Out of Bounds Secrets Goldeneye 007 | Slipping Out
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- Опубліковано 3 жов 2024
- Slipping into the role of 007 for this episode, we take on a mission to SAVE THE WORLD! Alright, maybe not. Though we are going on a mission to find out of bounds secrets on the classic Nintendo 64 shooter 'Goldeneye 007' and that's pretty cool, right? Look out some behind the scenes developer tricks and easter eggs too. "For England James?"
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Other Out of Bounds and Behind the Scenes Secrets:
► Out of Bounds Half Life - • Behind the Scenes Gami...
► Out of Bounds Bully - • Out of Bounds Secrets ...
► Out of Bounds Rocket League - • Out of Bounds Secrets ...
► Out of Bounds Mario Kart 64 - • Out of Bounds Secrets ...
►Special Thanks:
JMC4789 for helping with some technical difficulties I had whilst filming the episode!
►HUGE Thank You to my current Membership supporters:
Drakon, Storrrm, Captain Eggcellent, Dakota Roughton, Isolated Entropy, Lotus T, BananaROMaTV, Christian Spohn Without your support this channel would not be here!
I hope you enjoy this Episode (35) and I'll catch you soon!!!
Slippy.
#goldeneye007 #goldeneye64 #goldeneye
4:18
You mentioned Facility door that's off limits to multiplayer users but you proceeded to show us the rest of the level anyway. I was wondering what That section looks like in Perfect Dark dark multiplayer equivalent? If you have it in you to do a Perfect Dark Slippy Slides That would be awesome! It's up to you whether to chose the XBLA or N64 version. At this point I've played the XBLA version so much more
First of all, I really appreciate the Super Thanks! Secondly, that is a very good question. I'm planning on covering PD very soon. I'm currently just ironing out some issues with the free camera scripts I've made for it. I'll add this to my viewer requests for the video and hopefully be able to give you an answer soon.
@@SlippySlides Do you have a Discord? Maybe even email in case I think of things to suggest?
@@SlippySlides I expect it to be an empty void just like going out of bounds of any wall, especially in the XBLA remaster.
Hey, for some reason this reply went into spam. I do have Discord and I've updated the link in the description.
@@SlippySlides
God damn. Answering questions on a four year old video is pretty amazing, bro. Keep up the fantastic work.
The "fog" that early 3d games used to cover up low draw distances always gave these games a real sense of mystery to them. Especially with things like the island in the dam that could just barely be seen at the edge of that fog.
These games were bound by tech limits to the point they had to make use of all resources available and little could be used as just "decoration." Even if people back then didn't understand the tech side of that, we still got a sense of these limits just by playing the game and instinctively knew anything put in the game usually had some kind of purpose. Back then, finding this kind of not-so-cut content drove the rumor mills absolutely crazy.
It created an unforgetable atmoshere in the video game communities for years and it's one of the things I'm most sad to have seen fade away with the progress of technology.
"He's not invincible!" Yeah, because he wasn't Boris!
incredible - 33 years old and i am STILL learning new things about this game - best part of my childhood
Hell yeah
Hi Slippy Slides, Mr. L here. At 11:23 the way the shutter works is once the player has shot Ourumov, an action block kicks in to shut to the shutter doors. There is an oversight to how its designed, the shutter or any door in Goldeneye will only open or shut normally if there's nothing blocking it. So if a guard or the player is blocking any doors or shutters it won't open or shut as designed. This also applies to Train; once you shoot Ourumov he goes through his death animation, but some of Ourumov's death animations will go past the shutter leaving it open for just a few extra seconds. You can also get Xenia and Ourumov to block the shutter depending on their death animations.
Hope this info helps.
Cheers!
I have done a lot of game sharking and just want to mention 2 things. First 2:20, there is code in the game that enables 2 patrolling guards, a spawn point and an Alarm for that island. From this I think the player would have to go there to destroy the final alarm of the level. Second 8:53, no mention of the original starting point of the level? You start in vents and then climb a latter to the current starting point. I also have footage of these 2 things in action if you are interested.
I think you're referring to the silo starting point with the vent crawling to a ladder. I'm interested in that footage.
That steel hatch at the bottom of the dam is really cool. I read somewhere that it was originally intended for the player to be able to laser off the hatch and jump down, like you said. That must be why they left that little section of the vent underneath the hatch. Pretty interesting, really.
11:55 Guards doing their best to remain calm in their final moments.
The hatch in the Dam level was likely put there by the artist because of that scene from the movie as you said. It doesn't necessarily mean they were planning on using it in gameplay, the artist was likely just covering his or her bases early on, making sure to include as much as he or she could in the time they had. Though at the time, this was most of the team's first ever video game, having a background in Movie 3D at the time.
Also shoutouts to the composer of GoldenEye, used the N64's audio capabilities expertly.
Actually there is an unused item in the game, the piton gun, which Bond uses in the movie to attach himself to the vent and then cut it open. The gun in the game has stats but no model. So I assume they were thinking about adding such a scene but realised it was too much work and the level ending on the jump looked cooler anyway.
This adds up, as developers have said that their way of building the levels was a bit unorthodox in which they'd create the entire level without much knowledge of how it's gonna play out, after they got the entire level laid out, then they'd start populating it with items and coming up with objectives and sequences and stuff, which is why some missions like Egyptian have so many areas you never have to go to. It worked great for immersion though!
@@CoTeCiOtm I think that is the best way of making levels as it mirrors the oddness of real life spaces far better. In many games areas only exist for certain objectives and it's very clear to see. One game that does this very well is Stalker SoC, the bar area is full of random rooms that you need to pass through in order to reach the main shop. Compared to that, the rooms in Fallout 3 feel like a bunch of tissue boxes stuck together.
The island on dam was scrapped due to how the engine works. It was either hardcoding everything and hoping the game doesn't crash OR scrapping it
Lore hunters and game theorists: "If we fill in our own blanks and connect the dots in such a way, we arrive at this answer."
Slippy: "this is what the developers said."
Here's a tip/request:
I once read an interview where the devs stated that they at one point actually rendered the terrain under the Cradle level, but dropped it because it had a negative impact on frame rate. Considering how many unused models and textures that are on the cartridge, perhaps you could check if it might be on there and show us the level as originally intended?
I didn't want this to end. I was reliving all my childhood memories. Thank you
There's a thing called the Goldeneye Setup editor, that lets you mod GE and Perfect Dark and some other N64 Rare games as well. Perfect Dark has a lot more hidden stuff in the levels though I'm not sure if the cutscenes have ever been investigated for weird stuff.
IIRC the cutscene set-up for the Air Base level's intro has some weird aspects about it, I remember reading about it on TCRF a while ago.
Did you know that if you shoot rocket launchers straight up into the air they eventually come back down. Works best on the runway mission.
This is true! My friends and I created our own mini-game in multiplayer where we would all shoot rockets up into the air in the outdoor portion of the "Bunker" map, and we'd see who could survive the longest after the explosions started. I think it's really cool that "gravity" affected the rockets like that!
Good work Slippy! Was this a hard game to work with?
Hey Captain! Yeah, it took a lot of work to get this episode to happen. The way Goldeneyes occlusion culling works made it a nightmare, so I had to come up with ways around it.
7:39 that face!!
@@DVincentW that's a smug look if I've ever seen one
Man the music in this game is so god damn good and iconic.
GoldenEye
This was fantastic, great job. I love the detailed look at the island and seeing how they creatively cut corners on Runway.
Did you ever explore the ventilation shaft on Silo? At the start of the mission behind and below Bond, there is a strangely detailed ventilation duct that is inaccessible, but within view. I hate to ask another question about vents, but did you explore the rest of the Facility one too? These questions have been on my mind for decades. Thanks.
Thanks JIMBOTHY!!! Awesome to have you visit the channel. I'll post a quick video on twitter that I threw together with the camera in the vents so you can see what they look like!
Thanks again.
Hey. THANK YOU! That was amazing. I absolutely loved that and that you went out of your way to film it. That made my day. Thanks again for solving that mystery. Much Love.
Came here cuz you told me to, love your channel. #doritosranch
I miss the days of coming home from school and playing the hell out of this game.
I gotta say Famke is looking mighty polygonal.
i 'member falling asleep to this music and waking up to it.. the N64 coma
DVincentW same , 90s kid here 🙋🏻♂️❤️
This comment just made me sad.. miss the offline days!
I remember falling asleep to thus music but wake up to porn hub 😒
@@liamramjean8542 sad loser
@@dietisgreat look who is the sad loser now - @dietisgreat 🤣🤣🤣🤣🤣🤣🤣, I bet you didn't Evan have any games system to play with, I bet all you had was a can with a string attached to it 🤣🤣🤣🤣🤣🤣
actually providing new info to me after all the years and other vids, bravo.
Great work, man. I really like videos like that, that explore stuff in video game that we usually miss
There's plenty of interesting tidbits in Silo, particularly the area where you begin the level, there's a whole area that's completely inaccessible that has some vents and stuff that you never get to see through normal means, it would've been really cool to see here since you got the resources to show all of that. The platform where you start also has a ladder leading to it, hinting that you originally started the level on the bottom of the silo and climbed up. Also, you can open the ceiling of one of the silos if you switch to unarmed for no apparent reason.
I'm bummed you didn't show Depot at all either, there's also some interesting stuff, like, the picture of the level in the main menu shows two tubes going into two silos, but the final level just show those two tubes going into nowhere due to how the level rendering was worked out, but the silos are still there, you just can't see them at all.
Jungle has this guard tower that's fully textured on the inside, but you can't get into.
I'd honestly love to see you revisit this game at one point, I feel you missed a lot of potential stuff to show.
why do I have a distinct memory of lazering off that damn vent hatch, one bolt at a time. Is there another part of the game where you use the laser watch like this or is this a genuine bearenstine meme *edit - he just said at the end of the train mission and I missed it first playthrough - I'm a dumby.
Silo is such a crazy level. Probably changed the most in development. The elevator is gone. I think you started in the vents just below where u start the level now. there is a ladder right there that you can't use. Thats why the rail is missing in places. It's probably where u got on the elevator. You can see the elevator in promo vids.
Always wondered why the rail is missing, interesting.
You forgot the hidden vents in silo this game has more secrets than Hogwarts
And the hidden test tubes in Facility. :)
Wait what hidden test tubes?
You mean those vents?
@@007spudman Yes, test tubes on top of the vents. Very strange.
@@mirabilis That's an Easter egg not Beta
*cough cough* after this Perfect Dark (Zero) *cough cough*
Especially the Perfect Dark Remake. Perfect Dark is a superior game in terms of detail than GoldenEye, it's just hampered by an even worse framerate as a result, so the XBox HD Remake of Perfect Dark is the best way to play. Hell, you can emulate the N64 version on PC and play it at 60 FPS with a Mouse & Keyboard, it's fantastic and feels really tight.
aka Pausing Dark
Can you play Goldeneye on pc ? If you can can you please tell me how because my mother completely fucked up my left hand and arm i now unable to use my left hand or arm so am unable to play my n64 or ps1 or ps2 so could you help me out or if anyone could help me out please sorry
no way Perfect Dark original was way better and needs to be done
the black box being present at the start of the level was fascinating - did the way you preview the levels occur outside of playing the game? e.g. could you actually interact with that blackbox and have it complete the objective
Great video! I never even knew the tank "shell" shot out backwards.
Holy crap... I've been following GE25 on my Twitter, you're doing a fantastic job and can't wait to hopefully play it some time. Thanks for watching, really glad you enjoyed it and you found out something new too ha ha!
@@SlippySlides kak
Yes to Perfect Dark!
i agree
I haven't heard of this recent explanation for the "island" but what I always heard was that it originally part of the mission to get the bungee cord for the jump but they decided there was too many steps in the first level of the game.
I'm familiar with the bottom of the Dam and some of these other locations though since there was a Game Shark code that disabled cutscenes and allowed you to continue after the level normally ends.
Looking forward to Perfect Dark. I also explored that game with Game Shark but it would often crash with it.
Yeah I'm sure I saw it on a gaming website somewhere when they interviewed one of the developers. Was around 2018 I think. That would be a pretty cool way to get the cord though.
I need to check this code out, a couple of viewers have mentioned it. Sounds fun to mess around with.
In one of the silo parts, you can make the roof open and close ready for the rocket to take off. I can't remember how you do it, I think it was something as simple as toggling bond between being armed or unarmed. Must have been some cut content?
6:24 never seen those buildings properly before!
That cradle music SLAPS!
Never played goldeneye but I really like this video :D
It was revolutionary when it came out
Ahhh now this is a v cool ep! Loved this game so so much as a kid lol.
Those tank textures were a bit weird hey. Door inside a door lol that was cool too see in the rocket bit.
Thanks Team BBB, glad you enjoyed it!
Great video.I had an equalizer back in the day. That takes me back.
Also theres alot more to Silo to explore. Like the liftshaft area
Amazing Slippy! Thank you for bringing this age old classic to your series. Could not agree more about the vent on Dam. Definitely seems like it was the original exit due to the ventilation entry for Facility in the next stage, and that it also aligns with the movie. My question is was it originally that far down? Maybe we were supposed to parachute down as it was in the movie as well.
No problem, glad you enjoyed the video!
Nice video. The "backzones", as we refer to them, are the locked off areas in multiplayer maps. There are GameShark / Action Replay codes out there that carefully move all the proper assets (doors, weapons, ammo, armour, spawn points, etc) into those areas, effectively making brand new levels to have death matches in. Of course, nowadays we have modded ROMs to play, so it's much more accessible for anyone interested. And GoldenEye mods are nearly all compatible with real hardware, which is the best way to play.
Holy Heck I remember you Wreck! And a few others from gscentral way back in the day. General Geoff, Subdrag, Cedric Frost, Xyle, Parasite, probably a few more. I believe I went by elvis on that forum.
Very cool. This and SM64 were my childhood games.
(Honorable mention to Diddy Kong racing and pokemon stadium)
Awesome! I hope you do more n64 slappy slades! 😀
1:18
wait... thats a rocket!? i always thaught that was just a weird step up at the end of the barrel! MY WORLD IS CRUMBLING!
Nah, It's just becoming solid!
I love N64 games and the late 90s earlier 3D games in general. There seems to be so much mystery left in them. Such as the original Stop N Swop in Banjo Kazooie, which to this day we still dont know truly how it would go down and what rewards you would get. They sure as heck would not be Xbox avatars and backgrounds.
13:05 - path-finding of 1997!
there was another hidden thing you didn’t mention on facility single player ,down the hallway you can see the vents in the bathroom , and the gun KLOBB was named after ken klobb a developer for rare ?
Awesome work as always, Slippy! Hoping you keep up with these vids 😃
Goldeneye 007 is the gold cartridge of the Nintendo 64
Thank you for this unique video, I love it
Great episode.
But i hoped you would also show what happened to Trevelyan when he falls of the Cradle.
Or Bond, cause they both use the same Animation anyways when you fall off.
Damn, how did I miss that! I'll go back and see what I can do. If I manage to capture it I'll post it on my twitter and instagram.
I've always been curious about what's behind the vent at the base of the first missile in the silo mission.
Hi Slippy! Good work, I was wondering if you can please create an Episode for "Wallace & Gromit: The Curse Of The Were Rabbit please.
Very keen to see how the mechanics, maps and things work on that game :)
Thank you
Ah I'd love to see that too! What a classic game!
Pretty amazing stuff- are you sure the tank shell doesn't just come out oriented to the player's direction though? Be great to see you do a vid like this for Battlefield 1942, with it's hidden B-17 bomb bays, closed off sherman tank interiors, infinitely looping level geometry etc...
I'd be interested in seeing a video about Perfect Dark too.
TXF yea
show us the cheeses!
Please, make the scenes of 007 The World Is Not Enought, of Nintendo 64 too!
You could access the 2nd part to facility multi-player with a GameShark. You would go up to door, press the button on the GameShark and you would legit blow the door off
Wow that trevelyn elevator thing I never saw before so many little things in this game it's so easy to miss them I used to skip all the cutscenes and I never let stuff play out if I could just beat the level without waiting
Dang you forgot the silo vents at the start just to right and the latter next to you. Really wanted to see the beta start point. But all this is common knowledge to us people who make GoldenEye custom levels like my self.
They should totally remaster older james bond games.. Preferable night fire, since that was my all time favorite PS2 game.
That game was so amazing best one the campaign anyting can be penetrated with the proper tool
Welcome back Slippy
@Slippy Slides your voice reminds me a lot of Matt from DIY Perks.
The music is so fantastic...
Wow, watch alot of did you knows and game breaks on this game but I found really cool stuff I didn't know in this video, Cheers!
Awesome, that's great to hear you found out some new stuff. Glad you enjoyed the episode!
Perfect dark as your next video for sure!
Love your work!
I don't get why ppl say this game didn't age well. I still love it
Who said it didn't age well?! They don't know what they're talking about
@@timemasterhms Agreed, but sadly plenty don't know what they are talking about yet still express they're opinion as fact :\
The controls are nothing to write home about, levels are vast and somewhat empty, etc etc. You can still love a game despite it having flaws, especially those that show over time although your liking it doesn't mean it isn't archaic. It simply shows its age clear as day and is generally outdated.
@@Echidneys Echi, you want a game from 1997 to control and have level design of a 2020 game? Yes it isn't flawless and it show it age. But it did age well. In the end, it is still fun to play, that's what make a game age well or not, since these details will always be dated 20+ years later.
@@Vanessinha91Pucca c-buttons and a single wonky analog stick does not age well for this type of game. It works for other, less precise games but for FPS type games the N64 controller is virtually obsolete. That is to say, the controls more specifically, are what haven't aged well. Don't let that stop you from loving it though, I'm only trying to say what I think is true.
No idea how u did this on Goldeneye but its amazin as always... so much effort in ur videos dude
I wanna see what's at the end of the runway
if only this had online it would still be played today around the world amazing game
Great video!
I’ve always wondered if there’s anything behind the door in the runway mission by the first gun turret. It’s always locked and I’ve never seen it open
As cool as it would be if there was, no unfortunately there is nothing!
So...british Boundary Break. Gotcha
Hey Slippy, do you know where I can find the camera mod for Untitled Goose Game? I think you used it in your video a few months back. I'd really appreciate your help.
Plz do the time crisis series
Was just playing Time Crisis 3 lol
My god, watching this reminded me of the absolutely brilliant sound design for this game as well as some others. More importantly however, it sadly reminds me of just how degraded and devoid of any real quality, substance, meaning, heart and soul all of today's media, art and entertainment really are. Why has everything in this reality steadily been degrading and declining? Something we may not fully understand is absolutely going on!
Facility map on pavlovVR is sweet
My apologies if someone already answered this before but, what software
are you using to go out of bounds in the Nintendo 64 games? I'd really
like to play around with the software and try it out on other obscure
N64 titles that have yet to be reviewed.
Are you familiar with the Winter Lodge in Fable 2? I would like to see inside the place (including the second floor) before the trigger activates.
To be honest when you look back at these games especially on the characters faces and you go down the damn it feels like you coming from a nightmare weird
try to just enjoy the trip and forget about YT comments
Hey slipy does it take a lot of time to make these videos?😊
There's a door on the Runway but when you come up to it and try to open it doesn't say "THIS DOOR IS LOCKED" just can't be open unfortunately
Yep, it would be cool if something was hidden behind it, unfortunately not!
Great video!
Do you think you can do it for Need For Speed Underground 1? I've always wanted to see the out of bound areas.
This is really, really cool!!!
Would've been cool to see some of the beta maps, especially Citadel, if it was possible.
Dude! I love Perfect Dark! And this channel!
Love the series keep it up
Oh gosh a new Slipping Out episode!
Good to see you Drakon, hope you enjoyed the episode!
@@SlippySlides Oh i always enjoy your videos :D
please can you do Perfect Dark... N64 and the remastered version?
What about under the weird hatch in dam in the tiny building where the first alarm is
Nothing under it.
If you ever do Max Payne 2 I found interesting thing (roof of club in part I chapter 2 is exactly the same as Ragnarock from Max Payne 1(and generally outdoor area in this level) )
Anything for streets depot Aztec Egyptian caverns etc?
Travelin in the elevator is left handed for some reason
Great stuff!
8:34 Will Ferrell? The actor?
This footage is gorgeous. I assume it's pc emulation?
are you using the free look option From Dolphin on an injected version of goldeneye?
I think a bunch of people and I would kill for a House of the Dead series
Great stuff! Thanks!
Hello, you absolute legends.
Great video