I’m still hiking around in this overpopulated landscape, chipping away at Rare Replay. I got the massive collection of games digitally back in the heyday during E3 for watching some streams via Microsoft’s Mixer app, and it’s been interesting seeing a lot of the games within it because, for the most part, I was never involved in a lot of Rare’s work growing up. This is probably because I never had a Nintendo 64, where the company seemed to shine brightest, and I also never touched a ZX Spectrum, where a lot of the company’s work started, under the divine name of Ultimate Play the Game. So far, I’ve dug deep into Jetpac and Gunfright, noodled around with the ultra difficult Battletoads, and not really touched anything else much other than to pop Achievements for basically opening each game once. Go me.
Look, I’m never not in the mood for a good collectathon, and I’ve always heard good things about the Banjo-Kazooie series. My first and only experience with the franchise was with Banjo-Kazooie: Nuts & Bolts on the Xbox 360 some years back, which, while it certainly had a number of items to collect, focused more on customizing vehicles and winning races and building the strangest contraptions this side of New Jersey. Not my forte; I’m no engineer. On a whim, I decided to see what Banjo-Kazooie is truly all about. Turns out–frustrating camera controls and the worst underwater swimming section I’ve ever dealt with, but more on that in a bit. Plus, Jiggies.
Ultimately, Banjo-Kazooie is a mascot-driven platformer developed by Rare and originally released for the Nintendo 64 in 1998. It follows the lighthearted story of a bear named Banjo and a bird called Kazooie as they try to stop the plans of the evil witch Gruntilda, who intends to switch her beauty with Banjo’s sister, Tooty. Yes, those are all their real names. The game features nine nonlinear levels where the player must use Banjo and Kazooie’s wide range of abilities to gather jigsaw pieces, along with other collectibles, to get closer to taking on Gruntilda. Along with the jumping and climbing, there’s challenges like solving puzzles, accessing out-of-reach areas, collecting items, and defeating enemies that wish the duo harm.
I was going to initially say it’s mostly mediocre platforming, but than I hit a wall in the game. In Clanker’s Cavern, you have to free him from his chain that is hooked at the bottom of a low pit. It’s a long swim down there and, logically enough, it’s a long swim back up there. Most gamers would agree that water levels suck. Swimming underwater in these levels sucks even more, with the bonus possibility of running out of oxygen to make things even nastier. Clanker’s Cavern is the second level of Banjo-Kazooie that focuses on water, with Treasure Trove Cove being the first, and it contains its own demon in the water. However, in Treasure Trove Cove, you never have to deal with the fear of running out of air. In Clanker’s Cavern, that’s your biggest fear as you swim down to free stupid ol’ Clanker.
Right. At the bottom of this deep underwater pit is a key hooked beneath Clanker’s chain. To release him, you have to swim through the keyhole three times. Seemingly simple, yes, but that’s where they get you. Like I said… it’s a long swim down and a long swim back up, and if you don’t nail swimming through the keyhole perfectly each time, your chance of seeing blue sky diminishes rather quickly. Now, there is a fish called Gloop in the area spitting out air bubbles to give you a bit of a reprieve, but once again, grabbing them takes precision, and that’s not one of Banjo-Kazooie‘s bright spots. The swimming is slow and somewhat floaty, if that makes any sense, and I refuse to try and save Clanker anymore.
Perhaps I’ll just move on to Banjo-Tooie and pray that nothing similar to this level exists in that game; still, I’m sure I’ll find something just as annoying to battle with, but until then, may Clanker continue to be chained up against his will.