Woah, in level 4! But first I must go to level 7, learn a move, then go to level 8, do a thing, then go back to level 7...

>Woah, in level 4! But first I must go to level 7, learn a move, then go to level 8, do a thing, then go back to level 7, do another thing, and then go back to level 4 and collect the single jiggly! Woaah. Epic game design bro!

Attached: 7C07EB89-B78B-4E5E-BC9C-E119AAE7FC9A.jpg (466x322, 36.05K)

Other urls found in this thread:

youtu.be/YhOwm7tAzNQ?list=PLvmqUL1xP9_FnBWWdGUH9o84Ig4Bt6rX9
twitter.com/SFWRedditGifs

Yes
Interconnected levels > isolated levels

your obsession with this is actually amusing

we were 12 years old, we didn't give a shit. to us it seemed like more gameplay

i'm sorry, sounds like you would prefer to play endless matches of your generic garbage

Games rarely had huge levels, and Rare was all about trying to push limits. I don't think anyone would say it's a tighter game than the first, but it's also very ambitious. DK 64 took this same idea to the fucking max. Jet Force Gemini is their sweet spot (except having to collect every fucking tribal)

git gud faggit

Banjo-Kazooie was a fluke.
Tooie, Nuts and Bolts, Grunty's Revenge, and Pilot were all terrible games.

What is it with you faggots and backtracking? Backtracking is the best part of any videogame. When you first see something unreachable it creates a sense of mystery as you try to figure what could be in that unreachable spot, then you unlock the skill that lets you reach that area it gives you a sense of accomplishment that a simple linear game can’t emulate. You ADHD ridden faggots just can’t handle because you want immediate compensation

I never understood why this is bad design. It's cool to go back to early areas later in the game and get more out of them. BK feels kind of limited in that regard. You can beat Mumbo's Mountain in ten minutes, and then that whole area is just done.

i thought it was cool.

you are supposed to play the game and enjoy it,not speed trough it just so you can say
>yes i played that game
i didn't play banjo tooie for a long time but remember when i was a kid i would always struggle to get the jigges and would mostly roam around hoping i found something new in a previous level. you clearly lost that you enjoy games only because of nostalgia you have to some of them and should probably move on from them

This. The whole mentality of playing a level to clear it isn't really the way these games feel like they were designed. As a kid you would enter a level, you probably had a favourite one you liked the most, and you would kind of just hang out there, maybe grab a jiggy or two you had been struggling with, and that would be your afternoon. You'd probably do this over the course of many weeks or months, so you were glad that it lasted. The modern equivalent is all of the shit they put in Rockstar games. Is the average player supposed to speed run all of the Mini games and side quests? No, that's not the point.

I think Donkey Kong 64 does the expanded bk formula better, there's less Jiggies in Banjo Tooie (90 as opposed to 100) and they each take much longer to collect, in Donkey Kong 64 there's 200 Golden Bananas and you only need to collect 100, plus there's also less notes in Banjo Tooie, they're all bunched up in one part of each world instead of leading you where to go, the character restricted bananas aren't that bad to me in dk64

Basically in Dk64 you'll always feel like you're accomplishing something at least and can give up on some golden bananas but not feel like you wasted time, in tooie you've already been working 30 minutes to collect one jiggy so you might as well finish, fuck that train to hell

Attached: Donkey Kong 64.jpg (600x826, 148.02K)

>When you first see something unreachable it creates a sense of mystery as you try to figure what could be in that unreachable spot
Not in Tooie. In Tooie you get to a water fall, you see a jiggy you can’t reach, hit a crate to expose unobtainable springy shoes and you’re like “oh, I need to learn springy shoes to ugly this jiggy, okay”

Maybe if behind that waterfall was a whole additional section to the level with more jiggies and notes it would be kino but Tooie is a shallow shit game

>completion mental illness
they should give it a name soon

i remember i would play game get stuck then roam around until i get bored or restart safe file to enjoy first part again. now i play for couple of hours one game and get my enjoyment out of it because i don't have the time to spend to much on it and because i just get enough out if it in those couple hours unless it is some story driven rpg but i will play it for months then

Interconnected levels are nice but you really must come to terms with the fact that some jiggies are just too much fucking work to obtain. This becomes especially frustrating once you've cleared out all the obvious jiggies and are spending more time talon trotting around looking for a lead than doing anything fun or engaging. Banjo-Kazooie levels are so condensed that this never really becomes an issue, but Tooie having some jiggies that span multiple worlds just exacerbates the problem. Banjo-Tooie also forces you to confront the fact that Banjo simply isn't as fun to control in an empty space as Mario. Banjo's moveset is a lot more rigid and doesn't lend itself as well to player expression, it's up to the level to put obstacles in your way that encourage you to make use of Banjo's expanded moveset because they aren't as intrinsically enjoyable to pull off.
youtu.be/YhOwm7tAzNQ?list=PLvmqUL1xP9_FnBWWdGUH9o84Ig4Bt6rX9
Honestly, putting Tooie levels into Mario 64 looks more fun than the actual game.

I remember spending over an hour on the shipwreck level trying to find one last tribal only to find out after restarting the level that it just didn't spawn in.

>This game design is shit
>But You’ll have to deal with it
>At least it’s better than ‘nuts and bolts’
>But who cares, we’re adults

Attached: 8FEB7841-0CC9-4E27-8FDB-1E4BC9B2E402.jpg (600x599, 52.39K)

Jet Force Gemini has a mysterycomfy feel atmosphere it's pretty goooood

Puzzles with multiple steps are cool and welcomed but bad puzzles are just that.
For example, pushing that ice cube into the lake isnt solving a puzzle, its stumbling across a solution.
Also level design is just plain worse and the game has too many instances where you need to walk back to progress.
Mapping out a 3D space in your head and traversing through old areas as a seamless world is good but needing to trudge all the way back to a specific point in order the make any progression when the game could make you swap on command is trash and padding.

why put find jinjos and collect red notes in the same level==!==!=!?#!=$!?$="

fixed your shitty game

Attached: Spyro_the_Dragon.jpg (250x290, 21.58K)

t. Filtered babi

Keep saying it

>can shoot grenades out of enemy hands to make them pop
>can use your shotgun has a flashlight when it's charging
>Can disguise as an enemy and go in their nightclub
>has best form of co-op for this style of game that was possible

I cannot fucking figure out which jiggy you're referring to.

The pigs in Jolly Roger lagoon

just use cheat codes. or a guide lol

>actual challenge bad

>Basically in Dk64 you'll always feel like you're accomplishing something at least and can give up on some golden bananas but not feel like you wasted time,
Not at all. There are so many collectables in DK64 that they lose meaning. Not to mention how many times they couldn't think of a new challenge for a level, so they just throw in those shit mini game barrels. In Fungi Forest you race an owl around the tree. Your reward? A mini-game that you complete for a banana, when you should just straight up get the fucking banana for winning. They threw in banana fairies before they even knew what to do with them, so half of them just appear in front of you once you collect a banana. What's the point? After the first two levels, you've collected enough coins for the whole game yet there are hundreds everywhere. What the hell is the point of moves even costing currency when you have to locate the shop in each new level anyways?
The whole game is collectables stacked on collectables with no thought put into them whatsoever.
I still like the game, though.

Focusing on the end goal is too narrow-minded
You're solving a more complex puzzle than what you got in Kazooie and exploring/experiencing more of the world

Tooie evolved beyond being the kind of simple collectathon Nuts & Bolts mocked and was moving more in the direction Mario eventually developed in Odyssey.

>Every single level is straight passageways with zero exploration
>in a 3d collecathon platformer
Sure, buddy. Your ps1 games are great. Now put your helmet back on, wipe your shit off your lips, and get back to playing Spyro.

>be kid me
>get to K.Rool’s door
>need rare coins to unlock
>Can’t beat the arcade snes for the life of me
I never beat it after getting that close