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5/20/24

Mailbag (Edition #54)

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.



 GOLDENEYE MAILBAG

 [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)




  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




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.








  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.





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.






  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...





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.






  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.






  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.






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






 




  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...




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.....



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.



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

 

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





  BOND MOVIES


Scene from The Living Daylights (1987)

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)






Guard Characters in Multiplayer...

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