1 00:00:00,000 --> 00:00:06,000 For the last few years, this video series  has been about contiguous, interconnected, 2 00:00:06,000 --> 00:00:11,875 maze-like worlds in games such as Metroid  Prime, Hollow Knight, and Elden Ring. 3 00:00:11,875 --> 00:00:13,015 BANJO: "Guh-huh!" 4 00:00:13,015 --> 00:00:17,460 So you might be surprised to see  me feature a pair of colourful 5 00:00:17,460 --> 00:00:21,000 collect-a-thon platformers  with disconnected worlds. 6 00:00:21,000 --> 00:00:23,640 But there’s a method to my madness. 7 00:00:23,640 --> 00:00:30,420 You see, while Banjo-Kazooie is definitely divided  into distinct levels with little-to-no overlap, 8 00:00:30,420 --> 00:00:34,920 the sequel, Banjo-Tooie, is far  more interconnected and complex. 9 00:00:34,920 --> 00:00:39,960 Almost all of the levels join up  through shortcuts and secret routes. 10 00:00:39,960 --> 00:00:43,320 Changes in one level can impact events in another. 11 00:00:43,320 --> 00:00:48,780 And you'll be routinely backtracking to old  stages to solve puzzles and collect objects. 12 00:00:48,780 --> 00:00:52,260 It is, at times, a Metroidvania. 13 00:00:52,260 --> 00:00:55,080 But is that actually an improvement 14 00:00:55,080 --> 00:01:00,120 over the first game - or just needless  complexity added to a winning formula? 15 00:01:00,120 --> 00:01:01,980 Well, let's find out. 16 00:01:01,980 --> 00:01:06,480 I'm Mark Brown, and this is Boss Keys. 17 00:01:07,080 --> 00:01:09,900 Now before we can talk about Banjo-Tooie, 18 00:01:09,900 --> 00:01:15,060 we have to start at the start and look at  the first game of the series: Banjo-Kazooie. 19 00:01:15,060 --> 00:01:21,840 This Nintendo 64 gem - though, I’m playing the  Xbox Live Arcade version for the video - started 20 00:01:21,840 --> 00:01:27,000 life as an isometric adventure game, about a boy  and a bunch of pirates, for the Super Nintendo. 21 00:01:27,000 --> 00:01:31,260 But after switching hardware, and  seeing how Nintendo had changed 22 00:01:31,260 --> 00:01:36,300 the platforming paradigm with Super  Mario 64, the game radically shifted 23 00:01:36,300 --> 00:01:41,160 to become a 3D platformer about a  bear with a bird in his backpack. 24 00:01:41,160 --> 00:01:45,360 And that Mario 64 inspo can  be felt pretty strongly. 25 00:01:45,360 --> 00:01:48,720 The game features a sprawling  hub world - this time, 26 00:01:48,720 --> 00:01:51,780 its the lair of series baddie Gruntilda the Witch. 27 00:01:51,780 --> 00:01:55,320 The hub lets you can transport  to a collection of uniquely 28 00:01:55,320 --> 00:01:58,740 themed-worlds - like an Egyptian  desert and a snowy Christmas land. 29 00:01:58,740 --> 00:02:02,640 Inside you'll collect shiny  golden tokens - jigsaw pieces 30 00:02:02,640 --> 00:02:05,340 and musical notes, rather than stars and coins. 31 00:02:05,340 --> 00:02:10,680 And those tokens give you access to new  parts of the hub, and, in turn, new worlds. 32 00:02:10,680 --> 00:02:15,240 Plus, while there's loads of stuff to  find and do if you want to completely, 33 00:02:15,240 --> 00:02:18,780 100% finish the game - you  only need a few power sta... 34 00:02:18,780 --> 00:02:22,320 I mean jiggies, to face the  final boss and finish the game. 35 00:02:22,320 --> 00:02:26,040 But Banjo is definitely not a straight rip-off. 36 00:02:26,040 --> 00:02:30,540 Banjo and Kazooie feel quite different  to control when compared to Mario. 37 00:02:30,540 --> 00:02:34,020 The whole game has a snarky,  British sense of humour. 38 00:02:34,020 --> 00:02:36,960 You're not booted out of worlds  when finding jiggies - something 39 00:02:36,960 --> 00:02:39,300 Mario wouldn't change until Odyssey. 40 00:02:39,300 --> 00:02:43,200 And I'd say the game leans slightly  more on puzzle-focused challenges, 41 00:02:43,200 --> 00:02:46,620 and less on ones that reward  pure platforming prowess. 42 00:02:47,460 --> 00:02:49,800 So, the game features nine levels - 43 00:02:49,800 --> 00:02:55,500 there's Mumbo's Mountain, Treasure Trove  Cove, Clanker's Cavern, Bubblegloop Swamp, 44 00:02:55,500 --> 00:03:03,150 Freezeezy Peak, Gobi's Valley, Mad Monster  Mansion, Rusty Bucket Bay, and Click Clock Wood - 45 00:03:03,150 --> 00:03:06,120 all culminating in a totally  unorthodox final level: 46 00:03:06,120 --> 00:03:11,400 a high-stakes gameshow featuring trivia  related to the game you just played. 47 00:03:11,400 --> 00:03:16,080 These levels are fairly small  and compact - but even still, 48 00:03:16,080 --> 00:03:20,460 they feature a number of clever tricks  to help you orient yourself in the level. 49 00:03:20,460 --> 00:03:25,800 Stages are usually split into distinct  zones - like Gobi's oasis, sphinx, 50 00:03:25,800 --> 00:03:29,460 and pyramids - to break the  level into organised chunks. 51 00:03:29,460 --> 00:03:34,020 You also get plenty of weenies -  you know, those giant landmarks 52 00:03:34,020 --> 00:03:37,680 that provide a consistent visual guide,  no matter where you are in the stage. 53 00:03:37,680 --> 00:03:41,940 Some levels use a hub and spoke  system - like Bubblegloop Swamp 54 00:03:41,940 --> 00:03:45,720 where the five different zones fan  off from a single central area. 55 00:03:45,720 --> 00:03:51,240 And while all of the levels feature additional  sub-rooms - they are always accessed from clearly 56 00:03:51,240 --> 00:03:56,580 identifiable doorways - like the pyramids in  Gobi's Valley and the boat in Rusty Bucket Bay. 57 00:03:56,580 --> 00:03:58,740 So it's easy to remember where they are. 58 00:03:58,740 --> 00:04:03,060 All of this stuff makes it easy to know  where you have and haven't been in the level. 59 00:04:03,060 --> 00:04:05,280 And they help you return to places you've 60 00:04:05,280 --> 00:04:08,040 already visited - which you may  need to do at certain times. 61 00:04:08,040 --> 00:04:13,320 For instance, some levels feature environments  that are impossible for Banjo and Kazooie 62 00:04:13,320 --> 00:04:18,000 to traverse - like these super slippery  slopes in the hill on Mumbo's Mountain. 63 00:04:18,000 --> 00:04:22,620 However, Banjo can unlock helpful  transformations - like a walrus 64 00:04:22,620 --> 00:04:27,900 that can survive icy water or a termite  that can, aha, crawl up slippery slopes. 65 00:04:27,900 --> 00:04:31,380 Now you can go back to that  area and make further progress. 66 00:04:32,700 --> 00:04:37,560 Now, much like Mario 64, the  levels are separate and standalone. 67 00:04:37,560 --> 00:04:42,660 What happens in Mad Monster Mansion  stays in Mad Monster Mansion. 68 00:04:42,660 --> 00:04:45,300 But there are a few exceptions to this rule. 69 00:04:45,300 --> 00:04:48,720 Like, in every level you are able to collect all 70 00:04:48,720 --> 00:04:52,200 10 jiggies before moving on to  the next stage, if you so wish. 71 00:04:52,200 --> 00:04:57,180 However, in world five - Freezeezy Peak  - there's a jiggy that requires the Turbo 72 00:04:57,180 --> 00:05:00,720 Trainers which won't be unlocked  until world six - Gobi's Valley. 73 00:05:00,720 --> 00:05:06,240 This makes it the one instance where you can't  get all 10 tokens on your first visit, and so 74 00:05:06,240 --> 00:05:10,980 you'll have to go back to a previously-explored  world if you want all the jiggies in the game. 75 00:05:10,980 --> 00:05:16,920 There's also at least one moment where your  actions in one level will have an impact on 76 00:05:16,920 --> 00:05:22,380 another: if you annoy Gobi the camel in Gobi's  Valley, he'll leave and show up in a later level. 77 00:05:22,380 --> 00:05:25,920 But if you ignore that  quest line, he won't appear. 78 00:05:25,920 --> 00:05:29,820 Also, each level has a button that  will make a jiggy appear in the hub 79 00:05:29,820 --> 00:05:34,080 world - so you'll have to remember to  track it down when you exit the stage. 80 00:05:34,080 --> 00:05:36,720 And you can actually leave levels while 81 00:05:36,720 --> 00:05:39,720 transformed - which can be used  to solve puzzles in the hub. 82 00:05:39,720 --> 00:05:44,880 The termite transformation can be used to scale a  steep hill outside Mumbo's Mountain, for instance, 83 00:05:44,880 --> 00:05:49,740 and the pumpkin from Mad Monster Mansion is  needed to squeeze through this small gap. 84 00:05:49,740 --> 00:05:55,740 And there's also one level that cleverly shifts  and changes, depending on how you enter the world. 85 00:05:55,740 --> 00:06:01,140 I'm talking about the... sometimes  polarising ninth level, Click Clock Wood. 86 00:06:01,140 --> 00:06:05,220 You open this level by hitting a  flower switch - and go inside to 87 00:06:05,220 --> 00:06:08,100 find a giant tree during the rainy spring season. 88 00:06:08,100 --> 00:06:13,860 Climb to the top of the tree and you'll find a  sun button that will open another door in the hub. 89 00:06:13,860 --> 00:06:18,480 Which - when entered - will bring you back  to the exact same tree, but now in summer. 90 00:06:18,480 --> 00:06:22,800 There are bees about, the tree has  new leaves, and the lake has dried up. 91 00:06:22,800 --> 00:06:25,500 Which gives you access to  another button - and lets 92 00:06:25,500 --> 00:06:28,440 you come back to the level  again, this time in autumn. 93 00:06:28,440 --> 00:06:30,540 And, of course, once more for winter. 94 00:06:30,540 --> 00:06:35,880 Many of the jiggies in this level require  you to solve puzzles across separate seasons. 95 00:06:35,880 --> 00:06:41,700 For example you can plant a seed in spring,  water it in summer, and get a jiggy in autumn. 96 00:06:41,700 --> 00:06:46,560 Or hatch a baby bird in spring, feed  it caterpillars in summer and autumn, 97 00:06:46,560 --> 00:06:49,440 and then watch it grow into  a mighty eagle in the winter. 98 00:06:49,440 --> 00:06:52,920 And you can break this rock while  the lake is dried up in summer... 99 00:06:52,920 --> 00:06:55,620 only to find that the path behind it is too steep. 100 00:06:55,620 --> 00:06:58,500 So you'll have to come back in  autumn, when the water's back, 101 00:06:58,500 --> 00:07:01,080 and swim up to finally get your reward. 102 00:07:01,080 --> 00:07:05,640 It's the sort of challenge that requires  thoughtful consideration of the level and how 103 00:07:05,640 --> 00:07:10,920 it can change and adapt - and it rewards you for  returning to the right place at the right time. 104 00:07:10,920 --> 00:07:15,300 It's a truly memorable level -  reminiscent of Zelda dungeons, 105 00:07:15,300 --> 00:07:19,980 and those clever Mario 64 stages that  change depending on how you enter the world. 106 00:07:19,980 --> 00:07:24,600 It was also one of the hardest levels  to make - according to designer Gregg 107 00:07:24,600 --> 00:07:27,300 Mayles who said it took twice  as long as the other stages. 108 00:07:27,300 --> 00:07:32,340 And it's slightly infamous among some Banjo  fans who find it more frustrating than fun 109 00:07:32,340 --> 00:07:37,560 due to the verticality, having to do the same  tricky platforming in all different seasons, 110 00:07:37,560 --> 00:07:42,300 and the pain of falling down and having  to do the whole thing aaaall over again. 111 00:07:42,300 --> 00:07:48,420 It just goes to prove that it's easy for a  clever idea to stumble due to implementation. 112 00:07:48,420 --> 00:07:51,720 A topic I'm sure we'll be returning to. 113 00:07:54,000 --> 00:07:59,040 So overall, Banjo-Kazooie is a really  fun collect-a-thon platformer - with 114 00:07:59,040 --> 00:08:03,360 memorable characters, collectables,  and worlds - and a few clever ways 115 00:08:03,360 --> 00:08:06,660 to have the levels break out from  their distinctly different zones. 116 00:08:06,660 --> 00:08:13,260 But for the sequel, released two years later,  Rare decided to make interconnectivity a key 117 00:08:13,260 --> 00:08:19,620 part of the game - ensuring that every world would  have some connection to another part of the game. 118 00:08:19,620 --> 00:08:23,160 But let's press pause on that for now - and start 119 00:08:23,160 --> 00:08:26,100 by talking about the levels  individually and separately. 120 00:08:26,100 --> 00:08:31,020 Because we need to know how they work alone  before talking about how they intersect. 121 00:08:31,020 --> 00:08:37,620 And also because some changes in Banjo-Tooie end  up turning each level into a mini Metroidvania... 122 00:08:37,620 --> 00:08:39,000 of sorts. 123 00:08:39,000 --> 00:08:45,840 So this time the eight levels are Mayahem  Temple, Glitter Gulch Mine, Witchyworld, 124 00:08:45,840 --> 00:08:54,000 Jolly Roger's Lagoon, Terrydactyland, Grunty  Industries, Hailfire Peaks, and Cloud Cuckooland - 125 00:08:54,000 --> 00:08:57,000 with another game show at  the end to top things off. 126 00:08:57,000 --> 00:09:04,080 This first change from Banjo one is that these  new stages are - on the whole - much, much bigger. 127 00:09:04,080 --> 00:09:08,760 A level like Terrydactyland has a  massive central chamber with a lot 128 00:09:08,760 --> 00:09:12,300 of verticality - and it splinters  off into many different sub areas. 129 00:09:12,300 --> 00:09:16,680 And Hailfire Peaks takes place  on a sprawling volcano that is 130 00:09:16,680 --> 00:09:18,900 roughly the size of a Banjo-Kazooie level... 131 00:09:18,900 --> 00:09:21,600 before you realise that this is only half of the 132 00:09:21,600 --> 00:09:24,600 stage - and there's a whole  icy expanse on the reverse. 133 00:09:24,600 --> 00:09:29,460 All of the levels now have four warp points  throughout to help speed up traversal, 134 00:09:29,460 --> 00:09:32,400 but little else is done to help with navigation. 135 00:09:32,400 --> 00:09:37,260 While I just praised Banjo-Kazooie for  its level layouts that aid orientation, 136 00:09:37,260 --> 00:09:41,940 I often found it extremely difficult  to find my way around in Banjo-Tooie. 137 00:09:41,940 --> 00:09:47,220 For example, in levels like Terrydactyland,  Glitter Gulch Mine, and Hailfire Peaks, 138 00:09:47,220 --> 00:09:51,420 I could never remember, even across  two whole playthroughs for this video, 139 00:09:51,420 --> 00:09:55,320 which nondescript tunnels led to which sub-rooms. 140 00:09:55,320 --> 00:10:00,360 And I routinely got lost in the maze-like  underwater chambers of Jolly Rogers Lagoon. 141 00:10:00,360 --> 00:10:05,280 One stage stands out as a proud  exception, though: Witchyworld. 142 00:10:05,280 --> 00:10:08,340 Taking influence from real-life theme parks, 143 00:10:08,340 --> 00:10:12,840 this level has a helpful hub-and-spoke  system that keeps things organised. 144 00:10:12,840 --> 00:10:18,120 Using the big top tent as an obvious  central weenie, the stage fans out in 145 00:10:18,120 --> 00:10:23,400 four directions for the entrance, and the  space, haunted house, and wild west zones, 146 00:10:23,400 --> 00:10:27,720 which have unique signs, shapes, and  colour palettes to keep them distinct. 147 00:10:27,720 --> 00:10:33,720 It's a breeze to explore and a sharp contrast  to the rest of the game's more muddled levels. 148 00:10:33,720 --> 00:10:40,080 And orientation is important in a game that  puts so much emphasis on re-exploring space. 149 00:10:40,080 --> 00:10:46,380 So in Banjo-Kazooie I talked about how in a few  levels you could transform into critters like a 150 00:10:46,380 --> 00:10:52,080 termite or a crocodile and use their unique powers  to overcome obstacles elsewhere in the stage. 151 00:10:52,080 --> 00:10:55,620 Banjo-Tooie takes this and  amps it up dramatically. 152 00:10:55,620 --> 00:10:59,400 Thanks to new character, uh, Humba Wumba. 153 00:10:59,400 --> 00:11:00,030 Oy. 154 00:11:00,030 --> 00:11:06,840 Every level now has a transformation, allowing you  to become a stone statue, an explosive detonator, 155 00:11:06,840 --> 00:11:15,300 a van, a submarine, a small t-rex, a big t-rex,  a washing machine, a snowball, and a bee. 156 00:11:15,840 --> 00:11:18,540 Not only will you have to find you way back to the 157 00:11:18,540 --> 00:11:21,720 place where these transformations  will grant access, but you'll often 158 00:11:21,720 --> 00:11:25,140 need to figure out an alternative route  that works for their unique movement. 159 00:11:25,140 --> 00:11:28,440 For instance, it's effortless to jump up and 160 00:11:28,440 --> 00:11:31,560 reach this pressure-sensitive  switch as Banjo and Kazooie... 161 00:11:31,560 --> 00:11:34,860 but as a heavy snowball  with a three inch vertical? 162 00:11:34,860 --> 00:11:35,940 Think again. 163 00:11:35,940 --> 00:11:39,360 Instead you'll have to take a  warp panel to the fire side, 164 00:11:39,360 --> 00:11:44,100 hot foot it through here before melting, and  then roll around to the button from above. 165 00:11:44,100 --> 00:11:45,480 But that's not all! 166 00:11:45,480 --> 00:11:48,060 This time you can also play as Mumbo Jumbo, 167 00:11:48,060 --> 00:11:51,540 who can make changes in the level  when standing on these special spaces. 168 00:11:51,540 --> 00:11:55,260 But he's slow and dumpy when  compared to Banjo and Kazooie, 169 00:11:55,260 --> 00:11:58,080 so you'll sometimes need to find  another route for him to take. 170 00:11:58,080 --> 00:12:03,300 And also new for this sequel: Banjo and Kazooie  can split up into two separate characters. 171 00:12:03,300 --> 00:12:08,460 This reveals a bunch of unique moves that  can't be done when paired up, and leads to 172 00:12:08,460 --> 00:12:13,560 challenges where the bear and bird must work  together, tag-teaming obstacles and puzzles. 173 00:12:13,560 --> 00:12:18,060 All of this stuff is pretty cool,  forcing you to understand the level 174 00:12:18,060 --> 00:12:21,780 and its various paths and routes  - and make intentional plans for 175 00:12:21,780 --> 00:12:25,140 how you'll get around with the unique  abilities of the different characters. 176 00:12:25,140 --> 00:12:30,960 But this fun gameplay is let down in  implementation - and not just by the confusing 177 00:12:30,960 --> 00:12:36,120 level layouts that make it tough to even find  that place you need to use the transformation. 178 00:12:36,120 --> 00:12:42,120 No: the real culprit is the tedium of  actually activating these transformations. 179 00:12:42,840 --> 00:12:46,860 For instance, in Witchyworld you  find this shut-down dodgems ride. 180 00:12:46,860 --> 00:12:49,980 So you go all the way to Mumbo and switch to him. 181 00:12:49,980 --> 00:12:52,740 Go back to the dodgems to power up the ride. 182 00:12:52,740 --> 00:12:58,020 Inside is a money box, so back to  Mumbo to become Banjo and Kazooie. 183 00:12:58,020 --> 00:13:00,300 Then to Humba Wumba to become the van. 184 00:13:00,300 --> 00:13:02,820 Back to the dodgems to pay the entry fee. 185 00:13:02,820 --> 00:13:05,940 Then back to Humba Wumba to turn  back into Banjo and Kazooie. 186 00:13:05,940 --> 00:13:09,660 And then back to the dodgems to  - finally! - play the mini game. 187 00:13:10,260 --> 00:13:13,800 There's similar frustration in  finding one of these manholes 188 00:13:13,800 --> 00:13:18,060 which grant new abilities - only to be  told that you need to split up and come 189 00:13:18,060 --> 00:13:22,920 back as either Banjo or Kazooie  alone to actually learn the move. 190 00:13:22,920 --> 00:13:28,500 And look - it's not Rare's worst game for  this sort of character-changing nonsense. 191 00:13:28,500 --> 00:13:30,900 And the warp pads certainly do help. 192 00:13:30,900 --> 00:13:34,920 But it's still just needless bloat  and backtracking that creates 193 00:13:34,920 --> 00:13:39,060 tedium and discourages free-form  exploration and experimentation. 194 00:13:39,060 --> 00:13:43,560 A button to break Humba Wumba's  magic spell and turn back into Banjo, 195 00:13:43,560 --> 00:13:48,000 or a button to call your partner back  to you, would be a really nice addition. 196 00:13:49,260 --> 00:13:54,480 All of this comes to a head in Tooie's  most infamous level: Grunty Industries. 197 00:13:54,480 --> 00:14:00,780 A level that can go toe-to-toe with the Water  Temple for perplexing Nintendo 64 owners. 198 00:14:00,780 --> 00:14:05,340 So this level is humongous - a five-floor factory 199 00:14:05,340 --> 00:14:08,880 with an extra basement and  rooftop for good measure. 200 00:14:08,880 --> 00:14:13,620 It's not too bad to navigate thanks to  clear signs above most of the doors - but 201 00:14:13,620 --> 00:14:16,920 you'll probably need a notepad  to remember what's on each floor. 202 00:14:16,920 --> 00:14:20,940 The true complication, then, comes  from constantly changing characters. 203 00:14:20,940 --> 00:14:25,440 Many sections require you to split  up - especially as Banjo needs to 204 00:14:25,440 --> 00:14:29,580 transport batteries around in his empty  backpack to unlock electro-powered doors. 205 00:14:29,580 --> 00:14:34,980 Mumbo needs to make his way to various pads  to turn off machinery - but the results are 206 00:14:34,980 --> 00:14:38,880 usually temporary so you'll need to rush  around to make any use of the change. 207 00:14:38,880 --> 00:14:42,960 And then there's the level's special  transformation: the washing machine. 208 00:14:42,960 --> 00:14:47,520 This allows access to service  lifts and some special rooms but, 209 00:14:47,520 --> 00:14:51,720 for some inexplicable reason,  you can't use the warp pads. 210 00:14:51,720 --> 00:14:54,960 The machine also can't jump very  high meaning you'll often need 211 00:14:54,960 --> 00:14:56,760 to find alternative routes to get around. 212 00:14:56,760 --> 00:15:02,220 In fact, much of the level involves making routes  and paths for the other playable characters - 213 00:15:02,220 --> 00:15:04,740 like dropping this Mumbo pad down from the attic, 214 00:15:04,740 --> 00:15:08,700 or lowering an elevator so the washing  machine can pass this small gap. 215 00:15:08,700 --> 00:15:12,420 This leads to endless backtracking  and character swapping. 216 00:15:12,420 --> 00:15:17,610 Now many of the changes you make are  permanent, one-way modifications to the level - 217 00:15:17,610 --> 00:15:20,220 so it's more like slowly unpicking a knot, 218 00:15:20,220 --> 00:15:24,480 rather than the brain-melting puzzle  box shenanigans of a Zelda dungeon. 219 00:15:24,480 --> 00:15:27,180 But it's still a lot to keep in your head as 220 00:15:27,180 --> 00:15:31,560 you must remember the status of so  many floors, doors, and sub rooms. 221 00:15:31,560 --> 00:15:36,120 Without good memory or notes you can  be wandering around aimlessly forever. 222 00:15:36,120 --> 00:15:41,100 Most players will spend double the time  on this level than any other in the game. 223 00:15:41,100 --> 00:15:46,620 Now I did actually enjoy this level quite a lot  because I’m a sicko - but I get the backlash. 224 00:15:46,620 --> 00:15:49,200 Even Rare agrees that it was a lot to take in, 225 00:15:49,200 --> 00:15:53,340 and that a decent in-game map would  have helped things dramatically. 226 00:15:53,340 --> 00:15:56,100 So that's the individual levels. 227 00:15:56,100 --> 00:15:59,700 But now let's zoom out and  look at the game as a whole. 228 00:15:59,700 --> 00:16:05,100 Because, at first glance, the game is  structurally similar to Banjo-Kazooie. 229 00:16:05,100 --> 00:16:10,500 There's a hub world - this time the Isle of  Hags - where we can access the different levels. 230 00:16:10,500 --> 00:16:16,680 Each world has 10 jiggies to find, again, and they can  be used to unlock stages further into the hub. 231 00:16:16,680 --> 00:16:21,660 But even from the very first level,  Mayahem Temple, things are different. 232 00:16:21,660 --> 00:16:26,700 We're immediately faced with obstacles that  we can't overcome with the abilities on hand. 233 00:16:26,700 --> 00:16:30,540 And if you head through this tunnel  and check the menu you'll realise that 234 00:16:30,540 --> 00:16:33,120 you're actually in a completely different world - 235 00:16:33,120 --> 00:16:37,440 Terrydactyland, which you won't explore  properly until you unlock world five. 236 00:16:37,440 --> 00:16:43,620 It soon becomes clear that Banjo-Tooie is not a  set of disconnected stages like Banjo-Kazooie, 237 00:16:43,620 --> 00:16:48,600 but actually an interwoven web of worlds  that must be taken as a complete package. 238 00:16:48,600 --> 00:16:53,280 And this interconnectivity comes in  a few different flavours: there's 239 00:16:53,280 --> 00:16:56,520 backtracking to old levels with new abilities. 240 00:16:56,520 --> 00:16:59,820 Criss-crossing between worlds through shortcuts. 241 00:16:59,820 --> 00:17:04,320 And making changes in one world, to  create a knock-on effect in another. 242 00:17:04,320 --> 00:17:08,520 So let's start by talking about  backtracking with abilities. 243 00:17:08,520 --> 00:17:13,320 Banjo-Tooie starts will all the moves  you learned in Banjo-Kazooie - which 244 00:17:13,320 --> 00:17:17,820 is already quite a lot - and then gives  you loads more throughout the adventure. 245 00:17:17,820 --> 00:17:20,640 There's about 20 additional abilities in all, 246 00:17:20,640 --> 00:17:26,520 including different types of egg ammo, extra  attacks, healing moves, egg-firing abilities, 247 00:17:26,520 --> 00:17:31,800 and highly situational puzzle-solving  tools like Kazooie's ability to hatch eggs. 248 00:17:31,800 --> 00:17:37,140 Predictably, those new moves grant access to  jiggies in the level where you unlock them: 249 00:17:37,140 --> 00:17:42,240 in Mayahem Temple you get the Breegull  Blaster which turns Kazooie into an 250 00:17:42,240 --> 00:17:46,260 egg-spitting shotgun, and lets you get  two jiggies from Targitzan's temple. 251 00:17:46,260 --> 00:17:51,600 But the moves just as often let you get  jiggies in stages... you've already been to. 252 00:17:51,600 --> 00:17:55,560 For instance, Mayahem Temple,  has a jiggy that requires the 253 00:17:55,560 --> 00:17:58,260 Bill Drill from world two, Glitter Gulch Mine. 254 00:17:58,260 --> 00:18:00,900 Which, in turn, has a jiggy that requires 255 00:18:00,900 --> 00:18:04,020 the Springy Step Shoes from  world five, Terrydactyland. 256 00:18:04,020 --> 00:18:08,160 World four, Jolly Rogers Lagoon,  needs the glide from world seven. 257 00:18:08,160 --> 00:18:12,480 And world six, Grunty Industries,  needs the sack pack from world eight. 258 00:18:12,480 --> 00:18:15,780 That's not even all of the jiggies -  and it also doesn't include additional 259 00:18:15,780 --> 00:18:21,360 collectibles like Jinjos, Cheato pages,  honeycomb pieces, treble clefs, and so on. 260 00:18:21,360 --> 00:18:24,540 Now, as a concept, this is fine by me. 261 00:18:24,540 --> 00:18:30,960 Revisiting old areas with new tools, keys, and  abilities is at the heart of Metroidvanias. 262 00:18:30,960 --> 00:18:36,540 And also point and click adventures - a genre  which Banjo-Tooie often feels reminiscent of. 263 00:18:36,540 --> 00:18:41,460 Plus, it's usually quick to return to old  levels thanks to the hub (which is easier 264 00:18:41,460 --> 00:18:45,720 to traverse than the one in Banjo-Kazooie) and  other interconnections that I'll talk about later. 265 00:18:45,720 --> 00:18:49,080 But the execution does leave  something to be desired. 266 00:18:49,080 --> 00:18:53,760 For one, Banjo-Kazooie established  that - barring one exception - every 267 00:18:53,760 --> 00:18:57,120 world can be finished with the  abilities gained by that point. 268 00:18:57,120 --> 00:19:02,340 Banjo-Tooie throws that convention out  completely, which is potentially confusing. 269 00:19:02,340 --> 00:19:08,160 And secondly, once the player does realise  that jiggies may be inaccessible until later, 270 00:19:08,160 --> 00:19:13,620 it's totally possible to assume that certain  puzzles can't be solved with your current tools. 271 00:19:13,620 --> 00:19:17,580 This happened to me a fair few times - in Mayahem 272 00:19:17,580 --> 00:19:20,640 Temple there are two jiggies being  guarded by sleeping characters. 273 00:19:20,640 --> 00:19:26,280 I thought I'd maybe get some ability later on  to help with this problem - but it turned out 274 00:19:26,280 --> 00:19:31,560 that I just needed to move the analogue stick  a small amount to make Banjo tip-toe silently. 275 00:19:31,560 --> 00:19:35,760 This confusion is actually a  common issue in Metroidvanias. 276 00:19:35,760 --> 00:19:41,100 I once spent ages wandering around the world of  Ori and the Will of the Wisps, looking for the 277 00:19:41,100 --> 00:19:46,500 way forward - only to realise I just needed to use  the feather I already had to wake Baur the bear. 278 00:19:46,500 --> 00:19:51,420 When you establish that your game is often  about going elsewhere to find the path forward, 279 00:19:51,420 --> 00:19:55,200 it's not surprising that players  will sometimes incorrectly assume 280 00:19:55,200 --> 00:19:57,780 that the solution is somewhere else in the world. 281 00:19:57,780 --> 00:20:00,360 There are a few ways to help with this. 282 00:20:00,360 --> 00:20:03,600 In Super Metroid there's a room  where you need to use Samus's 283 00:20:03,600 --> 00:20:06,600 default run ability to bypass falling blocks. 284 00:20:06,600 --> 00:20:10,860 The game actually locks the door  behind you to ensure you don't give 285 00:20:10,860 --> 00:20:14,100 up and try to look elsewhere for  something to make you run faster. 286 00:20:14,100 --> 00:20:19,260 In Insanely Twisted Shadow Planet you  can scan obstacles to see what ability 287 00:20:19,260 --> 00:20:24,540 you need to use - one you already own,  or a mystery tool you don't have yet? 288 00:20:24,540 --> 00:20:29,760 And in Blasphemous II, each new ability  is linked to a single specific type of 289 00:20:29,760 --> 00:20:34,020 obstacle - so there's never confusion  about where you can and can't advance. 290 00:20:34,020 --> 00:20:39,630 For Banjo it might have been nice to  communicate this through the jiggy tips page - 291 00:20:39,630 --> 00:20:43,020 a useful screen in the menu which keeps  track of which jiggies you've found, 292 00:20:43,020 --> 00:20:45,480 and gives hints and clues for finding the rest. 293 00:20:45,480 --> 00:20:50,580 Some way of marking them as currently  accessible or not might have helped. 294 00:20:51,480 --> 00:20:56,220 Next, let's look at the way levels  in Banjo-Tooie are linked together. 295 00:20:56,220 --> 00:21:00,600 And this comes in two forms  - connections and changes. 296 00:21:00,600 --> 00:21:06,780 The first is literally connections between  worlds - routes that link one level to another, 297 00:21:06,780 --> 00:21:09,420 meaning you don't have to go  through the hub world first. 298 00:21:09,420 --> 00:21:15,180 So in Mayahem Temple you can make a hole that  goes through to Glitter Gulch Mine, and later, 299 00:21:15,180 --> 00:21:18,660 get access to Terrydactyland and Hailfire Peaks. 300 00:21:18,660 --> 00:21:22,920 Glitter Gulch Mine has an entrance  to Witchyworld - and Witchyworld 301 00:21:22,920 --> 00:21:25,320 has a secret shortcut to Terrydactyland. 302 00:21:25,320 --> 00:21:29,580 Jolly Roger's Lagoon has a pipe  that drops into Glitter Gulch Mine, 303 00:21:29,580 --> 00:21:32,640 and two pipes that lead to Grunty Industries. 304 00:21:32,640 --> 00:21:37,179 Terrydactyland's stomping plains hooks  up to Hailfire Peaks - 305 00:21:37,179 --> 00:21:39,420 which also has a pipe to Grunty industries. 306 00:21:39,420 --> 00:21:43,260 Plus, a one-way route to Jolly Roger's Lagoon. 307 00:21:43,260 --> 00:21:46,800 However, not all connections are created equal. 308 00:21:46,800 --> 00:21:48,946 Some only go one way. 309 00:21:48,946 --> 00:21:53,880 And the three links to Grunty Industries go  to completely separate and enclosed areas, 310 00:21:53,880 --> 00:21:56,580 and so they don't grant access to the whole level. 311 00:21:56,580 --> 00:22:01,620 Same for the route from Terrydactyland's  stomping plains to Hailfire Peaks - it 312 00:22:01,620 --> 00:22:06,000 just puts you in a tiny icy cave  with nothing more than a jiggy. 313 00:22:06,000 --> 00:22:08,100 So, put that all together, 314 00:22:08,100 --> 00:22:12,660 and this gives us a map of Banjo-Tooie  that looks a little something like this. 315 00:22:12,660 --> 00:22:17,340 I've marked the connections that lead to dead-ends  with dotted lines, to keep them separate. 316 00:22:17,340 --> 00:22:19,440 Oh, and then there's Chuffy. 317 00:22:19,440 --> 00:22:24,240 In Glitter Gulch Mine you can use Mumbo  to right this broken-down steam engine. 318 00:22:24,240 --> 00:22:29,040 Then, as Banjo and Kazooie, you can  fight the conductor, Old King Coal. 319 00:22:29,040 --> 00:22:33,720 Now you can open up train stations in  six other places - the Isle of Hags hub, 320 00:22:33,720 --> 00:22:40,320 Witchyworld, Terrydactyland, Grunty Industries,  and Hailfire Peaks' ice side, and fire side. 321 00:22:40,320 --> 00:22:44,100 Now you can ride the train from stop to stop. 322 00:22:44,100 --> 00:22:48,780 There are now complete connections in  every world bar the last, Cloud Cuckooland, 323 00:22:48,780 --> 00:22:53,760 which is high above the Isle of Hags and  so not physically touching any other stage. 324 00:22:53,760 --> 00:22:57,240 The other way levels are  linked is through changes. 325 00:22:57,240 --> 00:23:00,540 Do something in one world and  you'll make a difference in another. 326 00:23:00,540 --> 00:23:04,860 So in Mayahem, when we open that  route to Glitter Gulch Mine, 327 00:23:04,860 --> 00:23:08,760 Dilberta the rat will run through -  netting us a jiggy on the other side. 328 00:23:08,760 --> 00:23:13,860 Likewise, opening this door from Glitter  Gulch to Witchyworld will let a flying 329 00:23:13,860 --> 00:23:17,640 saucer travel through to the fairground  and unlock a mini-game in that level. 330 00:23:17,640 --> 00:23:22,920 Witchyworld has a cell block with  Gobi the camel and a dinosaur called 331 00:23:22,920 --> 00:23:28,500 Scrut who will head to Hailfire Peaks and  Terrydactyland, respectively, when rescued. 332 00:23:28,500 --> 00:23:33,840 In Jolly Rogers Lagoon, fixing the UFO  sends it off to Hailfire Peak's ice side. 333 00:23:33,840 --> 00:23:38,160 Turning off the sewage in Grunty Industries  will clean the water in Jolly Roger. 334 00:23:38,160 --> 00:23:43,320 And you can send stuff from Cloud Cuckooland  down to the world below - you can drain this 335 00:23:43,320 --> 00:23:45,840 water into Dippy's pool in Terrydactyland. 336 00:23:45,840 --> 00:23:51,060 And you can knock George ice cube down to be with  his wife Mildred in Hailfire Peaks' ice side.... 337 00:23:52,620 --> 00:23:54,060 whoops, wrong side. 338 00:23:54,060 --> 00:23:58,740 Well at least that water is cool now, and  can be drained into Jolly Roger's Lagoon. 339 00:23:58,740 --> 00:24:01,620 Phew! That's a lot of interconnectivity! 340 00:24:01,620 --> 00:24:06,780 In fact, every single level features some  link to another stage in the game - whether 341 00:24:06,780 --> 00:24:11,220 that's a literal route between stages or  a way to enact changes in another world. 342 00:24:11,220 --> 00:24:13,860 But what's the point of all this stuff? 343 00:24:13,860 --> 00:24:15,660 Banjo-Kazooie didn't have it, 344 00:24:15,660 --> 00:24:19,860 after all - the only way to get from one  world to another was through the hub. 345 00:24:19,860 --> 00:24:23,580 And outside of those super rare  exceptions I explored earlier, 346 00:24:23,580 --> 00:24:25,980 the levels never impact on each other. 347 00:24:25,980 --> 00:24:29,700 So what do we gain from the connections in Tooie? 348 00:24:29,700 --> 00:24:34,920 Well, for one, it simply makes the  world feel more connected and complete. 349 00:24:34,920 --> 00:24:40,260 Less like a random hodgepodge of disconnected  worlds and more like a believable space. 350 00:24:40,260 --> 00:24:44,340 Grunty Industries dumps its  sewage into Jolly Roger's Lagoon, 351 00:24:44,340 --> 00:24:46,980 which delivers water to Glitter Gulch Mine. 352 00:24:46,980 --> 00:24:52,920 And characters visit Witchyworld, or leave one  world only to get trapped in Hailfire Peaks. 353 00:24:52,920 --> 00:24:56,940 Just like seeing Pinna Park in the  skybox for Super Mario Sunshine, 354 00:24:56,940 --> 00:25:01,680 or realising that blue lake is the cause  of the eternal rain in the City of Tears, 355 00:25:01,680 --> 00:25:04,260 it adds to the world building and sense of place. 356 00:25:04,260 --> 00:25:07,920 Two, there's just something  special in realising that a 357 00:25:07,920 --> 00:25:10,020 world is more interconnected than you thought. 358 00:25:10,020 --> 00:25:14,940 Even with those dead-end shortcuts I just  spoke about, it's still surprising and 359 00:25:14,940 --> 00:25:18,480 charming to realise that you just showed  up in a completely different level - 360 00:25:18,480 --> 00:25:21,120 perhaps one you won't unlock  properly until many hours later. 361 00:25:21,120 --> 00:25:25,620 Three, is that, when it comes to those  literal connections between stages, 362 00:25:25,620 --> 00:25:28,860 it can create expedient new routes and shortcuts. 363 00:25:28,860 --> 00:25:34,620 And in a game that often has you backtracking to  an old area - perhaps with a new ability to use, 364 00:25:34,620 --> 00:25:37,560 or because you just made  a change in another zone - 365 00:25:37,560 --> 00:25:40,620 unlocking quicker paths should  be a very worthwhile reward. 366 00:25:40,620 --> 00:25:45,660 Then again, I personally never  really used them for that purpose. 367 00:25:45,660 --> 00:25:51,600 It was usually just as fast, if not faster,  to simply warp to the level entrance, leave, 368 00:25:51,600 --> 00:25:55,320 and then use the handy hub world  warps to bounce to the other world. 369 00:25:55,320 --> 00:25:59,700 Ironically, this is an instance where  Banjo-Tooie is actually so convenient 370 00:25:59,700 --> 00:26:03,720 by default that there's not much to  be gained by an extra dash of speed. 371 00:26:03,720 --> 00:26:08,640 And then finally, there's using interconnectivity  for puzzle- and problem-solving. 372 00:26:08,640 --> 00:26:13,080 For instance, you can't actually enter  the main Grunty Industries factory, 373 00:26:13,080 --> 00:26:17,700 when you first enter from the hub world, because  the front door is locked from the inside. 374 00:26:17,700 --> 00:26:21,840 The solution is to find this switch  to open the level's train station, 375 00:26:21,840 --> 00:26:27,180 and then take Chuffy from another stop to  enter Grunty Industries from the inside. 376 00:26:27,180 --> 00:26:32,100 In Hailfire Peaks you need to be a  stony to enter the kickball tournament. 377 00:26:32,100 --> 00:26:36,480 So you need to use the connection to  Mayahem Temple to transform in that 378 00:26:36,480 --> 00:26:39,180 world - and then come back through as a stony. 379 00:26:39,180 --> 00:26:44,100 And I really enjoyed this puzzle involving  Scrotty the dinosaur in Terrydactyland. 380 00:26:44,100 --> 00:26:46,560 Her three dino kids need help. 381 00:26:46,560 --> 00:26:48,960 One can be saved by Mumbo in the level. 382 00:26:48,960 --> 00:26:52,440 Another is trapped in Witchyworld's jail cells. 383 00:26:52,440 --> 00:26:54,000 And the third is sick. 384 00:26:54,000 --> 00:26:59,460 You'll need Banjo's taxi pack to put him on  the train, park Chuffy at the Isle of Hags, 385 00:26:59,460 --> 00:27:02,580 and then use Mumbo's magic  point to heal the dinosaur. 386 00:27:02,580 --> 00:27:07,680 These puzzles ask you to consider not  just your current crop of abilities. 387 00:27:07,680 --> 00:27:10,560 Or the tools available in the current level. 388 00:27:10,560 --> 00:27:15,300 But to think about the entire world  as a possible puzzle-solving tool. 389 00:27:15,300 --> 00:27:20,040 And they feel satisfying to solve because  they reward you for understanding how this 390 00:27:20,040 --> 00:27:23,220 world works, and how all the  different areas fit together. 391 00:27:23,220 --> 00:27:28,380 Unfortunately, most of the the other  connection-based puzzles are less exciting. 392 00:27:28,380 --> 00:27:33,600 For instance - I mentioned earlier that you need  to clean up the water in Jolly Roger's Lagoon. 393 00:27:33,600 --> 00:27:38,760 It might have been cool to see a clue that  the sewage was coming from Grunty Industries 394 00:27:38,760 --> 00:27:44,820 and then make the intentional choice to travel  there and turn off the sewage or block the pipe. 395 00:27:44,820 --> 00:27:49,740 But instead there's just a shortcut above  the tap in Jolly Roger's Lagoon that takes 396 00:27:49,740 --> 00:27:54,540 you to that dead-end room in Grunty Industries  which has nothing but a sewer shut-off switch. 397 00:27:54,540 --> 00:27:57,720 And many of the changes just kind of... happen. 398 00:27:57,720 --> 00:28:01,680 You break this rock in Cloud  Cuckooland because, why not, 399 00:28:01,680 --> 00:28:05,400 and then it drains down into  Dippy's pool in Terrydactyland. 400 00:28:05,400 --> 00:28:10,080 You don't have to think, plan, or  consider how to get the water to Dippy, 401 00:28:10,080 --> 00:28:12,120 you just play the game and it happens. 402 00:28:12,120 --> 00:28:17,280 You don't even have to return to the level to get  the jiggy - though you can use the new water level 403 00:28:17,280 --> 00:28:23,460 to swim up and get a Cheato page, which is a neat  reward for noting that Terrydactyland has changed. 404 00:28:23,460 --> 00:28:28,080 So while these connections are cool, I  can only think of a few times where I 405 00:28:28,080 --> 00:28:33,120 felt tested and rewarded for my memory  and understanding of the wider world. 406 00:28:33,120 --> 00:28:36,540 Though... maybe that's for the best. 407 00:28:37,080 --> 00:28:42,780 You see, in Banjo-Tooie, the individual  levels are already a lot to juggle. 408 00:28:42,780 --> 00:28:46,500 Many jiggies require multiple  steps - like finding Mrs. 409 00:28:46,500 --> 00:28:49,440 Boggy's three children,  hatching Terry's four eggs, 410 00:28:49,440 --> 00:28:52,680 or pocketing 20 Doubloons in Jolly Roger's Lagoon. 411 00:28:52,680 --> 00:28:55,440 And you need to remember all the locations and 412 00:28:55,440 --> 00:28:59,340 obstacles that you can't bypass with  your current abilities or character. 413 00:28:59,340 --> 00:29:04,140 And you simply need to try and organise  the muddled level layout in your mind. 414 00:29:04,140 --> 00:29:05,940 It's a lot to take in. 415 00:29:05,940 --> 00:29:08,280 And so when you add in this interconnectivity. 416 00:29:08,280 --> 00:29:11,760 When you're making changes and  opening routes in other levels. 417 00:29:11,760 --> 00:29:15,300 Or unlocking moves that might be  useful in some previous stage. 418 00:29:15,300 --> 00:29:17,580 Well, it becomes an ever-expanding, 419 00:29:17,580 --> 00:29:21,900 multi-dimensional quest log of  spinning plates and unclosed rings. 420 00:29:21,900 --> 00:29:25,680 It can feel like an impossibly large  set of chores to keep track of. 421 00:29:25,680 --> 00:29:30,660 Juggling all this in your brain is a fast  track to a headache - especially over the 422 00:29:30,660 --> 00:29:35,220 course of multiple play sessions  for this huge 15 to 20 hour game. 423 00:29:35,220 --> 00:29:40,440 Now it does feel satisfying to  finally unpick this game-wide knot. 424 00:29:40,440 --> 00:29:44,040 And it is worth noting that it is  technically possible to get enough 425 00:29:44,040 --> 00:29:47,640 jiggies to complete the game without  ever backtracking to a previous level. 426 00:29:47,640 --> 00:29:51,180 But it still feels tremendously overwhelming - and 427 00:29:51,180 --> 00:29:54,480 a long way from the simple  pleasures of Banjo-Kazooie. 428 00:29:54,480 --> 00:29:58,920 Designer Greg Mayles has admitted as  such, saying "even though we thought 429 00:29:58,920 --> 00:30:03,660 that Banjo-Tooie's more complex and interlocking  worlds were better than those of the original, 430 00:30:03,660 --> 00:30:08,940 many fans still believe that Banjo-Kazooie was  the better game due to its simpler structure. 431 00:30:08,940 --> 00:30:13,020 I would say we got the balance right the  first time and perhaps made the all too 432 00:30:13,020 --> 00:30:17,040 common mistake of wanting bigger,  better, and more for the sequel". 433 00:30:17,040 --> 00:30:23,100 Banjo-Tooie tried to expand in every single  axis at once: more moves, more characters, 434 00:30:23,100 --> 00:30:28,020 more bosses, bigger worlds, more complex  challenges, more interconnectivity. 435 00:30:28,020 --> 00:30:31,860 And in doing so, I don’t think  it managed to top the original. 436 00:30:31,860 --> 00:30:37,440 Banjo-Kazooie is a timeless gem that's  easy to revisit, over and over again. 437 00:30:37,440 --> 00:30:41,280 But with its more complicated  levels and overarching structure, 438 00:30:41,280 --> 00:30:44,400 one playthrough is enough for Banjo-Tooie. 439 00:30:44,400 --> 00:30:46,620 A good lesson for making sequels, then: 440 00:30:46,620 --> 00:30:50,520 it's sometimes best to focus on  expanding out just a few elements - 441 00:30:50,520 --> 00:30:54,900 rather than trying to outdo absolutely  everything from the previous game. 442 00:30:54,900 --> 00:31:00,240 And also, maybe don't change the entire  thing to now be about building vehicles. 443 00:31:00,240 --> 00:31:02,460 That's also good advice. 444 00:31:04,860 --> 00:31:10,980 Hey, thanks for listening to a 30 minute  rant about a 20 year-old N64 game? 445 00:31:10,980 --> 00:31:12,420 What is this channel? 446 00:31:12,420 --> 00:31:16,440 Let me reward your patience  with one more Banjo story. 447 00:31:16,440 --> 00:31:24,600 So one of Rare's first Xbox 360 games was the  largely forgettable Kameo: Elements of Power. 448 00:31:24,600 --> 00:31:29,400 The studio held a competition to design  costumes for the various characters. 449 00:31:29,400 --> 00:31:34,320 And so I submitted a few entries  with Kameo characters dressed as 450 00:31:34,320 --> 00:31:37,260 Rare heroes like Vela from Jet Force Gemini. 451 00:31:37,260 --> 00:31:41,340 And wouldn't you know it! I  was one of the 11 winners. 452 00:31:41,340 --> 00:31:48,600 And so thanks to me, you can now turn Pummelweed  into a weird Mumbo Jumbo amalgamation. 453 00:31:48,600 --> 00:31:50,640 You're welcome, gamers.