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==Gameplay== |
==Gameplay== |
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[[File:Banjo-Kazooie-gameplay.jpg|thumb|left|Screenshot of the first level in the game. Collecting musical notes grants players access to new inner sections of the game's overworld.]] |
[[File:Banjo-Kazooie-gameplay.jpg|thumb|left|Screenshot of the first level in the game. Collecting musical notes grants players access to new inner sections of the game's overworld.]] |
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''Banjo-Kazooie'' es un [[videojuego de plataforma]] para [[Single-player video game|un solo jugador]] en donde el jugador controla a los protagonistas Banjo y Kazooie. El juego está dividido en nueve [[Level (video gaming)|niveles]] |
''Banjo-Kazooie'' es un [[videojuego de plataforma]] para [[Single-player video game|un solo jugador]] en donde el jugador controla a los protagonistas Banjo y Kazooie. El juego está dividido en nueve [[Level (video gaming)|niveles]] del tipo [[Open world|mundo abierto]] donde el jugador debe recolectar notas musicales y piezas de rompecabezas, o "Jiggies", para progresar en el juego.<ref name="game-manual"/> Los jugadores transitan de un nivel al otro a través de la guarida de Gruntilda, que llega a servir como el [[mundo principal]] del juego. Los Jiggies permiten al jugador completar los rompecabezas que permiten la entrada a niveles bloqueados, mientras que las notas musicales permiten el acceso a nuevas secciones de la guarida de Gruntilda. <ref name="game-manual"/> Así como ''[[Super Mario 64]]'', el modo de juego esta diseñado en una manera que se le llama [[Nonlinear gameplay|no lineal]],<ref name="NG magazine"/><ref name="IGN review"/> ya que los jugadores no están forzados a recolectar todos los jiggies ni todas las notas musicales de ningún nivel en particular para poder proceder al siguiente. Es también posible saltarse ciertos niveles siempre y cuando el jugador tenga los ítems necesarios para progresar y llegar a uno más adentrado.<ref name="NG magazine"/> |
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Cada nivel está compuesto por un número de desafíos que involucra resolver [[Puzzle video game|acertijos]], brincar obstáculos, recolectar objetos y derrotar oponentes.<ref name="game-manual"/> El juego también presenta algunos elementos del género [[acción y aventura]]. Los jugadores a veces tienen que hablar con los [[Non-player character|NPC (Non-player character)]] y luego encontrar una manera de ayudarlos.<ref name="IGN review"/> Es también posible incrementar la [[Health (gaming)| vida]] de Banjo y Kazooie's tras recolectar panales extras a lo largo de los niveles.<ref name="game-manual"/> Banjo y Kazooie pueden realizar un amplio rango de habilidades como brincar, trepar, nadar, volar y rodarse en enemigos.<ref name="game-manual"/> Muchos de estos movimientos son aprendidos tras encontrar a Bottles, un topo amigable, dentro de los mundos. Algunos movimientos requieren de ítems específicos para que puedan ser ejecutados; por ejemplo, las plumas rojas son usadas por Banjo y Kazooie para volar mientras que las plumas doradas son usadas para protegerse de todo tipo de daño.<ref name="game-manual"/> Algunos ítems también permiten al personaje adquirir habilidades temporales en un momento en particular; por ejemplo, los "turbo trainers" proveen un estallido de velocidad para alcanzar un cierto destino a tiempo.<ref name="game-manual"/> |
Cada nivel está compuesto por un número de desafíos que involucra resolver [[Puzzle video game|acertijos]], brincar obstáculos, recolectar objetos y derrotar oponentes.<ref name="game-manual"/> El juego también presenta algunos elementos del género [[acción y aventura]]. Los jugadores a veces tienen que hablar con los [[Non-player character|NPC (Non-player character)]] y luego encontrar una manera de ayudarlos.<ref name="IGN review"/> Es también posible incrementar la [[Health (gaming)| vida]] de Banjo y Kazooie's tras recolectar panales extras a lo largo de los niveles.<ref name="game-manual"/> Banjo y Kazooie pueden realizar un amplio rango de habilidades como brincar, trepar, nadar, volar y rodarse en enemigos.<ref name="game-manual"/> Muchos de estos movimientos son aprendidos tras encontrar a Bottles, un topo amigable, dentro de los mundos. Algunos movimientos requieren de ítems específicos para que puedan ser ejecutados; por ejemplo, las plumas rojas son usadas por Banjo y Kazooie para volar mientras que las plumas doradas son usadas para protegerse de todo tipo de daño.<ref name="game-manual"/> Algunos ítems también permiten al personaje adquirir habilidades temporales en un momento en particular; por ejemplo, los "turbo trainers" proveen un estallido de velocidad para alcanzar un cierto destino a tiempo.<ref name="game-manual"/> |
Revisión del 04:45 29 ago 2014
Plantilla:EngvarB Plantilla:About Plantilla:Good article
Gameplay
Banjo-Kazooie es un videojuego de plataforma para un solo jugador en donde el jugador controla a los protagonistas Banjo y Kazooie. El juego está dividido en nueve niveles del tipo mundo abierto donde el jugador debe recolectar notas musicales y piezas de rompecabezas, o "Jiggies", para progresar en el juego.[1] Los jugadores transitan de un nivel al otro a través de la guarida de Gruntilda, que llega a servir como el mundo principal del juego. Los Jiggies permiten al jugador completar los rompecabezas que permiten la entrada a niveles bloqueados, mientras que las notas musicales permiten el acceso a nuevas secciones de la guarida de Gruntilda. [1] Así como Super Mario 64, el modo de juego esta diseñado en una manera que se le llama no lineal,[2][3] ya que los jugadores no están forzados a recolectar todos los jiggies ni todas las notas musicales de ningún nivel en particular para poder proceder al siguiente. Es también posible saltarse ciertos niveles siempre y cuando el jugador tenga los ítems necesarios para progresar y llegar a uno más adentrado.[2]
Cada nivel está compuesto por un número de desafíos que involucra resolver acertijos, brincar obstáculos, recolectar objetos y derrotar oponentes.[1] El juego también presenta algunos elementos del género acción y aventura. Los jugadores a veces tienen que hablar con los NPC (Non-player character) y luego encontrar una manera de ayudarlos.[3] Es también posible incrementar la vida de Banjo y Kazooie's tras recolectar panales extras a lo largo de los niveles.[1] Banjo y Kazooie pueden realizar un amplio rango de habilidades como brincar, trepar, nadar, volar y rodarse en enemigos.[1] Muchos de estos movimientos son aprendidos tras encontrar a Bottles, un topo amigable, dentro de los mundos. Algunos movimientos requieren de ítems específicos para que puedan ser ejecutados; por ejemplo, las plumas rojas son usadas por Banjo y Kazooie para volar mientras que las plumas doradas son usadas para protegerse de todo tipo de daño.[1] Algunos ítems también permiten al personaje adquirir habilidades temporales en un momento en particular; por ejemplo, los "turbo trainers" proveen un estallido de velocidad para alcanzar un cierto destino a tiempo.[1]
Banjo y Kazooie se encuentran ocasionalmente ayudados por Mumbo Jumbo, un shaman que usa sus poderes mágicos para transformarlos en diferentes criaturas incluyendo una termita, calabaza, abeja, morsa e incluso un cocodrilo.[1] Estas transformaciones tienen sus propias características especiales y permiten al jugador a poder tener acceso a lugares que antes resultaban inaccesibles; por ejemplo; la morsa resiste los efectos del agua casi congelada. Los tokens de Mumbo que se encuentran esparcidos a lo largo del juego permiten el proceso de transformación. El juego también incluye trampas que el jugador puede desbloquear tras recolectar páginas del libro de hechizos de Gruntilda que se llama "Cheato" .[1]
Plot
Plantilla:Banjo-Kazooie chronology Banjo-Kazooie is set in the Spiral Mountain and follows the story of Banjo, a male brown honey bear, and Kazooie, a red female bird who is always kept in Banjo's backpack. The game begins when a foul-tempered witch named Gruntilda learns from her cauldron that Tooty, Banjo's younger sister, is a beautiful girl.[4] Jealous, Gruntilda creates a machine which can transfer a person's level of beauty to another, which she intends to use with Tooty.[5] She then abducts Tooty from Banjo's house while he is sleeping.[6] In response to the kidnapping, Kazooie wakes Banjo up and the two set out to rescue her.
Banjo and Kazooie learn from their friend, Bottles the mole, that Tooty was captured by Gruntilda and suggests they need some training to collect musical notes and jigsaw pieces to progress through Gruntilda's lair.[7] By the time most of the musical notes and jiggies are gathered, Banjo and Kazooie face Gruntilda in a trivia game show named "Grunty's Furnace Fun". The game presents questions and challenges related to certain aspects of the game. After going through several game boards, the two win the game and Gruntilda flees. Reunited with Tooty, Banjo and Kazooie return home and celebrate their victory with their friends and a barbecue. However, Tooty reminds everyone that Gruntilda has fled and tells Banjo and Kazooie to defeat her.[8]
The duo returns to Gruntilda's lair and reach the top of the tower, where they face a battle with Gruntilda. With the help of some friendly creatures called Jinjos, Banjo and Kazooie manage to defeat Gruntilda, trapping her below a boulder. Returning to their home, Banjo and Kazooie go on vacation at a beach with their friends and celebrate their victory. The game ends with Gruntilda swearing revenge against Banjo and Kazooie and calling for her henchman Klungo to move the boulder that is covering her.[9]
Development
Banjo-Kazooie was developed by the same team that developed Donkey Kong Country 2: Diddy's Kong Quest.[10] Development of the game began in late 1995 for the Super Nintendo Entertainment System under the project name Dream and used Rare's "ACM" (Advanced Computer Modeling) graphics technology, first used in Donkey Kong Country, to a very advanced level.[10] Dream was originally suggested as an adventure game that starred a boy named Edison, who owned a wooden sword and got into trouble with a group of pirates led by a captain named Blackeye.[10] However, Edison was eventually replaced as Rare felt he was "too generic".[10] The developers first tried with a rabbit and later a bear, who became Banjo.[10]
The development was then transferred to the Nintendo 64.[10] Around the same time, Rare was interested in making a more action-based game that focused totally on Banjo and his abilities.[10] To this end, the team created Kazooie. "We came up with the idea that a pair of wings could appear from [Banjo's] backpack to help him perform a 'double-jump',"[10] Gregg Mayles, director of the game, explained. "We also wanted [him] to be able to run very fast when required... so we added a pair of 'fast-running' legs that appeared from the bottom of the backpack... and soon [...] we came up with the logical conclusion that these could belong to another character, one that actually lived in Banjo's backpack."[10] Instead of actual dialogue, the characters feature "mumbling" voices. This choice was made to convey their personalities without them actually speaking, as Rare believed the actual speech "could ruin the player's perception of the characters."[10]
The game's soundtrack was composed by Grant Kirkhope, who previously wrote half the music for GoldenEye 007.[11] The themes heard in the game were designed to be very interactive, which dynamically change to reflect the player's location.[3] For example, whenever the player submerges in water, the music changes into a harp arrangement of the main world theme for an aquatic ambiance. The music gradually fades from one style to the next without pause, while the overall composition loops continuously.[3] An incomplete soundtrack album of the game was later released in 1998.[12]
Banjo-Kazooie also employed a very advanced technique to render the graphics. The characters were created with minimal amounts of texturing to give them a sharp and clean look, while the backgrounds often used very large textures split into 64*64 pieces, which was the largest texture size the Nintendo 64 could render.[10] As a result, this technique caused significant memory fragmentation issues. However, the development team managed to create a proprietary system that could "reshuffle" memory as players played through the game to solve the fragmentation.[10] According to lead programmer Chris Sutherland, "I'd doubt many N64 games of the time did anything like that".[10]
Rare also planned to include an additional game mode as well as more worlds to the game's current content, but time constraints dictated otherwise.[10] In addition, a feature called "Stop 'N' Swop", which would apparently have allowed data to be transferred between both Banjo-Kazooie and its then-future sequel Banjo-Tooie, remains incomplete in the original version of the game.[10] It was later revealed that one of the reasons the feature was never fully implemented was due to technical difficulties in the Nintendo 64 hardware.[13] In June 1997, a working version of the game was shown at the Electronic Entertainment Expo.[14] Banjo-Kazooie was initially scheduled for a release in late 1997, but it was delayed several months.[15] It was eventually released on 29 June 1998 in North America, and 17 July 1998 in Europe.[16]
Reception
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Banjo-Kazooie was a critical and commercial success, selling more than 1.8 million copies in the United States and more than 405,000 units in Japan.[23][24] The game has an aggregated score of 92 out of 100 at Metacritic, which is considered "universal acclaim".[21] GamePro described Banjo-Kazooie as a "more complex, more fluid, and more attractive game than its plumber predecessor Super Mario 64. It's sure to have even the staunchest [Nintendo 64] critics raising their eyebrows."[17] Journalist Peer Schneider, writing for IGN, awarded the game a rating of 9.6 out of 10, stating that the game "is the best 3D platformer [he has] ever played, and a more than worthy successor to Super Mario 64".[3]
Reviewers also praised the title for its detailed graphics.[3][18] Jeff Gerstmann of GameSpot wrote: "graphically, Banjo-Kazooie takes it to another level. The game maintains the look and feel of Mario 64, but instead of flat, shaded polygons, BK uses a lot of textures".[18] The game's long draw distance, solid frame rate, and differently themed worlds were highlighted very positively.[3] Critics also praised the game's dynamic soundtrack. Peer Schneider remarked that this feature "lets players know where they are going. This happens all the time and in every level. It's all very Disney-esque."[3] The sound effects received similar praise, with many editors crediting the unique and diverse speech patterns of the characters.[3][18]
The game was often called a Super Mario 64 clone for its similarity in gameplay.[18][20][25] Gerstmann compared it favourably to Mario, saying that "it doesn't stray too far from the formula, but it makes the logical progressions you would expect Nintendo to make."[18] Game Informer observed that, while both games are very similar, Banjo-Kazooie has less emphasis on the platforming and more on exploration.[25] Schneider noted that the worlds in Banjo-Kazooie are "bigger, more detailed and are filled with interactive characters at every corner."[3] Colin Williamson of Allgame stated similar pros, crediting the level design as "simply delightful, loaded with creativity, secrets, and memorable characters."[20] Additionally, the characters interaction and writing were said to be "clever", featuring double-meanings in certain moments.[3] One habitually-criticized aspect of the game was its flawed camera system.[19][20] Game Revolution remarked it can occasionally be in a bad angle to gauge a jump properly.[19]
In 1999, Banjo-Kazooie received two awards from the Academy of Interactive Arts & Sciences: Console Action Game of the Year and Outstanding Achievement in Art/Graphics.[26] Similarly, IGN awarded the game Overall Best Graphics of 1998,[27] Best Texture Design of 1998,[27] and Best Music of 1998.[28] In 2000, the game was ranked number seventh on IGN's list of The Top 25 N64 Games of All Time.[29] In 2009, Game Informer ranked the game 71st in their list of the Top 100 Games Of All Time.[30]
Legacy
Banjo-Kazooie's critical and commercial success led Rare to begin development of a sequel titled Banjo-Tooie, also for the Nintendo 64. Banjo-Tooie was released on 20 November 2000 to very positive reviews,[31] and largely adopts the gameplay mechanics of its predecessor.[32] The characters Banjo and Kazooie proved to be popular and made cameo appearances in subsequent Rare games such as Conker's Bad Fur Day and Grabbed by the Ghoulies.[33] The series continued to be developed with the release of the handheld games Banjo-Kazooie: Grunty's Revenge and Banjo-Pilot for the Game Boy Advance. In 2008, a third main game titled Banjo-Kazooie: Nuts & Bolts was released for the Xbox 360 to generally favourable reviews.[34] The gameplay of Nuts & Bolts is a departure from the previous games in that, rather than learning new moves to continue, the player must instead build vehicles of all shapes and sizes to complete challenges.[35]
An Xbox Live Arcade version of Banjo-Kazooie, developed by 4J Studios, was also released for the Xbox 360 on 3 December 2008.[36][37] This version runs in a full widescreen mode, includes achievements, and supports the "Stop 'N' Swop" connectivity that was incomplete in the Nintendo 64 game, used now to unlock features in both Banjo-Kazooie: Nuts & Bolts and the then-upcoming Xbox Live Arcade version of Banjo-Tooie.[38][39] The Xbox Live Arcade version was generally well received by critics, featuring an aggregate score of 77 out of 100 at Metacritic.[40] While some publications such as Eurogamer considered the relatively unchanged game to be outdated,[41] several agreed that the Xbox Live Arcade version is a solid resurrection of a classic.[42][43] In 2009, IGN ranked it seventh on its list of Top 10 Xbox Live Arcade Games, with editor Cam Shea stating that while the game is "not perfect, it was a landmark title for a reason".[44] The Xbox Live Arcade version of Banjo-Tooie was eventually released in 2009 to a similar reception.[45]
References
- ↑ a b c d e f g h i Rare Staff (1998). Banjo-Kazooie Instruction Booklet. Nintendo. NUS-NBKE-USA.
- ↑ a b «Banjo-Kazooie». Next Generation Magazine. 7 April 1998. Archivado desde el original el 3 March 2000. Consultado el 14 January 2012.
- ↑ a b c d e f g h i j k l Peer Schneider (1 July 1998). «Banjo-Kazooie Review». IGN. Archivado desde el original el 23 March 2010. Consultado el 13 January 2012.
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Opening sequence. “Dingpot: Err.. but there is this girl... / Gruntilda: What d'you mean, this cannot be, there's no one prettier than me! / Dingpot: Why, it's Tooty, young and small, she's the prettiest girl of all!”
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Gruntilda's Lair. “Gruntilda: This fine contraption, so I'm told, will make me young and Tooty old!”
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Opening sequence. “Gruntilda: Come to me, my little pretty, you'll soon be ugly, what a pity! [Swoops down and catches Tooty]”
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Opening sequence. “Bottles: The ugly witch Gruntilda swooped down out of the sky and grabbed her! / Kazooie: Calm down, geeky we'll get her back! Where did she go? / Bottles: She flew up to her mountain lair! It's really dangerous, so you'll probably need some training before you go up there!”
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Spiral Mountain. “Tooty: What's the party for? Grunty got away, so get back up there and finish the job!”
- ↑ Rare. Banjo-Kazooie. Nintendo. Nintendo 64. Nivel/área: Ending sequence. “Gruntilda: All the Jiggies you did snatch, but I'll be back for my rematch!”
- ↑ a b c d e f g h i j k l m n ñ «The Making of Banjo-Kazooie». Retro Gamer (36): 18-25. March 2007.
- ↑ IGN Music (13 October 2008). «9 Videogame Composers to Watch». IGN. Archivado desde el original el 8 August 2013. Consultado el 8 August 2013.
- ↑ «Banjo-Kazooie Game Soundtrack». Square Enix Music. Archivado desde el original el 10 April 2012. Consultado el 24 January 2012.
- ↑ Stephen Totilo (23 de mayo de 2008). «Why I Finally Accept What Happened To That 'Banjo Kazooie' Stop N Swop Thing». MTV. Archivado desde el original el 8 February 2012. Consultado el 14 January 2012.
- ↑ IGN Staff (19 June 1997). «E3: Banjo-Kazooie rocks E3!». IGN. Archivado desde el original el 8 August 2013. Consultado el 8 August 2013.
- ↑ IGN Staff (11 September 1997). «Banjo-Kazooie Still Delayed». IGN. Archivado desde el original el 8 August 2013. Consultado el 8 August 2013.
- ↑ «Banjo-Kazooie Related Games (Release Summary)». GameSpot. Archivado desde el original el 20 April 2012. Consultado el 10 January 2012.
- ↑ a b Air Hendrix (24 November 2000). «Banjo-Kazooie». GamePro. Archivado desde el original el 13 January 2009. Consultado el 23 November 2008.
- ↑ a b c d e f Gerstmann, Jeff (1 July 1998). «Banjo-Kazooie Review». GameSpot. Archivado desde el original el 19 April 2012. Consultado el 13 January 2012.
- ↑ a b c Colin (1 July 1998). «Banjo-Kazooie Review». Game Revolution. Archivado desde el original el 6 October 2012. Consultado el 13 January 2012.
- ↑ a b c d Colin Williamson. «Banjo-Kazooie Review». Allgame. Consultado el 13 January 2012.
- ↑ a b «Banjo-Kazooie». Metacritic. Archivado desde el original el 2 February 2013. Consultado el 13 January 2012.
- ↑ «Banjo-Kazooie». GameRankings. Archivado desde el original el 6 January 2012. Consultado el 13 January 2012.
- ↑ «US Platinum Videogame Chart». The Magic Box. 27 December 2007. Archivado desde el original el 16 July 2011. Consultado el 3 August 2008.
- ↑ «Nintendo 64 Japanese Ranking». Japan Game Charts. 10 April 2008. Archivado desde el original el 30 December 2009. Consultado el 24 de mayo de 2008.
- ↑ a b Game Informer Staff (2 February 1998). «A Bear of a Game». Game Informer. Archivado desde el original el 1 de mayo de 1999. Consultado el 13 January 2012.
- ↑ «1999 Interactive Achievement Awards». Academy of Interactive Arts & Sciences. Archivado desde el original el 26 July 2011. Consultado el 13 January 2012.
- ↑ a b IGN Staff (6 February 1999). «Best Graphics of 1998». IGN. Archivado desde el original el 8 August 2013. Consultado el 8 August 2013.
- ↑ IGN Staff (6 February 1999). «Best Sound of 1998». IGN. Archivado desde el original el 24 June 2014. Consultado el 24 June 2014.
- ↑ IGN Staff (15 June 2000). «The Top 25 N64 Games of All Time: #6-10». IGN. Archivado desde el original el 14 September 2012. Consultado el 13 January 2012.
- ↑ Jeff Cork (16 November 2009). «Game Informer's Top 100 Games Of All Time (Circa Issue 100)». Game Informer. Archivado desde el original el 8 April 2010. Consultado el 28 January 2012.
- ↑ «Banjo-Tooie». Metacritic. Archivado desde el original el 15 April 2012. Consultado el 14 January 2012.
- ↑ Fran Mirabella III (20 November 2000). «Banjo-Tooie». IGN. Archivado desde el original el 26 October 2009. Consultado el 14 January 2012.
- ↑ Andy Robinson (17 July 2008). «MS sees Banjo as Mario-like 360 mascot». Computer and Video Games. Archivado desde el original el 8 August 2013. Consultado el 14 January 2012.
- ↑ «Banjo-Kazooie: Nuts & Bolts». Metacritic. Archivado desde el original el 15 April 2012. Consultado el 14 January 2012.
- ↑ Erik Brudvig (5 November 2008). «Banjo-Kazooie: Nuts & Bolts Review». IGN. Archivado desde el original el 26 January 2009. Consultado el 14 January 2012.
- ↑ Erik Brudvig (14 July 2008). «E3 2008: Banjo-Kazooie Hops on Live Arcade». IGN. Archivado desde el original el 8 August 2013. Consultado el 8 August 2013.
- ↑ Ryan Geddes (24 September 2008). «Banjo-Kazooie Dated For XBLA». IGN. Archivado desde el original el 13 July 2011. Consultado el 14 January 2012.
- ↑ Erik Brudvig (25 September 2008). «Banjo-Kazooie Hands-on». IGN. Archivado desde el original el 5 November 2008. Consultado el 14 January 2012.
- ↑ Daemon Hatfield (29 April 2009). «Banjo-Tooie Review». IGN. Archivado desde el original el 12 June 2013. Consultado el 10 March 2014.
- ↑ «Banjo-Kazooie». Metacritic. Archivado desde el original el 21 October 2011. Consultado el 14 January 2012.
- ↑ Kristan Reed (25 November 2008). «Banjo-Kazooie Review». Eurogamer. Archivado desde el original el 7 September 2011. Consultado el 14 January 2012.
- ↑ Mark Melnychuk (21 December 2008). «Xbox Live Arcade Review - 'Banjo-Kazooie'». Worthplaying. Archivado desde el original el 14 de mayo de 2010. Consultado el 14 January 2012.
- ↑ Erik Brudvig (6 November 2008). «Banjo-Kazooie Review». IGN. Archivado desde el original el 10 January 2012. Consultado el 14 January 2012.
- ↑ Cam Shea (7 de mayo de 2009). «IGN's Top 10 Xbox Live Arcade Games». IGN. Archivado desde el original el 13 April 2012. Consultado el 7 August 2009.
- ↑ «Banjo-Tooie». Metacritic. Archivado desde el original el 10 March 2014. Consultado el 10 March 2014.
External links
- Banjo-Kazooie at Xbox.com
Plantilla:Banjo-Kazooie Plantilla:Rare
- Portal:1990s. Xbox.