The incomplete creation of Rare's masterpiece, Banjo Kazooie. A lot of people think that it had something to do with switching the N64 Cartridges out while they were in play but the fact remains that there are special items in this game, that, when using certain codes are obtainable and provide their own menu in your inventory. Microsoft "claim" that they were implementing the full original feature into XBLA, but they have never been valued for their honesty. Who knows what Rare originally had in mind for these items before they were bought off. Microsoft can say whatever they want. Post your ideas, what you think Stop N Swop could of been used for given its full potential, what you thought of it when you first saw that Ice Key floating in the cave. Do you know anything that most others don't? Anything relevant to this topic goes here.
Since I never really ''start'' playing banjo kazooie 1, I dunno what your talking about but do you mean there's some sort of locked contents in the game that since the stop N swop thing wasnt there, the contents remained locked ?
This has been discussed numerous times. We already know what Stop-n-Swop was. The codes only exist because they were used to test the functionality of the paths leading to the eggs/key. I guess Rare figured nobody would figure out what the codes are since they're long as hell. Microsoft did kinda restore Stop-n-Swop functionality. It wasn't the way it was originally intended, but it serves the same purpose. Link Banjo-Kazooie with it's sequel. EDIT: Found the tread. Here: http://www.assemblergames.com/forum...do-64-hardware-question-(stop-n-swop-related) Here is what I wrote (for number 3, viewing the Stop-n-Swop screen probably wouldn't have been necessary. Not sure why I wrote that.): I'm not stating this as absolute fact, but I'm pretty sure this was how it would have went. 1. In Tooie, certain switches would unlock the paths locked in Kazooie. 2. Turning off and removing Tooie then inserting and turning on Kazooie would allow Kazooie to read the memory from Tooie, thus acknowledging that the paths to the eggs and ice key should be open. 3. Collect the items and view the stop and swop screen. 4. Turn off and remove Kazooie and insert and turn on Tooie. 5. The memory from Kazooie would still be loaded, so Tooie would know that the stop and swop items were found and add them. 6. The items would then probably be used similarly to how they were used in the final version. That's how I think it would have went. As for the 30 second memory thing, it seems Nintendo may have changed that solely to prevent Rare from doing Stop n' Swop. Apparently the hardware revision occurred in 1999, one year after Kazooie was released (coincidence? Maybe, but I think not). Nintendo probably didn't like the idea after Rare told them and feared that it may potentially damage the consumers console. Having it only be 3 seconds would make it difficult for the average consumer to effectively swop the two carts, so Rare had no choice but to abandon stop n' swop. I'm sure it would have still been technically possible. I can power it off, swap two carts, and power it on in under a second, but little 8 year old Timmy might have a difficult time doing it, and would risk damaging the games and console trying to do it over and over again, or just simply doing it wrong. Remember, he'd have to turn it off, take the game out, put the other game in, and turn in on in less than 3 seconds.
The patent pretty much states as such, except you don't turn the console off. In fact, it should still work. Both Tooie and Kazooie share a small address range with identical unlock information. It's a fool-stupid way of doing it though. So long as the console doesn't do anything weird, I'd imagine if you were in a loop that didn't rely on reading any data from the cart (the game is only running from ram), you should be able to remove the cart and replace it without an issue. Maybe the console freaks though, or that trips some crazy NMI or something, but otherwise they could have gone that route instead.