44 reviews liked by Pontelli


Fucking Flawless. To me, its improves on everything from the first game. It feels more responsive, opponents are less bullshit and the controls are more varied.

I think one of the best things about this game is how your supposed to approach it. This game awards aggressiveness, instead of just dodging and countering, especially with the addition of the Super Punch, which feels a million times better than the Star Punch.

I'm pretty sure the Punch Out series cant get much better than this, but i'll just have to wait and see until the Wii one.

Everything from the level select map, the home hub, the in game arcade where you can unlock old pacman games, music, level design. It's by far peak Pac-Man outside of arcades. The way it's all presented just adds a lot to the universe in a way no other game in the series really does for me. It's a completionist's nightmare but I wouldn't have it any other way. Not often does it feel this good to actually find everything in a level.

The auto scrolling underwater shooting level is absolutely miserable. It single handedly destroys the pacing near the end of the game. If you're thinking about putting a ten minute long auto scroller in your game, I urge you to reconsider. I'm usually a big defender of water levels in games but EESH.

Difficulty balancing gets a bit inconsistent near the end which I can see bothering a lot of people but I can't say I mind very much. It's funny how dramatically the challenge in bosses changes between worlds. One guy will likely slay through dozens of lives and the next will be a pushover. I'm just glad one of these Pac-Man World games has some teeth, there's something to really dig into and enjoy and overcome here. 1's just so standard and 3's a joyless husk. This one's sick tho.

Would love to see some of the arcade classics try their hand at adapting to the modern era like this more often again. They all had a pretty spotty track record in doing so but when they hit they go hard.

Finished the whole game (yes I did Melee class, yes I hate myself) with some friends in am expert world since we had some new guys playing. I don't care if it's a wiki-required game or the replayability/post-game are pretty bad, I still love this and like it even more than Minecraft. We might be doing Calamity soon, which I've never even seen gameplay of, only some of the music, so I'm pretty excited about that.

the ideal arcade game. most versions fucking suck though and the fact the NES version has been preserved in any way proves the lack of God's existence (i am slightly overreacting)

As I stated in my Kazooie review, I replayed the game two times back in September of 2023. With Kazooie, that doesn't seem too crazy because it's about half the length of Tooie. However, I also replayed this game twice as well. And with it being twice as long, or maybe even longer for some people, as Kazooie? Seems a bit nuts right? Well, I really went Banjo crazy that month because after beating both games once, I couldn't stop thinking about them which led to me replaying them again right away. The thing is, that whole time I couldn't stop thinking about playing them again...I was thinking about Tooie pretty much. I don't know what happened to me because I went from thinking this game was just decent and definitely worse than Kazooie, to thinking it was amazing and super addicting and better than Kazooie overall. After replaying both games yet again, do I still think this? Probably, tho it's a bit complicated.

If you played Kazooie prior, the first thing you'll notice with Tooie is just how much Banjo and Kazooie's moveset has improved. The roll attack lasts longer, is more mobile and has a nice visual of Kazooie shielding Banjo. The normal attack you perform by standing still, which before was a simple claw move by Banjo, is now replaced by a more effective stationary rat-a-tat rap. The swimming is now WAY better naturally and doesn't require you to hold the R button for it to be good. In fact I don't think the R button does anything when swimming lol. You can now flip-flap directly out of a talon trot. When you do a beak buster, you can now move forward while you're doing rather than staying in place. This change can actually lead to some exploits you can perform too which is rad. These along with some non move-set changes like how whenever you speed up the text it makes the characters talk faster and doesn't pitch up their voices (which was an issue I had forgot to mention in Kazooie), the camera is slower but smoother to use and is overall an improvement, Banjo's backpack animates now when he walks and something about it is incredibly satisfying to me idk why, and the biggest thing is now notes don't get reset when you die (for a reason I'll get into later). All of these improvements drastically enhance the basic gameplay and I honestly miss a ton of these whenever I go back to Kazooie.

That's all fine and dandy, but how about new moves? Well, Tooie's got you covered because it's got like double the amount of moves in Kazooie. The biggest addition is the split-up mechanic. Now you can play as Banjo and Kazooie separately which makes for some clever puzzles. Each singular character gets their own specific moves and while Kazooie's are generally really fun, Banjo's are mostly situational. Kazooie's consist of moves that aren't as context-specific like the ability to glide on her own, her own backflip that's better than the normal one, and the ability to hatch eggs which gets used quite a bit. Banjo's however, besides the first one that lets him pick up and move objects which can lead to some fun puzzles, aren't used that much. He has an ability that let's him recover HP which is nice but only gets used a couple times overall and isn't as helpful as you think because lives aren't an issue anymore. I actually forgot to say they don't exist anymore and it's actually better to die sometimes because it respawns you at the last split-ip bad/beginning of the world which can work in your favor. But anyways, his other two abilities which let him go in dangerous liquids and the other let's him go in his backpack like a burlap sack to cross dangerous obstacles, just aren't used much and are incredibly situational. They all feel pretty samey too unlike Kazooie's, so overall I'd say Kazooie had the better new moves overall. This isn't even getting into all the new moves they both got together. There's 4 new egg types: Fire, Grenade, Ice and Clockwork. All have various uses and are fun additions. There are two new shoes, the claw clamber boots and the springy step shoes. The springy step shoes feel a little derivative because of the jump pads but they're still cool. The claw clamber boots however let you walk on designated parts of walls and it's awesome. There's the bill drill which is also kind of situational but is super satisfying to use. You can now fire eggs in first-person, which can be a little tricky at first with the N64 joystick but is also fun. Because of this, the game also added egg shooting in the air and water when going in first-person mode. The first-person shooting also leads into this FPS mode where you use Kazooie as a gun, certainly riding on the success of Goldeneye, and they can be super fun as well. All of these additions, plus the split-up stuff just really add to their whole move set and makes traversing through worlds a ton of fun.

Speaking of the worlds in this game, they're overall a lot bigger than Kazooie's. The first couple are kinda comparable in size to the first game's but by the time you get to Terrydactyland, they become just massive in size. You'd think this would be super annoying compared to Kazooie, but the game added warp pads that can warp you all over the level. These are the reason I never found the game tedious, if the game didn't have them or if they were awful like DK 64's warps, then the game would be way worse than it is. Anyways, the world's are much bigger in size and there's a lot more things you can do in each world. Though, overall there are less collectables because notes are now in bundles of 5 and 20. So overall the game has less of a focus on tons of collectables like the notes and more of a focus on the jiggys themselves. Jiggy's require way more steps than they did in Kazooie and this turns a lot of people off of the game. A bit understandable but the game is clearly trying to be more of a slower paced adventure platformer rather than Kazooie's brisk pace. I like both approaches but when it comes to Tooie's unique world themes like a run-down amusement park, a dinosaur world and a combined fire and ice world, I definitely prefer just how creative Tooie gets.

I mentioned how Jiggy's take longer to get because more steps are involved, and that's partly because of Mumbo Jumbo and Humba Wumba. In this game, Humba is the one that transforms you and Mumbo is actually a playable character. It greatly depends on the world but overall, I think this is a fun change. Mumbo has a very basic moveset compared to BK but his whole deal is using his magic on specific Mumbo pads. This is incredibly situational ofc and depending on the world it can be a bit tedious, but it can also lead to some interesting puzzles where you have to switch back and forth between BK and Mumbo. Same thing with Humba, sometimes you actually have to switch between Mumbo and then the Humba transformation. Mostly in the later levels do they make these portions kinda puzzling. In terms of everything new they added, this is probably the weakest addition just because it can lead to some tedium, I'll admit that, however I personally never had much of an issue with it tho I also have the whole game memorized at this point so take that as you will.

Besides all that, one of my absolute favorite additions was the fact a lot of the world's are interconnected. Early on, you'll help this mayan cat character out in recovering this idol. Well, you obtain it from this caveman in a weird looking cave and bring it back to him. That's strange though, you're in a world called Mayahem Temple and you just saw a caveman. What gives? Well it turns out, you just entered Terrydactyland when you did that, the aformentioned dinosaur world. This happens a lot in this game where you'll briefly cross over from one world into another or even unlock paths to directly travel between each one. The most memorable one is where you have to feed a different tribe of (good) cavemen this time, and to do so, you unlock a shortcut between Terrydactyland and WitchyWorld. You pick up some burgers from this one character, use the claw clamber boots you get from Grunty Industries and walk along the wall to feed them. All these working parts and interconnectivity just make the world feel alive and I love it.

I mentioned how you had to get the claw clamber boots from Grunty Industries, which is world 6, and use them for a jiggy in Terrydactyland which is world 5. Banjo Kazooie did this exact same thing only once, where you had to backtrack with an ability from another world. Tooie does this way more often and because of that and the interconnectivity of the world, it kind of feels like a 3D metroidvania at points which is awesome. Anyways, people seem to have an issue with backtracking in this game and I don't get it. The more complex jiggy's I understand, but the backtracking is not required as there's enough jiggy's in the game for you to beat the final boss. And even then, there really aren't that many backtracking jiggy's in general. Maybe like 12 or 13 of the 90 jiggy's require backtracking I think? Either way I think that complaint is majorly overblown and is not an issue at all to me, again the Mumbo and Humba stuff I can understand but backtracking to old levels with future abilities? Never even crossed my mind as an issue.

Something else this game added was a boss for every world and they're all really fun. Some are better than others, Lord Woo Fak Fak for example is probably the worst, but I really like how almost every single one of them are large in scope. They really feel menacing even if some of them are pathetically easy.

The game is also way funnier and a lot more cynical in general which I dig. Kazooie was both of these things as well but Tooie cranks it up to the max. The game literally starts off with Bottles dying and Kazooie going "well, he wasnt the most popular character anyways". The game is just full of this tongue-in cheese cynicism. The cast of side characters is not only WAY larger, they're more distinct and memorable just because the dialogue is so much better. There's literally an immigration joke when BK have to help some actual aliens, it's amazing. I think this, plus the interconnected worlds and more unique world themes, are THE main things I like over Kazooie. That plus the improved move set ofc.
The OST is again wondeful just like the first game, but instead of being upbeat, catchy tunes..Grant went for a more atmospheric darker ost this time around. Because worlds are much larger and take more time to beat, I think this change is for the better since the music track won't get old at all. Some of my favorite songs were Grunty Industries, Weldar's Theme and Mr Patch's Theme.

Yes I know two of those are from Grunty Industries. I honestly don't get the hate at all for that world. Something like Terrydactyland I can get, even if I still like it, because it's a massive world with empty space in a lot of it. However, Grunty Industries is a complex, zelda dungeon-like world and it's amazingly designed. I guess if you went into Tooie expecting it to just be like Kazooie, you'd hate it however it's very fun to explore and again super well-designed. It's not even that easy to get lost imo, it's a multi-layered world with distinct set-pieces rather than a super large open world. Sorry for the rant, I just don't get Grunty Industries hate lol. Something I did end up feeling a tiny bit sour on this time around was Hailfire Peaks. I still really like that world, and think the theming is awesome. However the fire side is a little too big for its bridges I will admit and the lag gets really bad sometimes there. The game can get laggy throughout portions of the game, which is only a thing on the N64 version, but there especially it's pretty bad.

One more thing before I mention the endgame and close out the review, is Canary Mary. Canary Mary has methods that make her very doable but she's still easily the worst part of the game and the only part I straight up dislike and dread doing. Her first button mashing races in Glittergulch Mine are perfectly fine. Her races in Cloud CuckooLand tho are insane. If you aren't doing the pause trick, idk how it's humenaly possible to win without using a turbo controller or something. The 2nd race isn't as bad because you can stay near her until the very end and then button mash to hell to pass her right before she can catch up. These races are easily doable with the right methods but the fact you have to do them this way, it just stinks man. But luckily this is only for 100% and only a tiny portion of the actual game so it's not the worst thing in the world.

I talked about a lot of improvements this game has over Kazooie. If there's one thing Kazooie destroys Tooie on however, it's the quiz section and final boss. Gone is the charming board game aesthetic of Kazooie, now you have a typical game show-esque quiz game where you have to answer enough questions to beat Grunty's sisters. It's not bad but it pales in comparison to Kazooie's version as it's less charming and even has less question types. Yeah, I won't miss the Gruntilda specific questions but no sound/music quizzes? That's kinda lame. Again, it's not bad and is only disappointing when compared to Kazooie. The final boss is also not nearly as good as Kazooie's. Is the Hag 1 harder? Most definitely but it's not as memorable as the Gruntilda fight from Kazooie and isn't as fun. It's a solid fight overall but compared to Kazooie's, just a bit lackluster.

So do I like Tooie more than Kazooie? In many ways, hell yes. It improves on many things like the duo's moveset, the writing is way funnier and the interconnectivity between worlds felt like a logical step to take after Kazooie. It may have the weaker end boss and quiz show, it's definitely and easier game to replay/100% and the Canary Mary rematch race is the worst thing between both games, however I'm still feeling like I may like this just slightly more than Kazooie just because of how ambitious and fun it is. It's kinda like Mario Galaxy 1 and 2 where each game has is own strengths over the other and it's just hard to choose what's better. Either way, it's still a 10/10 like the first game and one of my favorite games ever now. Easily in my top 3 N64 games, alongside the first game and Majora's Mask of course. Either way, if you see people saying you shouldn't play this game after you've beaten Kazooie. Don't listen to them, give this a try and you might fall become infatuated with it like I have.

This Banjo double feature was fun but I reckon it's time to play some Kirby again. Stay tuned for a Dreamland 2 review coming soon!

Pong

1972

Half-Century Challenge Series: https://www.backloggd.com/u/C_F/list/half-century-challenge/

HCC #3 = Pong (1972)

If there is any game that can be called synonymous with video games, it's Pong. When the term "video game" was first coined, it was because the average gamer experience consisted of playing something like tennis or ping pong on their TV. It's no coincidence the term "video game" came into mass usage during the early 1970s, right when Pong exploded.

The importance of Pong cannot be overstated. Dedicated Pong consoles, arcade cabinets, Atari ports, etc all rose into prominence. The idea of porting a game a million times for accessibility, and the sheer mass appeal Pong had over prior 0 player games or text adventures? It's breathtaking how much came out of the game. Remember, just 10 years prior if one wanted to play Space War, there were only a couple locations on earth where they could do so. Pong was even designed with controllers in mind, an early prototype to things like the Atari controller and by proxy controllers by companies like Nintendo or Sega.

One could even call it the genesis point of multiplayer gaming. Being able to play against both AI and another human was beyond novel. Fighting game arcade modes? They owe their thanks to Pong. Which in hindsight, makes it funny that my first time playing Pong was via the embedded port in Mortal Kombat 2. You see, in Mortal Kombat 2 if you win 250 matches in a row, you get to play one round of pong. So one evening as a child, I spent what must have been 2 or 3 hours killing the fake player 2 in my copy of MK2, just to play Pong for 30 seconds. I felt like I had been massively trolled.

That tangent aside, I brought up mini consoles earlier. Indeed, even Nintendo got their start in the game industry with the Color TV Game 6 which was directly inspired by Pong's success. Let alone the NES Classic Mini and SNES Classic Mini some half century later.

It would be easy for me to look at Pong and go "who gives a fuck" but honestly, I can't help but admire this abstract world with nothing more than a few white pixels. Everything comes from something. Even if it's not the most fun game to a newcomer in 2024, it still has plenty of usages. After all, it's a great project to recreate in languages like GML for the sake of learning game development. In fact, a friend and I actually did that for a narrative driven minigame compilation game a while back. https://c-fhacks.itch.io/aikon

With its sheer influence on the industry, the fact it's so helpful for learning game development, and that it's perfectly playable, Pong deserves this score. Perhaps even higher.

Next time: Maze (1973)

i hate the idea of the "perfect game."

it's true tetris is, mechanically, without meaningful blemish. especially accounting for rerelease after rerelease, it has been polished to a gleaming shine. but it's an unadventurous mindset that decides something's worth on how few flaws you can find with it.

there's a rock-solid elegance to the purity of tetris' easy to learn, hard to master gameflow. but i can't deny that many iterations on it have been even more hypnotizing, if a little more lopsided.

tetris is a beautiful, pristine pearl of gaming history. but i can't help but find more value in the chipped diamond, myself.

i have no idea what compelled them to put such a cerebral amazing atmosphere into what is otherwise a fairly simple puzzle game but i am so glad they did. fantastic feelings.

Fun fact for all of you at home: did you know that Karnov, the big ol’ Russian man over on the left/top/whereverthepictureis there, was actually the mascot for Data East?......................... what kind of mascot is that? I mean, seriously, you’d think they would choose a more appealing and recognizable character for their mascot, such as with Joe or Mac, or maybe even the Bad Dudes if they are feeling special enough… you know, two sets of characters who have had a longer lasting time in the spotlight than him. But no, instead, you settle for this random fuck who only got one game, and then just randomly appeared in a bunch of other games afterwards. No clue what the reason for this was, but hey, who knows? Maybe the original game was just TOO perfect, where it never needed any kind of follow-up whatsoever, and they figured, since they could never improve from there, they just decided to stick with him. Well, you know what, I think it’s about time someone found out for sure.

I have never played this game before, but I had seen it before in videos, specifically with the NES version, and it looked… rough. I wouldn’t say it looked terrible, but it definitely looked on the cheaper side of NES arcade ports, something that you would buy little Jimmy for his birthday, thinking he would love it, until you then find him burning the cartridge in the backyard while roasting marshmallows over the fire. But hey, I didn’t wanna judge a book by its cover, despite how ugly it is, and since I couldn’t get the arcade version to work on my emulator, I ended up having to play the NES version instead, so now I could actually see if the game was as rough as I had initially thought it would be. Unsurprisingly though, after my playthrough, I did come to the conclusion that this game… just isn’t really that good, not to the point where I would say it is terrible or even that bad, but because of how unpolished, boring, and lifeless the package as a whole is.

The story is practically non-existent, where it just focuses on Karnov searching many different lands to try to find the ultimate treasure, which does make him very relatable, since I am also a big greedy dumbshit, but it doesn’t make me care anymore about anything that is happening. The graphics for the arcade version are very generic, looking and feeling like any other arcade game from the time, and as for the NES version… I mean, at least they don’t make me wanna rip out my eyeballs, so that’s kind of a plus, the music unfortunately suffers from Simpsons syndrome, where for a majority of the game, only one song plays, and if you aren’t a fan of that one song, then you are definitely gonna want to turn that shit down and throw on some peak music instead, and the gameplay/control feels exactly like a cheap arcade game from the late 80s should, not only replicating how flimsy and rigid it can be, but also that allowing the depression laying deep within me to fully come out and envelop me to where I wasn’t having that much of a good time.

The game is a 2D action platformer, where you take control of Karnov, go through a set of nine different levels through nine different, yet very similar looking locations, shoot fireballs all over the place to take out the many enemies before while you do the bare minimum platforming required for this game to be considered a platformer, gather plenty of items that can not only be used to upgrade your main attack, but also to assist you in many other ways that I will get into in a second, and take on plenty of bosses that are just as fair as you can expect (not at all), and thus become as fun to fight as you would expect (NOT AT ALL). It does everything it needs to do to be a platformer, and I’m sure that someone who has never played any other platformer in their lives could find some fun out of it, but someone like me, who has been playing platformers even before I could fully comprehend I was alive, it is basically nothing to me.

Most of what you will find in this game is as standard as it gets, with the typical platforming tropes that you would come to expect, none of it having the proper care or thought put into it to where it becomes as addicting or fun as many other games on the market at the time. However, to the game’s credit, there was one element of the game that was somewhat creative and interesting, and that was the many items that you get throughout the game. Of course, there are the typical items you would get from this kind of game, such as the fireballs that upgrades your shot up to being able to shoot three fireballs at once, but there are also plenty of items that actually allow you to mess around with the environment and whatever’s in it, such as a ladder that you can use to reach certain places, bombs which can be used to blow up walls, shoes that let you jump higher, and even wings that allow you to fly along a certain distance before they run out. That is all pretty neat and all, but of course, there is a catch to it, and by that I mean, while all these items are cool, none of them are really all that useful. There are rarely any points in the game where it feels like you need to use these items to proceed forward, with the exception of Stages 7 and 8, where you are required to use some of them to beat the stages, and in every other instance, there just isn’t really any need to use them, making me question why they were included in the first place.

Not only that, but the game also carries along a lot of the typical problems that arcade games from this generation usually have, such as arcade syndrome, where it throws a bunch of enemies at you at once while saying “What are you talking about, that’s fair difficulty! Everyone’s doing it, so it has to be true”, and there are bosses that repeated throughout the game, especially the first boss, who is repeated CONSTANTLY throughout the whole game. Although, none of that really bothers me that much when compared to the biggest criticism that I have with the game as a whole: it just doesn’t feel fun to play. Everything about it just feels… wrong, from the way you control, to the way that levels are designed, to how you progress through some levels, and everything else in between. It feels like it is trying its best, like it is trying to be a good game with everything that it is trying, but at the end of the day, nothing meshes well together, and while it doesn’t make the game terrible, it doesn’t make me wanna think about it anymore then I already have.

Overall, despite having some creative ideas when it comes to the items it gives you, there is just nothing here to cohesively hold the entire game together to make one, solid package, and as a result, it ends up being kind of a mess, one that is one of the most poor and pathetic attempts at an arcade game that I have ever seen, but not one that is even worth getting too mad about, as there is just nothing to it as a whole. I wouldn’t really recommend it to anyone, unless you really wanna know where the mascot for Data East initially came from, but then again, you could probably find plenty of other Data East games that he just so happened to be in, and you would probably have a much better time with those as a result instead. And even then, again, some other gaming characters like Joe & Mac would’ve been a MUCH better choice for mascots for this company, as they were more prevalent icons. Speaking of which…….

Game #567

I love this dev. They come up with such smart and high concept ideas, and though this didnt hit in the way 7 Days did for me, I still enjoyed the time I spent with it. Normally, personality tests as a concept are something I don't particularly subscribe to (especially as a gameplay format), but in the case of Refind Self it works incredibly well. Playing as an android, simultaneously teaching her humanity while also exercising your own freedom of choice is a very endearing route of storytelling. The grief and kindness expressed through the options you chose, the limited amount of time you have to play reflecting the wind-up android's existence... as seems to always be the case, this dev is very careful and smart in the way they go about presenting their world. I love their artstyle, love the philosophy behind it. The only thing I could say these games lack is music, as each only has a few tracks (few meaning 2 or 3) that don't loop especially well. Highly suggest this dev's catalog for anyone looking for a unique and short, lovingly crafted experience. Really excited to see what they put out next ☆