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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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  #1516  
Old 31st August 2007, 11:04 PM
bobbynicjr's Avatar
bobbynicjr bobbynicjr is offline
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so it wasnt Rares fault for canning it? how much would this disk drive have cost?


  #1517  
Old 31st August 2007, 11:11 PM
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Fox McBanjo Fox McBanjo is offline
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Quote:
Originally Posted by ssj
I'm gonna take 1 final guess. By there are 2, you mean that there are 2 discoveries. In the transformation chamber in bk. There is an UNDERGROUND area which you have generated. Evidence from this comes from the ominous objects floating middair at the bottom. And the number of objects there is , is POSSIBLY 20. This room provides us with a link to the tower room in BT
Wrong. So very wrong.


  #1518  
Old 31st August 2007, 11:17 PM
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ssj ssj is offline
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well I'd guess then it is something to do with DK and possibly the 64DD
We will just have to wait and see

Last edited by ssj; 31st August 2007 at 11:20 PM.


  #1519  
Old 31st August 2007, 11:38 PM
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runehero123 runehero123 is offline
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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 By the time it was released, the hardware was pretty much outdated.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.


  #1520  
Old 1st September 2007, 04:49 PM
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ssj ssj is offline
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3 days left

(maybe)


  #1521  
Old 1st September 2007, 05:45 PM
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runehero123 runehero123 is offline
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Hmm, Banjo kazooie was released 05/31/98 in the US. The giant and piccolo were still in the game(according to ign) on 08/05/1997. That gave them 9 months to change the complete game. Plus according to this article about zelda released in 8/21/1997 , ocarina of time was twice the size of banjo kazooie, so BK must have been around 16mb at that time. How many Mb is it now? Hmm, the size of the BK rom is 15.5mb, so fungus forest and MFE must have already been scrapped at this time. They were most likely working on DK64 at this time. BT's levels may have just been in development as well.

August 21, 1997
Ign article:
http://ign64.ign.com/articles/061/061195p1.html
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[Edit] According to this next article, Banjo Kazooie was supposed to hit stores in 1997. That's five month's before it actually came out! It would have also been 6 months after it showed at E3. What was the delay about? Part of it could have been removing the giant and piccolo, and changing the story line. The other part could have been reshaping SNS to work with Banjo Tooie instead of Donkey Kong 64.

http://ign64.ign.com/articles/061/061196p1.html
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August 22,1997
[Edit] According to this next article, Banjo Kazooie was supposed to hit stores in 1997. That's five month's before it actually came out! It was also only What was the delay about? Part of it could have been removing the giant and piccolo, and changing the story line. The other part could have been reshaping SNS to work with Banjo Tooie instead of Donkey Kong 64.

http://ign64.ign.com/articles/061/061196p1.html
-------------------------------------------------------------------------------------------
August 26, 1997
Nintendo reveals a new surprise game Diddy Kong Racing, and releases info that Banjo Kazooie's release date will be delayed until March 1998.

http://ign64.ign.com/articles/061/061210p1.html
--------------------------------------------------------------------------------------------
WTF? Mario 64 levels in Diddy Kong racing?

Quote:
Originally Posted by http://ign64.ign.com/articles/061/061212p1.html
Electronics Boutique said that it's seen the game on video, and that players can race on many different vehicles as well as through several levels from 'Mario 64.' We assume that the game referred to is Super Mario 64,
--------------------------------------------------------------------------------------------
http://ign64.ign.com/articles/061/061219p1.html

August 12, 1997 - More diddy kong racing info.

Quote:
Originally Posted by IGN
Rare's game has been in development for about two years
Quote:
Originally Posted by IGN
"The game was actually farther along in production than either Conker's Quest and Banjo-Kazooie at the time of E3", explained Lincoln. "But because we simply weren't able to get Banjo-Kazooie out on time and make it a quality game by November, Diddy Kong Racing was the perfect choice for this Christmas."
Quote:
Originally Posted by IGN
The new characters are Krash the alligator, Timber the tiger, Pipsy the mouse, Bumper the badger, Tiptup the turtle, and the game also includes Diddy Kong, Conker the squirrel, and Banjo the bear. A giant blue elephant called the warden will also narrate you through various parts of the game.
More DKR news : http://ign64.ign.com/articles/061/061221p1.html
---------------------------------------------------------------------------------
Quote:
Originally Posted by IGN
In reality, Luigi did not make the cut for Nintendo 64's first game. In an interview with Shigeru Miyamoto last year, Nintendo's master game maker explained that Mario's brother, Luigi, was originally planned to appear in SM64 in a bonus level, but was cut because of space limitations.
Space limitation? Banjo Tooie and Donkey Kong were pretty damn big for their days, maybe they had to cut SNS from BT due to space limitations?
---------------------------------------------------------------------------------
Article stating that when BT was approximately 75% complete when shown at E3.

http://ign64.ign.com/articles/061/061001p1.html
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Sorry about all this, Im trying to compile a timeline for these event's on our website so that we can get a good picture at what may have killed sns.

Last edited by runehero123; 1st September 2007 at 09:16 PM.


  #1522  
Old 1st September 2007, 09:21 PM
Dkuyu
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dude this is just a bunch of spam....


  #1523  
Old 1st September 2007, 09:33 PM
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jack_bauer jack_bauer is offline
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I have to agree with that. How about we focus on doing some actual hacking? BTW Where the heck did steve go?


  #1524  
Old 1st September 2007, 09:38 PM
Dkuyu
Guest
 
prolly got pissed at everything and killed himself, he hasnt been on aim lately, and yeah rune stop posting all this crap, give us the secret, or give us something to do mister "vice leader". by the way where the cluck is otacon?


  #1525  
Old 1st September 2007, 09:46 PM
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BK-SNS-BT? BK-SNS-BT? is offline
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I aggree, We need to do some real hacking.
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(xxjoesusxx)"Flame war ? That would imply that he actually has a defense, it's more of an obliteration, one stupid post at a time."(/xxjoesusxx) Epic Win.


  #1526  
Old 1st September 2007, 09:48 PM
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runehero123 runehero123 is offline
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Oh, is it really spam? Looks like someone doesn't appreciate a little history. If you don't know the story behind what was happening, then you are never going to figure out what SNS was. OH, lets just say it's for the DD64 without knowing wtf was happening at the time.

Oh yah, and nice try with the military excuse dyuku. The more you complain about that secret, the more it will be pushed back. You can all thank dyuku for that .


  #1527  
Old 1st September 2007, 09:53 PM
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jack_bauer jack_bauer is offline
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Rune shouldn't we leave that for the twilight brigade forums? I agree it's useful, but this topic is for hacking, not for the history. Give us something to do man.


  #1528  
Old 1st September 2007, 09:55 PM
Dkuyu
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dude rune stop acting liek a little kid about this, if foxmcbanjo knows about it and hes satisfied with what you found what makes you think we wont be, and remind us again why we have to wait 3 more days?


  #1529  
Old 1st September 2007, 09:56 PM
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runehero123 runehero123 is offline
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That's not exactly true Jack Bauer. Its the twilight search, that means anything useful relating to sns should be posted here. However, I guess by possible vote and the negative rep, I will just make the timeline on the website. OK?

@Dyuku: How am I acting like a kid about this? Oh well, like I said go ask Mikehive not me, I don't know what he's up to. If it makes you feel better I will message him and see what's up.


  #1530  
Old 1st September 2007, 09:56 PM
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ssj ssj is offline
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guys just have patience, btw steve has been around on the spiralmountain site 2day


 

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