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File: Rusty_Bucket_Bay1(1).jpg (114 KB, 626x470)
114 KB JPG
>the machine room
>the poison water
>few honeycombs to replenish energy
>Snacker out of fucking nowhere
Rusty Bucket Bay is by far the toughest level in BK.
Click Clock Woods is way easier, its only major difficulty is falling off the tree which still isn't an insta death.

>inb4 git gud
I'm not saying it like a bad thing either, RBB is prolly the only satisfyingly tough level in BK.

Also coolest level concept of the whole game.
>>
Clickclock is harder to collect 100 jiggies in.
>>
>>12846240
*notes
>>
>>12846240
I remember it being more annoying because I had to search so many places for a few missing notes. But not per say harder than RBB
>>
>>12846239
>Click Clock Woods is way easier
You have to climb that stupid tree at least 3 times and it's easy to accidentally fall off and start over.
Great idea for a level, poor execution.
>>
>>12846271
>it's easy to accidentally fall off
git gud
>>
>>12846240
*jiggers
>>
>>12846398
Um, yes?
>>
>>12846524
idk never bothered me that much. RBB is much more annoying if you die in the machine room
>inb4 git gud
>>
>>12846581
That's why I always do the machine room first. If I fumble, it's less notes to recollect.
>>
CCW needed this shit
>>
File: 1753329417897521.png (881 KB, 695x587)
881 KB PNG
>>12846797
(the shit in question)
>>
>>12846239
Never played the banjo games even tho im a rabid n64 fan. This pic looks amazing. Is this w some kind of addon running or something or is this how good it just looks?
>>
>>12846581
>>12846609
RRB is hard, but it's much easier to front-load the hard parts if you're aware of them. CCW is much more difficult to 100% on the whole.
>>
>>12847153
I'm not sure exactly how it's being rendered, but those are the original game models and textures.
>>
>>12847153
>>12847162
Either way I have no idea how you've gone so long without playing these games. One of the coolest things about both of them is that they're some of the few games that mostly just get better as they go on right into the very last levels.
>>
>>12846506
Myiasis?
>>
File: FJth7sMXMAER7U4.jpg (164 KB, 901x681)
164 KB JPG
>>12847153
entirely normal screenshot, it and Tooie are easily among the best looking games on N64. Rare invented some bullshit that allowed them to handle textures in a way N64 wasn't capable of by default, making the textures higher quality. It's also just plain skilled texture artistry. The texture blending and especially, ESPECIALLY the fucking detailed vertex shading is what makes it look so fucking good for an N64 title

Go play it dweeb
>>
>>12847160
Fair enough, got a point there. You can always get the jiggy from the screws after getting the 100 notes as well
>>
>>12847231
I never thought of it but BK really does have amazing textures compared to say Mario 64
>>
>>12847442
Mario 64's texture are absolutely awful though, most of them are just stock photos downscaled and quickly converted to their palette. There is no art direction whatsoever besides the most basic "we need a brick texture".
>>
File: 2026_09_29_09o_Kleki.png (2.69 MB, 1340x1980)
2.69 MB PNG
Behold! The power of...........~ v e r t e x ~ s h a d i n g ~!
>>
File: 2026_09_29_09j_Kleki (1).png (1.35 MB, 1340x2037)
1.35 MB PNG
>>
>>12847678
>>12847679
>read up on this
Oh wow. I'd always noted this effect which was like lighting but it didn't have your character cast a shadow so it seemed a bit odd. Now I finally understand it.
>Now we know!
>>
>>12846239
Nothing about Banjo Kazooie is hard. I think the only real trick is TAKE YOUR TIME. The trickiest part of the games is the part of Rusty Bucket Bay mechanical room where you can’t take your time because there’s a timer. But that’s not really hard either. I liked Banjo Kazooie because it’s compact and not so bloated like the later 3D collectathons. The stages are their own enclosed things and can be finished in like and hour or a little more your first time.
>>
>>12848139
Yeh it's casual af and maximum comfy.
>>
waaaaay too many fucking people unironically have the mindset of

>level was really hard and i died a lot, therefore it's a BAD level
>>
>>12848702
Who says that
>>
>>12846239
The music is a banger tho
>>
>>12846838
Explain further pls
>>
File: maxresdefault (2).jpg (108 KB, 1280x720)
108 KB JPG
>>12852052
what's to explain? The idea of climbing the tree 4 times is fine on paper, but in practice that's not actually what happens. If the player is having a rough day they could easily be climbing up and down that motherfucking tree 15 times. It clearly needed a shortcut from the top to the bottom, and cross-sectional tunnels at ground level would help a lot too. It has the same problem as Terrydactyland where the big center landmark actively blocks you and gets in your way from the part of the level you want to get to.

Fly Pads every season would work but getting flight as the bee and in winter wouldn't be as special if you could do it any time. So add a load zone at the center of the tree roots that lets you pick a direction to go in and also go up and skip most of the climbing. You don't even need to block off the shortcuts initially either, cuz the player literally has to physically climb the whole tree at least once per season no matter what to get all the mcguffins anyway.
>>
>>12846239
Git gud
:^)
>>
>>12847231
Rare just read the fucking documents. They didn't invent anything. Also most later games did this.
>>
>>12846239

Only part that's hard is the inside of the ship with the moving machinery



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