History VIdeoGame / BanjoKazooie

9th Apr '16 8:10:33 AM Prinzenick
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* {{Railroading}}:
** The first game makes sure that you complete the first course thoroughly before it lets you tackle the rest of the game. The slope which takes you out of the lair's lobby is impossible to pass without learning the Talon Trot ability. Then you find out you need to collect just enough musical notes to pass the Note Door located at the top of the slope. And after that, you find out you need to collect enough jiggies to complete the Treasure Trove Cove puzzle. And ''then'' the game forces you to play Treasure Trove Cove in and out, since another Note Door blocks you from reaching Bubblegloop Swamp, even though you can complete its puzzle before even entering Treasure Trove Cove, and the Clanker's Cavern puzzle requires you to learn the Shock Jump ability to reach it. The game is a little more lenient after that--you can complete Bubblegloop Swamp before Clanker's Cavern, for example.
** In ''Banjo-Tooie'', it is possible to locate Terry's eggs and learn the "Hatch" move before befriending Terry. If Kazooie tries to hatch an egg first, Terry will prevent this by objecting loudly despite being nowhere in the vicinity.
3rd Apr '16 5:20:52 PM MyFinalEdits
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* AbilityRequiredToProceed: Both games have mandatory abilities you have to learn, and you won't get far without them. For example, the first game forces you to learn the Talon Trot from the first level in order to even get beyond the lobby of Gruntilda's Lair. ''Tooie'' takes this even further due to having a lot of context-sensitive moves you have to learn in even get anywhere in its massive worlds, much less get a jiggy right away.

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* AbilityRequiredToProceed: Both The first two games have mandatory abilities you have to learn, and you won't get far without them. For example, the first game forces you to learn the Talon Trot from the first level in order to even get beyond the lobby of Gruntilda's Lair. ''Tooie'' takes this even further due to having a lot of context-sensitive moves you have to learn in even get anywhere in its massive worlds, much less get a jiggy Jiggy right away.



* FetchQuest: Almost ''every jiggy'' in Banjo-Tooie requires you to do this kind of challenge. The game forces you to do a ''lot'' of backtracking between worlds, learn a lot of context-specific moves, split up with Banjo and Kazooie, use characters like Mumbo and your transformed form back and forth between levels, and so on. This is a big part of why Banjo-Tooie takes so much longer to complete than the original game, as some of the these fetch quests can take up huge chunks of the entire game. One of the most egregious of these is the Terrydactlyland quest, which requires you to travel back and forth between the family cave a minimum of three times, changing characters at least three times, and traveling to three worlds (withcyworld, isle o' hags, and terrydactylland) in order to get one jiggy.

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* FetchQuest: Almost ''every jiggy'' every Jiggy in Banjo-Tooie ''Banjo-Tooie'' requires you to do this kind of challenge. The game forces you to do a ''lot'' of backtracking between worlds, learn a lot of context-specific moves, split up with Banjo and Kazooie, use characters like Mumbo and your transformed form back and forth between levels, and so on. This is a big part of why Banjo-Tooie takes so much longer to complete than the original game, as some of the these fetch quests can take up huge chunks of the entire game. One of the most egregious of these is the Terrydactlyland Terrydactyland quest, which requires you to travel back and forth between the family cave a minimum of three times, changing characters at least three times, and traveling to three worlds (withcyworld, isle (Withcyworld, Isle o' hags, Hags, and terrydactylland) Terrydactylland itself) in order to get one jiggy.Jiggy.



** All the main games have a ''literal'' final exam right before the final battle, at that...



* FloatingPlatforms: Not that common in the series, but examples include the vicinity of the treehouse in Click Clock Wood from ''Banjo-Kazooie'' (seriously, there's planks of wood just floating there) and ''any'' of Cloud Cuckooland from ''Banjo-Tooie''. Even the mountain in the middle of the level appears to be floating.

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* FloatingPlatforms: FloatingPlatforms:
**
Not that common in the series, but examples include the vicinity of the treehouse in Click Clock Wood from ''Banjo-Kazooie'' (seriously, there's planks of wood just floating there) and ''any'' of Cloud Cuckooland from ''Banjo-Tooie''. Even the mountain in the middle of the level appears to be floating.



* [[APupilOfMineUntilHeTurnedToEvil A Pupil of Mine Until She Turned to Evil]]: Gruntilda to Mumbo, though this isn't mentioned much; it's really only in the manual of the first game and a few easily-missable comments Mumbo makes when you first meet him.

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* [[APupilOfMineUntilHeTurnedToEvil A Pupil of Mine Until She Turned to Evil]]: APupilOfMineUntilHeTurnedToEvil: Gruntilda to Mumbo, though this isn't mentioned much; it's really only in the manual of the first game and a few easily-missable comments Mumbo makes when you first meet him.
3rd Apr '16 10:20:12 AM Prinzenick
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** The worlds of ''Banjo-Tooie'' are all rather large, but the second half of the game really goes overboard with it, to the point they can rival levels from ''VideoGame/DonkeyKong64'' for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are, and the former having one of the most convoluted, drawn out fetch quests in the entire game.

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** The worlds of ''Banjo-Tooie'' are all rather large, but the second half of the game really goes overboard with it, to the point they can rival levels from ''VideoGame/DonkeyKong64'' for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are, and with the former having one of the most convoluted, drawn out fetch quests in the entire game.
3rd Apr '16 10:19:42 AM Prinzenick
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** The worlds of ''Banjo-Tooie'' are all rather large, but the second half of the game really goes overboard with it, to the point they can rival levels from ''VideoGame/DonkeyKong64'' for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are.

to:

** The worlds of ''Banjo-Tooie'' are all rather large, but the second half of the game really goes overboard with it, to the point they can rival levels from ''VideoGame/DonkeyKong64'' for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are.are, and the former having one of the most convoluted, drawn out fetch quests in the entire game.
3rd Apr '16 10:17:25 AM Prinzenick
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* FetchQuest: Almost ''every jiggy'' in Banjo-Tooie requires you to do this kind of challenge. The game forces you to do a ''lot'' of backtracking between worlds, learn a lot of context-specific moves, split up with Banjo and Kazooie, use characters like Mumbo and your transformed form back and forth between levels, and so on. This is a big part of why Banjo-Tooie takes so much longer to complete than the original game, as some of the these fetch quests can take up huge chunks of the entire game. One of the most egregious of these is the Terrydactlyland quest, which requires you to travel back and forth between the family cave a minimum of three times, changing characters at least three times, and traveling to three worlds (withcyworld, isle o' hags, and terrydactylland) in order to get one jiggy.
3rd Apr '16 10:07:31 AM Prinzenick
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* AbilityRequiredToProceed: Both games have mandatory abilities you have to learn, and you won't get far without them. For example, the first game forces you to learn the Talon Trot from the first level in order to even get beyond the lobby of Gruntilda's Lair. ''Tooie'' takes this even further due to having a lot of context-sensitive moves you have to learn in even get anywhere in its massive worlds, much less get a jiggy right away.



* GenreShift: The first game is a straight collect-a-thon platformer. ''Tooie'' still has platforming and collect a thon elements, but shifts the gameplay into more of a {{Metroidvania}} format. ''Nuts and Bolts'' completely throws out the platforming and becomes a vehicle based game.

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* GenreShift: The first game is a straight collect-a-thon platformer. ''Tooie'' still has platforming and collect a thon elements, but shifts the gameplay into more of a {{Metroidvania}} format.format--the levels call to mind the elaborate dungeons of ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' than a straightforward platforming collect-a-thon. ''Nuts and Bolts'' completely throws out the platforming and becomes a vehicle based game.
3rd Apr '16 9:59:28 AM Prinzenick
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** In the first game, it's designed in a way to railroad you into making sure that you complete at least the first two levels in order to make sure to get the bulk of the moves you'll be using throughout the game. After that, you can approach Bubblegloop Swamp before you go into the Clanker's Cavern level.

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** In the first game, it's designed in a way to railroad you into making sure that you complete at least the first two levels in order to make sure to get the bulk of the moves you'll be using throughout the game. After that, you can approach Bubblegloop Swamp before you go into the Clanker's Cavern level. It is also possible to access and complete the Freezeezy Peak puzzle without having the wade boots ability or Bubblegloop Swamp transformation, simply by getting Banjo through the tunnel to it as fast as possible without getting killed by the piranha infested waters--tricky, but feasible.
3rd Apr '16 9:56:43 AM Prinzenick
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** The developers of ''Banjo-Tooie'' wanted you to 100% the first stage, Mayahem Temple, only after having obtained a couple of moves from the second, Glitter Gulch Mine. Not necessary. To get the jigsaw piece from the Pillars Vault, all you need is to jump off the edge of the nearby cliff while in Talon Trot, then use your double jump with great timing. You can 100% the entire game without once visiting the Pillars Vault at all.


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** An example that crops up in Nuts & Bolts involves putting anything in the trolley (such as a bench or a crate), standing on it and then levitating the trolley. The trolley, with you on top of your bench, will start flying and be able to access much of Showdown Town without finishing the various Grunty challenges (specifically, it bypasses the need for high-grip, floating and springs). This gives access to significantly better vehicle parts right from the start.
** At the start of ''Nuts & Bolts'', it is possible to climb to the top of L.O.G's factory to the Jiggy Tamper Switch almost immediately after entering Showdown Town for the first time. Attempting to use the switch (and thus earn a Jiggy before L.O.G gives you your first one) earns a Shout Out from L.O.G - "Trying to break the game already?" before he locks the switch down and tells you to come back at a "more reasonable time".
3rd Apr '16 9:52:51 AM Prinzenick
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* SequenceBreaking:
** In the first game, it's designed in a way to railroad you into making sure that you complete at least the first two levels in order to make sure to get the bulk of the moves you'll be using throughout the game. After that, you can approach Bubblegloop Swamp before you go into the Clanker's Cavern level.
** In the NTSC version of ''Banjo-Tooie'', if you break the window at the front of the factory, then fire a Clockwork Kazooie up into the window, a weird glitch can occur. If your clockwork Kazooie goes through the hole to enter the factory at the EXACT moment Banjo is hit by the worker enemy outside, you'll end up inside the building without having to use Chuffy to infiltrate it.
2nd Apr '16 4:01:18 PM MyFinalEdits
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** The worlds of Banjo-Tooie are all rather large, but the second half of the game really goes overboard with it, to where they can rival levels from VideoGame/DonkeyKong64 for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are.

to:

** The worlds of Banjo-Tooie ''Banjo-Tooie'' are all rather large, but the second half of the game really goes overboard with it, to where the point they can rival levels from VideoGame/DonkeyKong64 ''VideoGame/DonkeyKong64'' for gargantuan scale and length. Grunty Industries is by ''far'' the most time consuming level in the game to complete. Terrydactyland and Hailfire Peaks are a close second to it due to just how massive both levels are.
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