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Showing posts with label duncan botwood. Show all posts
Showing posts with label duncan botwood. Show all posts

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)






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.








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.





3/12/24

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...





2/17/24

Speedrun For Invincible...

(00 Agent Facility 2:05)


Earning Invincibility in GoldenEye 007 takes a bit of luck - And a lot of skill.

Managed to unlock the Cheat using the Silenced PP7 while encountering Dr. Doak in one of the upstairs labs (instead of the hallway).

Generally opt to cruise my way through the level with the PP7, only switching to the KF7 Soviet to eliminate four specific guards: The two guards outside the Laboratory area (the patroller and the stationary guard), plus the two guards immediately before the bottling room (both have their backs turned, if you've been stealthy).

After a couple of failed attempts, felt the frustration setting in.

In sports, you can channel your anger to become stronger - Doesn't work the same way in video games.
Also remember that Michael Jordan's philosophy is to practice as hard as he plays.


Almost ready for a break - But opted for another spirited practice run.
Giving it my all, without expecting the payoff...


Compilation of screenshots from a few other good runs:
Darting in and out of the little death room to activate the security door.


Strafing sideways gives you speed. Can sometimes even make it to one of the brown doors inside this long hallway without even being shot...
Sacrificing a Remote Mine to eliminate three guards in the long hallway.


Sliding into the problem area, and chucking a mine into the distance - And then ducking behind one of the protective walls while detonating.

Quickly strafing through immediately when it's safe (attempting) to collect a couple KF7s while dodging the gunfire and racing for the door(s)...
Clearly posted above the door: No Bonds Allowed.


Strafing side to side makes it difficult for guards to lock their fire on you.
Activate the door, strafe to the side, strafe inside, close the door, and repeat...
Closing the sliding doors behind you will slow down the guards, and stop a few bullets from hitting you in the back.



Skipping the level intro scenes is also important...

Guards patrol during the opening cinematic, directly impacting WHERE you encounter these guys - And which way they'll be facing.

As the guard in the main hallway walks away from the bathroom, Bond could be sneaking behind his back. Some guards are pacing back and forth in a small area, while others have a longer route.
Part of the challenge is that each soldier is marching to a different drum.

(Try exploring with the Bond Invisible turned on...
Can't unlock new Cheats, but may gain valuable insight on what guards are doing)




Back to the speedrun: Through the "double doors" and the "T" intersection...
Become in tune with the rhythm of patrolling guards. Some of them can be avoided completely, simply by disappearing around a corner. They'll continue their patrol, none the wiser.


The above guard is exactly where I want him. Walking towards the Laboratory Area with his back turned.
Licking my chops like a Velociraptor ready to feed...





A few bursts of KF7 fire before entering the laboratory area.


Eliminating the patroller and the stationary guard - With just enough noise to get the other guard to open the door...
Too much noise and ALL the guards will be flooding down the stairs, jamming the path.


"Beg your pardon. Forgot to knock."


Guard just inside the lab can do anything to make or break the run...
He can crouch, roll, or even jump to the side....



These Soldiers will also duck, run, roll, jump and do any number of unpredictable things.


Coming off the stairs, the aim can be messed up.
And sometimes the guards just stare as if they're blind drunk...
(Other times they charge at you in a Vodka-fueled act of reckless bravado)



Fingers crossed that Doak is up here somewhere with that Door Decoder.
Three spots upstairs where he can be...
Upstairs patrolling guard is oblivious.



Shooting at the two guards behind this pillar before they can react...
Although on the previous run, one of them eagerly charged forward with his gun.


If Dr. Doak is in this ideal spot, the conversation text might appear before you actually see him...

No need to stick around.
The very instant text appears on the screen, you're all set to race for the Bottling Room.
Dr. Doak, hiding in the corner of the hallway.



Hauling ass down the hallway immediately as the conversation with Dr. Doak begins.
(He's a competent double-agent, and can complete the hand-off even if you're a hundred feet away)
Duncan Botwood was determined to stop me from finishing the level within the target time...
(He also performed one of his spectacular death scenes)


A quick burst of KF7 fire to eliminate the guards on the corner just before Bottling Room door -
Too many shots will rouse the guards stationed in other rooms.





Done the damned Facility so many times now that I could complete it in my sleep...
"I almost killed myself getting here..."

Really only need three mines to destroy the ten tanks...
But practicing this several times was key, so that muscle memory takes over.
Bond seems to chuck the mines with his right hand, so be just slightly offset (to your left).


With OBJECTIVE C: COMPLETED and OBJECTIVE D: COMPLETED appearing on the screen, strafe out of the Facility doors and hold my breath...
"I am Invincible!"



What a rush! Expecting to just barely hit the 2.05.
Couple of seconds to spare.
Also happy with my accuracy and kill count.

Normally score 15-17 kills on a speedrun like this.
Racked up 20. (Must have been in a particularly nasty mood)


Back in the  '90s, the thing to do was to try and attain the best time possible.
Managed to pull it off in 1:35. Even captured a video of 1:43.

Some of those tactics were pretty suicidal - A much more streamlined approach these days.
Stealthy, smooth and calculating - But stay alive more often.

Experiment. Improvise. Always have a game plan in my head - But things go awry in a hurry, and quick thinking on the fly can sometimes save your run.

More often then not, it's Abort Mission and try again.
(Seems to save on morale)

Know when to push through and learn new things...
Find more efficient ways to deal with certain guards and navigate corners.



It's a two minute thrill-ride where you can only imagine what it's like to be Bond...
James Bond.





2/7/24

The Suits (One Size Fits All)...

Rosika, Karl, Martin, Mark



Dave, Duncan, B, Steve



Grant, Graeme, Ken, Alan



Chris, Lee, Neil, Jim



Pete, Shaun, Duane, Des



Robin, Steve H, Terrorist, Biker



Joel, Scott, Joe, Sally



Marion, Mandy, Vivien




Guard Characters in Multiplayer...

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