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5/15/24

I Swear Baby, This Doesn't Usually Happen...

Losing Control - Blowing It Too Soon

Had seen this text in the game's memory, but hadn't actually had it occur during gameplay...
Bond somehow destroys the computer that Natalya needs to finish the Objective in the Control Center.




Everybody Loves a Clown...


Almost makes Bond feel like running away to join the Circus...


Roger Moore disguised as a clown.




Remarkable how quickly James Bond was able to put on full Clown makeup to blend in at Octopussy's Circus.






5/14/24

Water Caverns Keycard Map...

Got Your Bearings, Jimbo!


One of the most disliked GoldenEye 007 levels is the 17th stage, the Water Caverns.

"Open the blast doors!"


Not only is the Caverns a relatively long & dark mission, but the guards are heavily armed (and armored).


Navigating through a set of locked security blast doors is something that usually snags me on every playthrough.

The collectable keycards are rather counter-intuitive.
Whenever you locate a guard with a key, his particular smart card doesn't seem to open the door that's nearby.

A quick reference map for the final portion of the Water Caverns, illustrating the locked doors, and where to find the corresponding keycards.

WATER CAVERNS
Color-coded Keycard Map
(final portion of the level)


The guards with cards have blue hats on their heads.

It's also possible that when a guard is killed, his keycard might fly well away from where his weapon lands. Especially in a big open room, sometimes this can prevent players from locating the card and exiting the level.


Guard in the Radio Room has no idea we're spying on him...



The guard carrying Keycard B is in the big open room with the Radio.




Guard with the blue hat has Keycard C.

Just outside the big Radio Room, is another guard who carries the crucial Keycard C.
Incidentally, that guard is easiest to pick off as you can snipe him from a distance.

The guard inside the room that has Keycard B can also be lured out of the room by shooting at the glass from outside.



 

Unlike the Scientists in the Facility or Silo, these labcoats aren't very keen on leaving their workstations.


Three objectives focus on blowing shit up.
Bottom line: Several computers to be destroyed - WITHOUT allowing the death of more than TWO Scientists in the explosions.




Janus has stockpiled for the Apocalypse, with fuel drums stacked on top of fuel drums...



On 00 Agent (highest difficulty), the player is required to use the radio to contact Jack Wade, which completes an Objective.

Guards in this area will tend to cause an explosion that destroys the radio, so proceed with caution.






"Close the blast doors!"


The AR33 Assault Rifle can actually shoot right through the blast doors.
Use this knowledge to put a few extra bullets into guards, as they won't open fire on you until the door is fully open.



The final stretch...



Save enough ammo with the Assault Rifle to help pick off the two drone guns in the final corridor.
Several Janus Special Forces are waiting for you there.

It's best to work quickly, because if you stick around the blast door area, you'll soon have to deal with infinitely spawning troops with RC-P90s and Shotguns.








5/13/24

ARCHIVES: Textbook Play

Even More GoldenEye Homework...

Examining the path of a particular guard in the Archives Mission.

Bond hits the books to better his odds in the Military Intelligence Archives


This patrolling sentry is a deciding variable that will make or break a successful speedrun.
The goal is to finish within the Target Time of 1:20 as a 00 Agent (hardest difficulty).

Have previously commented that Super Mario Bros 3 is like a Pinball machine...
GoldenEye 007 is more like a game of Poker.

Even if you play your cards right - The unpredictability of other characters will make the whole run a total bust.



It's possible to finish the mission without even seeing this problem guard...
At the same time, he could be in the worst possible place - And there's absolutely nothing you can do about it.


The patrolling guards in the Facility are predictable (can almost set Bond's watch by it).
Most of the Facility patrollers don't travel through doors...

Computer-controlled characters often get stuck behind doors in the Archives, turning in circles until the door closes... At which point, they try again.



If the guard in the Archives navigates his course properly, he should arrive at a particular spot at a certain point in time - This seldom happens. If things go well, you might not even see him.



Interestingly enough, he's the same guard who patrols during one of the opening Intro Cameras.
(The angle that shows an outdoor area with other guards stationed around)

This area is just down the hall from where Bond stops to meet Mishkin (to complete OBJECTIVE C)



Exploring with Bond Invisible (the very same Cheat that's unlocked in this level with a successful run).

Not quite background ambience or random character animation, exactly...

The Russian Soldier guard can even get stuck in the corner with Mishkin before Bond even arrives in the room.

Get there quick enough, and the guard might just be leaving the room with his back to you.




Sometimes Bond gets to the meeting room, and the far door is wide open - Indicating the guard has just left.




After hundreds of playthroughs of this mission, and I saw something I'd never seen before...

It's Ajar.
(Normally there's a door here)



After exiting the meeting room with Mishkin (obtaining the bloody safe key & flight recorder), I raced down the hall to find the last door wide open...




There really should be "Push" and "Pull" signs on these Archives doors...



The only logical explanation is that the patrolling guard must have just finished passing through it.
He must have been stuck turning in circles behind the door while the meeting was in progress.


On another playthrough, the guard happened to catch sight of me just as I was sneaking by the basement bookcases... He technically passes through there for just a brief moment, as he travels from a hallway to enter the "big room".




Being harassed by other guards: Just as the patroller can cause problems, Bond might have a couple other guards that follow downstairs while the important meeting with Mishkin is underway.

Very few of them will manage to track you that far... But a couple of them might (occasionally even one of the black-coated guards who was holding Natalya).





On a separate but related note, all the GoldenEye speedrunning experts will use the additional strategy of looking down at the ground as they run and strafe...

Bond's always curious if the curtains match the carpet...

Apparently this speeds up the framerate, as the game is required to load fewer textures.
The Archives is an excellent mission to practice this technique.
Fewer guards to deal with, and straight, easy tiles and lines on the floors to follow.

While I definitely need more practice to be effective with this method, it's undeniably a time-saver that can shed a few additional seconds.








5/10/24

Time Well Wasted...

A Slice of Satirical Analysis

Q is very much looking forward to his retirement - Far away from 007.

 


Altered this classic Cracked Comic featuring Q and 007.
(The original can be found in Blog Post: Some Light Bondage)

Taking absolutely no credit for the artwork - Simply changed the words pertaining to the pie chart.



GoldenEye 007 "Beta" Stuff
Definitely the motivation to acquire a Gameshark.





It's highly possible that I've spent more time messing with the GoldenEye 007 game than I have actually playing it. While the size of the slice might be exaggerated, it's not that far off...


Destructive Prowess
With twenty tanks to be destroyed in the Bottling Room, one rises to the challenge.






5/7/24

Making The Rounds...

Sneaking around with the "Bond Invisible" Cheat in the Facility.
There's often a Scientist that gets caught in the crossfire on the first floor.



Decided to follow this Scientist while Invisible, just to see what he's up to...

This guy walks around, looking busy - without doing any actual work.
He must be the Supervisor.



Just for fun, I decided to give the walking Scientist a more prominent role.

The Scientist patrolling the level intro in place of the guard.


A Russian Soldier guard normally appears on one of the level intro cameras...
Instead, the Scientist takes his place. Basically switched the two characters around.









5/2/24

You Must Learn Control...

More GoldenEye Homework


Protecting Natalya in the Janus Control Center is a hectic battle.
Enemies will run to designated spots, so it helps to know where they open fire.

(For a refresher on the entire Control level, see MISSION WALKTHRU: Janus Control Center)

Modified the ROM to station a guard at each one of these preset locations.
It's a lot easier to study the battlefield without the chaos.

OBJECTIVE A: Protect Natalya
Guards stand around and swat flies while Natalya stares blankly at the screen.




Each guard will randomly be programmed to attack James Bond, or to go after Natalya.
Because Natalya is basically a sitting duck, it's much worse if they choose her as their target.

Overlooking the Control Room
To hell with motivational posters in the workplace. Bring in the armed guards!



Guards early in the level are relatively predictable, so take aim and save your ammunition for this fight...
That way you can go absolutely hog wild and shoot anything that moves.

Once the alarm goes off, Jungle Commandos will spawn and run towards the Control Room.
The guards will generally stand in one of six basic spots and begin firing.

After running down the stairs, the game will send a guard to one of three spots on that side of the room.

All six guards lined up and ready to take Natalya out...
Fortunately we don't have to deal with all of them at once.






Once the alarm sounds during actual gameplay, guards can be spotted as they run in either direction as they come off the middle stairs...

Can even take some of these guards before they even make it downstairs...




Guards are eliminated on the "spiral stairs".
Getting preoccupied with one side of the room, another guard is bound to sneak up and attack Natalya.




Of course, these are just the guards that you see coming...


Light this guy up with all you've got.
He's wearing body armor, so aim high and don't stop shooting until he drops.


With the sound of broken glass, snipers will appear on either side, immediately opening fire on Natalya.
If she's already taken damage, they might finish her off before Bond can take aim and drop the guy.



Keep Natalya alive long enough, and she'll complete the crucial computer objective.

OBJECTIVE B: COMPLETED




The battle might be over - But Natalya can still get shot in those final seconds, so take no chances and keep your eyes (and ears) peeled for guards that didn't get the memo.


Once she makes it safely back to the lift, OBJECTIVE A: COMPLETED flashes on the screen.

Bond Gets Ghosted...




If for some reason you feel like exploring and decide to follow her, she actually does return to the lift. The character will fade away and disappear, just like Ourumov in the Facility or Valentin in the Streets.



(For a refresher on the entire Control level, see MISSION WALKTHRU: Janus Control Center)








Pirate Gold

A Fast Ship...


The French Frigate "LA FAYETTE" is overrun with Janus Marines, who are holding the crew at gunpoint.

(Janus Pilot Xenia Onatopp is not on this boat just yet - She's on another vessel, exercising her thighs in the Admiral's Quarters)

Can add the Frigate mission in GoldenEye 007 to the list of levels that can be completed in just over 20 seconds on Agent difficulty...


Planting the Tracker Bug on the aircraft was traditionally done by approaching the chopper and sticking the device to it...

Thinking outside the box, players have managed to recklessly toss one of Q's priceless gadgets
from the top deck of the ship.

With the proper angle (and a bit of luck), it's possible to hit that helicopter without traveling aft to the lower deck. This saves an entire round trip to the ship's helipad, practically cutting the mission time in half.


Rescue a few hostages and stick the Tracker Bug on the Pirate helicopter.
(Then put away the proper gun and fix your tie...)





"Q BRANCH: As for the Tracker, you only get the one, so do be careful how you handle the thing."

-Official Player's Guide


Just love the complete and total disregard for the Q Branch equipment.
This instantly becomes yet another classic Bond moment.




The Tracker Bug device seems to fly further when Bond is actually running (as opposed to standing still). This gives the extra push necessary - Otherwise, I just don't believe it's possible to get enough momentum for the toss to clear the lower deck.

Adjusting the trajectory is the hardest part. Run fast, and you don't have to angle up as high. Run slower, and you'll have to pitch the thing higher in the air.

Without a running start, the Tracker Bug hits the very edge of the upper deck...
The target helicopter sits on the helipad just below.



Missing the target will produce a FAILED Objective...
However, with the MAXIMUM AMMO code, Bond can subsequently (attempt to) plant (another) bug on the chopper to change the objective status to COMPLETED.

Definitely wanted to figure out how to pull off this stunt. A few practice sessions using the Maximum Ammo push-button Cheat... This gives TEN attempts without having to restart. (Enter the code again for ten more!)



Still need some practice to pull it off reliably during an actual run.

Especially on Agent difficulty, being a relatively short mission, with just a few precise moves to master, this adds yet another fun twist to an old favorite.


Anyone competing for a World Record will commit to tossing the device in the air,
immediately turning around and racing in the opposite direction...

The "OBJECTIVE B: COMPLETED" message will appear as the player is racing for the exit.




Rescue 411...

The Next Variable... OBJECTIVE A: Rescue the hostages
Gotta rescue 5 of 6 on 00 Agent (the hardest difficulty).
The easy Agent mode is much more lenient.

A record setting performance not only requires slick rescues and a perfect toss of that Tracker Bug - But also a bit of luck in the random "Hostage escaped" messages that appear...

(Something similar happens with the game planting Dr. Doak in a random spot in the Facility)

Save a hostage, and a "Hostage released" message appears.
Once that hostage safely reaches their random exit destination, they'll fade away and disappear with the text  "Hostage escaped" appearing on screen.

Once enough hostages reach their randomly chosen safe point, the text OBJECTIVE A: COMPLETED will appear.

With that Tracker Bug securely on the chopper, it's now safe to exit the level - Regardless of how many green-clad Naval Officers are still shaking at gunpoint...

Gotta be good to be lucky, and lucky to be good.

Time it right, and can fill this guy full of lead without putting the hostage in (much) danger.
Gotta make it back to the beach bar in time for Martini hour.



A "clean" headshot would be best in a hostage situation...
But Bond has places to go and things to do (and lovely French women to seduce) so it could get a little messy!





5/1/24

00 Agent Facility in 1:54 - ZERO DAMAGE!

I AM INVINCIBLE! (And Apparently Bulletproof)

Managed to do the unthinkable.
Cleared the 00 Agent Facility in GoldenEye 007 without taking so much as a scratch.
Still with perfect health, finishing within the Target Time.



 

Absolutely incredible. Couldn't believe it.
How on earth was this even possible?


Whoa.

"I'm not the one. I'm just a regular guy."





 

No Damage Clear

Wasn't even consciously aware that my health was full.
Knew I had done well, but it wasn't until pausing to access the Door Decoder that I realized my health meter was fully intact.



 

Perfect Bond Indeed...

With practice, I've been able to make it upstairs to the lab in excellent health.
On this particular run, Doak was in the side lab. No good for setting a new personal best time, but still needing some practice in the Bottling Room, I'm always up for it.




Half of Everything is Luck...

Ducked in to start the conversation with Dr. Doak and one of the Russian Soldiers pulls a grenade in the hallway.

Wipes out all of his comrades (without more than 2 Non-Military Personnel).
(Have FAILED the mission many times because of guards killing Scientists!)

Suddenly surrounded by silence, I proceed to waltz right out like I own the place.
Doesn't even feel like it really happened.
Somehow, it made me put down the controller, walk away and reflect...

Like something out of Pulp Fiction...
Sam Jackson wonders how the hell he didn't get shot and killed by those motherfuckers.



 

Other Factors:

It was on console, not the ROM.
Recently started using the technique of a tiny piece of paper on the screen to aim while running.
Nailed a few crucial guards with perfect headshots using the Silenced PP7.

Had just hit new best times for the Facility on Agent, Secret Agent, and 00 Agent.
Hit a new personal record for 00 Agent Facility just hours earlier.

Without a doubt, I've never been this good at GoldenEye before. Hadn't played in ten years.
After three months of practice, definitely in the zone.

Of course I'm nowhere near as good as the best players in the world.
Still, it's an unforgettable GoldenEye moment that I was lucky enough to achieve.

 

Took a break after several dozen runs in the afternoon. Picked it up in the evening, and it happened several attempts in. Had also gone for a nice long relaxing nature walk before dark.

Also cranked down the music - Which I still enjoy, and somehow am not sick of yet...
But it is a bit of a distraction, and I'd rather be in tune with the SFX.

And finally, just switched up to a (slightly) better N64 controller.


 

Also realized that it was on my original GoldenEye 007 game cart - So worn out that it won't load if fully inserted. Definitely has sentimental value.






For the actual strategy pages, see Blog Posts:
"Speedrun For Invincible" and "Earning Invincible - It's Infuriating!".









Guard Characters in Multiplayer...

Russian Soldier, Russian Infantry, Russian Commandant, Janus Marine Naval Officer, Civilian (1), Civilian (2), Civilian (3) Civilian (4), Si...