Tighter and more natural movement than the SNES game and the collectathon-centric gameplay would justify the indulgence in aesthetics because paying attention to the environments rewards the exploration of levels, but it's still very generic in design with almost no setpieces (and that hut teleportation in the tree village level was so cryptic!)
"If you wanna get out of this place alive, you're gonna need a compass, camouflage clothing, two weeks supply of food and water, and a high-powered radio, and some (slap!) bug repellent! But you're not gettin none of that, all you're gettin is bananas, and underwear. You ever try to get to LEVEL TEN IN YOUR UNDERWEAR BOY?!"