GoldenEye 007 N64

Discuss/share things on the subject of GoldenEye 007 for the Nintendo 64.

>tips
>tricks
>secrets
>history
>happenings
>community resources
>etc

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  1. 2 years ago
    Anonymous

    Just did the Caverns par-time in 00 Agent.
    Took me hours of pain.
    But it was cool to fly through the level like that.
    Played on original console like God intended, of course.

    • 2 years ago
      Anonymous

      >on console
      kick ass!
      I've spoiled myself with the emulated experience. Going back to the original hardware might be a good nostalgia trip, but the pain of dealing with that lag again is borderline infuriating.
      Have you tried comparing pars from Facility and Archives between emulator and N64 hardware?
      Meeting those targets is much easier on emulator without the lag and stutter... and the use of a 360 c**troller.

    • 2 years ago
      Anonymous

      This was the last cheat I got, I even got Invincible before I got this one. Nice work!

    • 2 years ago
      Anonymous

      >Played on original console like God intended, of course.
      Joke’s on you, video games were invented by Satan.

    • 2 years ago
      Anonymous

      there were harder cheats to get objectively but caverns was such a long level you couldnt try it very much and was hard to tell when you botched it

      • 2 years ago
        Anonymous

        also, i got every code on every difficulty in this game but it took me years to do it.

        train watch laser bullshit
        nat dying in control room, knowing which glass to break with nades
        archives on 00 is basically gambling

        even though it wasnt the hardest i think my least favorite level is the frigate. i still dont have a mental map of it and just gtfo as fast as i can every time

    • 2 years ago
      Anonymous

      >tfw dying during the fadeout on Facility during a successful run

  2. 2 years ago
    Anonymous

    >shoots commie in dick from behind
    james would never do that

    i always wondered what the gameshark codes were doing to enable you to walk over the dam's water to the secret island. i guess i have enough know-how to figure that out now...

  3. 2 years ago
    Anonymous

    On the Archives level, it's well known that the geometry underwent some changes to optimize performance on the system.
    I never noticed after all these years that there's one area with base trimming which is different from the rest of the level.

  4. 2 years ago
    Anonymous

    Streets has the distinction of being the only other mission where an enemy spawns with the Grenade Launcher.
    The wielding Soldiers apparently will not spawn unless you've entered the Tank.
    What's worse is that they home in on your position no matter where you are in the level.

    • 2 years ago
      Anonymous

      This isn't completely true, those guards will spawn regardless of whether you're in the tank or not based on a timer that starts with the opening cinematic.

      There are two sets of guards that spawn and their location is dependent on Bond's position once the timer circles around to a certain value, after which they will start running towards you like you said. Every one of these guards has a roughly 14% chance of having a grenade launcher, a KF7 otherwise.

      More details here, if you're interested.
      https://forums.the-elite.net/forum/index.php?topic=18518.msg389472#msg389472

      The level is actually much easier to just run through on foot.

      • 2 years ago
        Anonymous

        Interesting.
        I'd never looked that far into it, I just knew GL soldiers spawned in few numbers.
        I had run through the stage on Agent, gotten to the end but not enough to trigger the cutscene. I had started my way back to the beginning wondering where they were, and they didn't appear until I had gotten in the Tank.
        I guess I managed to delay their appearance based on the info you supplied.

        Speaking of Agent, forgot to mention that this

        Here's a better look of the beta door up close.

        GameShark Codes
        >Alternate Silo Spawn
        >8106D380 C26F
        >8106D382 F845
        >8106D384 42FE
        >8106D386 3733
        >8106D388 4515
        >8106D38A 7543
        >8106D38C 801B
        >8106D38E 0D8C
        >8106D390 4380
        >8106D392 7F00

        >Silo Door
        >8106D380 4527
        >8106D382 0CC9
        >8106D384 C3A2
        >8106D386 DF50
        >8106D388 453F
        >8106D38A E74D
        >8106D38C 801B
        >8106D38E 21FC
        >8106D390 40EC
        >8106D392 B000

        won't work unless playing on Agent.

        • 2 years ago
          Anonymous

          The engine loves to cull things out of existence when they're not in his line of sight, the game engine was really pushing the N64 to its limits while still running smooth. Perfect Dark probably pushed a bit too hard.

          At a glance it looks like when you reach the final part of the level you are about 4 "rooms" away and around the corner from where those guards spawn, perhaps making them get culled out immediately.

          Might have been an intentional design choice so that people don't die right at the end of the level if the tank gets stuck on those cars and you're on low health.

          • 2 years ago
            Anonymous

            >culling
            I don't think that affects guards pursuing through the level along paths so much.
            Caverns is a great example. Get the support troops to clutter into an area towards the end of the level, and place remote mines where they'll stop at the last known encounter.
            After heading back to the starting elevator, detonate the mines and wait for them.
            Then again, the AI seems to behave differently depending on the level, it seems - e.g. Caverns.
            In Facility, the helmets that spawn after you get past the first security checkpoint stop spawning once you reach the lab area and give up pursuit at the fork.
            The helmets that spawn after the alarm will give up in roughly the same vicinity, yet will home in on you anywhere else in the laboratory/storage areas.
            Depot, after a certain amount of time they'll spawn and home in on you anywhere in the level - holding the perimeter to the structure you've entered.

            It's good for mindless entertainment by shooting shit.

            • 2 years ago
              Anonymous

              The guard AI is actually kind of interesting, they have different levels of alertness and sometimes only follow him to where they last saw him.

              Guards can clearly change AI completely over the course of a level too depending on objective status, not just location. This is most obvious in Statue with the green guards running away after talking to Valentin.

              There's a lot of variation, probably more than a straight up action game necessarily needed, but that might speak to the inexperience of the dev team at the time i.e. that they put a whole bunch of work into something that wasn't really necessary in the end.

              There are actually noise levels and radiuses associated with all the guns. The idea might have been that going with the silenced pp7 would draw fewer guards to you than the kf7 but in practice I don't know if I ever noticed a difference once you start engaging guards and I must have over a thousand hours in the game.

              • 2 years ago
                Anonymous

                In Statue the Russian Infantry just ignore you while talking to Valentin. They run away to the Gate and despawn once you trigger the entry sequence with Janus by standing behind Lenin's Statue. Similarly, the Janus Special Forces run away to the encounter area once you have acquired the Flight Recorder and the Spetsnaz already spawned in are within your general area.

                I've been playing this game since it came out, and it wasn't until 2008 that I had finally distanced myself from the habit of playing it daily/every other day.

                Yeah, every weapon has noise and proximity values. Using the GE Setup Editor, changing the values to be ridiculously high will summon every reactionary guard possible.

                Aside from reverse engineering and speedrun strats, I'm considerably well informed on the vast majority of what the game has to offer while being aware that I don't know everything about it.

                >pointless trivia
                In Facility, a second Scientist would spawn in the Lab by the Bottling Room, but since the developers placed in within the volume of the Bench, this Scientist is prevented from spawning.
                The Dam Island has clipping information, unused paths, and a pad placement for an alarm. Also, the Guard Towers along the Dam would've had Doors for the rear entrances.
                There's a pad for a Door at the back of the Train Car you spawn in (which is odd considering you enter the end of the car from the side doors).
                Due to how the engine renders areas in-game, some levels have overlapping geometry when viewed in an editor (Facility, Aztec, Egyptian).
                The AR-33 and RCP-90/Drone Guns have their own firing sounds. I'm surprised by the number of people who couldn't distinguish the two. Also, the Drones share the sound and ammo with the RCP-90, so if you use the GameShark code to make the P90 function like a full-auto golden gun, the effect is applied to the Drones as well.
                You can shoot through the modelled trees in Jungle with piercing weapons.

              • 2 years ago
                Anonymous

                >pointless trivia cont.
                Bulletproof Glass isn't 100% bulletproof. The Cougar Magnum and Silver PP7 can still break through.
                Janus Spetsnaz appear as Security in Bunker 1 to assist Russian Soldiers oddly enough whereas regular Russian Spetsnaz Arctic Commandos spawn as Security in Bunker 2.
                The extra MP Character: St. Petersburg Guard has an odd title considering they'd be more appropriately titled St. Petersburg Militsiya - reflecting the film.
                In addition to the Black Ushanka, there are the Blue and Brown variants left within the game.

              • 2 years ago
                Anonymous

                >Bulletproof Glass isn't 100% bulletproof. The Cougar Magnum and Silver PP7 can still break through.
                Note of odd behavior:
                Weapons that can pierce are able to shoot through the BP Glass and create bullet holes wherever the projectile strikes on the other side, but any damage potentially dealt isn't registered unless it's the CM or AgPP7.

  5. 2 years ago
    Anonymous

    There's been speculation as to what was the original Bunker stage mesh.
    Some have claimed Bunker 2 was made first, and reworked to appear as if it were under construction during the first appearance.
    However, the stage for Bunker 1 looks considerably more polished.
    Namely, the UV mapping looks proper, and the geometry + clipping isn't scuffed in the corner leading to the stairs near the backroom area.
    Small details like the yellow stripe decals do not have color blending in Bunker 1 while Bunker 2 does.
    Despite being a small, yet prominent, detail, it introduces a conflicting observation as to what iteration of the stage was worked on first.

  6. 2 years ago
    Anonymous

    >tfw Goldeneye Source doesn't run very well if at all on Linux

    • 2 years ago
      Anonymous

      Linux is not a gaming platform.

      https://i.imgur.com/pxSYKBD.jpg

      Discuss/share things on the subject of GoldenEye 007 for the Nintendo 64.

      >tips
      >tricks
      >secrets
      >history
      >happenings
      >community resources
      >etc

      you can track gamers getting achievements of Goldeneye on Xbox Live through Microsoft's website, but the game still hasn't launched for the public.

      • 2 years ago
        Anonymous

        >Implying Valve hasn't been making great strides in turning Linux into a legit gaming platform

        • 2 years ago
          Anonymous

          All it did was ruin TF2 with bots

          • 2 years ago
            Anonymous

            Linux based systems aren't the problem, it's the fact that the game is F2P.
            Friendly reminder: the silly hat game isn't /vr/ (yet).

  7. 2 years ago
    Anonymous

    Silo was one of the first levels showcased in the game back when it was an on-the-rail first-person shooter.
    Aside from the functioning elevator, janus troops, and ar-33 being present in the promo, there's a surprising amount of remnants present within the game.
    >pad for a door behind the starting point (top left & right)
    >fully modelled ventilation shaft (top left)
    >door that currently leads to the void (bottom center)
    It's interesting to see how the stage likely would've sprawled out even further, especially, where it's evident a clean connection/path can be inferred between areas.

    • 2 years ago
      Anonymous

      >more door pads (top)
      this may just be the result of a copy-paste the designer did with the silo north of its location.
      >remnant of the geometry for the beta doors (bottom) coupled with a guard serving an obsolete purpose complete with pathfinding nodes

      there are 4 silos? holy shit

      • 2 years ago
        Anonymous

        >distant screeches of the dead, mentally handicapped

        It's beautiful, such a simple, cheap and cool architecture idea.

        I've a theory that there was a considerable amount of content cut from it.
        Even though this level is filler between the events of Arkhangelsk and Monte Carlo, the fact an objective exists to photograph the satellite and there being 2 occupied silos is enough to allude to this observation.
        Also, Ourumov drops his briefcase and a key. The briefcase's purpose is dubious, but the key could've been used to access the other satellite's r&d area.

  8. 2 years ago
    Anonymous

    >more door pads (top)
    this may just be the result of a copy-paste the designer did with the silo north of its location.
    >remnant of the geometry for the beta doors (bottom) coupled with a guard serving an obsolete purpose complete with pathfinding nodes

    • 2 years ago
      Anonymous

      It's beautiful, such a simple, cheap and cool architecture idea.

    • 2 years ago
      Anonymous

      Here's a better look of the beta door up close.

      GameShark Codes
      >Alternate Silo Spawn
      >8106D380 C26F
      >8106D382 F845
      >8106D384 42FE
      >8106D386 3733
      >8106D388 4515
      >8106D38A 7543
      >8106D38C 801B
      >8106D38E 0D8C
      >8106D390 4380
      >8106D392 7F00

      >Silo Door
      >8106D380 4527
      >8106D382 0CC9
      >8106D384 C3A2
      >8106D386 DF50
      >8106D388 453F
      >8106D38A E74D
      >8106D38C 801B
      >8106D38E 21FC
      >8106D390 40EC
      >8106D392 B000

      • 2 years ago
        Anonymous

        That's incredibly unintesresting like most of these beta discoveries.

        • 2 years ago
          Anonymous

          That's fair and honest criticism.
          The rationale behind my posts is that 99% of the things I could post about that's beta related is already well known thanks to the efforts of SubDrag et al.

          Linux is not a gaming platform.
          [...]
          you can track gamers getting achievements of Goldeneye on Xbox Live through Microsoft's website, but the game still hasn't launched for the public.

          Either QA testers or family members of the developers/employees?

  9. 2 years ago
    Anonymous

    Another thing that took me over 20 years to notice is this rare civilian animation.
    Easy to miss since the Streets level encourages you to hurry your ass up to the Depot.

  10. 2 years ago
    Anonymous

    People have it easy these days, all they have to do is google their way around a hitch in a game.
    Back then, trial and error were your best friends.

    • 2 years ago
      Anonymous

      it was called gamefaqs idiot

    • 2 years ago
      Anonymous

      I had a magazine with the path.

      • 2 years ago
        Anonymous

        >vidya magazines
        >magazines
        you frequent the nail salon, anon?
        only magazines i had had ass & breasts with the occasional shitty, crude humor cartoon strips in it.

        • 2 years ago
          Anonymous

          It's okay, anon, you don't need to lie to us. We don't care how closeted you are.

    • 2 years ago
      Anonymous

      Black person you didnt have nintendo power

  11. 2 years ago
    Anonymous

    My best time on Archives is 1:19.
    Did I frick up, or is that a reasonable result?
    With Facility I'm able to beat the par by 17 seconds, so I think there's a better way to cheese Archives but I have not one god damn clue.

    • 2 years ago
      Anonymous

      archives is very tight unless you're speedrunning. Facility is mostly hoping for a good Doakes spawn, and Caverns not dying, but archives requires you to haul ass

    • 2 years ago
      Anonymous

      archives is very tight unless you're speedrunning. Facility is mostly hoping for a good Doakes spawn, and Caverns not dying, but archives requires you to haul ass

      Trick for Archives is never firing a shot. Just slap shit around.

      • 2 years ago
        Anonymous

        i only fired 3 shots, and it was in a non-critical, non-obstructive area on the ground floor in the area to the northwest of natalya's interrogation room.
        here's what i do
        >slap, key, door, across the hall through other door
        >zip through the execution room, hang right, up the stairs, through the door, hang left and zip down the hall to door
        >hang left through double doors, zigzag to natalya, open door, hang left through double doors, zip through room to the stairs and the quad doors below
        >hang right and zigzag to the door before yard hall, through and hang left to mishkin
        >dialogue, safe, out the other door, hang left down the hall, through the door
        >shoot out the nearest window and cutscenes
        it's shit, i'm sure, but this got me the cheat

  12. 2 years ago
    Anonymous

    I've never played Goldeneye, what's the best way to play it? Does it got a PC port? What's the Source version like? Should I emulate it? Give me the goods.

    • 2 years ago
      Anonymous

      Just get Xenia and the unreleased XBLA files, unless you want chunky 3d

    • 2 years ago
      Anonymous

      >best way to play the emulated N64 game
      https://github.com/Graslu/1964GEPD/releases
      >playing the leaked cancelled xbla remake
      see

      Just get Xenia and the unreleased XBLA files, unless you want chunky 3d

      only problem is you need decent PC hardware to have a decent experience.
      With 1964 GEPD Edition, it can be run 60 FPS 1080p on a machine that's from 2010 (an i5/7).
      >goldeneye source
      it's current release is still Windows-only, and is 6 years old at this point.
      the level design was worked on by Luchador for version 5, and it is of exceptional quality.
      sadly, it will never have a singeplayer mode.

      >the n64 experience has this to offer
      get this to make changes to the game:
      http://n64vault.com/wiki:setup-editor-global
      you can play custom missions/mods from the community and make some yourself.

      • 2 years ago
        Anonymous

        Sweet thanks anon.

  13. 2 years ago
    Anonymous

    Here's a tip for anyone who's never played it:
    If you see a group of enemies take a couple shots at each of them instead of taking one out at a time. The stun may keep you from taking damage.

  14. 2 years ago
    Anonymous

    I'm sure I'm not the first to say this but I'm not a big fan of the mouselook mod, it really trivialises the game to me.

  15. 2 years ago
    Anonymous

    Any anon have the knowledge on how the mission time works when the watch menu is involved?
    An Archives run is straightforward to capture, but levels like Bunker and Facility stump me when I try to apply a timecode in a video editor, especially, Facility.

    • 2 years ago
      Anonymous

      the way I remember, that time between hitting start and the menu turning up, as well as the time between exiting the menu and returning to the game(meaning the quick animation of Bond looking at his watch, and looking away from it again upon exiting the menu) is counted into the mission time. Seems the mission timer is only truly stopped once you're in the menu proper. It used to annoy me once I'd gitten gud because in that timeframe(it's about 0.25-0.5 or so seconds I'd say), you're defenseless which can make these exact runs even harder on 00 Agent. PD had this convenient on-screen mission timer but then PD hopped straight to the menu anyway, with the animation only starting when the game is already paused.

      This isn't completely true, those guards will spawn regardless of whether you're in the tank or not based on a timer that starts with the opening cinematic.

      There are two sets of guards that spawn and their location is dependent on Bond's position once the timer circles around to a certain value, after which they will start running towards you like you said. Every one of these guards has a roughly 14% chance of having a grenade launcher, a KF7 otherwise.

      More details here, if you're interested.
      https://forums.the-elite.net/forum/index.php?topic=18518.msg389472#msg389472

      The level is actually much easier to just run through on foot.

      >the timer circles around to a certain value
      this is a very cute way of putting it

      • 2 years ago
        Anonymous

        >Seems the mission timer is only truly stopped once you're in the menu proper.
        Here's the thing, in a video editor, I made note of the game start preset block and the stop mission counter block and used those as a reference to the posted mission time. The problem begins when the timecode I applied in the video editor doesn't line up with the final time at all, and even trying to adjust it to account for immersion transitions and time spent in the menu, the timecode is still off and I can't figure it out. I'm wondering if there are other variables at play that can affect the timer.

  16. 2 years ago
    Anonymous

    Anyone who plays a modded version of this with mouse and keyboard support, should kill themselves.

    That's the only tip I have

    • 2 years ago
      Anonymous

      >you should play with an outdated control scheme

    • 2 years ago
      Anonymous

      Game is unplayable on original hardware. Same with perfect dark.

      • 2 years ago
        Anonymous

        a painful truth.
        it won't be long now before emulation renders og hardware obsolete for this game

        • 2 years ago
          Anonymous

          How is emulation for the game right now? What's still left to work out?

          Last time I messed around with it (around 2015) the emulator held up mostly ok but had real problems with explosions for some reason.

          • 2 years ago
            Anonymous

            Pretty much ParaLLEl and AngryLion have set the bar, it's just the PC hardware that needs to catch up, now.
            What's piquing my curiosity is when this will get done:
            https://github.com/n64decomp/007

            >the emulator
            >there's multiple emulators

            • 2 years ago
              Anonymous

              The emulator I used was 1964, because that was the only one that worked with the mouselook mod at the time.

              • 2 years ago
                Anonymous

                I used 1964 as well, but with a gamepad. I also own the original games and hardware and thought it was a flawless (and superior) experience

      • 2 years ago
        Anonymous

        I play with the steam controller and set the C buttons to the touch pad on it. Works just fine.

        LMAO at anyone playing with mouse and keyboard.

      • 2 years ago
        Anonymous
  17. 2 years ago
    Anonymous

    Cheat Sheet.

    • 2 years ago
      Anonymous

      All I tried for as a child was invincibility and invisibility. I was so young I didn't know the diff. Facility took 6 hours (scientist luck is bullshit) while archives took 4. I don't think these are the hardest ones though. I also never beat the bonus stages as they were too different and opaque

  18. 2 years ago
    Anonymous

    >GoldenEye Hack for Tomorrow Never Dies

    I feel like this mod could've been so much more, but it fell short and cut many corners along the way.
    >Goldfinger 64
    *chef's kiss*
    >The Spy Who Loved Me 64
    *tumbleweeds*

  19. 2 years ago
    Anonymous

    Did you know these when you were a lad?
    I only knew the "all guns" because it was written down in some magazine I bought by chance.

    • 2 years ago
      Anonymous

      Button codes would let you cheat to get cheats, I thought that was hilarious.
      Those weren't interesting except for Line Mode.
      Speaking of which, if using Project64, try beating the game with Wireframe Mode enabled. It's easy if you memorized the game after decades of playing it.

      • 2 years ago
        Anonymous

        >proof of concept using Jabo's Direct3D8 1.6.1 video plugin

    • 2 years ago
      Anonymous

      I remember when these were released. The N64 was dead, this actually got me to play Goldeneye again.

  20. 2 years ago
    Anonymous

    I'm gonna throw the N-bomb.

  21. 2 years ago
    Anonymous

    When are they going to make a James Bond movie with DK mode turned on?

  22. 2 years ago
    Anonymous

    GE64 is one of the most milked games of all time with so many docs and interviews about it when it's not even the best rare fps on the console.

    • 2 years ago
      Anonymous

      Might have something to do with it being the first good game based on the then notorious James Bond franchise.
      While Perfect Dark can boast being technically impressive, it didn't have the same impact on the industry.
      Don't get me wrong, I love both games, but GoldenEye is the kind of game you immediately think about playing to kick back after the work week with a six pack of beer, y'know?
      PD just doesn't have that vibe.

  23. 2 years ago
    Anonymous

    Did you know that, internationally, GoldenEye recommends the hardest available difficulty while in Japan it's the opposite?
    Furthermore, the Japanese release has body armor available in all difficulties. This may be a jab at the fact The Lost Levels wasn't released outside of Japan because they thought it would be too difficult a Mario game for the West.

    • 2 years ago
      Anonymous

      The Lost Levels story is basically the only time that Japan has ever made something harder for their own market than internationally. There are more examples of Western releases being harder or having higher difficulty modes than Japan: Castlevania 3, Contra Hard Corps, MGS 2/3, etc. Contrary to popular belief, most Japanese players aren't very good at action games, and FPSs in particular are notoriously out of reach due to issues with motion sickness.

    • 2 years ago
      Anonymous

      i don't think so, the thing is Ganker and weebs have this image of japan as being hardcore players when they really aren't and never were. they're very carebear by even casual western standards. they like easy games, story driven games, slow rpgs etc. the few harder genres that japan puts out a lot of content for tend to be very niche in their home country

  24. 2 years ago
    Anonymous

    Goldeneye was what got me to get my first gameshark in 1998. Specifically when the talk of the secret dam island made the rounds on the internet I begged my dad to get me one.

    here's the page that started it all, the first site i ever printed out in 1998

    • 2 years ago
      Anonymous

      and then i had a whole binder full of gamecheats

    • 2 years ago
      Anonymous

      and then i had a whole binder full of gamecheats

      >gameshark
      shit, now that i think about it, i haven't seen anything like that on store shelves since the mid-2000s. then again, it probably wouldn't succeed in today's market.
      i wish i still had my collection of printed cheat materials.

  25. 2 years ago
    Anonymous

    Timesplitter was more fun and improved on this game. I have no reason to go back and play it really

  26. 2 years ago
    Anonymous

    >The legendary Nintendo designer, famed for creating family-friendly mascots such as Mario and Donkey Kong, was worried the first-person shooter was too violent.
    >"One point was that there was too much close-up killing - he found it a bit too horrible," Hollis recalled. "I don't think I did anything with that input.
    >"The second point was, he felt the game was too tragic, with all the killing. He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital."
    Thankfully this never made it into the final game.
    Having to sit through the credits sequence of anything is already boring, having to shake hands with the scientists that you one-shotted in the foot with the golden gun would've been really gay.

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