Kazooie or Tooie Yea Forums

Kazooie or Tooie Yea Forums

Playing through Kazooie now and about to finish it, going to start playing through Tooie to see if it still holds up today

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Tooie is genuinely a bad game

Kazooie for me. Tooie, the areas are too big

Kazooie all the way. Tooie is a fun game with some big ideas, but its execution wasn't as tight. Kazooie is a damn-near perfect 3D collectathon,

Kazooie. Tooie just has the same problems that DK64 had. But DK64 was worse.

Kazooie. Tooie didn't feel as fun to play.

What is it that makes Grunty such a good villain?

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Kazooie is a cluster fuck
Tooie is more organized

I replay both with some regularity. Kazooie holds up better. Tooie is good, but it loses its charm after the 4th time because of the size. Kazooie is a much more condensed experience. Rerunning Tooie is exhausting.

Also Tooie’s controls need an overhaul in the worst way. The platforming has held up, but all the flight and shooter segments are complete ass.

None of you blockheads have played either game, fuck off. They’re both good, Kazooie is too easy but still fun. Rookie has more interconnecting worlds which is really cool but the frame rate is pretty rough, that won’t be a problem if you’re playing on Xbox though.

Only the autistic kids played this trash

Gonna be real with you chief. This isn't a fucking Smash thread you fucking rosterfag.

BK > BT.
BK hit the nail on the head between being a collectathon and a platformer. Kind of the middle between SM64 (more of a "pure" platformer) and BT (almost no platforming present, more of a 3rd person adventure game with a jump button).

How are you playing them bro? I don't have any hardware it's on but I've been craving playing Kazooie and Tooie. Are emulators any good?

I have a used N64 I've been playing my old cart of BK on. My cart for BT barely works anymore but I'm going to try to get it working anyway.

I don't like emulating games, I prefer the original hardware.

I only played the XBL versions, so the N64 might be different, but why did Tooie seem to put less notes everywhere?

It was simple fun running round the level in Kazooie picking them all up, but in Tooie, they seemed far sparser and rewarded you with stacks of notes instead. Seemed like a bad game design choice to me. Comparably, you could look at Spyro, which has gems of multiple values, yet they're still put in a satisfying way around the level.

It’s one of the easier games to emulate, though the 360 re-releases are better, substantially so for Tooie which got the control overhaul that came with Perfect Dark (honestly a lot of the Rare re-releases on 360 were great).

Assuming you’re using Mupen64Plus and GLideN64 though you can basically emulate everything on N64.

Tooie used notes for currency to get moves since Note Doors weren't a thing in Tooie. Tooie focused more on exploration than Kazooie did, which is why the worlds were bigger.

BK > BT
Controlling mumbo was a mistake.

>hurr durr you didn't play it because you have an opinion contrary to mine!!!!!
retard

She rhymes, she's funny, and her Game Over form.

What are you on about? I couldn't care less if your retarded childhood character gets into smash

Kazooie for sure. Tooie is way too slow.

But Tooie does get bonus points for killing Bottles

It was a stupid choice that I hated. But bear in mind, in the N64 version of Kazooie, notes were a high-score element (like coins in Mario), if you died with 99 you had to start from 0 again with your new life to get 100. The game recorded your highest note score each level instead of the total. So in some ways Tooie’s layout was a response to bitching about that, since it made collecting all the notes less tedious.

Underrated game. Not great by any means, but perfectly playable decent fun imo.

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Tooie had much better atmosphere and characters but Kazooie is just more fun. I hated having to go back to world after getting upgrades in order to 100% them in Tooie, Kazooie was a more fluid and cohesive experience

Picked this up at a yard sale for 5€.
Even then, I was underwhelmed. That was the best they could do?

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It was originally planned to be Diddy Kong Pilot, but they reskinned it to be Banjo.

I didn't mind the backtracking conceptually, it works well enough for Metroidvanias, the problem was that the new moves didn't recontextualize areas, they were literal move-shaped keys to puzzle-shaped locks. Learn the drill-break ability, break the rock that requires it, get the jiggy or jinjo, move on.

I admire Rare for having you start with your entire original moveset and trying to stack on to it, but BK's original moveset expansion changed your abilities in a fundamental way. Once you learn the ledge grab in BT, every other move is a gimmick.

Interesting. This probably ate into their resources.
I just was baffled at how bland it was. The Mode7-like flat maps and the plane gameplay didn't mesh very well at all, since that meant pretty much no meaningful obstacles and very similar gameplay throughout every course.

Fpwp

>the problem was that the new moves didn't recontextualize areas, they were literal move-shaped keys to puzzle-shaped locks
THANK YOU user. You put into words what I was thinking.

Banjo Tooie needed more jiggies in each world and a radar or system that checked off what Jiggies you were missing.

all 3 million of them

cope my little zoom zoom