"Banjo-Tooie
is another "must have" game for N64 owners. It’s fun to play
and provides enough depth to keep hardcore and newbie gamers going for a
long time."
Platform: Nintendo
64
Genre: Platformer
Publisher: Nintendo
Developer: Rare
ESRB: E
(Everyone)
Released: Q4
2000
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Banjo Tooie
Two
years ago Banjo and Kazooie triumphed over the malevolent Grunthilda,
managing to bury her under a big boulder. The peace and tranquility of
Spiral Mountain is shattered with the appearance of Grunthilda’s
sisters, Mingella and Blobbelda, who rescue their sister and immediately
start causing havoc. They have developed a machine that sucks the
life force out of living things and they hope to use it to restore
Grunthilda to her original bulk (two years of being buried alive having
reduced her to a skeleton). Banjo, Kazooie and, everyone’s favorite
shaman, Mumbo Jumbo must team up to save the world, collecting Jiggies,
Jinjos and music notes along the way.
Banjo-Tooie
is a good example of how to make a sequel: keep everything that made the
first game so much fun and add features that people asked for. This feels
like Banjo-Kazooie but it’s a distinct entity. There are a few
little touches noticeable right from the start. For one, Banjo’s
backpack bounces up and down. This is a polish that many sequels would
not have even considered. But there are huge improvements in gameplay
and character control.
Thankfully,
this time out Banjo has access to warp pads within levels and silos
outside the levels that make getting around the Isle o’ Hags a simple
matter. They are a huge improvement over the warp cauldrons of the first
game, especially the warp pads within the levels. Some of the levels are
really big and occasionally you’ll get turned around or lost. Finding
a warp pad to reorient yourself is very helpful considering there’s no
auto map. The camera has been held over from Banjo-Kazooie and
acts fairly well 94% percent of the time. The remaining 6% of the time
there’s something in the way, 1% of that at a very critical moment.
This is about the same as the first game. Also held over are the many
moves that Banjo and Kazooie can perform. New moves are learned from Jam
Jars, the brother of Bottles, who is a military mole. And there are a
lot of new moves. Banjo learns to (finally) grab onto ledges and pull
himself up. Kazooie can perform the Bill Drill, a super-powered Beak
Buster, which can obliterate rocks. (There are so many different moves I
had to consult the manual several times.) Some of the moves are
character specific since Banjo and Kazooie can now separate. For
example, Banjo can fit into his own backpack and Kazooie can fly around
on her own. Separating is handled well, much like the Fly Pads, or any
other Pad. The separating pads are usually located in convenient spots
so you don’t have to cross half a level just to complete a task.
Remember trying to get each friggin’ Jinjo again and again? It’s in
the past now. Once you’ve rescued a Jingo (and you save your game), it
stays rescued! Ditto for musical notes.
The
most startling difference from its predecessor is the first person
shooter sections. For gamers that experienced Goldeneye and Perfect
Dark (both Rare games) getting into the groove is no problem, the
controls are much the same. The newbie gamer may be left behind. During
the FPS sections Banjo holds Kazooie like a gun, and instead of firing
bullets Kazooie shoots eggs. There are different types of eggs to get,
including a fire egg that provides some neat lighting effects in dark
areas. (These eggs can also be used outside the FPS levels.) The FPS
sections aren’t difficult but it provides a little break from the
usual.
Since
Banjo-Tooie falls into the adventure genre, puzzles abound and
most are very well executed. A lot of the puzzles require player
switching. For example: in Mayahem Temple you must get control of Mumbo
then head down the hill to a buried gold statue where Mumbo can employ a
powerful spell to resurrect the gold man. Once the giant gold man has
been activated you get to control him for a limited time. His moves are
limited, jump and kick, but he’s essential to accessing other areas of
the level. It’s all about teamwork! Also present is the chance to be
transformed courtesy of Humba Wumba, a new female character and
bodacious shaman on the Isle o’ Hags. The transformations range from
wild to crazy. My favorite is the Daddy Rex. Make sure you’ve got your
sound system cranked to get the most out of the roar.
The
sound and graphics are excellent. There are some instances of framerate
slow down but this mainly happens when big sections of the level are in
view. Overall, the environments are detailed, full of colour,
imaginative and consistent with what we’ve come to expect from the
dedicated folks at Rare. Time and care has been put into creating
good-looking characters, too. The music is topnotch and it flows easily
from one area to the next.
There is
multiplayer included, which uses the FPS view and lets you take control
of most of the characters found in the single player game. It uses the
same method as Rare’s other FPS games: split screen and quarter
screen. If you have a big TV it’s no problem figuring out what’s
going on. Overall, it’s on the same level of enjoyment as the
multiplayer games in Goldeneye or Perfect Dark.
Banjo-Tooie
is another "must have" game for N64 owners. It’s fun to play
and provides enough depth to keep hardcore and newbie gamers going for a
long time. While there are a few quibbles (sometimes odd camera, no auto
map), better graphics, more moves, funny character dialogue, warp pads
and interesting and challenging puzzles all equal a great game, not to
mention a great sequel.
I
can’t wait to see what kind of trouble Banjo, Kazooie and Mumbo get up
to on the Gamecube!