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Old 21st December 2006, 10:10 PM
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Gaming Master2k Gaming Master2k is offline
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To sum this all up:

It is my belief that Cold Swapping was the preferred and intended method of swapping data between games though the games were programmed to allow a form of Hot Swapping (data would still be written to the memory, but if you didn’t want to turn the power off you could swap games and the Nintendo 64 would know this has happened).
My theory of the rewards is just that, a theory, it may be way off base but the only way we’ll ever know for certain would be to hear from Rare about the topic.

Rewards: Jinjo in Multiplayer, Homing eggs, Breegull Bash move, New level and Bottles’ Revenge (?).

I also believe that the Ice Safe where the mega Glowbo is was once a part of Stop ‘N’ Swop and may have (at one point) been where it all began.

References:

Rare Witch Project Donkey Kong 64 Special (http://www.rarewitchproject.com/specials.php?id=dk64sns) – By Ice Mario and SubDrag
Rare Witch Project Sandcastle Codes (http://www.rarewitchproject.com/spec...=bkcastlecodes ) – By Ice Mario and SubDrag
“System method and data storage medium for Sharing Data Between Video Games”, Patent, Filed by Rare Limited, June 29, 1999 (http://v3.espacenet.com/origdoc?DB=E...&QPN=US6820265)
Banjo Tooie (Release Date) – Wikipedia
March 2005 Scribes – Rare (While no official copy was able to be found a number of sites, including the Rare Witch Project has copies on their forums)
Congratulations to those of you who read all that (even more to those who understood all that). If you have any questions that I haven’t answered ask away. I have attached a Microsoft Word document with all the text should you wish to save/view/print that. Comments, Questions and Feedback is welcome. If I have missed explaining anything let me know. It is a little hard keeping track of everything.
Attached Files
File Type: doc Stop 'N' Swop - A Theoretical Analysis doc.doc (49.5 KB, 35 views)
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