Proximity Mines under the ammo spawns. Invisible room in facility, entrance in Temple. Race to choose oddjob.
It was all about the race to the RCP90 on stack in multplayer - that white corridor of death...
Goldeneye 64's inspirational startup story
51–60 of 75 posts
Re: Goldeneye 64's inspirational startup story
#52Re: Goldeneye 64's inspirational startup story
#53Re: Goldeneye 64's inspirational startup story
#54Earlier quoted context omitted.
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
#55Point: Maybe more mainstream games should be created by inexperienced teams to compete with the 6-month Call of Duty plot change cycle (i.e. same shit different day).
Re: Goldeneye 64's inspirational startup story
#56Power 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…
Re: Goldeneye 64's inspirational startup story
#57They redid the original Goldeneye for Wii and sadly I bought it. It's a horrible remake. Aiming with pointing using the Wii Remote is really hard and turning around takes ages, but this isn't the worst thing. They changed the multiplayer game mode: You can't pick up other weapons as you could in the 64 version - you have to chose in the beginning which weapons you'd like... I always loved this in the 64 version (proximity mines..oh yes :D)
Re: Goldeneye 64's inspirational startup story
#58Re: Goldeneye 64's inspirational startup story
#59I 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
#60Power 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…