Honestly, the tag barrel itself is fine. The problem is the decision to make Colored Bananas and Blueprints kong-sensitive, creating this really annoying situation where a collectable is *right there* but you can't pick it up because it's spray-painted the wrong color.
Completely agree, though I don’t mind the blueprints as much as I do the bananas. It’s so frustrating to have to haul back to a barrel just to collect a few bananas. Even worse if you’re forgetful like me and have to remember where they were in the first place.
I don't even think making them Kong sensitive is that bad of a problem. The issue for me is how they're placed. Coloured bananas should have been used as a way to guide players to challenges specific to that Kong but instead they're placed in a way that forces you to backtrack multiple times for no reason. The worst spot from memory is in Fungi Forest connecting hallways where One Kong opens the first gate, another Kong has coloured bananas placed along the hall, and a third needs to open the Second gate.
@@veridisquo77 yeah if every level was like Creepy Castle I don't think this game would get quite as many complaints. It's crazy how well the last level in the game was implemented vs every other level in the game.
@@veridisquo77 There are plenty of problems with them. All of those problems combined makes it a very bad mechanic. Making them guide the player to a collectible, no matter if that collectible is required or optional, means that the guiding bananas themselves wouldn't need to be a collectible as they already indirectly serve that purpose. The only good part about them that I can think of is that they are visually interesting and that they have a nice sound effect when collected. The rest of how they are implemented is seriously flawed and poorly executed.
The problem is when Lanky balloons are behind a Chunky gate or Diddy has a balloon in a DK-only cave. If placed correctly, the bananas tell the player which kong is needed even from a distance. Creepy Castle does this sometimes.
The Tag challenge was really interesting i wasn't expecting it to be SO LOW it's actually impressive and it really makes routing different and i really wanna try it out and see if there's a way to actually lower the count even more or if 40 is the most optimal number. Great video Cloud!
Personally, I include turning off the game and reloading to play as DK a tag. I mean, it's even more time consuming than just going to a barrel, so it doesn't really deflect the tag barrel criticism.
@Big Baller that's a fair point, although this video wasn't really meant to address or confront the Tag Barrel criticism, it was more just a fun thought experiment
tbh it is possible to beat it without really tagging anyone, the any% speedrun is crazy insane and i recommend you check out the wr run ( i know its supposed to be casual, but you really can just beat the game with donkey kong)
personally though I would still count any time that he restarts the game to turn into DK because while yes technically he's not using the tag barrel to tag the whole point of the restart IS to tag, though I wouldn't count optimization like the k.rool cutout boss because that actually is a switch tech, while save and quitting sounds less like switch tech and more just semantics to achieve the same goal probably increasing the backtracking count in the process of avoiding the tag barrel count
I remember really really loving DK64 as a kid. I never beat it. I was very close to the end, but was missing 1 Golden Key. Going back to it, the game is definitely intimidating in terms of tedium. But during the age of my youth, where I only got new games once a year for either Christmas or my birthday, the amount of playtime of a game like this was a dream come true.
@@mathewpercy3292 Pretty sure I was. I was in the last level, Hideout Helm. And there was a Golden Key behind some glass that I never figured out how to get.
I agree we only had so many opportunities to get a game in this era. We didn't have jobs or money. I think honestly I only had 17 or so games by the time the console's lifespan was over. Played them as much as I could. The mini games mostly suck but what else did we have to do besides keep replaying them until we won
IMO the concept of the Tag Barrel is a fine way to handle 5 very different characters and even having exclusive collectibles is fine. The issue is that the game constantly has a mixture of collectibles in an area specifically so you have to go back to it one or even two more times. They should've designated more areas as "Kong-specific" with only hub areas and crossroads having stuff for everyone because you'll naturally be back there multiple times. For example an area with a GB for Chunky should not have Coins for Diddy and Bananas/a Balloon for Tiny. It should all be for Chunky so you can leave it behind after collecting everything. The worst example is when you're following a path and the bananas change for no reason other than padding out the game. Thankfully it's not constant but it's enough to be annoying and is instantly noticeable. It's even more annoying when the tag barrel is in a completely different room so you spend actual minutes just walking back & forth with each kong. The "Tag Anywhere" mod fixes this problem but it's a bandaid solution to the game's design. We simply should not have to re-enter a room because those 10 bananas are meant for a different Kong.
i know that DK64 gets a ton of flak nowadays, but honestly despite it's flaws, i still think it's a great game. and this is coming from someone who didn't play the game till about 2 years ago.
The fact that 37.5% of the tags are only needed for the final 101% stretch illustrates what’s so frustrating about the tag barrels: it’s not fun to tag in another character when the only reward is ten coloured bananas.
Yeah. IMO, tagging anywhere isn't a perfect solution, since navigating the level as each Kong is often a meaningfully different experience, but having to comb the entirety of the level five times really sucks. I'd be happy if they just got rid of the concept of colored collectibles. Needing to switch because your Kong doesn't have the necessary abilities is one thing, but needing to switch to a specific Kong just because the game says you have to in the most arbitrary way possible, that's just stupid.
@@EmperorZ19 Rare's original intention was for the game to be 2.5d, but they knew it would look as cool the pre-rendered sprites of the Country games. So they took the Banjo Kazooie approach. This explains why Nintendo hired Retro Studio's to make a 2.5 DK game.
@@EmperorZ19even beyond the color coded collectibles, there’s a lot of missions the game outright restricts you from even attempting because you just happened to stumble in with the wrong kong. Or even just collectibles arbitrarily blocked by a specific character’s switch. THAT is what is frustrating about DK64: the fact that it not only asks you to jump through a lot of hoops to complete its tasks…which aren’t even very interesting to complete in the first place.
I would argue that save and quit to go all the way back to start as DK is *significantly* more annoying than finding a tag barrel - like I really feel like if the point is that finding tag barrels is annoying, that feels like deliberately shooting yourself in the gut to avoid shooting yourself in the foot...
Yeah, because of the reason for the run, I'd say that it should count, but only if you go back to the same level. If you're doing it because it's useful to go back to the main island, that's fine.
This definitely feels like it could be its own Speedrun Category. I know that some games have low% runs where you try to get as little as possible. But this could be its own any% category with as few tags as possible. Even if its not faster than the actual any% speedrun.
I like that this video doesnt go into glitches or speedrun tricks. Alot of vids like to go into what glitches you can use to skip or get around sections so this feels like a more satisfactory answer to me
Alternative Title: “Can You Beat DK64 With The Most Backtracking?” It is a stark contrast to the concept for the Banjo Tooie video (that I haven’t watched, but am about to).
This may be a late comment, but I'd like to say, as somebody who already loves DK64, Tagging Anywhere makes the experience a LOT better. Once you try out a Tag Anywhere mod (whether on its own or for the Randomizer,) it's hard to go back to Tag Barrels.
I think at 13:37 instead of tagging tiny for the lobby GB here, it would be better to minimize your tags required to get key 5 and go straight into Chunky as your 3rd and final kong for opening key 5. If you can get 100 cbs in fungi with Lanky, Diddy, and Chunky, which I believe is all doable, then you can get key 5 one tag earlier and open access to caves and castle. you will have the opportunity to get that aztec lobby GB in between collecting caves & castle bananas for diddy and then tiny
Another big improvement would be taking each kong to collect cbs in both caves AND castle before switching off. As key 6 is not required to reach castle, and you already have plenty over 80 GBs by the time you grab key 5.
I was thinking to beat the game,as in minimum to beat K.rool, would require at least 50 character swaps, so needing less to complete the game was a real surprise. I know everyone has an opinion on this game, and we know what else everyone has, but I really did enjoy playing this way back when it came out. That said, a modern version would need some changes, like making it so that there are fewer kong sensitive collectables and more anyone can collect stuff. It would streamline the game so much in a good way.
Every dk64 playtrough of mine starts with doing the "enter banana fairy early" glitch and also entering and exiting crystal caves early.. that way i can start collecting bananamedals immediately trough the rainbow coins and purchase nearly all upgrades for the kongs since entering crystal caves sets the flag and enables all upgrades till crystal caves in all crankys labs.. I love dk 64 but these two glitches make it infinitely more enjoyable, so much so that i don't even need the tag anywhere mod with it to enjoy the game.
Just played through the game 101% first time as an adult and first time without a strategy guide. Simply having to tag out is not a big deal when the barrel is super close by, such as in Hideout Helm, or in the Fungi Forest lobby. The issue is when the game puts multiple items in the same room that is somewhat far away from a tag barrel and multiple kongs have to enter the room and grab some different thing. In this situation, there's no challenge or anything interesting about walking back to the barrel and coming back over and over. They may as well have put a tag barrel in that room. The other issue is when there are random colored bananas sitting on a path that does not lead to anything. Gloomy Galleon, Fungi Forest, and Crystal Caves had this. Basically, you have to switch characters just so you can collect only 5 colored bananas because the bananas themselves did not lead into an event that the kong was needed for. This felt annoying.
My playthrough was based on 100 percenting each level as one single kong then switching to the next kong and so on. Rather than switching kongs constantly
A backtrackingrun could be a pretty funny speedrun category. The timer only goes up whenever you're going back to switch characters. Instead of optimizing for total time played, you're optimizing for total time wasted.
Believe me, this wouldn't be possible if I wasn't taking feverish notes and routing out a game plan! I did play this game twice, once on emulator to test a route as I made it and again on console to record it. By the time I recorded it, I definitely had quite a bit of the game memorized.
Amazing video as always! This and the Banjo backtracking video have been some of my favorites. Keep up the great work and you'll earn yourself one big GB and if you're lucky maybe some CB too!
Man, I love this game so much. I love the flavor, aesthetics, humor, music, controls... the design flaws genuinely do not bother me when replaying it, so I probably tag a million times without even noticing or caring.
A better optimized route after forest. Chunky clears all he can from caves and switch to diddy Diddy clears all he can from caves and clears castle, ending with the ballroom. Switch to Tiny. Tiny clears the ballroom and the rest of castle, and cleans up everything else she hasnt gotten up to this point, and goes up onto the ship and gets her saxophone pad and banana fairy up there.s Reset for DK DK cleans up everything he hasnt gotten up to this point. Fight the caves boss and switch back to Chunky Chunky cleans up his forest, caves, and castle bananas he was locked out of. End with moving the rock on dk isles that's blocking lanky's instrument pad. Switch to Lanky, Play the trombone to summon diddy's barrel by the forest 😢 clean up all of his bananas up to this point. Go into the kutout fight and use the free switch to tiny to make it back up to the top of the ship. Hideout helm as normal Since diddy finished hideout helm, he can get his blueprint from caves and the 2 bananas from his jetpack barrel by lobby. Doing it this way significantly reduces the overall number of tags you nees to do when you go to cleanup after K. Rool. If my math is right, youll have 198 GBs, 3500 CBs, 20 fairies, 39 blueprints, 40 banana medals and 9 crowns.
I think making the collectables a list to one side, so that the gameplay footage is larger would be better, as it is - I feel that the gameplay footage seems rather small. I'm here for the gameplay, not the list of collectables aquired (which is still interesting). Nonetheless, interesting video.
I’m wondering if you could have saved an early tag when you only needed two more colored bananas to reach the second boss. Instead of switching to tiny, couldn’t you just save and reload to grab two more as DK? You still need to switch to Diddy to reach the boss. I’m not super familiar with the game so you can correct me if I’m wrong
Having only played this game once one evening at a cousin's house some 15-20 odd years ago, and then only being vaguely familiar with this game 's online reputation these past few years, I randomly guessed it would probably take 30-40 tags to beat the game, and I'm frankly surprised at how close that guesstimate was.
Watching this only a week out of playing a 101% run of DK64, I'm extremely curious to know how many more tags are required to complete the rest of the game.
I think my play style meant I didn't tag as much as most people make it sound like you have to. Thinking about it, I didn't even try to play optimally and looking at this, I'm pretty sure I tagged less than 60 times while playing the game. Except for Helm, I definitely didn't change characters more than about every 10 minutes most of the time. Even though Caves, for example, makes it so that you should want to do every character in the igloo and then every character in the cabins, most of the DK 64 levels, including Caves, are pretty small and it is easy to do all of a character's stuff in one level, as you show in your route. One other easy thing to see in your route is that Galleon is the worst level for character switching and Japes requires basically none. Galleon was the hardest level for me to get through and Japes was the most fun, so I think this also justifies to me how my play style and game opinions line up lol. Anyway, I would love to see more challenge and optimization videos like this for games. I'm pretty sure routes like the 101 or NLE route don't really see tagging as much of a cost because of how fast and convenient it often is and backtracking is more expensive in a speedrun context. But challenges like this one are far more about just pushing a game to its limits, and that's fun.
When you first entered Crystal Caves, you then switched to Diddy before going to Creepy Castle. Couldn't you have gone to Castle ewith Chunky first? Are there any benefits for that? Maybe a tag less for the boss door.
I love this idea. I’d like to see this be done with any switch that isn’t forced (forced switches being what you mentioned in some specific boss fights), so restarting the game to be on DK isn’t a way to “cheat” the switch number getting lower. Either way, though, this video is awesome.
Maybe I’m missing something, but you collected far more collectibles than you needed for minimum completion. I can’t say if that altered the outcome-you understand this game and challenge better than I-but it felt like more work than necessary to me. Hearing the 101% tag number was pretty satisfying, though, so fair enough.
@@IsabelRodriguez-jt8tghe did get way more stuff than needed to beat the game, but at no point did that cause more tag barrel changes, so it doesn't change the end result.
My man had a hankering for backtracking after the Banjo Tooie challenge, so he tried this challenge to backtrack over and over again every time he switched Kongs. The trade-off for minimal-kong-barrel is lots of backtracking
I think a good compromise for having the tag barrel and having swap freedom is make it so you have two kongs picked that you can switch freely, but to pick other characters you need to do the tag barrel
Considering that a few other comments that I've seen have it down to 32 (35 if you count game resets for DK), and you could further drop that by just having the linear parts force switch you when you have all the collectables (maybe dedicate an area to an "I'm ready to go") or having NPC Kongs show up if you do something only they can do (the last 5 Chunky/Lanky tags, for example) drop you even further; I don't think a compromise is needed, just a slight QoL update to get to "ugh, I need to tag for this one cutscene".
This challenge with glitches seems like the most interesting thing ever, since a lot can be skipped with clipping including ALL COLORED BANANAS! Ballaam or someone could make a video on that
At 5:24, instead of going straight to tiny, couldn’t you have reset to get back to Donkey for free and opened the Llama Temple first? Seems like that would be more efficient
You actually make a good point. I did originally plan to switch out to Donkey after Diddy's initial run in Aztec to open the Temple, although when I was routing that, I was NOT counting DK tags as free. (I was initially hesitant to add that rule, and since I did my routing figuring that I wouldn't allow it, I realized that switching to Tiny in Aztec was more favorable for the tag count if free DK tagging was banned.) I didn't pursue the DK Aztec route any further, so with the updated rules, it very well could be more efficient in the end. I'm gonna have to route out the full game once again to see if this is actually more optimal, mind you. I've routed up to Key 4, and so far, it's just as optimal as the Tiny Aztec route. (UPDATE: Actually, it could be more optimal as you'd have 4 tags by Puftoss instead of 5.) But you've piqued my curiosity. When I have the free time, I'll keep working at it to see if this saves any tags!
It's strange that you said near the start that DK64 features almost no backtracking, despite the game requiring you to revisit every level as the Kongs you unlock in later levels
The main thing is you don't really need to. If you want no backtracking, then you don't need to backtrack, you just won't get everything. He just was maximizing collectibles.
@@heartscaless I'd say DK64 has a wider margin for slacking. The percentage of things you need to finish DK64 is a little lower than Banjo-Tooie. (Though I like both games.)
Personally, I really didn’t think the tag barrels were that inconvenient. I felt they were usually placed in pretty convenient places that were close to where you needed to switch, and the warp pads made getting back to one easy in most cases. There were a few occasions where it was a pain getting back to one, but I found those situations to be not as plentiful as most people make it out.
I was shocked I guessed right on the money with 25. I was way off for 101% though guessing 70. I'm shocked you can do a ton with the first 3 kongs that early.
15:10 you can actually get this GB early by just picking up all the barrels and walking close enough to the crusher to have them explode on it. I learned this from watching ScykohPlays let's play on this game.
@@JM64 nothing compared to dk64! There’s a bunch of jiggies that require powers and interactions from future levels to acquire.. but the tedious back tracking in dk64 is in a world of its own. You could be on a path of colors that leads to colors from different kongs. In banjo you don’t have to worry about tagging out to 4 different characters to collect 100 of things for each of them in each level lol
Ngl theirs already a "mod" to be able to swap kongs without tag barrels. Theirs an whole channel about randomizer for DK64 speedruns and the ability to swap kongs without the tag barrel is in there. So just having thato ne feature is possible.
I expected about 24 changes, so I got pretty close. Though to be honest, with how linear Hideout Helm is, I'd almost be tempted to not even count the tags prior to the Blast-o-Matic room. They're technically tags, but in spirit it seems different, since they're not making you go back very far.
I don't know if this helps but you should be able to damage boost to the #5 banana teleporter in Aztec as Diddy. This'll give you all the colored bananas you said you needed. This should remove at least one tag barrel
There is actually a mod for tag anywhere. And It makes the game so much better, oh my god 🤣. If you can dumo your cartridge ROM on your pc to apply the patch, i recommend it
Just starting the video, and I'm curious how this would turn out for a 100(1)% playthrough as well. Edit: That's crazy how most of the required tags are just in the end stretch. Also glad the everything playthrough tags was included as well.
Just beating the game with 25 was a lot lower than I expected. 101% with 40 was something i figured could probably happen. Still hate that beetle and rabbit
After all these years, im still deciding if I love or hate DK64 or something in the middle. If I could remake the game I'd change so many things, just to start off, I'd definitely cut out the five Kongs, letting only DK and Diddy and for god's sake resize the enemies so they could look proporcional.
I was a big fan of DK64 as a kid, but a mobile tag option would have been appreciated. Maybe it could be a fairly late game upgrade, or a reward for 100% in a level so it's possible to get as early as Jungle Japes?
The first tag-in to tiny kong was unnecessary entirely as it's only purpose was to "pad golden banana count" and get the final cb's for the challenge, it would have been more optimal and saved you 1 tag to take the free tag swap to DK there and unlock llama temple and continue from there progressing to diddy and then proceeding as normal + backtracking with tiny to the aztec temple level once you swapped to her for frantic factory and it's boss
this was of playing seems to be a more efficient way of playing. Just play the game with a specific Kong until you can't collect more items instead of swapping back and forth a bunch. Though, I'd do everything I can regardless of number of swaps just to clear the Factory as early as possible. I hate that level.
I’d like to see an efficiency guide for this game, for the strategies to 100% each level as quickly/efficiently as possible with the least ground covered. I wasted a lot of time in my game exploring parts of a level only to realize I couldn’t do something without an ability for a kong or something else I should have done first. Like, in Gloomy Ghalleon I raised the water level early only to find that it blocks off two of the music pads on that cactus in the other area, should have gone there first
@@ajbXYZcool I don’t mean to make it super complicated, I’m just thinking about what is the most efficient order to tackle each level’s challenges, so the player doesn’t waste extra time in one area only to have to come back later. Like in Gloomy Ghalleon, depending on the order you do stuff in, you only have to change the water level once, whereas the first time I played I ended up having to do it a few times. Or in Fungus Forest pretty sure that you only have to change the time of day once, if you complete certain things first
Getting in 101% in this game is awful. I did it once, and it started out fun, but I'd say once you reach Fungi Forest, the fun just disappears. Crystal caves almost broke me because one Golden Banana in the PAL version is almost impossible to get. It's the one for Diddy in a cabin where you have to kill everything in a time limit, but in the PAL version, you need to do it perfectly, or you aren't getting the Golden Banana because the timer is broken. By the end of my 101% playthrough, I was just so mentally exhausted, and I didn't feel anything after getting 101%. I was just done, and I've not picked up DK64 since then.
You know. I would argue running through the same level 5 times with a different Kong...kinda is backtracking lol But i can see why its not as bad, cause you get so new parts of the level at the end of the day. So yeah. But it can be annoying as a new player who doesnt always know where to go.
i still dont think dk64 should let you swap characters on the fly you might as well not have seperate characters at that point id rather the game not have character specific collectibles the fun part of collectathons is collecting stuff and the games sheer amount of stuff would be far less daunting if you didnt have to run through every area at least 5 times with each kong
Switching at will wouldn't solve much, since at that point you could just give all the powers to a single character. The annoying part is the Character specific pick ups. It just makes it frustrating to open a door with a Kong, and find out the stuff inside is for another. The game could do much better by removing the need to switch Kongs for Bananas, Banana Coins and most switches. The Tag Barrel would be far less of a problem if there wasn't so much "You need another Kong to open this so that another Kong can get in". Have it so I need Chunky to press a Switch for one of His Bonus Barrels, not Diddy. Not like Tag Barrels are even that poorly placed.
Using King Kut Out like that seems like a bit of a cheat, and I feel like it'd be justifiable to count resetting to DK separately of tags. That said, given the reset to DK rule, wouldn't it have been better to continue pushing Tiny off to the side (creepypasta flashbacks) and reset to DK to clean up Angry Aztec?
That was interessting 😁 is it faster though? I have a feeling that this causes a whole lot of extra walking, when you could just switch real quick. I'd be interested in where the min/max point is here.
21 minutes creepy castle. Would it not have been possible to use the free switch from the Boss fight to go to diddy and open the ballroom and then come back as tiny ? Also why not enter castle with chunky immediately to open the gates for diddy? That would have only left the tree
I'm very curious about 1 thing; what was your in-game time? While the tag count may have been low (aside from hideout helm and 100%), I feel like this run may have potentially doubled the play time.
But what's the lowest tag barrel count without ridiculous back tracking just to avoid one? How many are needed if you use one whenever it's faster, while still trying to avoid them?
This just goes to show that people are unnecessarily harsh on how “bloated” this game really s and how “much backtracking” is necessary. I played this game not unlocking Tiny at all until Castle and if you beat the boss with her, she is technically a ghost character until you jump into the tag barrel, in which case the game treats her as being unlocked. But you can still collect her coins and bananas, you just cannot see them on the world map. This game is awesome and I feel people are so down on this game.
Correct me if I'm wrong, but shouldn't the forced Tiny switch at 21:21 not add 1 to the counter to make 14? Diddy switched to Tiny with the barrel but it stayed on 13, or am I misunderstanding something 🤔 Either way good video, gg 😄
Honestly, the tag barrel itself is fine. The problem is the decision to make Colored Bananas and Blueprints kong-sensitive, creating this really annoying situation where a collectable is *right there* but you can't pick it up because it's spray-painted the wrong color.
Completely agree, though I don’t mind the blueprints as much as I do the bananas. It’s so frustrating to have to haul back to a barrel just to collect a few bananas. Even worse if you’re forgetful like me and have to remember where they were in the first place.
I don't even think making them Kong sensitive is that bad of a problem. The issue for me is how they're placed. Coloured bananas should have been used as a way to guide players to challenges specific to that Kong but instead they're placed in a way that forces you to backtrack multiple times for no reason. The worst spot from memory is in Fungi Forest connecting hallways where One Kong opens the first gate, another Kong has coloured bananas placed along the hall, and a third needs to open the Second gate.
@@veridisquo77 yeah if every level was like Creepy Castle I don't think this game would get quite as many complaints. It's crazy how well the last level in the game was implemented vs every other level in the game.
@@veridisquo77 There are plenty of problems with them. All of those problems combined makes it a very bad mechanic.
Making them guide the player to a collectible, no matter if that collectible is required or optional, means that the guiding bananas themselves wouldn't need to be a collectible as they already indirectly serve that purpose.
The only good part about them that I can think of is that they are visually interesting and that they have a nice sound effect when collected. The rest of how they are implemented is seriously flawed and poorly executed.
The problem is when Lanky balloons are behind a Chunky gate or Diddy has a balloon in a DK-only cave.
If placed correctly, the bananas tell the player which kong is needed even from a distance. Creepy Castle does this sometimes.
I just realized how fun this would be if you could multiplayer all kongs in net play and have a co-op play through
Decompile soon™, friend.
@@HippieTornado Is this a project that's happening? Because if so, I'd love to check it out.
It happened for sm64, so it's not out of the realm of possibility.
Holy heck, that's an idea. Like how people made a mod for Link to the Past to do co-op by syncing inventory online.
I wish I could do that.
The Tag challenge was really interesting i wasn't expecting it to be SO LOW it's actually impressive and it really makes routing different and i really wanna try it out and see if there's a way to actually lower the count even more or if 40 is the most optimal number. Great video Cloud!
Personally, I include turning off the game and reloading to play as DK a tag. I mean, it's even more time consuming than just going to a barrel, so it doesn't really deflect the tag barrel criticism.
@Big Baller that's a fair point, although this video wasn't really meant to address or confront the Tag Barrel criticism, it was more just a fun thought experiment
@@CloudConnection understood. I'm not trying to take away from your video. It was great.
tbh it is possible to beat it without really tagging anyone, the any% speedrun is crazy insane and i recommend you check out the wr run ( i know its supposed to be casual, but you really can just beat the game with donkey kong)
personally though I would still count any time that he restarts the game to turn into DK because while yes technically he's not using the tag barrel to tag the whole point of the restart IS to tag, though I wouldn't count optimization like the k.rool cutout boss because that actually is a switch tech, while save and quitting sounds less like switch tech and more just semantics to achieve the same goal probably increasing the backtracking count in the process of avoiding the tag barrel count
It's satisfying how the banana fairy counter increases at the exact moment as the camera takes the shot and the snapshot sound 5:56
I remember really really loving DK64 as a kid. I never beat it. I was very close to the end, but was missing 1 Golden Key. Going back to it, the game is definitely intimidating in terms of tedium. But during the age of my youth, where I only got new games once a year for either Christmas or my birthday, the amount of playtime of a game like this was a dream come true.
You weren’t close to beating it.
@@mathewpercy3292 Pretty sure I was. I was in the last level, Hideout Helm. And there was a Golden Key behind some glass that I never figured out how to get.
@@saithvenomdrone Fun Fact: You can use Lanky Kong's stretchy arms to bypass the B lockers and enter the next world.
I agree we only had so many opportunities to get a game in this era. We didn't have jobs or money. I think honestly I only had 17 or so games by the time the console's lifespan was over. Played them as much as I could. The mini games mostly suck but what else did we have to do besides keep replaying them until we won
It was that damned Nintendo coin for me. I couldn't beat the DK arcade, so that last key was forever locked behind the coin door.
Just hearing the rules makes this massive game seem all the more daunting
Omg so daunting , is the game fun this way ?
I never finished it as a kid but still have it, I started a new file and blew through it in 17 hours
@@agentswipe6662 oh man were you speedrunning? 17 hours you BLEW through the game like woah speeding ticket am I right?
IMO the concept of the Tag Barrel is a fine way to handle 5 very different characters and even having exclusive collectibles is fine. The issue is that the game constantly has a mixture of collectibles in an area specifically so you have to go back to it one or even two more times. They should've designated more areas as "Kong-specific" with only hub areas and crossroads having stuff for everyone because you'll naturally be back there multiple times.
For example an area with a GB for Chunky should not have Coins for Diddy and Bananas/a Balloon for Tiny. It should all be for Chunky so you can leave it behind after collecting everything.
The worst example is when you're following a path and the bananas change for no reason other than padding out the game. Thankfully it's not constant but it's enough to be annoying and is instantly noticeable.
It's even more annoying when the tag barrel is in a completely different room so you spend actual minutes just walking back & forth with each kong. The "Tag Anywhere" mod fixes this problem but it's a bandaid solution to the game's design. We simply should not have to re-enter a room because those 10 bananas are meant for a different Kong.
i know that DK64 gets a ton of flak nowadays, but honestly despite it's flaws, i still think it's a great game. and this is coming from someone who didn't play the game till about 2 years ago.
The fact that 37.5% of the tags are only needed for the final 101% stretch illustrates what’s so frustrating about the tag barrels: it’s not fun to tag in another character when the only reward is ten coloured bananas.
Yeah. IMO, tagging anywhere isn't a perfect solution, since navigating the level as each Kong is often a meaningfully different experience, but having to comb the entirety of the level five times really sucks. I'd be happy if they just got rid of the concept of colored collectibles. Needing to switch because your Kong doesn't have the necessary abilities is one thing, but needing to switch to a specific Kong just because the game says you have to in the most arbitrary way possible, that's just stupid.
@@EmperorZ19 Rare's original intention was for the game to be 2.5d, but they knew it would look as cool the pre-rendered sprites of the Country games. So they took the Banjo Kazooie approach. This explains why Nintendo hired Retro Studio's to make a 2.5 DK game.
@@EmperorZ19even beyond the color coded collectibles, there’s a lot of missions the game outright restricts you from even attempting because you just happened to stumble in with the wrong kong. Or even just collectibles arbitrarily blocked by a specific character’s switch.
THAT is what is frustrating about DK64: the fact that it not only asks you to jump through a lot of hoops to complete its tasks…which aren’t even very interesting to complete in the first place.
I would argue that save and quit to go all the way back to start as DK is *significantly* more annoying than finding a tag barrel - like I really feel like if the point is that finding tag barrels is annoying, that feels like deliberately shooting yourself in the gut to avoid shooting yourself in the foot...
i dont walk on my guts so its all good
im so cold
Yeah, because of the reason for the run, I'd say that it should count, but only if you go back to the same level. If you're doing it because it's useful to go back to the main island, that's fine.
This definitely feels like it could be its own Speedrun Category. I know that some games have low% runs where you try to get as little as possible.
But this could be its own any% category with as few tags as possible. Even if its not faster than the actual any% speedrun.
I think any% already doesn't use tag at all.
Keep up the interesting vid concepts & vid quality man! Easily one of my favorite UA-camrs right now
I like that this video doesnt go into glitches or speedrun tricks. Alot of vids like to go into what glitches you can use to skip or get around sections so this feels like a more satisfactory answer to me
Alternative Title: “Can You Beat DK64 With The Most Backtracking?”
It is a stark contrast to the concept for the Banjo Tooie video (that I haven’t watched, but am about to).
Picking a good time to go back and full-sweep a whole level has a certain appeal.
This may be a late comment, but I'd like to say, as somebody who already loves DK64, Tagging Anywhere makes the experience a LOT better. Once you try out a Tag Anywhere mod (whether on its own or for the Randomizer,) it's hard to go back to Tag Barrels.
I think at 13:37 instead of tagging tiny for the lobby GB here, it would be better to minimize your tags required to get key 5 and go straight into Chunky as your 3rd and final kong for opening key 5. If you can get 100 cbs in fungi with Lanky, Diddy, and Chunky, which I believe is all doable, then you can get key 5 one tag earlier and open access to caves and castle. you will have the opportunity to get that aztec lobby GB in between collecting caves & castle bananas for diddy and then tiny
Another big improvement would be taking each kong to collect cbs in both caves AND castle before switching off. As key 6 is not required to reach castle, and you already have plenty over 80 GBs by the time you grab key 5.
leet
I was thinking to beat the game,as in minimum to beat K.rool, would require at least 50 character swaps, so needing less to complete the game was a real surprise.
I know everyone has an opinion on this game, and we know what else everyone has, but I really did enjoy playing this way back when it came out.
That said, a modern version would need some changes, like making it so that there are fewer kong sensitive collectables and more anyone can collect stuff. It would streamline the game so much in a good way.
You need way more subs and views. Great vid, as always
Every dk64 playtrough of mine starts with doing the "enter banana fairy early" glitch and also entering and exiting crystal caves early.. that way i can start collecting bananamedals immediately trough the rainbow coins and purchase nearly all upgrades for the kongs since entering crystal caves sets the flag and enables all upgrades till crystal caves in all crankys labs..
I love dk 64 but these two glitches make it infinitely more enjoyable, so much so that i don't even need the tag anywhere mod with it to enjoy the game.
The research that went into this nustve been immense brilliant content well done
Just played through the game 101% first time as an adult and first time without a strategy guide.
Simply having to tag out is not a big deal when the barrel is super close by, such as in Hideout Helm, or in the Fungi Forest lobby. The issue is when the game puts multiple items in the same room that is somewhat far away from a tag barrel and multiple kongs have to enter the room and grab some different thing. In this situation, there's no challenge or anything interesting about walking back to the barrel and coming back over and over. They may as well have put a tag barrel in that room. The other issue is when there are random colored bananas sitting on a path that does not lead to anything. Gloomy Galleon, Fungi Forest, and Crystal Caves had this. Basically, you have to switch characters just so you can collect only 5 colored bananas because the bananas themselves did not lead into an event that the kong was needed for. This felt annoying.
2 gbs, 68 cbs, blueprint number 8 and ladies and gentlemen mambo no 5
My playthrough was based on 100 percenting each level as one single kong then switching to the next kong and so on. Rather than switching kongs constantly
A backtrackingrun could be a pretty funny speedrun category.
The timer only goes up whenever you're going back to switch characters.
Instead of optimizing for total time played, you're optimizing for total time wasted.
Impressive how you remember everything and make the best choices.
Believe me, this wouldn't be possible if I wasn't taking feverish notes and routing out a game plan! I did play this game twice, once on emulator to test a route as I made it and again on console to record it. By the time I recorded it, I definitely had quite a bit of the game memorized.
Amazing video as always! This and the Banjo backtracking video have been some of my favorites. Keep up the great work and you'll earn yourself one big GB and if you're lucky maybe some CB too!
Thanks so much dude! I'm really proud of this and the tooie video!
Wow, I remember suggesting something akin to this two years ago on the Banjo-Tooie video! Glad to see it done!
I swear, if the entire game was designed like Creepy Castle, it wouldn’t have been so malignes
Man, I love this game so much. I love the flavor, aesthetics, humor, music, controls... the design flaws genuinely do not bother me when replaying it, so I probably tag a million times without even noticing or caring.
A better optimized route after forest.
Chunky clears all he can from caves and switch to diddy
Diddy clears all he can from caves and clears castle, ending with the ballroom. Switch to Tiny.
Tiny clears the ballroom and the rest of castle, and cleans up everything else she hasnt gotten up to this point, and goes up onto the ship and gets her saxophone pad and banana fairy up there.s Reset for DK
DK cleans up everything he hasnt gotten up to this point. Fight the caves boss and switch back to Chunky
Chunky cleans up his forest, caves, and castle bananas he was locked out of. End with moving the rock on dk isles that's blocking lanky's instrument pad. Switch to Lanky,
Play the trombone to summon diddy's barrel by the forest 😢 clean up all of his bananas up to this point. Go into the kutout fight and use the free switch to tiny to make it back up to the top of the ship.
Hideout helm as normal
Since diddy finished hideout helm, he can get his blueprint from caves and the 2 bananas from his jetpack barrel by lobby.
Doing it this way significantly reduces the overall number of tags you nees to do when you go to cleanup after K. Rool. If my math is right, youll have 198 GBs, 3500 CBs, 20 fairies, 39 blueprints, 40 banana medals and 9 crowns.
If you combine this route with the suggestion from somebody else to switch to dk mid aztec, you 101% the game in only 32 tags, as opposed to 40.
I think making the collectables a list to one side, so that the gameplay footage is larger would be better, as it is - I feel that the gameplay footage seems rather small. I'm here for the gameplay, not the list of collectables aquired (which is still interesting). Nonetheless, interesting video.
I’m wondering if you could have saved an early tag when you only needed two more colored bananas to reach the second boss. Instead of switching to tiny, couldn’t you just save and reload to grab two more as DK? You still need to switch to Diddy to reach the boss. I’m not super familiar with the game so you can correct me if I’m wrong
I'm currently going through this, and i don't even know if it's any fun... I'm thinking it's not
Probably a way to make the counter lower is by playing creepy castle early as Chunky since you unlock it at the same time as crystal caves.
Having only played this game once one evening at a cousin's house some 15-20 odd years ago, and then only being vaguely familiar with this game 's online reputation these past few years, I randomly guessed it would probably take 30-40 tags to beat the game, and I'm frankly surprised at how close that guesstimate was.
Watching this only a week out of playing a 101% run of DK64, I'm extremely curious to know how many more tags are required to complete the rest of the game.
Early Gang. Always down for some DK64 content.
Can you imagine if the other Kongs were always following you so they're available at all times. Seeing them styling around the level just because.
I think my play style meant I didn't tag as much as most people make it sound like you have to. Thinking about it, I didn't even try to play optimally and looking at this, I'm pretty sure I tagged less than 60 times while playing the game. Except for Helm, I definitely didn't change characters more than about every 10 minutes most of the time. Even though Caves, for example, makes it so that you should want to do every character in the igloo and then every character in the cabins, most of the DK 64 levels, including Caves, are pretty small and it is easy to do all of a character's stuff in one level, as you show in your route. One other easy thing to see in your route is that Galleon is the worst level for character switching and Japes requires basically none. Galleon was the hardest level for me to get through and Japes was the most fun, so I think this also justifies to me how my play style and game opinions line up lol. Anyway, I would love to see more challenge and optimization videos like this for games. I'm pretty sure routes like the 101 or NLE route don't really see tagging as much of a cost because of how fast and convenient it often is and backtracking is more expensive in a speedrun context. But challenges like this one are far more about just pushing a game to its limits, and that's fun.
When you first entered Crystal Caves, you then switched to Diddy before going to Creepy Castle. Couldn't you have gone to Castle ewith Chunky first? Are there any benefits for that? Maybe a tag less for the boss door.
I love this idea. I’d like to see this be done with any switch that isn’t forced (forced switches being what you mentioned in some specific boss fights), so restarting the game to be on DK isn’t a way to “cheat” the switch number getting lower.
Either way, though, this video is awesome.
Maybe I’m missing something, but you collected far more collectibles than you needed for minimum completion. I can’t say if that altered the outcome-you understand this game and challenge better than I-but it felt like more work than necessary to me. Hearing the 101% tag number was pretty satisfying, though, so fair enough.
I also thought he was just going to collect the minimum required to beat the game 😅
@@IsabelRodriguez-jt8tghe did get way more stuff than needed to beat the game, but at no point did that cause more tag barrel changes, so it doesn't change the end result.
Yeah the key pinch when it came to tags were the CBs in the later levels, so while playing as other kongs, might as well see what else you can grab!
And this is why randomizers added "Switch Kongs Anywhere."
Hello! I was surprised by the results of this challenge!
My man had a hankering for backtracking after the Banjo Tooie challenge, so he tried this challenge to backtrack over and over again every time he switched Kongs. The trade-off for minimal-kong-barrel is lots of backtracking
Wonder if it's been tried before. Considering how much of a complaint the tagging is, you'd think this would be a common kongmunnity challenge
I think a good compromise for having the tag barrel and having swap freedom is make it so you have two kongs picked that you can switch freely, but to pick other characters you need to do the tag barrel
Considering that a few other comments that I've seen have it down to 32 (35 if you count game resets for DK), and you could further drop that by just having the linear parts force switch you when you have all the collectables (maybe dedicate an area to an "I'm ready to go") or having NPC Kongs show up if you do something only they can do (the last 5 Chunky/Lanky tags, for example) drop you even further; I don't think a compromise is needed, just a slight QoL update to get to "ugh, I need to tag for this one cutscene".
This challenge with glitches seems like the most interesting thing ever, since a lot can be skipped with clipping including ALL COLORED BANANAS! Ballaam or someone could make a video on that
This makes me both excited and scared to stream DK 64 someday. Scare-cited as it were.
At 5:24, instead of going straight to tiny, couldn’t you have reset to get back to Donkey for free and opened the Llama Temple first? Seems like that would be more efficient
You actually make a good point. I did originally plan to switch out to Donkey after Diddy's initial run in Aztec to open the Temple, although when I was routing that, I was NOT counting DK tags as free. (I was initially hesitant to add that rule, and since I did my routing figuring that I wouldn't allow it, I realized that switching to Tiny in Aztec was more favorable for the tag count if free DK tagging was banned.)
I didn't pursue the DK Aztec route any further, so with the updated rules, it very well could be more efficient in the end.
I'm gonna have to route out the full game once again to see if this is actually more optimal, mind you. I've routed up to Key 4, and so far, it's just as optimal as the Tiny Aztec route. (UPDATE: Actually, it could be more optimal as you'd have 4 tags by Puftoss instead of 5.) But you've piqued my curiosity. When I have the free time, I'll keep working at it to see if this saves any tags!
It's strange that you said near the start that DK64 features almost no backtracking, despite the game requiring you to revisit every level as the Kongs you unlock in later levels
The main thing is you don't really need to. If you want no backtracking, then you don't need to backtrack, you just won't get everything. He just was maximizing collectibles.
@ajbXYZcool but BT is the same way and people shit all over that game for it
@@heartscaless I'd say DK64 has a wider margin for slacking. The percentage of things you need to finish DK64 is a little lower than Banjo-Tooie. (Though I like both games.)
I think you could've done save&quit to get the 2 more bananas in aztec as DK, and save a tag
Personally, I really didn’t think the tag barrels were that inconvenient. I felt they were usually placed in pretty convenient places that were close to where you needed to switch, and the warp pads made getting back to one easy in most cases. There were a few occasions where it was a pain getting back to one, but I found those situations to be not as plentiful as most people make it out.
I was shocked I guessed right on the money with 25. I was way off for 101% though guessing 70. I'm shocked you can do a ton with the first 3 kongs that early.
15:10 you can actually get this GB early by just picking up all the barrels and walking close enough to the crusher to have them explode on it. I learned this from watching ScykohPlays let's play on this game.
No backtracking ? You can’t even fully complete level 1 & 2 because you don’t have all the kongs.
If you only care about beating the game you don't need to return to those levels.
@@ajbXYZcool that is technically true but the game is a collecthathon, so that means back tracking if you’re going to 100%
@@MR.__G fair
@@MR.__GThat's childs play compared to Banjo-Tooie
@@JM64 nothing compared to dk64! There’s a bunch of jiggies that require powers and interactions from future levels to acquire.. but the tedious back tracking in dk64 is in a world of its own. You could be on a path of colors that leads to colors from different kongs. In banjo you don’t have to worry about tagging out to 4 different characters to collect 100 of things for each of them in each level lol
Ngl theirs already a "mod" to be able to swap kongs without tag barrels. Theirs an whole channel about randomizer for DK64 speedruns and the ability to swap kongs without the tag barrel is in there. So just having thato ne feature is possible.
I expected about 24 changes, so I got pretty close. Though to be honest, with how linear Hideout Helm is, I'd almost be tempted to not even count the tags prior to the Blast-o-Matic room. They're technically tags, but in spirit it seems different, since they're not making you go back very far.
I don't know if this helps but you should be able to damage boost to the #5 banana teleporter in Aztec as Diddy. This'll give you all the colored bananas you said you needed. This should remove at least one tag barrel
There is actually a mod for tag anywhere. And It makes the game so much better, oh my god 🤣. If you can dumo your cartridge ROM on your pc to apply the patch, i recommend it
I like how you tried to eliminate backtracking from Banjo-Tooie, and then did this challenge that explicitly adds a bunch of backtracking lol
Just starting the video, and I'm curious how this would turn out for a 100(1)% playthrough as well.
Edit: That's crazy how most of the required tags are just in the end stretch. Also glad the everything playthrough tags was included as well.
Gloomy Galleon is my favorite world!
I frankly think the TAG barrel is only there to load each KONGs respective items.
Funny story I was really into the periodic table as a kid and mixing elements so I was like what if you combined Potassium and Gold…. This 😂
What
@@ArmaKiri golden Bananas
Just beating the game with 25 was a lot lower than I expected. 101% with 40 was something i figured could probably happen.
Still hate that beetle and rabbit
I love this game, had it as a kid and still have it now i always 100 percent it now cause i have fun doing it
This was basically a Professor Oak Challenge
After all these years, im still deciding if I love or hate DK64 or something in the middle. If I could remake the game I'd change so many things, just to start off, I'd definitely cut out the five Kongs, letting only DK and Diddy and for god's sake resize the enemies so they could look proporcional.
I was a big fan of DK64 as a kid, but a mobile tag option would have been appreciated. Maybe it could be a fairly late game upgrade, or a reward for 100% in a level so it's possible to get as early as Jungle Japes?
You transformed a tag hell into a backtracking hell :v
The first tag-in to tiny kong was unnecessary entirely as it's only purpose was to "pad golden banana count" and get the final cb's for the challenge, it would have been more optimal and saved you 1 tag to take the free tag swap to DK there and unlock llama temple and continue from there progressing to diddy and then proceeding as normal + backtracking with tiny to the aztec temple level once you swapped to her for frantic factory and it's boss
this was of playing seems to be a more efficient way of playing. Just play the game with a specific Kong until you can't collect more items instead of swapping back and forth a bunch.
Though, I'd do everything I can regardless of number of swaps just to clear the Factory as early as possible. I hate that level.
Thanks for this man. So entertaining ❤
I’d like to see an efficiency guide for this game, for the strategies to 100% each level as quickly/efficiently as possible with the least ground covered.
I wasted a lot of time in my game exploring parts of a level only to realize I couldn’t do something without an ability for a kong or something else I should have done first. Like, in Gloomy Ghalleon I raised the water level early only to find that it blocks off two of the music pads on that cactus in the other area, should have gone there first
What's the best way to measure the amount of ground covered? It sounds like at that point you'd just be looking at 100% glitch less speedruns.
@@ajbXYZcool I don’t mean to make it super complicated, I’m just thinking about what is the most efficient order to tackle each level’s challenges, so the player doesn’t waste extra time in one area only to have to come back later.
Like in Gloomy Ghalleon, depending on the order you do stuff in, you only have to change the water level once, whereas the first time I played I ended up having to do it a few times. Or in Fungus Forest pretty sure that you only have to change the time of day once, if you complete certain things first
Getting in 101% in this game is awful. I did it once, and it started out fun, but I'd say once you reach Fungi Forest, the fun just disappears. Crystal caves almost broke me because one Golden Banana in the PAL version is almost impossible to get. It's the one for Diddy in a cabin where you have to kill everything in a time limit, but in the PAL version, you need to do it perfectly, or you aren't getting the Golden Banana because the timer is broken. By the end of my 101% playthrough, I was just so mentally exhausted, and I didn't feel anything after getting 101%. I was just done, and I've not picked up DK64 since then.
This defo needs more attention 👍
Yeeeeaaah new content on awesome games ! I’m so glad :D
You know. I would argue running through the same level 5 times with a different Kong...kinda is backtracking lol
But i can see why its not as bad, cause you get so new parts of the level at the end of the day. So yeah.
But it can be annoying as a new player who doesnt always know where to go.
i still dont think dk64 should let you swap characters on the fly you might as well not have seperate characters at that point id rather the game not have character specific collectibles the fun part of collectathons is collecting stuff and the games sheer amount of stuff would be far less daunting if you didnt have to run through every area at least 5 times with each kong
Switching at will wouldn't solve much, since at that point you could just give all the powers to a single character. The annoying part is the Character specific pick ups. It just makes it frustrating to open a door with a Kong, and find out the stuff inside is for another. The game could do much better by removing the need to switch Kongs for Bananas, Banana Coins and most switches.
The Tag Barrel would be far less of a problem if there wasn't so much "You need another Kong to open this so that another Kong can get in". Have it so I need Chunky to press a Switch for one of His Bonus Barrels, not Diddy. Not like Tag Barrels are even that poorly placed.
Using King Kut Out like that seems like a bit of a cheat, and I feel like it'd be justifiable to count resetting to DK separately of tags.
That said, given the reset to DK rule, wouldn't it have been better to continue pushing Tiny off to the side (creepypasta flashbacks) and reset to DK to clean up Angry Aztec?
great video i love DK64 however the subtitle box was just a lil overwhelming in the video
That was interessting 😁 is it faster though? I have a feeling that this causes a whole lot of extra walking, when you could just switch real quick. I'd be interested in where the min/max point is here.
Caged GB
But I hear it as "KGB" every time 😂
21 minutes creepy castle. Would it not have been possible to use the free switch from the Boss fight to go to diddy and open the ballroom and then come back as tiny ? Also why not enter castle with chunky immediately to open the gates for diddy? That would have only left the tree
I'm very curious about 1 thing; what was your in-game time? While the tag count may have been low (aside from hideout helm and 100%), I feel like this run may have potentially doubled the play time.
But what's the lowest tag barrel count without ridiculous back tracking just to avoid one? How many are needed if you use one whenever it's faster, while still trying to avoid them?
Great video! What about trying this challenge, but without backtracking? Can it be done?
its a game i enjoyed as a kid and as an adult.
Interesting stuff glad to see the tag barrel get more respect. This game as a whole has been greatly underrated in recent years
To be perfectly frank, you managed to beat the entire game using the same number of tags it would take my ADHD ass to 100% a single map.
Child me did not mind having to swap characters for the different collectables
CBs nuts.
Thats so many bananas
This just goes to show that people are unnecessarily harsh on how “bloated” this game really s and how “much backtracking” is necessary.
I played this game not unlocking Tiny at all until Castle and if you beat the boss with her, she is technically a ghost character until you jump into the tag barrel, in which case the game treats her as being unlocked. But you can still collect her coins and bananas, you just cannot see them on the world map.
This game is awesome and I feel people are so down on this game.
How much Tags are possible if you use Glitches like the Lanky Kong Glitch where you can enter all Levels?
Correct me if I'm wrong, but shouldn't the forced Tiny switch at 21:21 not add 1 to the counter to make 14? Diddy switched to Tiny with the barrel but it stayed on 13, or am I misunderstanding something 🤔 Either way good video, gg 😄
I've never been able to beat this game because I've never been good at the Original DK games.
Has DK64 been ported to the NSO? I really want to play this!! Along with Banjo-Kazooie and Tooie!!
Unfortunately no.
@@TheJ13579 What about Banjo-Kazooie and Tooie?
@@WolfmanArt only Kazooie as of right now
@@LucosPlays Y'know what? That's good!!
I never played Banjo-Kazooie on N64, so all the more to get the N64 Emulator for Switch!!