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    Rare Talk Banjo Kazooie's Stop N Swop

    on 24.05.2008 at 10:14 User Icon Posted by Jorge Ba-oh (jb) Number of Comments Comments: 7 Number of Reads Reads: 31453
    Tag Tags: Banjo Kazooie, Stop N Swop, Rare, Nintendo
    Rare discuss why Stop N Swop in the original Banjo outings on the N64 was cancelled.

    Stop N Swop was supposed to sllow players to take out their Banjo Kazooie cartridge and whilst leaving the power on, put in Banjo Tooie for additional content.

    Rare announced that certain areas in the original could only be accessed by meeting requirements in the sequel, and even had a menu containing 7 items that did absolutely nothing: 6 differently coloured eggs and an ice key.



    Although code for Stop N Swop was included in Kazooie, it unfortunately was scrapped in Tooie. Both Nintendo nor Rare had since discussed reasons why it never came about, yet it's been referenced in a fair few Rare games developed since then: Grabbed by the Ghoulies, Banjo Pilot etc.

    MTV Multiplayer spoke to Salvatore Fileccia, lead software engineer at Rare, on the upcoming third installment in the Banjo series for Xbox 360, and popped the question.

    In 2004 Rare filed a patent revealing Stop 'N' Swop would be accessed by using the N64's Rambus memory solution to temporarily retain information.

    Fileccia reiterated the reason Nintendo dismissed the idea: N64 hardware revisions. Older systems would have allowed for up to 10 seconds for players to swap over the games, whilst newer models granted only one second to perform - leaving newer N64 adopters with more risk to damaging their consoles.

    That said, it's likely there still may be more reasons as to why Stop N Swop was cancelled, and Banjo-Kazooie: Nuts & Bolts could be the perfect outing to disclose everything.

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    has left the building.
    Number of comments 2041

     L72 Samus

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    Everyone and his dog knew this already, but stars all round for Banjo-based news and talkageSmilie

    Less posty, more gamey.
    on 24.05.2008 at 10:26
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    This was always a huge mystery... I'd come across them in the first Banjo and me and my bro had no idea what it was all about. I wonder what you could access in the first Banjo? *sniff*

    One day I will be a real life anime.
    on 24.05.2008 at 11:53
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    Xenobladed
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     L77 K.K. Slider

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    They could have just done it with codes, or a "backwards compatible" cart like Sonic & Knuckles.
    Please give our little random review show a try;
    http://randomreviewshow.com/index.html
    We hae special effects and umm...stuff...
    on 24.05.2008 at 12:21
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    Number of comments 22078

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    Codes are a bit lame. But more than anything I think they just wanted to do something original. By the time it was all planned out and programmed, it was too late.

    One day I will be a real life anime.
    on 24.05.2008 at 12:23
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    jb

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    Reply Quote  #5

    Soon we can comment on this ya!?!
    Number of comments 15672

     Founder/Admin

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    Darkflame said:
    They could have just done it with codes, or a "backwards compatible" cart like Sonic & Knuckles.


    Was thinking that - would have been pretty funny Smilie

    Perhaps they could have done it using the memory card slot? Would have saved taking stuff out the N64
    on 24.05.2008 at 12:27
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    Number of comments 83

     L9 Peahat

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    Down to hardware really.

    And I guess Nintendo didn't really care at the time. Money rules, after all. Cheaper overall consoles, or a game with some additional content?
    on 24.05.2008 at 15:28
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    Marzy ftw.
    Number of comments 9560

     L100 C3 Master
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    This is old, old news. I knew this years ago.
    on 25.05.2008 at 11:59
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