Alas, the article is a bit thin on the details.
Goldeneye 64's inspirational startup story
41–50 of 75 posts
Re: Goldeneye 64's inspirational startup story
#42Best 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…
Re: Goldeneye 64's inspirational startup story
#43I 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. A…
That's arguably age-related nostalgia. I feel the same way about the Super Nintendo instead of the N64.
Re: Goldeneye 64's inspirational startup story
#44Earlier 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.
Re: Goldeneye 64's inspirational startup story
#45Earlier quoted context omitted.
The suggestion text has been shown to work better than just placing a button. Building up your personal brand can be worth a lot in the long run, so why not?
I don't like being manipulated. Every time I see a "You should follow me on Twitter" kinda thing I make it a point to not follow the author, or maybe even unfollow them. Holding your readership in higher regards than a meaningless metric can be worth a lot in the long run, too.
I actually looked for the twitter button on his site so that I could follow him - since I did enjoy the post and would like to see more from him. Didn't feel manipulated though.
Re: Goldeneye 64's inspirational startup story
#46Proximity Mines under the ammo spawns. Invisible room in facility, entrance in Temple. Race to choose oddjob.
Re: Goldeneye 64's inspirational startup story
#47Temple in Perfect Dark was the best multiplayer game ever. Tangential to OP's article, http://console.fm is awesome.
Re: Goldeneye 64's inspirational startup story
#48Pretty cool to see so many fellow hackers with similar positive memories of this game. It's pretty indicative of the age group here on HN. For reference, I'm 23. This was one of the greatest games ever made, no doubt. I've actually never been able to relate to a lot of my buddies who can game for hours on end. Starcraft, WoW, etc.. bore me after 30 minutes. Goldeneye on the other hand ... I could have easily died fro…
>> It's pretty indicative of the age group here on HN. For reference, I'm 23. I'm not sure exactly what it says, but I'm a decade older than you, and I lost countless days to this game. The best opponent I had was four years older than me! I don't quite understand the love for the four player multi though. It seemed unplayably choppy to me with with that many opponents, but I never did get that expansion pack that st…
I remember Perfect Dark (the spiritual successor to Goldeneye) required it to run most of the game.
[0]: http://en.wikipedia.org/wiki/Nintendo_64_accessories#Expansi...
Re: Goldeneye 64's inspirational startup story
#49I 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. A…
Re: Goldeneye 64's inspirational startup story
#50I 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. A…
> The N64 was a peculiar sweet spot for games and I'm not sure why. That's arguably age-related nostalgia. I feel the same way about the Super Nintendo instead of the N64. http://www.qwantz.com/index.php?comic=1322