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The Banjo Kazooie Series General Discussion about the Banjo Kazooie series from the N64 classics to the handheld sequels & new Xbox games.

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  #1  
Old 14th May 2008, 11:21 PM
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Thumbs up BK:N&B - Actually 36 Levels...?!

After reading the big interview with Gregg, it appears that there was some new information regarding levels and such.

It appears that each level [six of them], will have 6 entry ways a piece! He went on to say that Act I of Nutty Acres might only include a single Jiggy, while Act III of Nutty Acres may have six jiggies! He also made a mention that in Act I, you may see objectives to complete in Act IV or V of the same world!

Overall, this reminds me a lot of Click Clock Wood from Banjo-Kazooie. Remember how you couldn't enter the Summer, until you had hit the switch in the Spring? The same principle remains here; you must collect a certain number of jiggies in Act I before going on to Act II. Pretty cool. Perhaps you would see a Jiggy waiting to be collected in Act II, but you have to do something in Act III before you can collect it...awesome.

Finally, I've begun to look at this game different than before. You see, remember how CCW was more like 4 levels-in-1? Well, I'm going to look at BK:N&B the same way. Except this time: 6 levels become 36!

So, rather than looking at the game as short, we can now look at it as being particularly long, no? 36 levels will be a lot more involving than 6.

What do you think?
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  #2  
Old 14th May 2008, 11:23 PM
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Yeah, as soon as I read that I got serious Click Clock Wood vibes from it. Definitely sounds cool! Can't wait to see how it works.

Rare, you are making me love this game more each day.
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  #3  
Old 14th May 2008, 11:24 PM
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This is great and Gregg also said in the interview that there were around 130 jiggies in total. I now have no fears that this game will be too short.
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  #4  
Old 14th May 2008, 11:26 PM
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130 odd Jiggies + Click Clock Woods like structure is good for me.

Let's hope the six worlds are good as well.
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  #5  
Old 14th May 2008, 11:29 PM
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Hmm...I wonder how this would work for something like BanjoLand, though?
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Old 14th May 2008, 11:30 PM
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I've actually seen 2 different shots of the "Banjo Land" sign, so that had me wondering about its location, and *******...I'll go find the pictures.
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  #7  
Old 14th May 2008, 11:32 PM
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Originally Posted by Bottles98 View Post
Hmm...i wonder how this would work for something like BanjoLand, though?
Perhaps its just one small part of one bigger world?

Or maybe it is its own world but its divided into 6 themes... or something. Though that's probably already wrong from the screens we have of it having multiple unrelated worlds messed together.
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  #8  
Old 14th May 2008, 11:35 PM
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Here we are. See how it's in two spots? Perhaps these are merely the entrances, but maybe they represent the world in different locations...or possibly different acts?! That would be cool.

"Banjo Land" in a Warehouse...
"Banjo Land" Near Icy Stuff...
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Old 14th May 2008, 11:35 PM
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I think that each world has smaller challenge worlds within them, not so much on the grand scale as Click Clock Wood. So, for instance, that coliseum shot is probably the average size of a challenge world, and you have six of those in one giant world. Then there's the overworld above those (Showdown Town).

Should be interesting with Conker-like acts to them. I'm glad they went for making Banjo more cinematic.

Among the moves he mentioned, he said that Banjo can "slide"... I wonder what that is.
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  #10  
Old 14th May 2008, 11:35 PM
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That interview put a lot of things in perspective... Intriguing about the 6 acts per level, no doubt. *nods*


It's that 80/20 reference he made that has me down. XP
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  #11  
Old 14th May 2008, 11:39 PM
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Quote:
Originally Posted by Fallen View Post
This is great and Gregg also said in the interview that there were around 130 jiggies in total. I now have no fears that this game will be too short.
Plus, he said like another 40-some other challenges that don't involve Jiggies, also.
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  #12  
Old 15th May 2008, 12:02 AM
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not only are there 36 "acts" there is also a LOT of replay value in this game as well. Doing the challenges different ways, trying to get a better score, making interesting contraptions, exc.
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  #13  
Old 15th May 2008, 12:17 AM
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Maybe this is what IGN meant when calling Showdown Town the "first of seven" hub worlds?

Showdown Town + Lobbies/hubs of the six main levels?

EDIT: Durrhurr I'm stupid, it's five. Well, never mind me then.
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  #14  
Old 15th May 2008, 12:42 AM
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Wait, weren't you right the first time? There are six main levels, so that makes sense. Because, yeah when I read that on IGN I got all confused.
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  #15  
Old 15th May 2008, 12:47 AM
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Quote:
Originally Posted by ConkerTribe View Post
I think that each world has smaller challenge worlds within them, not so much on the grand scale as Click Clock Wood. So, for instance, that coliseum shot is probably the average size of a challenge world, and you have six of those in one giant world. Then there's the overworld above those (Showdown Town).

Should be interesting with Conker-like acts to them. I'm glad they went for making Banjo more cinematic.

Among the moves he mentioned, he said that Banjo can "slide"... I wonder what that is.
I think slide is when banjo rolls

Oh and the level design could be like banjo tooie the level wheres its fire on 1 side and icey/free on the other....sound cool eh? imagine it in HD
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