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One of the best shooters of the 90s has just turned 20 years old, and Arron Timson relives his childhood obsession with it.
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Background: The Janus Control Center has been located in an underground complex in the Cuban jungle. Objectives: 1- Protect Natalya (Agent) 2- Disable GoldenEye Satellite (Agent) 3- Destroy the Armored Mainframes (Agent) M Briefing: Into the lion’s den, 007. Well, just be careful. The main Control Consoles. The Janus Control Centre is the sixteenth level in Goldeneye 007. It is the second part of the seventh mission, and takes place in Cuba. https://surisubsbadc1984.mystrikingly.com/blog/sally-face-complete-game-download-for-mac. For GoldenEye 007 on the Nintendo 64, a GameFAQs message board topic titled 'What are the controls for this game'.
The Nintendo 64 (or N64, if you like) may have been beaten by the first PlayStation – in sales terms, at least – but for me, the N64 was home to best exclusives. GoldenEye 007 sat very close to the top of this list.
James Bond, stiff-ass Brit
Let me take to you back to when I got my young, 12-year-old hands on GoldenEye. It was early September 1997, and a friend of mine told me that a friend of his had gotten hold of GoldenEye from the US. Straight away, I asked him to borrow it. Around half an hour later, he returned with the cartridge and import adaptor, and I just couldn’t take my eyes off Mr Brosnan.
So we popped the game in and I was met with one of the best intros to a game I’d ever seen – and hearing that Bond theme coming from my console was amazing. Now by this time, my friend told me his mate wanted it back in half an hour. To be fair, I couldn’t blame him, so I jumped on the first level – Dam – and again, I’m blown away by what I’m seeing and hearing.
Seeing is believing
The visuals may look a bit pants now, but back then, the best looking shooters I owned were Virtua Cop 1 and 2, which is funny because GoldenEye actually started life as on-rails shooter inspired by Virtua Cop. From this day on I couldn’t get this game out of my mind. I would bug my parents to buy it, but back then we only got big presents on our birthdays or Christmas.
The only way I was going to get to play it again was to rent it from our local Choices video store (Google it, guys!), and with every bit of pocket money I got, I rented it as much as possible. Then finally, at Christmas, my brother and I got our very own copy. Our parents only saw us when it was time to eat.
For England, James…
I can’t talk about GoldenEye without talking about both the single and multiplayer aspects of the game. I think Rare deserve a lot more credit for what they did with the single player campaign in this game; I mean, for a start, it was a movie tie-in that actually did justice to the source material. Granted, the game came out two years after the movie, so there was no tight deadline to meet, but it’s still something game developers haven’t learned two decades later.
The way Rare turned the film’s story into different levels was brilliant. Sure, there was some creativity used to piece them together, but they never felt out of place, or like they were filler. But five levels in particular really stand out to me…
Dam
The game’s opening level was a great way to introduce the player to the way the game played and the controls, especially by throwing the sniper rifle into the mix so early. And that ending…
Surface 1
Goldeneye 007 N64 Controls
This is probably my number one level in the game. The level design was incredible, especially in how you infiltrated the bunker. What really stood out the most for me, though, was the music: it had a nice, calm tone, but it also felt a little eerie.
Frigate
A very small scene in the film was fleshed out to create a very Under Siege-esque level, and you finally got hold on the wonderful-sounding D5K Deutsche.
Archives
One of best action sequences in the movie, and an equally good level. Going from being under arrest and unarmed to going full Bond and jumping out a window was pure fun.
Control
Control is without doubt a Marmite level, especially when you crank it up to 00 Agent setting. It’s fairly easy going until you have protect Natalya; this part will make you lose your shit, but when you finish it… my word, it’s satisfying.
Better luck next time, slugheads!
If you ask anybody who has played GoldenEye what their favourite part was, I’m pretty sure 99% of them would say the four-player Deathmatch. To be fair, I can’t argue with them. This part of the game ruled supreme between me and my mates; we’d take it in turns to host Deathmatch sessions at each other’s houses, and the day would just disappear into thin air.
The only downside to the split-screen Deathmatch was your opponents could see where you were in the level; to counter this, we purposefully looked at the floor to try and hide our position.
Me and my brother played it so much that we came up with our own Deathmatch scenario. We’d choose the Bunker level, and it would be that whoever shot the other player first would have to go in the jail area and await execution.
One time, I had my brother in jail waiting to be taken out to the helipad to be shot. We got out there, I have him kneel on the H and say “Any last words?” To my surprise, he whipped out a DD44 and shot me square in the head.
For me, GoldenEye will always be my number-one first-person shooter. You can keep your Calls of Duty and Battlefields, because when you combine Rare and Bond, Nobody Does it Better.
Arron Timson will return. Until then, follow him @timson72 on Twitter.
- FPS game-changer
- Great music
- Excellent level design
- Unrivalled multiplayer experience
- It’s BOND!
- Controls have not aged well at all
- Really doesn’t look good on a modern TV
Whatever your experience was with GoldenEye, it’s bound to have been a great one. While it joins loads of other N64 games in the “ageing badly” stakes, those who got to play it in its prime – and those still playing it with their friends – truly know how important it was, and still continues to be, to the FPS genre.
Release 2.6.5 - Golden Eye - Better controls for N64
One of our targets has been make things as simple as possible, this included making the gamepad configurations less painful providing a centralized mechanism: Set up your controller once and for all. But sometimes underlying details makes it hard to apply one rule for all, and that’s the case of the N64 controller (read The law of leaky abstractions for background theory).
The RetroX fronted as well as emulators like RetroArch uses the SNES style controller as a basis for all systems, and a special derivate which is the PlayStation one, which simply add more buttons. Most systems have just subsets of these two controllers, except for N64 where the controller is a completely different beast, a curious design to say the least.
To play N64 without issues you need an N64 controller, everything else will be a hit and miss. Most emulators will request the users to map each button of their controllers but we wanted to stay away from that providing a standard configuration for SNES style controllers. As me (the developer) had almost zero experience with N64 beyond the intro of Super Mario 64, this simplification failed with other games, being Golden Eye 007 the icon if this problem.
Until now.
I changed the way that SNES style controllers are mapped adding the use of the right analog stick as “C dpad” buttons – the yellow ones in the N64 controller. Using this configuration, the directional nature of the C buttons is kept and they remain as natural as possible for the intentions of the game designer.
Given that the signals that right analog controls emit are not standard among all controllers, I added two new configuration points for the right analog control, just select them and follow the instructions so RetroX can learn about the codes used with your gamepad. You will see those new points in blue.
New analog right setup
Goldeneye 007 N64 Controls Pc
But this was not enough.
Testing Golden Eye and having some experience with modern day first person shooters, it felt more natural to invert the analog controllers, so you can strafe with the left analog and move with the right analog. Now there is a new option to invert the analog controllers from the in-game options, or make it the default for your game in the game details screen -> “configure this game” option.
And this was not enough again.
The controls still seemed awkward by design, because the strafe left/right is combined with the look up / down while modern FPS games combine strafe with move forward / backwards. So finally I added a new option called “Optimized for Golden Eye” where not only the analog controllers work as intended, but also the trigger to shut the guns has been switched to the right (R2) and the aim is at the left (L2).
I played Golden Eye some minutes with this new configuration and it is a world of difference.
These new settings made the old Digital / Analog modes on N64 become obsolete, so now with the SELECT button you can easily switch between Original, Inverted and Golden Eye modes.
Users of 8bitdo N64 controllers
I also added an experimental setting for users of the 8bitdo N64 controllers. As they are physically N64 controllers, I added an option to automatically map that controller when used in N64 games. As I don’t have that controller (yet), this setting is disabled by default and users must enable it in the Gamepad Options.
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I expect to receive good or bad feedback about this, considering it that it was done in the blind!
Goldeneye 007 N64 Levels
Also I would like to give big thanks to the members of the RetroManiaUK Facebook group for giving me these ideas to improve the way RetroX works with N64 controllers.
Also in this release…
There are also some fixes included in this release:
- Not available games now are removed / cleaned as expected
- Games based on CUE files now are downloaded correctly from networked storages (NAS / Cloud). These are used by CD based systems like Playstation, PC Engine CD and Sega CD.
- Final Burn Alpha addon now is compatible with games requiring samples. (Provided samples may be not right with some games as I found with Donkey Kong, so if you have a games with samples but no sound please send me a message)
- Save states related options have been removed from MAME 2001, 2010 and 2014. Only 2003 supports saving states
- Size measure of installed games coming from compressed files has been fixed.
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That’s all for now and and always, just enjoy!