Banjo Tooie XBLA: The Fall Of King Jingaling

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Rik
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PostBanjo Tooie XBLA: The Fall Of King Jingaling
by Rik » Wed Nov 12, 2008 8:48 pm

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Stop 'N' Swop is a hidden feature in Banjo-Kazooie. Evidence suggests that the feature was never fully implemented due to the Nintendo 64 revisions completed in 1999 that kept the feature from being practical.The feature was widely publicized through a column published by Nintendo Power

Rare announced that special areas and items in the game could only be reached by completing certain tasks in its sequel, Banjo-Tooie. It was later discovered that Banjo-Kazooie contains seven special items which can be accessed using in-game cheat codes or by using a cheat cartridge. These items would then be viewable in a menu entitled "Stop 'N' Swop".



IGN: 9.6

GameSpot: 9.5

GameStats: 9.2

1Up.com: 9.3

Metacritic: 92 of 100 (Based on 19 reviews)

Game Rankings: 92% (Based on 13 reviews)




Achievements

Get Jiggy 10
It doesn't matter which two, just successfully collect any two Jiggies.

Mumbo Jumbo 10
Get yourself transformed by Mumbo Jumbo for the first time. Now that's magic!

Knock out Nipper 15
Come out on top in a dust-up with Nipper the crab. Watch out, he's called Nipper for a reason.

Free Clanker 15
Liberate Clanker, Gruntilda's rusty and recalcitrant garbage grinder.

Chomp Chomp! 15
They're red and no less than 30 of them need chomping. Nuff said.

Move Master 15
Discover and master all Banjo's moves… and Kazooie's… but nobody else's. Unless you insist.

Show me the honey! 15
Collect all 24 of the extra honeycomb pieces. Yes! Every single one! It's character-building.

The Quiz Master 20
Complete Grunty's Furnace Fun quiz show and win the Star Prize. Been paying attention?

Jinjonatored 20
Fear the Jinjonator. If you're a witch, that is. The Jinjonator lays the smack down on witches.

Jigsaw Maker 20
Bet you thought jigsaws were boring! Bottles disagrees, and has seven of them to be solved.

Cheating Cheato 20
Bump into Grunty's disowned spellbook three times as it hops around the place dishing out cheats.

Music Maestro 25
There are 900 musical notes out there in the world of Banjo-Kazooie. Real gamers collect them all...


Graphically, the game appears so much sharper than the N64 version from which it originated. The resolution has been greatly improved, as well as the draw distance. One can see so much farther into a world compared to the original version. Yet it’s just as well; the higher graphical resolution made a visually great game for its time even greater, as it’s still a sight to behold


A classic game in all its merits also has one of the biggest gaming mysteries of all time. Of course, I’m referring to Stop 'n' Swop. At the end of Banjo-Kazooie, Mumbo Jumbo showed three pictures of seemingly inaccessible areas in the game fully opened and able to get the three covetous items within: an Ice Key, a dark Blue Egg, and a Pink Egg. After teasing fans ten years ago, Mumbo left us with the message that these would be available in Banjo’s sequel, Banjo-Tooie. Further hacking, made by the guys from The Rare Witch Project, showed that there were more than just those eggs and key; three more eggs were revealed, along with a menu all its own in the game, titled Stop 'n' Swop. The intent was that there would be certain events in Tooie that would allow you to stop the game and take Tooie out and place Kazooie in the N64 cartridge slot thanks to Rambus technology.

Unfortunately, this was not to be. Revisions of the N64 circuitry were made between Kazooie and Tooie’s respective 1998 and 2000 dates that killed the feature before it even began. Before the revision, it would’ve taken ten seconds to swap cartridges with the memory intact. After the revision, it would’ve taken only one second.

However, all hope was not lost. Ten years after the fact, it was announced that in place of Banjo-Tooie, Nuts & Bolts would connect with Banjo-Kazooie XBLA to do a new iteration of what Stop 'n' Swop was originally intended to be. Both games will recognize the other via saves, and will unlock new stuff in Nuts & Bolts.



BK XBLA comes with very minor differences to the original N64 version besides the aspects mentioned earlier. The most important difference being the loss of Nintendo logos and replacement of Microsoft logos; the beginning of the game has the Rare logo circa 2003, with Mumbo’s xylophone in the opening video having “Microsoft Game Studios” instead of Nintendo’s original logo. The Game Boy from the third file is still intact. The icons of various characters look to be changed, as well as the font and Banjo and Kazooie’s own life meter; they look stretched in comparison to the originals


This thread is for memories, thoughts and impressions of Banjo Kazooie, please keep Nuts & Bolts love/hate/impressions in that thread http://www.grcade.com/viewtopic.php?f=2&t=36&start=0

Last edited by Rik on Thu Apr 30, 2009 12:52 pm, edited 9 times in total.
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rinks
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by rinks » Wed Nov 12, 2008 9:10 pm

Bet it hasn't aged well.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Sarge » Wed Nov 12, 2008 9:11 pm

The price has been confirmed as 1200ms points and will be released on November 26.

:D

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Jazzem » Wed Nov 12, 2008 9:13 pm

This was one of my favourite games growing up, it holds so many memories for me :D

I can't wait to get stuck into it again, although to be honest it's a game I know I'd prefer with the N64 pad over the 360 controller.

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Pred
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Pred » Wed Nov 12, 2008 9:27 pm

I had originally saved points for this as I wasn't going to buy Nuts and Bolts at launch. However I'm now getting it for Christmas so it's been pre-ordered and I'll get the code for this. I'm really looking forward to it since I enjoyed the original, although I didn't play much of it.

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Rik
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Rik » Wed Nov 12, 2008 9:33 pm

Rarewitch US forum posters are saying that little things have been changed in the 360 version for fans to spot :)

Also here is a comprehensive explanation of the legend that is Stop N Swop

http://www.spiralmountain.co.uk/site_viewtopic.asp?id=2186&forum=22

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Mancrusher
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Mancrusher » Wed Nov 12, 2008 9:50 pm

Without the limitation of the poor old 64, this should still look great. The game still plays great.

As I've been playing BK on the 64 recently, I'm curious to what Banjo will be playing on in the third save slot. In the original, he's playing a Game Boy.

...Reading back, that's as anal as a butt with eyes that likes to read dictionaries. In prison.

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Rik
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Rik » Wed Nov 12, 2008 9:52 pm

As I've been playing BK on the 64 recently, I'm curious to what Banjo will be playing on in the third save slot. In the original, he's playing a Game Boy


It is the same in the 360 version.

Draw distances and framerate have been improved so it should make a good looking game even better :)

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Memento Mori
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Memento Mori » Wed Nov 12, 2008 9:55 pm

Possible Stop and Swap spoilers

I read somewhere that Stop and Swap only unlocks some pointless extra vehicle parts in Nuts and Bolts. For example , fuzzy dice.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by The Alchemist Penguin » Wed Nov 12, 2008 9:56 pm

Ignoring the Arcade reviews and just posting the original scores, Rik? Sony would be killed for trying that kind of spin. :P

While I do love your enthusiasm we know nothing about what form Stop N' Swap is now taking, Rik. It could end up being a few extra parts in Nuts and Bolts (they almost certainly haven't locked away super secret "amazing" parts, so I can't see anything unlocked being that special. I'd love to be wrong, but I just can't see Rare punishing people for not buying the Arcade version). And if it connects to Tooie then we won't know what it does until Tooie comes out. Rare aren't actually working on the Arcade port, so it might end up just being a token aspect of it (and that Stop N' Swap "Easter Egg" you posted in the Nuts and Bolts thread make no sense if they're finally doing Stop N'Swap, so it makes me wonder if it's really going to pan out as anything other than Nuts and Bolts parts.) Hyping up Stop N'Swap as finally happening after all these years seems a bit premature when it might not be anything like it was originally meant to be. We should just wait, and hope, for promising news when the US people get to the end of the Arcade version. :mrgreen:

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Rik
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Rik » Wed Nov 12, 2008 10:01 pm

All of what you say is true, we don't know and it can't possibly be the same as what was originally intended as it unlocks in a different game. Obviously I'm hoping that the eggs and ice key are actually available this time and hopefully when Tooie arrives it will work as originally intended.

If not the legend goes on forever :lol:

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by SEP » Wed Nov 12, 2008 10:03 pm

Just been playing the N64 version. It is still great.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Skarjo » Wed Nov 12, 2008 10:05 pm

I took Banjo for a nostalgia spin the other day, and was surprised by how well it stood up. The levels seem a lot smaller than I remembered but that's just being spoiled by the modern sandbox generation.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by SEP » Wed Nov 12, 2008 10:06 pm

I just managed to do Mumbo's Mountain without even thinking about what I was doing.

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SchminkyPinky
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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by SchminkyPinky » Wed Nov 12, 2008 10:07 pm

I'm really looking forward to playing this again. I thought the original was even better than Mario 64 in a lot of ways.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Skarjo » Wed Nov 12, 2008 10:08 pm

MCN wrote:I just managed to do Mumbo's Mountain without even thinking about what I was doing.


:lol:

Me too. It's very funny, I remember thinking 'Um, didn't this take me, like, a strawberry floating month back in year 8?'.

Karl wrote:Can't believe I got baited into expressing a political stance on hentai

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by SEP » Wed Nov 12, 2008 10:09 pm

Skarjo wrote:
MCN wrote:I just managed to do Mumbo's Mountain without even thinking about what I was doing.


:lol:

Me too. It's very funny, I remember thinking 'Um, didn't this take me, like, a strawberry floating month back in year 8?'.


It's almost automatic now.

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by The Alchemist Penguin » Wed Nov 12, 2008 10:12 pm

Rik wrote:All of what you say is true, we don't know and it can't possibly be the same as what was originally intended as it unlocks in a different game. Obviously I'm hoping that the eggs and ice key are actually available this time and hopefully when Tooie arrives it will work as originally intended.

If not the legend goes on forever :lol:


My theory on it is that:
    The Ice Key, and two Eggs will be used in Tooie in place of the "N64 Carts" and the other Eggs will now unlock content in Nuts and Bolts.

It means that, sadly, we'll never see what it's true intention was for, and it'll simply have the same basic unlock as in the original Tooie, but we'll get some good N&Bs goodies out of it. However, that's a rather depressing thought so:
    The Ice Key and all the eggs will be used BOTH in Tooie and N&Bs and will unlock different things in EACH game. :mrgreen:

It could be that they hadn't really planned out Stop N Swap, and the actual thing that took place in Tooie was the only thing they had ever planned for it, though that is rather unlikely (But the lack of swapping never stopped them including all the eggs in Tooie, so why didn't they bother? Was there even plans for a 3rd N64 Banjo to use the other eggs, perhaps?). It's exclusion never bothered me that much since, apart from swapping the carts, nothing couldn't have been done by hidden unlockables so if they had wanted to implement all the eggs they easily could have done it, so I always thought we got what Stop N'Swop was always meant to do.

Have you got any theories on why they didn't use all the eggs in Tooie, Rik?

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Bigerich » Wed Nov 12, 2008 10:38 pm

I'm really looking forward to playing this again :)

I never managed to get all the Jiggies and all the Notes, but I will now!

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PostRe: Banjo Kazooie 360...Now with Stop N Swop
by Memento Mori » Wed Nov 12, 2008 10:43 pm

I got all jiggies but was missing like 6 notes from Click Clock Wood. I hated that level.


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