#1
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What I think to be the most sensible Stop 'N' Swop theory.
Basically I am adding on to ThumbsUpMaster's theory:
http://www.youtube.com/watch?v=gKeT0cjYB5U&NR=1 I think that's pretty spot-on. Here's how I see it: Stop 'N' Swop was first planned to utilize the N64's extra memory by copying the text that the Stop 'N' Swop items held in Banjo-Kazooie, into the system's extra memory (when the items were activated). Then the text from Banjo-Kazooie would activate the Stop 'N' Swop eggs and ice key in Banjo-Tooie, through a now canceled feature (possibly in the tower room, like ThumbsUpMaster stated), which would just be the six items ThumbsUpMaster noted in his theory. Then, I believe a while before Banjo-Kazooie was released, Nintendo decided to can the N64's extra memory, leaving a huge gap in Stop 'N' Swop's original plan. Rare would have to find some other source of memory to copy the text into so it could be copied into Banjo-Tooie. Still in the beta stages of Banjo-Kazooie-possibly somewhat soon after the N64's extra memory got canned-a couple of beta Donkey Kong 64 and Banjo-Kazooie screenshots came out that included cameos of each others' games, seemingly linking the two together: http://www.rarewitchproject.com/?id=1274 Which is interesting, considering Donkey Kong 64 was one of the few games that actually utilized the expansion pak (and I believe it was one of the first). More recently, the RWP found the text "Ice Key" in Donkey Kong 64 (for reference, see last link). Some believe this to be merely for testing, which would make sense, considering that I think Rare was messing around with their new form of swapping, and wanted to test it, but if those cameos really did link the games together, then why would Rare go to all that trouble to change in game features-and then release them to the media-just for testing that was never going to be released to the public? If those cameos weren't a connection between games, then why would Rare go to all the trouble to take them out and replace them? Anyways, I think the feature then got dropped due to various reasons, such as the thought of marketing a standalone device-and/or possibly three games-just for some in game prizes and a sequel that otherwise wouldn't require a standalone device (considering the original plan was to use the N64's extra memory, which wouldn't require any extra devices, it wouldn't have required any additional costs). Instead, Rare decided to just try to cover up the original Stop 'N' Swop plan and replace it with the same items it would have given, just in-game. So my main questions about Stop 'N' Swop really have to do with what it's original purpose in Donkey Kong 64 was suppose to be and what the original procedures you had to do in Banjo-Tooie were. Aside from that, I really think that's all Stop 'N' Swop was. There's only one other interesting thought I can think of at the moment, and that's that maybe the items mentioned in ThumbsUpMaster's theory were originally planned to serve purposes.. Last edited by Banjo-Korezooie; 29th May 2009 at 11:24 PM. |
#2
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Dear God why do people keep making theories? It's over and it's not that important! All it was and ever will be is a little, cool gimmick. You got the eggs and key in Banjo Kazooie, swapped them to Banjo Tooie and that was that. It was never meant to be anything special! All you're doing is building up false hope.
So get over it, it's done. Just look forward to the advancement of the Banjo series and Rare as a company. Good day.
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Brutal \m/ |
#3
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This is the Banjo Theories & Stop 'n' Swop board, if you don't want to hear theories, then don't come here. Good day. |
#4
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Actually I like to flame you guys that's why I come here
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Brutal \m/ |
#5
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Oh. Well then, please go right ahead
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#6
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Just GTFO. You aren't making the slightest bit of difference and you just use this as an oppertunity to bolster post count.
As for the theory, I do think it's sensible. Possibly correct, too. Who knows?
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i am a functioning person pokémon trainer skunk :>
BAGEL DICK HOOPLA WORLD CHAMPION 2K13 2K14 2K15 2K16 2K17 holy shit this was stupid last.fm |
#7
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#8
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Hm, guess my theory wasn't as sensible as I would have hoped.. |
#9
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**** up
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#10
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Wow, that's vague. Care to explain what you're on about, and what the first letter of your first word is (that helps )?
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#11
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#12
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Well assuming you are referring to the released expansion pak, then wouldn't it make sense that a prototype that was being developed along with Donkey Kong 64 could have held memory for more time? Assuming Donkey Kong 64 was the first game to utilize it, that is.
Last edited by Banjo-Korezooie; 31st May 2009 at 12:59 AM. |
#13
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A) The expansion pak was developed and required for 64DD(announced in 1996), not just DK64. B) Assuming concurrent RDRAM wasn't around before they utilized it during the development of BT, both expansion pak and 4mb pak lost memory at the same rate when powered-down. C) They updated the RDRAM I believe for faster access times, and because swapping games before all the memory was cleared from RDRAM could cause problems upon boot-up of some games. Either way, concurrent RDRAM wasn't around until sometime during the development of Banjo-Tooie. So therefore, we can conclude that it had nothing to do with why they decided to implement a connection between BK and DK64. Also see: http://www.rarewitchproject.com/foru...t=blame+rambus Last edited by runehero123; 1st June 2009 at 12:21 AM. |
#14
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So if it didn't have anything to do with testing with the expansion pack, then I assume they could have done whatever testing they needed with Banjo-Tooie, and whatever they were doing in Donkey Kong 64 was because they really were planning on releasing it to the public? That would explain the linking cameos, if they really did have something to do with Stop 'N' Swop, that is. If so, that would of had to have been very early on, as it was never mentioned in Banjo-Kazooie. Does this sound more realistic, Rune? |
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