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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: 2140
    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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    Page: 1
    hasn't played lots of games.
    Number of comments 1949
    dartmonkey

     L69 Wolf

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


    on 24.05.2008 at 10:26
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    So yeah, Golden Sun 3.
    Number of comments 18104
    SuperLink

     C3 Mod

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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*

    King "The One" | Shenmue III Supporter | C3 Sonic Defense Force
    ~My YouTube Smash vids and machinima|
    XBLAH Tag: Yamuber2~
    on 24.05.2008 at 11:53
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    feeling Fragile.
    Number of comments 1693
    Darkflame

     L65 Tails

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    They could have just done it with codes, or a "backwards compatible" cart like Sonic & Knuckles.
    on 24.05.2008 at 12:21
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    So yeah, Golden Sun 3.
    Number of comments 18104
    SuperLink

     C3 Mod

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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.

    King "The One" | Shenmue III Supporter | C3 Sonic Defense Force
    ~My YouTube Smash vids and machinima|
    XBLAH Tag: Yamuber2~
    on 24.05.2008 at 12:23
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    jb

    0

    Reply Quote  #5

    Wishing for a new Rival Schools!
    Number of comments 15712
    jb

     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

    jb(at)cubed3.com
    on 24.05.2008 at 12:27
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    Number of comments 83
    aburnett

     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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    Bored? Take my advice and have a wank.
    Number of comments 7820
    Martin_

     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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