This video has taken over two months to create, if you do enjoy it, it would be be amazing if you could show your support by hitting the like button, or even a comment letting me know! Also feel free to join me on social media if you have any questions or just want to chat. Links found in the description.
To get the guard on the other side of the door in area 51 to open it. You have to make sure he doesn't die in the previous mission. In area 51 infiltration he's the one standing next to the hover drone with the key. Make sure you knock him out and the explosion of the drone doesn't kill him. Do that and he'll open the door for you in the next mission.
Fun fact, Cassandra gets stored in that same room as Mr. Blonde after she walks out to the helipad area and vanishes just after ambushing Joanna with her bodyguards in the room where the lights get turned off. If you obtain the key card to Cassandra's office, you can actually go back to the basement and open the door where the characters are stored.
To get this key card, clear through the ground floor in I think it’s 30 seconds or less. That will make the guard holding the key appear up on the first level you reach on the elevator. The Ammo boxes only appear in agent and secret agent. They are teleported to the roof of the building and contain spare rockets for players who hadn’t shot down the Hovercopter yet.
Another glitch in Carrington Villa. At the end of the level, if you open the final door, walk through and close it before it fully opens, you can enter the room Carrington is being held. From there you can torture Carrington if you want to hilarious effect. Ive done this using the All Guns cheat and destroyed the stool he sits on as well as impaled him with knives and crossbow bolts. Looks hilarious when you let the end cutscene play
4:49 The reason there's ammo pickups in that room is because you can actually access it in normal gameplay, I've never done it but apparently the key to Cassandra's office opens it according to another comment here (and on that note, she isn't stored in there because she's in the room right before the rooftop at first; she should get moved there after the scripted sequence ends). Now, _why_ they used this room to store cutscene characters when it's player-accessible is a mystery. Maybe it's an intentional reward since you can use this to mess with the cutscene by throwing Mines or whatever on them or shooting them to bloody them up? 5:46 There's also a rather blatant Rareware logo on one of the screens, though maybe that was visible in the cutscene the entire time and I just never noticed. 6:42 AFAIK the "ghost" of Perfect Dark is completely a myth. I feel like we would've learned more about it after the decomp if it was truly a thing. As for the Pond Punk bar, I'm not sure if there was ever a purpose to it beyond scenery and the hidden left-handed scoped Falcon 2, but you can see you can see the earlier sign in a pre-release screenshot of Chicago. 9:44 The presence of the guy behind the door is decided by whether you leave the guy in the coveralls working on the Interceptor in the previous mission alive! Perfect Dark has a couple instances where your actions or decisions impact later levels, and this is one of them. Another examples include which door is your escape route in the G5 building being determined by which one you throw the Remote Mine on in Chicago (fun fact: you can find some N-Bombs if you pick the harder top one), Jonathan showing up again in CI Defense to protect you while you work on the safe if you leave the base on the Hoverbike in the third Area 51 level (to do this, you have to run in front of him when he offers to work the terminals), your initial spawn point on Air Force One being determined by which of the two level exits in the Air Base level you use (you can either spawn right by the door the attack ship later attaches to, or in the cargo hold), and you can get a Hoverbike near the start of Crash Site if you lower the one in the cargo hold of Air Force One. 10:34 IIRC, there was a post on Rare's old site where they mentioned they discussed that getting all the cheese (or presumably observing them, since some of them are in impossible-to-reach locations) could maybe unlock a cheat, but it doesn't sound like that went anywhere. As for the keyhole, my best guess is it was put there for similar reasons why Chris Seavor left that inaccessible piece of chocolate behind a vent in Conker's Bad Fur Day. That is to say, they "knew it would fucking annoy people". 11:11 I believe these corridors are used for the route you take when escaping the base on Hoverbike, as discussed earlier. I think they're accessible in the Maian SOS bonus mission as well, though they don't lead to anything interesting.
A fatal flaw in the ghost story is that the crossbow when used by enemies does miniscule damage even on Perfect Agent. I tested it a while back cause I wasn't sure enemies could even use the crossbow.
To get the door to open in Area 51 Rescue, you need to knock out (not kill) the technician in Infiltration, (who you obtained the lift keycard from). You then shoot at the door in Rescue to get him to open it. If you killed him in Infiltration he will not be there to open the door for you. Also if you play counter operative mode in Infiltration, it is possible to go to the end of the stage as a guard once the final battle is activated and get to the area where Jonathan and the imposter guard is stored.
Both your datadyne extraction comment and area 51 remark beat me to the same exact things I commented 8 hours later. Clearly I missed out by not being able to watch this video 8 hours ago lol.
Fellow enthusiasts think alike! I've made a couple of additional comments of other glitches I have found in this game on this video if they might be of interest
@@liambraithewaite6415 you should make videos on the matter, if you have the capture card and whatnot. Personally I don't know how to do any of that stuff. Apparently PlayStation just let you stream from the console onto UA-cam lol. If only every console is that easy
Brilliant! I had a feeling it must have been something along those lines. Thank you for letting me know! I didn't know about the counter operative mode though! That's very cool.
@@SlippySlides The things you can find on counteroperative make this its own video. Along with all of that stuff you missed from the Chicago level. Just saying, part two would be appreciated. Would your fans be able to help with the counter Op part? You know with the whole online multiplayer possibilities? All I know how to do is the Xbox live multiplayer via the XBLA port. But presumably that would be more difficult for the out-of-bounds capabilities. I wouldn't know
Been meaning to watch this video for months, finally got around to it. It was really cool! In my semi-expert opinion, I would guess that the "Keyhole" in A51 has something to do with the "Stop & Swop" trick, which was planned by Rare and scrapped. The idea was that you could "swap" Rare cartridges in the N64 to unlock items between games. So playing DK64 or Banjo Kazooie, and then Perfect Dark, could have given you some kind of item. A fella by the name of Rare Gamer was explaining it to me once. Super convoluted and a massive undertaking, which is probably why it had to be scrapped. But yeah, there's also a mysterious pillar in DK64 in, I believe Creepy Castle, where nothing spawns ever, which is believed to be the Stop & Swop location, where an item *would have spawned* had the feature been fully developed. I've never seen anyone find or mention the keyhole area before, so that is really amazing!! Also, loved the Chicago Ghost shoutout!
Hey, Gamerfolklore! Good to see you hear and I'm glad you enjoyed the video. Also thanks for the info, I don't recall hearing that about the "Stop & Swop" trick before. That's pretty cool and it's always great to hear more about these mystery discoveries. Thanks again for stopping by and watching.
Your videos always put a smile on my face. Especially when it comes to old N64 games. This brings back some good memories, Perfect Dark is just an awesome game. Thanks for all the great details shown! And the frontflip was a 10 out of 10 for sure. 😁
10:00 In Area 51 Infiltration, there is a man standing next to and fiddling around with one of the robot interceptors. If you kill him, he will not appear in Rescue. Rather, subdue him and destroy the interceptor away from the guard, and complete the mission leaving him alive. In Rescue, therefore, he will stand somewhere outside the main door and shout: "Get the hell out of here!" There are a couple of other missions set up like this with subsequent level-to-level continuity, such as the hoverbike in the cargo section of Air Force One, for example.
2:26 fun fact about that city from the opening cutscene, there's light there that if you manage to break it by shooting it, the whole city lights turns off, unfortunately can't find any video on youtube showing this 6:25 that windmill is actually an auto-turret, it you manage to make your character fly at the same height as the top of the windmill, it will aim and actually shoot at you
@@anthonybf2 I just found a video which shows this! The name of the video is "Exploring Perfect Dark: Using gameshark codes to go where most have not." he shots the light at around 1:56 mark
If you take a mine or the K7 Avenger and use the secondary "Threat Detection" mode, it will show the auto-turret on the windmill. It only works in the beginning before you reactivate the wind generator, so I wonder if it was originally planned to shoot at you until you completed that objective.
I’m always game for another Perfect Dark lore vid! You had a bunch of stuff here I’d never seen before even after years of watching other vids and reading every bit from TCRF-well done!
Late to the party but in some missions enemies that are not set to appear until certain checkpoints are reached are actually present on the map from the start, they are just invisible and nearly immortal but you can kill them with an explosion and partially see their outline. During the Carrington defense mission you can find these invisible enemies on the ramp you start the mission on behind Joanna.
In Area 51 Rescue you can also lure a guard using the cloaking cheat to open the door you take Elvis through at the start of Escape to hide him. Through here, you can access the whole base (inside and outside) and see all the areas you're not supposed to be in. This is where you will see many doors missing as well as a lift that is just a room with no textures, just a void with invisible walls
Great video, thanks! Some comments off the top of my head: 1) Cassandra will be stored in Extraction's basement room after you meet her upstairs. Also that room can be accessed normally by using the "hidden" keycard or an OOB glitch. The 2 boxes there are the extra rockets that on Agent were by the rooftops but on SA/PA are not; I guess they didn't notice they gave you access to that room and just stored stuff there (including ending cinema actors). As a side comment, you can kill Cassandra by making her fall OOB and she won't show up in the ending cinema. 2) The mechanic that opens the door to the Phoenix in Rescue is the same one that is fixing the interceptor in Infiltration, so as long as you didn't kill him, he'll show up. You don't need to beat the mission, just select infiltration and abort, and he will be there in Rescue. There are some other events on some missions that affect what will happen in future missions. 3) The plant from Air Base can actually be seen without glitches or cheats by just zooming in the right direction (for instance, with the Horizon Scanner). 4) Yes, the monitors on top of Air Force One's tunnel thing are what trigger the objective, you need to destroy them with the mine. 5) The Skedar that fell on Attack Ship does not fall under the map, but actually to one of the 4 spawning rooms in the hangar, and he usually attacks anyone at the hangar after.
If you use the All Guns cheat while playing Attack Ship on Agent difficulty, go to the locked engine room door and take out the FarSight. If you use the FarSight's X-Ray scanner you can see an inaccessible shield in the room behind this door. My guess is that the developers originally intended on making the engine room accessible on Agent difficulty.
It would be interesting to see all of the spawned enemies and their locations when the Chicago Mission first begins before anything happens. Also, what the Pond Punk inside looks like before the player begins play.
9:55 To get through in the previous mission in Area 51 Rescue you have to knockout the guard dressed in the same uniform in the Inflitration mission. For the other rooms in Area 51, they can only be opened when you do escape B of Area 51 Rescue.
@@DarkGob it would make sense if Perfect Dark were in-dev during Banjo Kazooie/Stop n Swop's inception, but wasn't that more Goldeneye era? Unless that map was even cut from Goldeneye (which I don't think it was)
5:00 - the Security Room in dD HQ mission 3 CAN be accessed if you succeed at getting the access to Cassandra's Office. The ammo boxes are then accessable too.
10:00 There is a technician on the first Area 51 level who activates the gunship. He carries a key card. Do not kill this guy. He is the guy that opens this door for you on level 2.
Great video as always! Have you ever looked into either of the Castlevania games for the N64? I think those are ideally suited for free camera exploration & further looks beyond what the player can normally view. Hope you check those out someday!
Just grabbed a coffee and enjoying your newest video bro! I LOVED Perfect Dark and can still do my Mr.Blonde voice! (And Yes, You could do 'Carrington's voice, PERFECTLY!) Hahah! BTW: Yes, I have been all over this map - the key is to use the FarSight gun to look through walls until you find two guards standing beside each other - next kill ONE guard - and the other guard will come running to find you and open all the locked doors on his way to you, I was able to get around to inaccessible areas and glitch SO MUCH STUFF this way! In the Carrington Institute, you can walk around BEFORE all the action happens and if you have the Phoenix gun set to it's explosive rounds, you can actually shoot the ground where the bad-guy spawn areas are and blow them up, the ragdolls will fly out of the explosion and die in front of you - and yes - then you only have a few to deal with later on!
I too used to love glitching into areas using the cheats and also a cart called Equaliser. I used it on Perfect Dark and other Nintendo 64 games to do the same. Ah, the good old days haha! Really glad you enjoyed the video.
not sure if this is mentioned anywhere, but on Attack Ship, before elvis gives you AR34, the actual weapon can be found up the elevator from the hangar, and in the next room. It doesn't look like an AR34 at all, but it's the Laptop Gun's model. I didn't test much but you can go ahead and pick it up before Elvis gives it to you via hacks, not sure if it affects the gameplay or the mission, though.
Always happy to see a new Slippy video! Edit: I'm fairly sure the reversed Pond Punk sign was supposed to be a reflection on a window or something? Also, definitely a Bond reference, I remember it being mentioned in magazines at the time.
That's awesome. Thanks for watching them again. I'm pressed for time to get videos out these days. Especially as these can take weeks to finish. I just do what I can, haha.
Love the video! Could you look at a theory that DarkSims in combat simulator teleport when your radar is turned off? This is nearly a decade old theory that I have never been able to prove or disprove and I saw it pop up so many times.
@@SlippySlides Thanks man! I know someone said that darksims also spawn with a shield if there is one as part of the weapons so this honestly doesn't seem too far fetched to be possible. They are listed as not being human after all.
About the keyhole: IIRC, the devs at Rare found out that you could swap carts and load in data from a different cart without crashing the system, if the swap was performed quick enough. This was possible because the N64 didn't physically lock the cartrige in place when turning on the system like the SNES does, you can just pull the cartrige out while the system is running. And for a short window of time, the system will not freeze. They wanted to to incorporate this trick to unlock content in their games. But Nintendo didn't like the idea of quick-swapping carts while the system is running at all, so the concept was scrapped. That keyhole in PD may be a remnant of this concept. Diddy Kong Racing and Banjo Kazooie have keys in the game a player can see but not grab.
I wonder if the Ice key, which was intended to go from game to game may have been involved too. Pd64 was intended to be involved with Stop n swop. Perfect dark deals with key cards, not old school keys. So I do believe they had vague rough ideas about using the ice key, but it was dropped and the key door was likely left in for fun, out of place. Same as the ? Vent im warehouse.
AYEEE!!!! I've been waiting for this video for forever! Let's Go! I wanted a boundary break like video of goldeneye and perfect dark in depth that went deep into things. thank you! I was hoping youd cover the multiplayer levels. I always remember one level had a question mark in the ceiling that had an image in a game magazine but you could never get in there to see what it was. i think the multiplayer level was warehouse. It's pretty common knowledge but also the windmill on villa is actually a sentry gun and will turn and fire at you if you can noclip and be on the same level as it.
Great video, as always! I believe that the numbers on the side of the building in the first cut screen (11 10 129, if I'm reading them correctly) are the time and the ordinal date, in this case the 129th day of whatever year it is. The normal format of an ordinal date is YYYYDDD (so today is 2024148). The sign has excluded the year and this is common when it's used into just know where you are in the year as opposed to a more rigid industrial or academic use. Edit to add: I make no comment whatsoever on the words above the numbers, which appear to read "ANAL LAND" (??). Om second thoughts, maybe these are interstellar coordinates to a very unusual planet called... I'm not gonna think about it.
I love those videos. Playing a game is fun but knowing what it's made of and what need little details developers put in them is fascinarting. Entertaining and interesting high quality videos like yours are verry rare in the gaming segment. Thank you for your work. ❤
At 2:42 the green signs on top of the buildings say "Last Battle" in Japanese but the Japanese on the left building is reversed and the building on the right side with the green sign says the same thing but is displayed normally. And the yellow sign on the bottom right most likely is trying to show 水 which means "water" but the kanji is incorrect. The yellow sign kanji is really hard to make out so I might be wrong on that one.
So many things I can explain and that you missed. The guard at in the second Area 51 that opens the door is dependent on whether you kill or disarm the guy in the previous mission. I don’t wanna type a storm so if you want to know anything you missed to show In an episode you can contact me. As there are loads I have discovered that I know are not documented
Skedar attack ship also has a random maian body in the intersection where you are to blow the engines. it will always despawn by the time you make it there, but if you clip to get there it'll be visible still
Also, skedar ruins skybox turns a single color if you toggle IR scanner on, and then disable the IR texture over the camera the laptop gun also has a peculiar texture when firing the gun with a higher fov, where the trigger is will be covered by texture, but will disappear when fired.
Does anyone mind explaining how to download this? I don't really know how to access ROMs, but I would absolutely love to have the opportunity to play this game again!
somebody please do an unconfortable situational wonder-would animation hack about everybody in the elevator tothether, with goldeneye elevator music after happen at 8:00
This is a really good video! I remember using Moon Jump cheats in level one to go back to where the cutscene plays and it's pretty amazing because it looks small I think if you set off the alarm in G5 building, before watching the meeting, You can see the conspirators running for the elevator As the for the guard on the other side of the door on Ares 51 Rescue, You have to knock out the guard working on the hovercraft in the field where the turrets are In the previous level, infiltration, The best way to do this is to get him to notice you and then get him to follow you away from the hovercraft and then either unarmed or pistol whip him to knock him out but not kill him, This allows him to open the door in the next level where you can go up to get a Phoenix As for the doors in the same level, i believe if you tell Jonathan to go with Elvis at the end of Escape, i THINK this is unlocked, and goes out to that little area from infiltration where after you place the comms rider, The couple of guards come out from that locked door near the antenna.
5:08 Cassandra's not in the actor room because she's at the rooftop hellopad area waiting to give her speech and run off. She appears in that room afterwards. Fun fact, if you get Cassandra's office key for this level you can try that door yourself without using that no clipping flying magic camera thing. It also works for the front entrance door at the ground floor. Basically two locked doors that weren't supposed to be accessed possibly left in because developers figured why the heck would anyone go back downstairs for no reason when they're making good progress. Or maybe it's all just an Easter egg for those who care to look.
Awesome video! This is personally one of my all-time favorites as well. Can I ask where can I learn to interact with and make tools such as your free cam? I know how to follow the decompilation instructions. Just not sure what to do after that is done. Thanks for the great video!
Hey there, sorry for the late reply. The free camera I used in this video I made myself. If you already know how to get the PC version running, and want to try building your own free cam. You can use cheat engine or other similar software, to do it.
@@thetombuck I'm one of the few people who saw it. Can confirm, it at least was real at some point. Might only exist on original hardware, because I'm sure it was a bug.
Perfect Dark nerd, at 9:55 you ask for the guard set up. In the prior mission, while you’re infiltrating Area 51, there is a mechanic working on a drone in all 3 difficulties which drops the lift keys. If you only subdue him with nonlethal methods such as punching him, he will spawn behind the door the following level. If he however is shot, or exploded, he has died and can not be tricked into opening said door to getting the phoenix.
2:53 永 Nagai - Eternity. (Suprised they didn't copy Blade Runner and write 酒 Sake) 6:51 天季野 I'm guessing this is possibly Chinese, since it has no meaning in Japanese (Heavenly Season Field) 6:55 季?伝 Also possibly Chinese. I can't identify the middle character, might be made up. (Season Legend) 3:19 ラストバトLast Battle. This video is an amazing piece of work. I learned so much about a game I thought I knew everything about. Thank you!
I KNEW there was something up with those player names, thanks for Rune Classic! 🫡😂
Haha. Thanks for commenting. I was wondering if anyone had spotted and activated that key yet. Enjoy!
This video has taken over two months to create, if you do enjoy it, it would be be amazing if you could show your support by hitting the like button, or even a comment letting me know! Also feel free to join me on social media if you have any questions or just want to chat. Links found in the description.
Nahhh god damnit. Now I have to play Perfect Dark!..... Welcome back Slippy ^^
I will hit the like button because the other out of bounds guy doesn't do a good job. Period.
To get the guard on the other side of the door in area 51 to open it. You have to make sure he doesn't die in the previous mission. In area 51 infiltration he's the one standing next to the hover drone with the key. Make sure you knock him out and the explosion of the drone doesn't kill him. Do that and he'll open the door for you in the next mission.
Two months to make a 20 minute video?
Just narrate two sentences a day? Lol
Loved it! This is my first time on your channel but I'm sure I'll be here for a long time.
The Soundtrack is so fire in this game
Fun fact, Cassandra gets stored in that same room as Mr. Blonde after she walks out to the helipad area and vanishes just after ambushing Joanna with her bodyguards in the room where the lights get turned off.
If you obtain the key card to Cassandra's office, you can actually go back to the basement and open the door where the characters are stored.
Ahh, I didn't know that. That's interesting. Thanks for the comment!
This key even opens the front door of the building, so you can go outside and fall into the void.
To get this key card, clear through the ground floor in I think it’s 30 seconds or less. That will make the guard holding the key appear up on the first level you reach on the elevator.
The Ammo boxes only appear in agent and secret agent. They are teleported to the roof of the building and contain spare rockets for players who hadn’t shot down the Hovercopter yet.
Another glitch in Carrington Villa. At the end of the level, if you open the final door, walk through and close it before it fully opens, you can enter the room Carrington is being held. From there you can torture Carrington if you want to hilarious effect. Ive done this using the All Guns cheat and destroyed the stool he sits on as well as impaled him with knives and crossbow bolts. Looks hilarious when you let the end cutscene play
4:49
The reason there's ammo pickups in that room is because you can actually access it in normal gameplay, I've never done it but apparently the key to Cassandra's office opens it according to another comment here (and on that note, she isn't stored in there because she's in the room right before the rooftop at first; she should get moved there after the scripted sequence ends).
Now, _why_ they used this room to store cutscene characters when it's player-accessible is a mystery. Maybe it's an intentional reward since you can use this to mess with the cutscene by throwing Mines or whatever on them or shooting them to bloody them up?
5:46
There's also a rather blatant Rareware logo on one of the screens, though maybe that was visible in the cutscene the entire time and I just never noticed.
6:42
AFAIK the "ghost" of Perfect Dark is completely a myth. I feel like we would've learned more about it after the decomp if it was truly a thing.
As for the Pond Punk bar, I'm not sure if there was ever a purpose to it beyond scenery and the hidden left-handed scoped Falcon 2, but you can see you can see the earlier sign in a pre-release screenshot of Chicago.
9:44
The presence of the guy behind the door is decided by whether you leave the guy in the coveralls working on the Interceptor in the previous mission alive! Perfect Dark has a couple instances where your actions or decisions impact later levels, and this is one of them.
Another examples include which door is your escape route in the G5 building being determined by which one you throw the Remote Mine on in Chicago (fun fact: you can find some N-Bombs if you pick the harder top one), Jonathan showing up again in CI Defense to protect you while you work on the safe if you leave the base on the Hoverbike in the third Area 51 level (to do this, you have to run in front of him when he offers to work the terminals), your initial spawn point on Air Force One being determined by which of the two level exits in the Air Base level you use (you can either spawn right by the door the attack ship later attaches to, or in the cargo hold), and you can get a Hoverbike near the start of Crash Site if you lower the one in the cargo hold of Air Force One.
10:34
IIRC, there was a post on Rare's old site where they mentioned they discussed that getting all the cheese (or presumably observing them, since some of them are in impossible-to-reach locations) could maybe unlock a cheat, but it doesn't sound like that went anywhere.
As for the keyhole, my best guess is it was put there for similar reasons why Chris Seavor left that inaccessible piece of chocolate behind a vent in Conker's Bad Fur Day. That is to say, they "knew it would fucking annoy people".
11:11
I believe these corridors are used for the route you take when escaping the base on Hoverbike, as discussed earlier.
I think they're accessible in the Maian SOS bonus mission as well, though they don't lead to anything interesting.
…took all the thoughts I had during the video right out of my head, nothing to add haha.
Damn, that's some interesting information. Thank you for taking the time to cover those points. It's great to learn some of that!
A fatal flaw in the ghost story is that the crossbow when used by enemies does miniscule damage even on Perfect Agent. I tested it a while back cause I wasn't sure enemies could even use the crossbow.
To get the door to open in Area 51 Rescue, you need to knock out (not kill) the technician in Infiltration, (who you obtained the lift keycard from). You then shoot at the door in Rescue to get him to open it. If you killed him in Infiltration he will not be there to open the door for you.
Also if you play counter operative mode in Infiltration, it is possible to go to the end of the stage as a guard once the final battle is activated and get to the area where Jonathan and the imposter guard is stored.
Both your datadyne extraction comment and area 51 remark beat me to the same exact things I commented 8 hours later. Clearly I missed out by not being able to watch this video 8 hours ago lol.
Fellow enthusiasts think alike! I've made a couple of additional comments of other glitches I have found in this game on this video if they might be of interest
@@liambraithewaite6415 you should make videos on the matter, if you have the capture card and whatnot. Personally I don't know how to do any of that stuff. Apparently PlayStation just let you stream from the console onto UA-cam lol. If only every console is that easy
Brilliant! I had a feeling it must have been something along those lines. Thank you for letting me know!
I didn't know about the counter operative mode though! That's very cool.
@@SlippySlides The things you can find on counteroperative make this its own video. Along with all of that stuff you missed from the Chicago level. Just saying, part two would be appreciated. Would your fans be able to help with the counter Op part? You know with the whole online multiplayer possibilities? All I know how to do is the Xbox live multiplayer via the XBLA port. But presumably that would be more difficult for the out-of-bounds capabilities. I wouldn't know
I love this game, but I've been waiting for a good PD sequel for about 20 odd years. With news of the reboot, those hopes are dashed
Been meaning to watch this video for months, finally got around to it. It was really cool! In my semi-expert opinion, I would guess that the "Keyhole" in A51 has something to do with the "Stop & Swop" trick, which was planned by Rare and scrapped. The idea was that you could "swap" Rare cartridges in the N64 to unlock items between games. So playing DK64 or Banjo Kazooie, and then Perfect Dark, could have given you some kind of item. A fella by the name of Rare Gamer was explaining it to me once. Super convoluted and a massive undertaking, which is probably why it had to be scrapped. But yeah, there's also a mysterious pillar in DK64 in, I believe Creepy Castle, where nothing spawns ever, which is believed to be the Stop & Swop location, where an item *would have spawned* had the feature been fully developed. I've never seen anyone find or mention the keyhole area before, so that is really amazing!! Also, loved the Chicago Ghost shoutout!
Hey, Gamerfolklore! Good to see you hear and I'm glad you enjoyed the video. Also thanks for the info, I don't recall hearing that about the "Stop & Swop" trick before. That's pretty cool and it's always great to hear more about these mystery discoveries. Thanks again for stopping by and watching.
I love when more things about this game are released. Can't get enough of it. Thanks for sharing!
Your videos always put a smile on my face. Especially when it comes to old N64 games. This brings back some good memories, Perfect Dark is just an awesome game. Thanks for all the great details shown! And the frontflip was a 10 out of 10 for sure. 😁
Thank you very much again Disso. All donations will go back into keeping the channel going!
10:00 In Area 51 Infiltration, there is a man standing next to and fiddling around with one of the robot interceptors. If you kill him, he will not appear in Rescue. Rather, subdue him and destroy the interceptor away from the guard, and complete the mission leaving him alive. In Rescue, therefore, he will stand somewhere outside the main door and shout: "Get the hell out of here!"
There are a couple of other missions set up like this with subsequent level-to-level continuity, such as the hoverbike in the cargo section of Air Force One, for example.
10:58 I have wondered what this Keyhole is for 24 years
Thank you for the up close footage
2:26 fun fact about that city from the opening cutscene, there's light there that if you manage to break it by shooting it, the whole city lights turns off, unfortunately can't find any video on youtube showing this
6:25 that windmill is actually an auto-turret, it you manage to make your character fly at the same height as the top of the windmill, it will aim and actually shoot at you
Can you provide more details about turning off the lights in defection? Is there a website where people discuss it or something?
@@anthonybf2 I just found a video which shows this! The name of the video is "Exploring Perfect Dark: Using gameshark codes to go where most have not." he shots the light at around 1:56 mark
@@Specht77 epic thanks
If you take a mine or the K7 Avenger and use the secondary "Threat Detection" mode, it will show the auto-turret on the windmill. It only works in the beginning before you reactivate the wind generator, so I wonder if it was originally planned to shoot at you until you completed that objective.
I’m always game for another Perfect Dark lore vid!
You had a bunch of stuff here I’d never seen before even after years of watching other vids and reading every bit from TCRF-well done!
I'm glad I was able to show some stuff you hadn't seen before! It's always nice to receive that as feedback.
Man this video just reminded me of how FIRE this game's soundtrack is.
Cue me listening to Pelagic II on repeat for 10 hours
Late to the party but in some missions enemies that are not set to appear until certain checkpoints are reached are actually present on the map from the start, they are just invisible and nearly immortal but you can kill them with an explosion and partially see their outline. During the Carrington defense mission you can find these invisible enemies on the ramp you start the mission on behind Joanna.
That green part inside the dropship also resembles the Rareware logo
Wait what!!! How did I not notice that🤦♂️ 😂 Great spot.
In Area 51 Rescue you can also lure a guard using the cloaking cheat to open the door you take Elvis through at the start of Escape to hide him. Through here, you can access the whole base (inside and outside) and see all the areas you're not supposed to be in. This is where you will see many doors missing as well as a lift that is just a room with no textures, just a void with invisible walls
Great video, thanks! Some comments off the top of my head:
1) Cassandra will be stored in Extraction's basement room after you meet her upstairs. Also that room can be accessed normally by using the "hidden" keycard or an OOB glitch. The 2 boxes there are the extra rockets that on Agent were by the rooftops but on SA/PA are not; I guess they didn't notice they gave you access to that room and just stored stuff there (including ending cinema actors). As a side comment, you can kill Cassandra by making her fall OOB and she won't show up in the ending cinema.
2) The mechanic that opens the door to the Phoenix in Rescue is the same one that is fixing the interceptor in Infiltration, so as long as you didn't kill him, he'll show up. You don't need to beat the mission, just select infiltration and abort, and he will be there in Rescue. There are some other events on some missions that affect what will happen in future missions.
3) The plant from Air Base can actually be seen without glitches or cheats by just zooming in the right direction (for instance, with the Horizon Scanner).
4) Yes, the monitors on top of Air Force One's tunnel thing are what trigger the objective, you need to destroy them with the mine.
5) The Skedar that fell on Attack Ship does not fall under the map, but actually to one of the 4 spawning rooms in the hangar, and he usually attacks anyone at the hangar after.
If you use the All Guns cheat while playing Attack Ship on Agent difficulty, go to the locked engine room door and take out the FarSight. If you use the FarSight's X-Ray scanner you can see an inaccessible shield in the room behind this door. My guess is that the developers originally intended on making the engine room accessible on Agent difficulty.
The background voice clip @11:09 scared the crap out of me
It would be interesting to see all of the spawned enemies and their locations when the Chicago Mission first begins before anything happens. Also, what the Pond Punk inside looks like before the player begins play.
great video :) i always love these kind of vids. Never seen a good perfect dark one like this one. most of them i didnt know
9:55
To get through in the previous mission in Area 51 Rescue you have to knockout the guard dressed in the same uniform in the Inflitration mission. For the other rooms in Area 51, they can only be opened when you do escape B of Area 51 Rescue.
Love these OFB videos hopefully you'll continue to produce more
Surface level reaction to the keyhole is that its a reference to the Ice Key in Banjo-Kazooie
That was actually the rumor back in the day, that it had something to do with the Ice Key.
@@DarkGob it would make sense if Perfect Dark were in-dev during Banjo Kazooie/Stop n Swop's inception, but wasn't that more Goldeneye era? Unless that map was even cut from Goldeneye (which I don't think it was)
That's kinda what I was thinking, maybe this was a map cut from Goldeneye and re-used
@@Xenodyneperfect dark was in production when stop n swop was being created
I always enjoy watching your videos.
Bro i use to watch your life id strange slipping out videos it's still good to see you still upload 😅
The city was mind-blowing!
5:00 - the Security Room in dD HQ mission 3 CAN be accessed if you succeed at getting the access to Cassandra's Office.
The ammo boxes are then accessable too.
Perfect Dark now takes place in the past (2023)
i really liked the way you moved the camera smoothly while showing stuff - nice work!
Looking forward to trying out that free camera when you release it
It would be great if you explore a gem game like vampire the masquerade bloodlines. It will be amazing. Great videos!
The secret area 51 room is used as the final objective for the Maian SOS mission
Thank you for this nice video!
10:00 There is a technician on the first Area 51 level who activates the gunship. He carries a key card. Do not kill this guy.
He is the guy that opens this door for you on level 2.
Slippy slidin' into the comments to say thanks for this, always a treat to see you upload
That's much appreciated!
Great video as always! Have you ever looked into either of the Castlevania games for the N64? I think those are ideally suited for free camera exploration & further looks beyond what the player can normally view. Hope you check those out someday!
Just grabbed a coffee and enjoying your newest video bro!
I LOVED Perfect Dark and can still do my Mr.Blonde voice! (And Yes, You could do 'Carrington's voice, PERFECTLY!) Hahah!
BTW: Yes, I have been all over this map - the key is to use the FarSight gun to look through walls until you find two guards standing beside each other - next kill ONE guard - and the other guard will come running to find you and open all the locked doors on his way to you, I was able to get around to inaccessible areas and glitch SO MUCH STUFF this way!
In the Carrington Institute, you can walk around BEFORE all the action happens and if you have the Phoenix gun set to it's explosive rounds, you can actually shoot the ground where the bad-guy spawn areas are and blow them up, the ragdolls will fly out of the explosion and die in front of you - and yes - then you only have a few to deal with later on!
I too used to love glitching into areas using the cheats and also a cart called Equaliser. I used it on Perfect Dark and other Nintendo 64 games to do the same. Ah, the good old days haha! Really glad you enjoyed the video.
forgot how awesome the music was
The key hole reminds me of Banjo Kazooie and Banjo Twoie with all the unutilized easter eggs.
So stoked for this, thank you.
SLIPPY!!!! SO HAPPY TO SEE AN UPLOAD BIG DOG
3:37 The text underneath the picture appears to say "rasutobatoru", or "last battle". Hell if I can guess why.
not sure if this is mentioned anywhere, but on Attack Ship, before elvis gives you AR34, the actual weapon can be found up the elevator from the hangar, and in the next room. It doesn't look like an AR34 at all, but it's the Laptop Gun's model. I didn't test much but you can go ahead and pick it up before Elvis gives it to you via hacks, not sure if it affects the gameplay or the mission, though.
It's so cool to watch these little things and secrets, It's very fun. I'm glad your channel is still going strong!
I always get really excited when you post a video. Great work!
very good video man - thank you and keep up the good work. would love an updated goldeneye video!
Great video
Always happy to see a new Slippy video! Edit: I'm fairly sure the reversed Pond Punk sign was supposed to be a reflection on a window or something? Also, definitely a Bond reference, I remember it being mentioned in magazines at the time.
Carrington just casually standing outside of Joana’s office for several hours, just to say “it’s good to see you” lmao
Great video,I really enjoyed.
Can't wait for your next one.
What a coincidence! I was just binge-watching a bunch of your old Slipping Out videos the other day. Great to have you back, Slippy!
That's awesome. Thanks for watching them again. I'm pressed for time to get videos out these days. Especially as these can take weeks to finish. I just do what I can, haha.
Thank you for this!! I absolutely love this game, my mom and I have sunk so many hours into the combat simulator back in the day!
Love the video! Could you look at a theory that DarkSims in combat simulator teleport when your radar is turned off? This is nearly a decade old theory that I have never been able to prove or disprove and I saw it pop up so many times.
I honestly had no idea that was a theory. I'll take a look into that, and if I do happen to cover it, I'll give you a shoutout.
@@SlippySlides Thanks man! I know someone said that darksims also spawn with a shield if there is one as part of the weapons so this honestly doesn't seem too far fetched to be possible. They are listed as not being human after all.
how do you get the out of bounds view in the cutscenes?
Good video SlippySlides, i'm looking forward to seeing an out of bounds video of Prey 2006 since no one has done it yet.
I Love your content slippy. Thank you!
About the keyhole: IIRC, the devs at Rare found out that you could swap carts and load in data from a different cart without crashing the system, if the swap was performed quick enough. This was possible because the N64 didn't physically lock the cartrige in place when turning on the system like the SNES does, you can just pull the cartrige out while the system is running. And for a short window of time, the system will not freeze.
They wanted to to incorporate this trick to unlock content in their games. But Nintendo didn't like the idea of quick-swapping carts while the system is running at all, so the concept was scrapped. That keyhole in PD may be a remnant of this concept. Diddy Kong Racing and Banjo Kazooie have keys in the game a player can see but not grab.
I wonder if the Ice key, which was intended to go from game to game may have been involved too. Pd64 was intended to be involved with Stop n swop. Perfect dark deals with key cards, not old school keys. So I do believe they had vague rough ideas about using the ice key, but it was dropped and the key door was likely left in for fun, out of place. Same as the ? Vent im warehouse.
AYEEE!!!! I've been waiting for this video for forever! Let's Go! I wanted a boundary break like video of goldeneye and perfect dark in depth that went deep into things. thank you! I was hoping youd cover the multiplayer levels. I always remember one level had a question mark in the ceiling that had an image in a game magazine but you could never get in there to see what it was. i think the multiplayer level was warehouse.
It's pretty common knowledge but also the windmill on villa is actually a sentry gun and will turn and fire at you if you can noclip and be on the same level as it.
Great video, as always! I believe that the numbers on the side of the building in the first cut screen (11 10 129, if I'm reading them correctly) are the time and the ordinal date, in this case the 129th day of whatever year it is. The normal format of an ordinal date is YYYYDDD (so today is 2024148). The sign has excluded the year and this is common when it's used into just know where you are in the year as opposed to a more rigid industrial or academic use.
Edit to add: I make no comment whatsoever on the words above the numbers, which appear to read "ANAL LAND" (??). Om second thoughts, maybe these are interstellar coordinates to a very unusual planet called... I'm not gonna think about it.
I love these videos thank you for the Nintendo 64 video can we get more Nintendo 64 games
I'm sure I'll be covering more Nintendo 64 titles in the future. It was my favourite console as a kid.
So cool!
I love those videos.
Playing a game is fun but knowing what it's made of and what need little details developers put in them is fascinarting. Entertaining and interesting high quality videos like yours are verry rare in the gaming segment.
Thank you for your work. ❤
Thank you very much. I I appreciate that and am glad you enjoy the videos!
At 2:42 the green signs on top of the buildings say "Last Battle" in Japanese but the Japanese on the left building is reversed and the building on the right side with the green sign says the same thing but is displayed normally. And the yellow sign on the bottom right most likely is trying to show 水 which means "water" but the kanji is incorrect. The yellow sign kanji is really hard to make out so I might be wrong on that one.
I think it's 永 actually. Meaning eternity.
Awesome video! 😁👍
Thank you for watching! I'm glad you're enjoying the videos.
Nice video! Thanks!
So many things I can explain and that you missed. The guard at in the second Area 51 that opens the door is dependent on whether you kill or disarm the guy in the previous mission. I don’t wanna type a storm so if you want to know anything you missed to show In an episode you can contact me. As there are loads I have discovered that I know are not documented
Skedar attack ship also has a random maian body in the intersection where you are to blow the engines. it will always despawn by the time you make it there, but if you clip to get there it'll be visible still
Also, skedar ruins skybox turns a single color if you toggle IR scanner on, and then disable the IR texture over the camera
the laptop gun also has a peculiar texture when firing the gun with a higher fov, where the trigger is will be covered by texture, but will disappear when fired.
if the NeoTokyo level in Timesplitters 2 isn't a love letter to the scene at at 7:17 I'll eat my hat
Nice one! Thanks!
Nice bideo!
Does anyone mind explaining how to download this? I don't really know how to access ROMs, but I would absolutely love to have the opportunity to play this game again!
Finally after 3 months a new video 😊
1000th like!
somebody please do an unconfortable situational wonder-would animation hack about everybody in the elevator tothether, with goldeneye elevator music after happen at 8:00
Danke!
Thank you very much. I really appreciate the Super Thanks. Any donations go back into keeping the channel alive!
Loved this on game cube
always amazing to see whats behind the normal borders
This is a really good video! I remember using Moon Jump cheats in level one to go back to where the cutscene plays and it's pretty amazing because it looks small
I think if you set off the alarm in G5 building, before watching the meeting, You can see the conspirators running for the elevator
As the for the guard on the other side of the door on Ares 51 Rescue, You have to knock out the guard working on the hovercraft in the field where the turrets are In the previous level, infiltration, The best way to do this is to get him to notice you and then get him to follow you away from the hovercraft and then either unarmed or pistol whip him to knock him out but not kill him, This allows him to open the door in the next level where you can go up to get a Phoenix
As for the doors in the same level, i believe if you tell Jonathan to go with Elvis at the end of Escape, i THINK this is unlocked, and goes out to that little area from infiltration where after you place the comms rider, The couple of guards come out from that locked door near the antenna.
closes I'll get to new Perfect Dark content since the teaser...
I really hope that game is good... and releases within this decade 😭
Me too!
Oh good. Almost like it was yesterday
neat
5:08
Cassandra's not in the actor room because she's at the rooftop hellopad area waiting to give her speech and run off. She appears in that room afterwards. Fun fact, if you get Cassandra's office key for this level you can try that door yourself without using that no clipping flying magic camera thing. It also works for the front entrance door at the ground floor. Basically two locked doors that weren't supposed to be accessed possibly left in because developers figured why the heck would anyone go back downstairs for no reason when they're making good progress. Or maybe it's all just an Easter egg for those who care to look.
Awesome video! This is personally one of my all-time favorites as well. Can I ask where can I learn to interact with and make tools such as your free cam? I know how to follow the decompilation instructions. Just not sure what to do after that is done. Thanks for the great video!
Also modify assets and make custom levels and such. Sorry if I'm all over the place lol
Hey there, sorry for the late reply. The free camera I used in this video I made myself. If you already know how to get the PC version running, and want to try building your own free cam. You can use cheat engine or other similar software, to do it.
love this game
Can you do more Behind the scenes/out of bounds of GTA 5! I really enjoyed ur last one it was super interesting :D
Seems like a really interesting game, I would like to play it
This is just your friendly reminder, the perfect dark ghost was real!!
Yep sure is! Crazy right?
Nope, if it was real someone would've caught it on video by now
@@thetombuck
I'm one of the few people who saw it. Can confirm, it at least was real at some point. Might only exist on original hardware, because I'm sure it was a bug.
@@lordkrythic6246 That was my understanding too.
@@lordkrythic6246 I've put in hundreds of hours into the original and I've never seen it
Interesting 😊
a new perfect dark trailer just got dropped btw
Perfect Dark nerd, at 9:55 you ask for the guard set up. In the prior mission, while you’re infiltrating Area 51, there is a mechanic working on a drone in all 3 difficulties which drops the lift keys. If you only subdue him with nonlethal methods such as punching him, he will spawn behind the door the following level. If he however is shot, or exploded, he has died and can not be tricked into opening said door to getting the phoenix.
Do out of bound for Shenmue!
That would be fascinating
Love this game and I knew there were so many random secrets. That plant in the hangar is so weird.
2:53 永 Nagai - Eternity. (Suprised they didn't copy Blade Runner and write 酒 Sake)
6:51 天季野 I'm guessing this is possibly Chinese, since it has no meaning in Japanese (Heavenly Season Field)
6:55 季?伝 Also possibly Chinese. I can't identify the middle character, might be made up. (Season Legend)
3:19 ラストバトLast Battle.
This video is an amazing piece of work. I learned so much about a game I thought I knew everything about. Thank you!
Woohoo
Mr slides! Planning on doing bg3 anytime?
Oh would be cool if u do the crysis games next