Reviews from

in the past


The first game I’ve ever played in my life was Super Mario 64. As a kid not really aware of the significance of this title for many years to come, a lot still stuck with me like Mario’s seamless movement in 3D and the possibilities it hosted interacting with the worlds and environment in both intended and unintended means. The worlds, in particular the initial set on the first level of Peach’s castle, felt so lively and overwhelming at first in the possibilities that existed and what could be found or missed even after seemingly scoping out the entire world. Hearing the keys of Jolly Roger Bay now almost twenty years removed still shoots a pang in my heart thinking back to my 5 year old self trying to catch all the red coins, get the power star early in the jet stream or plunder the secrets of the grimy underwater cavern. It’s easy nowadays to look back at 64 and the more questionable parts like hit or miss levels of the game, constant interruption in getting the stars, and the god awful camera, but the sense of amazement and charm around each corner and crevice of the experience rode high so hard then for me and I’m actually playing it. A bygone era so deeply intertwined with my childhood nostalgia that shaped and informed how I approach this medium even today.

Banjo Kazooie unfortunately was not part of my childhood like many people have experienced and I arrived real late on this duo’s whole thing until sometime around 2008 where I saw a commercial of nuts and bolts and its box art and being transfixed by their designs, Banjo in particular. Still, I never got around to the first game for many years to come until I stumbled upon a copy of it and its sequel randomly in my local used games store. It’s hard recalling many specific things I felt regarding the game then since it’s more than ten years removed at this point and I only progressed about as far as Clanker’s Cavern, but I wasn’t as in love with it like the acclaim it attracted but it was still a pretty captivating and colorful time. Though now I can say I 100%’d the entire game and find it to be more enjoyable than I thought before, not in a masterpiece way but still so invigorating to experience fully.

For as welcoming as this game oozes with the very cutesy and theatre kid like intro, I was caught off guard initially with how strict the movement is and levels later on tend to get later on. Banjo and Kazooie’s starting moveset is limited but opens up with each passing level to be a very unique tool kit of methodical traversal and basic enemy smashing. It doesn’t compare to the level of momentum and speed that can be generated and exploited from Mario and Sonic’s 3D outings at the time, but it still strikes a strong and enthralling identity with levels tuned and tailor-made around it with satisfying puzzles that incorporate their skills like the numerous egg-related puzzles, target puzzles with the beak bomb ability, and basic platforming and scaling done with the feathery flap, flap flip, talon trot and other abilities, even a toggle invulnerability skill. The levels are crafted very much around verticality while offering a lot to distinguish them from one another in their environments, characters and enemies, avoiding the issue of heavy reuse or too abstract territory in their level design. They are scaled near perfectly to prevent tedium from kicking in next to just how appealing it is to collect the various number of trinkets littered around the zones. I appreciate Rare’s approach to the collectibles by having both good variety and theming with the Jinjos, music notes, Jiggies, Mumbo tokens, honeycombs and other items that make collecting them appetizing outside of an overarching achievement. Music note collecting can become painful in some of the later levels with losing all your progress if you end up dying but this only became an annoyance in the later few levels that pushed the difficulty up slightly from its usual coasting fare.

The starting area of the tutorialized Spiral Mountain to Mumbo's Mountain and Treasure Trove Cove as the first two levels ease in how the game will go before truly adding some escalation with the levels onwards starting with Clanker’s Cavern. I recall my first experience of this place being a particular stinker that stopped me in my tracks because of how unwieldy I found swimming to be compared to Mario 64’s more in control feel, especially in stopping and changing direction. Playing Clanker again I didn’t find it to be much frustrating outside of turning and angling Banjo while swimming but alternating between the kicking and wing stroke (and apparently using the right bumper for sharp turns) alleviated some of the unwieldy feel. For as bad of a rap I feel this level gets, it was surprisingly fair and dare I say fun to go through and see this rise in challenge that would continue for most of the rest of the levels. Bubblegloop is a bit less exciting exploration wise and the gator mini game being too high energy until I unlocked the running shoes, but it was still interesting to see where it went and collecting the jiggies was a fun breeze. Freezeezy peak similarly felt more pulled in with the main peak of the tall snow man being the most interesting of the stage though falling on the short side; it did introduce the aerial beak bomb skill though it feels that it is missing a very needed reticle or some soft lock on as aiming is a bit too guesswork next to turning and recovering while flying being funky with the camera. Gobi’s desert ups the escalation with more treacherous terrain and an array of major and mini puzzles available such as the pyramids and the various ways of opening them and excavating the secrets within.


Mad Monster Mansion is possibly the peak of the levels for me with how many pathways and areas are layered across the map, even the Mansion alone, that I ended up missing a few things when I first exited the level. Rusty Bucket Bay and Click Clack Wood are the ultimate tests of the experience; the former being very strict on platforming and traversal outside with the trap of oily water draining available air below and above the surface fast and inside the ship with the engine room as the most unruly part of the game, somewhat to a frustrating degree with how sensitive Banjo’s movement feels at least playing on switch when walking across smaller and narrower platforms and connecting pathways. It’s a miracle having the suspend points as I feel I wouldn’t have completed this level fully with how many times I’ve dived off the deep end from making one wrong step or overextending a leap in the engine room. Click Clack Wood is much less difficult but unfortunately falls on the tedious side with an ambitious four season structure encompassing the same level of scaling a big tree and its surrounding puzzles for all the collectables. Collecting everything in Rusty was painful but Click Clack Wood felt more exhausting even halfway through going through the mostly same menial tasks, though a few had diverging set ups that changed across the seasons to fully get the jiggies associated with them. It never reached the levels of a Rainbow Ride, Tick Tock Clock or any other of Mario 64’s less stellar levels, but it did feel more intriguing as a concept versus the execution this time around. Overall, this set of worlds are excellent across the board and do their job well in emphasizing and incentivizing exploring the zones even when collecting the 100 music notes without dying felt sometimes eye rolling with some aspects of bullshit ending my runs roughly.

I don’t have extensive comments on the music outside of it fitting very well the gorgeous and charming presentation of Banjo-Kazooie’s worlds and layout. Sound design similarly is charismatic as each character and enemy feel vividly themselves in what they sound like, even if a few bordered on annoying or eye rolling at times. I will say I have a soft spot for the power up jingle played when using the temporary power ups and the different versions played depending on which is being used. The final boss theme goes hard for a delightfully tense final encounter with Gruntilda that incorporates a good variety of the skills gained across the journey. Sure aiming the eggs and beak bombing Grunty in the air was a bit frustrating with the camera but seeing the Mighty Jinjonator bash the shit out of Grunty in the end after all the effort is such a satisfying finish that I can almost overlook the annoyance.

It’s hard to pick up anything significant I didn’t like from my experience outside of the awkward camera but that’s more a staple of the era than anything completely unique to Banjo Kazooie. This game has aged very well for how long ago it came out, especially as a Nintendo 64 title. The thought of collecting everything in Super Mario 64 is a headache with how finicky the levels and platforming can get but Banjo Kazooie was a fun ride through and through outside of some hiccups on the way.

After engaging with very long and intensive games recently, I’ve had a craving for something smaller and more focused and Banjo-Kazooie definitely fit that bill. In many ways it was pretty refreshing to revisit this more bite sized adventure after clocking in so much time with more recent, bigger and sometimes exhaustive AAA titles that are fun in their own right but have started to have some diminishing returns the more I spent with them. Nostalgia rearing around again but a part of me does yearn for this era where the scale of games even at the top weren’t too alarming yet and what’s next not too far or too cautious with the threat of studio closure or acquisition to drain their bodies; the outright tease of Banjo-Tooie in the end credits and delivery of the extra in-game secrets after getting all the collectibles is real cocky but feels so human and sweet over a little bling of an achievement saying I completed everything in the game or the usual credit roll at the end of titles. I can admit this is a bit of a too nihilistic view at times given that so much good shit is still coming out today and even in the 90s and early aughts game development and various wings of it weren’t exactly rosy, especially many things Sega like that blue hedgehog and his messy titles around the fifth generation and onwards. Even Rare couldn’t escape the more vicious parts of this industry then and exists as a shell compared to its status decades ago. Never change games industry.

Regardless, I’ve greatly enjoyed my time with Banjo-Kazooie. It’s satisfied and ignited my craving for 3D platformer collect-a-thons again that has been a bit quiet for some time with all the action and rpg titles I’ve given myself to. I’m curious how I’ll feel about Tooie now since I recall not having a fun time with it ten years back. It would be very convenient to jump into it if Nintendo’s shameless online service had it but I suppose it will be added at some point when they raise the price again, but it’s whatever and other means to play can’t be too much of a problem. Who knows, maybe I’ll power up Super Mario 64 now and actually complete all the power stars for once since I’m feeling early 3D platformers again (extreme doubt).


why does the ending level suck so much?

Back in September of 2023, I decided to replay both Banjo games to see how much I still liked them. It had been around 10 years since I had played Kazooie since then, and 4 years since I'd last played Tooie, so I was excited to dive into both games. Well, as it turns out, I loved replaying both so much I decided to replay them directly after. I very rarely do that, so I just knew I had to bump both games to a 10. Well, after my whole review purge, I decided to replay these once again and rereview them all over again. Only 7 months later after playing them both twice before, I'm a madman I know (haha you won't get this reference because those reviews are now deleted). Anyways, just like before...I had a blast replaying Kazooie and consider it one of the best N64 games ever.

The first thing I'll get into are the controls and Banjo-Kazooie's moveset in general. I honestly think this game controls masterfully, Banjo and Kazooie have such a varied move set that flows well with each of the levels. The talon trot is a must in every level as it let's you go through each area that much faster. With the c buttons, it's also really easy to remember how to perform it too. In fact, I haven't played the game on anything but the N64 itself, but idk how I'd feel about playing it on another controller just cuz I find the N64 controller fits it perfectly lol. Besides the talon trot, you also have a roll attack, rat-a-tat rap which is an aerial move, golden feathers which you can use to turn invincible as long as you have them, red feathers which you can use to fly (and the flight in this game is more satisfying than Mario 64), the beak bomb which is an attack you can use while flying and more. All of this you unlock gradually while playing and is all used plenty through-out the game. You also have two power-ups that let you either traverse unsafe ground (wading boots) and the speedy shoes which, as the name implies, let's you go fast. Even the swimming in this game is pretty nice once you know how to use it. I've seen some people say it's awful because it's so clunky. Which, if you're not holding the R button then yeah totally, but if you are it's very nice and smooth as you have a breast-stroke and a paddle you can perform depending on what you need.

The game itself is incredibly charming, both aesthetically and comically. The world's all look lovely and is just full of that N64 Rare ware charm. When playing through a world, you would be hard pressed to not see a pair of googily eyes on an enemy or even the items (when the item explanation first pops up) and for how lighthearted this game is, it very much fits. That's not to say the dialogue is all light-hearted. It's not as dark as Tooie obviously but they still put in a couple of dirty jokes hear and there. The dialogue itself, while not nearly as funny as Tooie imo, its witty enough especially Gruntilda's dialogue.

Going into Gruntilda and her lair in general, both are fantastic. The lair is a tightly designed hub world that is super memorable, not just because of it being compact in size and easy to traverse, but because the whole way through Grunty insults you and eggs you on. Kazooie has way less dialogue than Tooie, and Grunty herself I find more menacing in that game, but when it comes to her insulting rhymes...they're easily the most memorable pieces of dialogue in the game. Even on this most recent playthrough, I was still hearing rhymes I've never heard before. Really makes me wonder just how many there are in total lol.

When it comes to the worlds themselves, they are excellent tightly designed levels just like Grunty's lair was. Mumbo's Mountain is the worst one imo, and that's just because of how small it is...which makes a ton of sense because it's the first world. All the rest are very enjoyable, with some of my favorites being Freezezey Peak, Clanker's Cavern and Click Clock Wood. Now you might be saying to yourselves, Clankers Cavern? Yeah, idk why but it might've been my favorite world this time around. I honestly don't have an issue with the swimming portions, I love the track that plays in it and the dank grimey atmosphere I find wonderful (which makes sense because I love Tooie and it has a lot of that). It feels like one of the more unique world settings next to Rusty Bucket Bay. Speaking of Rusty Bucket Bay, it has the infamous engine room area and yeah that's still my least favorite part pf the game. It's not TOO bad if you do that part right away, but I still died like 5 times this playthrough. I also died to Click Clock Wood very stupidly, those two levels even now can still get me as they're easily the two hardest in the game. Going back to the engine room tho, the reason it's so hated is because it's the only world with an instant death pit. In the N64 version, instant death means you lose all your notes as the game tracks a total note score in this version rather than keeping your notes when you die like in the Xbox version. This is also a small gripe I have, but only in these last two levels because I pretty much never die in any of the earlier ones.

The music in this game was done by Grant Kirkhope and he's absolutely legendary. He has a very distinct bouncy style to his music and it absolutely fits here with how goofy this game is. My favorite tracks in the game would have to be Rusty Bucket Bay, Spiral Mountain, Clanker's Cavern, and The Final Battle. The entire soundtrack is wonderfully though, and I especially love Grant's use of dynamic music. His work on Banjo Kazooie and Tooie, and DK64 show he's a big fan of it and it's perfect in these types of games.

Once you beat every single world, and have obtained enough notes and jiggies to progress, you enter Grunty's Furnace Fun. This is basically a giant quiz show that puts your knowledge to the test. It's very goofy and fitting for the type of game Banjo Kazooie is. The questions consist of listening to the voice of a character or song of a level and guessing who/what it is, random trivia, playing a mini-game from the main levels or a Grunty question. The grunty questions consist of trivia about Grunty herself that you must know to answer. To find these out in-game, you must hunt down her sister Brentilda, who is hidden in specific areas of the lair. You might think, meh I'll just look the answers to these online. But they're randomized per playthrough so you simply cannot do that. Luckily, with the joker card which let's you skip 2 spaces on the board, you can bypass these if you weren't able to find Brentilda. Same with the instant death skull spaces which are usually just a basic trivia question, but still are very nerve-wracking. After you get to the end of the board, you get a hilarious joke where Grunty makes her escape by forcing credits on you. After that though, it's actually time to fight her.

Before you fight Grunty, depending on how many collectables you have gotten, you can unlock consumable refills and even double health. Once you've gotten what you need, it's time fight Gruntilda herself. The final battle may honestly be in my top 20 fights ever, it's super good. It tests you on many of your moves you've learned through out the game and it has a killer boss theme to boot (as you know with my favorite songs portion). The end of it is super satisfying too, with the Jinjonator being summoned to defeat her. If there's any one thing I love more than Tooie, it's this final boss and cutscene. The Hag-1 is a fine enough final boss for that game, but it pales in comparison to Kazooie's final fight.

All in all, I'm glad I replayed this once again as it's still amazing and still one of my favorite games ever. Back in September, I stated I might love Tooie even more for the things it improved on and its expanded worlds, and yeah I probably do in the end. However, Kazooie has its own strengths , some even over Tooie's and it's still a must play as an N64 fan. Next up though is Tooie, and I simply cannot wait to replay it so look forward to that review coming soon!!

Full thoughts on the Use Your Items podcast:
https://www.podbean.com/ew/pb-vykhj-1539f4c

For the love of Gruntilda, play the Rare Replay version Xbox 360. That version gets an extra half star.

The fact that there was a time when you could make a game about a bear that carries a bird in a backpack and make it one of the greatest games of all time keeps me going

Mad monster mansion was peak.

Games like this one hit different when you play them in their respective consoles, they are timeless clasic that will never die. Spent all friday and saturday playing it on my Nintendo 64, and had the time of my life. Truly a masterpiece.

im sorry to people who really like this game but,this one’s overrated not to say its badly overrated its just not as good as tooie
also the grunty fight i solo’d on my first try,and y’all said she gave all of u trouble back in the day

5 star review without Rusty Bucket Bay

Unpopular review incoming, but bear with me. I'll try to explain myself.

My overall issue with the game is its slow 'pace', and I mean that in regards to the low rate of decision-making more than I mean your movement-speed. You don't actually move that slow, but the large areas you have to move around in still make the experience of getting between points of interest a slog. As you walk into myriad collectibles; enemies, platforming-geometry, and general hazards don't really crop up in a meaningful way for much of almost any stage. You are essentially free to try and go to anything as quickly as you can virtually unopposed.

I don't know if there's a late game difficulty-spike to address this as I was only able to 100% the first 8 stages before losing interest. I don't really have any suggestions on how I'd improve the game either. It's a gentle collectathon with simple levels and movement. You don't have to pay attention to your momentum, there's no high commitment to any movements (like Mario's triple-jump), and variety is provided by transformations with even less complex move-sets. I don't think making the action-set more complicated would address anything since stages are wide open and generally not dangerous. It's a game designed for players of a certain skill-level, I suppose, and doesn't have anything to offer players looking for a more demanding experience. It's a subtle balancing-act to make a game for players of varying aptitude/experience.

For me, at the age of 7 when I first attempted it all the way to now, the game is and has always been fundamentally uninteresting. At the bottom of my game-literacy and observed through its current state, I never have been and may never be the target-demographic of this game. Not hating on anyone it clicks with though.

1/5

Not much to say about old-school collect-athons other than I wish they still as prominent today. This is probably one of the most famous and for good reason; you can really tell the devs at Rare put their heart and soul into making this. It's aged incredibly well and was still fun to play all these years later. The only reason I'm taking off half a star is purely for the engine room.

Rejogando essa maravilha... Estou enferrujado mas o charme desse jogo sobrevive ao teste do tempo

Um, this sucks. Some of that has to do with age. The controls and camera are both bad and that can be blamed on technical limitations but most of this game is a time-wasting slog and that's a design choice. The hub area is a godawful exercise in padding out the playtime, as is forcing you to essentially 100% the game. Most of the jiggies boil down to annoying, obtuse objectives that are made more frustrating due to the aforementioned bad camera and wonky controls. It all culminates in one of the worst 1-2 punches of a final boss I've ever played. I hope whoever decided to make the penultimate level of this a game show got what they deserved. I don't know what kind of member berry nostalgia cocktail people are drinking when they talk about this because I can't even imagine this being good in 1998, the year of Spyro, Crash 3, and Sonic Adventure.

My first introduction to Banjo Kazooie was in the E3 2019 Nintendo Direct when he was revealed for Smash. I had no idea who this character was or what the series was about, I just knew that a LOT of people were happy they made it, and I couldn't understand why. But having finally played the game I now understand the tears of the people that flow from the lack of this series in the modern day, they are now my tears as well.

The gameplay in Banjo Kazooie is simply phenomenal. The titular duo's moveset is extremely varied and gives you everything you need to master the game with. It never really felt like I hit a wall because of it, if there was a puzzle to solve I was always certain that I had what I needed to solve it at my disposal and the game rewarded me for that. On top of that the platforming is pure joy, the perfect mix of challenge and fun. And then there's just the collectathon structure this game employs to an excellent degree. In any other 3D platformer I would feel content just to get the objectives required to beat the game, but because collecting things in Banjo Kazooie is just so damn satisfying I found myself collecting everything. 100% completing this game not only felt really satisfying but it also felt like the intended way to play the game and enhanced the experience ten times more than it would have been if I just did the bare minimum required.

The other main thing I want to talk about here is the game's presentation. Despite being an N64 game I feel like Banjo Kazooie has held up incredibly well. The game's visual style, world, tone, and sound design are all just so damn charming. There's so much to love here, from all the charming characters and the funny dialogue between them, to the oddly kinda edgy sense of humor the game has (at least for an E rated game) like when they said Gruntilda does a striptease or when Kazooie heavily implied she was gonna shove a key up someone's ass, just jokes that I laughed a lot at because I had no idea how they got away with them. The worlds here are very unique and interesting as well. There are of course some stinkers (looking at you Bubblegloop Swamp) but for the most parts these environments are just interesting and fun in concept and a blast to actually explore yourself. They take basic level themes and add the game's charm to them to make some truly great levels that are some of the best I've ever played in a platformer.

Overall, Banjo Kazooie is a classic game that's well loved for a reason. The game's charm, pristine level design, and incredibly fun gameplay cycle kept me engaged and addicted the whole way through and turned me into a fan of this character and this series that I priorly couldn't care less about.


Banjo-Kazooie is a pure blast of platforming joy! The worlds are colorful and creative, the characters are brimming with personality, and the music is absolutely iconic. Collecting Jiggies, learning new moves, and battling Gruntilda is a ton of fun, even if the camera can be a bit clumsy at times. It's a true classic of the N64 era, and any fan of 3D platformers needs to experience it.

Compared to its sequel, Kazooie is much tighter and focused, the mechanics rival similar games of its era like SM64 and being quite a bit shorter is very replayable. That said, I personally struggled to get into it and found the 'high score' system for notes a really puzzling (pun not intended) choice. Maybe I'll try the port that removes it one day?

Excelente juego, por lejos mi favorito de N64

Pas un très grand fan, honnêtement. Par contre l'OST est une merveille, même encore à ce jour

I can see why people love it so much, it’s oozing charm and creativity and is super memorable. That being said I would not have been able to remotely enjoy that without save states. There’s so many frustrating parts and the camara is somehow worse the Mario 64.


The 30 something Nintendo Youtubers were sadly onto something with this one

I'll preface this review by saying that I played Banjo-Kazooie on the original N64 when I was a kid and on the Xbox, Switch, and emulator more recently. In short, an amazing early 3D platformer and one that deserves your time to this day. If Super Mario 64 was the birth of the genre, Banjo-Kazooie was the first evolution. The game breathed new life by satisfyingly combining platforming with exploration, puzzle solving, story/character interactions and an ABSOLUTELY BANGER SOUNDTRACK. SM64, the hallmark of the time, I would say is the better game in terms of strict platforming, but it doesn't hold a candle to Banjo-Kazooie when it comes to any of these other factors. This is a game which you can really tell was made with charm and style forefront in mind, from its quirky cast of characters (with their iconic, and frankly genius, dialogue audio) to its inspired and thematic level designs. In what other game can you get a game over screen where a green witch who only speaks in rhymes steals your kidnapped sister's beauty and transforms into a stereotypical hot woman? These sort of touches are what makes Banjo-Kazooie a gem among its peers which stands out even in the modern era. I could wax poetical on this game all day so I'll end it with this: Banjo got into Smash get fucked everyone who told me he wouldnt.

Recipe for a Great Game

Ingredients:
-Extremely high fun factor
-Well-designed levels (size perfectly, place collectibles well)
-Fantastic, delightful music
-Some of the best graphics on the console
-A fuckton of silly charm

Directions:
-Mix well.

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(only one huge flaw to speak of, we all know what it is; and it was fixed in the Xbox version)

Played on N64/replayed on Xbox One(Rare Replay)

Classic in every sense of the word, great graphics and tight, varied gameplay, a staple for both Rare and the N64 as a whole .

Grunty's castle just begs to be explored to it's fullest, every stage brims with life and interesting characters and is sharply written overall, with Grunty being a standout villian you love to hate, music is also fantastic and iconic

Minor complaints would be having to recollect musical notes on death (remedied in the Xbox version) not a big fan of the end game quiz section and the final boss does ask alot of the player in regards to collectables but I didnt mind as that's kind of the point of the game, final boss really tests your skills which is appreciated and very satisfying to complete

Maybe someday we will get a true successor to this franchise but this is one I love to return to time and time again, a must play for any N64/Xbox owner and an example 3d platformers should strive to follow

10/10