Column: Fire Flower #40

War Games
Written by Iun

"...a debate that has raged for nearly ten years since the release of the two games. Which is better: Mario 64 or Banjo-Kazooie?"

40? 40 ? Jeez laweez, that's old, even by N-Europe standards � and being honest, N-Europe is old. All things considered, I'm getting to be a bit of an old-timer myself, at least by gaming standards. I can't help thinking that maybe I ought to have grown out of video games by now and that I should be pursuing more meaningful outdoor activities: rock climbing; sky diving and perhaps even girls. Although, I hear the last one is more fun indoors.

Gong back over the years of video gaming history makes me feel even older: I have been a first-hand witness to the biggest and most era-defining events of the last 20 years. Even so, there are still a number of things that I have entirely missed out on such as the actual birth of video games, I also completely skipped the Saturn, PSone and Dreamcast, instead focusing on the N64 and then having a brief stint in the wilderness between that and the launch of the Gamecube. Times were hard and I needed money for a trip to France. What a week.

So it is important events that I am concerned with right now, and one event in particular. Or, more accurately, two events that led to a debate that has raged for nearly ten years since the release of the two games. Which is better: Mario 64 or Banjo-Kazooie?

You see, it's impossible to not favour one over the other. Either you think Mario 64 is the greatest achievement in Video Gaming history and BK is nothing more than a pale imitation, or you believe that Banjo Kazooie was the game that Mario 64 should have been. One way or the other, you have to have some kind of opinion. But that said, let's try and look at this in an objective fashion, shall we?

Mario was undoubtedly a landmark in videogaming: the first true 3D platformer designed specifically with analogue control has to be considered a major event in anyone's book. The graphics, though a little bland (by today's standards, at least) were a milestone �never before had anything so ambitious been attempted by any developer, and frankly the hardware had never been available before to attempt such a thing.

Mario was reasonably ambitious in terms of gameplay too: the analogue stick permitted a newfound sensitivity in the player and play mechanic that drew you into the game world. It was no longer a case of holding left or right to move, now factors such as distance and speed were affected by the pressure applied, yet another major first from the company that brought us the shoulder buttons, light gun gaming at home and the first economical handheld console. Analogue gaming ha evolved over time, but the seed was sown in the complexities and sensitivities of this game. Few if any games have ever exerted the sort of influence on future titles than this one. Now for the bad news: Mario 64 just did not have any personality. It was fun, but it was the same old tried and tested formulaic 'story' that has existed since the beginning of the series. Since then there have been far more laughs, far more highs and lows and new characters injected, the truth is though that it was really difficult to give a damn about the reason you were playing �beyond the fact that the experience was new. It's a little like Wii Sports today: after you get to the top of the league, what is there left to try for? Can you even be bothered when you know the reward is the same?

Another major gripe is the fact that only one star "mission" can be attempted at any one time. If you want to wander off the beaten path and explore, then you will be tantalised with things you see in later missions � which gives you the impetus to get further, but at the same time drives you a little crazy when you cannot access areas that are right there in front of your eyes. Also, the number of moves and variety of challenges are seriously lacking after a while. The level designs make up for this in some way, with the clock and rainbow levels being of particular note in this respect, but ultimately it's the same "Run/Jump/Squish" that has been so successful in other Mario games.

So, Banjo Kazooie� well, Rare were the other principal driving force behind the longevity and quality of the N64 and their first foray into 3D platforming set the tone that would endure for the life of the console � fun, fast and chock-full of surprises, challenges and variety.

Banjo Kazooie took a lot of the best ideas from Mario 64 and expanded on them. The levels were mostly non-linear and any jiggy piece could be found at almost any given time, bar in the final level. The graphics were a massive improvement on those of Mario 64, with a number of sext textures and details employed that made Mario look bland in comparison. However, in fairness Banjo Kazooie was developed [i]after[/i] Mario 64 and therefore the team had more time to examine techniques that had or had not worked graphically. Both were products of their time.

Now let's talk personality: Rare games have this in spades. Even if the game is crap, there is at least a recognisable cast, with humour, story and self-deprecating humour that often gets self-referential and silly. Only in a good way though. The way in which the characters in the levels talked to the heroes was always priceless and either inspired you to love or hate them. One way or the other, you felt at least something. Variety was a key too, with the ability to fly and gain new moves essential in driving the player forward. It was never the case that the game was taunting you, just inviting you on to hunt out the flying or jumping technique you needed. As all areas of the level were open all the time, there were even ways to circumvent the game if you were bloody-minded enough. Not so with Mario, where invisible walls blocked the path too often.

As far as problems go, B-K had a few. Number one was almost certainly the dodgy in-game camera that induced motion sickness for the first few hours. The way it got stuck behind the player or just would not turn to the right angle elicited more than a few annoyed screams in my household, it made the game more difficult, but not in a challenging way � more in the 'Lazy Developer' way that we have all come to know and hate.

The other issue with the game was that it was a bit too easy to get to the end without getting 100%. This is a criticism easy to level at any game by Rare, as they are almost all a little forgiving and simple on the first run. However, scratch away the easy fa�ade and you will be left with EXTREMELY tough challenges that will have you pulling your hair out for months. And, if we're honest, what's the damn point? If you can't get 100% on the first try, chances are you won't try again. And even if you do get 100%, the extra challenges will only be hard for a few more hours, the longevity does not increase noticeably.

Realistically, this is a tough one to call from an objective point of view. But this column has never been objective: Banjo Kazooie wins for me hands down. Though Mario 64 was the progenitor, Banjo Kazooie was a far better game as a complete package. Mario 64 was far too worthy, far too serious in its execution to really be anything more than a showcase of power. Banjo Kazooie on the other hand was a fluid adventure that never really took itself too seriously and never demanded that the player do the same.

Ask yourself this question: if Banjo Kazooie, with its variety, irreverent humour and better graphics came before the technically more proficient Mario 64, which one would have been ignored?

Iun Hockley
[email protected]


© Copyright N-Europe.com 2024 - Independent Nintendo Coverage Back to the Top