It only seemed fitting to have my first post here a gallery one. Some of these designs are replicas while others are from my imagination. The names listed in red are locked blueprints and I won't give them away just yet. In any case, I will only give away to people whom I trust and have seen around the forum to be decent people. I also have no patience at all for people who want to claim the blueprints as their own, but I'm all for people getting inspiration from the designs. Without further ado, here's my gallery.
Specials
Chaos Roller
I originally set out to make a plane (or at least helicopter) that focused solely on the infamous Chaos engine. Failing that, I went on to make a weapon that functionned as a turret with a laser suspended by the engine and would shake about giving a wide range of fire. After different lengths in between the tow-bars, positions of the seating, strange ideas and concentration, I've developed the Chaos Roller, which fits well in the Special category. I've added a little back-story to it actually:
"Pilots of the Chaos Roller usually have a death wish, were conscripts, or both. It functions using the Chaos Engine to provide rapid strain on the frame causing it to move quickly and violently. The Roller would be deployed via helicopter, gunship or plane into enemy ranks, and in some cases, via cannon with the Chaos Engine subdued until then. The actual vehicle is extremely volatile, known to explode after some time, thus the pilot compartment has been fitted with a shield generator, but even this has limits. The Pilots that survive experiance extreme nausia and motion sickness. The only reason that the Chaos Roller is actually controlled manually is because the pilot has been found to has a degree of control, especially with the springs attached to the outer edge."

Walkers
"Groundhog" Mining Mech
The hardest Mech that I have ever acomplished, and even this is probably not it at it's full power. Still, it works really well. The drill is fully functional utilising the traditional jet-and-wheels method along with gyroscopes that give it that extra fast spin and those spikes that are - let's face it - nessecity on a drill. As far as the Mech itself goes, it's slow. To be expected though, it uses single-pair-of-tow-bar legs, similar to the Banjo Prime. The end result though is that it is slow. The chief problem I had to overcome was actually getting it to walk as opposed to slide, followed closely by making sure that the drill doesn't droop when used. The end result made it quite slow but it does speed up after a bit of time. You may also see that it has a storage tray, but this is more for cosmetic appeal than anything.


"Wardog" Assault Mech
Third time lucky, this mech is fast and strong, armed with a single laser, though combined with the rotational power (about 100 degrees vertically for this particular mech, but 360 horizontally) and the speed, it is potent and versatile. I actually came across this combination by luck, based on the Ironhunter's general pattern, the Wardog appears to me the more successful. However, there is one fault, that the legs seize up with the big steps it can take, but this is curable in a couple of seconds. Again, there is no fuel, balloons or wind machines, there is only a single propeller which functions unpowered. I managed to squeeze in three super ammos though. Note some of the similar aspects with the Ironhunter.

"Stalker" Scout Mech
I wanted to make a faster Mech. Making slight alterations to the positions of the towbars and overall size, I managed to achieve this, however at a price. The Stalker jerks a lot more than the Ironhunter, is more spontaneous and harder to control. It does however share many qualities with the Ironhunter. For a start, it still has no balloons, fuel or wind machines. It does however have three small unpowered propellers underneath it. It's main torso rotates vertically about 100 degrees (20 degrees or so smaller than the Ironhunter) and can still rotate 360 degrees in one step, though dangerously close to the floor. It's weapon loadout has changed however, with two egg guns instead. I also found to to be lighter than it's predesessor.

"Ironhunter" Defense Mech
This betters the Hammerhead as my all time favourite. Not only is it a fully walking mech, but it has NO fuel, NO balloons and NO wind machines. Seriously, the feet have nothing on them apart from tow bars. There is only 1 large unpowered propeller on the main body and to be honest, I'm not even sure it needs it. It's very powerful, armed with 2 torpediles and 2 weldar's breath in case things get close and personal.
It's hard to explain how you move it, but it you swing your body round on one foot, place the foot off the ground down in front, then swing the back foot forward, then you have a general idea on what's going on. Problem is, it's extremely slow and I've had one occassion when the small steps were unbearable. It also never works on sloped terrain, even slightly sloped, you'll never get it up there. On the pro though, it's main torso rotates vertically 120 degrees so it can target the sky, it can make a full 360 turn in a single step, it can be used in first person and it just looks cool.

Originals"Specialist Assault-X" Gunship
The larger and in some ways superior to the Mosquito Tactical Gunship. This was inspired from "Lord of Sax"'s advice by using Gyroscopes to cause the jets to turn. I found that Gyroscopes alone couldn't turn the jets and so I decided to add Wind Machines into the mix. Luckily, the function buttons glitched, so when I pressed the Gyroscope button, the push mechanism activated as well making the jets turn more. This gives a mild increase to forward speed and arguably control. When not activated, the jets will push up, giving a large lift force. In this state, it can be moved forward, but not as well (or as interesting).

Mosquito Tactical Gunship
A smaller version of what I want to achieve later along the line. The Tactical Gunship is an awesome invention - although probably not unique. It is accurately able to pick out enemies with egg guns or it's laser, also being able to strafe and reverse. It can also fly forward while pointing down! And, it is hard to bump into something if you have to controls right. My only problem is that it can't turn very well, and it's jets somethings come out of their holders (but this isn't a big issue).

"Hazard" Tank MechThough not actually walking, like other mechs that are around the
forum, in my opinion, the Hazard is a great mech. Basically, it's a large block
body on top of a wide base that functions as a heavy tank. The tank is
deadly in itself as on a straight road it can reach a fast speed and it
carries a dual flamethrower for those who dare to get close.
The
block body carries the seat at it's "heart" and stems into two arms.
These arms carry two torpediles. The great thing is, is that at the
press of a button, the mech activates and its arms rise to take aim
with the torpediles. Whilst activated, the tank mech can spin 360
around its tank base, so providing a stable heavy turret. It is tricky
to drive though as if turns are done too hard, the top half will turn
right around, potentially messing up the steering. To avoid this, drive
slowly when taking turns.

Boss FishfaceA three-stage boss that I made for a contest. It's first stage is with a mouth, then it drops the mouth to reveal a torpedile, flamers and egg guns, then it unfolds it's wings and flies for the final stage. It's easy to control and very fun. Unfortunately, it's helpless on land (though it's supposed to be).
Salty Pirate ShipA work of art if I do
say so myself. Pushing at the parts limit, the pirate ship
realistically relies on wind power and is armed with deadly cannons on
either side. You can actually go down into the hold and look around,
though there is not much to do and you can only see with first person
view. The ship comes complete with a deck, a captain's box which can
easily be walked up to, a crow's nest (a grenade turret actually) and a
plank. It would be interesting to see two ships battle it out over
multiplayer with a small crew on either side...

Venturer 001 Space Shuttle
My 3-stage space shuttle. You go up with it's primary boosters, disengage with the detatchers, then move it around horizontally with the main part. After you've had your fun and games, you can use your tow bars to detatch a drop pod and using a balloon, slowly come to the ground. It's easy to control, fast and it's only fault (if you'd call it a fault) is that it's weaponless.

Republic MTDBased
on the popular replica the LAAT, the MTD was a vehicle that I made in
the lego designer software and thought I'm make a replica of it. In
truth, it is an original design but has obvious Star Wars undertones.
It has a passenger capacity of 8 people at the most and has fuctioning
doors that can be opened to release the passengers. It flies well, not
extremely fast, be well enough. It's armament is two egg guns and two
rocket launchers, anti personel weapons really, but can also be used
against vehicles. It's also compact for what it is using superparts to
leave more room for passengers.

Gruntbot HunterA
basic idea really. Something that specialises in the capture,
transportation and destruction of any mechanical creation called the
Gruntbot. In fact, it was first created when I was sent to capture the
gruntbot bandits in the ToT. What I created could defeat them and
easily transport them and their fluffy counterparts, the Banjoland
Sheep. It's not the best of its kind out there, but it works a charm
and can carry about 4-3 normal gruntbots/sheep tops. With some
tweaking, it can probably fly and have many more forms of killy
equipment.
GrinderOriginally created for a contest that I never got around to entering, the Grinder is a construction vehicle gone assault. Basically, as you move the grinding cylinder (shown in black) moves, effectively grinding anything underneath it. It's slow though and hard to control, but is cool and simple.

"IFS" Moving CannonOne of my absolute favourites. It took me a long while to perfect it. Basically, it sucks up anything (except enemies unfortunately) and then tosses them out as bullets. It really works and it was worth every second of the effort. IFS = Inspirational Firing System.
Shedding FlyerAn average creation. Not as cool as my mental sketch, but I'll leave that up to you. It's a 2 stage flying. 1st Stage, it's a beefy, heavily armour monstrosity with landing, take off gear and weapons (egg guns). 2nd stage is a faster and lighter flyer with no weapons of landing gear.
BanjoBanjo PrimeGot the idea off Zacks Dragon 24 (although I was the one who made it, he proposed the idea). In any case, this is probably one of my best mechs. Armed to the teeth, and thats not all, the backpack can be flipped open to reveal two deadly missile launchers to take out pesky fighter jets and the like. I do have a gripe though - it walks terribly slowly and not up hills. Aiming is also slightly tricky I've found, but it is immensly powerful. It even had a kick about with the golden statue in Nutty Acres. Forget Boggy's Gym, hop into this Mech and you'll be away!

Hag 1I created this for a competition. As you can see, I have the Lasers and Weldar's Breath (the Gas). The cool thing about this creation is that it only
ever moves in circles. This causes problems for me if I want to move it
around but it's more true to form that way as seen in the Banjo-Tooie
boss fight. Also note the headlamps (made white as per the true form),
the hatches with a turret in one which supposedly contains Grunty (the
turret has an amazingly clear aim and view), the drill (I think I did a
good job at replicating it's size) and the number plate (albeit says
Banjo 1).

Warhammer 40kImperial Guard Sentinel
I've been trying to make this for a long time now - but it's still far from cracked in my opinion. It's supposed to be a light and agile. Though it is relatively light, it is by far not agile, at the speed of the Ironhunter (unless it moves in 180 degree twists - but then it looks silly). It also looks bulky from my perspecive, perhaps more so than the Stalker. However, it is quite fun when on a flat surface and is able to be controlled in first person.

Space Marine Dreadnought
This is a replica of the popular space marine dreadnought, bordering on the garage part limits but as a mech it can walk! And surprisingly, quite quickly! This does not use engines, jets, fuel, balloons or wind machines, though it does use three unpowered small propellers. 40k fans may note the weapon armament of twin-linked lascannon and a missile launcher. Unfortunately, I was unable to make a dreadnought close combat weapon due to the part limit.

MonolithThe is a replica of the Necron Monolith. Instead of using jets to hover as I do with most of my 40k Replicas that hover, I chose to use air bags as it would stay closer to the ground and be more true-to-self. The armament includes a laser from the "crystal" (albeit red, not green) and four egg guns. This also functions as a troop carrier as it does in 40k yet I haven't found a way to make it teleport.
Tau HammerheadThis is a
replica from the popular war game Warhammer 40k. I tried having a
turret that rotates but it's too fidely to control. As such, I've
adopted a fixed turret design. Note the drones aswell. These can't be
manned, float, but not move. The Hammerhead actually hovers without the
help of air bags and it took a long time to get the balance of weight
and power right. It has a good bit of ground clearance, though can
easily be bumped about if not careful. Though it is reletively fast, it
is also very difficult to reverse. The Railgun works very well actually
and is very potent.

Tau PirahnaA
smaller version of the hammerhead I suppose. Again, it hovers very well
with a good balance. Like it's cousin, it works best on flat land and
it fast. However, I think that I've failed to capture the immense speed
that you'd imagine from a pirahna. Even so, it is very stable and has a
good laser (fusion blaster) and a passenger seat (supposed to be for
the gunner, but there's no way to connet them). Again, it is difficult
to reverse, but a very good design.
Space Marine Drop PodSized just right and works like a charm. This is my favourite air-to-ground vehicle ever and it goes very fast when falling, though you can control the speed and the direction slightly. Unfortunately, only one door opens, which is fine because it only really needs one to release Banjo. It has it's own balloons so it can float up, but I prefer to use a proper plane to fly up then change to Drop Pod.
Land SpeederI love this machine. Like the Hammerhead, it hovers just over any surface, though has more lift (unfortunately, it can still crash). You can see here that it has the Typhoon missile launchers (Torpediles) and the Assault Cannon (egg gun). It's quite fast though I haven't perfected the controls.

Land Speeder StormThe new Space Marine codex bring the new Scout transport and I've modified by old Landspeeder after it. Note the passenger seats for the "scouts". It also has a heavy bolter (the egg gun turret), a Cerebrus grenade launcher (rust bin) and a Radio Jammer (Stealth gadget).

Star Wars
STAP
This one's fun to use. You can go first person with it easily and use it's two lasers (err, egg guns) effectively to take out Gruntbots. It handles really well and it very fast, I'm pleased with it. Unfortunately, I couldn't use Jets as it messed the design up too much, made it go vertical, so I stuck with propellers and it works wonders. Using a wing isn't my idea though but I can't find out who I was inspired by.

Tri-Droid Starfighter
One of my best replicas which I think I pulled off very well with still excellent handling. I especially like how the three arms meet up closely together but end in egg guns (roughly as it does in the real version) and it comes with a laser and red eyes (which it should do if you see a picture of the real version).

Dragonfly-Series
Dragonfly A-APCArial-Armour Personnel Carrier. This is an awesome bit of machinery that handles like a real flight-worthy vehicle and is extremely fast, but when you want it too, it can unleash a whole squad (4, including Banjo) via Drop Pods. The Pods seem to spin around a lot, especially Banjo's but they do work and it's quite a sight!
"Crazy" Dragonfly Cargo CarrierThis
has caused me so much pain and effort to get right, it's a joke. I'm
pleased with the results though, and it has a weird characteristic
feature from which it draws its name. It flies really well and can
carry up to two of the small mumbo crates from Nutty Acres securely.
It's also strong and packs some firepower. However, for some reason, if
banged about, it will go into a series of spasms, flipping up and down.
If a problem is seen to about to happen, a skilled pilot can quickly
press the tow bar button to stop the spasms before the carrier flips
around. In my opinion, it adds to the character, I've tried to cure it,
but it appears that if I did, it's door would function properly.


Dragonfly Tac-Assault VehicleAn interesting vehicle, the only one that actually looks like a dragonfly. It has 2 big jets and 2 large propellers that can be compacted. The jets are attached to towbars, but when you detach them, they won't slip out. This means that if you unpower the towbars while using the propellers, you go only up and your movement is more precise. If you use both, you move quickly but more forward. If you choose to compact the propellers, then it basically becomes a car, hence, Tactical Assault.
Gears of WarReaverBasically a Land Speeder but with a completely different skin and weapon set. Firstly, it's a lot longer, secondly, it only has one missile launcher and an egg turret (it's real set as seen in GoW2). But basically, they're the same. It's a shame I can't actually "land" (like they do in the game) and it's hard to do a swoop without hitting anything, but it's good enough for me.

Derek Assault VehicleBy far my largest vehicle. I tried making it larger, but failed. However, this is still awesome and largely to the truth. It carries two drop pods than can be deployed (but they won't drill) and though it has no weapons, it has the egg turret (the Mulcher). Additional features include the open space which troops can ride on, the headlamps as seen in Landown, the Cockpit, the cranes and a ladder which can be used by Banjo. It drives well too, another boon.
Colossus-SeriesColossus FighterThe Colossus Series was my
first true series and was all about planes. They each had a distinctive
"nose" and shape. The Fighter was the first and was the one that
brought down Mr. Patchy over Nutty Acres in TT time. It's slow for a
fighter, but that works to my advantage as I can concentrate more on
targets. It's armed with 3 Launchers and 2 Egg Guns, making it somewhat
of a "dumb-shot". It's packed with ammo though and since it was before
I got super parts so it's heavy and large, a bit of a tradition with
the Colossus series. For this fighter, I even managed to add an ejector
seat.
Colossus BomberMy
next Colossus made me think more mechanically, so I incorporated a
self-destruct bomb that I could drop, along with three Mumbo bombs that
I had recently recieved. It's useless in any challange really as it is
quite innacurate and even with powerful weaponry, it's more for show.
But, it's fast and is a good flier.
Colossus MissileryBuilding
up from the fighter, I made the missilery which was the first jet user
in the series. It flies really well and has good armament for dogfights
- a torpedile and two clockworks. You could say that the missilery
fights foes in the air while the fighter fights foes on the ground.
Unfortunately, it has no real mechanical wonders, but serves good.
Colossus RacerI
went full out with the Jets here to create a really fast racer. It has
won a race or too and is immensely fast, almost strange for it's size.
It has a lack of armament as it relies more on speed and getting ahead
than taking out competitors. It's fun to ride aswell, as I find it nice
to have a zoom around a couple of the maps in it.
Colossus CompactOne
of the problems with the colossus series was that they were too big and
bulky, and their noses were too long. As a result, on many take offs,
the nose could bump and become damaged, much to my annoyance. I created
the Compact to combat the problem. It's nose and back end are
significantly shorter, while still keeping the trademark structure. It
flies ok for what it is and carries 2 egg guns and a laucher for
combat. Useful for tight spaces like the Logbox.
Colossus StealthThe
Chamelion is the first Jingo prize I got and I instantly hid away to
make a fighter that revolves around it. I created it to hide what it
truely is, seemingly a normal fighter at first, it can unfold an extra
2 pairs of wings while in flight to primarily give a higher coolness
factor, but also, to give a small degree of greater control. It can
also, obviously, use stealth, and is rather good at it. It's also fast
so fits in that category just fine. It also carries a torpedile to
strike enemies in the air or it the ground.
Colossus Giga FighterA
juggernaut of a plane that was built using primarily super parts and is
really pushing at the limit. It is actually quite fast (faster than the
original fighter) for it's size, though obviously, I've had trouble
landing in tight spaces. It has 3 Launchers and 2 Torpediles, so is
versatile, though I've yet to use it in any real challenge. In my
opinion, it's very imposing and intimidating, but I suppose you could
also say that it's far too big. It's also the first Colossus to use
wing extenders.
Vers SeriesVers CompactEven before
even getting close to the ToT, let alone Spiral Mountain, I had the
brainwave to create a vehicle that could run in the sea, the air and on
land. It would effectively be my world roaming vehicle in between
challenges. What I made was something much more. By some strange luck,
I created an almost perfect hybrid. I have won at least one race on
each ground - water, on land on on air - in T.T time! It has served me
more than extremely well, especially for what it is. It is fast, even
without any super parts at all and it carries a single spike, more for
show however.
Vers PrimeUpon
reaching Spiral Mountain, I decided to expand the series, making the
Vers Prime. It has many more functions than the Compact that all still
fit into the 3-button system well. It is fast and can carry various
objects well. It is though, not excellent and I am sure that there are
better models out there. But it did serve well, even without super
parts, and won me LOG's 6 challenges - though not in TT time.
Vers MiniWhen
I finally recieved the super parts, I got to work on the Vers Mini, a
minute version that could still swim, fly and drive. I succeeded and
really well in fact. Totalling at exactly 8 parts, the Vers Mini is a
smart machine and true to its name, very versitile, save for any
weaponry. Due to its low number of parts, and use of supers, it goes
much faster than the Vers Prime or Compact. It doesn't drive all that
well, as a bump can throw its petite frame off course, but in all other
aspects, it is a great machine.
Buildings/TurretsMerc CorporationBasically an evil mercenary corporation building, with Banjo as the founder. I was inspired by another member's lift idea. What's going on here is that there are 4 floors, ground floor, 1st floor, etc. It's like an activity centre with all the floors doing different things. Ground floor is reception with two egg turrets representing the guilds. 1st floor is basically the work room with people behind desks. 2nd floor is a take off pad for a helicopter (though it doesn't actually move) and the 3rd floor is an AA gun room were Banjo can fend off planes. Banjo can get to these individual floors by the lift which works using balloons and tow bars.
PyramidInspired by Iron Tyrant14's design, this Pyramid has a lot more going on inside of it. Banjo can walk in and discover all sorts of treasures such as a skeletal hand, skulls, a tomb, a sarcophagas (not sure on spelling) and a treasure chest. Don't look up though because there are spikes on the ceiling waiting to drop onto you. This is on offer so other people can find these "secrets" (not really that secretive) for themselves or change it around.