It brings you back to a simpler time where you could get stuck into a great platformer without a care in the world. In this Kazooie holds the crown, the occasional player might have started with Tooie but its rare.
Kazooie holds the key to a lot of our childhoods no matter what aspects of gameplay are better. Not because we have so many risky strats in Click Clock Wood, but because this level plays on a tree and if you miss one jump, the heart stops.
From a speedrunner perspective you don't want to mess anything up, but in Click Clock Wood, if you mess something up you probably gonna throw the whole run, because you die.
This game is difficult even after years of playing this game and this makes a lot fun. Because of the Note Count. To get the Notes to open all NoteDoors was very frustrating. Banjo-Tooie: This game in my opinion is way easier and way bigger than Banjo-Kazooie. Okay the backtracking was the downer in my opinion but not quite as difficult as the levels in BK. First of all, your Note Count is global and you don't have to recollect the Notes. Makes the game a lot easier The Jiggy's are harder to get, you have to think more about certain things and many minigames.
To get all Jiggies it takes more time Some minigames are difficult but the fun perspective is high. Result: If we draw a curve for both games, you will see that BK don't need more player skill in the end of the game, than BT.
But you have easier and longer level in BT than in BK to learn all these things. On the other Hand, BT is just insanly hard to understand in the beginning if you havn't played BK before. You get all moves right from the beginning and new players don't know how to use any of them. This is only an analyzed by me, so don't take it too seriously.
But compared to each other went BT in my opinion simply overboard. I do remember that I messed up a few times trying to get the notes in some levels in BK, but it wasn't too big of a deal.
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