N64 Banjo-Kazooie VS Banjo-Tooie

RETROVETRO

Dragon Slayer
Level 2
1%
Joined
Dec 30, 2024
Messages
102
Level up in
148 posts
Reaction score
331
Points
727
2025_08_09_0tg_Kleki.png
 
Both games are great and have their pros and cons, but I honestly prefer Banjo-Kazooie, especially because it was a better worked platformer in its time, both in its exploration and as well as its game mechanics and especially the use of Kazooie throughout the adventure. because instead, the sequel follows in the footsteps of the original both playably and mechanically speaking but the biggest weakness of the game is that it suffers from Slowdowns when there are many elements on the screen and that hinders the fluidity of the game.
 
Both games are great and have their pros and cons, but I honestly prefer Banjo-Kazooie, especially because it was a better worked platformer in its time, both in its exploration and as well as its game mechanics and especially the use of Kazooie throughout the adventure. because instead, the sequel follows in the footsteps of the original both playably and mechanically speaking but the biggest weakness of the game is that it suffers from Slowdowns when there are many elements on the screen and that hinders the fluidity of the game.
FAX!
 
Anything but the remake and that other sequel. Losing access to notes permanently because the gameplay demo during the jigsaw puzzle to unlock the level collected one is one of the worst game-breaking oversights I've ever read about.
 
While I like Kazooie a lot, I still much prefer Tooie personally.
It gets really cryptic at times, but I loved discovering how open-ended and interconnected it actually was when I "re"played (I played it a bit as a kid but I never owned it) the 360 version two years ago.

Kazooie is fun and really tight all the way through, but it's a loud ass game and it gets kind of grating, especially when doing the level with all the seasons. Tooie has a more subdued soundtrack which is better for exploring. I also like Tooie's humor way more, it's much more aware of itself in that dry british way.

 
Banjo Kazooie but i've barely played Banjo Tooie as I never had a copy of it. Love Kazooie so I'm sure Tooie is just as good. :)
 
Now I'm tempted to make a collectathon platformer with both larger interconnected levels of persistent collectibles and smaller self-contained areas where the arbitrary collected count of minor collectibles operates on a high score system.
 
Kazooie IMO


Tooie has a lot of pros; The boss fights, the more atmospheric music (still Grant Kirkhope's best soundtrack IMO), The sprawling hubworld, etc.

But what it has in spades it also severely lacks in one crucial element: platforming. for being a so called 3d PLATFORMER, there is so little jumping and maneuvering around in that game it's kinda shocking, even for a collectathon. Most of the Jiggies in that game are obtained by talking to npcs, interacting with objects in the levels, beating minigames, beating combat challenges, but like. None of them almost ever involve actual platforming, and throw in the fact a lot of the minigames are kinda booty buttcheeks (THE VEHICLE SEGMENTS ESPECIALLY) and you just get a game that feels kinda empty and boring most of the time.

Kazooie on the other hand, is almost purely about moving around and platforming. Stages are smaller, but they also take more advantage of your actual moveset, and Jiggies are found by exploring the levels and hopping and bopping rather than playing Goldeneye if it was coded by a goldfish or putting a hole through your hand so Canary Mary can get her daily steps in. It's a more engaging experience start to finish IMO and it helps it's also a shorter one.
 
Kazooie IMO


Tooie has a lot of pros; The boss fights, the more atmospheric music (still Grant Kirkhope's best soundtrack IMO), The sprawling hubworld, etc.

But what it has in spades it also severely lacks in one crucial element: platforming. for being a so called 3d PLATFORMER, there is so little jumping and maneuvering around in that game it's kinda shocking, even for a collectathon. Most of the Jiggies in that game are obtained by talking to npcs, interacting with objects in the levels, beating minigames, beating combat challenges, but like. None of them almost ever involve actual platforming, and throw in the fact a lot of the minigames are kinda booty buttcheeks (THE VEHICLE SEGMENTS ESPECIALLY) and you just get a game that feels kinda empty and boring most of the time.

Kazooie on the other hand, is almost purely about moving around and platforming. Stages are smaller, but they also take more advantage of your actual moveset, and Jiggies are found by exploring the levels and hopping and bopping rather than playing Goldeneye if it was coded by a goldfish or putting a hole through your hand so Canary Mary can get her daily steps in. It's a more engaging experience start to finish IMO and it helps it's also a shorter one.
My big gripe with Kazooie would be that some of the notes are found in or past the dangerous sections of the levels with fast-moving or tiny footholds over instant death hazards. I would love to just hunt down most of the notes as secrets in an environment in which you're less likely to die from one minor mistake. Tooie certainly is somewhat emptier despite its content variety and greater boss polish.
 
As someone that 100% both...

I am never playing Grunty Industries again. That's all.
But what if you've played through the entire game again up until Grunty Industries and just unlocked it? Surely there must be a drive to press onward in such a context.
 
Banjo-Kazooie easily for me. Tooie is such a slog to get through, especially if you're doing a 100% run, the amount of backtracking you're expected to do is egregious. With Tooie, you can tell they obviously wanted to hone in more on the exploration aspect, and I commend them for achieving what they did. It's an extremely ambitious game, especially for N64 standards, to have worlds that big, but that's also kind of my problem with it; you have so much ground to cover in Tooie that it just gets boring traversing through the worlds.

I much prefer the tighter, more focused worlds of Kazooie. Each world in that game has it's own theme and unique elements exclusive to each world. Tooie loses a lot of its charm for me when you really break it down and realize the game only has like 3 types of mini-games that are repeatedly used across all the worlds. I think overall, while I can see what they tried to do with Tooie, I just think it falls apart in a lot of places whereas Kazooie is fairly consistent throughout. Sometimes bigger just isn't better I guess.
 
I like both games. I'd rather casually replay Tooie despite its padding, as it has less potential to be a source of frustration over failures leading to big setbacks. I think Conker's Bad Fur Day would have no replay value without its chapter select, and I dislike the permanence of the Jet Force Gemini growth system.
 
Both for me. Banjo-Kazooie for it's brilliant 3D platforming, and Banjo-Tooie for it's incredible exploration.
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Online statistics

Members online
140
Guests online
188
Total visitors
328

Forum statistics

Threads
11,407
Messages
278,934
Members
850,931
Latest member
knave_1

Advertisers

Back
Top