I will claim Jinjo village if I can?
I don't think I can map Mumbo Mountain. The song isn't clicking with me, so I'll put it back up for grabs.Thanks for the CD Icon, its awesome
I did make you guys a nice CD icon for the project though
BTW, Seibei gave me 95.9 bpm and 270 offset, if it helps.
At the end of Banjo-Kazooie, Stop 'n' Swop was mentioned explicitly by Mumbo Jumbo, who, if the player collected all 100 Jiggies in the game, showed animated photographs of Banjo and Kazooie returning to in-game locations - specifically, Sharkfood Island, Wozza's Cave and the mysterious closed door in Gobi's Valley, to obtain hidden items: two colored eggs and a key of ice. Mumbo explained that Banjo and Kazooie would be able to access the places in Banjo-Tooie.Banjo-Kazooie was released on June 29th, 1998. For 11 years, the Rare Witch Project have been hacking this game, hoping to find the secret to this mystery. After many theories and speculation, Rare has spilled the beans:
However, in Banjo-Tooie, the player never returned to these locations. Three eggs and a key were in the game, obtained by shooting Banjo-Kazooie cartridges in Spiral Mountain and Jinjo Village, and the third egg was in Heggy's Egg Shed in Wooded Hollow. (Notably, all three eggs and key were smaller than their Banjo-Kazooie counterparts.) The eggs could be taken to Heggy and hatched to unlock some hidden secrets, although the Yellow Egg had to be hatched by Kazooie herself. The Ice Key was used to find the Mega-Glowbo, which in turn unlocked Kazooie's Dragon transformation. The Pink Secret Egg unlocked a move called the Breegull Bash, which allowed Banjo to take Kazooie out of his backpack and slam her on the ground like a club. The Blue Secret Egg unlocked a cheat code allowing eggs to home in on enemies, and the Yellow Secret Egg unlocked a Jinjo as a character in the multiplayer mode. However, this was viewed universally as a disappointing cop-out.
Ice Mario and SubDrag later shocked the Banjo-Kazooie fanbase in 2001 by discovering seven cheat codes (see below) which granted access to not only these four items, but also three further eggs, making a total of six eggs and the Ice Key. After this, speculation about the original intention of Stop 'n' Swop became rife.
The original intended method of Stop 'n' Swop was to activate the secret areas (presumably by being told the codes in Banjo-Tooie), collect the items them in Banjo-Kazooie, and then to stop the game, turn it off and swap to Banjo-Tooie. This idea exploited the workings of the Nintendo 64's Rambus RDRAM -- the data in the memory would be retained for a few seconds after turning the console off, allowing the next game inserted to read information from the last game. However, in 1999, changes were made to the way the console handles its memory, cutting the window of cartridge swapping time down to around a second. This would have made Stop 'n' Swop next to impossible on Nintendo 64 models produced from 1999 onwards. Therefore, the feature was scrapped from Banjo-Tooie fairly late in development.