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Banjo-Kazooie is a series of video games created by Rare in 1998. The game stars a honey bear named Banjo and his friend, a large red bird named Kazooie, who are both controlled by the player, and a witch named Gruntilda as the primary antagonist. Throughout the various games they are tasked with thwarting Gruntilda's various evil schemes. There are currently five games in the series.
[edit] Games[edit] Banjo-KazooieMain article: Banjo-Kazooie The first game in the series, Banjo-Kazooie, was released in 1998 for the Nintendo 64 and re-released in 2008 for the Xbox 360 via Xbox Live Arcade. In Spiral Mountain, Banjo's sister Tooty has been kidnapped by the witch Gruntilda who wants Tooty's beauty and is willing to turn her into a hag for it. It is up to Banjo and Kazooie to save her. The goal is to progress through the witch's lair and the various worlds within it, collect items to help Banjo and Kazooie along their quest, and defeat Gruntilda. [edit] Banjo-TooieMain article: Banjo-Tooie Banjo-Tooie is the second game in the series, and was released in 2000 for the Nintendo 64 and re-released in 2009 for the Xbox 360 via Xbox Live Arcade. Two years after Banjo and Kazooie defeat Gruntilda, Gruntilda is freed from her grave and revived by her two sisters using a drilling machine and their magic spell. Using a machine named B.O.B., she proceeds to wreak havoc on the Isle O' Hags, sucking the life force out of the land and its inhabitants to gain power to restore her body to its former state. After she kills Bottles, Banjo and Kazooie go to stop her. [edit] Banjo-Kazooie: Grunty's RevengeMain article: Banjo-Kazooie: Grunty's Revenge Grunty's Revenge was released in 2003 for the Game Boy Advance. It takes place two months after Banjo-Kazooie. While Gruntilda is still trapped under the boulder that fell on top of her, Klungo decides to make a robot for Gruntilda's spirit to dwell inside. During the game, Gruntilda transfers her spirit into the robot and travels back in time to prevent the first meeting of Banjo and Kazooie. In the end, Gruntilda tells Klungo to go try to get her sisters, thereby setting the events of Banjo-Tooie into motion. [edit] Banjo-PilotMain article: Banjo-Pilot The fourth game in the series, Banjo-Pilot was released in 2005 for the Game Boy Advance. This game is not part of the plot of the series, but is a racing game similar to Mario Kart where the characters race planes. [edit] Banjo-Kazooie: Nuts & BoltsMain article: Banjo-Kazooie: Nuts & Bolts The fifth game in the series, Banjo-Kazooie: Nuts & Bolts, was released in 2008 for the Xbox 360. An ending sequence in Banjo-Tooie suggested the title would be Banjo-Threeie, while early press releases tentatively named it Banjo-Kazooie 3. The original trailer sported a cubist artistic design for the characters and complete fur and feather detailing on Banjo and Kazooie. The game's release on 12 November 2008 marked the tenth anniversary of the series.[1] It is the first original Banjo-Kazooie game released on a non-Nintendo system. The gameplay is also a departure from the previous games in that, rather than learning new moves in order to continue, the player must instead build vehicles of all shapes and sizes to complete challenges. These challenges included either races, transporting an object, fighting an enemy or a variety of different tasks. Gruntilda is still the main antagonist, but this time the Lord of Games (L.O.G.) has swept Banjo, Kazooie, and most of the cast into an all new world. [edit] Other appearancesPrior to Banjo-Kazooie, Banjo's first appearance was as a playable racer in Diddy Kong Racing, released for Nintendo 64 in 1997. Following Microsoft's purchase of Rare, Banjo was absent from the Nintendo DS remake, Diddy Kong Racing DS. Banjo and Kazooie are also set to appear in the Xbox 360 version of Sonic & Sega All-Stars Racing.[2][3] [edit] Characters
[edit] Stop 'N' SwopStop 'N' Swop is a hidden feature in Banjo-Kazooie. Evidence suggests that the feature was never fully implemented due to the Nintendo 64 revisions completed in 1999 that kept the feature from being practical.[5][6] The feature was widely publicised through a column published by Nintendo Power.[7] Rare announced that special areas and items in the game could only be reached by completing certain tasks in its sequel, Banjo-Tooie. It was later discovered that Banjo-Kazooie contains seven special items which can be accessed using in-game cheat codes[8] or by using a cheat cartridge. These items would then be viewable in a menu titled "Stop 'N' Swop". [edit] HistoryAn ending sequence in Banjo-Kazooie indicated that two coloured eggs in the game would be put to use in the sequel Banjo-Tooie. There was also an inaccessible ice key shown in the sequence, which induced gamers to search for a way to get it. While only two eggs were shown in the sequence, hackers Alan "Ice Mario" Pierce and Mitchell "SubDrag" Kleiman of the Rare Witch Project fansite discovered cheat codes to unlock a total of six different eggs and the ice key.[7] Other ways of getting the six eggs and key were previously discovered via the use of a cheat cartridge. Once acquired, these items would be viewable by all three game files, and would remain after erasing the files. In the years between the two Banjo-Kazooie games, Rare representatives were questioned on "Stop 'N' Swop" and how it would be implemented. Ken Lobb was reportedly unwilling to discuss how the connection would be made between the games.[9] Banjo-Tooie was released in 2000 and offered a way to retrieve the items without the need to acquire Banjo-Kazooie. The player would attain them by destroying in-game Banjo-Kazooie game paks. These eggs could then be brought to Heggy the hen to hatch. There were three eggs in total, one of which was already with the hen, but which Kazooie had to hatch herself. The ice key, however, was to be used to obtain an item locked in an ice vault. No explanation for "Stop 'N' Swop" was revealed in the game. Nintendo released a statement on the matter expressing that the feature "was not implemented in the game, and although we know there is a code that opens this menu, it does not do anything at all. And as much as I would like to be able to answer your question about why it was not implemented in the game, this is not information that our Consumer Service Department has access to."[10] A reference to Stop 'N' Swop was included in the 2003 video game Grabbed by the Ghoulies. On one of the chalkboards in the schoolroom is a mathematical equation, stating: "[egg] + [egg] + [egg] + [egg] + [key] = ?". In 2004, a patent filed by Rare was published which suggests that Stop 'N' Swop involved swapping cartridges with the power off to transfer data. The information would be momentarily retained by utilizing the Rambus memory in the Nintendo 64.[5] As a result of changes done to the Nintendo 64 systems produced in 1999, the system could no longer do this effectively. Another Stop 'N' Swop reference appeared in 2005's Banjo-Pilot. After completing most of the game, Cheato sells an item called "STOP N SWAP" for 999 Cheato Pages. The only result of buying is Cheato saying: "So you want to know about Stop N Swop, eh? I hope you're ready. Here goes...Why don't you stop annoying me and swap this game for a nice book or something?" In a 2007 interview with Retro Gamer, Rare employees told the magazine reporters that they may have to wait until the release of Banjo-Kazooie: Nuts & Bolts for the details of Stop 'N' Swop to be revealed.[11] In March 2008, a new website appeared with an animation of the ice key rotating, the eggs, and the words "the answers are coming." On April 1, however this was revealed to be an April Fool's joke created by The Rare Witch Project.[12] In 2008 MTV conducted an interview with Salvatore Fileccia, lead software engineer at Rare. Fileccia cited that the abandonment of Stop 'N' Swop was due to revisions made to the Nintendo 64 circuitry. He stated that older versions of the system would have given the player 10 seconds to swap cartridges, while newer iterations of the console reduced this time to one second.[6] At Microsoft's E3 press conference on 14 July 2008, it was announced that the original Banjo-Kazooie would be made available through the Xbox Live Arcade (XBLA) and feature Stop 'N' Swop connectivity with Nuts & Bolts to unlock new features.[13] In the demo version of Nuts & Bolts, Bottles also offers a "Stop 'N' Swop Truth" for 6,000 music notes. The Rare Witch Project extracted the demo's text string, which revealed that when Bottles is paid 6,000 notes he says "I could tell you, but then I'd have to kill you, and we couldn't show that in a game with this rating. Put it out of your mind and think happy thoughts! Thanks for the notes!". It was revealed that the eggs and key in the XBLA version of Banjo-Kazooie would unlock bonus vehicle parts in Nuts & Bolts such as fuzzy dice.[14] In Nuts & Bolts there is an imprint of the ice key on top of Boggy's gym and drawings of the eggs throughout Showdown Town. When a Stop 'N' Swop item is collected in Banjo-Kazooie, a corresponding crate appears at each drawing. Banjo and Kazooie can take them to Mumbo to get the special vehicle parts. The level BanjoLand also features large fake Stop 'N' Swop eggs that contain Gruntbots. On 27 January 2009, Rare announced that Banjo-Tooie would be released in April on XBLA and that the "original plan" for Stop 'N' Swop would be implemented.[15] On 25 April 2009, the Rare Witch Project released a news article along with a video of the use of the items in the Xbox Live Arcade version of Banjo-Tooie.[16] The six eggs and key from Banjo-Kazooie unlock the bonuses included in the original Banjo-Tooie as well as new content related to the Xbox 360. In place of the three preexisting eggs in Banjo-Tooie are the gold, silver and bronze eggs. The three unlock achievements listed under a "Stop 'N' Swop II" submenu. Additional achievements can be unlocked by completing specific objectives in the game. [edit] References
[edit] External linksBanjo-Kazooie Series on the Banjo-Kazooie Wiki, an external wiki
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