They did. Kinda ruined the fun of it though. Who remembers when those people extracted the debug codes from the ROM that let you actually get the eggs, on the n64 version? It was years after the game came out iirc.
I must admit I also clicked the link expecting something to do with eggs and crystal keys.
> Who remembers when those people extracted the debug codes from the ROM that let you actually get the eggs, on the n64 version?
I'm so glad somebody else remembers that.
It was years after the game came out, and was perhaps just a side-note in the videogames magazines, meaning that nobody believed my childhood self when I claimed to finally obtain the eggs.
I do hope there is another Banjo Kazooie - not the nuts and bolts kind but a classic platformer even if it is not published by Rare I would still love to see it!
I spent probably hundreds of hours on rarenet, and playing tooie running around that damn water level pleading with that pirate guy to give up the ghost.
I still checked for years. In fact if anyone is interested in the full breakdown:
If you completed the first game (Banjo-Kazooie) 100%, the player was shown a video of the key and eggs, with a promise that they would be used in the sequel. (Banjo-Tooie)
The technology that would have made this possible through what was known as Stop N' Swap. Turn off one of the games, then while the data was still in the RAM of the N64, place the other game in the console. However, Nintendo had made a change to the console that made the time the console clears the RAM post-shutdown to 1 second, making this method impossible. (Tooie had an alternate method to get the items in that game alone, where they did grant bonuses)
In Kazooie, however, in-game cheat codes were discovered that let the player get the items anyways, although they had no function.