Toadthemushroom
Member
I would argue otherwise and I think it has weaker platforming than Rares later output as well despite those games going in an increasingly adventure dominanted direction
A lot of the platforming challenge from Banjo imo stems from the endurance of having to suss out where the notes are, then acquiring them all without dying. The actual platforming itself is usually very simple. Compare how static most of the jumps are in Click Clock Wood to Tick Tock Clock. TTC features a lot of moving parts and obstacles designed to keep Mario from just moving straight and lining up leaps. In Banjo the climb up CCW is still dexterious and perilous but you can stop and line up every jump since theyre all "static" and its main non-jump obstacle is remembering to tap attack during some jumps to clear out bird enemies.
I guess to sum up imo Mario has the more difficult platforming because even though 64 isnt as platforming dense as later entries, when they do challenge you with its with specifically designed tricky jumps and obstacles meant to challenge your skillset directly. In Banjo the platforming is usually very simple in design but the challenge stems from metachallenge of gathering all of the notes without dying or else you have to start over again. I prefer the more direct challenge of 64.
hope this makes sense i kinda just rolled out of bed lmao
Amazing explanation. That's basically what I was getting at when I mentioned about Mario 64 having much more mastery behind it and being a game of traversal than collecting. It also comes down to the physics too, you can either use them to your advantage or face a disadvantage if a risky move goes wrong.
This is also one of my favourite explanations and why I'm hesitant to compare the platforming of BK and Mario 64 and say BK comes off my favourably:
If you look at Banjo Kazooie and Sunshine (in the main stages) you'll notice one peculiar thing: an almost complete lack of traditional platforming obstacles.
Rotating platforms. Spinning blocks. Sinking stands. Ground that slips away and falls beneath your fit. From what I remember of Banjo, it has almost none of this. Sunshine has a bit more, but it's few and far between, and it rarely places a series of them deliberately between you and your objective.
The (top part) of the Pianta village level is pure Banjo. A flat, square grid with a bunch of hills placed haphazardly around the map. No platforming obstacles . Certainly nothing resembling a path you have to take. Gelato beach is the same thing. It's as if Rare and then EAD decided to make a bunch of hub levels as the main levels.
Mario 64 on the other hand is an extremely clever little bastard. Many of the levels are spirals with strong vertical elements. A hilltop. A fortress. A snowy mountain. A tall tall mountain. A clock. It takes a star, and it puts it at the top, or sometimes at the bottom of the level. You've got to work to get it. You have to pass the traditional obstacles the designers purposefully put in front of you on an obvious path. Off the beaten path are opportunities for exploration and hence your other stars.
But, that's only half the story. The tight spiraling structure of a Whomp's Fortress or Tick Tock Clock means endless opportunities for creative platforming. And Mario's mechanics allow you to take full advantage of them.
Mario 64 never forgot it was a platformer. Maneuvering up and down Whomp's Fortress, with its vertical structure and obstacles and enemies which are all trying to kill you, is a lot more interesting to me than meandering around Gelato Beach with its static trees and static beach houses and static mountain path. I still think Mario 64 is the only game to get open 3D platforming stage design correct.