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Banjo-Tooie

     
 

Banjo-Tooie

Banjo-Tooie

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Reviews

The ending of Banjo Kazooie showed a small little clip of Banjo and Kazooie talking to Mumbo. There was a movie slide show that featured stop n' swop, which was(now revealed)one of rare's biggest secrets. Mumbo told the heros that Stop N Swop would be connected with the sequel, Banjo Tooie.

Now on to Banjo Tooie. Simply Put, Banjo Tooie is one of the greatest sequels ever to come out in the history of Gaming. Yes, you heard me, the greatest sequels!!! The duo games came out 1997-2000. I'm still playing the game at 2010. A great game for all ages.

Banjo and Kazooie have 9 more worlds to explore, with 20+ new moves to learn(don't remember exactly how many)

Why am i writing a review of a game that was released 10 years ago? It's because i want this game in every kid's household who has a Nintendo 64. If you love Adventure Games, love the nintendo 64 and loved BK, you'll be addicted to this game in no time if you haven't played this game yet(i don't know why video gamers would not have played this game yet)

Even better, if you want upgraded graphics, better gameplay & controls, get Banjo Kazooie and Banjo Tooie on Xbox Live Arcade if you have an Xbox 360.

IF YOU ARE A GAMER AND HAVEN'T PLAYED THIS GAME YET, GRAB THIS FOR THE 64 OR 360!!

I was apprehensive about this game; I had heard mixed reviews and worried this would not live up to its prequel, Banjo-Kazooie. I believe, however, that it certainly did.

The worlds were HUGE. This was, I suppose, a mixed blessing, because while they were great fun to explore, I was always very overwhelmed each time I set foot in a world for the first time, and often getting lost later on.

There are tons of moves, which I surprisingly did not find difficult to keep track of. You learn them bit by bit and have many opportunities to practice them before learning a new move.

One thing that I think I preferred about Banjo-Kazooie over this game was that, in that older game, you could go through a world and thoroughly and completely finish it before moving on to the next, whereas in Banjo-Tooie, one must be constantly running between worlds, implementing newly-acquired items and moves in old worlds you had long abandoned. Some might appreciate this but I found it rather confusing.

I heard in another review that the camera angles were terrible; I did not find them any worse than in the first game except for in one or two places.

This game is also, I think, much easier than Banjo-Kazooie, but it takes a lot longer. You have to do many tasks to earn a Jiggy but they are usually not very difficult, just thought or time-consuming.

In short, to me this was a great game that I would certainly recommend.

Banjo Tooie is the most awesome game i have everrrr played. this was actually the first game of the series that i played[I DIDNT KNOW THER WAS A PREQUEL.} BANJO KAZOOIE WAS FUN BUT BANJO TOOIE IS BETTER. EVERYTHING IS WAY MORE CHALLENGING IN THIS GAME WHICH IS AWESOME! IT EVEN HAS A SHOOT OUT GAME THAT IS 4 PLAYERS. ME AND MY FRIEND ALWAYS PLAY. MUMBO, GRUNTY, JAMJARS, AND JINJO ARE PLAYABLE CHARACTERS!IVE BEAT THIS GAME 3 TIMES IN MY LIFE AND CURRENTLY AM IN THE PROCESS OF BEATING IT AGAIN. IIT IS JUST SO MUCH FUN TO PLAY! THE LEVELS ARE BEAUTIFUL. AND AWESOME. ALSO ALOT BIGGER THAN THE LEVELS IN BANJO KAZOOIE. MY ALL TIME FAV LEVEL IS CLOUD CUCKOO LAND. THERE IS A BOSS THAT U HAVE TO FIGHT IN EACH LEVEL. THIS GAME IS EVEN BETTER THAN NUTS AND BOLTS. ITS JUS FREAKIN AWESOME!!!!!!!!!

Period!
This game is the best ever!
Just play it, I don't even need to explain.

Absolutely the greatest sequel to a video game/anything ever!

You are a huge T-Rex in shorts, roaring at a caveman. You're exploring the foul interior of a slice of cheese. You're battling a giant fish in Davy Jones's locker. You are - what else - playing Banjo-Tooie. After a lengthy interactive opening sequence of about 20 minutes, this rare golden sequel reveals itself to be Banjo-Kazooie's big brother in every sense. It picks up where BK left off and throws you right into the foray. Whether you want more of Rare's imaginative Banjo-Kazooie world, even more challenge or both, look no further. I can tell you that this game had me considerably stumped on more than one occasion, and it feels much more intricate than its (albeit brilliant) predecessor.

This rather darker story is set in the overworld Isle O' Hags, where Banjo and Kazooie chase after Gruntilda's deadly drilling machine the Hag-1 after she kills Bottles. She means to suck the life force from the world, and the first to feel a blast of that is king of the Jinjos, King Jingaling. In perhaps the series' weirdest gimmick, a mysterious priest called Jiggywiggy will open various worlds for our dynamic duo if they prove themselves worthy.

Atmosphere. Banjo-Tooie has tons of it. The 8 worlds - along with a smaller finishing world - are versatile, challenging and truly engrossing. They range from an amusement park to a lava and ice world (yes, rolled into one) to a truly bonkers world in the sky. One of my favourite worlds is Jolly Roger's Lagoon, a sea world split between the pirate harbour and the ruins of Atlantis. There are some fun new characters introduced (such as the disgusting hamburger vendor Big Al), as well as old faces reappearing (Captain Blubber and Boggy the polar bear). An extremely positive thing is how connected everything is. Many jiggies can only be obtained once tasks in later worlds have been completed, and most worlds have a train station; without the said train you can't even enter a world later on. The game scores highly for its atmosphere. The wonderful score by Grant Kirkhope has a lot to do with it. It complements the game's slightly darker tone, and there are a lot of memorable and catchy tunes, just like in the first game. Some of my favourite songs include Mr Patch and Atlantis.

Not only is Banjo-Tooie atmospheric, it is tough. Make no mistake, it will get tougher and tougher as the game progresses. A quick look around the overworld is enough to demonstrate how much you must learn. Bottles's brother Jamjars - his complete opposite in every way - will assist you in that area, teaching you a number of moves, whether it's for Banjo and Kazooie together or for each separately. Yes, you will have to take your two characters on solo quests. Be prepared to spend several hours just exploring Grunty Industries, the game's most exhausting level. One area in which Banjo-Tooie definitely stands apart from its predecessor is in its boss battles. Banjo-Kazooie sorely missed the opportunity to have each world culminate in a boss battle, a mistake which Banjo-Tooie rectifies. And I can tell you, Rare didn't hold back with the difficulty for most of them.

Banjo-Tooie's principle problem is the re-spawning enemies. If you can take out an enemy, no matter who it is or how you do it, it re-spawns within 30 seconds. This is not only annoying, but it makes it virtually pointless to defeat them at all. Especially in levels like Grunty Industries, which are packed with enemies, is this insufferable The ability to play as Mumbo is only fun in theory; switching to Mumbo, going to his pad to use his magic then going back becomes really bothersome in complex levels. Finally, sometimes the game doesn't seem to prioritize its ideas ideally. The ghastly Canary Mary has two full races to herself (the latter of which is the source of many nightmares and bitter tears for fans); meanwhile Captain Blubber, a great character, only appears in a smidgeon of the game! A jiggy quest for him would have been quite welcome.

All in all, though, this is a wonderful game that's very easy to get immersed in. Fans of Banjo-Kazooie should love Banjo-Tooie. It's got a slightly darker twist on the Banjo-Kazooie world and is much tougher. In the end, I only have one, fan-like major beef with the game; why does Captain Blubber barely even appear?

Sabreman: "I come from a golden age where wolves are kings." My kind of age!



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