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Goldeneye 64's inspirational startup story

alexbaldwin.com

31–40 of 75 posts

Re: Goldeneye 64's inspirational startup story

#31
I really loved the menu screen showing you what levels you'd done and what difficulty level you'd done them on. Simple, efficient.

It took me weeks to realise that the cut-scene graphics were actually useful and not just fluff. They often provided hints and tips or let you know about enemies.

There's a bunch of stuff still in the rom code that isn't accessible from the game - the hidden island; some glitchy levels. And there's some bits left over from the "notorious" but removed "put your face in the game" mode. (Which used the GB camera to map face photos onto game models for multiplayer but got removed after a mass shooting.)

I loved the train; I loved the tunnel in the damn. I hated trying to keep the bloody hostages alive on the boat. The first few times I set the alarm off were scary.

This was an amazing game. The N64 was a peculiar sweet spot for games and I'm not sure why.

Re: Goldeneye 64's inspirational startup story

#32
post #3

Best game ever. So many fun times with my buddies playing the 4 screen multi-player, throwing proximity mines on every spawn spot in the Facility.

My favorite trick is that the spawn sequences were not actually random. They would cycle predictably and only randomize if someone was too close to the respawn point. Especially in levels like the bunker, if you hovered just a breadth out of distance in a two-player game, it was possible to wrack up multiple kills very easily and would often take an equally experienced player to even have a chance of making it to the…

Heh, you even have your HN account named after a 007 character :)

Re: Goldeneye 64's inspirational startup story

#33

Proximity Mines under the ammo spawns. Invisible room in facility, entrance in Temple. Race to choose oddjob.

I don't remember the Facility having an invisible room. I tried Googling, but don't see anything. Can you explain?

There was a bug that allowed you to get back up into the ventilation duct through which you enter the level (in single player mode). You have to go into the bathroom stall, crouch on the toilet, and spin around a few times IIRC. Once you're up there, no one's getting you out until you run out of ammo.

Re: Goldeneye 64's inspirational startup story

#34

Temple in Perfect Dark was the best multiplayer game ever. Tangential to OP's article, http://console.fm is awesome.

Haha thank you, it's a really great project to work on.

This is brilliant. Thanks so much for doing an API! As much as I like web apps, I'd hate to keep a tab open for the entire day in my browser. I'll go build a simple native mac app that sits in the toolbar and plays music.

Re: Goldeneye 64's inspirational startup story

#36

Power Weapons in the Stack. I owned the top floor. Immediately prior to reading this, I was writing about how non-game developers can indeed bring a unique perspective to the table when developing games. This is definitely an inspirational story and helpful in reaffirming my thoughts. Thanks for sharing.

One of the things that I liked about Goldeneye was just how damn many multiplayer modes there were. eg. The Klobb was a crappy gun (low damage, huge cone of fire), but switch to one-shot-kills and it's suddenly an uber weapon :) My favorite modes were one shot kills with knives or slappers only, power weapons with health cranked up, or anything involving prox mines :> I haven't played it for years now, and I'm not su…

I liked the remote mines a lot more. You could go hide in the vent in facility and look at other people's screens to see where they were. When they got to the right place, bam, you detonated the mine.

God that was a great game.

Re: Goldeneye 64's inspirational startup story

#37

Proximity Mines under the ammo spawns. Invisible room in facility, entrance in Temple. Race to choose oddjob.

haha, I def remember having a "no oddjob" rule. And if you did pick oddjob, lord have mercy, cuz everyone was comin after your ass and nobody else! For whatever reason, I would irrationally target anyone playing as boris as well...

Re: Goldeneye 64's inspirational startup story

#38

Earlier quoted context omitted.

One of the things that I liked about Goldeneye was just how damn many multiplayer modes there were. eg. The Klobb was a crappy gun (low damage, huge cone of fire), but switch to one-shot-kills and it's suddenly an uber weapon :) My favorite modes were one shot kills with knives or slappers only, power weapons with health cranked up, or anything involving prox mines :> I haven't played it for years now, and I'm not su…

I liked the remote mines a lot more. You could go hide in the vent in facility and look at other people's screens to see where they were. When they got to the right place, bam, you detonated the mine. God that was a great game.

The "problem" with remote mines was that you could throw a mine and press A+B at the same time while it was still in mid-air. BOOM! Instant detonation! So you'd be able to just insta-kill people who weren't expecting it.

Eventually it balanced out because everyone would be a lot more careful about getting close and going around corners, but ... let's just say that raegquits are a lot more fun in-person :)

Re: Goldeneye 64's inspirational startup story

#39

Power Weapons in the Stack. I owned the top floor. Immediately prior to reading this, I was writing about how non-game developers can indeed bring a unique perspective to the table when developing games. This is definitely an inspirational story and helpful in reaffirming my thoughts. Thanks for sharing.

One of the things that I liked about Goldeneye was just how damn many multiplayer modes there were. eg. The Klobb was a crappy gun (low damage, huge cone of fire), but switch to one-shot-kills and it's suddenly an uber weapon :) My favorite modes were one shot kills with knives or slappers only, power weapons with health cranked up, or anything involving prox mines :> I haven't played it for years now, and I'm not su…

haha, license to kill, with power weapons, just spray with the rcp90, and you were good to go! Those were the days...
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