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Rusty bucket menu
Rusty bucket menu









Instant kills by questions about Gruntilda that you would have only known if you went around asking her sister. It's an interesting fight, but god is it frustrating. I was fully completing the early levels but even then by the end of the game I had to backtrack for more notes and jiggies. The game's requirements: Unlike Mario 64 that requires you to get like 60% of the stars to get to the final boss, this game requires you to get like 90% of both jiggies and notes. So many times in this game did I intend to do one move, only for the analog to register another move. It especially comes to a head at the final boss which requires you to shoot and aim quickly or else you'll be hit. I don't know if this is especially bad on the switch, but having both your camera controls and moves on one analog is a nightmare. The controls: Aiming in this game is abysmal. Missed that one note? too bad, gotta do it all over again. There's just too much you constantly have to look out for.

rusty bucket menu

Skulls, notes, jiggies, those little guys, etc. Too many items to collect in each level. Backtracking to every level due to an overly complicated map and no way of quickly travelling to worlds. Progression being locked behind both notes and jiggies. The sense of discovery: There's a lot of optional fun stuff in the game and the hub is at least interesting and diverse in its sections. The world design : Some of the stages in this game are hands down some of the best the genre has ever seen. So I decided to give it a play since it was on NSO and my experience has been.mixed.

rusty bucket menu

And I replayed once more when it came out from XBLA, but haven't played it since. I got it when it first came out on the N64 and remember thinking it was incredibly imaginative and used the collectathon structure set by Mario 64 really well. I've recently been replaying Banjo Kazooie on NSO and it's a game that I've always held in high regards.











Rusty bucket menu