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Mingy Jongo: Finding a Lost Platformer.

Early in September, the Mingy Jongo twitter handle (@MingyJongo) popped up, seemingly out of nowhere. In the description, a message reads: “Let’s make the spiritual successor to Banjo-Tooie! Core members of the original team are ready to go. All we need is your support. So join us today!”

It’s the earliest stage a video game project can be in when you don’t have the team fully formed and you’re really just at the point of seeing if people will be interested, but even the possibility of a successor to the Banjo-Kazooie series already has a good group of gamers excited. The very idea of it has people calling for a Kickstarter without hesitation, and the Mingy Jongo twitter has suggested that as a possible approach, considering all the success so many other video game projects have had with the fund-raising service this year. It really could only be a matter of publicity before the project really starts to develop in that direction.

I like to think this year showed us the potential for good and bad that Kickstarter can offer gaming. Let’s just say, for every Double Fine Adventure I was excited for, there was an Ouya that I didn’t really feel sold on. And for better or worse, projects like those had the presentations that were needed to make those ideas a reality. The Mingy Jongo Project really doesn’t have that just yet, which makes it a bit of a leap of faith to support it. Right now it’s really just a guy on Twitter asking us if we like Banjo and Googly eyes (Of course we do. Come on!).

But while I will be expecting a bit more of a clear vision of what they’re trying to make should any Kickstarter appear, there’s something about this project that has me willing to throw my logic to the side and wanting to support them.

The whole idea of this just seems to send this message from the developer to fans that’s saying, “We know why you guys loved this and we know why you want that feeling again, because we do to.”

Like many people, platformers were some of the first games I played, and I’ve only come to love them more as time has gone by. It doesn’t matter if they’re 2D or 3D, or whether they’re based around challenge, puzzle-solving, collecting, or anything in between. These types of games have potential to get their hooks in pretty deeply for me, and Banjo-Kazooie was one that would leave a big impression on me growing up.

While I was particularly terrible at the game, when BK came out in 1998, it led the charge for a new sort of platformer game: 3D, exploration-based collectathons. While games like Super Mario 64 certainly had a sense of exploration to the levels, there was still a bit of a linear structure to the goals in that you took each star one at a time. Many stars in the game required that you had entered the level for that specific goal as certain events had to be happening in them. There’s nothing wrong with that, as we’ve seen with the Mario Galaxy games choosing to keep that same style of level design, but Banjo, and many other noteworthy platform games around this time chose a different approach.

Banjo-Kazooie gave players access to the levels in their entirety. Rather than having them jump in and out for different goals, everything you could do in these large, unique locations was available to you (aside from the occasional obstacle requiring an ability you hadn’t unlocked). Scattered throughout the levels are tons of shiny and colorful collectables to help you progress in some manner, and to get all of them, you would have to investigate every corner of each world and interact with the level’s inhabitants.

Banjo-Kazooie would later get a very popular sequel in Banjo-Tooie, which made the worlds even bigger and added more stuff to find in them. Plenty of other games like the original Spyro the Dragon trilogy would use a similar exploration/collectathon set-up, and this would last all the way up into the early days of the PS2 with titles like Jak and Daxter: The Precursor Legacy. Even games like the more recent Ratchet & Clank titles still carry the spirit of these sorts of platformers to some extent, even if it’s not as much as I would like.

Unfortunately, platformer developers started to feel like these types of games weren’t giving players enough in terms of gameplay, and we began to see platformers dip their toes into other genres. Just as an example, the Jak games became about navigating a GTA-style sandbox to get from level to level and shooting things. It wasn’t bad, but it no longer carried the same enjoyable simplicity of being in a colorful world to run around in, explore, and collect to your heart’s content. Platformers had simply changed, and if it wasn’t apparent before, Rare was going to make it very clear with the next Banjo game, Nuts & Bolts.

When it was just teasers, fans were thinking Rare, after many years of waiting and getting picked up by Microsoft, was finally going to give them the “Banjo-Threeie” that they wanted. What they got instead was a game mostly focused on vehicle building and driving-based missions, much to their confusion. The next Banjo game went through a lot of different ideas before it became Nuts & Bolts, and you may be able to notice that uncertainty in development when you play the game. If you just drive around the levels, you may notice a familiar style to them. The locations were full of different paths, trees, pools of water, and all the other things you would interact with in the N64 games, but with nothing shiny to collect and all the characters clearly labled on a map, these places end up feeling a bit empty and the sense of discovery is lost.

Whether you like Nuts & Bolts or you’re like me and don’t (Banjo game or not, I just don’t find it particularly fun) isn’t really the point. The point is that Rare clearly stopped believing in what made the original Banjo games so special. Banjo Designer Gregg Mayles even said leading up to the release of Nuts & Bolts that they wanted to bring Banjo into the future, and that seemed to require some extreme twists. Maybe you find those changes to be interesting and enjoyable, but it really isn’t carrying the Banjo-style game forward so much as it’s trying to change what those games are.

“[...]our aim is to take the 3D platform adventuring game into the next generation and do something more than just adding polygons. Some fans look back fondly and want more of the same, but the Banjo of yesteryear has no real place in tomorrow’s market on the Xbox 360. What we want to do is retain all the elements that made the first two games so loved, but also try things that breathe new life into a genre that has sadly been neglected for many years.” -Gregg Mayles

If I had to guess, I’d say N&B came out of a desire to progress creatively and a lack of faith in an older formula, and honestly, I can’t blame Rare for either. Developers should want to try new things, and developers and fans alike gave up on the exploration/collectathon platformers from a decade ago. This isn’t me trying to lay into Rare for not giving us the Banjo game we’ve wanted. This is me saying we shouldn’t have given up on this particular type of game, because it didn’t stop being fun.

Some gamers see collectathon platformers as a chore, and I can understand that. As much as I enjoy getting that percentage complete meter to 100% (and beyond in many cases), I know that not everyone is interested in completing a game to that extent. But I feel like people who call games like Banjo-Kazooie a collectathon, as if it’s an insult, don’t get why you were really collecting things in these games. The shiny objects all over the map weren’t there to be a chore. They were there to motivate you to explore everything the levels had to offer. A trail of notes could lead you to another great character or obstacle that could lead you to another jiggy, and collecting enough of them meant you could progress to new locations. As opposed to 2D Collectathons where the collectibles were mostly there for some extra challenge, in these 3D games it was just a different style of motivating the player to continue.

Developers as well seemed to have forgotten that we weren’t playing these sorts of games because we loved to cross items off a checklist or that we now needed guns or cars to really keep our attention. Colorful characters, unique humor, simple but solid gameplay that adapted to a variety of settings, and great level design with a sense of freedom unlike any other type of platformer was what kept us playing those games. More importantly, it’s also what could bring us back.

Perhaps it’s just nostalgia blinding me, but I really do feel as if we’ve lost sight of something special in these sorts of games in the name of progress. Moving genres forward can be a great thing, but we may have failed to bring the spirit of these types of 3D platformers along.

Nothing may come of this Mingy Jongo thing, but I’m willing to give my support for the chance that this specific type of game that I adore gets a shot at a comeback. It’s certainly too early to get too excited but while Mingy Jongo is not able to promise us the bear and the bird, it could be our best bet at getting what made them, and others like them, great.

Posted in Op Ed by Ben Matlock on October 1, 2012