I spent SO much time exploring and experimenting with GoldenEye on my N64 in 1998/1999, to the point I actually saved my allowance and bought a GameShark just to explore it further. It amazes me that all these years later, I’m STILL just as intrigued as I was back then. I’ve never been as curious about a video game’s inner workings as I have been about GoldenEye… and I honestly don’t know why. I don’t think it’s just nostalgia. I was never this curious about Perfect Dark, a game I was also quite obsessed with. GE is just a truly special game in ways that I may never be able to adequately verbalize.
Had an "open all doors" code that shot a bullet out of your forehead when you pushed the GS button on the gameshark that would demolish a door. We used it to play Full Facility multiplayer, was a blast.
With the Dam ending the platform is obviously from the movie. My guess is they planned to have you laser open the grate and perhaps rappell down the Dam like in the movie but it couldn't work for one reason or another and so the level just fades out instead. This is supported by the fact that there is a Piton Gun that's an unused weapon in the files, no code really exists anymore but it definitely adds more fuel to the theory that they were planning something special. Also in a fun fact there's a fan cradle custom level that adds the bottom and surrounding jungle like in the movie, I wonder if the GS code for no endings would still work there, exploring that would be interesting for sure.
How did you not mention there is an island across the lake? They were going to have you drive the boat across the lake but probably couldn't figure it out and scrapped it but left the island.
Maybe it's just that the 'No Exit' Cheat not only disables the Level end trigger, but all triggers you can step on, which prevents further guards from spawning.
@@okachobe1 That seems extremely unlikely to me. Gameshark codes never really unlock any kind of official "mode". They just overwrite the values at particular memory addresses with other values, causing various effects such as constantly overwriting the value at the address that represents player ammo with the maximum ammo value, which would then be published in a magazine as an infinite ammo cheat, for example. They are never anything that was intentionally put into game by the developers like a special mode for debugging. They're literally just a way to modify values in memory while the game is running. It's far more plausible to think the code is overriding some sort of trigger flag which is possibly reused at different points, pretty much as OP suggests.
another theory I'll offer is that these level end triggers execute some routine that performs cleanup actions prior to performing the level fade out, and this gameshark code is only preventing the last piece of that routine from functioning. if I'm right (big if), there could plausibly be other codes that would prevent the other pieces of that trigger from having effect.
@@solidfrog Maybe, but it's possible to have guards shooting at you in a ton of cutscenes, so I doubt they would implement a workaround only for that level. Bond is simply invincible during the ending cinema no matter what. In fact he is entirely intangible and bullets pass through him iirc. Also I think the shotgun guards stop spawning when you trigger Natalya at the end, so there would be no need for an additional trigger at the exit
I explored a lot of this stuff with a gameshark back in the day. There was also a code that allowed you to shoot bullets that would destroy anything, from unexplodable metal crates, to mini bosses and even doors that were always 'locked'.
@@GamerFolklore to be more specific it was for an Action Replay, I'm not sure if they share the same codes though. The Action Replay I had, had a button on the front of the cartridge that would allow some codes to be turned on during gameplay. I think my source for the code was likely an old Nintendo Official Magazine released in the UK, or it was pre built in. I hope this helps.
Yep and fun fact, that code and the no endings code would not work together, at least not on Gameshark. Blowing up doors would often eventually get you to the blue void, like at the very end of Train.
@@GamerFolklore i used to use a code that made explosions huge. I think it was called “atom bomb explosions” or something. Used to have fun going up on the satellite in Surface II, looking over the rail at guards coming my way and launching rockets and watching these giant explosions nearly as big as the satellite itself just wiping out guards in the distance lol You could wipe out every guard in an entire area with one grenade or rocket, especially indoor levels like Facility.
For more Train level craziness, turn on the "Blow up everything" code to get through any door and go back to the start of the Train level after the bombs go off, you'll see what I mean. You can thank me later
I left a similar comment on your iceberg video but I felt it was relevant for this video. I think it’s pretty neat that you’re doing these videos where you’re going beyond the game limits and seeing the unseen. Back in 2013 I was playing with my GameShark a lot in several N64 games. In goldeneye I found quite a few interesting things: Both cradle and statue were originally intended for multiplayer. I know this because when I used a code that would put single player levels in multiplayer mode, both statue and cradle had gun, ammo, and body armor placements for multiplayer. Another thing is the other Bond actors’ portraits’ were still in the game as well, I had a code that would replace the multiplayer portraits of Natalya, Xenia, and Alec with the 3 extra Bonds. The last thing is that I’m 99% certain that the “24th cheat” is line mode. I had a code that when turned on did not automatically turn on line mode but added it to the cheat options written fully out as “Line Mode” which implies it literally was registered in the cheat menu. I really wish I had access to these codes but over these past 9 years my GameShark has stopped working (I imagine this is why you used an everdrive). I’m curious if there’s a way I can extract data from the dead cart. I did find all of these codes online at some point so hopefully they’re still all accessible today.
To your point of extracting data from your dead Gameshark, I'm afraid that isn't possible, due to how GameGenie/Gameshark-type devices work. They operate on a principle of changing memory input/output values between the game & the console, meaning that they alter/interrupt the game's code by directly changing bit values. The upshot of that means that the device doesn't "know" anything at all: not about the game it's attached to, or even knowing which game it's attached to. On the plus side, that means the device can interface with any game, even those made after it was released which the developers of the device could have never known about, & those developers never had to know the source code for any game. The down side is that what the device is capable to doing for any given game is completely unknown, & kinda random: since every game is programmed differently, the device's effects will be completely different, as well. For every game, people have to test out codes at random, or use rare interface tools to generate codes, both of which are time-consuming techniques. In theory, every game could have a long, long list of useful codes, making almost every conceivable improvement that a player might want (invincibility, all unlocks, max stats, etc.), limited only by what's in the game itself. In practice, this list is limited by time & interest, as exploring the possibilities costs both, & most codes do nothing, crash the game, or have such subtle effects that they might go unnoticed in a test.
I was hoping you would explore the air vents in Facility, especially the ones on the other side of the stall opening that you can’t get across to inspect.
Some additional No Exit discoveries, just for the curious: Facility -- Door that's just a wall texture, briefly at the start of this video Surface 1 -- You will land on the walkway above the water. You can't access the doors, they're basically wall texture. They are also much larger than they are in Bunker 1, making Bond appear pretty tiny. Bunker 1 -- The outside is like in multiplayer Surface 2 -- You can go down the steps and into the hallway, but instead of the glass doors at the end there's a void with the sky texture Streets -- Black void Jungle -- The elevator is strangely oversized if it remember right
10:20 - they probably coded the "jump up" effect into the movement engine, so it just happens in certain in-engine scenarios, as is also seen in intended play in certain stages
The code disables the proxy trigger array. The array might be gone, but the very first trigger should always load, since it's seen as a regular trigger entity. This is likely also the reason you could not pick up the objects you normally pick up.
I think that a big part of the magic of Goldeneye specifically is that it was made by a team of people who had mostly never made a game before, so they weren't indoctrinated in the field of game design techniques like their peers at other studios. They didn't know what you could do, what you couldn't do, what you shouldn't do, etc. This is compounded by the era in which it was made, IE the Wild West of the 90s, when 3D games were in their infancy & the rules were not yet set in stone for anyone.
The game is amazing it's a master piece. Would love to see the original blood sysyem they wanted to implement I read some where Nintendo told them to tone it down
I always enjoy the content ! Brings me back to when we were exploring and testing stuff as kids. You only had 2-3 new games every year so you would do anything to keep being entertained by your game !
That Grate on Dam was clearly mean to be a reference to the film where he goes through it. I guess it was just too time consuming to animate Bond lasering his way in.
Hey Ryan, not sure if anyone has commented on the transition screen you’re using between segments lately, but I absolutely love it. It reminds me of playing outside in southern Georgia late on a summer evening, before coming in for the night and playing some 64 with the neighborhood friends. Very nostalgic in a completely unexpected way, and it gets me right in the mood for these videos.
So, my brother is a firm believer that there are unused assets behind the trees in Surface 1. He has a fond memory of himself clipping out of bounds and there being guards a desk and some chairs. If anyone knows how to clip out of bounds in Surface 1 to confirm these exist that would awesome.
As a child I got a gameshark as a child just so I could see what's beyond all those locked doors and other areas but I kinda got disappointed finding out that they just don't map past unpassable areas but now being an adult it's understandable
I think the ending of the Dam was programmed to function like the stairs, but with really elongated stair steps. This is because Goldeneye doesn't really have ledges you can fall off of like in Perfect Dark. So, if they made it function like a really long stair step, then they can put the ending trigger zone way below the Dam.
I remember with the use of game shark you were able to load the cradle in multiplayer and it had weapon points and everything, and the door leading to the platform and that area was locked and couldn’t get to it but the rest of the cradle was fully playable in MP
Hi Goose. You may be wondering why there's stuff like the bottom platform in Dam and being able to climb back through the window in Archives. As Subdrag (the creator of Goldfinger 007) taught me, all Goldeneye levels have a floor map that shows where you and other characters can walk. Like a navmesh, it obviously is done a little sloppy when it comes to end-of-level areas. That's why Bond never falls down unless it's intentional. Hey, why not do a review of Goldfinger 007?
watching this video reminded me of what was going to be the start area for the silo level , there’s a grate at the bottom where you start silo it was originally planned to start silo in the vents , also wondered if there is a moon jump code to follow the rocket on aztec at the end 😂😂 see where it goes with no ending cheat lol
You land on the walkway above the water. You can't open the doors though, they're basically wall texture. They are also much larger than they are in Bunker 1, making Bond appear pretty tiny. :)
I'd love to explore even further, like, those secret doors behind many levels like Damn and Train, you can't cross them because they're locked but even though I'd like to see what's being kept there. Even if there's just the normal black void, it always makes me wonder. Secret doors and passages that maybe have nothing after it, but always makes me curious to explore and see what they did or how they did the levels. The Dam grate where you'd start the Facility also amuses me - I wonder if they programmed anything beyond it, or if it's just a flat image of the metal grate above the concrete floor.
As a kid back then this is everything I wanted to know, now 34 this video is amazing! Always loved goldeneye and what mysteries it holds. Thanks goose! ❤
I think the reason for the mountains being solid on the dam is because that grate thing at the bottom was supposed to be part of the level where you use the laser watch to get on to the next level but they changed it. That’s why it’s more complete than cradle as you were initially meant to go down to that area of the dam
Gratz on 100k subs. This kind of stuff is easier to explore on PC where you can alter memory real-time and freeze/unfreeze values whenever. You probably know, "all" the gameshark does is freeze memory. I say "all", because with some more advanced versions of gameshark etc, there are a couple of other instructions, where you can do things like "search" and add triggers etc. On PC, some emulators allow you to view the memory, search it and edit it real time etc, otherwise you always got "Cheat Engine" that allows the same for most applications.
Goose. I am surprised you just didn't do all the levels that have exits with rooms. I would love to see levels like Facility, Streets, and both Bunkers.
Your rocket launching at the terrain in the Dam reminded me of something neat about that weapon: The rockets actually have limited fuel and will eventually succumb to gravity. Shoot them straight up. It will take a while, but they will come back down and explode.
I wonder if the train level being extended like that, was maybe in an earlier phase they toyed around with having the train actually “moving”. But due to limitations like in most games around that time, perhaps they would’ve just had the scenery loop around the train. If that being the case, something was definitely stopping them in their tracks 😏. Hence why it is how we see it now.
I've been meaning to do one on Silo where you start "down below". You can't really move or anything, since the collision is weird down there, but I've been wanting to check it out.
The jank on Archives actually looks intentional. It probably served as a way to prevent an issue that was occurring at some stage of development that is patched in the final game. It appears like there is an invisible one sided brush, which would explain how the last window was missed and why it wasn't removed after whatever happened was parched. If I had to guess, at some point the game probably had difficulty determining bond's Y position in the very speciffic circumstance where he's colliding with an intangible object with scripted events like the broken glass while simultaneously having his stored x and Y positions being over a floor with a significant height difference from the object he's colliding with. Older games tend to have odd behavior with collisions when dealing with Y values, and this situation seems very reminiscent of a similar issue that happens in classic Doom where if for whatever reason, doomguy's origin is above a floor significantly lower than him while his bounding box holds him on a higher surface, reloading the game causes it to be confused in a way such that it doesn't know which surface he's supposed to be on and will warp him through the floor and into the wall partially. This method has been used to show that certain secrets that were thought to be impossible to activate are actually just barely possible to trigher.
Jungle and Caverns are the most mysterious levels to me. It would be interesting to explore them if there were a code to remove all NPCs, ammo boxes, turrets etc.
Now you should do the same video but for perfect dark. If you’re having trouble finding a “no endings” code. I have one on my first video for UA-cam :)
I always wondered if it was possible to get down onto that grate in Dam, especially since like you said based on how fast you jumped off you sometimes got further down before the ending cutscene would start. After so many years I have my answer.
They need to do a better “No Clipping” cheat code. One that actually lets you fly and exit through the walls of the level. Im willing to bet there are still undiscovered secrets that developers never meant for us to find.
You can get into the secret back part of the train without cheat codes or Gameshark. Sometimes, the game glitches and the iron screen stalls before fully closing, allowing you to get into the back part of the train with trevelyan. It takes many attempts between each glitch occurrence. So be patient.
8:10 its probably because the way the game is coded, the window you break from inside puts u in the "next room", and in the next room every exit point connects to the window u jumped from in the first place. The animation of jumping from one window or the other when u win has no corelation to where those windows actually are on the street model (or the "next room").
The strange room at the end of the first carriage in the train in depot kinda makes sense as this is the loading zone trigger to send 0, 1 or 2 black hat guards from the 2nd carriage into the first carriage in the level train. I can visually see how it works now!
7:45 - I did this a little bit on my N64 by at the edge of the window before dropping down to trigger the end stage bit, you go side on to the edge of the window, then hold down the strafe button then you are on the ground outside and can look around, but if you move even one step, stage over!
"Liminal Spaces 2: Forbidden Places" I never had this gameshark code. I would have messed around and tried to find a way to turn the Cradle bottom area into a survival arena. I wonder how this would work in multiplayer levels. Halo Infinite will have its map utility, Forge, release next month. I plan to rebuild maps from Unreal 1, UT99, Goldeneye, and Perfect Dark, with singleplayer maps also not being out of the question. The Goldeneye and PD levels will have some easter eggs put in them. I'm gonna be going through lore to find some nice things to add in. If Chicago Streets can feel like a semi-decent layout, for sure you (won't) might see The Chicago Ghost for example.
I think the culling of solid objects on Cradle will be because they intended or at least tried to implement cradle as a multiplayer level. Which could be activated and played on with a Gameshark / Action Replay code. Also with the Dam, there is a Piton Gun in the item list if you Gameshark the item list
I think the No Ending Cheat deactivates the level from ending, but it probably doesn't stop the other things that would be deactivated like the never ending spawning of enemies in Cradle.
The archives one. If you play facility on multipalyer. You can go up the air vent from the toilet its above. So that might be the same for this one. Also great content bro ❤️❤️🔥🔥
25:50 This has most likely already been explored and archived but with the triggers disabled would the games wireframe mode reveal extra layers of collision, thus revealing a skewed staircase or even additional pieces of the game that under conventional play would not be seen.
So one thing I noticed is you talk about parts of a level being "loaded" and "unloaded". I am not a game developer but I have worked with Unity a bunch and it's given me insight into how these sorts of things typically work, I think. One thing that is important to be aware of is the graphics, that is what you can see, and the physic colliders, that is the interactions between various objects in hte game, don't need to be coupled. You can have collision without visuals (eg invisible walls) or graphics without collision (as you note being able to shoot through things). Likely, the game will disable colliders or graphics for areas you are not in. They take computational power to work so it makes sense to disable them when they are not required. In addition the gameshark code disabling more than endings is interesting. I would bet the scripting for Goldeneye disables guard spawns when you normally end a mission to prevent you from dying in a cutscene or other oddities. Perhaps that is still happening even though the level is not ending. Other changes could be side effects of this particular gameshark code; perhaps it disables ALL triggers, not just end level triggers. Perhaps there is a trigger in Train which increases draw distance once you step outside, for instance.
The physics of the dam actually makes a lot of sense in game. You basically are on a 2-d plane but it is curved/bent so that you move vertically as you go forward (off the dam) or backward (back up the dam) so it essentially functions as a very steep staircase
Something similar to the flight recorder happened when i tried to mod Egyptian for VeteranEye. I wanted to put the golden gun and bullets in a sifferent location but they just wouldnt pick up breaking the level. I had to leave them where they originally are and only then would they be able to be picked up completing objective A.
I believe the depot's train ending black unloading wall is related to the warehouse the train is sitting in... Look at 20:56, the train car is half-sitting inside the white building with the red star on it. I guess its the darkness visual effect clipping trough the train car, because the devs didnt expect anyone to go back there.
I know this is an old video, but the reason that there are so many odd rooms and places is because they created all of the levels before they created the objecives. It’s essentially opposite of what’s typical. Most of the devs also had never made a game, so their unconventional coding led to more oddities.
level designs that go on longer then they need, specially on a cartridge game, were likely initially bigger but they couldnt fit everything onto it and had to "trim the fat" so to speak to fit everything onto the cartridge. which would have them trim it just enough to fit.
RIP Valentin Zukovsky, played by Robbie Coltrane. He passed away last week :(
:(
RIP
Also played hagrid In Harry Potter
@@jmegs7003 Doble agent. From Russia to Wizard World
RIP what a hero
I spent SO much time exploring and experimenting with GoldenEye on my N64 in 1998/1999, to the point I actually saved my allowance and bought a GameShark just to explore it further.
It amazes me that all these years later, I’m STILL just as intrigued as I was back then. I’ve never been as curious about a video game’s inner workings as I have been about GoldenEye… and I honestly don’t know why. I don’t think it’s just nostalgia. I was never this curious about Perfect Dark, a game I was also quite obsessed with.
GE is just a truly special game in ways that I may never be able to adequately verbalize.
Had an "open all doors" code that shot a bullet out of your forehead when you pushed the GS button on the gameshark that would demolish a door. We used it to play Full Facility multiplayer, was a blast.
I need you to know that I signed in just so I could formally like this comment.
With the Dam ending the platform is obviously from the movie. My guess is they planned to have you laser open the grate and perhaps rappell down the Dam like in the movie but it couldn't work for one reason or another and so the level just fades out instead. This is supported by the fact that there is a Piton Gun that's an unused weapon in the files, no code really exists anymore but it definitely adds more fuel to the theory that they were planning something special.
Also in a fun fact there's a fan cradle custom level that adds the bottom and surrounding jungle like in the movie, I wonder if the GS code for no endings would still work there, exploring that would be interesting for sure.
How did you not mention there is an island across the lake? They were going to have you drive the boat across the lake but probably couldn't figure it out and scrapped it but left the island.
Okay I'm glad someone else mentioned the unused piton gun. I was waiting for that in the video.
@@brok9591I suppose because at this point most of us know about the island
Unless I'm mistaken there appeared to be a mounted gun at the bottom of the dam in the xbox one version
the framerate must be horrible- there is probably a reason they completely left out any visible bottom.
Maybe it's just that the 'No Exit' Cheat not only disables the Level end trigger, but all triggers you can step on, which prevents further guards from spawning.
It sounds more like a debug mode than a no exits mode with the weird window warping too
@@okachobe1 That seems extremely unlikely to me. Gameshark codes never really unlock any kind of official "mode". They just overwrite the values at particular memory addresses with other values, causing various effects such as constantly overwriting the value at the address that represents player ammo with the maximum ammo value, which would then be published in a magazine as an infinite ammo cheat, for example. They are never anything that was intentionally put into game by the developers like a special mode for debugging. They're literally just a way to modify values in memory while the game is running.
It's far more plausible to think the code is overriding some sort of trigger flag which is possibly reused at different points, pretty much as OP suggests.
I’m sure the exit statue level trigger prevents further guards from spawning to avoid them disrupting the cutscene.
another theory I'll offer is that these level end triggers execute some routine that performs cleanup actions prior to performing the level fade out, and this gameshark code is only preventing the last piece of that routine from functioning. if I'm right (big if), there could plausibly be other codes that would prevent the other pieces of that trigger from having effect.
@@solidfrog Maybe, but it's possible to have guards shooting at you in a ton of cutscenes, so I doubt they would implement a workaround only for that level. Bond is simply invincible during the ending cinema no matter what. In fact he is entirely intangible and bullets pass through him iirc.
Also I think the shotgun guards stop spawning when you trigger Natalya at the end, so there would be no need for an additional trigger at the exit
I explored a lot of this stuff with a gameshark back in the day.
There was also a code that allowed you to shoot bullets that would destroy anything, from unexplodable metal crates, to mini bosses and even doors that were always 'locked'.
@@GamerFolklore to be more specific it was for an Action Replay, I'm not sure if they share the same codes though. The Action Replay I had, had a button on the front of the cartridge that would allow some codes to be turned on during gameplay. I think my source for the code was likely an old Nintendo Official Magazine released in the UK, or it was pre built in.
I hope this helps.
Yep and fun fact, that code and the no endings code would not work together, at least not on Gameshark. Blowing up doors would often eventually get you to the blue void, like at the very end of Train.
@@GamerFolklore i used to use a code that made explosions huge. I think it was called “atom bomb explosions” or something. Used to have fun going up on the satellite in Surface II, looking over the rail at guards coming my way and launching rockets and watching these giant explosions nearly as big as the satellite itself just wiping out guards in the distance lol
You could wipe out every guard in an entire area with one grenade or rocket, especially indoor levels like Facility.
@@uome20bukz couldn't find that one. Any idea where to find it?
For more Train level craziness, turn on the "Blow up everything" code to get through any door and go back to the start of the Train level after the bombs go off, you'll see what I mean. You can thank me later
What happens if you do this?
If it at all possible I'd love to see the cradle floor in the xbla port, where the dish is rendered and it's not the sky void.
I left a similar comment on your iceberg video but I felt it was relevant for this video. I think it’s pretty neat that you’re doing these videos where you’re going beyond the game limits and seeing the unseen. Back in 2013 I was playing with my GameShark a lot in several N64 games. In goldeneye I found quite a few interesting things:
Both cradle and statue were originally intended for multiplayer. I know this because when I used a code that would put single player levels in multiplayer mode, both statue and cradle had gun, ammo, and body armor placements for multiplayer.
Another thing is the other Bond actors’ portraits’ were still in the game as well, I had a code that would replace the multiplayer portraits of Natalya, Xenia, and Alec with the 3 extra Bonds.
The last thing is that I’m 99% certain that the “24th cheat” is line mode. I had a code that when turned on did not automatically turn on line mode but added it to the cheat options written fully out as “Line Mode” which implies it literally was registered in the cheat menu. I really wish I had access to these codes but over these past 9 years my GameShark has stopped working (I imagine this is why you used an everdrive). I’m curious if there’s a way I can extract data from the dead cart. I did find all of these codes online at some point so hopefully they’re still all accessible today.
To your point of extracting data from your dead Gameshark, I'm afraid that isn't possible, due to how GameGenie/Gameshark-type devices work. They operate on a principle of changing memory input/output values between the game & the console, meaning that they alter/interrupt the game's code by directly changing bit values. The upshot of that means that the device doesn't "know" anything at all: not about the game it's attached to, or even knowing which game it's attached to.
On the plus side, that means the device can interface with any game, even those made after it was released which the developers of the device could have never known about, & those developers never had to know the source code for any game. The down side is that what the device is capable to doing for any given game is completely unknown, & kinda random: since every game is programmed differently, the device's effects will be completely different, as well. For every game, people have to test out codes at random, or use rare interface tools to generate codes, both of which are time-consuming techniques.
In theory, every game could have a long, long list of useful codes, making almost every conceivable improvement that a player might want (invincibility, all unlocks, max stats, etc.), limited only by what's in the game itself. In practice, this list is limited by time & interest, as exploring the possibilities costs both, & most codes do nothing, crash the game, or have such subtle effects that they might go unnoticed in a test.
I was hoping you would explore the air vents in Facility, especially the ones on the other side of the stall opening that you can’t get across to inspect.
Some additional No Exit discoveries, just for the curious:
Facility -- Door that's just a wall texture, briefly at the start of this video
Surface 1 -- You will land on the walkway above the water. You can't access the doors, they're basically wall texture. They are also much larger than they are in Bunker 1, making Bond appear pretty tiny.
Bunker 1 -- The outside is like in multiplayer
Surface 2 -- You can go down the steps and into the hallway, but instead of the glass doors at the end there's a void with the sky texture
Streets -- Black void
Jungle -- The elevator is strangely oversized if it remember right
The Surface 1 size discrepancy is so funny!
10:20 - they probably coded the "jump up" effect into the movement engine, so it just happens in certain in-engine scenarios, as is also seen in intended play in certain stages
"pass away" is always so jarring to hear, I never hear it used like this before, would suggest "taken out" instead.
The code disables the proxy trigger array. The array might be gone, but the very first trigger should always load, since it's seen as a regular trigger entity.
This is likely also the reason you could not pick up the objects you normally pick up.
I think that a big part of the magic of Goldeneye specifically is that it was made by a team of people who had mostly never made a game before, so they weren't indoctrinated in the field of game design techniques like their peers at other studios. They didn't know what you could do, what you couldn't do, what you shouldn't do, etc. This is compounded by the era in which it was made, IE the Wild West of the 90s, when 3D games were in their infancy & the rules were not yet set in stone for anyone.
The game is amazing it's a master piece. Would love to see the original blood sysyem they wanted to implement I read some where Nintendo told them to tone it down
I always enjoy the content ! Brings me back to when we were exploring and testing stuff as kids. You only had 2-3 new games every year so you would do anything to keep being entertained by your game !
hehe We ripped every game apart. At least the ones we actually liked and enjoyed.
That Grate on Dam was clearly mean to be a reference to the film where he goes through it. I guess it was just too time consuming to animate Bond lasering his way in.
Congratulations on 100k! Well deserved, my friend.
Hey Ryan, not sure if anyone has commented on the transition screen you’re using between segments lately, but I absolutely love it. It reminds me of playing outside in southern Georgia late on a summer evening, before coming in for the night and playing some 64 with the neighborhood friends. Very nostalgic in a completely unexpected way, and it gets me right in the mood for these videos.
So, my brother is a firm believer that there are unused assets behind the trees in Surface 1. He has a fond memory of himself clipping out of bounds and there being guards a desk and some chairs. If anyone knows how to clip out of bounds in Surface 1 to confirm these exist that would awesome.
@@GamerFolklore thats too bad. ive been trying to solve this mystery for 20 years
It would be cool to interview a developer of goldeneye and ask a bunch of questions.
THERE ARE A COUPLE OF VIDEOS THAT DID JUST THAT
CALVIN DYSON DID ONE AND THERE'S DOCUMENTARY
I like how archives is bigger inside than outside
Warping up the dam was the most cursed thing I've ever seen in GE
I love that you still make goldeneye64 content. My favourite childhood console game. Thanks man
As a child I got a gameshark as a child just so I could see what's beyond all those locked doors and other areas but I kinda got disappointed finding out that they just don't map past unpassable areas but now being an adult it's understandable
I think the ending of the Dam was programmed to function like the stairs, but with really elongated stair steps. This is because Goldeneye doesn't really have ledges you can fall off of like in Perfect Dark. So, if they made it function like a really long stair step, then they can put the ending trigger zone way below the Dam.
In "The Making of GoldenEye 007 (N64) | Documentary" a developer says they named the helicopter like that because of copyright.
I remember with the use of game shark you were able to load the cradle in multiplayer and it had weapon points and everything, and the door leading to the platform and that area was locked and couldn’t get to it but the rest of the cradle was fully playable in MP
Make a weird exploration game inspired by Goldeneye 64 someday Goose. You really know how to capture the weird feeling N64 games give.
Hi Goose. You may be wondering why there's stuff like the bottom platform in Dam and being able to climb back through the window in Archives.
As Subdrag (the creator of Goldfinger 007) taught me, all Goldeneye levels have a floor map that shows where you and other characters can walk. Like a navmesh, it obviously is done a little sloppy when it comes to end-of-level areas. That's why Bond never falls down unless it's intentional. Hey, why not do a review of Goldfinger 007?
Is there a complete version of Goldfinger 64 available?
This is like watching a childhood fever dream. I love it.
I read a developer interview, it was either Hollis or Lobb, they said the background in Dam HAD to be hardcoded in to make it work
It's funny how the train at the end of Depot at 19:14 is a smaller replica of the following level. Makes the train feel claustrophobic.
watching this video reminded me of what was going to be the start area for the silo level , there’s a grate at the bottom where you start silo it was originally planned to start silo in the vents , also wondered if there is a moon jump code to follow the rocket on aztec at the end 😂😂 see where it goes with no ending cheat lol
What happens in the first Surface when you jump into the ending area? What about Surface 2 when you enter the building to get captured?
This
Yeah. I hope we get a video on these someday.
You land on the walkway above the water. You can't open the doors though, they're basically wall texture. They are also much larger than they are in Bunker 1, making Bond appear pretty tiny. :)
Since we found out that Dam's mountains are actually solid, next video be like: "Can a Weathertenko possibly save time in Dam?"
Def wanna see more stages. Think it'd make a cool omnibus when you've ultimately done every stage in the game
I'd love to explore even further, like, those secret doors behind many levels like Damn and Train, you can't cross them because they're locked but even though I'd like to see what's being kept there. Even if there's just the normal black void, it always makes me wonder. Secret doors and passages that maybe have nothing after it, but always makes me curious to explore and see what they did or how they did the levels.
The Dam grate where you'd start the Facility also amuses me - I wonder if they programmed anything beyond it, or if it's just a flat image of the metal grate above the concrete floor.
Is there any reason why Goose uses the phrase "pass away" instead of "kill"? Example at 14:38
I believe that it has something to do with his videos being demonetized if he uses the word "kill".
As a kid back then this is everything I wanted to know, now 34 this video is amazing! Always loved goldeneye and what mysteries it holds. Thanks goose! ❤
I love this video man. You really are keeping the community together.
I think the reason for the mountains being solid on the dam is because that grate thing at the bottom was supposed to be part of the level where you use the laser watch to get on to the next level but they changed it. That’s why it’s more complete than cradle as you were initially meant to go down to that area of the dam
That floating Cradle skybox makes me think of the room with the Shadow Link battle in Ocarina of Time.
To me it reminds me more of where you meet Zelda at the end of the game lol
Gratz on 100k subs. This kind of stuff is easier to explore on PC where you can alter memory real-time and freeze/unfreeze values whenever. You probably know, "all" the gameshark does is freeze memory. I say "all", because with some more advanced versions of gameshark etc, there are a couple of other instructions, where you can do things like "search" and add triggers etc. On PC, some emulators allow you to view the memory, search it and edit it real time etc, otherwise you always got "Cheat Engine" that allows the same for most applications.
Goose. I am surprised you just didn't do all the levels that have exits with rooms. I would love to see levels like Facility, Streets, and both Bunkers.
Forbidden liminal realm below Cradle: "This place is not a place of honor... no highly esteemed deed is commemorated here..."
Your rocket launching at the terrain in the Dam reminded me of something neat about that weapon: The rockets actually have limited fuel and will eventually succumb to gravity. Shoot them straight up. It will take a while, but they will come back down and explode.
Keep these videos coming Goose. Truly the best speedrun & video game content on the entire online.
Cook something up. Keeping GE alive in 2022!
Do a video on all the items in the game that aren’t used like that 8 wheel tank, boat, red truck etc
This is such an amazing video. Thank you for this. I’ve loved Goldeneye since 1997, so this is just awesome. The game of infinite secrets.
That's wild that the entire geometry of the side of the mountain is rendered in. You're right that has to be taxing on the ol' frames.
that’s really cool that rare added all that extra land and track on train they didn’t need to add that much i’m shocked 😮
I wonder if the train level being extended like that, was maybe in an earlier phase they toyed around with having the train actually “moving”. But due to limitations like in most games around that time, perhaps they would’ve just had the scenery loop around the train. If that being the case, something was definitely stopping them in their tracks 😏. Hence why it is how we see it now.
I love these out of bounds videos. If you find any more for GoldenEye I'd love to see them. Although I think you've done all the main ones.
I've been meaning to do one on Silo where you start "down below". You can't really move or anything, since the collision is weird down there, but I've been wanting to check it out.
Another 30 mins of watch time from me.
Love these videos.
Thank you for listening and putting out more content like this.
The jank on Archives actually looks intentional. It probably served as a way to prevent an issue that was occurring at some stage of development that is patched in the final game. It appears like there is an invisible one sided brush, which would explain how the last window was missed and why it wasn't removed after whatever happened was parched. If I had to guess, at some point the game probably had difficulty determining bond's Y position in the very speciffic circumstance where he's colliding with an intangible object with scripted events like the broken glass while simultaneously having his stored x and Y positions being over a floor with a significant height difference from the object he's colliding with.
Older games tend to have odd behavior with collisions when dealing with Y values, and this situation seems very reminiscent of a similar issue that happens in classic Doom where if for whatever reason, doomguy's origin is above a floor significantly lower than him while his bounding box holds him on a higher surface, reloading the game causes it to be confused in a way such that it doesn't know which surface he's supposed to be on and will warp him through the floor and into the wall partially. This method has been used to show that certain secrets that were thought to be impossible to activate are actually just barely possible to trigher.
Jungle and Caverns are the most mysterious levels to me.
It would be interesting to explore them if there were a code to remove all NPCs, ammo boxes, turrets etc.
starts at 3:30
" strange things you can do in the backroom with trevelian and xena"? Hmm
I’ve never played that game but it is truly very interesting
Now you should do the same video but for perfect dark. If you’re having trouble finding a “no endings” code. I have one on my first video for UA-cam :)
I used to do this exact thing when I was a kid. Great video 😊
I always wondered if it was possible to get down onto that grate in Dam, especially since like you said based on how fast you jumped off you sometimes got further down before the ending cutscene would start.
After so many years I have my answer.
another remarkable video. i dont know why i love watching this, i dont think its nostalgia, i think its the obscurity and minutia of it all
Great video!
Just out of curiosity, why do you mention that you’ve “passed away” somebody?
They need to do a better “No Clipping” cheat code. One that actually lets you fly and exit through the walls of the level.
Im willing to bet there are still undiscovered secrets that developers never meant for us to find.
I can't believe there's actually a platform at the bottom of the dam!
100k let's go! 🔥🔥🔥
You can get into the secret back part of the train without cheat codes or Gameshark. Sometimes, the game glitches and the iron screen stalls before fully closing, allowing you to get into the back part of the train with trevelyan. It takes many attempts between each glitch occurrence. So be patient.
8:10 its probably because the way the game is coded, the window you break from inside puts u in the "next room", and in the next room every exit point connects to the window u jumped from in the first place. The animation of jumping from one window or the other when u win has no corelation to where those windows actually are on the street model (or the "next room").
Great video, it's super interesting to see these places during gameplay and not in a map editor. Great stuff!!
It would be very interesting to see this in the XBLA HD version. Specifically the bottom of Cradle.
pretty cool - nice to see something you were genuinely taken by.
very spooky!
The strange room at the end of the first carriage in the train in depot kinda makes sense as this is the loading zone trigger to send 0, 1 or 2 black hat guards from the 2nd carriage into the first carriage in the level train. I can visually see how it works now!
UA-cam decided to tell me about this 8 days late. Grrrr
Congrats on 100K subs
7:45 - I did this a little bit on my N64 by at the edge of the window before dropping down to trigger the end stage bit, you go side on to the edge of the window, then hold down the strafe button then you are on the ground outside and can look around, but if you move even one step, stage over!
These videos are awesome and perfect for chilling to. So glad you're moving away from just speedrunning and into this territory.
it's amazing! cheers Goose, grats on the 100k
Awesome discovery my friend you uncovered a lot of my childhood mysteries while playing goldeneye, thank you so much
"Liminal Spaces 2: Forbidden Places"
I never had this gameshark code. I would have messed around and tried to find a way to turn the Cradle bottom area into a survival arena. I wonder how this would work in multiplayer levels.
Halo Infinite will have its map utility, Forge, release next month. I plan to rebuild maps from Unreal 1, UT99, Goldeneye, and Perfect Dark, with singleplayer maps also not being out of the question. The Goldeneye and PD levels will have some easter eggs put in them. I'm gonna be going through lore to find some nice things to add in. If Chicago Streets can feel like a semi-decent layout, for sure you (won't) might see The Chicago Ghost for example.
I think the culling of solid objects on Cradle will be because they intended or at least tried to implement cradle as a multiplayer level. Which could be activated and played on with a Gameshark / Action Replay code.
Also with the Dam, there is a Piton Gun in the item list if you Gameshark the item list
Just wanna say I appreciate what you do and your voice is relaxing.
Bond's not warping up the dam wall.. hes climbing his bungee cord like batman in the 60's TV series 🤣
Bond at the end of Train like "somedays you just can't get rid of a bomb!"
I think the No Ending Cheat deactivates the level from ending, but it probably doesn't stop the other things that would be deactivated like the never ending spawning of enemies in Cradle.
The archives one. If you play facility on multipalyer. You can go up the air vent from the toilet its above. So that might be the same for this one. Also great content bro ❤️❤️🔥🔥
25:50
This has most likely already been explored and archived but with the triggers disabled would the games wireframe mode reveal extra layers of collision, thus revealing a skewed staircase or even additional pieces of the game that under conventional play would not be seen.
You already cooked up something cool. Great vid! Thanks man!
So one thing I noticed is you talk about parts of a level being "loaded" and "unloaded".
I am not a game developer but I have worked with Unity a bunch and it's given me insight into how these sorts of things typically work, I think.
One thing that is important to be aware of is the graphics, that is what you can see, and the physic colliders, that is the interactions between various objects in hte game, don't need to be coupled. You can have collision without visuals (eg invisible walls) or graphics without collision (as you note being able to shoot through things). Likely, the game will disable colliders or graphics for areas you are not in. They take computational power to work so it makes sense to disable them when they are not required.
In addition the gameshark code disabling more than endings is interesting. I would bet the scripting for Goldeneye disables guard spawns when you normally end a mission to prevent you from dying in a cutscene or other oddities. Perhaps that is still happening even though the level is not ending. Other changes could be side effects of this particular gameshark code; perhaps it disables ALL triggers, not just end level triggers. Perhaps there is a trigger in Train which increases draw distance once you step outside, for instance.
The physics of the dam actually makes a lot of sense in game. You basically are on a 2-d plane but it is curved/bent so that you move vertically as you go forward (off the dam) or backward (back up the dam) so it essentially functions as a very steep staircase
Reminds me of Doom in some way.
can you do a video about that ice key in banjo kazooie stop n swap?
I don't know about it. Can you tell me more?
Something similar to the flight recorder happened when i tried to mod Egyptian for VeteranEye. I wanted to put the golden gun and bullets in a sifferent location but they just wouldnt pick up breaking the level. I had to leave them where they originally are and only then would they be able to be picked up completing objective A.
That is actually very interesting. I wonder why these objects are "position locked".
I believe the depot's train ending black unloading wall is related to the warehouse the train is sitting in... Look at 20:56, the train car is half-sitting inside the white building with the red star on it. I guess its the darkness visual effect clipping trough the train car, because the devs didnt expect anyone to go back there.
Thanks for showing us those epic damn mountains!
I know this is an old video, but the reason that there are so many odd rooms and places is because they created all of the levels before they created the objecives. It’s essentially opposite of what’s typical. Most of the devs also had never made a game, so their unconventional coding led to more oddities.
Congrats on hitting 100k subs Ryan!
RIP in peace Valentin 😪 a legitimate businessman
What happens after the exit in surface 1? Are you just trapped in the pipe or can you actually move into the unloaded rooms?
What if you knocked the flight recorder into the in bounds area?
LMAO I love how people find the most random or bazaar stuff on video games & are in awe over seemingly little things. 😂
level designs that go on longer then they need, specially on a cartridge game, were likely initially bigger but they couldnt fit everything onto it and had to "trim the fat" so to speak to fit everything onto the cartridge. which would have them trim it just enough to fit.