That was really interesting, thanks for taking the time to write it up. GoldenEye 007 Remake Development Shuts Down And Relaunches As New Original Game The fan-made project, GoldenEye 25, is no longer moving forward. The mystery is how Rare managed to keep it so secret for so long. This means that Rare probably had another plan for Stop'n'Swop, less cumbersome than physically swapping carts: simply accessing the secret codes in Tooie by doing stuff, noting them down, and then entering them in B-K. Best Selling Goldeneye 007 Game Card Cartridge Console for Nintendo 64 N64 US Version.
These were codes that had to be entered in the famous sand castle from the beach level (where other codes were to be entered already), and each code was a logic phrase in the same style of the other secret codes that could be found "legitemely". 007 GoldenEye Nintendo 64 game for sale, 100 original N64 cartridge with authentic label in collectible quality condition, free shipping, old school gaming. Now, the interesting part is that these weren't just Action Replay codes, or hacking hockery pockery. The level 'Surface' took place above the underground facility, during the dead of winter, creating a feeling of bleakness and isolation that fills the entire level. Rare claimed there was no other way to reach the secret items in B-K, but about two years after the release of B-K (and a few months before Tooie), two British nerds managed to find codes that finally allowed for these items to be reached. 9 GoldenEye 007 (1997) Though not technically a scary game, N64s massive hit, GoldenEye 007, included some absolutely phenomenal atmospheric horror and suspense. I read that this was because the system they had in mind, which was going to be do stuff in Tooie - remove Tooie cart with the console still on - insert Kazooie cart within 10 seconds (hence the "Stop'n'Swop" name), couldn't be implemented anymore because the newer versions of the N64 consoles had a different, shorter memory thing, meaning that the carts would have had to be switched within 1 or 2 seconds before losing the transferrable data, making it unpractical for the average consumer. But when Tooie went into real development, Rare decided to drop the feature. Basically doing stuff in Tooie would have unlocked some areas in Banjo Kazooie, allowing access to secret items like coloured eggs (some of which were visible in the final sequence when you completed the game with 100 Jigsaws) and the infamous ice key, visible but not reachable in the snow level. It was designed early on, before development for Tooie even started. Stop'n'Swop was originally a system that would have allowed there to be a connection between Banjo Kazooie and its sequel Banjo Tooie. It was years and years before anyone figured out the Stop 'n Swoop codes. wrote:How do Rare keep secrets in their games for so long?