![banjo kazooie rom has bad controls banjo kazooie rom has bad controls](http://www.consoleclassix.com/info_img/Banjo-Kazooie_Gruntys_Revenge_GBA_ScreenShot2.png)
Jumping off the highest plane to reach the Yellow Jinjo is a really good example since it relies more on your observation and exploration to reach them rather than trying to be some intensive platforming challenge.Īnd to clarify, I don't ever think Kazooie and Tooie really ever pushed their platforming too much to the detriment of the games, certainly not as much as some rom hacks showed they could've. That kind of implementation by itself fixes almost every issue with Kazooie and especially Tooie's backtracking.īut even in the more standard Kokiri Forest, the different elevations of the planes and buildings makes getting around feel pretty involved and does even allow for some good light platforming in some instances.
![banjo kazooie rom has bad controls banjo kazooie rom has bad controls](https://www.emulanium.com/images/n64/c/Castlevania.gif)
backtracking into the mix, but instead of just boringly wandering back to where you've been previously you gotta contend with the Lost Woods thus turning backtracking into a challenge by itself. For example, the implementation of the Lost Woods concept in a Banjo game is a genius idea since it can incorporate some of that Tooie-esc. The thing I think I like about Jiggies of Time's design so much is that it keeps things compact much like Kazooie while also making navigating the levels as interesting as possible without really having to use platforming. While still calling it one of the best 3D platformers of all time. It's just always so funny that, at least in my experience, most people call the platforming the worst part of the Banjo games.