Nintendo fans of a specific age may remember the enjoyment surrounding an ingenious function prepared for Banjo-Kazooie on N64 which would allow it to engage with its follow up, Banjo-Tooie, opening formerly unattainable locations and products. Regrettably, the function was silently ditched, however freshly uncovered correspondence from Nintendo has actually lastly exposed why.

But initially a little bit of background; when Banjo-Kazooie launched in 1998, gamers that handled to 100% the video game were dealt with to an unique secret ending proving Banjo accessing 3 formerly sealed-off locations – a strange increased island in Treasure Trove Cove, a frozen ice collapse Freezeezy Peak, and a sealed cliffside entrance in Gobi’s Valley. However, in spite of these tantalising teases, all 3 locations stayed stubbornly unattainable and it wasn’t till a couple of months after launch that designer Rare used a description.

“All the secret things can just be reached when playing Banjo-Tooie, the prepared (and naturally much better) follow up to Banjo-Kazooie,” it composed on its site, as documented by RareGamer. “Whilst playing ‘Tooie, you’ll have the ability to return to ‘Kazooie and get the surprise goodies, prior to spiriting them away into the follow up where they will be put to excellent usage.”

Rare never ever formally revealed how this system would operate in useful terms, however an exposed patent filing shed a bit more light on the matter, describing gamers would require to eliminate a supported video game cartridge when triggered, then switch it for a 2nd one, which would check out and respond to info maintained in the console’s memory.

The difficulty was, when Banjo-Tooie ultimately got here in 2000, the guaranteed inter-game connection (called Stop ‘N’ Swop) was no place to be discovered. Nor did it show up in Donkey Kong 64, Conker, Jet Force Gemini, and Perfect Dark, as Rare had actually at first prepared.

Over the years, members of the initial advancement group have actually hinted that Stop ‘N’ Swop was ultimately dropped at the demand of Nintendo, however an e-mail now shared by Rare software application designer Paul Machacek (as acquired by RareGame) has actually set out the particular factors for the business’s anxiousness in relation to the function, this time directly from the source.

As per the e-mail, Nintendo’s director of technical assistance called Rare to ask for the elimination of Stop ‘N’ Swop throughout advancement of Donkey Kong 64 – which was produced in tandem with Banjo and was planned to get in touch with the video game – due to unpredictability the N64 would maintain information in memory enough time to make sure the function regularly worked as marketed, and over issues about possible danger of damage to consoles and video game cartridges if a swap was made while the power was on, consisting of “getting too hot and…customer security”.

“We wish to recommend that you discover alternate approach of attaining the benefits in both Banjo and Donkey Kong,” the unnamed Nintendo representative composed, “Perhaps it would be possible to expose passcode in DK64 which could be utilized to open the locked location in Banjo?…The balance of DK64, consisting of the various ending might then stay, available just to those who played through the brand-new location in Banjo. I think a service such as this will protect a few of the advantage of connecting the 2 video games together and have very little effect to the code.” And with that, Stop ‘N’ Swop disappeared.

Thankfully, in spite of the function’s ultimate death, Banjo-Kazooie’s Stop ‘N’ Swop tricks have not been completely lost to time and Nintendo’s impulses, with resourceful gamers having actually effectively discovered methods to access them utilizing cheats buried away in the video game’s code. And while it’s a pity the main methods of exploring them never ever materialised, it’s pleasing to understand that, some twenty years later on, we lastly have a conclusive response why.