Banjo-Kazooie


 * spiritual sequel to both mario 64 and DKC
 * mario 64 gives you one goal at a time, and the rest of the level becomes a background-playground around that goal. banjo, instead, expects you to clear multiple goals in a single play-session, which puts greater stress on the flow and interconnectivity of challenges
 * click clock wood early entrance/fungus forest
 * final boss quiz/brentilda
 * the concept of quizzing the player on small details throughout the game is good, the self-aware tone of the game justifies the execution, but usually it'd be better to do this in a more diegetic way (test whether the player's been paying attention indirectly and subtly)
 * changing music/musical theming in general (notes, banjo, kazoo, etc...)
 * a dynamic soundtrack was an essential development at this stage in game dev history - 'open worlds' comprised of smaller, distinct zones you can smoothly transition between
 * mumbo's hut often holds secrets - very obvious jiggie in the eye outside in the first level, gotta jump on the pole with no fire
 * TTC sandcastle/cheato/stop 'n' swop/grunty erase save file
 * dynamic levels: draining sandcastle, raising clanker, filling pyramid moat, moving polar bear & camel (makes back-tracking feel fresher)
 * swim through the propellers jiggy is insanely difficult
 * the limited draw distance harms the game as a collect-a-thon
 * the finnicky camera potentially *helps* in this respect, as it might actually be too easy to find everything in an area before moving forward with a modern camera - hard to say though
 * random mumbo transformations, random file select animation, grunty rhymes
 * Bottles' Moving Picture Game
 * run > crouch slide/drift
 * beehives (designed to test roll > jump?)

COLLECTABLES:
 * Jinjo
 * 5-in-1 collectable, have to get them all in a single run (encourages speedrun routing)
 * cool how they whistle to you
 * changes in tooie: randomized, king jingaling, minjos
 * Musical Notes
 * trail of breadcrumbs dotting paths of interest
 * have to get them all in a single run (encourages speedrun routing)
 * Jiggies
 * Witch Switches
 * Honeycomb / Extra Pieces / Random Stop / Skill Stop
 * extra honeycombs reward thorough, careful exploration - especially obvious in the introductory area
 * Mumbo Tokens
 * usually encourage the player to go a bit further out of their comfort zone, delay their escape, alter their path, look for more options, etc...
 * Eggs
 * main refillable collectable
 * feel a tad underutilized as 'puzzle keys' when they should be multi-purpose projectiles - BT seems to address this
 * the only reason you'd possibly need 100 is because they're hard to aim, and puzzles usually need 3 or more, so you're encourage to spam them - pretty silly all round
 * Red Feathers
 * secondary refillable collectable
 * Golden Feathers (wonderwing)
 * tertiary refillable collectable
 * uses 1 feather upon activation, then more the longer it's held out - this encourages herding enemies strategically
 * Extra Lives
 * also "reward" exploration/caution... in theory... not so much in practice because losing all your lives means almost nothing

ABILITIES:
 * Talon Trot
 * an evolution of the gameplay in Mario 64, re-focused towards exploration rather than platforming
 * if it was introduced with the other basic moves, rather than at mumbo mountain, players might mistake it for a standard 'Run' and find difficulty in later platforming sections that demand precision/caution
 * Shock Spring Jump
 * has interesting physics to it, giving you a "pre-jump" imbued with power
 * gave the devs an option for letting the player reach tall structures in a way they could control linearly
 * Swimming/Flying
 * turn faster by holding R
 * main annoyance is camera controls being completely disabled
 * Claw Swipe/Forward Roll/Beak Barge
 * bit superfluous having all three in their BK forms, as BT seemed to realize
 * Rat-a-tat-Rap
 * immensely satisfying thanks to being able to spin freely 360 degrees while attacking
 * Stilt Stride/Turbo Trainers
 * "power-ups" anchored to a location and saddled with a time limit are more like convoluted challenges/puzzles than actual power-ups

MINIGAMES:
 * Bait Conga's Oranges
 * Feed Chimpy/Blubber's Gold/Christmas presents
 * Shoot eggs at Conga/Totem Pole/Clanker's tooth/Sphinx heads/Sphinx nostrils
 * Poop eggs into paint bucket/snake's basket/brown pots
 * Stomp the huts/Turtle's feet
 * Following X-marks-the-spot/hungry Croctus
 * Fight nipper/yellow spiders/mutant crabs/boss boom box
 * Inside Chest-mimic/Inside snowman's pipe/Inside barrels
 * Swim to bottom/Climb to top/Precise platforming
 * Swim to end of path
 * Swim/fly through rings
 * Collect within time limit
 * Remember frog choir song
 * Memory tile-matching puzzle
 * Copy Piano song
 * 312-111 boat code
 * Break the giant egg (using various moves)
 * Rubber band sled race (much like goron race in Majora's Mask)
 * Protect Christmas Tree lights
 * Mr. Vile grumblies/yumblies (similar thing exists in Okami? - is this based on some sort of arcade standard?)
 * Climb ant-hill as ant/Talk to Walrus as Walrus/Flush down toilet & go down drainpipe as pumpkin
 * Beak Bomb Snowman buttons/Pyramid target
 * Catch fast-retreating hand/floormaster
 * Pyramid maze
 * Free camel, follow to tree, follow to alcove
 * Free dolphin
 * weird ice tumblar spelling game
 * dont wake the ghost
 * smash the window to the captain's quarters

NON-LINEAR PROGRESSION/PROGRESSION GATING:
 * Map of Grunty's Lair
 * Jigsaw Puzzles/Paintings/Note Doors
 * mumbo's mountain: 1 jiggy (found just outside in grunty's lair)
 * treasure trove cove: 2 jiggies, 50 notes
 * clanker's cavern: 5 jiggies, shock spring jump, 50 notes
 * bubblegloop swamp: 7 jiggies, 180 notes
 * freezeezy peak: 8 jiggies, 260 notes
 * gobi's valley: 9 jiggies, 350 notes
 * mad monster mansion: 10 jiggies, 450 notes
 * rusty bucket bay: 12 jiggies, 450 notes, water switch in graveyard
 * click clock wood: 15 jiggies, 640 notes, jiggy pad switch outside rusty bucket bay
 * grunty's furnace fun: 765 notes
 * gruntilda puzzle: 25 jiggies, 810 notes
 * dingpot's room: 810 notes
 * 828 (blue eggs)
 * 846 (red feathers)
 * 864 (gold feathers)
 * 882 (red honeycomb energy)
 * Mumbo Spells/Transformations
 * termite
 * crocodile
 * walrus
 * pumpkin
 * bee
 * Warp Cauldrons
 * purple - side-room off second floor > bottom of spider cavern
 * green - top of spider cavern > rusty bucket bay
 * orange/red - pipe under clanker's cavern > click clock wood
 * yellow -
 * Bottles Mole-Hills
 * mumbo's mountain - beak buster, talon trot, eggs
 * treasure trove cove - flying, shock spring jump
 * clanker's cavern - wonderwing
 * bubblegloop swamp - stilt stride
 * freezeezy peak - beak bomb
 * gobi's valley - turbo trainers