Some of my favorite snapshots and images from Goldeneye 007 on Nintendo 64
around with some more stuff in GoldenEye 007, and some things that never made
it to my original beta pages.
Ammo (Value 0079 - 0086)
wonder what a P90 clip looks like? It's here, along with ammo clips from the Skorpion
and TT33. (aka Klobb & DD44). Ammunition is normally found in big, obvious
crates. But individual gun clips do exist in the memory for the original automatics
and handguns, and there's even a reference to magnum bullets.
Boxes -O- Bullets (value 0081)
I was eager to see what a box of Magnum Bullets looked like, but it turns out that the boxes of bullets seem to look exactly the same. (appearing in various sizes only because different size Facility beakers have been modified to display them). But even the Golden bullets look like shotgun shells...
These boxes of shells look do kinda neat, but especially in Multiplayer, they're a bit too small to be practical. The game flows better when everyone can find the ammo. Another beta artifact that's just cool to look at.
Roller Doors (values 0092, 0093, 0094)
Just some vertical, sliding garage doors in the memory that went unused. Value 0095 is the one included in the final game, but there are other various roller doors in the memory. Here's a shot of an unused door (light blue with caution stripes) beside an existing garage door on the Depot.
Doors 0093 & 0094 are blue bulletproof steel, and would have been designed for missions like the Runway and Depot.. They work perfectly fine, but don't look quite finished on all sides, as they're practically paper thin despite being bulletproof.
Doors (Value 008E & 0091)
couple of unused doors (one with a latch, one without). I've used them before
just for fun as alternate sliding doors in a few Facility deathmatches.
& Trailer (values 0119 & 011E)
Found at the Depot's biggest building, the building is pretty much deserted, except for a few piles of metal crates, like most of the other buildings in the mission. My new thoughts on the red truck are that it could only have been used to be "detaching" from the trailer, leaving it behind for unloading. (Considering the difficulty involved in trying to have a tractor move correctly with a trailer in-tow, proper swing and wide turns (it was 1997). Perhaps they considered having 007 destroy a new shipment of weapons for Janus troops at this warehouse instead, before deciding to move the weapons cache to a smaller building..
Pieces of Street (value 0141 - 0145)
The Streets mission now seems as if it was one of the earliest levels designed... Most of the other missions load as one solid map, while the Streets mission is mostly composed of several pieces of streets and buildings (ground and sidewalls) that are cleverly re-used over and over again throughout the mission, with different guards/vehicles placed throughout. You can even modify the pieces of street individually, or do a bunch at once... They look kinda neat changed into doors, especially door 008B. Has unbreakable glass in it, and the guards fight you, knee deep in nothingness.
St. Petersburg Guard Uniform (value 0001)
SubDrag has also pointed out that the Streets is referenced as "petes" in the memory, and the value of the unused St. Petersburg guard just happens to be 0001... Still not sure if the St. Petersburg guards were "removed" from this mission, or if they simply went unused... If 007 is pursuing Ourumov's car, his army of Russian Soldiers seems more appropriate and true to the movie. Still though, I think many of players would prefer to have the unused guards included.
This was on every GoldenEye site back in the day, so I guess I never bothered posting anything on it... The GoldenEye development team actually visited the actual "Streets" during the filming of the 1995 movie. They took notes and reference photos, which led to the little details like the authentic looking buildings & posters, and even a little red car that was parked on the side of the street... Which oddly enough, is called "car weird" in the memory...
Cars (Values 012D, 012E, 012F)
Strange thing is, there's a car that's referenced as "bmw" in the memory (value 012D)... It's actually the one found in one of the Surface huts, but it looks to be just a smaller replica of the escort...
Beats (Value 0005)
GE 007 fanatic can hear the first few notes of a mission's theme track and usually
recognize it... But through the crickets, explosions, and gunfire, I had never
really noticed that the Jungle mission is the only one without a soundtrack...
(Unless you count the cool Bond-style duel music while battling Xenia - but then
the crickets return)