GRcade Plays... Banjo-Kazooie

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Lotus
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PostRe: GRcade Plays... Banjo-Kazooie
by Lotus » Fri May 22, 2015 2:39 pm

Beat Gruntilda 8-)

What a pain in the arse it was though :dread:

Lovely game overall, although I think the levels tend to get worse as you go through the game. :slol:

Just going to try and get the final achievement now and complete those damn jigsaw puzzles. :x :dread:

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PostRe: GRcade Plays... Banjo-Kazooie
by Super Dragon 64 » Fri May 22, 2015 4:04 pm

The Watching Artist wrote:Might well attempt to finish this off tomorrow. And then go through Tooie next week. I'll keep posting in this thread if thats ok?
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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Fri May 22, 2015 6:47 pm

Good. Because after two hours I'm finally done with Click Clock Wood. Half of that was spent trying to track down one Jinjo and the final Jiggy. I adore the theme of the level. Specially the autumn, I'm a sucker for autumnal stuff. :wub: Unfortunately this is when the game became really sluggish and laggy to play. Coupled with the rather extra iffy camera in this level and it was more frustrating then it should be. So much of the level is a joy though. But if you miss something. :dread: In the end I had to cave in and look them up. Having to recollect the Jinjos forced my hand. In the end it turned out I was missing a couple of the most obvious things. :fp: The seasons concept is great. But it would be even better if the game tracked what you had in each season.

I'll be attempted the end game after MK tonight I think. :toot: I'm sure there is another Cheeto book about but I cant quite remember where.

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PostRe: GRcade Plays... Banjo-Kazooie
by Zerudaaaaa! » Fri May 22, 2015 7:22 pm

oh boy, I remember poring over screenshots of this in an N64 magazine preview and counting the days until release. Good times!

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Sat May 23, 2015 12:13 am

....and it is done. 8-) 100% and in just under 10 hours. The board game was so much more fun then I remember. :lol:
I think outside of the Grunty questions that maybe some of the music/sounds/picture type questions have become easier. Just because they have stayed with me over the years. Plus I found myself remembering some of the answers. I think a bit of luck is involved in what your asked and can remember. going in with max health. Leaving the honey you don't need so you can come back help. As such I got through first time. The instant death tiles are rather cheap, I used my jokers on the two near the end so I was fine. But thats rather brutal. Something like taking health and pushing you back a tile would have been better.

The final fight is suitably daft and epic. It is pretty tricky but there are a few ways of making it easier. Took 3 attempts. My first was ended quite early when a blast sent me off the platform to my death. Was like the sort of cheap death you get in Dark Souls. :shifty:
Lotus wrote:Hmm. Quiz done on my second attempt. Wasn't too bad I didn't think..? :shifty:

Struggling with Gruntilda though. For those who have beaten her before, I keep getting hit with her fireballs as I'm trying to fire eggs into the Jinjo statues (and in particular the Jinjonator). There never seems to be a break between fireballs to allow me to fire the eggs. :x Is there something I'm missing here, or some kind of trick to it?

I know you've done this now but I thought I'd just say... activating the smaller jinjo statues, try to time it so that you shoot at them as the previous one is attacking Gruntilda. There is a slightly larger gap here. As for the Jinjonator. dodge till after all the fireballs have been thrown. Then use wonderwing when the homing shot goes for you. Now go for the statue.

Final thoughts are that is a wonderful game. Even with iffy emulation. And I do wish I'd played the slightly better 360 version. It has aged and the camera was always a bit iffy in places but now it feels even more so. Is still one of my fav games ever. And aside from the Galaxy games is my fav 3D platformer. Looking forward to Tooie now. Which I have not experienced outside of my only playthrough back when it came out originally. My opinion at the time was that they managed to add a bit more but without going nuts like DK64. But probably went a bit too heavy on the minigames and stuff. Which left it feeling slightly less platforming focused. But we shall see. :toot:

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PostRe: GRcade Plays... Banjo-Kazooie
by Errkal » Sat May 23, 2015 9:01 am

Cleared Treasure Trove Cove now, didn't get everything but got most of the stuff. Not really interested in 100%ing stuff so I'll live :D

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PostRe: GRcade Plays... Banjo-Kazooie
by Lotus » Sat May 23, 2015 10:30 am

Thanks for that tip TWA, that's pretty much what I ended up doing.

I had another crack at Boggles' jigsaw puzzles, but they're just too difficult. Can't be arsed now. Tempted by Banjo Tooie, although not straight away. All I've played of it is a quick go on the XBLA trial. Also might re-install Nuts & Bolts - although I've completed it, I didn't 100% it, and the Stop 'n' Swop extras intrigue me.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Sat May 23, 2015 6:35 pm

Well my Tooie quest has begun. Firstly I was able to get it to work in widescreen. :o Immediately I noticed that it looks quite a bit better then the first game. The textures and lighting are a clear step up. Banjo now casts an actual shadow. The opening cut scenes were rather beautiful actually. :wub: Its nice that I'm not playing it at about 5fps to. :shifty:

Its been a bit chuggy mind, I cant tell if part of that is the game or emulation or whatever. Certainly during some transitions the emulation isn't very smooth. It feels just a wee bit different to. They have some slightly different moves. Banjo doesn't punch anymore, instead Kazooie pecks. And she joins in during the roll to. The beginning is much more story heavy. I've only just unlocked the first world. If it wasn't so damn charming it would be a rather irritating start. At the moment though I much prefer Gruntilda's Lair to the Isle o' Hags. Early days but its seems unnecessarily large.

Also RIP in peace Bottles :cry: :lol: When you meet his family. Right in the feels.

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PostRe: GRcade Plays... Banjo-Kazooie
by Lotus » Sun May 24, 2015 2:21 pm

Need to check out Banjo Tooie, shame I can't join you on your playthrough TWA.

Just wanted to draw attention to this piece of music from BK; one of the better pieces IMO (which is saying something) but you only hear it a couple of times I think.


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PostRe: GRcade Plays... Banjo-Kazooie
by Lime » Sun May 24, 2015 2:24 pm

Up to Gobi's Valley now, and totally into parts I've never done or seen. I'm pretty sure I only got one or two jiggies on this level before. Playing it via emulation means I can do bits that were too hard/frustrating for me at the time - save states are a lifesaver when you know you are coming up to a particularly lethal one-off jump of doom. If you fail, you're sometimes kicked out of the level, and on N64 that means losing all collectables etc. Life's too short!

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PostRe: GRcade Plays... Banjo-Kazooie
by The Alchemist Penguin » Sun May 24, 2015 2:46 pm

I've been chipping away at this, so I've only got Click Clock Wood left. I remember it being quite the challenge compared to the other places, mainly because you've got to remember what is going on in each season otherwise you'll spend ages running back and forward between them all.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Sun May 24, 2015 7:04 pm

Lotus wrote:Need to check out Banjo Tooie, shame I can't join you on your playthrough TWA.

:wub: I'll keep posting about it so that if others carry on they can come back to it.

Well the first level, Mayahem Temple, is done. Apart from two Jiggies I think I have to come back to. I've unlocked the next level and found the following as well. The first world is MUCH larger then what you will find in most of the original. Its probably not far off Click Clock Wood in size. The hub, Isle o' Hags feels closer to an overworld then just a hub. Its much more involving and more like a world in itself. The structure of unlocking things is a little different now. You don't spend Jiggies. Notes let you unlock moves rather then doors.
Jamjars is awesome. :lol: I particularly enjoyed it when he cocked up his exit. :lol:
I had completely forgotten that you get to play as Mumbo. :o Unfortunately this is where it suffers a bit from DK64ness. You can use Mumbos magic at special pads, but in order to do this you have to find his hut and switch and then go back to the pad. The worlds have warp pads inside which you can use to cut down the travel time but its still all a bit fiddly. Particularly when you factor in that you can still transform into other creatures, now handled by Humba Wumba. And that I know in the future you have to split the duo up. It's not as bad as DK64. Its not you can only collect stuff as certain characters. More you have to use there abilities. But given that Mumbo doesn't do anything beyond using one pad (so far anyway) it would be much easier to not have to trek back and forth to use it. This is made more frustrating because you only get a certain time limit before Mumbos magic stops. Forcing you to restart from the pad each time.
The level is home to the rather splendid Kickball minigame. You can get useless obvious tips from ex-pros. :lol: :lol: :lol:
I've found the controls a bit fiddly. The first person stuff is fun but it just doesn't feel natural anymore. There have been a couple of "walk slowly" puzzles which are really tricky. Probably due to the emulation.
I'm certain I've got to go and learn more moves and return. Which doesn't happen in BK till about half way. So everything is much more complex and to a certain extent more like an adventure game. I've already found a few things for later. But it all makes it feel less punchy then BK. Its fun. The ideas are there. But you have to just wait a bit longer to reach things.
I like the new abilities. Ledge grabbing is really interesting for level design. Just unlocked fire and grenade eggs. :datass: And the way Stone Banjo wobbles. :wub: :lol: Animation throughout is a step up.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Mon May 25, 2015 12:51 pm

Tooie update....... Glitter Gulch Mine. Got most of the level done but again I've got to learn more moves and come back. The level is really quite a headache in terms of remembering its layout. Music is fab!



The whole character switching/transformation stuff really started to drag on this level. Mainly transforming into Detonator Banjo. There are a few parts where you need to be him in order to clear a door of rocks etc. Basically means unless you know where they all are lots of back and forth. This is compounded by the fact you need to be Banjo beyond these points. Which means traveling back in order to regain your normal abilities. Being able to cancel your transformed form when you want would be great. Its a very convoluted way of basically just opening doors. The same thing goes for Mumbo here. Might as well be flicking switches.
Boss fight was pretty cool. The bosses so far are much more of an event compared to BK.
Learned how to use Kazooie as a bayonet :lol:
One thing I'd forgotten about is that all the worlds are connected now. I can walk from the Mine back to the Temple and I've spotted other routes which I cant take advantage of. It means that certain Jiggies are now puzzles spread over different levels. Which is rather cool. The game world feels more like an actual world now really.
One of the levels Jiggies ends up getting destroyed into a few pieces forcing you to collect them. Was a rather cute idea actually. :lol:

One other point. What you collect is saved. So no fear of losing it when you die etc. Given the size of the levels if they hadn't done this I'd be pulling my hair out. :slol:

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Tue May 26, 2015 1:44 am

Spent most of today working my way through the next two levels of Tooie.

Witchyworld.
This is probably the best example of the slight change in empathize in the two games. It's mostly made up of minigame type challenges. Which form the attractions of the theme park. The setting is great in terms of humour and character. But isnt the most interesting to actually explore. And actually can be quite frustrating and tedious in how you unlock everything, its the same as previous levels but it feels even more so. Had a lot of fun with the actual challenges when I got to them though. Some really iffy performance though. The boss fight was silly. :lol: Reminded me that Mr. Patch turns up in Nuts and Bolts. The Saucer of Peril was great. Remember playing that over and over. :wub: Here I got to learn how to split the duo up. Both are pretty useless on there own at the moment but in time they will learn independent moves.


Jolly Rogers Lagoon.
After the rather drawn out Witchtyworld, this was a real breath of fresh air. I adore the theme. A little seaside town. Full of characters. The barman. :lol: :lol: :lol: I just wish this section was a bit bigger. Because on the flipside most of the level takes place underwater. You use Mumbo to make the water here have oxygen in it meaning you can swim for as long as you like. Whilst I loved exploring the depths....... man its a bit long winded. Either should have been a bit small or being able to swim faster would have been good. Finding Atlantis and swimming with fishes. :wub: The boss fight though. :dread: :dread: :dread: Single worse thing in either game for me. Horrifically fiddly. Took ages and became so tedious. The basic idea is ok. Just not well executed. The new swimming move for Kazooie is cool. I found a UFO and a room full of lockers. Tiptup returns! This would probably be my fav level in the game so far if it was just slightly different. It still might be though. I can imagine the amount of swimming might put people off.

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PostRe: GRcade Plays... Banjo-Kazooie
by Lime » Tue May 26, 2015 12:46 pm

Up to Rusty Bucket Bay now. I think when I played it before I had enough Jiggies to almost completely bypass this level.
It's getting a bit fiddly now, and the dask to the Jiggy under the propellers is probably out of the reach of my skills. I'll pick up whatever is easily obtained and move on to Click Clock woods or whatever it's called.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Tue May 26, 2015 12:53 pm

Lime wrote:Up to Rusty Bucket Bay now. I think when I played it before I had enough Jiggies to almost completely bypass this level.
It's getting a bit fiddly now, and the dask to the Jiggy under the propellers is probably out of the reach of my skills. I'll pick up whatever is easily obtained and move on to Click Clock woods or whatever it's called.

Are you using the Talon Trot for extra speed?

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PostRe: GRcade Plays... Banjo-Kazooie
by Lime » Tue May 26, 2015 2:23 pm

Yep, but I think I need to set up another 'run' - since I'm using save points to help me I think I've made a save point after the first dodgy jump that's actually too slow for the run. :fp:

On one attempt I made it into the prop area, got the Jiggy, but the props started again so I died. :evil:

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Tue May 26, 2015 4:20 pm

Thats what happened to me. :dread: Getting in and out is very tricky which is why I try to do it first. So I only lose a few things. You could collect all the notes and jinjos and then do it. That why if it kills you it wont matter. Timing the switch so the rotating platforms let you get away quickly helps.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Alchemist Penguin » Tue May 26, 2015 8:04 pm

Finished up the original now. I didn't remember Click Clock Wood being quite as "linear" as it was. I was lucky enough to do everything in the right order, so I only visited each season once. Went surprisingly smoothly!

I love the final boss. Makes good use of your different abilities.

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PostRe: GRcade Plays... Banjo-Kazooie
by The Watching Artist » Tue May 26, 2015 8:56 pm

The Alchemist Penguin wrote:Finished up the original now.

Join meeeeeeee........
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