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The World Design of Banjo-Kazooie

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    For the last few years, this video series 
    has been about contiguous, interconnected,
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    maze-like worlds in games such as Metroid 
    Prime, Hollow Knight, and Elden Ring.
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    BANJO: "Guh-huh!"
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    So you might be surprised to see 
    me feature a pair of colourful
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    collect-a-thon platformers 
    with disconnected worlds.
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    But there’s a method to my madness.
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    You see, while Banjo-Kazooie is definitely divided 
    into distinct levels with little-to-no overlap,
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    the sequel, Banjo-Tooie, is far 
    more interconnected and complex.
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    Almost all of the levels join up 
    through shortcuts and secret routes.
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    Changes in one level can impact events in another.
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    And you'll be routinely backtracking to old 
    stages to solve puzzles and collect objects.
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    It is, at times, a Metroidvania.
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    But is that actually an improvement
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    over the first game - or just needless 
    complexity added to a winning formula?
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    Well, let's find out.
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    I'm Mark Brown, and this is Boss Keys.
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    Now before we can talk about Banjo-Tooie,
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    we have to start at the start and look at 
    the first game of the series: Banjo-Kazooie.
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    This Nintendo 64 gem - though, I’m playing the 
    Xbox Live Arcade version for the video - started
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    life as an isometric adventure game, about a boy 
    and a bunch of pirates, for the Super Nintendo.
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    But after switching hardware, and 
    seeing how Nintendo had changed
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    the platforming paradigm with Super 
    Mario 64, the game radically shifted
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    to become a 3D platformer about a 
    bear with a bird in his backpack.
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    And that Mario 64 inspo can 
    be felt pretty strongly.
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    The game features a sprawling 
    hub world - this time,
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    its the lair of series baddie Gruntilda the Witch.
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    The hub lets you can transport 
    to a collection of uniquely
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    themed-worlds - like an Egyptian 
    desert and a snowy Christmas land.
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    Inside you'll collect shiny 
    golden tokens - jigsaw pieces
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    and musical notes, rather than stars and coins.
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    And those tokens give you access to new 
    parts of the hub, and, in turn, new worlds.
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    Plus, while there's loads of stuff to 
    find and do if you want to completely,
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    100% finish the game - you 
    only need a few power sta...
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    I mean jiggies, to face the 
    final boss and finish the game.
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    But Banjo is definitely not a straight rip-off.
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    Banjo and Kazooie feel quite different 
    to control when compared to Mario.
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    The whole game has a snarky, 
    British sense of humour.
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    You're not booted out of worlds 
    when finding jiggies - something
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    Mario wouldn't change until Odyssey.
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    And I'd say the game leans slightly 
    more on puzzle-focused challenges,
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    and less on ones that reward 
    pure platforming prowess.
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    So, the game features nine levels -
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    there's Mumbo's Mountain, Treasure Trove 
    Cove, Clanker's Cavern, Bubblegloop Swamp,
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    Freezeezy Peak, Gobi's Valley, Mad Monster 
    Mansion, Rusty Bucket Bay, and Click Clock Wood -
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    all culminating in a totally 
    unorthodox final level:
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    a high-stakes gameshow featuring trivia 
    related to the game you just played.
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    These levels are fairly small 
    and compact - but even still,
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    they feature a number of clever tricks 
    to help you orient yourself in the level.
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    Stages are usually split into distinct 
    zones - like Gobi's oasis, sphinx,
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    and pyramids - to break the 
    level into organised chunks.
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    You also get plenty of weenies - 
    you know, those giant landmarks
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    that provide a consistent visual guide, 
    no matter where you are in the stage.
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    Some levels use a hub and spoke 
    system - like Bubblegloop Swamp
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    where the five different zones fan 
    off from a single central area.
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    And while all of the levels feature additional 
    sub-rooms - they are always accessed from clearly
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    identifiable doorways - like the pyramids in 
    Gobi's Valley and the boat in Rusty Bucket Bay.
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    So it's easy to remember where they are.
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    All of this stuff makes it easy to know 
    where you have and haven't been in the level.
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    And they help you return to places you've
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    already visited - which you may 
    need to do at certain times.
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    For instance, some levels feature environments 
    that are impossible for Banjo and Kazooie
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    to traverse - like these super slippery 
    slopes in the hill on Mumbo's Mountain.
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    However, Banjo can unlock helpful 
    transformations - like a walrus
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    that can survive icy water or a termite 
    that can, aha, crawl up slippery slopes.
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    Now you can go back to that 
    area and make further progress.
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    Now, much like Mario 64, the 
    levels are separate and standalone.
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    What happens in Mad Monster Mansion 
    stays in Mad Monster Mansion.
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    But there are a few exceptions to this rule.
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    Like, in every level you are able to collect all
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    10 jiggies before moving on to 
    the next stage, if you so wish.
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    However, in world five - Freezeezy Peak 
    - there's a jiggy that requires the Turbo
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    Trainers which won't be unlocked 
    until world six - Gobi's Valley.
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    This makes it the one instance where you can't 
    get all 10 tokens on your first visit, and so
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    you'll have to go back to a previously-explored 
    world if you want all the jiggies in the game.
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    There's also at least one moment where your 
    actions in one level will have an impact on
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    another: if you annoy Gobi the camel in Gobi's 
    Valley, he'll leave and show up in a later level.
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    But if you ignore that 
    quest line, he won't appear.
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    Also, each level has a button that 
    will make a jiggy appear in the hub
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    world - so you'll have to remember to 
    track it down when you exit the stage.
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    And you can actually leave levels while
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    transformed - which can be used 
    to solve puzzles in the hub.
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    The termite transformation can be used to scale a 
    steep hill outside Mumbo's Mountain, for instance,
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    and the pumpkin from Mad Monster Mansion is 
    needed to squeeze through this small gap.
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    And there's also one level that cleverly shifts 
    and changes, depending on how you enter the world.
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    I'm talking about the... sometimes 
    polarising ninth level, Click Clock Wood.
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    You open this level by hitting a 
    flower switch - and go inside to
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    find a giant tree during the rainy spring season.
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    Climb to the top of the tree and you'll find a 
    sun button that will open another door in the hub.
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    Which - when entered - will bring you back 
    to the exact same tree, but now in summer.
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    There are bees about, the tree has 
    new leaves, and the lake has dried up.
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    Which gives you access to 
    another button - and lets
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    you come back to the level 
    again, this time in autumn.
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    And, of course, once more for winter.
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    Many of the jiggies in this level require 
    you to solve puzzles across separate seasons.
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    For example you can plant a seed in spring, 
    water it in summer, and get a jiggy in autumn.
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    Or hatch a baby bird in spring, feed 
    it caterpillars in summer and autumn,
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    and then watch it grow into 
    a mighty eagle in the winter.
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    And you can break this rock while 
    the lake is dried up in summer...
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    only to find that the path behind it is too steep.
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    So you'll have to come back in 
    autumn, when the water's back,
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    and swim up to finally get your reward.
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    It's the sort of challenge that requires 
    thoughtful consideration of the level and how
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    it can change and adapt - and it rewards you for 
    returning to the right place at the right time.
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    It's a truly memorable level - 
    reminiscent of Zelda dungeons,
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    and those clever Mario 64 stages that 
    change depending on how you enter the world.
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    It was also one of the hardest levels 
    to make - according to designer Gregg
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    Mayles who said it took twice 
    as long as the other stages.
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    And it's slightly infamous among some Banjo 
    fans who find it more frustrating than fun
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    due to the verticality, having to do the same 
    tricky platforming in all different seasons,
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    and the pain of falling down and having 
    to do the whole thing aaaall over again.
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    It just goes to prove that it's easy for a 
    clever idea to stumble due to implementation.
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    A topic I'm sure we'll be returning to.
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    So overall, Banjo-Kazooie is a really 
    fun collect-a-thon platformer - with
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    memorable characters, collectables, 
    and worlds - and a few clever ways
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    to have the levels break out from 
    their distinctly different zones.
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    But for the sequel, released two years later, 
    Rare decided to make interconnectivity a key
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    part of the game - ensuring that every world would 
    have some connection to another part of the game.
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    But let's press pause on that for now - and start
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    by talking about the levels 
    individually and separately.
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    Because we need to know how they work alone 
    before talking about how they intersect.
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    And also because some changes in Banjo-Tooie end 
    up turning each level into a mini Metroidvania...
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    of sorts.
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    So this time the eight levels are Mayahem 
    Temple, Glitter Gulch Mine, Witchyworld,
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    Jolly Roger's Lagoon, Terrydactyland, Grunty 
    Industries, Hailfire Peaks, and Cloud Cuckooland -
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    with another game show at 
    the end to top things off.
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    This first change from Banjo one is that these 
    new stages are - on the whole - much, much bigger.
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    A level like Terrydactyland has a 
    massive central chamber with a lot
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    of verticality - and it splinters 
    off into many different sub areas.
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    And Hailfire Peaks takes place 
    on a sprawling volcano that is
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    roughly the size of a Banjo-Kazooie level...
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    before you realise that this is only half of the
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    stage - and there's a whole 
    icy expanse on the reverse.
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    All of the levels now have four warp points 
    throughout to help speed up traversal,
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    but little else is done to help with navigation.
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    While I just praised Banjo-Kazooie for 
    its level layouts that aid orientation,
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    I often found it extremely difficult 
    to find my way around in Banjo-Tooie.
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    For example, in levels like Terrydactyland, 
    Glitter Gulch Mine, and Hailfire Peaks,
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    I could never remember, even across 
    two whole playthroughs for this video,
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    which nondescript tunnels led to which sub-rooms.
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    And I routinely got lost in the maze-like 
    underwater chambers of Jolly Rogers Lagoon.
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    One stage stands out as a proud 
    exception, though: Witchyworld.
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    Taking influence from real-life theme parks,
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    this level has a helpful hub-and-spoke 
    system that keeps things organised.
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    Using the big top tent as an obvious 
    central weenie, the stage fans out in
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    four directions for the entrance, and the 
    space, haunted house, and wild west zones,
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    which have unique signs, shapes, and 
    colour palettes to keep them distinct.
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    It's a breeze to explore and a sharp contrast 
    to the rest of the game's more muddled levels.
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    And orientation is important in a game that 
    puts so much emphasis on re-exploring space.
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    So in Banjo-Kazooie I talked about how in a few 
    levels you could transform into critters like a
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    termite or a crocodile and use their unique powers 
    to overcome obstacles elsewhere in the stage.
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    Banjo-Tooie takes this and 
    amps it up dramatically.
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    Thanks to new character, uh, Humba Wumba.
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    Oy.
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    Every level now has a transformation, allowing you 
    to become a stone statue, an explosive detonator,
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    a van, a submarine, a small t-rex, a big t-rex, 
    a washing machine, a snowball, and a bee.
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    Not only will you have to find you way back to the
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    place where these transformations 
    will grant access, but you'll often
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    need to figure out an alternative route 
    that works for their unique movement.
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    For instance, it's effortless to jump up and
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    reach this pressure-sensitive 
    switch as Banjo and Kazooie...
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    but as a heavy snowball 
    with a three inch vertical?
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    Think again.
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    Instead you'll have to take a 
    warp panel to the fire side,
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    hot foot it through here before melting, and 
    then roll around to the button from above.
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    But that's not all!
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    This time you can also play as Mumbo Jumbo,
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    who can make changes in the level 
    when standing on these special spaces.
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    But he's slow and dumpy when 
    compared to Banjo and Kazooie,
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    so you'll sometimes need to find 
    another route for him to take.
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    And also new for this sequel: Banjo and Kazooie 
    can split up into two separate characters.
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    This reveals a bunch of unique moves that 
    can't be done when paired up, and leads to
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    challenges where the bear and bird must work 
    together, tag-teaming obstacles and puzzles.
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    All of this stuff is pretty cool, 
    forcing you to understand the level
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    and its various paths and routes 
    - and make intentional plans for
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    how you'll get around with the unique 
    abilities of the different characters.
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    But this fun gameplay is let down in 
    implementation - and not just by the confusing
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    level layouts that make it tough to even find 
    that place you need to use the transformation.
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    No: the real culprit is the tedium of 
    actually activating these transformations.
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    For instance, in Witchyworld you 
    find this shut-down dodgems ride.
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    So you go all the way to Mumbo and switch to him.
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    Go back to the dodgems to power up the ride.
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    Inside is a money box, so back to 
    Mumbo to become Banjo and Kazooie.
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    Then to Humba Wumba to become the van.
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    Back to the dodgems to pay the entry fee.
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    Then back to Humba Wumba to turn 
    back into Banjo and Kazooie.
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    And then back to the dodgems to 
    - finally! - play the mini game.
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    There's similar frustration in 
    finding one of these manholes
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    which grant new abilities - only to be 
    told that you need to split up and come
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    back as either Banjo or Kazooie 
    alone to actually learn the move.
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    And look - it's not Rare's worst game for 
    this sort of character-changing nonsense.
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    And the warp pads certainly do help.
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    But it's still just needless bloat 
    and backtracking that creates
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    tedium and discourages free-form 
    exploration and experimentation.
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    A button to break Humba Wumba's 
    magic spell and turn back into Banjo,
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    or a button to call your partner back 
    to you, would be a really nice addition.
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    All of this comes to a head in Tooie's 
    most infamous level: Grunty Industries.
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    A level that can go toe-to-toe with the Water 
    Temple for perplexing Nintendo 64 owners.
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    So this level is humongous - a five-floor factory
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    with an extra basement and 
    rooftop for good measure.
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    It's not too bad to navigate thanks to 
    clear signs above most of the doors - but
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    you'll probably need a notepad 
    to remember what's on each floor.
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    The true complication, then, comes 
    from constantly changing characters.
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    Many sections require you to split 
    up - especially as Banjo needs to
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    transport batteries around in his empty 
    backpack to unlock electro-powered doors.
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    Mumbo needs to make his way to various pads 
    to turn off machinery - but the results are
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    usually temporary so you'll need to rush 
    around to make any use of the change.
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    And then there's the level's special 
    transformation: the washing machine.
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    This allows access to service 
    lifts and some special rooms but,
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    for some inexplicable reason, 
    you can't use the warp pads.
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    The machine also can't jump very 
    high meaning you'll often need
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    to find alternative routes to get around.
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    In fact, much of the level involves making routes 
    and paths for the other playable characters -
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    like dropping this Mumbo pad down from the attic,
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    or lowering an elevator so the washing 
    machine can pass this small gap.
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    This leads to endless backtracking 
    and character swapping.
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    Now many of the changes you make are 
    permanent, one-way modifications to the level -
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    so it's more like slowly unpicking a knot,
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    rather than the brain-melting puzzle 
    box shenanigans of a Zelda dungeon.
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    But it's still a lot to keep in your head as
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    you must remember the status of so 
    many floors, doors, and sub rooms.
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    Without good memory or notes you can 
    be wandering around aimlessly forever.
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    Most players will spend double the time 
    on this level than any other in the game.
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    Now I did actually enjoy this level quite a lot 
    because I’m a sicko - but I get the backlash.
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    Even Rare agrees that it was a lot to take in,
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    and that a decent in-game map would 
    have helped things dramatically.
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    So that's the individual levels.
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    But now let's zoom out and 
    look at the game as a whole.
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    Because, at first glance, the game is 
    structurally similar to Banjo-Kazooie.
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    There's a hub world - this time the Isle of 
    Hags - where we can access the different levels.
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    Each world has 10 jiggies to find, again, and they can 
    be used to unlock stages further into the hub.
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    But even from the very first level, 
    Mayahem Temple, things are different.
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    We're immediately faced with obstacles that 
    we can't overcome with the abilities on hand.
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    And if you head through this tunnel 
    and check the menu you'll realise that
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    you're actually in a completely different world -
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    Terrydactyland, which you won't explore 
    properly until you unlock world five.
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    It soon becomes clear that Banjo-Tooie is not a 
    set of disconnected stages like Banjo-Kazooie,
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    but actually an interwoven web of worlds 
    that must be taken as a complete package.
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    And this interconnectivity comes in 
    a few different flavours: there's
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    backtracking to old levels with new abilities.
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    Criss-crossing between worlds through shortcuts.
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    And making changes in one world, to 
    create a knock-on effect in another.
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    So let's start by talking about 
    backtracking with abilities.
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    Banjo-Tooie starts will all the moves 
    you learned in Banjo-Kazooie - which
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    is already quite a lot - and then gives 
    you loads more throughout the adventure.
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    There's about 20 additional abilities in all,
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    including different types of egg ammo, extra 
    attacks, healing moves, egg-firing abilities,
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    and highly situational puzzle-solving 
    tools like Kazooie's ability to hatch eggs.
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    Predictably, those new moves grant access to 
    jiggies in the level where you unlock them:
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    in Mayahem Temple you get the Breegull 
    Blaster which turns Kazooie into an
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    egg-spitting shotgun, and lets you get 
    two jiggies from Targitzan's temple.
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    But the moves just as often let you get 
    jiggies in stages... you've already been to.
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    For instance, Mayahem Temple, 
    has a jiggy that requires the
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    Bill Drill from world two, Glitter Gulch Mine.
  • 17:58 - 18:01
    Which, in turn, has a jiggy that requires
  • 18:01 - 18:04
    the Springy Step Shoes from 
    world five, Terrydactyland.
  • 18:04 - 18:08
    World four, Jolly Rogers Lagoon, 
    needs the glide from world seven.
  • 18:08 - 18:12
    And world six, Grunty Industries, 
    needs the sack pack from world eight.
  • 18:12 - 18:16
    That's not even all of the jiggies - 
    and it also doesn't include additional
  • 18:16 - 18:21
    collectibles like Jinjos, Cheato pages, 
    honeycomb pieces, treble clefs, and so on.
  • 18:21 - 18:25
    Now, as a concept, this is fine by me.
  • 18:25 - 18:31
    Revisiting old areas with new tools, keys, and 
    abilities is at the heart of Metroidvanias.
  • 18:31 - 18:37
    And also point and click adventures - a genre 
    which Banjo-Tooie often feels reminiscent of.
  • 18:37 - 18:41
    Plus, it's usually quick to return to old 
    levels thanks to the hub (which is easier
  • 18:41 - 18:46
    to traverse than the one in Banjo-Kazooie) and 
    other interconnections that I'll talk about later.
  • 18:46 - 18:49
    But the execution does leave 
    something to be desired.
  • 18:49 - 18:54
    For one, Banjo-Kazooie established 
    that - barring one exception - every
  • 18:54 - 18:57
    world can be finished with the 
    abilities gained by that point.
  • 18:57 - 19:02
    Banjo-Tooie throws that convention out 
    completely, which is potentially confusing.
  • 19:02 - 19:08
    And secondly, once the player does realise 
    that jiggies may be inaccessible until later,
  • 19:08 - 19:14
    it's totally possible to assume that certain 
    puzzles can't be solved with your current tools.
  • 19:14 - 19:18
    This happened to me a fair few times - in Mayahem
  • 19:18 - 19:21
    Temple there are two jiggies being 
    guarded by sleeping characters.
  • 19:21 - 19:26
    I thought I'd maybe get some ability later on 
    to help with this problem - but it turned out
  • 19:26 - 19:32
    that I just needed to move the analogue stick 
    a small amount to make Banjo tip-toe silently.
  • 19:32 - 19:36
    This confusion is actually a 
    common issue in Metroidvanias.
  • 19:36 - 19:41
    I once spent ages wandering around the world of 
    Ori and the Will of the Wisps, looking for the
  • 19:41 - 19:46
    way forward - only to realise I just needed to use 
    the feather I already had to wake Baur the bear.
  • 19:46 - 19:51
    When you establish that your game is often 
    about going elsewhere to find the path forward,
  • 19:51 - 19:55
    it's not surprising that players 
    will sometimes incorrectly assume
  • 19:55 - 19:58
    that the solution is somewhere else in the world.
  • 19:58 - 20:00
    There are a few ways to help with this.
  • 20:00 - 20:04
    In Super Metroid there's a room 
    where you need to use Samus's
  • 20:04 - 20:07
    default run ability to bypass falling blocks.
  • 20:07 - 20:11
    The game actually locks the door 
    behind you to ensure you don't give
  • 20:11 - 20:14
    up and try to look elsewhere for 
    something to make you run faster.
  • 20:14 - 20:19
    In Insanely Twisted Shadow Planet you 
    can scan obstacles to see what ability
  • 20:19 - 20:25
    you need to use - one you already own, 
    or a mystery tool you don't have yet?
  • 20:25 - 20:30
    And in Blasphemous II, each new ability 
    is linked to a single specific type of
  • 20:30 - 20:34
    obstacle - so there's never confusion 
    about where you can and can't advance.
  • 20:34 - 20:40
    For Banjo it might have been nice to 
    communicate this through the jiggy tips page -
  • 20:40 - 20:43
    a useful screen in the menu which keeps 
    track of which jiggies you've found,
  • 20:43 - 20:45
    and gives hints and clues for finding the rest.
  • 20:45 - 20:51
    Some way of marking them as currently 
    accessible or not might have helped.
  • 20:51 - 20:56
    Next, let's look at the way levels 
    in Banjo-Tooie are linked together.
  • 20:56 - 21:01
    And this comes in two forms 
    - connections and changes.
  • 21:01 - 21:07
    The first is literally connections between 
    worlds - routes that link one level to another,
  • 21:07 - 21:09
    meaning you don't have to go 
    through the hub world first.
  • 21:09 - 21:15
    So in Mayahem Temple you can make a hole that 
    goes through to Glitter Gulch Mine, and later,
  • 21:15 - 21:19
    get access to Terrydactyland and Hailfire Peaks.
  • 21:19 - 21:23
    Glitter Gulch Mine has an entrance 
    to Witchyworld - and Witchyworld
  • 21:23 - 21:25
    has a secret shortcut to Terrydactyland.
  • 21:25 - 21:30
    Jolly Roger's Lagoon has a pipe 
    that drops into Glitter Gulch Mine,
  • 21:30 - 21:33
    and two pipes that lead to Grunty Industries.
  • 21:33 - 21:37
    Terrydactyland's stomping plains hooks 
    up to Hailfire Peaks -
  • 21:37 - 21:39
    which also has a pipe to Grunty industries.
  • 21:39 - 21:43
    Plus, a one-way route to Jolly Roger's Lagoon.
  • 21:43 - 21:47
    However, not all connections are created equal.
  • 21:47 - 21:49
    Some only go one way.
  • 21:49 - 21:54
    And the three links to Grunty Industries go 
    to completely separate and enclosed areas,
  • 21:54 - 21:57
    and so they don't grant access to the whole level.
  • 21:57 - 22:02
    Same for the route from Terrydactyland's 
    stomping plains to Hailfire Peaks - it
  • 22:02 - 22:06
    just puts you in a tiny icy cave 
    with nothing more than a jiggy.
  • 22:06 - 22:08
    So, put that all together,
  • 22:08 - 22:13
    and this gives us a map of Banjo-Tooie 
    that looks a little something like this.
  • 22:13 - 22:17
    I've marked the connections that lead to dead-ends 
    with dotted lines, to keep them separate.
  • 22:17 - 22:19
    Oh, and then there's Chuffy.
  • 22:19 - 22:24
    In Glitter Gulch Mine you can use Mumbo 
    to right this broken-down steam engine.
  • 22:24 - 22:29
    Then, as Banjo and Kazooie, you can 
    fight the conductor, Old King Coal.
  • 22:29 - 22:34
    Now you can open up train stations in 
    six other places - the Isle of Hags hub,
  • 22:34 - 22:40
    Witchyworld, Terrydactyland, Grunty Industries, 
    and Hailfire Peaks' ice side, and fire side.
  • 22:40 - 22:44
    Now you can ride the train from stop to stop.
  • 22:44 - 22:49
    There are now complete connections in 
    every world bar the last, Cloud Cuckooland,
  • 22:49 - 22:54
    which is high above the Isle of Hags and 
    so not physically touching any other stage.
  • 22:54 - 22:57
    The other way levels are 
    linked is through changes.
  • 22:57 - 23:01
    Do something in one world and 
    you'll make a difference in another.
  • 23:01 - 23:05
    So in Mayahem, when we open that 
    route to Glitter Gulch Mine,
  • 23:05 - 23:09
    Dilberta the rat will run through - 
    netting us a jiggy on the other side.
  • 23:09 - 23:14
    Likewise, opening this door from Glitter 
    Gulch to Witchyworld will let a flying
  • 23:14 - 23:18
    saucer travel through to the fairground 
    and unlock a mini-game in that level.
  • 23:18 - 23:23
    Witchyworld has a cell block with 
    Gobi the camel and a dinosaur called
  • 23:23 - 23:28
    Scrut who will head to Hailfire Peaks and 
    Terrydactyland, respectively, when rescued.
  • 23:28 - 23:34
    In Jolly Rogers Lagoon, fixing the UFO 
    sends it off to Hailfire Peak's ice side.
  • 23:34 - 23:38
    Turning off the sewage in Grunty Industries 
    will clean the water in Jolly Roger.
  • 23:38 - 23:43
    And you can send stuff from Cloud Cuckooland 
    down to the world below - you can drain this
  • 23:43 - 23:46
    water into Dippy's pool in Terrydactyland.
  • 23:46 - 23:51
    And you can knock George ice cube down to be with 
    his wife Mildred in Hailfire Peaks' ice side....
  • 23:53 - 23:54
    whoops, wrong side.
  • 23:54 - 23:59
    Well at least that water is cool now, and 
    can be drained into Jolly Roger's Lagoon.
  • 23:59 - 24:02
    Phew! That's a lot of interconnectivity!
  • 24:02 - 24:07
    In fact, every single level features some 
    link to another stage in the game - whether
  • 24:07 - 24:11
    that's a literal route between stages or 
    a way to enact changes in another world.
  • 24:11 - 24:14
    But what's the point of all this stuff?
  • 24:14 - 24:16
    Banjo-Kazooie didn't have it,
  • 24:16 - 24:20
    after all - the only way to get from one 
    world to another was through the hub.
  • 24:20 - 24:24
    And outside of those super rare 
    exceptions I explored earlier,
  • 24:24 - 24:26
    the levels never impact on each other.
  • 24:26 - 24:30
    So what do we gain from the connections in Tooie?
  • 24:30 - 24:35
    Well, for one, it simply makes the 
    world feel more connected and complete.
  • 24:35 - 24:40
    Less like a random hodgepodge of disconnected 
    worlds and more like a believable space.
  • 24:40 - 24:44
    Grunty Industries dumps its 
    sewage into Jolly Roger's Lagoon,
  • 24:44 - 24:47
    which delivers water to Glitter Gulch Mine.
  • 24:47 - 24:53
    And characters visit Witchyworld, or leave one 
    world only to get trapped in Hailfire Peaks.
  • 24:53 - 24:57
    Just like seeing Pinna Park in the 
    skybox for Super Mario Sunshine,
  • 24:57 - 25:02
    or realising that blue lake is the cause 
    of the eternal rain in the City of Tears,
  • 25:02 - 25:04
    it adds to the world building and sense of place.
  • 25:04 - 25:08
    Two, there's just something 
    special in realising that a
  • 25:08 - 25:10
    world is more interconnected than you thought.
  • 25:10 - 25:15
    Even with those dead-end shortcuts I just 
    spoke about, it's still surprising and
  • 25:15 - 25:18
    charming to realise that you just showed 
    up in a completely different level -
  • 25:18 - 25:21
    perhaps one you won't unlock 
    properly until many hours later.
  • 25:21 - 25:26
    Three, is that, when it comes to those 
    literal connections between stages,
  • 25:26 - 25:29
    it can create expedient new routes and shortcuts.
  • 25:29 - 25:35
    And in a game that often has you backtracking to 
    an old area - perhaps with a new ability to use,
  • 25:35 - 25:38
    or because you just made 
    a change in another zone -
  • 25:38 - 25:41
    unlocking quicker paths should 
    be a very worthwhile reward.
  • 25:41 - 25:46
    Then again, I personally never 
    really used them for that purpose.
  • 25:46 - 25:52
    It was usually just as fast, if not faster, 
    to simply warp to the level entrance, leave,
  • 25:52 - 25:55
    and then use the handy hub world 
    warps to bounce to the other world.
  • 25:55 - 26:00
    Ironically, this is an instance where 
    Banjo-Tooie is actually so convenient
  • 26:00 - 26:04
    by default that there's not much to 
    be gained by an extra dash of speed.
  • 26:04 - 26:09
    And then finally, there's using interconnectivity 
    for puzzle- and problem-solving.
  • 26:09 - 26:13
    For instance, you can't actually enter 
    the main Grunty Industries factory,
  • 26:13 - 26:18
    when you first enter from the hub world, because 
    the front door is locked from the inside.
  • 26:18 - 26:22
    The solution is to find this switch 
    to open the level's train station,
  • 26:22 - 26:27
    and then take Chuffy from another stop to 
    enter Grunty Industries from the inside.
  • 26:27 - 26:32
    In Hailfire Peaks you need to be a 
    stony to enter the kickball tournament.
  • 26:32 - 26:36
    So you need to use the connection to 
    Mayahem Temple to transform in that
  • 26:36 - 26:39
    world - and then come back through as a stony.
  • 26:39 - 26:44
    And I really enjoyed this puzzle involving 
    Scrotty the dinosaur in Terrydactyland.
  • 26:44 - 26:47
    Her three dino kids need help.
  • 26:47 - 26:49
    One can be saved by Mumbo in the level.
  • 26:49 - 26:52
    Another is trapped in Witchyworld's jail cells.
  • 26:52 - 26:54
    And the third is sick.
  • 26:54 - 26:59
    You'll need Banjo's taxi pack to put him on 
    the train, park Chuffy at the Isle of Hags,
  • 26:59 - 27:03
    and then use Mumbo's magic 
    point to heal the dinosaur.
  • 27:03 - 27:08
    These puzzles ask you to consider not 
    just your current crop of abilities.
  • 27:08 - 27:11
    Or the tools available in the current level.
  • 27:11 - 27:15
    But to think about the entire world 
    as a possible puzzle-solving tool.
  • 27:15 - 27:20
    And they feel satisfying to solve because 
    they reward you for understanding how this
  • 27:20 - 27:23
    world works, and how all the 
    different areas fit together.
  • 27:23 - 27:28
    Unfortunately, most of the the other 
    connection-based puzzles are less exciting.
  • 27:28 - 27:34
    For instance - I mentioned earlier that you need 
    to clean up the water in Jolly Roger's Lagoon.
  • 27:34 - 27:39
    It might have been cool to see a clue that 
    the sewage was coming from Grunty Industries
  • 27:39 - 27:45
    and then make the intentional choice to travel 
    there and turn off the sewage or block the pipe.
  • 27:45 - 27:50
    But instead there's just a shortcut above 
    the tap in Jolly Roger's Lagoon that takes
  • 27:50 - 27:55
    you to that dead-end room in Grunty Industries 
    which has nothing but a sewer shut-off switch.
  • 27:55 - 27:58
    And many of the changes just kind of... happen.
  • 27:58 - 28:02
    You break this rock in Cloud 
    Cuckooland because, why not,
  • 28:02 - 28:05
    and then it drains down into 
    Dippy's pool in Terrydactyland.
  • 28:05 - 28:10
    You don't have to think, plan, or 
    consider how to get the water to Dippy,
  • 28:10 - 28:12
    you just play the game and it happens.
  • 28:12 - 28:17
    You don't even have to return to the level to get 
    the jiggy - though you can use the new water level
  • 28:17 - 28:23
    to swim up and get a Cheato page, which is a neat 
    reward for noting that Terrydactyland has changed.
  • 28:23 - 28:28
    So while these connections are cool, I 
    can only think of a few times where I
  • 28:28 - 28:33
    felt tested and rewarded for my memory 
    and understanding of the wider world.
  • 28:33 - 28:37
    Though... maybe that's for the best.
  • 28:37 - 28:43
    You see, in Banjo-Tooie, the individual 
    levels are already a lot to juggle.
  • 28:43 - 28:46
    Many jiggies require multiple 
    steps - like finding Mrs.
  • 28:46 - 28:49
    Boggy's three children, 
    hatching Terry's four eggs,
  • 28:49 - 28:53
    or pocketing 20 Doubloons in Jolly Roger's Lagoon.
  • 28:53 - 28:55
    And you need to remember all the locations and
  • 28:55 - 28:59
    obstacles that you can't bypass with 
    your current abilities or character.
  • 28:59 - 29:04
    And you simply need to try and organise 
    the muddled level layout in your mind.
  • 29:04 - 29:06
    It's a lot to take in.
  • 29:06 - 29:08
    And so when you add in this interconnectivity.
  • 29:08 - 29:12
    When you're making changes and 
    opening routes in other levels.
  • 29:12 - 29:15
    Or unlocking moves that might be 
    useful in some previous stage.
  • 29:15 - 29:18
    Well, it becomes an ever-expanding,
  • 29:18 - 29:22
    multi-dimensional quest log of 
    spinning plates and unclosed rings.
  • 29:22 - 29:26
    It can feel like an impossibly large 
    set of chores to keep track of.
  • 29:26 - 29:31
    Juggling all this in your brain is a fast 
    track to a headache - especially over the
  • 29:31 - 29:35
    course of multiple play sessions 
    for this huge 15 to 20 hour game.
  • 29:35 - 29:40
    Now it does feel satisfying to 
    finally unpick this game-wide knot.
  • 29:40 - 29:44
    And it is worth noting that it is 
    technically possible to get enough
  • 29:44 - 29:48
    jiggies to complete the game without 
    ever backtracking to a previous level.
  • 29:48 - 29:51
    But it still feels tremendously overwhelming - and
  • 29:51 - 29:54
    a long way from the simple 
    pleasures of Banjo-Kazooie.
  • 29:54 - 29:59
    Designer Greg Mayles has admitted as 
    such, saying "even though we thought
  • 29:59 - 30:04
    that Banjo-Tooie's more complex and interlocking 
    worlds were better than those of the original,
  • 30:04 - 30:09
    many fans still believe that Banjo-Kazooie was 
    the better game due to its simpler structure.
  • 30:09 - 30:13
    I would say we got the balance right the 
    first time and perhaps made the all too
  • 30:13 - 30:17
    common mistake of wanting bigger, 
    better, and more for the sequel".
  • 30:17 - 30:23
    Banjo-Tooie tried to expand in every single 
    axis at once: more moves, more characters,
  • 30:23 - 30:28
    more bosses, bigger worlds, more complex 
    challenges, more interconnectivity.
  • 30:28 - 30:32
    And in doing so, I don’t think 
    it managed to top the original.
  • 30:32 - 30:37
    Banjo-Kazooie is a timeless gem that's 
    easy to revisit, over and over again.
  • 30:37 - 30:41
    But with its more complicated 
    levels and overarching structure,
  • 30:41 - 30:44
    one playthrough is enough for Banjo-Tooie.
  • 30:44 - 30:47
    A good lesson for making sequels, then:
  • 30:47 - 30:51
    it's sometimes best to focus on 
    expanding out just a few elements -
  • 30:51 - 30:55
    rather than trying to outdo absolutely 
    everything from the previous game.
  • 30:55 - 31:00
    And also, maybe don't change the entire 
    thing to now be about building vehicles.
  • 31:00 - 31:02
    That's also good advice.
  • 31:05 - 31:11
    Hey, thanks for listening to a 30 minute 
    rant about a 20 year-old N64 game?
  • 31:11 - 31:12
    What is this channel?
  • 31:12 - 31:16
    Let me reward your patience 
    with one more Banjo story.
  • 31:16 - 31:25
    So one of Rare's first Xbox 360 games was the 
    largely forgettable Kameo: Elements of Power.
  • 31:25 - 31:29
    The studio held a competition to design 
    costumes for the various characters.
  • 31:29 - 31:34
    And so I submitted a few entries 
    with Kameo characters dressed as
  • 31:34 - 31:37
    Rare heroes like Vela from Jet Force Gemini.
  • 31:37 - 31:41
    And wouldn't you know it! I 
    was one of the 11 winners.
  • 31:41 - 31:49
    And so thanks to me, you can now turn Pummelweed 
    into a weird Mumbo Jumbo amalgamation.
  • 31:49 - 31:51
    You're welcome, gamers.
Title:
The World Design of Banjo-Kazooie
Description:

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Video Language:
English
Duration:
31:53

English subtitles

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