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[[File:Stop N Swop XBLA.png|thumb|The Stop 'n' Swop menu with all seven items from the Xbox Live Arcade port of ''Banjo-Kazooie''.]]
Stop N Swop started simply as a way to link the two games (Banjo-Kazooie and Banjo-Tooie) together so that they could collect items in Banjo-Kazooie and put them to use in Banjo-Tooie.
'''Stop 'n' Swop''' is an infamous scrapped feature from ''[[Banjo-Kazooie]]''. The intention behind it was to find the hidden locations of six [[Mystery Egg]]s and the [[Ice Key]], which the player could then transfer to ''[[Banjo-Tooie]]''. Stop 'n' Swop was eventually implemented into the Xbox Live Arcade port of both games. The Xbox Live Arcade port of ''[[Banjo-Tooie (Xbox Live Arcade)|Banjo-Tooie]]'' also featured the [[Stop 'n' Swop II]] menu, with a use of unlocking game pictures and themes for the Xbox 360.


The developers of the both games, Rareware, decided that as a bonus for owning both games, players could have the ability to switch their games back and forth to unlock collectables that would enhance their gaming experience.
==Overview==
To do this, Rareware would need collectables in order to persuade gamers to buy both games and unlock them.
=== ''Banjo-Kazooie'' ===
The first item that was put inside the game was The Ice Key, this item was placed atop a platform behind a wall that players could not access, this was known as a "Taunt" As this key could be viewed in normal gameplay, it rose some questions of what it was, or what it did.
[[File:Stop N Swop.png|thumb|200px|The Stop 'n' Swop menu in the original ''Banjo-Kazooie''.]]
The only instance where Stop 'n' Swop is referenced during normal gameplay is in the 100% completion ending, after [[Banjo]] and [[Kazooie]] obtain all 100 [[Jiggy|Jiggies]]. The ending shows [[Mumbo Jumbo]] holding up a few photographs: two of them depict a Mystery Egg and the other one depicts the Ice Key.


When a player achieved beating the game by overthrowing the vile and nasty witch Gruntilda with a complete game of a whopping 100 Jigsaw pieces, they were allowed to view a special cutscene of pictures being shown to both Banjo and Kazooie. We were told by the game shaman, Mumbo Jumbo, that we would be able to use these secrets in the next game. These pictures contained:
It is possible for Banjo and Kazooie to unlock the location of a Stop 'n' Swop item and then obtain it from that location. To do so, Banjo must enter the [[Sandcastle]] of [[Treasure Trove Cove]] and hit the letter panels in a specific order to spell out a sentence.
Banjo collecting the: Ice Key, Pink Egg and Blue egg


These pictures revealed items that players passed through regular gameplay, although only the Ice Key was properly seen item, the Pink Egg lie just beneath the sandy surface and the Blue Egg locked away in a sacred tomb.
There is a unique menu displaying the Stop 'n' Swop items that Banjo had obtained. It is unknown what accomplishment would have resulted from the items, as they are devoid of functionality or purpose in the game itself.


After the pictures were viewed, players were told they will find out how to retrieve these three unique items in the official Banjo-Kazooie sequel: Banjo-Tooie.
=== ''Banjo-Tooie'' ===
A few of the Stop 'n' Swop items were repurposed for ''Banjo-Tooie'', the [[Ice Key]], the pink, yellow, and light blue Mystery Eggs. Aside from the Yellow Mystery Egg, Banjo and Kazooie can obtain each item by defeating a [[Banjo-Kazooie Game Pak]] enemy. After obtaining an egg, Banjo and Kazooie must return to [[Heggy's Egg Shed]] for [[Heggy]] to hatch. However, Kazooie must [[hatch]] the Yellow Mystery Egg herself, as Heggy cannot reach it. The Ice Key was used for unlocking a [[Mega Glowbo]] that can transform Kazooie into a [[Dragon Kazooie|dragon]].


How and Where would be completly up to Rareware, but it was obvious that these secret items only helped to build up hype of unexpected things to come...
The Stop 'n' Swop items have a different role in the [[Banjo-Tooie (Xbox Live Arcade)|''Banjo-Tooie'' port on Xbox Live Arcade]], as the three Mystery Eggs and Ice Key cannot be obtained unless the player has a save file for the ''Banjo-Kazooie'' port or ''Nuts & Bolts'' (including its demo).


Antisipation for the sequel was climaxing, Banjo fans all over the world wondered how they could get through the alcove In Freezeezy Peak, raise Sharkfood Island in Treasure Trove Cove, and get past the unbreakable door in Gobi's valley.
A gold, silver and bronze Mystery Egg are featured in place of the preexisting eggs. They can still be [[hatch]]ed by Kazooie to achieve the same three unlockable, along with three additional features each: a gamer pic, an Xbox theme and the [[Stop 'n' Swop II]] submenu. The Ice Key retains its purpose for unlocking the Mega Glowbo.


Though at the time the secret Cheat Codes were not available, any player who owned a hacking device known as the "Gameshark" could alter the games coding allowing Banjo to glide successfully over the Ice wall to obtain the Ice Key.
=== ''Banjo-Pilot'' ===
It was then that the hackers found the Ice Key stored away in a secret menu. Ontop of the menu lie the projects official name:
Stop 'n' Swop is referenced by [[Cheato]] in ''[[Banjo-Pilot]]''. Upon completing most of the game, Cheato sells an item called "STOP 'N' SWOP" for 999 [[Cheato Page]]s. This only results in 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 swop this game for a nice book or something?"


Stop 'N' Swop  
=== ''Banjo-Kazooie: Nuts & Bolts'' ===
In ''[[Banjo-Kazooie: Nuts & Bolts]]'', the player can unlock vehicle parts by obtaining Stop 'n' Swop items from the [[Xbox Live Arcade]] port of ''[[Banjo-Kazooie (Xbox Live Arcade)|Banjo-Kazooie]]''. Drawings of the Mystery Eggs appear throughout [[Showdown Town]], and a [[Mumbo Crate]] appears at one of the drawings for each Mystery Egg obtained in ''Banjo-Kazooie''. [[Banjo]] and [[Kazooie]] can take the Mumbo Crates to [[Mumbo's Motors]] for unlocking more vehicle parts.


Upon the creation of Banjo-Tooie, Rareware came into a problem with their method of "Stop 'N' Swopping".
Additionally, for each Stop 'n' Swop item added to ''Banjo-Tooie'' on Xbox Live Arcade, the player can unlock up to seven additional vehicle blueprints in the [[L.O.G.'s Lost Challenges]] DLC for ''Nuts & Bolts''.
The original method of transfer was to have the players collect the items in Banjo-Kazooie, remove their Banjo-Kazooie cartridge and insert Banjo-Tooie, at that point they would turn the power off and on, loading up Banjo-Tooie with the data from Banjo-Kazooie.
Sound complicated? You bet! But how was this method to work? Let's take a look at the technical aspects:


Firstly, the player must collect the secret items shown to them in the 100% cutscene.
Other Stop 'n' Swop references include an imprint of the Ice Key on top of [[Boggy's Gym]] and the large, fake Stop 'n' Swop eggs in [[Banjoland]] containing [[Gruntbot]]s. [[Trophy Thomas]] also says that the duo cheated by stopping the game and swopping something after winning the "Cheatin' Witch" challenge in Act 4 of [[Nutty Acres]], and during a trivia, [[Lord of Games]] asks a question regarding a failed connection between ''Banjo-Kazooie'' and ''Banjo-Tooie'', of which the answer is "Stop 'n' Swop."
It has been proven that when an item is collected, it is recorded into memory for later use. The item memory will be recorded regardless of order of items collected.


Using this strategy, Rare decided that if Banjo-Kazooie Stop 'N' Swop data was stored in the memory, than it could be put to use in Banjo-Tooie if the memory could be transfered over from the prequel to tell the sequel the data had been successfully obtained and ready for use!
[[Bottles]] also offers a "Stop 'n' Swop Truth" in exchange for 6,000 [[Musical Note]]s. It is impossible to obtain this amount since only 5,230 Music Notes appear in the game (not including the additional 120 in L.O.G.'s Lost Challenges). An unused text string reveals that by purchasing this advice, Bottles would have told Banjo: "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!"<ref>[https://tcrf.net/Banjo-Kazooie:_Nuts_%26_Bolts Banjo-Kazooie: Nuts & Bolts - The Cutting Room Floor]</ref>


== Legacy ==
For a few years, the feature remained hidden in ''Banjo-Kazooie''. There is evidence suggesting that the feature was never implemented entirely because of some hardware revisions done to the [[Nintendo 64]] in 1999. Originally, the player had up to ten seconds to swap the cartridges, but the circuitry in later revisions dropped the limit to one second, theoretically making this impossible.<ref>[https://web.archive.org/web/20120208101018/http://multiplayerblog.mtv.com/2008/05/23/stop-n-swop-thing/ Why I Finally Accept What Happened To That "Banjo-Kazooie" Stop N Swop Thing - MTV Multiplayer Blog]</ref>


The problem with the afromentioned "Stop 'N' Swop" method of data transfer, was the technology limitations at the time.
In January 2001, shortly after the release of ''[[Banjo-Tooie]]'', a fansite called Rare Witch Project discovered how to unlock the Stop 'n' Swop items without the use of a cheating device.<ref>[https://www.therwp.com/article/banjo-kazooie-secret-cheat-codes Banjo Kazooie - Secret cheat codes - The RWP] ([https://web.archive.org/web/20220710030659/https://www.therwp.com/article/banjo-kazooie-secret-cheat-codes archive.org])</ref> This information was publicized in the February 2001 issue of N64 Magazine and via a column in the April 2001 issue of ''[[Nintendo Power]]''.
Today, data transfer is a simple and straight foreward process. With game memory residing in portable units known as "Memory Cards", players need only swap the cards in mid play and not the games themselves.
Since the Nintendo 64 home consoles' memory was stored inside the cartriges, than the cartridges would need to be switched instead.
Since this method of switching data can be a little risky (as well as a little dangerous), Rare would need to find another method of data transfer that would be guarenteed to work.


However, with time slipping away, and Banjo-Tooies release data ever nearing, Rareware saw no escape to their promises of swapping game data between the titles.
Seven years later, at E3 2008, it was announced that the [[Banjo-Kazooie (Xbox Live Arcade)|Xbox Live Arcade]] port of ''Banjo-Kazooie'' would implement the Stop 'n' Swop feature as it was originally intended. It would be used in correspondence to unlocking content in ''[[Banjo-Kazooie: Nuts & Bolts]]''.<ref>[http://web.archive.org/web/20080717072003/http://xbox360.ign.com:80/articles/888/888789p1.html E3 2008: Banjo-Kazooie Hops on Live Arcade - IGN (Wayback Machine)]</ref>
If only they had planned Stop 'N' Swop earlier in its own design they could have scraped the whole plan in it's beta stage. But Rare had already promised fans they would be able to raise Sharkfood Island, open Gobi's Door and break the Ice Wall.
Hard pressed to find a solution that would promise the data transfer without the data transfer, Rareware decided that they would add "Banjo-Kazooie" Cartidges that would bounce around hidden in Banjo-Tooie.
In theory, these happy-go-lucky bouncing oddities would contain a Stop 'N' Swop item that was promissed by Rareware only a few years previous.
Though no connection was available to Banjo-Kazooie from Banjo-Tooie, Jamjars would boast them to be from the previous installment.


After successfully finding a hopping cartridge, players could crack them open using any form of melee or ranged attack, no matter if it varied from a simple roll or a fired egg.
On January 27, 2009, Rare announced the Xbox Live Arcade port for ''Banjo-Tooie'' and that Stop 'n' Swop would also be implemented.<ref>[https://kotaku.com/5140145/banjo-tooie-coming-in-april-with-stop-n-swop/ Banjo-Tooie Coming In April With Stop 'N' Swop - Kotaku] ([https://kotaku.com/banjo-tooie-coming-in-april-with-stop-n-swop-5140145 archive.org])</ref>
After the cartridges were bust open, the promised items popped out from inside.
The three cartidges contains: The ice key, the pink egg and the dark blue egg (one cartdrige for each egg, of course)


All players were assured by Jamjars (Banjo-Tooie's move teacher) that the items were from Banjo-Kazooie.
==Gallery==
After progressing through the game, players could finally put their items to use after two years of patience by bringing them to a Hen named "Heggy" located in the mysterious lands of Wooded Hollow...
<gallery>
Stop n Swop gamerpic 1.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 2.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 3.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 4.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 5.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 6.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 7.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 8.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 9.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
Stop n Swop gamerpic 10.png|Limited Edition Gamerpic from ''Banjo-Tooie''.
</gallery>


After meeting Heggy the Hen, Banjo could throw each egg he had found in each of the nests provided.
==Trivia==
Heggy would than proceed to hatch the eggs, which would expel colored sparkles based upon the eggs initial color.
*In ''[[rarewiki:Grabbed by the Ghoulies|Grabbed by the Ghoulies]]'', a chalkboard in the [[rarewiki:Classroom|Classroom]] has a mathematical equation referencing Stop 'n' Swop: "[egg] + [egg] + [egg] + [egg] + [key] = ?."
*Stop 'n' Swop was going to be used in more games than just ''Banjo-Kazooie'' and ''Banjo-Tooie'', them being ''[[mariowiki:Donkey Kong 64|Donkey Kong 64]]'', ''[[conkerwiki:Twelve Tales Conker 64|Twelve Tales Conker 64]]'', while there's conflicting statements for the last two games being ''[[rarewiki:Jet Force Gemini|Jet Force Gemini]]'' and ''[[rarewiki:Perfect Dark|Perfect Dark]]'' or ''[[rarewiki:Blast Corps|Blast Corps]]'' and ''[[rarewiki:GoldenEye 007|GoldenEye 007]]''. Out of the mentioned games, ''Donkey Kong 64'' is the only one known to have any remnants of the feature left over in the game data, it being an unused entry in the Totals menu for the Ice Key. Early screenshots of DK's treehouse shows a refrigerator with Banjo and Kazooie magnets on it, that apparently formed a warp to Crystal Caves to an area that, in the final game, is useful only to Chunky Kong (it has one of his pads, which can be used to access one of his Golden Bananas).<ref>[https://tcrf.net/Donkey_Kong_64#Stop_'n'_Swop_Leftovers Donkey Kong 64 - The Cutting Room Floor]</ref>


After the incubation, the player would be rewarded with "Homing Eggs" which would increase players aiming accuracy by seeking out an enemy if the players aim was inaccurate.
==References==
The second reward was a special move called "Bregull Bash" which by pressing the "B" button twice would make Banjo take Kazooie out of his backpack and slam her into the floor in front of him. This was useful for killing an enemy that was too close for comfort.
<references/>
After hatching both eggs only had to put the Ice Key that had taunted them from the start to use.
{{BK}}
What better place for the Ice Key than an Ice world?
{{BT}}
Inside the vast world of Hail Fire Peaks, a player could find an Ice Safe, just behind reach by an ice wall...
{{N&B}}
Perhaps a throwback to being blocked off by something they desired in the previous title?
In order to get the to the ice safe, a player would have to trek back to Glitter Gulch Mine and use the "Talon Torpedo" in the Water Stroage Area to gain access to the area with the ice chest.
 
After a brief cutscene of the Ice Key going into the lock provided, a player could fetch the prize inside: The Mega Glowbo.
Using the Mega Glowbo, a player could take it to Humba Wumba outside of Witchy World and use it which turned everyones favorite red crested bregull into a green scaly lizard who could expel fire with the press of the "B" button.
 
One mystery Banjo-Tooie has though, was an extra Mystery Yellow Egg that was already inside Heggys...
The egg was not promised, or even known about which caught everybody off guard and filled them with questions. If theres an extra egg in Banjo-Tooie, does that mean there exsists an extra egg inside Banjo-Kazooie as well?
 
Soon, players questions would be answered...
 
 
 
 
 
====Cyan Egg====
Enter the code "CHEAT DONT YOU GO AND TELL HER ABOUT THE SECRET IN HER CELLAR" in the Sandcastle to unblock the closed wine barrel in the wine cellar of [[Mad Monster Mansion]].
 
====Pink Egg====
Enter "CHEAT OUT OF THE SEA IT RISES TO REVEAL MORE SECRET PRIZES" to raise [[Sharkfood Island]] and reveal the doorway to the inside. Enter it and climb to the top of the tower using the [[Feathery Flap]].
 
====Blue Egg====
"CHEAT A DESERT DOOR OPENS WIDE ANCIENT SECRETS WAIT INSIDE" opens the tomb door in [[Gobi's Valley]] which Gobi sits by before leaving the desert. Ride a carpet over to the ledge and enter the tomb, then hit the switch in front of the sarcophagus to obtain the egg.
 
====Green Egg====
Enter the code "CHEAT AMIDST THE HAUNTED GLOOM A SECRET IN THE BATHROOM" to uncover the egg in Mad Monster Mansion's bathroom.
 
====Red Egg====
Enter "CHEAT THIS SECRET YOULL BE GRABBIN IN THE CAPTAINS CABIN" to make the Red Mystery Egg appear in the captain's quarters in [[Rusty Bucket Bay]]. Break the window in one of the portholes to get into the room.
 
====Yellow Egg====
Use "CHEAT NOW BANJO WILL BE ABLE TO SEE IT ON NABNUTS TABLE" and the Yellow Mystery Egg will appear in [[Nabnut|Nabnut's]] house in Click Clock Wood.
 
====Ice Key====
"CHEAT NOW YOU CAN SEE A NICE ICE KEY WHICH YOU CAN HAVE FOR FREE" will remove the unbreakable ice wall in [[Wozza|Wozza's]] cave, allowing you to get the Ice Key.
 
[[Category:Secrets and Easter eggs]]
[[Category:Stop 'n' Swop|*]]
[[Category:Stop 'n' Swop|*]]
[[Category:Banjo-Kazooie]]
[[Category:Banjo-Tooie]]
[[Category:Banjo-Kazooie: Nuts & Bolts]]

Latest revision as of 05:07, February 29, 2024

The Stop 'n' Swop menu with all seven items from the Xbox Live Arcade port of Banjo-Kazooie.

Stop 'n' Swop is an infamous scrapped feature from Banjo-Kazooie. The intention behind it was to find the hidden locations of six Mystery Eggs and the Ice Key, which the player could then transfer to Banjo-Tooie. Stop 'n' Swop was eventually implemented into the Xbox Live Arcade port of both games. The Xbox Live Arcade port of Banjo-Tooie also featured the Stop 'n' Swop II menu, with a use of unlocking game pictures and themes for the Xbox 360.

Overview[edit]

Banjo-Kazooie[edit]

The Stop 'n' Swop menu in the original Banjo-Kazooie.

The only instance where Stop 'n' Swop is referenced during normal gameplay is in the 100% completion ending, after Banjo and Kazooie obtain all 100 Jiggies. The ending shows Mumbo Jumbo holding up a few photographs: two of them depict a Mystery Egg and the other one depicts the Ice Key.

It is possible for Banjo and Kazooie to unlock the location of a Stop 'n' Swop item and then obtain it from that location. To do so, Banjo must enter the Sandcastle of Treasure Trove Cove and hit the letter panels in a specific order to spell out a sentence.

There is a unique menu displaying the Stop 'n' Swop items that Banjo had obtained. It is unknown what accomplishment would have resulted from the items, as they are devoid of functionality or purpose in the game itself.

Banjo-Tooie[edit]

A few of the Stop 'n' Swop items were repurposed for Banjo-Tooie, the Ice Key, the pink, yellow, and light blue Mystery Eggs. Aside from the Yellow Mystery Egg, Banjo and Kazooie can obtain each item by defeating a Banjo-Kazooie Game Pak enemy. After obtaining an egg, Banjo and Kazooie must return to Heggy's Egg Shed for Heggy to hatch. However, Kazooie must hatch the Yellow Mystery Egg herself, as Heggy cannot reach it. The Ice Key was used for unlocking a Mega Glowbo that can transform Kazooie into a dragon.

The Stop 'n' Swop items have a different role in the Banjo-Tooie port on Xbox Live Arcade, as the three Mystery Eggs and Ice Key cannot be obtained unless the player has a save file for the Banjo-Kazooie port or Nuts & Bolts (including its demo).

A gold, silver and bronze Mystery Egg are featured in place of the preexisting eggs. They can still be hatched by Kazooie to achieve the same three unlockable, along with three additional features each: a gamer pic, an Xbox theme and the Stop 'n' Swop II submenu. The Ice Key retains its purpose for unlocking the Mega Glowbo.

Banjo-Pilot[edit]

Stop 'n' Swop is referenced by Cheato in Banjo-Pilot. Upon completing most of the game, Cheato sells an item called "STOP 'N' SWOP" for 999 Cheato Pages. This only results in 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 swop this game for a nice book or something?"

Banjo-Kazooie: Nuts & Bolts[edit]

In Banjo-Kazooie: Nuts & Bolts, the player can unlock vehicle parts by obtaining Stop 'n' Swop items from the Xbox Live Arcade port of Banjo-Kazooie. Drawings of the Mystery Eggs appear throughout Showdown Town, and a Mumbo Crate appears at one of the drawings for each Mystery Egg obtained in Banjo-Kazooie. Banjo and Kazooie can take the Mumbo Crates to Mumbo's Motors for unlocking more vehicle parts.

Additionally, for each Stop 'n' Swop item added to Banjo-Tooie on Xbox Live Arcade, the player can unlock up to seven additional vehicle blueprints in the L.O.G.'s Lost Challenges DLC for Nuts & Bolts.

Other Stop 'n' Swop references include an imprint of the Ice Key on top of Boggy's Gym and the large, fake Stop 'n' Swop eggs in Banjoland containing Gruntbots. Trophy Thomas also says that the duo cheated by stopping the game and swopping something after winning the "Cheatin' Witch" challenge in Act 4 of Nutty Acres, and during a trivia, Lord of Games asks a question regarding a failed connection between Banjo-Kazooie and Banjo-Tooie, of which the answer is "Stop 'n' Swop."

Bottles also offers a "Stop 'n' Swop Truth" in exchange for 6,000 Musical Notes. It is impossible to obtain this amount since only 5,230 Music Notes appear in the game (not including the additional 120 in L.O.G.'s Lost Challenges). An unused text string reveals that by purchasing this advice, Bottles would have told Banjo: "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!"[1]

Legacy[edit]

For a few years, the feature remained hidden in Banjo-Kazooie. There is evidence suggesting that the feature was never implemented entirely because of some hardware revisions done to the Nintendo 64 in 1999. Originally, the player had up to ten seconds to swap the cartridges, but the circuitry in later revisions dropped the limit to one second, theoretically making this impossible.[2]

In January 2001, shortly after the release of Banjo-Tooie, a fansite called Rare Witch Project discovered how to unlock the Stop 'n' Swop items without the use of a cheating device.[3] This information was publicized in the February 2001 issue of N64 Magazine and via a column in the April 2001 issue of Nintendo Power.

Seven years later, at E3 2008, it was announced that the Xbox Live Arcade port of Banjo-Kazooie would implement the Stop 'n' Swop feature as it was originally intended. It would be used in correspondence to unlocking content in Banjo-Kazooie: Nuts & Bolts.[4]

On January 27, 2009, Rare announced the Xbox Live Arcade port for Banjo-Tooie and that Stop 'n' Swop would also be implemented.[5]

Gallery[edit]

Trivia[edit]

  • In Grabbed by the Ghoulies, a chalkboard in the Classroom has a mathematical equation referencing Stop 'n' Swop: "[egg] + [egg] + [egg] + [egg] + [key] = ?."
  • Stop 'n' Swop was going to be used in more games than just Banjo-Kazooie and Banjo-Tooie, them being Donkey Kong 64, Twelve Tales Conker 64, while there's conflicting statements for the last two games being Jet Force Gemini and Perfect Dark or Blast Corps and GoldenEye 007. Out of the mentioned games, Donkey Kong 64 is the only one known to have any remnants of the feature left over in the game data, it being an unused entry in the Totals menu for the Ice Key. Early screenshots of DK's treehouse shows a refrigerator with Banjo and Kazooie magnets on it, that apparently formed a warp to Crystal Caves to an area that, in the final game, is useful only to Chunky Kong (it has one of his pads, which can be used to access one of his Golden Bananas).[6]

References[edit]