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Goldeneye 64's inspirational startup story

alexbaldwin.com

41–50 of 75 posts

Re: Goldeneye 64's inspirational startup story

#41
post #5

Alas, the article is a bit thin on the details.

Someone throwing some quotes into a reddit-esque nostalgia post and topping it off with his name in size 40 font hardly qualifies as an article. When I first saw the title I was hoping for something along the lines of the recent Starcraft article (http://www.codeofhonor.com/blog/tough-times-on-the-road-to-s...).

Re: Goldeneye 64's inspirational startup story

#42
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…

Haha, yup. I used to do that all the time too. Pissed off my friends usually.

Re: Goldeneye 64's inspirational startup story

#43
post #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. 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

Re: Goldeneye 64's inspirational startup story

#44

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.

Yes! Left joystick + R + left C, twirl around and end up back in the vent. Plant a mine at the spawn point and hope you don't end up there when you die before someone else does!

Re: Goldeneye 64's inspirational startup story

#45
post #21

Earlier 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.

Manipulated ? He just said in other words - "Hey follow me on twitter if you want to stay updated". Is that manipulation according to you ?

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

#47

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

Perfect Dark was like a reskin of GoldenEye huh? That was awesome too. My cousins and I used to scare ourselves shitless by turning on bots to highest difficulty, giving them max speed and only tranquilizer guns. They'd still pwn you!

Re: Goldeneye 64's inspirational startup story

#48
post #12

Pretty 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…

Did the Expansion Pak [0] even work for games that didn't support it? From memory the game had to specifically support it or it didn't get used.

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

#49
post #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. A…

Wasn't that Perfect Dark with the 'face in the game' code?

Re: Goldeneye 64's inspirational startup story

#50
post #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. 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

The N64 was a very poor system for games. You had a few very good ones and a lot of crap. The Playstation was a way more versatile system with great games in all genres. Hell, even the Saturn was more complete in terms of software.
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