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The Banjo-Tooie XBLA Official Thread

Shard

XBLAnnoyance
The Header:
btooiexbla.jpg


What is Banjo-Tooie?

http://en.wikipedia.org/wiki/Banjo-Tooie

Banjo-Tooie is a platform and action-adventure hybrid video game developed by Rare and published by Nintendo in 2000 for the Nintendo 64 as a part of the Banjo-Kazooie series. The game is the successor to Banjo-Kazooie and was one of the most anticipated sequels for the Nintendo 64.

The game's story takes place two years after Banjo-Kazooie. The antagonist, Gruntilda Winkybunion and her sisters, Mingella and Blobbelda, are planning to restore Gruntilda's body to its original form. Banjo and Kazooie must stop them before it is too late.

Two years have passed since Banjo and Kazooie defeated the witch Gruntilda and buried her alive under a boulder. While the two are playing poker with their friends Mumbo Jumbo and Bottles, Gruntilda's sisters Mingella and Blobbelda arrive in a large digging machine, the Hag 1. They destroy the boulder and free Gruntilda, her time spent underground having rotted her flesh away and reduced her to a skeleton. Seeking revenge, Gruntilda destroys Banjo's house before fleeing with her sisters. Banjo, Kazooie and Mumbo all escape in time while Bottles is caught in the magical blast and killed. The three remaining friends decide to put an end to the witch's plans.

Following the witchs' trail, Banjo and Kazooie arrive at Jingo Village in the Isle o' Hags, where King Jingaling, king of the Jinjos, explains that his subjects were frightened away by the Hag 1 and scattered throughout the island, and gives the two their first Jiggy to help find them. Meanwhile, Gruntilda's sisters introduce her a cannon called the Big-O-Blaster (B.O.B.) that will restore her body by sucking the life force from any given target. They test B.O.B. on King Jingaling, who is turned into a zombie. Gruntilda plans to charge B.O.B. long enough to blast the entire island. The witch's most loyal minion Klungo is sent out to hinder Banjo and Kazooie in their progress by fighting them. After taking many beatings from Gruntilda as punishment for losing, Klungo eventually gives up and abandons her.

Finally reaching Gruntilda's fortress at Cauldron Keep, Banjo and Kazooie confront Gruntilda and her sisters in another trivia game in which the losers will be flattened under one-ton weights. The two dispatch Mingella and Blobbelda while Gruntilda escapes once more. They then reverse the effects of B.O.B., bringing both King Jingaling and Bottles back to life. The two confront Gruntilda in the Hag 1, which explodes in the end and destroys most of Gruntilda's body, leaving her nothing more than a talking skull. Banjo and Kazooie return to Bottles' house with their friends to find that everyone else has celebrated without them. They decide to play kickball with Gruntilda's head, who swears to have her revenge in "Banjo-Threeie.”

Similar to its predecessor Banjo-Kazooie, the game features three-dimensional worlds containing items to be collected. Among the items are golden jigsaw pieces ("Jiggies") that are used to complete jigsaw puzzles that unlock the levels. Instead of exploring the hub world in search of incomplete puzzle boards as in Banjo-Kazooie, a singular board is used within a temple where Jiggywiggy resides. Whenever the player has obtained the number of Jiggies required, a timed puzzle-completion challenge can be played, after which Jiggywiggy grants access to each world. Each puzzle challenge requires more Jiggies than the last.

Musical notes return in Banjo-Tooie, but are used to learn new moves from the drill sergeant Jamjars. He is the brother of Bottles and takes over Bottle's role from the first game. Mumbo Jumbo also returns as a playable character that can venture out into each world and use specific magic spells to help Banjo and Kazooie proceed. Replacing Mumbo's previous role of transforming the duo into different forms is Humba Wumba, a medicine woman and Mumbo's rival.

Another feature introduced in Banjo-Tooie is the interconnectedness of its worlds. In Banjo-Kazooie the titular duo would be magically transported to each level via special doors in Gruntilda's lair. In Banjo-Tooie the levels are physically connected at multiple points and are effectively extensions of the Isle o' Hags hub world. In addition, the train Chuffy can be used to migrate minor characters between some worlds that contain stations.

Release Date and Price:

http://www.eurogamer.net/articles/rare-dates-banjo-tooie-for-xbla

Rare has just given Banjo-Tooie a 29th April Xbox Live Arcade release date.

But there's still no word on cost, although 1200 MSP (GBP 10.20 / EUR 14.40) - the same as fellow retro-revamp Banjo-Kazooie - makes sense.

Developer 4J Studio is handling this port, and brings Banjo-Tooie back to life with a "super-charged framerate" and the Stop 'n' Swap feature, according to the Banjo blog.

We're told there are various updates and tweaks to the original N64 formula from 2000, too - plus a variety of Gamerpics to accompany the release.

http://www.eurogamer.net/articles/rare-confirms-banjo-tooie-xbla-price

Rare has told Eurogamer that Banjo-Tooie will cost 1200 Microsoft Points (GBP 10.20 / EUR 14.40) when it's released for Xbox Live Arcade on 29th April.

The date was confirmed yesterday but the price remained unknown. We expected the inflated price point, however, as previous retro-revamp Banjo-Kazooie cost the same.

But that trip down memory lane ended in tears, as camera and control issues sullied our rose-tinted view of a game simply not worth that much of today's money. That's not to say Banjo-Tooie will repeat the same errors, of course.

Stop N' Swap Completed:

http://www.giantbomb.com/banjo-tooi...top-n-swap-reinstated-and-a-dragon/35-227892/

Great news and some screens for your viewing pleasure.


Rare said:

You may have heard rumblings after the festive season had drawn to a close that the Banjo team were back at work. Well, we're happy to reveal that this wasn't just indigestion from the last of the turkey sandwiches, but rather a li'l sum'n sum'n that we've got on the boil to spice up Nuts & Bolts, as well as the incredibly exciting work that we've been putting into the forthcoming release of Banjo-Tooie on Xbox LIVE Arcade�. The game will be available to download this April, appropriate since Easter is the designated time for hunting multi-coloured eggs.

In what promises to be amongst the biggest and boldest - and certainly the bear-iest - releases on Xbox LIVE Arcade, Banjo-Tooie will be a note-perfect migration of Banjo and Kazooie's second adventure. In their struggle against Grunty and her wicked sisters, the bear and bird can now rely on the extra grunt supplied by the Xbox 360, bringing with it silky-smooth frame rates and super-sharp HD graphics.

As with the Xbox LIVE Arcade release of Banjo-Kazooie, you can expect all the fully-featured fun from the original game.


But there's more - 4J Studios have dredged the Banjo team's collective memory and implemented the original plan for Stop 'n' Swop, for the first time on any platform ever and after many long years of waiting. Without going into too much detail, the Stop 'n' Swop items collected in Banjo-Kazooie will 'magically' appear in Tooie, resulting in... well, you'll just have to find out. What could be cooler than that? Nothing, that's what - not even Kazooie turning into a dragon.


Naturally there's still more to discover, but we want to keep some secrets. They're not buried too deep in the game, but for now at least, our beaks are sealed.

"And what of Nuts & Bolts?" I assume you cry. You should remember an announcement from the Banjo team that they would be picking their top seven favourite player-built contraptions from all the ones uploaded to Banjo-Kazooie.com's Showroom. I know, that's so last year - you can read all about it on either the official blog or the Rare website. The team have drawn up a shortlist of 14 and are meticulously whittling it down to the final seven.

The entries vary from the powerful and commanding to the wild and wacky - should your creation catch our eye, you can expect to be contacted directly by MGS Rare through the email address associated with your Gamertag and asked for your full contact details. We will be sharing more detailed info on how exactly we plan to show off your contraption in February, when... ack! I've said too much already.

For now, you can feast your peepers on the first officially released screenshots of Banjo-Tooie... and if you're on Facebook, don't forget to visit the Banjo-Tooie fan page!

4J Studios Interview

http://mundorare.com/features/behind-the-fur-and-feathers-with-4j-studios

Behind the Fur and Feathers with 4J Studios

Banjo-Kazooie XBLA (and its soon-to-be released sequel) has been making its presence known on the Xbox Live Arcade. Yet, besides the fact that 4J Studios has been responsible for developing the ports, there's little to no information on how the idea came to be to re-release the classic Banjo games.

Established at Dundee in 2005 by Chris van der Kuyl, Paddy Burns and Frank Arnot, 4J Studios were the ones chosen to port both previous Banjo titles to the Xbox Live Arcade. With only 18 employees overall and up to 7 of them working on the ports, it's impressive to know that such trust has been given to them by Microsoft.

Thanks to Paddy Burns, one of the cofounders of 4J Studios, MundoRare is proud to present an interview that promises to delve deeper in how our nostalgia for platformers resurfaced for the new generation to enjoy.

MundoRare: Let's start painting the initial scenario. When did Microsoft contact 4J Studios to ask for ports of two Rare N64 titles? When did you start working on Banjo-Kazooie XBLA and Banjo-Tooie?

Paddy Burns: Early 2008. Microsoft was looking to create a triple header for the relaunch of Rare’s Banjo series. Their pitch to us was to bring faithful ports of the original titles to XBLA to refresh players memories of what they were all about.

We started work around May on the tech, by the end of May we had Banjo-Kazooie playable on the X360, and by July Banjo-Tooie was up and running too, but it then took a back seat whilst we got Kazooie done and dusted ready for the launch of Banjo-Kazooie: Nuts & Bolts.

MR: So we can all appreciate your work on this project: briefly, what did your jobs consist of? What is the complete process? Which were the major difficulties you knew you'd find, and which were the unexpected ones that arose when you were already working on it?

Burns: Wow, that’s a big question, most of which is more suited for a few ales and the odd packet of crisps ;) From the source dump from Rare it’s a process of going through the code piece by piece to get what is happening. Then slowly but surely we unhook the N64 code and start hooking up the game to our 360 components, something’s are simple to get working, some aren’t. Making the adjustments to the game flow to incorporate the new changes have proved to be the most troublesome: it's 10 year old code so crow-barring seemingly simple additions has given us a few sleep-starved nights….

Unexpected ones? I think with both games their sheer size and ways-to-play have given us biggest difficulties, just when everything seems buttoned up, often a particular play combination threw up a horrible problem that would cause us to rework some major part of the game. One of the hardest thing to do under that situation is to make sure the original gameplay stays faithful, a thing we believe we’ve been very successful at doing.

MR: How much time have you spent working on each port? How was the transition between both games, bearing in mind that they have elements in common, and we know that both are 'connected'?

Burns: The full project was officially 9 months, though Tooie has been cooked a bit longer than initially anticipated to make sure it is as it should be. The two games do share similar tech but they’re not identical, Rare had made considerable upgrades to their engine between games as well as changing the way they handle gameplay and they of course had added a lot of new stuff to Tooie with multiplayer etc. That said the transition was a smooth as we could have wished for.

MR: How was the relationship with Rare during the porting process? Did you have constant contact with them?

Burns: Heh. No juicy gossip here ;) It’s been great working with MGS and Rare, everyone is free to talk to everyone. On the day to day, the project was run by MGS rather than Rare.

MR: The main difference between the BK and BT ports and the original N64 games is the implemented Stop 'n' Swop connection. It works not only between BK and Nuts & Bolts, but also between BK and BT, recovering "the original plan for Stop ‘n’ Swop, for the first time on any platform ever and after many long years of waiting." Can we have a total guarantee that this will be the original plan fully recovered?

Burns: It’s a popular and potentially explosive discussion point ;) Stop ‘n’ Swop means different things to different people. When the BK and BT ports were conceived, SnS was only to be between BK and Nuts & Bolts, a simple reward system, in a modern day emulation of what the original cartridge swapping idea was supposed to do.

Doing something with the much bigger Tooie was considered to be the mutterings of madmen, especially as that would require much deeper thought and preparation... But nevertheless as we all started to spec out Tooie it became more plausible especially as we had become quite comfortable with the code base.

The Stop ‘n’ Swop legend is a monster amongst fans of the series; so, with that in mind, we hope people will enjoy and appreciate what has been done. We have implemented, under MGS and Rare guidance, the gameplay that completes the SnS journey; it is, as much as anyone can say, the ‘original plan’, and everyone involved thinks it’s cool. It’s certainly more than a reward system. Bearing in mind we cannot create new areas, gameplay or content, it wasn’t trivial to implement either.

MR: That makes us wonder if Tooie will be slightly 'different' because of those changes: will we be able to enjoy the 'other' Tooie that we'd have enjoyed if -ten years ago- Stop 'n' Swop would have been finally possible?

Burns: Yes, it does mean that XBLA Tooie is different to the N64 version, for those who know the original game, we couldn’t give you the ‘original plan’ if the eggs and ice key remained from the N64! If you don’t have Banjo-Kazooie you’ll never see them, just like you wouldn’t have 10 years ago...

MR: When the gamers have already played Nuts & Bolts, the Stop 'n' Swop areas in BK XBLA appear automatically open. It seemed a bit unfair to us, especially after so many years of waiting. Was any original -although unused- Stop 'n' Swop cutscene deleted or not included for some reason? Will we enjoy any kind of SnS explanation in between Kazooie and Tooie?

Burns: It was Rare’s request to do it this way. They wanted SnS to be approachable and usable for all so having all areas open altogether was the only real option. Trekking back between games maybe fine for the hardened gamer but not for those new to the series. This might be a bit of disappointment for some but as far as we can tell there’s no cutscene ‘missing’, nothing exists in the source.

MR: Were there any additional ideas Rare or you had for the port (such as the ones we've seen like changes in icons) that time simply didn't allow for? Can we expect any little changes like that for Tooie XBLA?

Burns: Pretty much all the idea generations came from MGS and Rare, we kept our creative juices free for physically solving their requests in the game ;-). Adding Live multiplayer and Bottles Revenge has come up quite a lot but in the end both of those would have been a considerable step outside of the ‘faithful port’ remit. They would have needed lots and lots of new gameplay, new AI, new tech, new levels even, that just wasn’t what this development was about.

But, aside from SnS, there are quite a few changes in Tooie that followers of the game will spot, some are little, some aren’t but all add to the experience.

MR: Why was Berri's portrait circa Twelve Tales/Conker's Pocket Tales in Rusty Bucket Bay changed to Conker? Not only does it make us question what the sailor drones really like, but we're just curious as to what the reasoning was towards changing that.

Burns: Any changes like this were at MGS and Rare’s request. Some are for legal reasons, some are simply because the old artwork could not be recreated in acceptable HD quality so it was a simple replacement. Nothing sinister, no message or meaning intended.

MR: Quite a bit of Nintendo references were taken out of BK XBLA, but why did the Game Boy still stay intact? Has it been a lot of work taking out the Nintendo references in BT (such as the DK64 magnet in Grunty Industries), or has that been just business as usual?

Burns: Rare owns all the assets in both games, so everything you see in them is correct per that ownership. Rare doesn’t own the right to show trademarked/registered Nintendo things. The same sort of changes that you see in BK have also been made in BT.

MR: We've appreciated that some of the icons from the dialogue bubbles or interface elements look 'stretched' now that we enjoy the game in widescreen. Do you have any plans to fix them somehow? Will they be 'corrected' in the Tooie interface?

Burns: All the assets you see and their implementation are approved by Rare and MGS. All the icons were recreated with original artwork or models wherever possible. The code doesn’t actually stretch them as far as we can see, so you won’t see any change in Tooie.

MR: One of the biggest tragedies in BK XBLA was the note-collecting glitch. It was a blessing to have the notes be collected as in Banjo-Tooie, but the Bottles Puzzle Glitch made sure that didn't happen. Could you explain how the problem was fixed? Do you expect any issues similar to that in Tooie thanks to your experience in porting Banjo-Kazooie?

Burns: It was a bug, a really unfortunate bug and one that was exasperated by the Bottles Puzzle achievement and also one we had fixed by the time the game was officially launched, as well as the 1080i/p slowdown issue and leaderboard scoring.

All your readers should know from the games they play, bugs happen. No developer or publisher intentionally leaves a bug in but regardless of how much test effort goes in, some player somewhere will find something the army of testers didn’t. No game is ‘safe’. We were all as fed up as you guys were! Tooie has been in the test oven a long time, we hope it’s all cool when it reaches your X360’s.

MR: Are you as a company privy on how the game has been selling through digital distribution? If so, has the game been selling to your expectations, even with the pre-order bonus?

Burns: MGS have said it’s been performing well above the average. They expect it to continue selling at a good rate too.

MR: Any special incentives this time around like BK XBLA, or will it just be a matter of buying it as is this time?

Burns: Not that we are aware of.

MR: Will the multiplayer be kept in the port? If so, would you give us some details of it?

Burns: Of course. It’s all there as it was in the Nintendo release, all the games and 4 player split but with awesome 30fps and HD resolution.

MR: On the subject of multiplayer again, has there been consideration to have all the multiplayer modes playable through Live? That would really give some more replay value to an already great game.

Burns: As mentioned above, it was considered in detail but to do it to the high standard required would have needed a sizeable investment, far exceeding the remit of the original project. Simply making the current couch-play games Live wouldn’t be very good or a lot of fun.

MR: Do you have an approximate idea of the size of the final BT XBLA download file?

Burns: It's 94MB.

MR: What part of the game will the demo version consist of, if there are any plans to release a demo?

Burns: Fraid it's too early to talk about this and why spoil the surprise ;)

MR: Will this collaboration with MGS and Rare be necessarily limited to the Banjo franchise? After Tooie is finished, would the company ideally like to continue the working relationship between Microsoft and Rare in terms of past classics? There are quite a few other franchises that fans would love to see hit the Xbox Live Arcade.

Burns: We’d love to keep working with MGS and Rare so I guess just keep your fingers crossed along with us!

This interview couldn't have been done without George Kelion, Paddy Burns, and Rare (for making this fun game all those years ago). A special thanks goes out to you all, and we hope that readers like you will enjoy this look into an incredibly smart move on the Xbox Live Arcade.

Video:

Mundo Rare
http://www.mundorare.com/games/banjo-tooie-xbla/videos?vid=002

Screenshots:

banjo-tooie-20090421033648833.jpg


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banjo-tooie-20090421033733237.jpg


banjo-tooie-20090421033748799.jpg


banjo-tooie-20090421033752846.jpg


banjo-tooie-20090421033756237.jpg


banjo-tooie-20090421033816861.jpg


banjo-tooie-20090421033820408.jpg


banjo-tooie-20090421033832610.jpg


banjo-tooie-20090128083130245.jpg


banjo-tooie-20090128083132635.jpg


banjo-tooie-20090128083134682.jpg


Achievements:
http://www.xbox360achievements.org/game/banjo-tooie/achievements/

There are 12 achievements with a total of 200 points.

Knocked Out Klungo 20
He's out for revenge; not once, not twice, but three times. You need to beat him once.

Treasure Hunt 20
You'll probably end up with many more, but to achieve this you need just one of each.

All Beaten Up 20
Kill any 20 bad guys with any of these attacks: Mumbo's wand, your Pants Attack or the Daddy T-Rex.

A Merry Old Soul 20
You’ll find Old King Coal in Chuffy's boiler and he's a bit on the grubby side. Scrub him out!

Hatch the Future 20
Separate our heroes for the first time, or hatch a Banjo-Kazooie Stop 'N' Swop Egg with Heggy.

Calamari Bonanza 20
Don’t be suckered! You’ll have to freeze every single octopi.

It Lives! 15
Miracles do happen! Bring Sabreman back to life.

After The Storm 10
Ahhhh, a pretty rainbow. You did that, you old softy!

My Nemesis 10
Do it properly this time! Get rid of Grunty and save us from her rhymes. Off with her head!

Points Make Prizes 15
Balloons of any color will do, get 60 points worth or more and you're a winner… sort of.

They think it’s all over... 15
Win a Colosseum Kickball final. The worst scorers rule at this game, so you should be good at it!

Shoot Em Up! 15
It’s great fun exploding these little lovelies! Any 20 Ulcers, Clinkers or Mines will earn this.

Reviews:

Team Xbox Review: 8.5
http://reviews.teamxbox.com/xbox-360/1693/BanjoTooie/p1/
 

Dupy

"it is in giving that we receive"
I gotta say I beat this game 100% when it first came out and I don't remember half the areas/bosses in that promo video. Which is pretty cool and definitely seals my purchase next week:)
 
I've been playing this recently on my N64 and while it's a great game it gets exhausting after a while. After slogging through
Terrydactyland
trying to collect as much as possible along the way I couldn't muster enough motivation to finish
Grunty Industries.
I decided to put it down and take a break for a while, I just hope I can remember all the nooks and crannies to go back to when I pick it up again. The levels get pretty vast at times.
 

Sydle

Member
I hope they continue porting old Rare games. Blast Corps, Jet Force Gemini and Killer Instinct need to be on XBLA.
 

JSnake

Member
Woohoo! Can't wait~! I should be receiving my review code on Tuesday. BT is easily in my top 5 favorite games so this is gonna be amazing.
 

Firestorm

Member
I have been waiting for this game since I finished the original on XBLA. I don't remember anything from my N64 run-through but I'm pretty sure playing through it is going to job my memory :D
 
I can't even imagine what it'll be like to player with a stable framerate. I mean, part of the charm of games like JFG and B-T was the shitty framerate issue and the gravity it seemed to have.
 

The Crimson Kid

what are you waiting for
JSnake said:
Yes, one of the best games ever isn't worth $15. :|

Wonder how your review is gonna turn out. :p

Anyways, gotta finish Banjo-Kazooie before Wednesday. With this and Virtual-On, next Wednesday looks to be one of the best in XBLA history.

TheGreatDave said:

Hey, don't hate on the game because it takes more than 5 buttons and a strum bar to play.
 
A+, Day 1 etc.

Still makes me wish we would get another Banjo platformer in the spirit of the originals but thats a topic for another thread and time.
 
JSnake said:
Yes, one of the best games ever isn't worth $15. :|
Charging more than $10 for a port with horrible DRM restrictions and no graphical upgrades other than resolution and a steady framerate is shady.

Those are upgrades that you would expect of an old game running on much more powerful hardware. Even Banjo-Kazooie on XBLA had horrible slow-down.

Outrun and Bionic Commando are $10 and they're much more significant upgrades than this.

MS is just going to keep constantly upping the price of XBLA games by $5 every once in a while.

Braid was the first test of the waters and they're not stopping it seems.

alr1ghtstart said:
Will buy @ $10.
Well said.
 

Firestorm

Member
Braid was the first test of the waters for the 1200 point price? I didn't realize Braid came out before the 360 launched.
 
grap3fruitman said:
Those are upgrades that you would expect of an old game running on much more powerful hardware. Even Banjo-Kazooie on XBLA had horrible slow-down.

I have no slowdown what game are you playing.
 

alr1ght

bish gets all the credit :)
I had a bit of slowdown, not a lot. Now Bionic Commando Rearmed would be worth $15 to me. Ports = $10 limit.
 

alr1ght

bish gets all the credit :)
it is still a 10 year old (lazy) port. Upgrade the textures = $15. Maybe I'm just picky though. It sucks that $15 is pretty much the default price now though.
 
alr1ghtstart said:
it is still a 10 year old (lazy) port. Upgrade the textures = $15. Maybe I'm just picky though. It sucks that $15 is pretty much the default price now though.

Who cares how old the game is.

Also, it's not a lazy port.

BK XBLA did have upgraded textures, they were smoother and sharper and all round nicer looking. The draw distance was increased to insane levels, and the entire game ran smoothly.

Of course none of that matters because the game is good to play and the graphics matter as much as a dead fish matters to a bicycle race.

If you're stupid enough to not buy a great game because it costs 15 dollars oh my gosh who cares if it's better then most 60 dollar games it's wrong then you have no hope.

It's a 5 dollar difference.
 

Neiteio

Member
I don't own a 360, but I strongly recommend people pick up this game. It's not as vividly memorable as Banjo-Kazooie, but in a lot of ways Tooie outshines it. Tooie's overworld and worlds are all interconnected and feel far more organic, and some may find the darker tone preferable. Nothing like running over carnies as a bus at Witchyworld.

I wonder if the multiplayer mode will be Live-enabled. The submarine battle royale was tops, as were the first-person shooters where you fire eggs from Kazooie. Good stuff!
 

Firestorm

Member
I completely forgot about the multiplayer. I played the shit out of the FPS Kazooie stuff. Also loved the Donkey Kong 64 mutiplayer :D
 

Cronen

Member
I was a huge fan of Banjo Kazooie back in my N64 days, but for some reason never owned Banjo Tooie, so I'm very much looking forward to this. Day one.
 

nli10

Member
Cronen said:
I was a huge fan of Banjo Kazooie back in my N64 days, but for some reason never owned Banjo Tooie, so I'm very much looking forward to this. Day one.

I 100%ed BK but as I picked it up a bit later than most people BT was just about to come out and I just couldn't be arsed with another massive (but fun) collectathon. Not sure I have the time and patience for this now.

Would pay 1200 for Blast Corps.
 
I can't believe people are complaining about the game costing $15. It's one of the best 3D platformers ever made and vastly superior to the majority of full-priced retail games. The games may be old, but fans of the genre are simply not going to find better platformers for the 360 than the two N64 Banjo titles.
 
I'm so glad to hear they are supporting the stop n swap bonuses still instead of just pushing it to one side, how awesome!

For someone who has never played the banjo games before is it worth my time picking up the original? are the achievements implanted well?
 
watkinzez said:
Fuck Canary Mary.

This needs to be quoted. I have no idea how Rare expected anyone to defeat her in Cloud Cuckooland. If I remember correctly, the official Nintendo Power strategy guide pretty much told you to buy an auto-fire controller.
 
Coolio McAwesome said:
I can't believe people are complaining about the game costing $15. It's one of the best 3D platformers ever made and vastly superior to the majority of full-priced retail games. The games may be old, but fans of the genre are simply not going to find better platformers for the 360 than the two N64 Banjo titles.
This is a sad statement on the pathetic state of HD console platforming. At least the PS3 has LBP and Wii has SMG.
 

Poona

Member
Coolio McAwesome said:
This needs to be quoted. I have no idea how Rare expected anyone to defeat her in Cloud Cuckooland. If I remember correctly, the official Nintendo Power strategy guide pretty much told you to buy an auto-fire controller.

I did it by holding my thumb and index finger together, and quickly rubbing them over whatever button it was to accelerate.

That was the first and only time I got a blister from playing video games.
 

senahorse

Member
Well I only just got to the end of BK, I have the 900 notes, 24 honeycomb pieces and 100 jiggies. Before I start on Tooie I still need to get the Stop n' Swop items as well as kill Grunty. This was the first time I had played BK and I absolutely loved it, imo 1200pts is a fair price for Tooie (as long as it is as good as the first).
 

Varjet

Member
Coolio McAwesome said:
This needs to be quoted. I have no idea how Rare expected anyone to defeat her in Cloud Cuckooland. If I remember correctly, the official Nintendo Power strategy guide pretty much told you to buy an auto-fire controller.
The thing is, the faster you start out, the harder it gets. So if you barely tap the button at the beginning, it's an easy win.
 
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