Letters to the Editor...
Random GoldenEye messages, some of them from decades ago...
Seemed like a shame to keep all these nuggets of gold burried in the dark.
All sorts of obscure trivia and musings for the hardcore fan.
Popular topics include the GoldenEye movie and Gamesharking.
[ATTN:
MI6, c/o Moneypenny]
DAM |
All
you see of the Dam level in the GoldenEye movie is Bond coming through the gate,
and bungee jumping.
In the Goldeneye movie script they mention an entire
dam scene that was totally cut out from the movie.
How Bond infiltrated
the dam, and how he had to make his way past the guards.
Also the lookout
towers with glass windows.
I have scanned in a page of the script
that mentions that particular scene.
-Brian W.
Had
previously never seen that draft before - still trying to locate a full copy...
Many things in an original screenplay may never actually be shot on film nor built
on set - But it's still interesting, nonetheless.
The GoldenEye 007 team
from Rareware visited the set(s) multiple times, and were privy to a lot of "confidential
information".
The concept for guard towers can be seen in sketches by
video game director Martin Hollis...
| Early Design Notes for Dam Mission (Martin Hollis)
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SILO |
I know that End of an Era thing; Just you really need to visit GoldeneyeForever.com
and ShootersForever.com Forums. Because you have missed out on a lot since.
All
of the Silo Mysteries were solved.
-Cyrax6255
Really
enjoy this explanation. Copying the entire quote word for word. I'm not just being
lazy - Wreck describes it perfectly:
"The
Silo saw massive changes throughout its development. It may even be possible that
the entire walkway areas were doubled.
Silo is laid out like a spiral.
If you take the whole map, copy it, flip it a hundred and eighty degrees, then
overlap the normal blueprint, that'd be the level.
The Missile Silo #4
is already a huge stage. Imagine it twice that size. Although I can't say for
certain that is all true, there are left over doors that would have led out to
extra rooms.
You can't see them unless you use GameShark/Action Replay
codes. They aren't even the ones on the balcony catwalks, either.
These
are stuck inside of the missile tube walls."
-Wreck shootersforever.com/forums_message_boards/viewtopic.php?t=371 |
Scanned
the map from the official Nintendo Player's Guide.
(Quickly
illustrated the two "inaccessible walkways" on the fourth floor)
| Early Design Notes for Silo Mission (Duncan Botwood) |
Have
also learned that Wreck has collected several different versions of various
GoldenEye game guides. shootersforever.com/forums_message_boards/viewtopic.php?t=5788
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Reinserted
clipping into the Silo vent area and reintroduced the ladder as playable area
in the stage.
You start there at an original beta coordinate.
Silo
easily was the most heavily modified stage in the game
Besides
this there's also three beta door positions in the stage that can be reintroduced
with clipping changes. One is immediately at the start of the stage, the other
two in room 12 & 13 respectively, on the east side of the silos quite honestly
in a place no rail could even reach them.
-Zoinkity
GameShark Codes: Vent + Start Code 81079C2A 2750
801B4A2F 0016 801B4A30 0014 801B4A50 0013 811B4A34 FEE8 811B4A36
FC08 811B4A38 0528 811B4A3A 21EE 811B4A3C FEE8 811B4A3E FC08
811B4A40 04E8 811B4A42 2708 811B4A44 FE12 811B4A46 FC08 811B4A48
0528 811B4A4A 0000 801B4A4F 0016 811B4A54 FEE8 811B4A56 FC08
811B4A58 04E8 811B4A5C FDC0 811B4A5E FC08 811B4A60 04E8 811B4A62
270C 811B4A64 FE12 811B4A66 FC08 811B4A68 0528 811B1E4A 21EA
811B2164 FEE8 801B2167 0008 801B2169 00E8 811B2172 2186 811B2184
FEE8 801B2187 0008 801B2189 00E8 811B218C FEE8 801B218F 0008
801B2191 0028 811B218A 2704
801B4A70 0014 801B4A90 0014
801B4A6F 0016 811B4A74 FE12 811B4A76 FC08 811B4A78 0528 811B4A7A
2708 811B4A7C FDC0 811B4A7E FC08 811B4A80 04E8 811B4A84 FDC0
811B4A86 FC08 811B4A88 055C 811B4A8A 2710 801B4A8F 0016 811B4A94
FE12 811B4A96 FC08 811B4A98 0528 811B4A9A 270C 811B4A9C FDC0
811B4A9E FC08 811B4AA0 055C 811B4AA2 2714 811B4AA4 FE12 811B4AA6
FC08 811B4AA8 055C 811B4AAA 0000
801B4AAF 0017 811B4AB4
FE12 811B4AB6 FC08 811B4AB8 055C 811B4ABA 2710 811B4ABC FDC0
811B4ABE FC08 811B4AC0 055C 811B4AC4 FD86 811B4AC8 055C 811B4ACA
2718 801B4ACF 0017 811B4AD4 FE12 811B4AD6 FC08 811B4AD8 055C
811B4ADA 2714 811B4ADC FD86 811B4AE0 055C 811B4AE2 271C 811B4AE4
FE3E 811B4AE8 055C 811B4AEA 0000
Ladder Code 811B127A
2724 811B180A 2728 801B4B2F 0019 801B4B30 0033 811B4B34 FFD1
811B4B36 FC85 811B4B38 0479 811B4B3C 0009 811B4B3E FBD6 811B4B40
047F 811B4B42 0000 811B4B44 000B 811B4B46 FC85 811B4B48 0479
811B4B4A 200A 801B4B4F 0019 801B4B50 0033 811B4B54 FFD1 811B4B56
FC85 811B4B58 0479 811B4B5A 0000 811B4B5C FFD2 811B4B5E FBD6
811B4B60 047F 811B4B62 20BE 811B4B64 0009 811B4B66 FBD6 811B4B68
047F 811B4B6A 2724
Freakin'
cool, that's for sure.
The
Silo has always been a favorite, largely because of the level's complicated history.
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FRIGATE |
You
mention the Shotgun in the Frigate mission not being a good weapon for hostage
saving. However every anti terrorist team currently active has at least one shotgun
in the team. (Door breaching, close quarters combat).
-Phil Lowe
It's
good to have a full arsenal of tools available, because you never know what's
gonna be needed to get the job done.
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I
wonder if it is possable to play to play Frigate on multiplayer, is there a AR
or GS code for it?
Or (if needed) how would i go about modding my own level?
Lots
of fun to be had modding the levels. Can also be frustrating, because it can often
take hours get something to to work just right.
There are a few ways
to experience the Frigate in Multiplayer.
Multiplayer Gameshark Setups
do exist. The best way is via the GoldenEye Setup Editor to play GoldenEye
for the PC ROM.
Can play the Frigate in GoldenEye 007 - Or even
in Perfect Dark in versions of GoldenEye X.
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STATUE
PARK |
The
location where Bond meets Treveleyn in Statue Park...
If you watch the
GoldenEye movie, Alec Trevelyan [ex-Agent 006] first walks out of a structure
that looks a hell of a lot like the truck crate where you meet [ex-KBG Agent]
Valentin Zukovsky in the video game level.
-A. Daly
So
eerily similar that it can't possibly be a coincidence...
That red box
car / shipping container is pretty much exactly what Trevelyan steps out of in
the GoldenEye movie.
The scene is dark, and it's only visible for a few
seconds - But it's completely undeniable.
Guessing that the red crate where
Bond ultimately meets Valentin in the game was originally intended for the scene
with Trevelyan...
We're also introduced to Defence Minister Mishkin in
the Statue level - Who also seems like he may have been added much later in development...
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I've
known about the running guard in front of Valentin's boxcar for a while. Tried
following him, and he ignores everything, eventually disappearing at the bottom
of the hill.
He always runs a distance in front of the boxcar, and you'll
see him if you get there fairly quickly.
In the dialogue with Valentin,
he says that the guards are looking for him... Well, maybe that was used to emphasize
that the enemy is currently searching the area.
-chesrook
Always
enjoyed that particular line about Valentin being mistaken for a spy... Background
ambience like this ( intentional or not) helps add bit of mystery.
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CONTROL |
About
the blue elevator doors in the Control Center. In the movie, "Goldeneye", after
Boris made the pen explode, James and Natalya ran to the elevater doors. The doors
were the escape route to the top of Cradle, in the movie.
-Z
Yet
another in-game mystery that gets solved by watching the film...
Those
elevator doors are immediately behind Boris' workstation. Betting that it may
have been the original exit, the level was expanded, the detail never changed...
Even
the texture for the elevator buttons in the GoldenEye game seem to have been inspired
by this very quick scene.
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CITADEL |
Thanks
for the Citadel info, I don't have a Gameshark but I did get a new computer, so
I booted up Goldeneye and finally got to see the Citadel (among other things,
like the Bond pictures.)
So thanks for all the wonderful tricks, now I
play Goldeneye on the N64 and the Computer.
I'll
never part with my N64 copy of GoldenEye - Practically wore out my original cartridge
by inserting/re-inserting it so many times. Purchased another GE007 game cart
just in case.
With a USB to N64 adapter, playing all my favorite games
(even NES, SNES) - Mostly to play modded versions and experience new stuff.
Just
learning that there are N64 controllers with default USB connectoion... That's
definitely saying something for the popularity of N64 games.
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I was just browsing through the pictures of Goldeneye when I noticed a picture
of the Citadel. Now I think to myself, I've seen this place before.
Upon
closer inspection, I think this is actually the Skedar arena from Perfect Dark.
Mabye the Citadel was to be a multiplayer stage in Goldeneye, they decided not
to use it, and instead took the basic architecture and design of the beta citadel
stage and used it as the multiplayer Skedar map!
I also noticed another
picture a user sent in of what kinda looks like the main hall of the Skedar arena
(the one with the giant pillar in the middle and the two balconies on the sides).
Has anyone else noticed this before??
It's
the first time I've heard of it, but kinda interesting...
Skedar is the
"default" level for Perfect Dark's Multiplayer. A few things
were directly re-used from GoldenEye. Might
be worth a second look.
The obelisks that point straight up to the sky are the only thing that really catches my attention. | Skedar Arena in Perfect Dark
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GAMESHARK |
I want to get a Gameshark for my Goldeneye game so I could try the code for the
Citadel.
Is a certain kind of Gameshark needed for that code?
Would
recommend the highest possible version for the best results.
Certainly
get a GameShark Pro (as opposed to the standard GameShark).
My trusty 3.2
worked for a decade and a half. Got many nautical miles off that thing...
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Is there a Gameshark Code for the beta version of GoldenEye?
There
was an inspirational attempt called the "Beta Restoration Project"...
But
imagine restoring a movie with deleted storylines AND alternate endings... It
somehow just wouldn't fit.
Also, the same memory addresses are re-used
for different missions, meaning that if you used a Gameshark to re-create the
"perfect" beta Facility mission, aspects of the Runway mission would
be screwed up and might even crash because the game re-uses those memory addresses.....
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What exactly do you mean when you say the Gameshark "reuses" some of the memory
addresses? Lets say you put female scientists in Facility. If you would change
that, then that might put female scientists in the level Silo too? I'm probably
getting the wrong idea about this.
For
example, modifying objects in the Facility - Those same memory addresses are used
for some of the text in the Runway.
If hoping to play a playing the Runway
mission after entering some Gameshark codes for the Facility, you might end up
with some screwed-up text. Could also cause some kind of conflict and crash.
Best
to save separate codes for each level.
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Do
you know a GameShark code to modify the enemies in Archives?
Should
have the codes were somewhere...
GameShark (NTSC) codes only. For Action
Replay (PAL) subtract 18C70 with a Hex calculator (available in Windows Start
Menu).
Replacement digits: Body Replacement
digits: Head
MODIFY CHARACTERS IN ARCHIVES MISSION: Natalya Mod: 801D48D1
00XX (body) 811D48DE 00YY (head)
Mishkin Mod: 801D48ED 00XX
(body) 811D48FA 00YY (head) ==== Russian Soldiers: 801D4909
801D4925 801D4941 801D495D 801D4979
801D4EBD 801D4ED9
Siberian Guards: 801D4EF5 801D4F11 801D4F2D 801D4F49 801D4F65
801D4F81
801D5049
Remaining Soliders: 801D5065 801D5081
801D509D 801D50B9
801D5F4D 801D5F69 801D5F85
801D6319
801D6335 801D6351 801D636D 801D6389 801D63A5 801D63C1
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How
about a GameShark code to modify the enemies in Control?
Closest
thing I can come up with are the codes for the main characters in Control. Actual
guards are nearby.
Guards are normally easy to spot with the GameShark
Pro Memory Editor. Typically found together in groups (28 decimal places apart
or 1C in Hex).
Jungle Commandos can be extra tricky to spot because their
uniform is "00".
===
MODIFY CHARACTERS IN CONTROL CENTER:
Natalya Mod: 801D9BD5 00XX (body) 811D9BE2 00YY (head)
Trevelyan
Mod: 801D9C79 00XX (body) 811D9C86 00YY (head)
Boris Mod:
801D9D1D 00XX (body) 811D9D2A 00YY (head) Replacement
digits: Bodies Replacement
digits: Heads
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BOND
MOVIES |
| Scene from The Living Daylights (1987)
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This
question is related to the GoldenEye (1995) movie.
Have you ever
noticed that the actor who played Jack Wade is the same person that was in the
Bond film The Living Daylights (1987)?
Do you know anything about
this?
Certainly
didn't know about that... Of course, it seems to be common knowledge among
hardcore Bond triva buffs.
Joe Don Baker plays villain Brad Whitaker
in Bond film The Living Daylights (1987).
Haven't seen The
Living Daylights (with Timothy Dalton) in ages (although it's at the
top of my list for 007 movies I'd like to acquire for my collection).
As mentioned previously, actress Maud Adams plays two different characters;
She's Scaramanga's girlfriend/mistress Andrea Anders in The Man With The Golden
Gun (1974), and she plays title character Octopussy (1983).
Also
stumbled upon another one: Actor Charles Gray portrayed a British operative
in You Only Lived Twice (1967). He returned as none other than Ernst Stavro Bloefeld
in Diamonds are Forever (1971).
-D
| Scene from Diamonds are Forever (1971)
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