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Banjo Theories & Stop 'n' Swop SNS? Bottle's Revenge? Share your thoughts on the mysteries of the Banjo series and discuss the new Stop 'n' Swop features in Nuts and Bolts and the XBLA games

 
 
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  #2926  
Old 15th July 2006, 05:22 PM
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Och...sorry.My english isn't good so you not understand me.I'm think that super special challange will unlock SNS room.


  #2927  
Old 15th July 2006, 05:26 PM
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I see, don't worry.. you have overall good English. Just please put a space after the . ok?
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  #2928  
Old 15th July 2006, 10:22 PM
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Quote:
Actually, at the point you desribed, you don't have any of the eggs. Earlier in this thread (about 40 pages ago) I discussed the functionality that item by item resets the secret items collected and opens the secret areas. You end up with 80283400 FE00 (NTSC). So when you did the walk thru walls during the Mumbo AI sequence, all your items had been momentarily removed.
Nope My SnS Items are still there even the board iam trying to moon jump just in time to get it but its hard, when i got it 1st time when in use walk threw walls mumbos talk line oppend and said banjo got... then it ended and banjos came up and started to say something but the game crashed i boughyt this game used.


  #2929  
Old 18th July 2006, 06:45 PM
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Has anyone tried walking through the odd green wall in FP?


  #2930  
Old 18th July 2006, 07:39 PM
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  #2931  
Old 19th July 2006, 12:32 AM
hatrickpatrick hatrickpatrick is offline 1 Highscore
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The green wall caused a huge amount of confusion last year when we were looking at the whole Fungus Forest / FP connection >_>

I'm going to see if there are any cutscene digits for the machine room, that could be very interesting... If the doors do ever, indeed, open, this MIGHT be able to find it, although I'm still not sure whether cutscenes appearing AFTER the SnS activator will simply cause the cutscene mod to freeze, like a freeze digit... I'll try and figure that out tomorrow...


  #2932  
Old 19th July 2006, 03:26 PM
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You know, I'm very sure of myself that this has been brought up many times throughout the life of this thread, but here's something to think about:

We know how to "activate" the Seagull sounds in Jolly Roger's Lagoon. Also, Rare has hinted to us that there is something significant about the sounds of Seagulls there, only after the explosion of a Clockwork Kazooie Egg. Perhaps there is another part to a "sequence" that must take place next. However the next part only works after the Seagulls have been activated. For example: playing a different song, shooting a different kind of egg into the bar somewhere. Keep in mind that something like this would only work after the Seagull music has been activated, and is playing. Something like this could be worth some testing. Afterall, we have found no significance to it thus far; other than the idea that it's a glitch. ...and we know it's not only a glitch.
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  #2933  
Old 19th July 2006, 07:28 PM
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Well, how was the first "glitch" discovered? Was someone really just doing random things like play songs on the jukebox then shoot an egg and blow it up just for the heck of it? Or was it discovered with hacking?

But yeah, we should experiment. THere is definitely more to be solved here. ALong with Jiggywiggy's super special challenge, and challenge 16, and stop and swop....


  #2934  
Old 19th July 2006, 08:23 PM
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Well, Dmoss, a while ago some of us tried Coldswapping after performing the seagull music and Banjo-Kazooie glitched up at the start. I say hotswapping there is worth a shot.
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  #2935  
Old 19th July 2006, 10:27 PM
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Banjo-Kazooie seems to work through sequences, and I have a feeling that there are still at least two other actions to perform after you activate the seagull music. i.e.: Attempt playing certain songs after the Seagull music is activated...then, trying shooting another CWK Egg in the same area...? It's worth a shot...
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  #2936  
Old 19th July 2006, 10:35 PM
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well u can scratch out playin the other jrl songs and then shootin more cwk eggs. i tried that in multiple orders and nothin happend
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  #2937  
Old 19th July 2006, 10:50 PM
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And here you thought at this time it would be impossible for someone new to post here after reading the entire thread...

Well, probably. But I read the whole thread.

And have forgotten over half of everything. But I'll try to throw in my 2 cents. Or something like that...

Anyway, it seems you're all close to solving it, but that may not be true. Perhaps you're not even close. Perhaps you're in the middle. But the point remains, you're somewhere.

And although you don't need any theories on how to get Stop 'n' Swop (or maybe you do), I've thought of some stuff... kinda pointless, but for starters, maybe the Ice Key is just the key to Wozza's garage or something. Ok, but seriously, someone said a while ago something about the Sandcastle Code for the Ice Key talking about it being for free, and although that may just be a way to get it to rhyme, you DO have a couple Doubloons left over. Maybe you have to Swop the Doubloons! Maybe Swop the 2 Doubloons for the 2 Jiggies, I dunno...

But wait, there's more! First, there was a line of text that said "Shouldn't Be here Jinjo House", right? Probably the Gray Jinjo House, perhaps at first there was Gray Jinjos but then there was already enough Jinjos so I dunno. And wasn't there another line of text that said Glowbo Cave? Could it be that it's merely reffering to the cave where you get the Mega Glowbo?

Then there's the Jiggywiggy challenge 16 for 128 Jiggies. Well, 16 goes into 128 8 times, and 8 is the number of levels in BT (unless there's a secret level). That was kinda pointless. Also 16 and 128 are both in the "2, 4, 8, 16, 32, 64, 128". Just noticing that... Oh, by the way, what's with that Chosen One Y thing I've heard about? Anyone know where that came from?

Well, I'm about done talking... er, typing. I can't really help a whole lot because I know nothing about hacking and I don't have a GS or AR or any of that because I don't like using them and I don't even have BK or BT. I always rented them... I have BK: GR though. >_>

Oh yeah, something else about the seagull thing. Maybe it really is just a random glitch. Rare already says and puts enough stuff around that is either a hint or to throw people off track, and they never went right out and said that it isn't a glitch, so... that's all I can think of.
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  #2938  
Old 19th July 2006, 10:52 PM
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My personal main point is to try it after you have activated the Seagulls. Otherwise, it would defeat the purpose of a sequence. You know, here's an example:
  1. Activate the Seagull Track.
  2. Try playing another song and shooting a CWK Egg nearby.
  3. If it doesn't work, activate Seagull Track again.
  4. Try a different song, now.
  5. If it doesn't work, activate the Seagull Track, yet again.
Continue this order until you get bored.
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Last edited by dmoss; 19th July 2006 at 10:57 PM.


  #2939  
Old 19th July 2006, 10:57 PM
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i really dont think that the seagulls theme would be a glitch. just listen to it. it sounds like a perfectly normal song like it was meant to be in the game. it just has to be there for a reason
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  #2940  
Old 19th July 2006, 11:00 PM
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I don't think we're on the same wavelengths here, Ultra...

I don't think that the Seagull Track is a glitch, either. A while back, Rareware even said that they were appaled that anyone would call it a glitch. Therefore, it's not a glitch.
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