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M4g1cW4rr10r
12-08-12 10:43 PM
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M4g1cW4rr10r
12-08-12 10:43 PM
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The prequel to the sequel!...I think.

 
Game's Ratings
Overall
Graphics
Sound
Addictiveness
Depth
Story
Difficulty
Average User Score
9.3
9
9.3
7.3
7
7.3
6
M4g1cW4rr10r's Score
7.1
10
9
5
7
7
7

12-08-12 10:43 PM
M4g1cW4rr10r is Offline
| ID: 699653 | 836 Words

M4g1cW4rr10r
Level: 29


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Likes: 0  Dislikes: 0
A few years back, I remember owning this game. I remember it like it was yesterday...I went to a used game store, found this game, used the remaining bit of money I had left, played it, and...Yeah, you get the idea. So as you can see, I'm not exactly looking forward to reviewing this game. Though I want to forget this game existed, I remembered something very dearly, that I dreaded so much. So let's start.

Graphics: 10

The graphics in this game are fantastic. It reminds me of games like Mario Pinball Land (Which unfortunately I will have to come back to as well.) and Donkey Kong Country, which was made by the same company who made THIS! Rareware. Well, now let's get down to the core of this...horror.


Sound: 9

The sound is okay, but the sound effects just feel a little overused. Just a little...(Hey, Hey, Hey, Hey, Hey, Hey)


Addictiveness: 5

Okay, immediately you wonder how on Earth could I possibly give a bad rating for Addictiveness for a Banjo Kazooie game. Well, let me put it this way. There are a total of 600 notes and 60 jiggies. (100 notes, 10 jiggies for each world) After getting all of these, there's really no point going back to the worlds, especially since some of these worlds are just downright annoying.


Story: 7

If you've played Banjo Kazooie and Banjo Tooie on the N64, you may be a bit surprised to know this was actually the prequel to the sequel. The middle man, the 2nd, the...game in between. At least chronologically, since the GBA didn't come out until around the Gamecube. It starts off with Mumbo knowing there is evil afoot, as Klungo makes a suit of armor for Gruntilda's spirit to control. She then goes back to the past with Kazooie to make sure Banjo can never stop her. If she could do that, why didn't she just do that from the beginning? Anyways, Banjo goes to Mumbo, who, of course, also knows how to send Banjo to the past, where you meet some mole who I can only assume is Bottle's predecessor. Yet for some reason, Mumbo didn't change in the slightest. After you've beaten the game, Gruntilda's spirit returns to her corpse and tells Klungo to go tell her sisters to come. That's when Banjo Tooie started, I guess. After that, you get...Rank 1 out of 5 for an ending. Most likely anyway. Great, that's like beating Bart Vs. the World and figuring out you got the bad ending. I mean, I beat it, what more do you want? I'm not even sure what determines your grade, I think it goes on time or something, but really, I don't care about that. I didn't like it in Castlevania II cause it's a pain there, it's a pain here too.


Depth: 7

Remember the inventive scenarios of the bosses and challenges in Banjo Kazooie? Well here, they just recycle the same two bosses over and over. Fffffffffun. Also, the characters don't really have much perosnality since after you've gotten the jiggy from that quest, you can never talk to them again. Plus, at the final area, or as I like to call it boss rush, as you defeat these 'epic' bosses, in between you have to answer quizzes, similar to Banjo Tooie, but here, it's just boring and repetitive, plus it's all based on your knowledge, no hints.


Difficulty: 7

Now, I have no problem with difficulty in a game, especially for challenge and setting, but here, it's just ridiculous. Oh no...Now I remember...That horrid, awful thing...In the ice world, and thankfully the last world, Grunty Industries, there's an area where you go into the factory and, well... There's two really evil traps. One, being a room with acid clouds slowly draining your life as you ground -pound the letters in the order G-R-U-N-T-I-L-D-A. As well as having full health, you need to have all life extensions to do this! And the other one, near the main machines, there's an area where a pit full of green goop is, you can fly go to a platform to save a jinjo (Collect 5 in a world to get, what else, a jiggy.) and some notes. There's a sign telling you the goop is dangerous, but I think I can make the narrow jump. *Misses and takes 6 damage* O.O I'm sorry, I need to scream. You can't DO that! Making a leap of faith to avoid an obstacle that can drain your health faster than you can eat your own foot is just not the way to do it!


OVERALL: 7.1

What is it about this game that gets so much praise? I don't know, maybe I'm looking more at the flaws than the good...Err, the good...Nevermind, I don't like this game, but it is a game. Maybe i'll make it through December reviewing GBA games. So, what's next on the list? *Mario Pinball Land appears* ...I'll see you next week.
A few years back, I remember owning this game. I remember it like it was yesterday...I went to a used game store, found this game, used the remaining bit of money I had left, played it, and...Yeah, you get the idea. So as you can see, I'm not exactly looking forward to reviewing this game. Though I want to forget this game existed, I remembered something very dearly, that I dreaded so much. So let's start.

Graphics: 10

The graphics in this game are fantastic. It reminds me of games like Mario Pinball Land (Which unfortunately I will have to come back to as well.) and Donkey Kong Country, which was made by the same company who made THIS! Rareware. Well, now let's get down to the core of this...horror.


Sound: 9

The sound is okay, but the sound effects just feel a little overused. Just a little...(Hey, Hey, Hey, Hey, Hey, Hey)


Addictiveness: 5

Okay, immediately you wonder how on Earth could I possibly give a bad rating for Addictiveness for a Banjo Kazooie game. Well, let me put it this way. There are a total of 600 notes and 60 jiggies. (100 notes, 10 jiggies for each world) After getting all of these, there's really no point going back to the worlds, especially since some of these worlds are just downright annoying.


Story: 7

If you've played Banjo Kazooie and Banjo Tooie on the N64, you may be a bit surprised to know this was actually the prequel to the sequel. The middle man, the 2nd, the...game in between. At least chronologically, since the GBA didn't come out until around the Gamecube. It starts off with Mumbo knowing there is evil afoot, as Klungo makes a suit of armor for Gruntilda's spirit to control. She then goes back to the past with Kazooie to make sure Banjo can never stop her. If she could do that, why didn't she just do that from the beginning? Anyways, Banjo goes to Mumbo, who, of course, also knows how to send Banjo to the past, where you meet some mole who I can only assume is Bottle's predecessor. Yet for some reason, Mumbo didn't change in the slightest. After you've beaten the game, Gruntilda's spirit returns to her corpse and tells Klungo to go tell her sisters to come. That's when Banjo Tooie started, I guess. After that, you get...Rank 1 out of 5 for an ending. Most likely anyway. Great, that's like beating Bart Vs. the World and figuring out you got the bad ending. I mean, I beat it, what more do you want? I'm not even sure what determines your grade, I think it goes on time or something, but really, I don't care about that. I didn't like it in Castlevania II cause it's a pain there, it's a pain here too.


Depth: 7

Remember the inventive scenarios of the bosses and challenges in Banjo Kazooie? Well here, they just recycle the same two bosses over and over. Fffffffffun. Also, the characters don't really have much perosnality since after you've gotten the jiggy from that quest, you can never talk to them again. Plus, at the final area, or as I like to call it boss rush, as you defeat these 'epic' bosses, in between you have to answer quizzes, similar to Banjo Tooie, but here, it's just boring and repetitive, plus it's all based on your knowledge, no hints.


Difficulty: 7

Now, I have no problem with difficulty in a game, especially for challenge and setting, but here, it's just ridiculous. Oh no...Now I remember...That horrid, awful thing...In the ice world, and thankfully the last world, Grunty Industries, there's an area where you go into the factory and, well... There's two really evil traps. One, being a room with acid clouds slowly draining your life as you ground -pound the letters in the order G-R-U-N-T-I-L-D-A. As well as having full health, you need to have all life extensions to do this! And the other one, near the main machines, there's an area where a pit full of green goop is, you can fly go to a platform to save a jinjo (Collect 5 in a world to get, what else, a jiggy.) and some notes. There's a sign telling you the goop is dangerous, but I think I can make the narrow jump. *Misses and takes 6 damage* O.O I'm sorry, I need to scream. You can't DO that! Making a leap of faith to avoid an obstacle that can drain your health faster than you can eat your own foot is just not the way to do it!


OVERALL: 7.1

What is it about this game that gets so much praise? I don't know, maybe I'm looking more at the flaws than the good...Err, the good...Nevermind, I don't like this game, but it is a game. Maybe i'll make it through December reviewing GBA games. So, what's next on the list? *Mario Pinball Land appears* ...I'll see you next week.
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Registered: 09-28-12
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(edited by M4g1cW4rr10r on 12-19-12 01:54 PM)    

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