What...? I custom scanned the whole folder and got nothing. Watch this space for reupload.
I don't understand...? Are you saying to not do Mr. Patch's theme and to start with something easier?Zerostarry wrote:
Anyways, if you want Patch's theme, you should use the other tracks in the pack as easier difficulties. That's how its done Witchyworld's slow beat makes it perfect for a Easy/normal. Added.
Just tried it again, it works now. That was weird >_>K2J wrote:
What...? I custom scanned the whole folder and got nothing. Watch this space for reupload.
So only one difficulty for each?Zerostarry wrote:
gaph: Map both of them, each one a separate difficulty.
Pretty much.gaph2000 wrote:
So only one difficulty for each?Zerostarry wrote:
gaph: Map both of them, each one a separate difficulty.
An64fan wrote:
Pretty much.gaph2000 wrote:
So only one difficulty for each?Zerostarry wrote:
gaph: Map both of them, each one a separate difficulty.
If you're confused at all, some of the others have already been uploaded, so you can take a look at those to see what's going on.
Added!kingcobra52 wrote:
I'll go ahead and claim Bubblegloop, if that's alright.
I can get you some HQ pics. When do you need them by?An64fan wrote:
Meh. I wouldn't mind some help getting some backgrounds for my Hailfire maps. (Which are, well, almost done btw)
I thought it was going to be like a marathon? Not sure lol. I was considering helping with CCW after finishing up everything with Hailfire though.Ace of Trades wrote:
So.. is no one allowed to do Click Clock wood, or do 4 different mappers HAVE to do the 4 seasons. I wanted to do it and make each season a difficulty. Like how different slower/faster versions make for different difficulties of a song.
Thanks for the CD Icon, its awesomeLuigiHann wrote:
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.
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.