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Games => General Gaming => Topic started by: Cobra951 on Saturday, November 01, 2008, 02:07:23 PM

Title: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Saturday, November 01, 2008, 02:07:23 PM
I have a feeling this game is going to be a failure of heartbreaking proportions.  But the demo provides what seems like endless free entertainment.  The big problem I see is that the structure is just as kiddie as the original game's, but what you have to do to utilize the game's potential takes more advanced thought, and practice.  When I started playing, I had no clue what the hell I was expected to do.  Basically, you need to build vehicles out of parts you collect.  You start out with a few blueprints, so all you have to do is fill those in with the hardware.  But I imagine (and I hope) that later you can go more freeform than that.  I can see a lot of room for creativity in vehicle design and purpose.  You can head off to land, sea and air with them too.  The world is extremely detailed and pretty in a Rare colorful way.  Frame rate is rock stable at my least favorite number, 30.  That seems to be a practical limitation on this console, though others have broken free of it.  (E.g., Criterion.)

I don't know.  I played for a couple of hours, and still didn't see an end in sight.  You're allowed to unlock at least the first world from the hub world, and go crazy.  I see some fencing off in the hub world, but it all feels very unrestricted.  When you need a break from all the big adult games hitting left and right, try something completely different.  I'll post more if I discover more.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Saturday, November 01, 2008, 05:37:51 PM
You sound generally positive... why do you feel this will be such a failure?  Unfortunately I haven't played a Banjo-Kazooie game before since I never owned an N64.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Saturday, November 01, 2008, 08:11:40 PM
I was thinking the younger kids will find it too complex while the older kids might find it too kiddie.  Don't know.  Now I'm thinking it's really good.  You can go crazy building and modifying all manner of vehicles.  It's a matter of finding parts and letting your imagination take over.  It's pretty lenient on how to hook pieces together, so there's not a lot of frustration involved.  But there is a modest learning curve.  I'd say a couple of hours minimum.

The demo has no time limits.  I just spent about 4 hours in it.  It also lets you save what you create, though I'm not sure yet if I can load them again into the demo.  They were saved to HDD, though, since it asked me where to save (and that's what I chose).  Each of the challenges lets you choose which vehicle to use.  Between tries, you can refine the vehicle.  For example I added an egg shooter and ammo to a pusher--a car shaped like a Y to push big things.  I also added an extra engine and gas tank for more power and speed.  I had to get soccer balls into the goal past these round bots that get in my way and push the balls away.  So instead of just pushing them out of the way, I was able to shoot them.

I created a boat, which kept sinking and I didn't know why.  Then I read the parts list more carefully.  The buoyancy rings can be inflated or deflated at will, so you can stay afloat or sink at will, by pressing 'A'.  Neat.  I imagine more advanced parts or designs will allow me to breathe underwater, but as is, it's a submarine where you have to hold your breath.  I was able to explore an area underwater I didn't even know was there.  Similarly, when I found a parts box with wings in it, I was able to make a plane and explore stuff way high.

Physics are very forgiving, but still make some sense.  I'm going to have to play the demo yet again, and see how else I can combine the parts.  It's also nice that what you save are blueprints, not vehicles with the parts already in place.  That way, you don't need duplicate parts.  (For instance, all cars can share the same 4 wheels.)  Good stuff, decent control.  Just takes some up-front learning.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Sunday, November 02, 2008, 04:55:51 AM
I was a pretty big fan of the first game.  My girlfriend in high school's brother had it on their massive massive television and I think I played all the way through it over a summer at one of her houses.  Awesome.  I never did play the second one though.

I was always kind of excited for BK3 to come out, but when it was announced it just seemed strange that all of a sudden there'd be this huge focus on vehicles.  It does sound cool though.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: iPPi on Sunday, November 02, 2008, 12:03:59 PM
Not interested.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Sunday, November 02, 2008, 12:22:30 PM
Not interested because you think they destroyed the franchise with this approach, or because you never cared for the B-K games at all (or never played them)?

I'm not sure what to think in terms of a worthy successor to B-K and B-T.  The approach is very different, and the opening cinematics made me wince.  It's all very contrived, not that the originals were exactly great fiction.  Nuts and Bolts will have to stand on its own, or not.  We'll see.  Even if I decide I want it, there are at least 2 games ahead of it in my queue, Fallout 3 and Fable 2

One goodie they're pushing is the original B-K (http://www.joystiq.com/2008/08/19/banjo-kazooie-nuts-and-bolts-pre-order-packs-free-code-early-acc/), spruced up (http://www.blogcdn.com/www.xbox360fanboy.com/media/2008/09/clankers_cavern_clanker2.jpg) and released on XBLA, for free with a preorder of N&B.  (Oh, the game's only $40?  Maybe even they see it having trouble grabbing an audience.)  That's a $15 bonus, for those who want to take a chance.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Sunday, November 02, 2008, 12:51:06 PM
Hmmmm, now that we're talking about this, maybe I should fire up Project 64 and take a look at Banjo-Tooie.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: iPPi on Sunday, November 02, 2008, 09:32:32 PM
I played Banjo Kazooie and it was a decent game.  In fact, I think I had fun with it, but I didn't really like it.  I mean gameplay wise there was nothing wrong with it, but I didn't really like the universe and the characters. 
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Monday, November 03, 2008, 02:43:30 PM
I spent another ton of time in the demo last night.  Yes, you can save your creations.  You are limited to 3, but I discovered that you can switch storage devices very easily when saving and loading blueprints.  I have 2 memory cards and the HDD, so that's 9 total vehicle slots.  I've used them all.  My last one was an octagonal copter with 4 springs underneath.  I can launch suddenly with them, then hover around pretty well.  A lot more useful than the plane to land on small platforms high up.  Motorcycles work well too.  Exploring the possibilities is addicting.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Thursday, November 13, 2008, 05:58:19 PM
Rare droprd the ball badly with this. I cannot read the text on my SDTV.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Thursday, November 13, 2008, 06:12:59 PM
It's getting a patch, Scott.  Originally they said it wasn't going to, but then I guess it turned out to be a huge deal and now they've said they're going to fix it.  It's basically the exact same problem that Dead Rising had, only that game never actually got a patch.  They said it would be too hard to do and left it at that, which was pretty shady I thought.  I had to switch my 360 to my LCD monitor, where it's stayed ever since because of that.

Anyway, yeah.  Patch is happening.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Thursday, November 13, 2008, 07:59:28 PM
How freaking hard is it to plug a 360 into a regular TV and be like, "Yeah, this isn't going to work."  I have a huge SDTV too.  I can't imagine what it's like on a 27" set.

I don't understand how this stuff continues to be missed.  Do more 360 owners truly play on HDTVs?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Thursday, November 13, 2008, 09:58:29 PM
Do you use composite or S-Video?  I was wondering if that would make a difference.

I can't understand what the hell has happened to QA lately.  It's not just one company that seems to be doing stupid shit like this.  I mean, you're exactly right:  How the hell hard is it to look at your product on the same kinds of screens that most of your customers are going to use?  Is it a PAL vs NTSC thing?  Rare are still in England, I think.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Thursday, November 13, 2008, 11:26:25 PM
Even then though, there's only like 4 variables to test.   I don't see how something like this really could be missed.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Thursday, November 13, 2008, 11:35:39 PM
I'm not arguing against that.  I'm trying to fathom how it could happen at all.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Thursday, November 13, 2008, 11:59:00 PM
I'd say this was a "Eh, we'll just patch it later" thing, but that doesn't even make sense buisness wise.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Friday, November 14, 2008, 04:40:20 PM
Do you use composite or S-Video?  I was wondering if that would make a difference.
I use the included cable... so composite.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Saturday, November 15, 2008, 12:42:14 PM
If your TV allows S-Video, it makes a significant difference.  It eliminates dot crawl (which you get if your TV doesn't have a pro-caliber comb filter) and gives you a more stable image.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Saturday, November 15, 2008, 01:05:58 PM
Yeah, I know.  I don't feel like spending the money on a new 360 cable though.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Saturday, November 15, 2008, 01:27:16 PM
After I knee-jerk posted, it hit me that you should already know all about it.  I thought of the cost and of how you don't play the 360 much anymore.  I was surprised to see you pop up briefly on XBL the other day.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Saturday, November 15, 2008, 01:28:28 PM
I get on from time to time and play XBLA games like Assault Heros, Heavy Weapon, and some 1942 recreation, but I haven't played a disc-based 360 game in some time.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, November 18, 2008, 04:10:07 PM
Rare finally implemented the photo showroom.  It lets you upload 10 of your in-game pictures.  I've uploaded 5 so far.  Link. (http://banjo-kazooie.com/showroom/default.htm?ViewType=2&Gamertag=HypnoticCoqui)  If you click on an image, you can download it at full resolution.  I haven't found a way to view them at full res without doing that.

This game is more fun than a barrel of bears.

(http://home.cinci.rr.com/jgoods/images/HappyBanjo_sm.jpg)

Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Tuesday, November 18, 2008, 05:05:16 PM
I have tried to get into the demo a few times now but there is a huge barrier: I don't know what the heck to do because I can't read the damned text!
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, November 18, 2008, 05:59:01 PM
The 5th poster here (http://forums.banjo-kazooie.com/forums/2/18463/ShowThread.aspx) gets my admiration.  Cool stuff.  I've been going for functionality, but now I want to try making stuff like that.

Sorry about the text problem, Scott.  That has to be frustrating.

(http://home.cinci.rr.com/jgoods/images/RedBaron_sm.jpg)
Curse you, Red Baron!
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Tuesday, November 18, 2008, 07:15:46 PM
Well, it's frustrating, but at least it's a demo.  But yeah it's basically a lost sale.  Rare has no chance whatsoever to earn money from me to do their massive blunder.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Tuesday, November 18, 2008, 10:19:39 PM
Not even with a patch?  That's more than other companies in the past have done with it.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Wednesday, November 19, 2008, 05:58:58 AM
I don't care.  It speaks to a certain incompetence on their part and I already have a sour taste in my mouth.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Wednesday, November 19, 2008, 02:10:30 PM
Oh, so awesome.  I got NXE today, and immediately installed the game to the HDD.  After launching it, the DVD drive stopped spinning completely.  No more vibrating desk or constant noise.  Just the fans.  Load times are significantly faster.  With this tiny hard drive, I can only do this to one disc game at a time.  I'm going to hate that.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: wizall on Wednesday, November 19, 2008, 06:30:41 PM
I'm doing that now, Cobra.  Not Banjo, but the new CoD game.  It really makes me wish I had that 120gig HDD. 

What do you think of the NXE so far?  I think it's rather slick, actually, even if it is just a more thorough means of delivering some bullshit content.  One feature I will certainly make use of is the Netflix streaming capabilities.  I have a rather massive queue but watching films on my shitty little laptop didn't make a lot of sense.  It looks and works great on my TV, though.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: scottws on Wednesday, November 19, 2008, 07:08:57 PM
I'd definitely use the Netflix thing except don't you need a Live Gold account?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: wizall on Wednesday, November 19, 2008, 08:31:18 PM
Yeah, I think so.  It's one of the first things they mention in the "Welcome" screens.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: beo on Wednesday, November 19, 2008, 08:53:30 PM
yeah, loving this installing games business. i don't exactly take care of my disks, so this should make them last a bit longer. the new interface is quite nice too.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Wednesday, November 19, 2008, 11:57:01 PM
One already came up that suffers when installed, Halo 3.  If there's a hard drive present, the game offloads some data to it, then it reads from both drives simultaneously.  Installing it takes away the dual reading, and it performs a lot worse.

I haven't played much with NXE yet.  I did the avatar thing, but I didn't spend too much time on that either.  I could do better.  I got quickly familiarized with the up-down, left-right organization.  It doesn't feel like an improvement yet.  It just feels like a different way to do the same things that already worked fine.  The presentation is more slick.  I like the popup windows now better than the big panel sliding in from one side before.  I think they look clearer too--better color choices?  It's too early to be sure about anything.

I've been mostly in the game today.  Loving the silky-quiet, quick performance from the hard drive.  This alone makes NXE worthwhile.  It was the DVD drive stopping altogether that really floored me.  That never happened before while there was a disc in it, even if I was on the dashboard, or playing some downloaded XBLA game.  It makes me less afraid to leave the system on while in the game.  It's on now, though I was eating a while ago and now I'm here.

Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: iPPi on Thursday, November 20, 2008, 12:25:47 AM
I'll need to grab this NXE.  Unfortunately, I've only got a 20GB HDD, which means game installations are pretty much out of the question -- I've only got like 10GB free at the moment. 
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: beo on Thursday, November 20, 2008, 05:57:23 AM
yeah, i should of mentioned in my previous post, with games installed to HDD my xbox is now about 90% quieter. NXE is worth it for that alone.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Thursday, November 20, 2008, 03:17:49 PM
My drive is also the 20-GB original, with a whopping 13 GB of user space out of the box.  I still recommend installing whatever one game you're focused on.  B-K N&B is 6.6 GB.  I got rid of a bunch of demos and videos to make room for it.  It is very much worth the effort.  (But not for Halo 3.  I imagine there are other games too with performance tweaks that depend on both the DVD and HDD being readable simultaneously.  Hopefully a list will be compiled by someone out there shortly.)

When I finally went back to the dashboard, the DVD started spinning again, at the usual low speed while not in the game.  That was a bit of a disappointment, though not unexpected.  They realized it's best for the thing to be inactive when not needed, so, why not extend that to everything else (in addition to running the disc game from the HDD install)?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Sunday, November 23, 2008, 12:56:59 AM
Hehe!  I think I'm going to make a sig out of this picture (http://banjo-kazooie.com/showroom/default.htm?ViewType=3&SubID=D35A21741408BC559B6C).  I just learned today that I can create separate sections sporting matching tow bars, then bring them together.  It also allows a much-longer overall vehicle, since the trailer(s) can be added to vehicle's blueprint wherever they fit.  The flying marquis is the full allowable length, but only about 5 units wide.  It's shoved all the way to one side of my jet, and there's no room to spare.  There's a single wing underneath, and that's all it needs to follow all the plane's maneuvers.

The tow connections can be released with an assigned button.  The marquis on the runway (http://banjo-kazooie.com/showroom/default.htm?ViewType=3&SubID=F08A1C1C1408BC56C637) as I fly by.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Sunday, November 23, 2008, 01:49:31 AM
Haha, that's awesome.  You really need to stop making me want to play this, because it sounds sandboxy and goofy and awesome.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Wednesday, November 26, 2008, 12:10:18 AM
Everything I try seems to work.  The physics are predictable enough, and the flexibility of the creation tool with all these parts I have now make the possibilities seem limitless.

(http://content.glidesociety.com/image.aspx?id=5d1e97fd-d3c0-47d2-981b-ea2b04889769)

Carousel.  It has 4 horizontal jets in the cylindrical base, facing at 90 degree angles from each other.  They're also off-center, which make the whole thing want to spin.  The wheels are similarly laid out to facilitate the spin.  Banjo sits on a long pole with a towbar attachment at the bottom and a balloon on top.  Tow attachments are electromagnetic, so keeping the shaft taut this way gives it next to zero friction on level ground.  Banjo won't spin at all, even though the rest of the thing is going about 15 RPM.  The foldable propellers (folded in the pic--2 nubs on top) make it possible to transport the whole contraption wherever I want.  You can see another 2 concentric rings of skid marks to the left of the image, where the carousel was before.  I took another picture of the gizmo with the shaft detached (http://banjo-kazooie.com/showroom/default.htm?ViewType=3&SubID=94B4655E1408BF5C365B).  (Click the image in the link to download the full 720p-res image.)  I just pressed the detach button and flew out of the tube.

I'm going to try to make it look fancier without adding too much weight.  One thing that worked well was a stereo (jukebox) piece.  One of the tunes you can choose is perfect for a carousel.  I want to add some lights at least.

Tinkertoy + sandbox extraordinaire, really.  It does take a long while to be able to do this kind of stuff, both in terms of climbing the learning curve and progressing through enough of the game to get a decent parts collection.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Pugnate on Wednesday, November 26, 2008, 02:00:56 AM
Wow that looks really cute.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Wednesday, November 26, 2008, 07:43:12 AM
This game really grabbed my attention.  It's one of those things where I wish I had the budget of a year or so ago, because I'd totally have bought it then... but now I just can't afford anything superfluous.  Still, maybe when the price drops.  It's very tempting.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Wednesday, November 26, 2008, 05:02:14 PM
It retailed at budget price didn't it?  Anyways, good job Cobra - Microsoft should see about hiring you for PR.  This game went from under my radar to something I really really want to get my hands on.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Wednesday, November 26, 2008, 05:21:54 PM
I see more comments like yours all the time.  The game's brilliance is hard to reach.  It doesn't hit you in the face up front.  This is why my thread-starting comment was so negative.  It looks like child's play, but it isn't.  Finding the right market won't happen right away, if ever.  I've put the equivalent of a work week just into the vehicle creation, and I'm still learning.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Sunday, December 14, 2008, 04:18:59 AM
(http://www.vgcats.com/comics/images/081115.jpg)

I found this amusing.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Saturday, December 20, 2008, 09:59:33 AM
The fix for text readability on SDTVs is out.  It's not obnoxiously bigger, but the font is thicker and there has been some tweaking to the text backgrounds.  Nice job.

(http://banjo-kazooie.com/Handlers/Handler.ashx?mode=4&id=2115D82D14090C5F7D96) (http://banjo-kazooie.com/Handlers/Handler.ashx?mode=5&id=1C75F19D14090C5EB664)
Happy Christmas to all, and to all a good night.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: gpw11 on Saturday, December 20, 2008, 04:14:55 PM
Ahaha, awesome.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Friday, January 23, 2009, 09:55:31 PM
I got a friend request and this message on my Xbox today from gamertag "MGS Rare":

Quote
Hi there - Rare calling! We're happy to tell you that the dev team is currently reviewing your Banjo contraption entry along with the 13 other finalists. Please could you e-mail via [I guess I better leave this out, on GP]@rare.co.uk so that we can get some contact details from you?

!!!

I knew that all pictures uploaded to the Showroom were going to be looked at for this purpose, but I really never quite expected this.  Don't know why.  My stuff is good, but there's a lot of good stuff there.  Damn.  I'm kind of excited.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Friday, January 23, 2009, 09:57:11 PM
That's awesome!  Recognition is always fun.  Congrats!
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: W7RE on Friday, January 23, 2009, 10:00:28 PM
Wow, that's pretty cool!


I tried, multiple times, to get into the demo for N&B but I just can't. I get to the point where I'm set free to start finding things and I wander for 5 minutes then get bored. I thought about just buying the original BK from the arcade, but I'd probably do the same thing. Just not something I'm into anymore I guess.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Pugnate on Friday, January 23, 2009, 11:02:53 PM
Awesome Cobra! :)
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Monday, January 26, 2009, 07:18:04 PM
Thanks guys.  :)

I got another email from Rare's community manager George Kelion today, detailing things and sending me a release form.  I guess the way it will work is that the top 7 out of the current 14 finalists will have their creations appear as DLC for the game in the future, complete with credit to the authors.  I still don't know what of mine they like that well, since I submitted pictures of several things to the showroom before the Jan 4 deadline.  I fired off a couple of questions back to him, and I hope to know by tomorrow.

I'm competing with some very talented people I've gotten to know at Rare's forum, as well as others that have not spoken up yet, or perhaps never post on the forum.  But the odds are 1 in 2 rather than 1 in 14 at this point.  I'm paying closer attention now that I know that.

This also marks the occasion of the first docx file I've had to deal with (the release form).  I found the compatibility tools at MS for Office before 2007, but of course it refuses to install without SP1 for XP.  Yeah, I know.  You're right.  I should have resolved this issue by now.  My mother's PC has SP1, so that's how I converted the stupid thing.  I also downloaded Open Office.  I will be installing that shortly, unless it too refuses to install without SP1 or 2.  I highly doubt it, since there is no reason why SPs are absolutely necessary for any app, and they're not going to be pushing Microsoft's agendas.

What's postage for a normal letter from here to England.  Anyone know?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Monday, January 26, 2009, 07:41:24 PM
I should know, but I don't.  Don't work with the mail that often anymore, even though I used to manage a mailroom.  Anyway... not that expensive, one way or the other.  Probably 2 bucks and change.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: wizall on Monday, January 26, 2009, 07:47:56 PM
Try this. (http://postcalc.usps.gov/)
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Monday, January 26, 2009, 07:49:46 PM
Says $3.34 for a 3.2oz regular letter to the UK.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Monday, January 26, 2009, 07:57:36 PM
Yeah, 1st class international letter.  I'll probably go to the PO as soon as the weather cooperates here.  Won't be tomorrow in my car.  I could slap all that postage on the envelope here and let the mailman deal with it, but this seems like something I should let the PO handle.

Thanks.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, January 27, 2009, 02:48:24 PM
Got another email from Rare.  Looks like it's this contraption they're interested in (click for 720p version):

(http://content.glidesociety.com/image.aspx?id=0eea08b0-b6b5-44e4-a8c3-48c7dd15ffde) (http://content.glidesociety.com/image.aspx?id=8f031909-0ca7-4270-913b-a8f8aa29a887)

This is a relevant part of the email I sent back to George K.

Quote
The carousel was my first successful attempt to think outside the box in vehicle creation.  I wanted to probe the flexibility and robustness of the physics rules.  I was elated with the result.  There are 2 principles in play here.  One is that 4 balanced horizontal thrust vectors at right angles to the center and to each other will cause steady, reliable rotation of the entire vehicle.  Another is that towbar pairs act as nearly frictionless bearings. 

Banjo sits on a vertical central shaft which remains motionless as the carousel takes its passengers for a spin.  The balloons on top keep the shaft taut with the towbar bearing at the bottom.  On level ground, the behavior is perfect.  The carousel is balanced radially, and spins on its central axis without drifting, while Banjo oversees without moving at all.  The vehicle can be transported as a helicopter by unfolding the vertical propellers.  It does work as a taxi, and it can provide some interesting snapshots in the Taxi of Terror mission, among others.  The radio is intended to play the Springtime Click Clock Wood theme while in carousel mode, and the Freezeezy Peak tune while in hover-flight mode.

I'm not sure why, but today this just feels weird.  When I was younger, I would have been a lot more excited.  Not that I don't care, it's just that I can't get as giddy about such things anymore.  Now if there was a fat paycheck in store, that would be something.   :P
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Tuesday, January 27, 2009, 07:00:32 PM
Just be excited for the hell of it.  You accomplished something, and that's pretty cool.  Same reason someone might be proud for building a cool level in LittleBigPlanet.  It may not shake the earth, but it's something cool that will inspire and enrich the lives of others, even if only in a small way.  That's more than some people ever accomplish in real life or in play.

Neat design, in any case!  I like it.  Do you have a profile where you can see all the stuff you've made?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, January 27, 2009, 07:54:49 PM
Yeah, each connected player gets a gallery at the Showroom (http://banjo-kazooie.com/showroom/default.htm?ViewType=2&Gamertag=HypnoticCoqui).  Clicking on any image will take you to an individual page for it.  Clicking on it again will let you download the full-sized picture.  My most recent 4 pix are a tribute.  It should be obvious for what.  :)

They were supposed to only let your 10 most recent pictures stay up, but they have yet to delete anything.  You'll see expiration dates that are over a month old there, yet the images remain.  Even pictures I intentionally deleted earlier still have working links, if I happened to save them somewhere.

The script is a bit dodgy.  If you try to back out of a link, you'll go back to the first 4 images every time.  I've gotten used to opening links in a new tab to avoid that.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Quemaqua on Tuesday, January 27, 2009, 08:24:42 PM
I gotta' say, I'm a fan of the Extreme Bus.  The dice in the mirror are a nice touch, along with the Union Jack and the fishbowl.  Mumbotnik is awesome too, and the Model T.  They're all quite cool... wish I had the game, a hard drive, and net access for my 360 so I could actually check them out.  Either way, I'm impressed!

Also, you really need to stop making me want this game.  Every time I see it I get tempted....
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, January 27, 2009, 08:56:09 PM
Ahaha!  It's only fair, after you making me want Fallout 3 so bad.   ;D

Honestly, I get obsessive about things like this.  Most people would have moved on long ago, and they wouldn't have had all the time I did to sink into it.  I'm running out of steam on it now.  Once in a while I discover something new, but everything is starting to feel samey now.
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Ghandi on Tuesday, January 27, 2009, 09:01:57 PM
Good luck! I'm rooting for you. I've been following this but I haven't had anything new to add.

Is there a place that I can view all of the entries? Or are they super secret?
Title: Re: Demo for the new Banjo-Kazooie game on 360
Post by: Cobra951 on Tuesday, January 27, 2009, 09:21:35 PM
They're not secret, but the few of us posting about it here (http://forums.banjo-kazooie.com/forums/thread/28861.aspx) are still wondering who and what is all involved.  I figure Rare themselves will publish this somewhere at some point.  I still haven't been asked to submit my vehicle.  I think the next step happens early February.

That site is a bit restrictive, so I'm not sure if you can see that link OK or not without registering.  If you can, everyone posting there I think goes by gamertag.  So if you're interested, you can search by gamertag at the showroom (http://banjo-kazooie.com/showroom/default.htm) and see if you can find what they're talking about.  I know of one kid with an AA turret that spins, and another with a working swing set.  Someone made a house too, I think.  Then there are a couple of people with very impressive stuff that have not posted one way or another about the contest.  I'd be surprised if "BusierDonkey" isn't part of this.
Title: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Wednesday, April 29, 2009, 09:28:28 AM
I did it!  I won a spot in Rare's update to Banjo-Tooie's stop & swop feature.  Finding the right secret egg in Tooie will unlock my carousel in Nuts and Bolts.

(http://i443.photobucket.com/albums/qq155/Brothersic/Carousel_BPWord.png)

Full story here. (http://forums.banjo-kazooie.com/blogs/sample_weblog/archive/2009/04/29/52102.aspx)  I'm #6 of 7 alphabetically, so scroll down unless you want to check out the other nifty winning machines.

Quote
This magical carousel really impressed with its sheer originality and innovative use of the detacher. In fact, disconnecting the top part of the carousel and reattaching it is a mini-game in itself! Best of all, the whole contraption acts a bit like a helicopter, able to float in the air and make taxi runs. If you’re looking for a unique ride to ferry Jinjos around the various game worlds, look no further.

I'm too excited.  Yayz!



Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: beo on Wednesday, April 29, 2009, 10:01:21 AM
congratulations - that's awesome!
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Ghandi on Wednesday, April 29, 2009, 12:07:06 PM
Congrats, Cobra! That's really cool that your vehicle is now a permanent part of the game. I'd like to see it in action. :)
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: W7RE on Wednesday, April 29, 2009, 03:00:10 PM
Wow, nice!
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: idolminds on Wednesday, April 29, 2009, 04:40:13 PM
Good job!
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Xessive on Wednesday, April 29, 2009, 04:45:55 PM
Sweet Cobra! a.k.a. HypnoticCoqui ;)

It looks pretty funky!
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Wednesday, April 29, 2009, 05:02:57 PM
Wow!  Congrats!
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Thursday, April 30, 2009, 10:26:09 AM
Whoa.  Lots of replies since last I looked.  Thanks guys.  I felt like a little kid about it yesterday.  It still feels a bit unreal today.  I was going to get Banjo-Tooie on XBLA anyway, but the ironic thing is that in order for this to work, I also had to spend $5 on DLC for Nuts & Bolts, and that I wasn't going to do otherwise.  Haha!  So not only did I not get any money for this, I had to spend money to see it in action.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Quemaqua on Sunday, May 03, 2009, 08:51:05 PM
That's too funny.  But congrats, man, that's great!  There's something special about winning a contest of achievement for something you really like.  I felt pretty great when I got the honorable mention and bonus prizes that I got for the Witcher comic I did, and your creation here is far cooler than that.

Great stuff.  =)  Now if only I had a wireless dongle and a hard drive so I could use XBLA...
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Saturday, August 27, 2011, 08:41:38 AM
Heh, funny how things change.  I came on here to hopefully get some help from Cobra, and I'm seeing my old posts saying I'd never buy this game.

Anyway, I started playing this game again and I just got the horn/siren for the trolley.  It's action on the trolley seems to have replaced my float action.  I don't seem to be able to sink any more.  This is a problem because there is a box with a ghost on it in the center section near the Terrarium of Terror levels and the only way I've found to get there is to take the tunnel at the base of that area, which leads you underwater.  So it seems impossible to get that box because I can't go underwater.

Is the float control permanently lost now that I have the siren/horn?  How do I get that box?
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Saturday, August 27, 2011, 12:49:44 PM
Whoa, it's been a long time.  You can only map 3 actions at a time, so what happened is that the horn took the place of the floating/sinking toggle button.  I can't remember exactly how to remap the controls, but it isn't too hard.  Check the menus carefully.

Edit:  Found an answer for you:

Quote
When you have special features added to your vehicle, you can choose to have up to three active ones saved to hotkeys (X, A, and B).  To set these, use the Left, Right, and Down on your D-Pad to cycle through each of them and choose which you would like.
http://www.gamefaqs.com/xbox360/935846-banjo-kazooie-nuts-and-bolts/faqs/54843

There's another way to do it in the menus, but this one is the quickest.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Saturday, August 27, 2011, 02:32:05 PM
Cool, thanks.

And yeah, I realize it's an old game.  My stepson was playing it and asked for my help with something.  It was over after that.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Saturday, August 27, 2011, 04:39:46 PM
Heh.  It's so damn addictive.  Good luck putting it down once you get into creating stuff.

Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Saturday, August 27, 2011, 07:36:49 PM
Oh, I already have 50 vehicles.  I make a specialized on per challenge, generally.  Plus I've made a few others.  Like I've made a trailer one similar to the one ou have in your sig.  Speaking of which, how in the hell?  Mine is impossible to fly.  I put non-powered propellers on it and that helped level it out rather than dangling but it seems to put a lot of weight onto the tow bar and it dips badly there.  But I have a propeller driven aircraft as the tow-plane.  Haven't tried it with a powerful jet aircraft.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Saturday, August 27, 2011, 11:24:23 PM
See the flat piece below, between the 'O' and the 'B'?  It's a wing, attached underneath the trailer.  That makes the trailer act like the airplane.  It follows the plane without a hitch, banking included.  It's all you have to do.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Sunday, August 28, 2011, 07:47:43 PM
I tried putting folding wings on mine previously, but the trailer would swing around like it wanted to fly backwards.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Sunday, August 28, 2011, 11:22:42 PM
I'm not sure why you're having that problem.  I modded my semi truck with 4 folding wings on the cab, and 2 more on the trailer (plus 4 jet engines on the sides of the cab) and the sucker works like something out of a fairy tale.  Don't have pix of the flying truck, but this is the original:

(http://banjo-kazooie.com/Handlers/Handler.ashx?mode=4&id=977E19AE14091984061E)

Are you sure you put the wings on facing the right way?  Note that you can't build your trailer backwards or sideways, or up on end in the blueprint.  The behavior of parts like wings will be adversely affected.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Monday, August 29, 2011, 06:09:44 AM
I could double-check the wing orientation, but I'm pretty sure it's right.  I did have to build the plane and the trailer side-by-side because the overall length was too long.

I had a weird bug yesterday where the game recorded all of my new and modified blueprints, but did not save my new crate, jiggy, and jingo acquisitions.  My newest blueprint had an exclamation point next to it and when I looked, several of the super cubes were that wobbly red when you have a part defined in the vehicle that you don't possess (such as when you buy a Humby blueprint yet don't have all the necessary parts).  I thought that was odd.  It turns out that I had only 50 of each super body part (instead of 100) and was missing all the other super objects I'd located: fuel, engine, seat, ammo, and wheels.  I'd also lost a couple of jiggies, back down to 91 from 93.

At first I was trying to figure out why it didn't save, but then I realized that it had to.  How else could I have built those vehicles, whose blueprints were still present, with the super parts in the first place if I didn't have them?  Perplexing and I didn't want to have to worry about it so I just beat the game last night.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Monday, August 29, 2011, 08:12:14 AM
The blueprints are saved separately from your game progress.  So yeah, you may have left the game without saving.  I think it's safest to go back to the menu before quitting to the dashboard or turning the system off.  Again, it's been so long that I don't remember the quirks of this particular title.  Sorry you lost some progress.

Side-by-side vehicle and trailer in one blueprint are fine.  That's how I did the plane and the trailer truck, though I had to move the truck's trailer above cab when I added wings.  (Would no longer fit side by side.)  They're staggered enough that the trailer falls mostly behind the cab when I select it for use.  A bit of quick work on the gas pedal, and it hitches right up to the, er, hitch.  Heh.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: scottws on Tuesday, August 30, 2011, 07:12:12 AM
The blueprints are saved separately from your game progress.  So yeah, you may have left the game without saving.  I think it's safest to go back to the menu before quitting to the dashboard or turning the system off.  Again, it's been so long that I don't remember the quirks of this particular title.  Sorry you lost some progress.
Usually it saves every few minutes or when something happens.  But I usually do just turn the Xbox off when done right in the game.  Maybe I did it when it was trying to save and corrupted it and it reverted back to a previous save?  Don't know.

I had another bug earlier in the game.  I unlocked the laser in the Jiggoseum, but it didn't show up on my trolley.  I Googled that and I actually found the answer in a post you made on another forum (complete with the same sig pic you use here)... you have to beat the prior Grundy challenges to truly unlock the later parts.

I'm surprised Rare made such a big mistake there.  It seems like it's a pretty big problem because I saw a lot of people asking about it.

One thing I found odd about the game was the box vs. tray.  You finally get the box well after you could really use something like that.  I had tons of different types of vehicles with a large tray with cages built around them to hold more objects, large objects, and to keep them from falling out.  When I finally got the deeper box late in the game, I exclaimed:  "I could have used this ages ago!"  But I still had about 50 jiggies to get (not to unlock the last level, but to get all of them), so I thought there was still some use.  I ended up getting about 30 more jiggies before beating the game, but I did most of it without needing a vehicle with storage capability.  I also wish the trolley could get upgraded to a box instead of the small tray.  Annoying, to say the least.
Title: Re: Banjo-Kazooie: N&B - Update: My carousel is a winner!
Post by: Cobra951 on Tuesday, August 30, 2011, 07:33:03 AM
Usually it saves every few minutes or when something happens.  But I usually do just turn the Xbox off when done right in the game.  Maybe I did it when it was trying to save and corrupted it and it reverted back to a previous save?

Quote from: HypnoticCoqui (me)
I highly recommend backing up saves to as many memory cards as you have, always preserving backups from at least 2 different dates.  Also, never exit the game straight to the dashboard, and never turn the 360 off in the middle of a game.  Pause and unpause, wait for "Saving game . . ." text to come and go, pause again, exit to Title Screen.  Only then can you shut off the system or go to the dashboard safely.
http://forums.banjo-kazooie.com/forums/thread/25967.aspx

That's from early '09.  Damn, my memory sucks.  I remember now.  Yes, the game has save-file issues.  It also attempts to have 2 save files, the current one and a backup of the previous one.  Consider yourself lucky.  In your case, the backup actually worked.

To be fair, I never lost a save file or had to resort to a backup.  I found out early about the corruption if you quit (or lose power) during a save, and I always followed my own advice after that.  I sunk hundreds of hours into this game as a Lego/Erector set/sandbox, without save file problems.  So don't be put off from the game if you don't have more than one storage device.  Just follow the safeguards; you'll be fine.