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Old 31st August 2007, 11:38 PM
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runehero123 runehero123 is offline
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INFECTED - B1K1 
I can almost say that Nintendo is to blame for the death of SNS, Why? Donkey Kong 64 and Banjo Tooie were originally planned for the 64DD. However, Nintendo kept on pushing the release date for the system back a year or so. So more games were being taken off the 64DD to save themselves from extinction. Plus Nintendo also made the mistake of only releasing the system to Japan. By the time it was released, the hardware was pretty much outdated. Oh, and I will get you that info bobby.

I think I found some solid evidence of DK64 being on the 64DD. An old Ign article which you can view here. http://ign64.ign.com/articles/061/061129p1.html , see how it's all starting to pull together? If DK64 was originally planned for the 64DD, than SNS must have been tested on the 64DD as well. It also states DK64 was originally planned to be released in 1998. What set it back a year?

Also Bobby, the price was originally planned to be 120$ when it was released in Japan in 1997.
http://ign64.ign.com/articles/061/061130p1.html <-Read here.

Also, an interview with Miyamoto on the 64DD. Looking back on it some of the answers made me laugh: http://ign64.ign.com/articles/061/061138p1.html

Quote:
Originally Posted by interview IGN with Miyamoto (1997?)
Question: How many 64DD titles are in development?
Miyamoto: About 20.

Question: Will you announce these titles at Shoshinkai.
Miyamoto: I'll think about it.

Question: Will you have sequel titles after the sale of the 64DD, such as Mario RPG 2?
Miyamoto: We are making Mario RPG 2, and are basically sticking to just this one as far as sequels go. It'll be fun.

Question: What about Fire Emblem 64?
Miyamoto: We're earnestly producing Fire Emblem 64 (laughs). Actually, it'll probably come out after Mario RPG 2, the latter half of next year.

Question: What percent of it has been developed?
Miyamoto: The plans for Fire Emblem 64 are steadily progressing. The program team is completing Mario RPG 2, trying to come up with a playable demo . . . I wonder if I've said too much.

Question: Go on, go on. So Mario RPG 2 is almost complete?
Miyamoto: We're still working on it.

Question: Gotcha. We feel relieved.
Miyamoto: Don't worry. Feel easy about the 64DD.
I have also just found an article on banjo kazooie back when picollo (his girlfriend) and the giant are around.

Quote:
Originally Posted by http://ign64.ign.com/articles/061/061161p1.html
August 5, 1997 - Most gamers know by now that Banjo and Kazooie are a strange hybrid character that make up Nintendo and Rare's newest first-person platformer, Banjo-Kazooie.

The pair are the stars of the game once code-named Dreams, and Nintendo has stretched as far as to say they're comparable to Laurel and Hardy and Abbott and Costello. From what N64.com has seen, this weird pair is leagues apart those hilarious comedians, but we're certain the game itself will be an epic romp, possibly in spite of its obvious, sometimes annoying characters.

The game sets the pair off in search for Banjo's girlfriend, Piccolo, who's been captured by a giant, and whom Banjo and Kazooie must defeat in order to return her to safety. (If the story sounds oddly familiar, that's because its an exact duplicate of the simplistic storyline from Mario, in which the poor princess Peach is constantly stolen by Bowser. How's that for originality?)

Banjo
Banjo is a male honey bear, with a big nose (say, doesn't Mario have a big nose?), a blue backpack, and yellow shorts. He can walk, run, jump, swim, climb, swipe, and perform a running forward roll.

A few of his favorite things are his girlfriend, Piccolo, sleeping, being carried around by Kazooie, staying on flat surfaces, swimming, and dancing the preposterous Jigsaw jive, a hopeless dance meant to charm really young, innocent children.

Banjo, however, like all animals, has a few dislikes as well. He doesn't like it when Kazooie runs fast, or sliding on his rear end, and he gets easily tired of carrying all of Kazooie's eggs. he's also afraid of dark places and flying, which surprisingly happen to be two of his partner's strengths.

Kazooie
Kazooie is Banjo's sidekick, and hangs out in his packback for a large part of the game. Kazooie is a female Red Crested Breegull, and flaunts bright red and yellow feathers, runs on long, skinny legs, and features a long neck.

This bird can perfrom possibly the coolest moves in the game, and all of them are oddly named moves at that. Kazooie can help to extend Banjo's jumps with the Barge Feathery Flap, and helps with the Rat-aTat Rap, a jumping attack. She has a list of others as well: the Flap Flip (backflipping); the Shock Spring (high jump), the Beak (shoulder barging), the Beak Buster (vertical air-to-ground attacking, the Beak Bomb (fly and dive bombing), and the Talong Trot (which means simple running). A few others specialties include the Turbo Talong trot (even faster Kazooie running), the Stilt Stride (long legs walking), Egg firing (from both the front and rear), invincibility, underwater swimming and flying.

Kazooie has a personality of her own, claims Nintendo, and has a few things that she adores. These include: running, flying, destroying things (now we're talking), screeching loudly, dive bombing collecting eggs and feathers, eating cheese and mounting steep slopes.

She dislikes quietness, facing backwards (which is what she does for most of the game), carrying around Banjo's banjo, stopping to rest, swimming underwater, and Banjo's frightening, helpless, Barnie-esque jigsaw jive.

Well, there you have it folks, an inside look at the videogame industry's newest darlings, Banjo and Kazooie.
More 64DD information:
Quote:
Originally Posted by http://ign64.ign.com/articles/061/061170p1.html
The 64DD
Nintendo's alternative storage medium, dubbed the "64DD", enables more storage space mixed with read/write abilities. In a nutshell, this gives developers the option of creating expansion levels or disks to cartridge games, presumably at a cheaper price. Furthermore, the internal clock and writing medium of the device is perfect for realistic interaction in games. A prime example being that in Earthbound 64, which keeps track of time even when nobody is playing the game. Say a player explores the game until midnight, shuts it off and goes to bed. When the player returns in the morning eight hours will have passed in the game as well. Though nothing is confirmed, the 64DD is expected to come to the States in spring for a retail price of around $120.

Last edited by runehero123; 1st September 2007 at 12:57 AM.