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Stop N Swop is Finally Explained. |
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Written by Dave Aubrey
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Saturday, 24 May 2008 |
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Banjo-Kazooie had the Stop N Swop feature, but it was never utilised in Banjo-Tooie, being one of the people who painstakingly collected all of the secret items to discover that they did nothing I've been wanting an explanation for 8 long years.
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.
Source.
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