I’ve played Banjo-Kazooie, I don’t know, four or five times since it released in 1998. Or at least, I’ve played it that many times to completion. If you count all the times I played through Spiral Mountain on the demo kiosk at Toys ‘R’ Us, the number would quickly become astronomical.
Anyway, Banjo-Kazooie is a pretty open-ended game. Much like Super Mario 64, there is an intended order that you’re supposed to visit the game’s different worlds, but as long as you’ve got enough macguffins to unlock the right doors, you can play the worlds in whatever order you like. Unlike its sequel, Banjo-Tooie, Banjo-Kazooie’s world are pretty well self-contained. Rare is the instance when you have to leave a world because there’s a challenge that you cannot complete without a move learned in a later world.
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