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Showing posts with label cutscenes. Show all posts
Showing posts with label cutscenes. Show all posts

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.









4/16/24

Let There Be Guards...

Whenever Bond finishes a mission, the game automatically "removes all guards from level" before the cutscene kicks in. (So the guards won't still be randomly attacking our hero as he exits in style)



Was curious to see what it looked like if all guards were NOT removed from the level.
Here in Bunker 1, deleted that one small instruction (ROM Modification).





In the Facility, Ourumov's troops keep firing away as Bond calmly makes his exit.

Calm and collected, Bond doesn't even flinch as he get shot...
(Fortunately, the bullet missed all vital organs)





In the Water Caverns, Bond reaches the end of the level and the elevator music quietly plays.

In this modified setup, the half dozen or so guards in the room continue to relentlessly fire at 007.



Guard opens fire at close range with his AR33 Assault Rifle.


On another playthrough, a guard pulls a grenade and wipes everybody out as Bond calmly puts his gun away.


The Water Caverns is definitely a favorite so far...






4/15/24

Boom Box...

Destroyed by the GoldenEye blast?


Not sure that I've seen this one before...

Escaping from Bunker 1.
One of the guards must have pulled a grenade, because in the cinema scene, the alarm blows up!


3/17/24

Severnaya Bunker CCTV...

Modifying the Intro Cameras via the GoldenEye Setup Editor.
Here in Bunker 2, we capture some never before seen footage...
X PositionY PositionZ Position
-1224.14111320.6557392702.482422
Lateral RotationVertical Rotation
3355.669922137.250000

Comment:
BUNKER 2 detention area, camera facing cells as jailer walks past and away from camera.






X PositionY PositionZ Position
-728.05273440.6589092694.802734
Lateral RotationVertical Rotation
3355.669922137.250000

Comment:
BUNKER 2, just outside jail area, patrolling guard walks towards camera.






X PositionY PositionZ Position
-222.159744124.9914861685.060669
Lateral RotationVertical Rotation
2060.8701173820.350098

Comment:
BUNKER 2, hallway, stationary guards with a patroller approaching.
Near an actual surveillance camera

 

3/15/24

Archives Alternate Angles...

X PositionY PositionZ Position
-141.661819190.992340-274.181213
Lateral RotationVertical Rotation
200.0000000.000000

Comment:
ARCHIVES (moved camera 01 [overlooking the interior] to just inside office hallway, with one patrolling guard, one stationary)

 




X PositionY PositionZ Position
-277.88076865.993637239.020432
Lateral RotationVertical Rotation
2060.870117100.000000

Comment:
ARCHIVES just behind stationary guard outside Interrogation Room.
Visible in the distance is the Soldier who will ultimately enter Room to execute Bond.





X PositionY PositionZ Position
-524.60937529.996649650.540588
Lateral RotationVertical Rotation
1030.430054100.000000

Comment:
ARCHIVES basement, facing door where patrolling Soldier (Executioner) immediately walks through during intro.






X PositionY PositionZ Position
696.278015210.990112784.585449
Lateral RotationVertical Rotation
0.0000004000.000000

Comment:
ARCHIVES upstairs patrolling guard from default intro, camera moved over closer to him so he walks towards and just offscreen as it fades to black.





3/14/24

Cameras in the Workplace...

Martin Hollis dons a labcoat and patrols the downstairs...
The camera from the Facility's intro cinema has been pivoted to watch the character as the level begins.
(The typical Russian Soldier has been swapped for a Scientist)

Having entirely too much fun playing with the level intro cameras in the Facility...

Low angles, high angles...
Modifying all four intro camera shots just for variety - And to see what else is happening before the mission begins.




Like setting up a series of mini spy cameras...
(Or simply a CCTV camera that MI6 Agents have hacked into)
Spying on Alec as well.
(I just don't trust the guy)


Adjusted the camera slightly...


This overhead shot of the bottling room needs some work.
Camera is a bit crooked (just like the Agent in question).


A shot looking straight down could be neat...
(Modified Bond to start between the Bottling Tanks)






It's particularly amusing when guards are patrolling.
This shot captures a stationary guard and one that's on the move.
Upstairs Laboratory area. Almost picture perfect.
Adjusted so it would be above the guards' heads.


Previously, this camera was overlooking the bottling room.
The slightly downward angle made it ideal to perch it up high.





3/12/24

Lighting in the Bottling Room...

One of three opening camera shots from the Facility Bottling Room...
[The furthest angle]


As the Facility level intro camera fades out, Alec Trevelyan can just briefly be seen walking on screen (from left).

Normally the scene fades just as Alec steps into it.
Some assistance from a surprise "camera flash" that lights up the entire screen...




These "flashes" are happening because Bond is being shot...
Just a funny side effect that occurred as Bond's starting position was modified to begin the mission in the upstairs hallway...



In this case, even before the player takes the controls, guards are shooting at Bond, taking serious damage.
(Normally, Bond starts someplace where guards won't immediately spot him)

Just for fun, here's a snapshot of a bullet passing right through our immortal action hero.


There's a leftover preset in this spot (presumably from beta testing) that just happens to be in the hallway, right where one would preferably like to encounter the Double-Agent Dr. Doak.

Random point of interest - In Multiplayer, your character won't spawn at a start point if another player is too close to another player.

In this case, it appears as if Dr. Doak will not "randomly" appear in the upstairs lab if Bond is there.
Decided to put a camera up there to see what the hell is going on...

Managed to sneak a camera into the upstairs Laboratory.
Here's the level intro cinema sequence, fixed on the ideal Dr. Doak spot.



Of course, it would be totally cheating to know that Doak was here ahead of time - Especially before starting a speedrun. Being playfully inclined to meddle with the game just to see what happens, I couldn't resist.


Still playing that game of Russian Roulette, and Dr. Doak will not appear before the intro camera.


Doak spawns in the spot - But only after Bond's character is loaded into the level.
(Seems the intro camera just missed capturing him...?)


Seems Dr. Doak will NOT spawn if Bond is not loaded (or active)...

To complicate things even further, the event that actually triggers the spawning of Dr. Doak is when Bond enters the Restroom.

So technically, the Double-Agent isn't even in the building until 007 drops down from the ventilation shaft.


Totally blows my mind... Attempting to have Doak appear on the intro screen may have been a waste of time - But relatively entertaining (and nowhere near as frustrating as trying to finish within the target time).


(Something similar happens in Statue Park when Bond must locate the helicopter Black Box. One of several presets is randomly chosen as the game is underway)




Despite not accomplishing what I had hoped, still had fun tinkering with the level setup. It's often a long time between editing sessions, and stuff has to be re-learned each time.

Stumbled upon a few more interesting things about the Facility level - One of the most complex missions in the entire game, in terms of what's happening in the background. The later missions in the game are much more streamlined.

Like many people, I'm sure that I've spent as many (if not more!) hours modifying GoldenEye 007 than I have actually playing the game...





2/7/24

Cool Under Fire...


x
x

Cold Reception...

Never return to the scene of the crime...

(Caught by the enemy upon finishing the Surface 2 mission)
If you had a dollar for every time that James Bond has been captured, you could probably buy the entire 007 collection on DVD...



The subsequent Moneypenny for the next level's briefing (Bunker 2).
Not sure how she managed to slip this note to Bond while he's locked in the jail cell, but it's still good for a laugh.


Minor Text "Glitch"...

Quickly exiting the Surface 2 mission (and into the Bunker) immediately after completing the objective of destroying the Spetnaz helicopter.
This text appears at the top of the screen in lieu of the classic line "Welcome to Severnaya, Comrade".


2/6/24

Prominent Moment...


Something fun to try at the end of the Cradle Mission.
Sometimes Trevelyan's Assault Rifle can be quickly collected as he's defeated...


If Trevelyan meets his fate right there on the platform, he'll fade away (literally disappear).


If Bond shoots him off the platform, we're treated to  another "mini" cinematic before the main cutscene...


Switching weapons before the cutscene kicks in, James Bond can be standing on the platform with the Rifle.






Egyptian Intro...

Opening scene that shows Scaramanga's Golden Gun, on the table for those who dare...

The Egyptian Temple is a cryptic, creepy, awesome "bonus" mission in GoldenEye 007.

Farewell to Arms...

James Bond appears to tuck an Assault Rifle neatly into his back pocket...


When asked where James Bond stores all his weapons, I seem to recall Nintendo (or possibly Rareware) offering the comment that 007 has a "Trained Body".


Just for kicks, a quick animation of Bond putting a Grenade Launcher away (at the end of the Caverns mission)...

Seems James Bond has as many gadgets tucked into that suit as Batman.



2/5/24

Avenging Alec...

x




x




x




x




x

The Game's Secret Ending...?

Bond calmly walks out of the Egyptian Temple.
Black Dinner Jacket, Golden Gun in hand.


One of the game's best level outros.
Calm & cool. Definitely not shaken.

Despite being "killed" by James Bond, the Voodoo sorcerer Baron Samedi re-appears and proceeds to laugh endlessly...
Just as he does at the end of the Bond film, Live and Let Die.




As the game's final image after completing the final bonus mission, it's rather unsettling.



By setting the controller configuration to 2.3 Domino or 2.4 Goodhead, it's possible to mess with the level-ending cutscene and produce something unexpected.

Named after Domino from Thunderball, and Dr. Holly Goodhead from Moonraker.
(Both brunettes have previously helped Bond stop an evil villain)
Eight controller settings on Bond's watch - Each named after a different girl that Bond has been with...
Time flies (when you're having fun).






Pulling the "Z" trigger on the second controller will fire a shot that hits Baron Samedi.
(Pressing a button on the first controller will exit the scene)
Baron's laugh gets interrupted by a Golden Bullet.






A bloody Baron Samedi falls towards the camera...



Another playthrough, this time he does a bit of a twirl and falls backwards.


As neat as this trick is, somehow it doesn't seem like something that was included intentionally.


Silence is Golden.


With the Baron's act being cut short, the camera just sits there indefinitely until a button is pressed on the first controller.





Quick animated graphic of the Baron's fate in the Egyptian Temple:

Death is only the beginning...




Guard Characters in Multiplayer...

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