Top 10 Nintendo 64 Games to Play Today

The Nintendo 64 recently celebrated its 25th anniversary! So I figured now was as good of a time as any to commemorate the trailblazing retro console’s best games.

There are a few ways one could acknowledge what constitutes the “best” games on a console, such as its biggest milestone releases or its most influential titles. Or you could go with what games were best in their day. In the end, I decided to go with my usual method of which games are simply the most fun to play today.

Because of this reason, you may see some notable omissions. Case in point: I won’t be including Goldeneye 007. Even though that title was a landmark for first-person shooters (especially on home consoles) and multiplayer games in general, the games it inspired definitely improved on its foundations, which leaves Goldeneye 007 to feel kind of clunky by today’s standards.

But that doesn’t mean that every N64 great is a thing of the past, and the Nintendo 64 games that do hold up, do so pretty swimmingly. The following ten games are the ones I would recommend if someone wanted to play a great game on the N64 today. Not recommending games based on historical purposes to someone who didn’t grow up with the N64, and not selections for someone who did grow up with the N64 looking for some nostalgia. These are games I would recommend simply as great games to play, that just happen to be from the Nintendo 64’s library.

Oh, and to save myself the hassle of ranking this list, I didn’t! I just listed all ten games in alphabetical order and I recommend them as is! Some are colorful platforming romps, some are epic adventures, and some are full of the multiplayer goodness the N64 made famous!

Before we get to the top 10 proper, however, here are some honorable mentions:

Diddy Kong Racing: A Mario Kart-style racing game combined with a Super Mario 64-style adventure! That’s one amazing combination that inspired many other kart racers to follow. Not to mention it introduced us to both Banjo and Conker! It also boasts great multiplayer that is somewhat hindered by the fact that there’s no music when playing with more than two players. To this day, people are waiting for Mario Kart to emulate its adventure mode.

Donkey Kong 64: The biggest Nintendo 64 game in the literal sense of the term. DK64, while still a fun collect-a-thon platformer, is sometimes too big for its own good. With five playable characters, each with their own collectibles, DK64 certainly has variety in gameplay and a lot of things to do. Though for those same reasons, it can become a little tedious having to switch back and forth between characters. But in typical Rare fashion, DK64 also includes a host of multiplayer modes at your disposal. Why on Earth did the idea of single-player adventure games having such great multiplayer options fall out of style?

Mario Kart 64: A beloved, nostalgic favorite today, but Mario Kart 64 actually wasn’t so fondly received critically in its time, being considered a disappointing follow-up to the SNES original upon its release. It admittedly isn’t the best Mario Kart: There are only a few memorable racetracks, the graphics are ugly, and like Diddy Kong Racing, there’s no music when playing with three or four people. But the core gameplay holds up, and Mario Kart 64 has some of the best balloon battle courses in the series (Block Fort!). A fun time, but not the go-to Mario Kart experience today, nor the best example of Mario multiplayer on the N64.

Mario Tennis: The origins of Waluigi, a character destined to… fill out the roster in Mario spinoffs (What can I say? Not every character addition is going to end up having the impact of Yoshi). Mario Golf is also fun, but it’s Mario Tennis that I think is the better go-to Mario sports title of yesteryear. A solid tennis game with a Mario twist. Oh, and while it may have debuted Waluigi, it also served as the last time we saw Donkey Kong Jr., who’s been MIA ever since.

Super Smash Bros.: Ah, the good ol’ days. Back when Super Smash Bros. was actually about Nintendo characters. I miss that. Sure, the N64 original may not have the same depth and polish of later entries in the series, but Super Smash Bros. remains a fun multiplayer romp. And it’s fun just to revisit and see the series in its purest state, before its Nintendo-ness was diluted and it catered too heavily to the Esports crowd. Just pure Nintendo fun.

And now, finally, the Top 10 Nintendo 64 Games to Play Today!

1: Banjo-Kazooie

Let’s be frank: The N64 was Rare’s console. While many of Nintendo’s key franchises made appearances, they could be pretty spread out. In between Nintendo’s big releases, Rare was pumping out one game after another to keep it all afloat. But Rare’s N64 output didn’t just fill in the gaps, they released a number of genuine winners during the era, some of which even outshined Nintendo’s own efforts.

Though the Donkey Kong Country trilogy on the Super Nintendo and Goldeneye 007 were Rare’s biggest sellers, it was Banjo-Kazooie who proved to be Rare’s homegrown hero(es). Simply the most “Rare” of all of Rare’s creations.

A 3D platformer modeled after none other than Super Mario 64, Banjo-Kazooie replaced Nintendo’s iconic plumber with Banjo the bear from Diddy Kong Racing, and the bird Kazooie who lived in his backpack. Replacing Mario’s coins were music notes, and in place of the elusive Power Stars we had Jiggies; magical, golden jigsaw pieces.

Banjo-Kazooie isn’t just Super Mario 64 with a new coat of paint though. Whereas Mario had all of his moves right out of the gate, Banjo and Kazooie learn different abilities as they go, which gave each subsequent level new means for our titular duo to obtain Jiggies. There’s the witch doctor, Mumbo Jumbo, who could transform Banjo and Kazooie into various different forms. There are mini-games abound. And to change up video game traditions, for the game’s finale, Banjo and Kazooie find themselves in the middle of a board game/quiz show (though we do also get a proper final boss, proving that sometimes you can have your cake and eat it too).

All of this, in addition to Banjo-Kazooie’s unique personality (those garbled jibberish voices are just wonderful), meant Banjo-Kazooie was no mere copycat. It took what Super Mario 64 started, and made it entirely its own.

It may seem like a smaller adventure by today’s standards, there are still a few camera issues, and some Jiggies are unceremoniously just lying around, but make no mistake, Banjo-Kazooie is still as fun as it ever was.

2: Banjo-Tooie

While Banjo-Kazooie took a page from Super Mario 64, its sequel, Banjo-Tooie, was like a combination of Mario’s N64 outing and The Legend of Zelda: Ocarina of Time. Tooie is a much bigger game than Kazooie, but seemingly learning from Donkey Kong 64, it never feels too bloated. Late N64 graphics aside, Banjo-Tooie still holds up over two decades later.

Though Kazooie’s name is sadly no longer in the title, she may be even more present here than she was in the first game, as Banjo and Kazooie can now go their separate ways and claim their own Jiggies. There are now more prominent boss fights in every stage. There are first-person shooter segments that hold up better than the actual first-person shooters on the N64. You can now play as Mumbo Jumbo. The level themes are more unique (the fire world and ice world are one and the same, there’s a dilapidated theme park, and a dinosaur world). And there’s now a host of multiplayer modes to enjoy!

On the downside, there are eight stages here compared to Kazooie’s nine (and ten less Jiggies as a result). One of these stages, Grunty Industries, is pointlessly convoluted. And Mumbo should really have more to do when you play as him. These are ultimately small prices to pay, considering just how good Banjo-Tooie is otherwise.

Twenty-one years on, fans still debate which is the superior game between Banjo-Kazooie and Banjo-Tooie. While the original seems to have the slight majority vote, I think I’m on the side of Banjo-Tooie. Despite the aforementioned reduction in stage numbers, I feel like Tooie otherwise builds on and improves just about everything from the original. We may all still be waiting for a third Banjo-Kazooie entry (a real third entry), but Banjo-Tooie was such a hefty adventure in its day, and so well executed, that it feels right at home among today’s games.

3: Conker’s Bad Fur Day

Oh look, it’s Rare again! But of course it’s Rare again. They carried the N64!

Released in 2001 – the same year the GameCube would later debut – Conker’s Bad Fur Day was one of the N64’s last hoorahs (along with a few other games on this list). Though it was planned to be released much, much sooner in the console’s lifespan, under a very different guise.

Originally envisioned as “Twelve Tales” and “Conker 64,” the game was to be a cute, cartoony platformer in a similar vein to Banjo-Kazooie and Super Mario 64. But a troublesome production meant Conker kept getting delayed, to the point that, after Rare released a series of colorful platformers on the N64, interest in Conker waned. So designer Chris Seavor took over the project and gave Conker a complete overhaul.

Raunchy, violent, and riddled with swear words and poop jokes, Conker’s Bad Fur Day seemed to both address the concerns of “too many kids’ games” on the N64 while simultaneously making fun of the people who made those complaints by going to such extremes. Though you have to see the irony in how, these days, people crave more colorful, kid-friendly platformers. Different times.

Some aspects of Conker’s former life remained: the game was still a story-driven platformer, as Twelve Tales was always planned to be. It realized the vision of the original game to feel like an interactive cartoon (the animations and lip syncing were so far ahead of their time, they still rank as some of the medium’s best). And true to Conker’s humble origins in Diddy Kong Racing, Conker himself never actually swears. It’s everyone else who’s foulmouthed.

More important than the “adult” humor, however, is how the gameplay is always changing whenever Conker finds himself somewhere new. Sometimes it’s a platformer, sometimes it’s a shooter, sometimes it’s a racer. Conker’s Bad Fur Day is that rare kind of game that’s always finding something new. And in typical Rare fashion, Conker’s Bad Fur Day features seven different multiplayer modes. No one overdelivered like Rare did back in the day.

Conker’s Bad Fur Day isn’t perfect, however. Like so many N64 games, the camera and some of the controls can get a little iffy, not all of the movie parodies work (ugh, The Matrix), and not all the multiplayer modes are equals. But Conker’s Bad Fur Day is as unique today as it was twenty years ago.

4: Kirby 64: The Crystal Shards

Masahiro Sakurai may have created Kirby, but I think Shinichi Shimomura – Nintendo’s most elusive, mysterious game designer – best understands how to represent the character and his world. Sadly, Shimomura only directed three Kirby games before seemingly vanishing: Kirby’s Dreamland 2, Kirby’s Dreamland 3, and Kirby 64: The Crystal Shards.

Though Kirby 64 foregoes the Animal Friends of Dreamlands 2 and 3, it (almost) makes up for it with a new twist on Kirby’s trademark copy abilities: Kirby can now combine two powers to make new ones! Even though Kirby 64 treads a lot of familiar ground elsewhere, the ability to combine powers keeps things fresh and exciting. Sometimes you may realize you need to revisit a stage with a different power combination in order to obtain one of the titular crystal shards.

While Sakurai’s Kirby games later adopted something of an of edge, Shimomura’s Kirby titles really doubled down on the cuteness of the series (sans the final bosses, giving them an appropriate contrast to everything else). There’s a softness to the visuals that have held up incredibly well since the game’s 2000 release, the music is energetic and infectious (in that very specific, late-90s/early-2000s Kirby way). It’s just an all-around comforting video game.

Some may lament that Kirby 64 is a pretty easy game. But not every game needs to be Dark Souls. Sometimes it’s nice to just be able to experience an adventure, and Kirby 64 provides just that. It takes a simple, straightforward platforming romp and turns it into something memorable with its little touches. Along with the aforementioned visuals, music and personality, Kirby 64 also has some fun level themes (the snow world is also the robot-themed world!), and the levels even manage to tell their own little stories as you progress through them, which was pretty unique at the time. Oh, and there are moments where the player takes control of King Dedede. That’s always a huge bonus.

To top it all off, Kirby 64 even features a multiplayer mode. Though it may not be as gloriously excessive as those from Rare, Kirby 64’s multiplayer provides three mini-games that are addictively fun with friends. One of these mini-games, Checkerboard Chase, even feels like a precursor to today’s wildly popular battle royal genre.

I still hope we one day see the combined copy abilities return to the series in their full glory (Kirby Star Allies featured a watered down version of it). But if Kirby 64 is the only game to feature them, at least it’s an easy game to get sucked back into even today.

5: The Legend of Zelda: Majora’s Mask

For all its acclaim, Ocarina of Time is actually a pretty conservative game, as it’s structurally following A Link to the Past nearly beat for beat, albeit in a 3D environment. Ocarina’s follow-up, Majora’s Mask, is conversely one of the most “different” games in the entire Zelda canon.

Using many of the same assets as Ocarina, Majora’s Mask repurposes them to craft a new world and adventure that’s uniquely its own. The Happy Mask Salesman, for example, was merely a shopkeeper in Ocarina. But here in Majora’s Mask he’s a key player in the story. The same goes for the Skull Kid, who has been promoted to tragic antagonist.

Similarly, while Ocarina of Time featured masks as items for the occasional sidequest (or just for the giggles), here they play a much larger role in gameplay. Three masks in particular completely change things up, allowing series protagonist Link to transform into different species from the series: a plant-like Deku, a powerful Goron and an aquatic Zora. These transformations only add that much more variety and depth to Majora’s Mask, and it’s kind of weird how Nintendo hasn’t revisited a similar idea since.

This is all before we even get into the game’s time travel motif, which sees Link travel between the same three days over and over again in order to prevent the moon from crashing into the land of Termina. There are different things to do, different people to talk to, and different events occurring between the three days, so Link will have to use that trusty Ocarina of Time to revisit and relive certain situations in order to complete the adventure (insert mandatory Groundhog Day comparison here).

Admittedly, the time travel setup isn’t for everyone, and having to redo an entire game-day over because you may have missed one thing can grow a little tedious. It’s also one of the shorter Zelda titles, with only four dungeons to complete before you unlock the final area of the game. So it may be easy at times to see why Ocarina of Time’s more straightforward, more epic adventure may continue to steal the spotlight.

Still, Majora’s Mask remains one of Nintendo’s most beloved games, and one of the most acclaimed video games of all time, for a reason. It’s not only different from any other Zelda title, it’s unlike anything else Nintendo has ever made. With a pedigree like The Legend of Zelda’s, it may be easy to hold things so sacred that it fears to branch out. Yet Majora’s Mask – coming off the heels of Ocarina of Time, no less – decided to take the series in a daring new direction. One that still holds up to this day.

6: The Legend of Zelda: Ocarina of Time

Yes, I may have just said Ocarina of Time is a conservative game, but when it’s sticking to a formula as great as A Link to the Past’s, you can’t complain too much.

For a good while, Ocarina of Time was almost unanimously held sacrosanct as the “greatest video game of all time.” While in more recent years, that debate has grown more open-minded – sometimes for the good (Super Mario Galaxy), sometimes for the not too good (The Last of Us) – for its time, it’s easy to see why Ocarina of Time garnered such praise. A Link to the Past and Super Mario 64 were probably the most acclaimed games up to that point, and Ocarina of Time was essentially a combination of the two. The “best of both worlds” if you will.

Following in its SNES predecessor’s footsteps, Ocarina of Time sees Link partake on an epic adventure to save the land of Hyrule from the evil Ganondorf. Link will travel the land, meet new people (and species), and brave dark and dreary dungeons to become the hero Hyrule needs. Ocarina perfectly translated the Zelda series’ combination of action, exploration and puzzle solving into a 3D environment. And its lock-on combat was a revelation for 3D games.

Sure, the graphics definitely show their age, but the gameplay of Ocarina of Time hasn’t really lost a step. While most series may show obvious improvements with each subsequent entry, Ocarina of Time had refined its gameplay so strongly in 1998 that it still feels surprisingly close to the Zelda titles that have arrived since.

On the downside of things (and this is a hugely unpopular opinion on my part), the soundtrack to Ocarina of Time is one of the weaker ones in the Zelda canon. I know, we all love the obvious ones like Saria’s Song/Lost Woods and the Song of Storms, but they’re in the minority of what is largely an adequate soundtrack for the time. It didn’t even feature the main Legend of Zelda theme until the 3DS remake! And even in Zelda, that N64 camerawork can still be a bit of a problem.

So maybe Ocarina of Time isn’t absolutely flawless, as we once so readily accepted. But it’s still an unforgettable adventure in gaming. One that still feels deep and rewarding even by the standards of today.

7: Mario Party 3

Not every great game has to be some grand adventure. Sometimes, fun is all you need to stand the test of time. And that’s where Mario Party 3 comes into this list: it may not be the deepest game here, and it even contains some questionable design choices. But damn it all if Mario Party 3 isn’t fun!

We’re talking about a very specific type of fun here. That unique type of fun that Nintendo seems to have mastered (but that they’ll never fully admit to): the kind of multiplayer game you play with your friends for some good times, only for it to slowly unravel and make all the players involved out for each other’s blood by the end of it all. You can get some of this “friends turned enemies” fun from Mario Kart and Super Smash Bros. But Mario Party personifies it.

From friends stealing each other’s stars and coins, to screwing each other over when they’re supposed to be teamed up in mini-games, Mario Party is designed to make you hate your friends! Okay, maybe not literally, but imagine how Dark Souls makes you feel towards its bosses. Mario Party makes you feel that towards your friends! It’s all in good fun, of course.

Honestly, you can go ahead and lump Mario Party 1 and 2 here as well and call it a tie. But I think that, being released in 2001 at the tail-end of the N64 (it was the last Nintendo-published title on the system), Mario Party 3 had refined the formula a bit. Each game board has some fun gimmicks, the mini-games are more plentiful and varied, and you have more items than ever to sabotage your friends with. Perhaps best of all, Mario Party 3 is the only entry in the series to include “Duel Mode,” which sees two players travel across the board trying to deplete each other’s hit points with the aide of partners. These partners are Mario series enemies that could be placed both in front of (attack) and behind (defense) the player, making Duel Mode something like Mario Party meets Paper Mario. Why Nintendo hasn’t revisited the Duel Mode concept in the many, many Mario Parties since, I’ll never know.

Yes, many of Mario Party’s elements are based on luck, not skill. In just about any other type of game, that would be a huge drawback. But Mario Party is all about chaotic fun with friends. The first two Mario Party entries also provide a great time, but the third is where the series really hit its high point (making it all the weirder that Nintendo has only ever re-released the second entry). On a console known for its madcap four-person multiplayer, Mario Party 3 reigns king.

8: Paper Mario

Yet another late-game entry in the N64’s library, Paper Mario was released in 2001 after years of delays in production.

Originally conceived as a sequel to Super Mario RPG, the game that would become Paper Mario had to make countless changes early on, as Square retained the rights to the original elements of Super Mario RPG. With Square moving away from Nintendo at the time, the big N turned to one of its own studios, Intelligent Systems, to pick up the pieces.

Paper Mario ended up being its own kind of Mario RPG. Mario is equipped with hammer and jump attacks, is joined on his adventure by a parade of cute partners (each inspired by different enemies from the series’ history), and gains new bonuses and abilities based on the badges he wears. These make the battles more simplified than those of Super Mario RPG, but because the game retains its spiritual predecessor’s action commands, they’re no less fun.

Bowser has stolen a magical artifact, the Star Rod, to grant his every wish. The King Koopa has granted himself invincibility, as well as absconded with Princess Peach’s entire castle, and taking it into the sky. So Mario is off on an adventure to rescue seven Star Spirits (held captive by Bowser’s forces) so they can help him undo Bowser’s magic and save the Mushroom Kingdom. It’s every bit as epic as Link’s Nintendo 64 adventures.

Of course, we have to talk about the visuals. It is called Paper Mario for a reason. Originally planned to use SNES-style sprites (prototype screenshots even showed Yoshi ripped directly from Super Mario World), this quickly evolved into making the characters literally flat amidst a 3D environment. It’s kind of fitting, really. Super Mario RPG pushed for 3D at the tail-end of the two-dimensional Super Nintendo, and Paper Mario, towards the end of the Nintendo 64, did the opposite for the 3D console. And while Paper Mario’s soundtrack could never hope to reach the heights of Super Mario RPG’s (still Yoko Shimomura’s best work by far), it still created a fun, fittingly cute soundtrack that ranks among the best on the N64.

Whereas the SNES was full of great RPGs, Paper Mario was really the only notable one to speak of for the N64. But man, is it ever a good one! Its engaging battle system, epic storyline, and insurmountable charm ascend Paper Mario into being one of the genre’s true greats.

Paper Mario’s distinct art direction means it hasn’t really aged visually, and there’s no fussy camera to wrestle with, either. And the gameplay is every bit as fun today as it was twenty years ago. Of all the games on this list, Paper Mario may just be the most timeless.

9: Star Fox 64

Star Fox is something of the one-hit wonder of Nintendo’s franchises. Some of its installments sit at the edge of greatness (others a bit further away), but only one managed to claim it: Star Fox 64.

In a bit of a turnaround from the norm, Star Fox is that rare series (the only series?) where the SNES entry is the headache-inducing eyesore, while the N64 follow-up is a timeless classic.

Originally released in 1997, Star Fox 64 is a remake of the SNES original story-wise. But its gameplay is a refinement of the rail-shooter that builds on every aspect of its predecessor. Such a refinement, in fact, that it has rarely been approached in the genre in all the years since.

Players take control of Fox McCloud, as he pilots his flying Arwing, the Landmaster Tank and (in one level) the underwater Blue-Marine. He’s accompanied by his crewmates: Grizzled veteran Peppy Hare, inventive rookie Slippy Toad, and obnoxious jerk Falco Lombardi. Fox must blast his way through the armies of the evil Andross to save the Lylat System.

Simply destroying the bad guys and making it to the end of a stage aren’t all there is to Star Fox 64, however. Certain actions will unlock branching pathways and new routes through the game. Some alternate routes are easier to find, others not so much. You’ll only go through a handful of stages on any given playthrough, but finding different paths and trying different combinations of stages give the single player mode tremendous replay value (which it already would have from the gameplay alone).

Oh, and just in case the timeless single player campaign isn’t enough, there are also multiplayer modes to keep you coming back for more.

Different vehicles. Teammates with their own benefits (Peppy gives advice, Slippy displays the bosses’ health, Falco helps find some alternate paths). Free-roaming “All-range mode” stages. Multiplayer. A strangely memorable (if corny) storyline… There’s just so much to it. Aside from the obvious 1997 visuals, Star Fox 64 has aged like a fine wine.

10: Super Mario 64

A good chunk of this list is comprised of games released towards the end of the Nintendo 64’s timeframe (Banjo-Tooie, Kirby 64 and Majora’s Mask from 2000; Conker, Mario Party 3 and Paper Mario from 2001). Given the N64’s pioneering of 3D gaming, it makes sense that it would take time for developers to hit their stride and create something that holds up down the road.

But Super Mario 64 was there from day one, and is still an adventure worth taking all these years later. It’s easy to talk about how revolutionary and influential Super Mario 64 was, but this list is meant to discuss how much fun it still is.

What’s amazing is how Super Mario 64 translated the key elements of Mario’s 2D platformer adventures so seamlessly into 3D, while also establishing a new set of rules for 3D platformers. I mentioned how Ocarina of Time follows the same blueprint as A Link to the Past, only in 3D. But Super Mario 64 is structurally a very different game than Super Mario World, though it retains enough key elements of Mario’s past (jumping is important) to still make it feel like a proper follow-up. And just like the 2D Mario games before it, Super Mario 64 has stood the test of time.

Okay, okay. So obviously the visuals scream 1996 (compared to Super Mario World’s sprites, which look just as colorful as they ever did), and the camera can be a pain at times. And like Ocarina of Time, I don’t think Super Mario 64 boasts one of the better soundtracks in its series, despite a few standouts (Dire, Dire Docks comes to mind). So maybe Super Mario 64 isn’t the most timeless Mario game, but for a launch game on the Nintendo 64 to still be this much fun to play? That’s got to be some kind of small miracle.

The camera may be a bit tricky to handle, but Mario himself controls just as he should. It’s hard to describe, but the sense of control Mario has just feels right. Then we have fifteen big levels to explore, a host of bonus stages, and the best hub world in gaming history (don’t even argue). Mario must explore every nook and cranny of these locations; fighting monsters, racing penguins, flying through clouds, swimming with dinosaurs, and a plethora of other objectives to claim those elusive power stars that can break Bowser’s curse on Peach’s castle and its occupants.

Sure, the graphical and mechanical limitations are present. But Super Mario 64 was so forward-thinking in its ideas and so polished in its execution, that this 1996 Nintendo 64 launch title can still claim to be one of gaming’s greats. Proof that fun knows no age.


There you go, my top 10 Nintendo 64 titles to play today! Although I suppose I haven’t played every Nintendo 64 game (I recently purchased the two Goemon N64 games, which I’ve heard good things about, so I guess I’ll see if those deserved a spot here soon). But I think I’ve played so many of them over the years, that my experience on the subject has some merit. I like to think so, anyway.

It’s hard to believe the Nintendo 64 is over twenty-five years old now. It’s as old as the movie Twister, and the Tickle Me Elmo!

Thanks for reading, and I hope this list could bring back some fond memories, or inspire you to pick up one of these games again, or even help you discover them (okay, that last one is a lie. No one is discovering these games from my blog). At any rate, I hope you enjoyed!

Happy Nintendo 64, everybody!

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Banjo-Kazooie: Grunty’s Revenge Review

I love Banjo-Kazooie. I love the Gameboy Advance. This makes it so disheartening that Banjo-Kazooie’s oft-forgotten GBA spinoff – Grunty’s Revenge – is forgotten for a reason. Despite a surprisingly accurate translation of the gameplay from Banjo-Kazooie’s N64 duology at first glance, Grunty’s Revenge boasts none of the depth of its predecessors, and ranks as the worst game the bear and bird duo have starred in (yes, even Nuts & Bolts had more going for it).

Strangely, Banjo-Kazooie: Grunty’s Revenge was the first game released by developer Rare after they had been purchased by Microsoft. The game had gone through a few different development phases over a couple of years, and by the time Rare became Microsoft’s property, Grunty’s Revenge was too far in production to scrap entirely. Thankfully for Rare, Microsoft’s lack of a handheld gaming platform meant they could still legally release the game on Nintendo’s handheld, but required a middleman publisher since neither Microsoft nor Nintendo could do the honors (which seem so silly in retrospect, now that we live in a time when Xbox Live can be played on Nintendo Switch). THQ ended up being that publisher, and Banjo-Kazooie: Grunty’s Revenge saw release in 2003, to little advertisements and fanfare.

To bring in a bit of personal history, I didn’t even know about the existence of the game ahead of its release. I just opened one of my birthday gifts that year, and lo and behold, Banjo and Kazooie were in a Gameboy Advance game…apparently. I was excited, to be sure. But it didn’t take very long into the game to realize that Grunty’s Revenge was something of a step backwards for handheld gaming, harkening back to the times of the original Gameboy when the transition of a franchise to a handheld usually meant the compromise of its quality. Consider how well so many of the Gameboy Advance’s titles have held up over the years, and Banjo-Kazooie: Grunty’s Revenge’s flaws are only magnified with hindsight (Mario & Luigi: Superstar Saga was released the very same year on the GBA, but you’d never know it from the difference in quality between the games).

When you first start the game, it looks promising. Even though the GBA didn’t have the power to recreate a full-on 3D platformer in the vein of the N64 Banjo-Kazooie titles, Grunty’s Revenge still does a solid job at finding a way to translate the series’ gameplay to the handheld. Grunty’s Revenge takes on an overhead camera view, and uses pre-rendered character models (a la Donkey Kong Country), which faithfully recreate the characters and enemies from the N64 games. And despite the GBA’s relatively few buttons (A and B on the face of the system, plus two shoulder buttons), Grunty’s Revenge even does a pretty good job at making Banjo and Kazooie’s moves feel reminiscent of their classic N64 outings. Even the iconic gibberish voices return!

But those similarities are short-lived, unfortunately.

The game begins with a rather rushed story. Sure, the Banjo-Kazooie games were never a story-focused series, but they had humorous writing, charming characters, and strong production values for the time. But here, the story just kind of happens on itself, and the game never really capitalizes on its concept.

Taking place between Banjo-Kazooie and Banjo-Tooie, Grunty’s Revenge sees the titular witch Gruntilda – still trapped under a boulder after the events of Banjo-Kazooie – transfer her ghost into a robot body made by her henchman, Klungo. She then kidnaps Kazooie, and travels back in time (whether by her magic or the new robot body is anybody’s guess), in an attempt to stop Banjo and Kazooie from ever meeting, thus ensuring they would have never defeated her in the first place. Thankfully for Banjo, the witch doctor Mumbo Jumbo had witnessed the whole thing, and uses his magic to send Banjo to the same, vaguely-implied time period as Gruntilda.

Like the Banjo-Kazooie games proper, the goal is still to collect Jiggies (10 on each stage) and Musical Notes, the latter of which are used to purchase moves from Bozzeye, a mole who is an ancestor of both Bottles and Jamjars, who played a similar role in Banjos Kazooie and Tooie (respectively).

Aside from the presence of Bottles’ nondescript ancestor, there’s really nothing in the game that takes advantage of the time travel plot. The stages (of which there are five, along with the hub of Spiral Mountain) all follow standard themes and environments for the genre and series (farmland, beach, swamp, harbor and a fire/ice hybrid). In Banjo-Tooie, we got a dinosaur world, and that game didn’t even feature time travel. And that same game featured an infinitely better fire/ice hybrid world. What about the worlds of Banjo-Kazooie: Grunty’s Revenge so much as implies the game takes place in the characters’ past?

Wouldn’t it have been neat if the stages were direct adaptations of those from the N64 games, but with twists that showcase how they take place before the events of those games? For example, maybe you could visit Mumbo’s Mountain from Banjo-Kazooie, and the giant termite mound from that game is still under construction. Or maybe you could revisit Rusty Bucket Bay at a time before it became overwhelmed with pollution? Grunty’s Revenge is already re-using level themes from the previous games, anyway. Why not make it literal and find a way to capitalize on the time travel setup of the story?

As stated, the game actually does a decent job at bringing the series’ gameplay to the GBA, but the more you play Grunty’s Revenge, the more you realize how stripped down it is. Sure, the translation to a handheld system back in 2003 was going to come with a few expenses. But this sadly isn’t a simple case of a simplified Banjo-Kazooie on the go (that might have actually been pretty sweet). As stated, Grunty’s Revenge harkens back to the days of the original Gameboy, when a popular franchise making its way to a handheld device meant it’s quality was going to suffer.

“Also the boss fights suck, largely due to their lack of creativity and challenge, and their sheer repetition.”

The levels are just too empty, and the objectives too mind-numbingly simplistic. The N64 Banjo-Kazooie games did a great job at making the experience feel like an adventure, but Grunty’s Revenge just feels like it’s going through the motions with no rhyme or reason.

Even the moves Banjo and Kazooie learn from Bozzeye are just ones they already learned in the previous games. The only real difference is how you start the game with Banjo on his lonesome. But even that feels underplayed. Wouldn’t it have made for a more unique game if the player had to continuously switch between playing as Banjo and Kazooie? If you’re going to separate the two characters (and not manually, as in Banjo-Tooie), might as well roll with it and take advantage of the concept.

I can’t believe I’m going to say this, but there is actually one thing that Grunty’s Revenge does better than its otherwise far superior N64 predecessors. And that’s how, this time around, the different transformations provided by Mumbo Jumbo carry over to subsequent levels once unlocked. This means that the transformations actually have more uses here, since you’ll have to revisit Mumbo’s hut in a particular stage to utilize a different transformation in order to nab a Jiggy or two. Though it must be said that even this element suffers from a lack of communication to the player, as one stage features a Jiggy that needs a later transformation to obtain, with the game never even hinting that to be the case (going back to my personal history with the game, I gave up on it for a time back when I was younger because of this segment, in which I had no earthly idea what I was supposed to do). The  real Banjo-Kazooie games could get a little cheeky and have a character (or google-eyed object) tell you when something was meant to be revisited at a later time. While that may be a bit overt, it’s certainly a better option than leaving the player entirely clueless. And while in concept, the idea of Mumbo changing you into any available form on a given level is an improvement for the transformation concept, it still never reaches its full potential for the aforementioned reason that the objectives themselves feel so uninspired.

Banjo-Kazooie: Grunty’s Revenge isn’t a total waste. As previously stated, the visuals find a way to bring the look of the N64 games onto the GBA with surprising accuracy. Similarly, the music captures the familiar charm of the real Banjo games. And the initial feeling of the controls is how you would imagine Banjo-Kazooie should play on the handheld system. But Grunty’s Revenge ultimately stumbles because of how far it misses the target on any of its concepts.

That initial feeling of “this is how Banjo-Kazooie should play on a handheld” quickly fades away as you realize that accuracy only exists on face value. It soon becomes apparent that Grunty’s Revenge fails to realize what made the Banjo-Kazooie games so memorable to begin with, and just coughs up a cheap imitation of what a Banjo-Kazooie game should be. The setups of time travel and separating the heroes don’t come into play in either the story or the game itself in any meaningful way.

Grunty’s Revenge is only kind of Banjo-Kazooie. Just enough to pique the curiosity of my younger self back on my 14th birthday, but not nearly enough for it to live up to the bear and bird duo who adorn its title. It’s not even in the same ballpark.

 

4

Perfect Dark Review

*Review based on Perfect Dark’s Xbox 360 re-release as part of Rare Replay*

In 1997, Rare (then known as Rareware) released Goldeneye 007 on the Nintendo 64. Based on the James Bond film released two years prior, the video game adaptation proved to be the far more influential entity, single-handedly reinventing the first-person shooter genre on home consoles, which remain the most prominent genre of video game on home platforms even today. It was inevitable that Rare would seek to create a sequel, but after losing the James Bond license, the developer had to start from scratch, opting for a spiritual successor to continue Goldeneye 007’s legacy.

The game in question ended up being the 2000 N64 title Perfect Dark, an original IP that combined Goldeneye’s gameplay with a new science fiction setting. The tonal shift allowed for some fun additions to what Goldeneye started (alien weapons!), and though the 360 release and an Xbox One controller make Perfect Dark more playable than Goldeneye by modern standards, it has still felt the effects of aging. While Perfect Dark once felt like an all-time great, it now comes across as a merely decent FPS outing.

The setting for Perfect Dark sees two alien races at war with each other; the Maians, who resemble the typical gray alien archetype, and the Skedar, vicious reptilian creatures who can use holographic technology to disguise as humans. The struggles between these two races have found their way to Earth, with the Maians finding allies in the Carrington Institute, a research and development facility; and the Skedar serving as benefactors to the corrupt dataDyne corporation, who are using Skedar technology and weapons for nefarious means. In the middle of it all is Joanna Dark, an agent for Carrington Institute tasked with uncovering dataDyne’s plots.

It’s actually a pretty entertaining story, and it has a lot of fun with long-standing conspiracy theories and old sci-fi tropes. Joana Dark also had all the makings of an iconic video game character, which sadly never quite came to fruition (largely due to the game’s underwhelming 2005 sequel). Perhaps best of all is that the game itself is still pretty fun…if you’re playing the re-release that was first available for download on the Xbox 360 and became a part of Rare Replay.

The sad truth is that – with the exception of a handful of titles (namely those with “Mario,” “Zelda” and “Banjo” in the titles) – the N64 library hasn’t exactly aged gracefully. There is some reason to that, of course. After 2D gaming had time to develop and evolve, leading to the 16-bit golden age, the N64 was part of gaming’s early 3D years. Things were starting over, and the Nintendo 64 was like Nintendo’s canary in this new mine.

I’d be lying if I said Goldeneye 007 lives up to its reputation when playing today. Yes, it played a hugely influential role in the direction gaming would take from that point on, but it feels bare bones compared to what the FPS genre has provided since, and it feels like an utter slog to control. The same could probably be said about Perfect Dark’s original N64 release, as it followed close to Goldeneye’s rulebook, and there’s only so much developers could do to work with that awkward N64 controller. But while the character models may still look clumpy, Perfect Dark’s re-release allowed Rare to implement some much-needed improvements to the control scheme. It may still feel small by today’s standards, but at least the re-release prevents Perfect Dark from feeling like a relic like Goldeneye.

The second joystick found on contemporary controllers alone improves Perfect Dark’s sense of control greatly. And the additional buttons only add to this improvement, making the overall control scheme much more fluid than it could be on the N64’s controller. Sure, there are still a few dated design choices (like Joanna being able to carry as many weapons as you could find, which makes cycling through them a bit of a chore), but again, it’s great to be able to play Perfect Dark with some lessons learned from the FPSs that showed up in the years after its original release.

Another great addition is the inclusion of online multiplayer, which came courtesy of Perfect Dark’s 360 release. Perfect Dark was one of the Nintendo 64’s better multiplayer titles back in the day, and the online functionality only gives it more replay value.

On the downside of things, some of Perfect Dark’s more dated elements also find their way into multiplayer modes. Back in gaming’s earlier years, being able to find “cheats” was something that was rewarded, and concepts like balance weren’t the issues they are today. That was true even in the N64 years, with Perfect Dark’s weaponry often being a case of just that.

Sure, some of these weapons were cool and novel – such as the Laptop Gun, which could be used by the player or placed on the ground to act as a turret – while others were a bit too overpowered. The primary culprit of this being the Farsight, a Maian sniper rifle that could not only see through walls, but killed opponents in a single hit without fail. Back in the day we all accepted the Farsight as its own reward for finding it. But now that video games have matured a little bit and don’t reward shortcuts quite so prominently, something like the Farsight now feels like a cheap and annoying product of a bygone era.

Perfect Dark certainly won’t wow anyone who didn’t experience it back in its day, and it probably won’t impress those who did if they take off the rose-tinted glasses. But the adjustments made to Perfect Dark’s re-release make it feel far more functional than its archaic predecessor Goldeneye 007. Just make sure you play it on more contemporary hardware. Revisiting Perfect Dark on the Nintendo 64 could prove every bit as disappointing as a revisit to Goldeneye.

 

5

Banjo-Tooie Review

*Review based on Banjo-Tooie’s release as part of Rare Replay*

There’s perhaps no game that better represents the “everything and the kitchen sink” mentality than Rare’s Banjo-Tooie. This 2000 sequel to Banjo-Kazooie looked to improve upon its predecessor in virtually every regard. Though Tooie was also released after Rare’s over-bloated Donkey Kong 64, so it attempted to find a balance between making the Banjo-Kazooie experience bigger and better, while avoiding the pitfalls of tedium found in DK64. For the most part, Banjo-Tooie succeeded in its difficult balancing act, providing one of the N64’s best experiences, and an adventure that was so massive it still feels like a hefty title even by today’s standards.

Though Banjo-Tooie retains the same Mario 64-style gameplay of Kazooie, it also seems to have taken a few notes from Ocarina of Time, as Tooie’s overworld structure feels more like something out of an action/adventure title. The whimsical yet sinister halls of Gruntilda’s Lair give way to the wide, open world of the Isle O’ Hags (named for its penchant of housing evil old crones like Gruntilda and her sisters, Mingella and Blobelda), of which Spiral Mountain and the aforementioned Lair are only a small part.

The story here, while possibly even more loose than Kazooie’s, is perhaps presented in a more original manner. Instead of the usual damsel in distress plot of platformers, Banjo-Tooie more or less feels like a quest for vengeance, albeit one in which the characters are a bunch of comical animals who are constantly making fun of each other.

Appropriately set two years after the original, Banjo-Tooie sees Gruntilda resurrected by her sisters (who promptly tell the now skeletal witch to stop with her constant rhyming). Seeking revenge, Gruntilda decides to destroy Banjo’s house, where Banjo and Kazooie are playing a game of poker against Mumbo Jumbo and Bottles. Mumbo Jumbo sees the undead Gruntilda readying a devastating spell, and warns the others. Banjo and Kazooie join Mumbo in evacuating the house, but Bottles – believing it to be a rouse to cheat in the card game – stubbornly stays put. Banjo, Kazooie and Mumbo remain unscathed (unbeknownst to Gruntilda at the time), but the destruction of the house also leads to the death of Bottles, who becomes a cartoony ghost floating above his crispy corpse.

Gruntilda’s not done there though, and soon plans to use a machine to drain the life out of as many people as possible, in what is a seldom mentioned means of making a new body for herself. Gruntilda manages to zombify a Jinjo king named Jingaling, but like the first game, Gruntilda’s machinery is a bit buggy, and so she needs a lot more time to power it up to drain enough life from the island to bring back her former, girth-y self. This of course gives Banjo and Kazooie ample time to adventure out and stop the witch, in hopes of avenging their friends and hoping for a way to bring them back (though Kazooie is a bit annoyed that she needs to go on another adventure for Bottles’ sake).

Like the first game, it’s a simple plot that’s made more lively by the funny characters and dialogue (with the gibberish, garbled speech making a triumphant return), and its darker tone certainly sets it apart from other games in the genre (seeing Spiral Mountain dilapidated and ruined serves as a fitting introduction to this sequel’s tonal shift).

As stated, this is a much bigger adventure than the original Banjo-Kazooie, with more moves to learn, more items to collect, and much bigger stages to visit. Tooie is a wise game in assuming those who are playing it are familiar with the original title, and thus the titular duo retain all the moves they learned in their first go around, and tutorials are kept to a minimum (though Bottles’ ghost can refresh you on the basic moves if you visit one of his molehills in Spiral Mountain). This means that, while the adventure might be a much heftier affair than Kazooie, you feel like the adventure gets going just as quickly as its predecessor.

There are, of course, some changes to the mix: Jiggies are still the main collectible, and are needed to unlock new worlds. But now the Jiggies are to be taken to the temple of Master Jiggywiggy, a powerful sorcerer with a comical, puzzle piece-shaped head who tasks the heroic duo with completing interactive puzzle mini-games in order to open up a stage. This adds a bit more fun to the equation than the first game simply having Banjo stand on a pad and pressing a button to use the Jiggies and unlock a level.

Music notes are now gathered in clumps of five, as well as a hidden bunch of twenty to be found on every stage. So while there are still technically a grand total of 100 notes per stage, there are less physical items to collect. The notes also serve a new purpose, seeing as Gruntilda’s Lair is behind our heroes and they no longer need to open its many doors. With Bottles dead, his drill sergeant brother Jamjars takes over in mentoring Banjo and Kazooie their new moves, and requires a set amount of music notes for each subsequent move in his arsenal (which, to be honest, feels like a more fleshed out mechanic than simply finding a molehill). The moves here are a lot more robust and varied than the first game (including new fire, ice and grenade eggs), with the main hook being the ability to split Banjo and Kazooie up, with each also learning their own solo moves.

“I’m sorry, was it Humba Wumba, or hubba hubba?!”

Another new character – and change to the formula – comes in the form of Humba Wumba, a shaman who takes over Mumbo’s former role of transforming our heroes into various forms. Mumbo Jumbo himself now becomes a playable character, with both shamans requiring Banjo and Kazooie to find a creature called a Glowbo in order to perform their shamanistic duties on every stage.

Perhaps Tooie’s other great addition is the implementation of proper boss fights. Sure, Gruntilda proved to be a memorable final boss in Kazooie, but aside from her, anything that resembled a boss encounter was closer to being a minor obstacle than they were a level’s crescendo. Every level gets its own boss battle here, and the overworld even sees three fights with Gruntilda’s baffingly loyal henchman, Klungo. While they may be a bit on the easy side, the boss fights that are present in Tooie feel like they add a bit more personality to the stages, and are certainly a step up from the non-bosses of Kazooie.

The differences in boss encounters between games may also be telling of the overal nature of the N64 Banjo games themselves. As great as Banjo-Kazooie was, Banjo-Tooie simply feels like a more fleshed-out experience. Much of what the first game attempted is more properly realized in this second adventure.

Banjo-Kazooie saw a tiny taste of Metroidvania added to the 3D platforming mix, with the titular duo learning their moves to access new areas of Gruntilda’s Lair. But the game failed to capitalize on the concept and implement such elements into the levels themselves, meaning that once a stage was drained of its collectibles, there were no reasons for return visits. Banjo-Tooie pulls the trigger on the concept, and though it may not exactly be the 3D Metroidvania that Metroid Prime or Dark Souls would end up being, it was probably the closest thing 3D gaming had to the genre at the time of its release.

“Though the FPS segments are few, they provide a fun change of pace fro the rest of the game.”

Banjo-Tooie frequently features segments in levels that must be returned to at a later time, once some additional abilities have been earned. More interesting still, the Isle O’ Hags is even presented as a connected world, with some stages directly linking to others. To emphasize the concept, there’s even a train that connects a handful of the levels and the overworld together. Some may find the backtracking a tad excessive, but some accommodations are made by implementing warp pads in the stages, and silos that allow Banjo and Kazooie to fast-travel the overworld.

The other key ‘lacking’ aspect of the original which is polished by Tooie are the transformations. This time around, every stage has its own transformation, and the different forms the titular duo take – whether it be a T-rex, a submarine, a washing machine that launches underwear at enemies, or the returning bee – are all a lot more versatile than they were in the first game. Granted, it’s still unfortunate that most of the transformations are still only used to gain one or two Jiggies apiece, but at least they feel properly implemented this second time around.

Sadly, Banjo-Tooie itself falls victim to its overly ambitious nature, and at least one of its own elements is as underutilized as Banjo’s transformations in the first game. Strangely, this element once again revolves around Mumbo Jumbo. That is to say, his addition as a playable character feels underdeveloped. As cool as the idea of playing as Mumbo is, he doesn’t really have a lot to do, nor does he have a lot he can do. Mumbo is simply used to walk to a ‘Mumbo pad’ to perform a level-specific spell. While these spells can sometimes be interesting (the very first stage allows Mumbo to take control of a golden giant who can crush anything in its path), they once again fall under the “one or two Jiggies” category, and even then, it’s still usually Banjo who needs to collect the Jiggy in the end. Mumbo’s moveset is also extremely limited, as his only other actions aside from walking and casting spells on the Mumbo pads are jumping and shocking enemies with his magic wand. I wouldn’t assume Mumbo would have the versatility as the primary characters and learn new moves throughout the adventure as they do. But perhaps if he had a few more of their acrobatics, and a little more to do, it would make Mumbo’s promotion more worthwhile.

If there’s another complaint to be had with Banjo-Tooie, it’s that one of the game’s eight proper stages – the smog-riddled factory of Grunty Industries – is a bit of a convoluted maze, with environments that look similar to each other, and some needlessly tedious changes of pace to the fast-traveling (with elevators only being accessible in Banjo’s washing machine form, and the warps pads being inaccessible to said washing machine). Having played through Banjo-Tooie numerous times, it is this level that seemingly breaks the flow of the adventure. Sure, things pick back up a bit with the two subsequent stages, which house the game’s most original themes (one being the crossover fire and ice world of Hailfire Peaks, and the other being the bizarre sky world of Cloud Cuckooland), but Grunty Industries is probably the point in the game that will deter players from achieving one-hundred percent completion.

“Like the first game, Banjo-Tooie ends with a game show. Only this time around, you can also play said game show with other players.”

All things considered, however, Banjo-Tooie is an improvement over its predecessor, and remains one of the N64’s few timeless titles. It may still have some flaws holding it back from stealing Mario’s platforming crown, but Tooie perhaps remains the most ambitious platformer ever made (so ambitious, in fact, that a notorious “counter-operative” multiplayer mode – in which a second player took control of Bottle’s angry spirit – though unfinished, remains intact in the game’s code.). If the hefty adventure somehow weren’t enough, Banjo-Tooie also features a multiplayer mode where players can partake in the many mini-games once they’ve been played in the main story, and can even face-off in first-person shooter death matches that parody Rare’s Goldeneye and Perfect Dark (and, humorously, hold up better than the games they’re parodying). Top it all off with some of the best graphics of the N64 generation, and another stellar Grant Kirkhope soundtrack, and Banjo-Tooie remains a platformer whose aspirations have been seldom approached in the years since.

 

9

Banjo-Kazooie Review

*Review based on Banjo-Kazooie’s release as part of Rare Replay*

In the wake of Super Mario 64 came a new kind of platformer. Differing from the 2D sidescrollers of the past and earlier, more linear 3D platformers such as Crash Bandicoot, Super Mario 64 ushered in a more open-world style for the genre, one that had a greater focus on collecting specific key items at the player’s own leisure,  as opposed to simply making it to the end of a stage. Of all the ‘collect-a-thon’ 3D platformers that were born in Super Mario 64’s wake, there’s perhaps no more beloved example of this sub-genre than Rare’s Banjo-Kazooie.

Released in 1998 – a mere two years after Mario took his revolutionary first steps into the third-dimension – Rare sought to accomplish the seemingly impossible, and beat Mario at his own game. Rare’s bear and bird duo nearly pulled off that feat, delivering one of the N64’s best offerings, and one of the few games for the console that’s still a whole lot of fun to play today.

In Banjo-Kazooie, players take control of the titular duo: Banjo, the lazy honey bear, and Kazooie, the sarcastic bird who lives in Banjo’s backpack. The player primarily controls Banjo for movement, with Kazooie boasting most of the special abilities.

The story is simple stuff, with an evil witch named Gruntilda kidnapping Banjo’s younger sister Tooty in an attempt to steal her beauty. Unfortunately for Gruntilda, her henchman Klungo is a bit of a bungler, and his beauty-extracting machine is on the fritz, giving Banjo and Kazooie ample time to set off to Gruntilda’s Lair on a rescue mission. It’s your typical damsel in distress plot, but the game’s consistently charming characters and often hilarious dialogue make it a unique adventure.

Speaking of dialogue, Banjo-Kazooie’s “garbled speech” is one of its most iconic attributes, with each character having their own distinct gibberish noises playing over dialogue instead of any kind of traditional voiceovers. Some of these “voices” may be a little irritating, but they’ve become somewhat iconic in the years since the game’s release, as they’ve added to the game’s already stellar sound work, with an unforgettable soundtrack by Grant Kirkhope that captures Banjo-Kazooie’s unique sense of charm and whimsy.

In terms of gameplay, Banjo-Kazooie is incredibly similar to the Mario adventure that inspired it. After completing a tutorial in Banjo’s home of Spiral Mountain, you traverse the chambers of Gruntilda’s Lair, which serves as something of a more sinister contrast to Peach’s Castle from Super Mario 64. Golden jigsaw pieces – called “Jiggies” – serve as the equivalent of Mario’s Power Stars, and a set amount are required to unlock each of the game’s nine proper stages. Meanwhile, music notes more or less take the place of coins, but have an added usage in unlocking further chambers within Gruntilda’s Lair.

Each of the stages house 10 Jiggies and 100 musical notes, while the Lair itself has an additional 10 Jiggies to collect, for a grand total of 100 Jiggies and 900 music notes. Not every collectible needs to be obtained to complete the game, however, and all of these items can be gathered at the player’s own pace.

This is where Banjo-Kazooie begins to deviate away from Mario 64’s influence and becomes its own beast. While Super Mario 64’s levels were presented in a sequence of missions (with players only able to go off the path and collect alternate stars from the selected mission on occasion), Banjo-Kazooie’s stages serve as wide-open sandboxes, with players able to gather the collectibles in whatever order at almost any time.

Perhaps an even bigger change to Mario’s formula is that Banjo and Kazooie progressively learn more moves throughout their adventure, provided they can find Bottles the mole hiding in one of his molehills on the first few stages. These moves range from using Kazooie’s legs to walk faster and climb steep slopes to shooting eggs from Kazooie’s mouth and rear. These moves are not only used to navigate through levels and defeat enemies, but many of them are required to find new sections of Gruntilda’s Lair and to reach specific Jiggies, giving the game a small dose of a Metroidvania element.

Along with Bottles, the most important side character is Mumbo Jumbo, a mystical shaman who transforms Banjo and Kazooie into a variety of forms, ranging from termites to pumpkins to bees. Just find some Mumbo Tokens and take them to Mumbo’s Hut to be able to achieve a level’s transformation at any given time.

There is a downside to both the progressing moveset and transformations, however, in that both features can feel a bit underutilized. While the prospect of revisiting levels with new moves to reach previously inaccessible places and items may sound enticing, chances are you’ll find every molehill in your first go around of one level and have everything you need for the next. Only two of the levels (the snow/Christmas-themed Freezeezy Peak and the desert stage of Gobi’s Valley) are particularly interchangeable, as both are unlocked close together, and each features one Jiggie that can only be accessed with a move learned in the other. As for the transformations, you’ll only change forms in five of the nine levels. And when you do get to transform, the different transformations are more or less just used to squeeze into a particular area Banjo himself can’t reach, all to obtain a single Jiggie.

The fact that such elements are present at all is a joy, as they’re a testament to the inventiveness that went into Banjo-Kazooie’s creation. But perhaps they were ideas ahead of what Rare could handle at the time, with both concepts of revisiting levels with new moves and the transformations fulfilling much more of their potential in the game’s 2000 sequel, Banjo-Tooie. By comparison, time has shown that Banjo-Kazooie couldn’t quite reach its ambitions.

If that is the case, it’s simply another testament to just how creative Rare was during Banjo-Kazooie’s development. The gameplay itself is some of the best on the Nintendo 64 and, much like Mario 64, remains a joy to play even today (though Mario 64’s sometimes clunky camera is still present). And the nine featured levels may just outdo Mario’s famed N64 outing, with some truly ingenious obstacles created to take advantage of Banjo and Kazooie’s versatile moves; and they feature themes that add new twists to platforming norms (such as the aforementioned ice world also being built around Christmas, or a sewer stage that houses a mechanical shark as its centerpiece. And Rare was wise to save their most creative level for last; a giant tree that can be visited in all four seasons of the year, with each season changing both the level’s challenges and its inhabitants). If that weren’t enough, Banjo-Kazooie’s playful spirit is perhaps most present after every level is completed, where the heroic duo take part in a quiz show/board game against the evil witch, in which players have to remember details about the game and their playthrough.

Banjo-Kazooie is simply a great time from beginning to end. That so many other games from its era – including beloved titles like Goldeneye 007 – feel so outdated by today’s standards while Banjo-Kazooie still remains one of the best games in the 3D platforming genre is telling of just how much creative energy went into the game, and how well it executed it. It may not always achieve its lofty ambitions, but Banjo-Kazooie is creative, fun and charming enough to stand the test of time.

 

8

Blast Corps Review

*Review based on Blast Corp’s release as part of Rare Replay*

I mean this in the best possible way; Blast Corps feels like it was conjured up by an eight-year old boy who has run amok with his Hot Wheels toys. The concept goes like this: a runaway truck carrying nuclear warheads needs an escort to take it to safety. You’re in charge of getting said truck to safety. But there’s a catch; the truck is on auto-pilot, and its fixed path means it will crash into anything blocking its way, which will set off the nukes. So you have to demolish everything in the truck’s path in order to complete your mission.

Using an array of vehicles, you’ll break every building and construct that stands in the truck’s path; whether it be farm, factory, or even houses. Break everything that stands in the truck’s way, and you unlock the next few stages (which can be played in whatever order the player wishes). There are additional objectives in the stages, like rescuing every civilian from danger, and finding satellites hidden in every stage. There are also the occasional racing levels, and a few bonus stages which give you more unique objectives, like destroying a certain amount of buildings in a set time, or using a particular vehicle’s special ability on a set number of objects.

Blast Corps features a wide variety of vehicles to play as. Some are more simple, like a sports car that’s used to speed between areas, or a dump truck that knocks down buildings by swerving into them. Others are more extravagant, such as a missile-firing speeder bike, a truck that launches fists from both sides to punch objects, and even a few anime-style giant robots (one of which causes destruction by performing acrobatic flips).

When it comes to which vehicles you play as, there are three different kind of stages: many levels are built around a specific vehicle’s mechanics, and you must use that vehicle. Other levels will have you start out in a particular vehicle, but you’ll have to transfer to others in order to solve the level’s puzzles. Finally, there are levels where you are fixed to one vehicle, but have a selection to choose from before the level starts.

The simple concept behind Blast Corps allowed Rare to get really creative with how to expand it, with the different vehicles providing many different twists to the gameplay, and the level designs bringing out everything they can out of them. While the similar setup being reused for the majority of stages may have grown stale under less capable hands, Rare kept Blast Corps a game that consistently delights players with new ideas in its already original concept.

“The jetpacking, building-stomping mecha is one of the most fun vehicles. I just wish you got more chances to play it.”

There is a downside to this, however, in that not every vehicle brings out the best of the game. The aforementioned dump truck can be particularly tricky to use effectively, as swerving it just right so that its back smashes into buildings never really gets any easier. And yet, the dump truck seems to be the vehicle that you are forced to play as the most. The speeder bike can also be a bit unwieldy to control. Another downside comes in the form of the camera which, like many N64 titles, is less-than ideal.

All of these are ultimately small complaints, however, as the sheer fun and originality of Blast Corps elevate it to being one of those rare Nintendo 64 titles that’s a pure joy to revisit. What could have been a pretty mindless game about destruction quickly evolves into an engaging puzzler that will really test your skills. It’s really only a shame that it never received a sequel (especially considering a certain 2008 sequel to a certain other Rare franchise focused on vehicle construction, and probably would have been more warmly received as a follow-up to Blast Corps).

Though it was made by a small team of developers (four at minimum, seven at maximum), Blast Corps has the same sense of fun and charm as the biggest and best games of Rare’s heyday back in the mid-to-late 1990s. It may not be pretty to look at by modern standards, but Blast Corps is so entertaining and original you probably won’t care.

After all, this is a game in which an acrobatic anime robot can backflip buildings into oblivion to prevent a nuclear disaster. Doesn’t that just say it all?

 

7

Killer Instinct Gold Review

*Review based on Killer Instinct Gold’s release as part of Rare Replay*

Killer Instinct was Rare’s answer to the Street Fighter and Mortal Kombat craze of the 1990s. Though it never reached the same popularity of those two series, Killer Instinct was a worthy third piece in this equation, with a strong emphasis on combos over its competing series (thus “C-C-C-Combo Breaker!” was born). However, Killer Instinct’s popularity was not to last. While Street Fighter and Mortal Kombat have seen many iterations over the years, Killer Instinct only had two titles to its name back in the day (though the 2013 reboot has helped revive interest in the brand).

The first installment went from arcades to the SNES, while Killer Instinct II made its way to the Nintendo 64 in the form of Killer Instinct Gold. While Killer Instinct Gold can still provide some solid fighting gameplay, it does suffer from many of the shortcomings the genre suffered in the wake of Mortal Kombat’s influence.

In terms of mechanics, Killer Instinct Gold has many of the elements you would expect from the genre: characters have light attacks, heavy attacks, projectiles and special moves, which can be performed with a variety of button presses and combinations. The main draw to Killer Instinct, of course, was its emphasis on combos, with pretty much every characters’ moves being able to be linked together if the player can perform them quick enough.

The moves themselves are easy enough to use, though the game does suffer a bit from the stiff character movements that were frequently seen in fighters of the day (floaty jumps, some slowly-performed moves, etc.). The fighting can be fun, but its sense of character control certainly has a “for its day” feel to it.

Killer Instinct Gold, like most fighting games, is better played with a human opponent. You can certainly have more fun trying out combos  and doing battle with a friend than you can against a computer AI. Especially since Killer Instinct Gold follows Mortal Kombat’s lead in having AI opponents who can seemingly go against the game’s own rules, making single player bouts often feeling more unfair than fun.

If you’re playing Arcade mode, you may find that the computer opponents can interrupt your combos with ease, while you can’t seem to do anything about it if you get caught in your opponent doing the same thing. You’ll frequently be in the middle of an attack, only for the AI’s attack to take priority and render your move useless.

I even lowered the difficulty settings so I could try out different combos easier, and the computer was still able to to have its way more times than I’d like to admit. I’d get an opponent down to the tiniest shred of health, only for them to get a second wind and immediately bombard me with life-depleting combos. It’s one thing for a fighting game to be difficult, but in the case of Killer Instinct Gold, it seems like the rules just don’t apply to the AI. I have a friend who’s a big fan of Mortal Kombat, and even he admits that, in that game “the computer cheats.” And it’s basically the same story here in Killer Instinct Gold.

The single player modes greatly suffer due to this AI problem, but Killer Instinct Gold does have enough depth in its combat to help elevate the gameplay higher than it otherwise would be.

The character roster is a little bit of a mixed bag. Though the non-human characters standout – such as Spinal, a skeletal pirate; and Glacius, an alien being with ice powers – the human character designs feel downright uninspired and boring. Tusk, for example, looks like a first draft for a Conan the Barbarian type character, and the other humans look equally as rushed.

This inconsistency isn’t just found in the art direction, but in the visuals as well. While the character models use a similar pre-rendered look to the original game and Donkey Kong Country, and hold up pretty well, the 3D backgrounds have that glaringly dated N64 look. Of course, it’s hard to be too critical on the graphical limitations in the games of yesteryear, but the fact that the character models still look relatively impressive while the backgrounds look so ugly does make you wish Rare had just used one cohesive visual look.

While Killer Instinct Gold may provide some old-school fighting fun if you have another player by your side, the more dated elements do prevent it from being as timeless of a fighter as the Street Fighter games. Though I suppose it does boast more depth than the early Mortal Kombats, so you could say Killer Instinct falls in the middle of the 90s fighting trifecta.

 

5

Battletoads Arcade Review

*Review based on Battletoads Arcade’s release as part of Rare Replay*

Battletoads had all the makings of a solid franchise. From its distinct characters and attitude to its notable gameplay and difficulty, Battletoads should have went further than it did. Though the disgustingly-named toads Rash, Pimple and Zits have started popping up in games like Shovel Knight and the 2013 Killer Instinct reboot as of late, the Battletoads only had five total games, all of which were released in the first half of the 1990s.

The 1991 NES original is the most famous entry in the franchise, notorious for its excruciating difficulty. A watered-down Gameboy port soon followed. And in 1993 the Battletoads starred in two more games; Battletoads in Battlemaniacs, and the unique crossover title Battletoads & Double Dragon, both of which were on 16-bit platforms. Then in 1994, the currently-final entry in the series, the aptly-named Battletoads Arcade, made its way to arcades… and it bombed.

Yes, despite the popularity of the franchise, the Battletoads’ debut in arcade cabinets was a financial failure for Rare. So much so, that the game’s planned home console ports were cancelled. Battletoads Arcade’s disappointing sales may have even been the reason for Rare putting the franchise on the back-burner, where it still remains to this day.

That’s a damn shame, because Battletoads Arcade is a whole lot of fun, which more and more people have realized after the game made its quite-delayed home console debut as part of Rare Replay.

Battletoads Arcade, much like other entries in the series, is a beat-em-up. Even more so than the NES original, Battletoads Arcade is all about laying the smacketh down on hordes of enemies. You just go from one end of a stage to the other, pummeling any and all foes who stand in your way. It’s pure, unadulterated beat-em-up. It’s simple stuff, but very fun.

This arcade original is also notable for being one of the few games where players can actually play as all three toads (the other being the Double Dragon crossover). What’s even better is that the game supports three players, so all three toads can partake in the mayhem at the same time. All three toads play identically, through they each have their own animations for their attacks.

“Yes, the toads use these giant rats’ cojones as punching bags…”

Another aspect that sets Battletoads Arcade apart from its predecessors is that, being self-published by Rare onto arcade cabinets as opposed to another company’s home consoles, the game gets away with a lot more violence and gross-out humor. Blood now flies out of enemy rats as the toads punch them around and stomp them into oblivion, and Pimple has an attack in which he crushes a downed opponent’s head when his foot transforms into an anvil. There are also enemy rats that puke after getting punched in the gut, and in one stage, you can even find some rats using the toilet in the background (complete with sound effects). This is certainly the crudest and most violent Battletoads game, and may even feel like something of a precursor to Conker’s Bad Fur Day in terms of tone.

The gameplay is a whole lot of fun, and unlike the original Battletoads, very much welcomes additional players, with some of the stages feeling tailor-made with two and three players in mind. The graphics and animations are another highlight, with the Battletoads’ signature cartoonish transformations looking better than ever. And once again, the series is livened up with a killer score by David Wise.

There is, however, a bit of a drawback in that the game is only six stages long (that’s half as many as the NES original). Now, you expect an arcade beat-em-up to be on the short side, but Battletoads Arcade ends all too abruptly. After a comically lengthy boss fight against Robo Manus, one of the Dark Queen’s henchmen, the game ends. You don’t even get to fight the Dark Queen herself. I’m guessing the short length is due to the game’s difficulty, which in an arcade cabinet would surely gorge on coins or tokens. But the sudden end does kind of seem disappointing, and perhaps two or three additional levels could have added some extra heft and variety, with only the existing fourth and sixth stages changing up the gameplay styles as it is (the fourth level seeing the toads descending down a cavern via jetpacks, and the sixth stage having the toads taking part in a shoot-em-up with machine guns).

I mentioned that the game is difficult, and though I stand by that due to the epic boss fights, waves of enemies, and health-depleting mid-bosses. But, due to the game’s transition to a console, it’s also – strange as this may sound – kind of easy.

By that I mean that, although the game itself is quite challenging, you have infinite continues, and come back to life exactly where you died. Thankfully, you don’t have to fork over hard-earned cash to continue playing like you would in an arcade, but there really is no real penalty for dying. You’ll still die a lot, to be sure. But when enemies get the jump on you, you’re basically just slightly slowed down, without ever suffering a real defeat. But I suppose I’ll take that over the needlessly punishing quality of the original Battletoads any day.

Battletoads Arcade is an excellent beat-em-up. Though it’s all too short and all too easy to beat (despite its moment-to-moment challenge), it provides a great deal of fun, and manages to squeeze a decent amount of variety in the few stages it has. Top it of with crazy animations, a great soundtrack, and Battletoads co-op that’s actually enjoyable, you have a great, pick up and play experience on your hands.

The facts that it tanked in arcades and is still the last Battletoads game may be a bit disheartening, but its inclusion as part of Rare Replay has now brought the game to a wider audience, and its inclusion is one of the best pieces of the Rare Replay lineup.

Between you and me, I like it better than Turtles in Time.

 

6

Battletoads Review

*Review based on Battletoads’ release as part of Rare Replay*

Battletoads is the hardest video game ever made.

That’s an often repeated statement you’ll hear around the gaming community, and it’s a hard point to argue. I can’t think of another video game that demands so many actions to be pixel perfect, or that’s so unforgiving with its level design. Battletoads is on a level all its own in the realms of video game difficulty, with a challenge so incredibly steep that only the most dedicated players will see their way past the first few levels.

To put it simply, Battletoads is one tough bastard.

But is it any good? Well, that all depends. Battletoads is certainly a game that has a lot going for it: the core gameplay is fun, the levels are full of variety, and the music by David Wise is pretty awesome, and sounds a bit like a precursor to the composer’s later work in the Donkey Kong Country series. Not to mention the game has a fun attitude that serves as a pretty funny riff on the Teenage Mutant Ninja turtles.

With all that said, Battletoads is also most certainly not a game everyone will enjoy simply because it is that damn difficult. Some levels even feel downright sadistic with their demands on the player. And in what has to be the single dumbest design choice in the game, if you have two players partnering up for the adventure at hand, you can (and most definitely will) hurt each other!

Essentially, Battletoads is a beat-em-up. Players can take control of two of the three Battletoads, Rash and Zits, as they embark on a quest through deep space to defeat the sexy Dark Queen and rescue a princess as well as their kidnapped comrade Pimple (I always wondered why Rare bothered to make three Battletoads characters since one of them always seems to be on the sidelines).

Though the game primarily serves as a beat-em-up, the levels quickly find ways to add variety to the mix. The second level sees the toads traveling downwards in a cavern via ropes, while the infamous third level (the game’s first massive difficulty spike) has players riding hover vehicles through a tunnel with rapidly appearing walls (with a single crash meaning instant death). Later levels include surfing, swimming through sewers, and racing giant rats down a construction building to reach bombs (this particular level being the bane of my existence).

The sheer variety is actually pretty impressive, given the limitations of the NES. Even when Battletoads is settling in its traditional beat-em-up stages, it still provides some fun. I especially like the comical animations, which also pushed the NES’s capabilities: If you run and attack an enemy, the toads’ heads will cartoonishly turn into ram horns, and after you smack a foe into the ground, you can kick him into oblivion when your toad’s foot transforms into a giant boot.

Simply put, the gameplay, when taken on its own merits, was fun for its day. But the ridiculous difficulty will no doubt prove alienating to many players. The third stage alone will exhaust all of your lives and continues several times over. And should you somehow manage to make it to the later stages, well, good luck is all I can say.

The aforementioned sewer stage includes sections where you run from giant gears, which will instantly kill you if they get too close. But these gears are fast, and will always seem to be trailing inches behind your character, and when they start chasing you upward, you might find yourself shouting obscenities you may have forgotten you knew, because the jumps you need to make have to be one-hundred percent accurate in order to keep your momentum going and survive the gear. I wish I could say I were exaggerating, but if you’re even a split second off, you’re dead.

That’s a major issue, because Battletoads is a game that – whether due to the limitations of its day, unpolished gameplay, or both – doesn’t have the smooth sense of control required for how accurate the player has to be. The characters feel clunky and stiff in movement, which is exactly the opposite of what you need when you can’t spare even a single second in some of these stages. Battletoads simply doesn’t allow the for the precision it demands from the player.

Anyone who actually managed to conquer these levels in the game’s original NES release definitely has my respect. How they managed to master such trial-and-error after so many game overs sent them back to the start of the game, I’ll never know.

The Rare Replay release includes a neat way to avoid having to start over, however. Along with being able to save your progress at any time, Battletoads – like the other early titles included in Rare Replay – gives players the ability to rewind up to ten seconds. So while you will most assuredly die and die again, you can, at the very least, rectify most of your deaths without having to go back to a checkpoint or getting a game over. It was only with this rewind feature that I was able to complete that infamous third level. You may say that I cheated, but as far as I’m concerned, Battletoads cheated first with how long that level drags on, how fast your vehicle ends up going, and how fast walls start appearing right in front of you.

Besides, the rewinding can only help you so much. It still took me countless tries to get those jumps with the gears just right (and even then, I think I got lucky more than I had them figured out). And to be honest, the rewinding ability still hasn’t helped me conquer that dreaded Rat Race stage. Those rats run so fast that rewinding isn’t going to do much other than have you reliving the sight of a giant rat zooming past a humanoid toad over and over. Even if you manage to hit the rats (which, again, requires one-hundred percent precision), you only buy yourself less than a second’s time, since the rats move so fast that, when they hit a wall and turn back around, they’re just going to speed past you all over again.

Yes, even with the rewind feature, I still can’t beat Battletoads. Normally, I like to beat a game before I write the review, but cheat codes and level skips certainly help in seeing enough of Battletoads to write about it. I fear I might otherwise never make it past those rats.

“They are going to die…probably by each other’s hands.”

The disappointing thing is, with a game this difficult, it was just begging to be played with two people working together to help get through it. But then Rare decided to troll gamers by making the Toads able to hit each other, which will result in countless unintentional deaths from each other on top of all the ones you are going to get from enemies and obstacles. What’s worse, the players share lives and continues, so if the players end up accidentally killing each other repeatedly, you’re going to start the whole game over. With a single player, Battletoads feels close to impossible. With two players… it might very well be.

Now we go back to the question “is Battletoads any good?” Honestly, I feel like the answer is no. For all the things it does right in gameplay, variety and music, it almost seems to want to turn players away with its frequently unreasonable challenge.

3

R.C. Pro-Am II Review

*Review based on R.C. Pro-Am II’s release as part of Rare Replay*

As its name so bluntly implies, R.C. Pro-Am II is the sequel to Rare’s R.C. Pro-Am. Once again, the game is an isometric racer, in which players take control of remote controlled cars and use weapons and items during races. Though R.C. Pro-Am II makes some improvements over its predecessor – including the addition of multiplayer – it also suffers from same of the same shortcomings which, when considering this sequel was released four whole years after the original, is kind of hard to look past.

The core gameplay, for better and worse, is nearly identical to its predecessor. The cars still control surprisingly accurately to remote controlled toys, which is an interesting quirk, but can make some of the gameplay a little frustrating. You still race three other cars, and can still pick up missiles, bombs and shields to aide you in your races. But there are some new twists this time around.

For starters, multiplayer has been added to the experience. This is definitely the game’s greatest contribution to the formula, as it was something the first game was just begging for, but lacked. All the better is that this was one of the few NES games to be played with up to four players! Though getting four people the chance to play at once was certainly a complicated task back in the NES days, the Rare Replay version makes the four-player mayhem far more accessible.

Another difference between this game and the original R.C. Pro-Am is that you no longer pick up weapons and items on the racetrack. Instead, you pick up money during the races, and then purchase upgrades to your car and weapons in between races.

Now, this setup certainly is unique, and in concept I don’t dislike it. But in execution, it has its flaws. For starters, many of the items are just far too expensive. Sure, you can save up money from race to race, but if you want to get any of the good items, you’ll have to go several races without buying anything, which will leave your car slow and defenseless in that duration. But if you buy smaller items as you go, you’ll probably use them up in one or two races (most likely missing your targets due to the controls anyway), and then you won’t be able to afford the fancier stuff. At the very least, they could have made it so you can pick up the traditional items on the tracks, and then use the money for the vehicle upgrades.

What makes this all the worse is that the computer opponents can take the money during races. Now, I suspect this is due to that the other cars could potentially be other players, but couldn’t they have programmed it to differentiate when the other cars are players and when they’re AI, so that the computer can’t take away the player’s potential currency (which, as far as I know, the CPU doesn’t use)? The AI can even pick up 1-ups from the racetrack, preventing you from gaining a potential continue.

Another bit of a downer is that you have no control over what tracks you’re racing on. You simply go through the courses in order, with no alternative modes providing a level select of any kind. Sure, it was the same way in the first game, but that was 1988. R.C. Pro-Am II was released in 1992. You’d think by this point they could have expanded things a little bit.

This brings me to another downside to the game. Despite the four-year gap in between releases, R.C. Pro-Am II uses the same graphics and sounds as its predecessor. Now, as far as NES titles go, R.C. Pro-Am was already pretty colorful and had some catchy music, so it’s not that the aesthetics are bad. But again, with the extended timeframe between the original and this sequel, you’d think a few things could have been touched up. The Super Nintendo was out by this point, and Super Mario Kart was released the very same year as this title. When you take that into consideration, it really makes R.C. Pro-Am II feel like it didn’t give the effort it could have.

This may all sound very negative, but I will stretch that the core gameplay is still fun, and the fact that this entry actually has multiplayer – and for up to four people – helps keep it afloat even with its design flaws and recycled elements. Sure, you’d be better off playing Super Mario Kart with a buddy, but if you want to try out some four-player NES mayhem (even if it’s on Xbox One), R.C. Pro-Am II is far from a lost cause.

 

5