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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.
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Which, in turn, has a jiggy that requires
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the Springy Step Shoes from
world five, Terrydactyland.
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World four, Jolly Rogers Lagoon,
needs the glide from world seven.
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And world six, Grunty Industries,
needs the sack pack from world eight.
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That's not even all of the jiggies -
and it also doesn't include additional
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collectibles like Jinjos, Cheato pages,
honeycomb pieces, treble clefs, and so on.
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Now, as a concept, this is fine by me.
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Revisiting old areas with new tools, keys, and
abilities is at the heart of Metroidvanias.
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And also point and click adventures - a genre
which Banjo-Tooie often feels reminiscent of.
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Plus, it's usually quick to return to old
levels thanks to the hub (which is easier
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to traverse than the one in Banjo-Kazooie) and
other interconnections that I'll talk about later.
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But the execution does leave
something to be desired.
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For one, Banjo-Kazooie established
that - barring one exception - every
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world can be finished with the
abilities gained by that point.
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Banjo-Tooie throws that convention out
completely, which is potentially confusing.
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And secondly, once the player does realise
that jiggies may be inaccessible until later,
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it's totally possible to assume that certain
puzzles can't be solved with your current tools.
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This happened to me a fair few times - in Mayahem
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Temple there are two jiggies being
guarded by sleeping characters.
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I thought I'd maybe get some ability later on
to help with this problem - but it turned out
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that I just needed to move the analogue stick
a small amount to make Banjo tip-toe silently.
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This confusion is actually a
common issue in Metroidvanias.
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I once spent ages wandering around the world of
Ori and the Will of the Wisps, looking for the
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way forward - only to realise I just needed to use
the feather I already had to wake Baur the bear.
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When you establish that your game is often
about going elsewhere to find the path forward,
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it's not surprising that players
will sometimes incorrectly assume
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that the solution is somewhere else in the world.
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There are a few ways to help with this.
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In Super Metroid there's a room
where you need to use Samus's
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default run ability to bypass falling blocks.
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The game actually locks the door
behind you to ensure you don't give
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up and try to look elsewhere for
something to make you run faster.
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In Insanely Twisted Shadow Planet you
can scan obstacles to see what ability
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you need to use - one you already own,
or a mystery tool you don't have yet?
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And in Blasphemous II, each new ability
is linked to a single specific type of
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obstacle - so there's never confusion
about where you can and can't advance.
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For Banjo it might have been nice to
communicate this through the jiggy tips page -
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a useful screen in the menu which keeps
track of which jiggies you've found,
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and gives hints and clues for finding the rest.
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Some way of marking them as currently
accessible or not might have helped.
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Next, let's look at the way levels
in Banjo-Tooie are linked together.
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And this comes in two forms
- connections and changes.
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The first is literally connections between
worlds - routes that link one level to another,
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meaning you don't have to go
through the hub world first.
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So in Mayahem Temple you can make a hole that
goes through to Glitter Gulch Mine, and later,
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get access to Terrydactyland and Hailfire Peaks.
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Glitter Gulch Mine has an entrance
to Witchyworld - and Witchyworld
-
has a secret shortcut to Terrydactyland.
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Jolly Roger's Lagoon has a pipe
that drops into Glitter Gulch Mine,
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and two pipes that lead to Grunty Industries.
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Terrydactyland's stomping plains hooks
up to Hailfire Peaks -
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which also has a pipe to Grunty industries.
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Plus, a one-way route to Jolly Roger's Lagoon.
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However, not all connections are created equal.
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Some only go one way.
-
And the three links to Grunty Industries go
to completely separate and enclosed areas,
-
and so they don't grant access to the whole level.
-
Same for the route from Terrydactyland's
stomping plains to Hailfire Peaks - it
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just puts you in a tiny icy cave
with nothing more than a jiggy.
-
So, put that all together,
-
and this gives us a map of Banjo-Tooie
that looks a little something like this.
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I've marked the connections that lead to dead-ends
with dotted lines, to keep them separate.
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Oh, and then there's Chuffy.
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In Glitter Gulch Mine you can use Mumbo
to right this broken-down steam engine.
-
Then, as Banjo and Kazooie, you can
fight the conductor, Old King Coal.
-
Now you can open up train stations in
six other places - the Isle of Hags hub,
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Witchyworld, Terrydactyland, Grunty Industries,
and Hailfire Peaks' ice side, and fire side.
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Now you can ride the train from stop to stop.
-
There are now complete connections in
every world bar the last, Cloud Cuckooland,
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which is high above the Isle of Hags and
so not physically touching any other stage.
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The other way levels are
linked is through changes.
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Do something in one world and
you'll make a difference in another.
-
So in Mayahem, when we open that
route to Glitter Gulch Mine,
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Dilberta the rat will run through -
netting us a jiggy on the other side.
-
Likewise, opening this door from Glitter
Gulch to Witchyworld will let a flying
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saucer travel through to the fairground
and unlock a mini-game in that level.
-
Witchyworld has a cell block with
Gobi the camel and a dinosaur called
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Scrut who will head to Hailfire Peaks and
Terrydactyland, respectively, when rescued.
-
In Jolly Rogers Lagoon, fixing the UFO
sends it off to Hailfire Peak's ice side.
-
Turning off the sewage in Grunty Industries
will clean the water in Jolly Roger.
-
And you can send stuff from Cloud Cuckooland
down to the world below - you can drain this
-
water into Dippy's pool in Terrydactyland.
-
And you can knock George ice cube down to be with
his wife Mildred in Hailfire Peaks' ice side....
-
whoops, wrong side.
-
Well at least that water is cool now, and
can be drained into Jolly Roger's Lagoon.
-
Phew! That's a lot of interconnectivity!
-
In fact, every single level features some
link to another stage in the game - whether
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that's a literal route between stages or
a way to enact changes in another world.
-
But what's the point of all this stuff?
-
Banjo-Kazooie didn't have it,
-
after all - the only way to get from one
world to another was through the hub.
-
And outside of those super rare
exceptions I explored earlier,
-
the levels never impact on each other.
-
So what do we gain from the connections in Tooie?
-
Well, for one, it simply makes the
world feel more connected and complete.
-
Less like a random hodgepodge of disconnected
worlds and more like a believable space.
-
Grunty Industries dumps its
sewage into Jolly Roger's Lagoon,
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which delivers water to Glitter Gulch Mine.
-
And characters visit Witchyworld, or leave one
world only to get trapped in Hailfire Peaks.
-
Just like seeing Pinna Park in the
skybox for Super Mario Sunshine,
-
or realising that blue lake is the cause
of the eternal rain in the City of Tears,
-
it adds to the world building and sense of place.
-
Two, there's just something
special in realising that a
-
world is more interconnected than you thought.
-
Even with those dead-end shortcuts I just
spoke about, it's still surprising and
-
charming to realise that you just showed
up in a completely different level -
-
perhaps one you won't unlock
properly until many hours later.
-
Three, is that, when it comes to those
literal connections between stages,
-
it can create expedient new routes and shortcuts.
-
And in a game that often has you backtracking to
an old area - perhaps with a new ability to use,
-
or because you just made
a change in another zone -
-
unlocking quicker paths should
be a very worthwhile reward.
-
Then again, I personally never
really used them for that purpose.
-
It was usually just as fast, if not faster,
to simply warp to the level entrance, leave,
-
and then use the handy hub world
warps to bounce to the other world.
-
Ironically, this is an instance where
Banjo-Tooie is actually so convenient
-
by default that there's not much to
be gained by an extra dash of speed.
-
And then finally, there's using interconnectivity
for puzzle- and problem-solving.
-
For instance, you can't actually enter
the main Grunty Industries factory,
-
when you first enter from the hub world, because
the front door is locked from the inside.
-
The solution is to find this switch
to open the level's train station,
-
and then take Chuffy from another stop to
enter Grunty Industries from the inside.
-
In Hailfire Peaks you need to be a
stony to enter the kickball tournament.
-
So you need to use the connection to
Mayahem Temple to transform in that
-
world - and then come back through as a stony.
-
And I really enjoyed this puzzle involving
Scrotty the dinosaur in Terrydactyland.
-
Her three dino kids need help.
-
One can be saved by Mumbo in the level.
-
Another is trapped in Witchyworld's jail cells.
-
And the third is sick.
-
You'll need Banjo's taxi pack to put him on
the train, park Chuffy at the Isle of Hags,
-
and then use Mumbo's magic
point to heal the dinosaur.
-
These puzzles ask you to consider not
just your current crop of abilities.
-
Or the tools available in the current level.
-
But to think about the entire world
as a possible puzzle-solving tool.
-
And they feel satisfying to solve because
they reward you for understanding how this
-
world works, and how all the
different areas fit together.
-
Unfortunately, most of the the other
connection-based puzzles are less exciting.
-
For instance - I mentioned earlier that you need
to clean up the water in Jolly Roger's Lagoon.
-
It might have been cool to see a clue that
the sewage was coming from Grunty Industries
-
and then make the intentional choice to travel
there and turn off the sewage or block the pipe.
-
But instead there's just a shortcut above
the tap in Jolly Roger's Lagoon that takes
-
you to that dead-end room in Grunty Industries
which has nothing but a sewer shut-off switch.
-
And many of the changes just kind of... happen.
-
You break this rock in Cloud
Cuckooland because, why not,
-
and then it drains down into
Dippy's pool in Terrydactyland.
-
You don't have to think, plan, or
consider how to get the water to Dippy,
-
you just play the game and it happens.
-
You don't even have to return to the level to get
the jiggy - though you can use the new water level
-
to swim up and get a Cheato page, which is a neat
reward for noting that Terrydactyland has changed.
-
So while these connections are cool, I
can only think of a few times where I
-
felt tested and rewarded for my memory
and understanding of the wider world.
-
Though... maybe that's for the best.
-
You see, in Banjo-Tooie, the individual
levels are already a lot to juggle.
-
Many jiggies require multiple
steps - like finding Mrs.
-
Boggy's three children,
hatching Terry's four eggs,
-
or pocketing 20 Doubloons in Jolly Roger's Lagoon.
-
And you need to remember all the locations and
-
obstacles that you can't bypass with
your current abilities or character.
-
And you simply need to try and organise
the muddled level layout in your mind.
-
It's a lot to take in.
-
And so when you add in this interconnectivity.
-
When you're making changes and
opening routes in other levels.
-
Or unlocking moves that might be
useful in some previous stage.
-
Well, it becomes an ever-expanding,
-
multi-dimensional quest log of
spinning plates and unclosed rings.
-
It can feel like an impossibly large
set of chores to keep track of.
-
Juggling all this in your brain is a fast
track to a headache - especially over the
-
course of multiple play sessions
for this huge 15 to 20 hour game.
-
Now it does feel satisfying to
finally unpick this game-wide knot.
-
And it is worth noting that it is
technically possible to get enough
-
jiggies to complete the game without
ever backtracking to a previous level.
-
But it still feels tremendously overwhelming - and
-
a long way from the simple
pleasures of Banjo-Kazooie.
-
Designer Greg Mayles has admitted as
such, saying "even though we thought
-
that Banjo-Tooie's more complex and interlocking
worlds were better than those of the original,
-
many fans still believe that Banjo-Kazooie was
the better game due to its simpler structure.
-
I would say we got the balance right the
first time and perhaps made the all too
-
common mistake of wanting bigger,
better, and more for the sequel".
-
Banjo-Tooie tried to expand in every single
axis at once: more moves, more characters,
-
more bosses, bigger worlds, more complex
challenges, more interconnectivity.
-
And in doing so, I don’t think
it managed to top the original.
-
Banjo-Kazooie is a timeless gem that's
easy to revisit, over and over again.
-
But with its more complicated
levels and overarching structure,
-
one playthrough is enough for Banjo-Tooie.
-
A good lesson for making sequels, then:
-
it's sometimes best to focus on
expanding out just a few elements -
-
rather than trying to outdo absolutely
everything from the previous game.
-
And also, maybe don't change the entire
thing to now be about building vehicles.
-
That's also good advice.
-
Hey, thanks for listening to a 30 minute
rant about a 20 year-old N64 game?
-
What is this channel?
-
Let me reward your patience
with one more Banjo story.
-
So one of Rare's first Xbox 360 games was the
largely forgettable Kameo: Elements of Power.
-
The studio held a competition to design
costumes for the various characters.
-
And so I submitted a few entries
with Kameo characters dressed as
-
Rare heroes like Vela from Jet Force Gemini.
-
And wouldn't you know it! I
was one of the 11 winners.
-
And so thanks to me, you can now turn Pummelweed
into a weird Mumbo Jumbo amalgamation.
-
You're welcome, gamers.