I used to love getting to places you normally shouldn't in call of duty 4 by jumping and shooting an RPG for an extra boost. Could get to really cool areas that were still mapped out and snipe people from somewhere they never expected.
In Perfect Dark, you can access the the other side of the vents and there's a hole that drops below by the back side staircase. I use to have good times surprising my friends in our multiplayer games back in the day.
Yeah the whole segment here dedicated to it and I'm like, I've jumped down there an innumerable amount of times lol... But of course I was born after PD came out and thusly I never really played GoldenEye much and never had the curiosity of those sorts of mysteries.
The fact this game, which was the first 3D shooter RARE made, had all these OOB countermeasures. Because invisible collision planes don't just place themselves. To actually think that far ahead into what players might try to do with the game is, well, really ahead of its time. Cool stuff!
I seem to recall reading that GoldenEye's collision detection system, at least during development, was 2D (as in Z position wasn't taken into account, because it's pretty impossible to stand on top of enemies). That's my guess for why the Silo upwarp fails--the game probably hacks room-over-room collision (like the catwalks above one another) into working from what's usually a 2D floorplan by only loading chunks of the collision data at a time and switching them out through door portals, and if that upper catwalk doesn't have collision data loaded, you can't walk through the door at the top.
Yes, and likewise, this is why you can get stuck "inside" guards, like on the Aztec glass strategy, should you happen to find a way for them to step "over" you via some ledge.
James Bond Golden Eye dev here. The vents in the first level were intended to lead to the Unicorn Fountain where the Triforce was to be found, but Microsoft cut our budget by $320 so we couldn't finish it.
I actually glitched there as a kid, unfortunately it's just a wall. Really sucks Microsoft went all bean counter on you guys, but wow that tank level? Amazing stuff.
a video on Perfect Dark's liminal spaces would be great! There's a way to explore all of Area 51 in the Rescue mission without using a Gameshark, for example
This game is so interesting to me because of its weird 2.5D programming. You couldn’t go through the upper door because there is no door on the 2D map you were on, it’s not a true 3D environment like Quake, it’s like doom or Duke where sectors stitched together in pseudo 3D space. You can open the door because it’s an object in 3D space, but you can’t pass through it because there is no door there on the flat sector you’re in, later when you’re above it, your on a completely different sector. If you went from the top you would not be able to walk on the bottom because those sectors are only next to each other in 3D space, but not actually connected to each other. Doom and Duke used sneaky teleporters to simulate rooms above other rooms, this game did it a slightly different way where the play space is connected floors that can overlap.
To answer the first question...God yes! I remember trying for so long as a kid to jump across or ride the wall to get onto the other side of those vents. Or thinking I could somehow climb back into them, but on the other side.
im glad there is still love for a game released in 1997! I love to play multiplayer with my dad and im so happy to see new things about the game being discovered!
I'm betting the extra Frigate doors are just doors that were supposed to go into those empty doorways. Then they were programmed to load in the wrong rooms. So when you're in the doorway rooms the doorways look empty, but the doors actually load when you're in another room where they're inaccessible.
lol glad I’m not the only one who did things like that as a kid. I would get Bond killed either in the vent or on the toilet in hopes the game would show me a weird camera angle of the vent other side with the death replay (same with trying to kill him right on the bungee platform on Dam and basically on the windows in Archives or the platform on Cradle. 😅 Perfect Dark handles it kinda cool in how it connects that vent to the area below it with Facility/Felicity. Great video!
It’s so true though like as a kid, you have so much “wonder” and “awe” about the game, then that wonder gets replaced with the truth of why things are the way they are, and that amazement disappears and you’re just like “oh..”, and it becomes cool as like a design knowledge, but the “fun” is kind of gone, kind of like life itself, story of Santa Claus is there to capture that same element of mystery
Is there any possibility we get another fireside story soon? It’s by far my favorite content you make, the cowen hames one is an all timer. I’d love to hear about drama, fights, conspiracy, inside info of the elite from the decade + you’ve been involved. Maybe even have a guest appearance or two. Honestly, just any fireside story would be unbelievable
These are awesome, please keep doing these, maybe as a regular series, the speculation about why things are the way they are and sharing the theories we came up with as kids are probably my favorite parts
5:36 - I have NEVER noticed those vents or beakers! I got this game new on release day, played it so much ever since, still got my almost complete saves and my 19 or 21 second plane stage fastest run...lol
This is a great vid. Back when this game came out, i looked over every nook and cranny thinking odd-job and mayday were hidden somewhere ( the game manual said they were in the game) that and being the 90's there was all sorts of school yard rumors, but this is all interesting stuff iv never seen before. Fascinating.
When it first came out, one of the kids in my school kept saying the second vent in Facility was where Alec Trevelyan came in at and if you were fast enough, you could see his character fall down into that vent.
I think a lot of what makes this game great, is that Nintendo really wanted gamers to “explore an open world”, so with that in mind, good gaming companies like rare, created the world first then the missions, so the game doesn’t feel so linear, this added to the vibe that you’re like walking around someone’s house without them there in each level, added to the covertness as well, so you will always find something in the level and be “curious” what’s over there, meanwhile it could just be nothing, as they “boarded” it up a bit as it became too unnecessary
You don't need moon jump to see the door on frigate. There's a nearby staircase, crouch at the top of it, walk down it (you'll actually float above it) until you clip through the wall. At least, that's how it was on N64...
The Russian text in Facility transliterates to "vadko" instead of vodka. The same text appears on crates in Train. This may have been a developer oversight, or (I'd like to believe) it was an attempt to avoid any actual reference to alcohol in the game, however obscure it might be.
...They mentioned in one of the "making of Goldeneye" that Nintendo told them they had to change that... even though it was a rated T for teen game... Nintendo apparently A didn't want a game to entice kids who might easily translate about hard liquor and B publish a game where a culturally insensitive thing like that is presented the message being as if ALL Russians are alcoholics who love & stockpile their vodka (even though it's ok to shoot and kill them ? haha I'm sure it's most likely A)
There’s an in game button combo where you hold and spin and jump back up in the vents. I can’t recall if it lets you on the other side or not without GameShark but it for sure jumped up back up there
I remember I once explored the vents on Facility using the slayer in Perfect Dark. You can even fly out of bounds by going up out the top of the vent and blow up your friends through walls.
0:21 Xenia: AYHO SILVER AWAAAY!!!! Man, I remember the times I would plant explosives on the walls or on the floors, just so that I can detonate them and watch the dudes fly off, I died laughing my ass off.
I love how this guy sounds like Brian Posehn. This vids also bring back nostalgia. I remember using the game shark to see some of these places. Good times :)
I always love these videos. I tried many times to get over the vent in Facility but I figured there was indeed an invisible wall there. I've used cheat devices to explore outside maps a bit back in PS2 days like on NightFire 007 but I don't recall finding any surprises. Just that going outside walls causes strange rendering were multiple old frames are still visible to cover the void outside the map. If I recall in a documentary somewhere. The team that made GoldenEye N64 were actually new to programming. Personally I think they have done a great job with progressive unload and loading areas while the player is moving between sections by portals. It helps illustrates how games work efficiently with older hardware. It amazes me how a team that's new made one of the best games ever made. I don't think developers nowadays use this technique as efficiently as they used to though.
I have a really distinctive memory of playing the Dam level as a kid on the original N64 As you spawn in and take control of bond Turning directly behind you in a gap between the dam wall and the metal gate, you can see between the scenery and standing was an idol baron samedi from the bonus secret level It only sticks with me because I remember so clearly wondering why he was there , I have no idea if I had cheats on or not as I often played with dk mode paintball all guns etc But that memory always sticks with Me 😮
Reminds me of the time I was playing Kirby's Adventure on the nes, and a knife appeared out of the bottom left corner of the screen and slowly floated over to the special effect box and slashed it
Super interesting exploring the levels in that way. Would be great to see more. It explains why things look how they look in the normal game and glitches etc. Thanks. Great vid as always.
not many people know this but on facility there is beta wall tiles left in the game ! i was reading about it on the internet,it’s near where those beakers are above the vent , some of the wall tiles were from the beta version, im guessing they got left behind in development of facility level😅
Goose, you could do this for every nook and cranny of the game and I’d watch it. No matter how long the video would be. Please do more. We need to see more of Goldeneye from these perspectives. Also loved what you did for the Bank level in TWINE. Jumping up to that balcony area. I’ve thought it would be cool to get there somehow, and you went and did it. It was amazing. Please do more.
I wonder if the frigate secret doors were involved with some dropped plans for the level, involving forcing bond on different paths depending on the difficulty level. Similar to how perfect darks deep sea level works. And they needed somewhere to store the extra doors so just put them above the level where normally wouldnt be seen. But if they had planned this it was obviously never used.
I suspect the hidden above doors on Frigate used to be actually be there at one point in development but removed later on to keep the level design more fluid instead of “stop, open door, stop, open another door, stop, open another door” a-la SWAT Simulator or so. Again, speculation, but circumstantial evidence for game dev design choices and changes- the leftover/oversight artifacts like these lend to why I think you can find stuff like that.
You could always go to the other side of the vents by playing multiplayer and going back up to the vents by jumping on another players head, you're about 20 years late.
You can get back up without another person. I recall it being something like crouching then strafing and turning in a circle. You pop back up into the vent. Been like 25 years since I did it, but it was something like that.
Yeah, this guy is demonstrating his ignorance. So he learns one cheat code and tried some experiments. You get back into the vent by standing on the toilet, pushing the stick one way and pressing the strafe in the opposite way. I don't care for this hack, and this is the first time I've seen his stuff. I've typed this whole comment, and he's *still* wishing he could look further in the vent. Blocking this clown now.
That trick - which didn’t require another player - enabled you to get *back into* the vent, but didn’t enable you to get *to the other side of* the vent
Funny how you say the game never intended you to see the vents they’re not finished, reminds me of the moon, it’s the only object in the sky we can actually observe with our own eyes without harming our eyes, and it’s freaking stares at us with the same side of the moon all the time lmao, like it was designed to just show one side, little insane
silo is very interesting there’s a vent at the bottom of the start of the level where bond was originally going to start the level 😮 i read it on goldeneye fan site think it was dstar or something
Great series! Very interesting! I was really curious to know how far away are these mountains far in the desert in Kalimari Desert in Mario Kart 64. I passed a lot of time trying to find a way to get there but you cannot normally. I just wanted so badly to explore that desert and my imagination was going wild but you hit the invisible wall and get grab back on the road. I still didn't find a video which go outbound there.
I am not sure you can go all the way out there. They might just be a background image set far off in the distance. But I might see if I can find anything more about this... Mario Kart 64 is weird in that it's not very easy to "explore" with a free camera or other tricks.
@@GamerFolklore Ok great thank you! :) I would guess probably some 3 or 5 connected rectangles like a panel facing the course at the end of the ground. Ah ah!
I was in middle school and my friends Matt, Patrick, Eric, Ryan and I would play Goldeneye multiplayer for hours on the weekends. We would also play D&D. Anyone else have these great memories? The nostalgia is so real.
Good ol GameShark.. that takes me back. I had the one that let me 'create' codes, and no clip with levitate were a couple of my favorite codes to add for some of my favorite games, though they could be hard or finicky to get working properly. The code generator aspect, I didn't even know what I was doing so trial and error was leaving me fiddling with values and a lot of other whacky effects.
Theoretically, the reason why you can't go through the top Silo door is because of the moon jump code. Bond's positioning in the level does not change as you still have to go through doorways and are limited by walls when moonjumping, but you get to see above his position. If a wrong warp was possible, you'd most likely be able to go through that top door as the warp would change Bond's positioning in the level.
Great video, I'd love to see more along these lines! Curious though, isn't there some way to open the Silo roof? I'd be interested to see if you can ascend out of there, and what if anything would be loaded or visible if you can.
there’s nothing the other side of facility vents, i remember messing around with the cheat cartridge back in 2001, in perfect dark they made that metal grill open and you drop down to the corner at the bottom of the stairs 😅 and in multiplayer the simulants can drop down too lol
You should definitely explore that shaft in Control in the room you pick up the mines in. Maybe even the room where Boris disappears. I think there’s also a shaft or a vent in there, as well.
Another cool thing, at 09:52, made me think of this. I did not know they could shoot straight up, at you, like that, and are they visually shooting horizontally still?
The game handles walkable areas with 2D meshes that the player is sort of "snapped" onto. Although you're able to fall in 3D space, the collision detection only cares about the floor directly underneath Bond. You can only move between floor meshes which are connected to each other, so anywhere without a floor mesh is effectively an infinitely high wall. This is also why you can't skip to the top of Silo since Bond is "standing" on the bottom floor mesh which isn't connected to the top one. This is why some zips work, since the floor meshes are connected but have a special "one-way" line which you sneak past with enough speed. You can see how the meshes are connected in the Goldeneye Setup Editor. The floor mesh is also used for line-of-sight checks for the enemy guards. They can only shoot you if there is an uninterrupted line in the walkable floor mesh between Bond and the enemy. This is why they can't shoot you over railings but are able to shoot you from impossible angles over the staircases on Frigate.
I actually have a video about that from last year! Search my channel for the previous "exploring forbidden places in GoldenEye" video. It's about a year old. Cradle is (partly) in the thumbnail!
Cool video Goose. One thing I was curious about in the Silo mission is there is a platform and door later on in the level that you cannot access under normal means. I've always wondered what's beyond that door. Probably nothing, but might be worth checking out if you do another of these videos. Cheers.
Love these videos, i love just going around exploring all the weird stuff in goldeneye from the posters on the wall to things like this.. still fascinates me to this day... im sure in the silo level there is a secret walkway that you cant access anywhere in the level with a gaurd standing on it, i may be wrong about the gaurd but check it out..!
Goose's Gamer Folklore: Have you ever wondered what's on the other side of the vent in Facility? Watch this video! Goose's Gamer Folklore: Me too! I don't know, I can't get over there! ❤
I kind of hope for a Part 2 (maybe even 3?) where some other maps are explored. I love things like this. Back in 2019, when the Halo games were starting to all get ported to PC, starting with Halo: Reach, my personal favorite in the series, I found a mod early on to allow me to explore the multiplayer building canvas map called ForgeWorld, free of invisible walls and kill barriers. I streamed/recorded my fun and findings back then, too. I still have that 4 hour stream archived where I explored EVERY SINGLE INCH of that huge map, including the actually literally 10,000 meter tall "brute skull" mountain that is only ever in the distance. In that exploration, I developed the internal headcanon that Bungie would have worked on that map longer, and polished up more areas to build in, if they had been allowed to put more time into the game. As it stands, you can explore and build in about 10% of the actual map area. Honestly fascinating stuff. Silly, niche, unnecessary, but fascinating and fun.
Love this series, Goose's passion for Goldeneye is infectious! Excited to see more boundary breaking and exploring on the N64
There is something extremely fascinating about exploring inaccessible areas in this way.
Finally getting to put our eyes on the “unknown”!
@@MarMaxGaming I read this in Goose's voice
The OoT moon jump code is even cooler!
I used to love getting to places you normally shouldn't in call of duty 4 by jumping and shooting an RPG for an extra boost. Could get to really cool areas that were still mapped out and snipe people from somewhere they never expected.
Me and friends have been doing it with Zelda games for over 15 years lol try it! You find something new every single time
In Perfect Dark, you can access the the other side of the vents and there's a hole that drops below by the back side staircase. I use to have good times surprising my friends in our multiplayer games back in the day.
I was looking at that thinking I had forsure been over there that makes sense
no way the windows xp frog profile icon, the nostalgia is real
Yeah the whole segment here dedicated to it and I'm like, I've jumped down there an innumerable amount of times lol... But of course I was born after PD came out and thusly I never really played GoldenEye much and never had the curiosity of those sorts of mysteries.
Yeah I clicked on in the video wondering if that would be the case in Goldeneye
Was Facility available in Perfect Dark? I'm not remembering that. But truth be told, I didn't play a ton of PD.
The fact this game, which was the first 3D shooter RARE made, had all these OOB countermeasures. Because invisible collision planes don't just place themselves. To actually think that far ahead into what players might try to do with the game is, well, really ahead of its time. Cool stuff!
I seem to recall reading that GoldenEye's collision detection system, at least during development, was 2D (as in Z position wasn't taken into account, because it's pretty impossible to stand on top of enemies). That's my guess for why the Silo upwarp fails--the game probably hacks room-over-room collision (like the catwalks above one another) into working from what's usually a 2D floorplan by only loading chunks of the collision data at a time and switching them out through door portals, and if that upper catwalk doesn't have collision data loaded, you can't walk through the door at the top.
Yes, and likewise, this is why you can get stuck "inside" guards, like on the Aztec glass strategy, should you happen to find a way for them to step "over" you via some ledge.
James Bond Golden Eye dev here. The vents in the first level were intended to lead to the Unicorn Fountain where the Triforce was to be found, but Microsoft cut our budget by $320 so we couldn't finish it.
Lmao... or if you clipped through and found a skeleton in a wife beater , and on the bottom underneath holding a radio and cigarette lighter
I actually glitched there as a kid, unfortunately it's just a wall. Really sucks Microsoft went all bean counter on you guys, but wow that tank level? Amazing stuff.
That must be where Luigi is. L is real, he's just in the wrong game.
a video on Perfect Dark's liminal spaces would be great! There's a way to explore all of Area 51 in the Rescue mission without using a Gameshark, for example
I remember getting lost and doing just that and made it all the way out the front entrance. I did also use a GameShark to get to that point though
This game is so interesting to me because of its weird 2.5D programming. You couldn’t go through the upper door because there is no door on the 2D map you were on, it’s not a true 3D environment like Quake, it’s like doom or Duke where sectors stitched together in pseudo 3D space. You can open the door because it’s an object in 3D space, but you can’t pass through it because there is no door there on the flat sector you’re in, later when you’re above it, your on a completely different sector. If you went from the top you would not be able to walk on the bottom because those sectors are only next to each other in 3D space, but not actually connected to each other. Doom and Duke used sneaky teleporters to simulate rooms above other rooms, this game did it a slightly different way where the play space is connected floors that can overlap.
To answer the first question...God yes! I remember trying for so long as a kid to jump across or ride the wall to get onto the other side of those vents. Or thinking I could somehow climb back into them, but on the other side.
im glad there is still love for a game released in 1997! I love to play multiplayer with my dad and im so happy to see new things about the game being discovered!
I still find the graphics of this game charming
I'm betting the extra Frigate doors are just doors that were supposed to go into those empty doorways. Then they were programmed to load in the wrong rooms. So when you're in the doorway rooms the doorways look empty, but the doors actually load when you're in another room where they're inaccessible.
The drum intro on Silo 👌🏻
lol glad I’m not the only one who did things like that as a kid. I would get Bond killed either in the vent or on the toilet in hopes the game would show me a weird camera angle of the vent other side with the death replay (same with trying to kill him right on the bungee platform on Dam and basically on the windows in Archives or the platform on Cradle. 😅
Perfect Dark handles it kinda cool in how it connects that vent to the area below it with Facility/Felicity.
Great video!
It’s so true though like as a kid, you have so much “wonder” and “awe” about the game, then that wonder gets replaced with the truth of why things are the way they are, and that amazement disappears and you’re just like “oh..”, and it becomes cool as like a design knowledge, but the “fun” is kind of gone, kind of like life itself, story of Santa Claus is there to capture that same element of mystery
Is there any possibility we get another fireside story soon? It’s by far my favorite content you make, the cowen hames one is an all timer. I’d love to hear about drama, fights, conspiracy, inside info of the elite from the decade + you’ve been involved. Maybe even have a guest appearance or two. Honestly, just any fireside story would be unbelievable
Yes, I'm hoping to re-record the N64 Iceberg by the fireside within the next month or two.
These are awesome, please keep doing these, maybe as a regular series, the speculation about why things are the way they are and sharing the theories we came up with as kids are probably my favorite parts
5:36 - I have NEVER noticed those vents or beakers! I got this game new on release day, played it so much ever since, still got my almost complete saves and my 19 or 21 second plane stage fastest run...lol
This is a great vid. Back when this game came out, i looked over every nook and cranny thinking odd-job and mayday were hidden somewhere ( the game manual said they were in the game) that and being the 90's there was all sorts of school yard rumors, but this is all interesting stuff iv never seen before. Fascinating.
At 5:47 I have literally never noticed those vents and flasks up there. This video was my first time seeing them.
16:20 Did NOT know about that BA. Wow.
There's something eerie about seeing some of these places from an angle you were never meant to see
Always a treat when a Goose notification pops up!
Thanks for all the Nostalgia, Goose. I've been loving following you these past few years. Keep it up, my man!
When it first came out, one of the kids in my school kept saying the second vent in Facility was where Alec Trevelyan came in at and if you were fast enough, you could see his character fall down into that vent.
😂 Kids are funny
I think a lot of what makes this game great, is that Nintendo really wanted gamers to “explore an open world”, so with that in mind, good gaming companies like rare, created the world first then the missions, so the game doesn’t feel so linear, this added to the vibe that you’re like walking around someone’s house without them there in each level, added to the covertness as well, so you will always find something in the level and be “curious” what’s over there, meanwhile it could just be nothing, as they “boarded” it up a bit as it became too unnecessary
THE GOOSE IS LOOSE! Who can possibly stop this guy with all this momentum he's building up?
You don't need moon jump to see the door on frigate. There's a nearby staircase, crouch at the top of it, walk down it (you'll actually float above it) until you clip through the wall. At least, that's how it was on N64...
The Russian text in Facility transliterates to "vadko" instead of vodka. The same text appears on crates in Train. This may have been a developer oversight, or (I'd like to believe) it was an attempt to avoid any actual reference to alcohol in the game, however obscure it might be.
It was 97, they probably just translated it poorly tbh lol
...They mentioned in one of the "making of Goldeneye" that Nintendo told them they had to change that... even though it was a rated T for teen game... Nintendo apparently A didn't want a game to entice kids who might easily translate about hard liquor and B publish a game where a culturally insensitive thing like that is presented the message being as if ALL Russians are alcoholics who love & stockpile their vodka (even though it's ok to shoot and kill them ? haha I'm sure it's most likely A)
@@roseb3556 Google translate failed
That undiscovered door in Frigate actually leads to my home gym.
Great video! I hope you continue the N64 iceberg also
I will, just gotta re-record it to improve audio.
There’s an in game button combo where you hold and spin and jump back up in the vents. I can’t recall if it lets you on the other side or not without GameShark but it for sure jumped up back up there
C left and spinning left on thumb pad?
@@allenlaw7746that sounds right!
This was a fun watch. Great video man
I remember I once explored the vents on Facility using the slayer in Perfect Dark. You can even fly out of bounds by going up out the top of the vent and blow up your friends through walls.
It would be so amazing if someone built out these levels and gave us the spaces that we always imagined we could go.
Like those counter strike golden eye fan maps
0:21 Xenia: AYHO SILVER AWAAAY!!!! Man, I remember the times I would plant explosives on the walls or on the floors, just so that I can detonate them and watch the dudes fly off, I died laughing my ass off.
I love how this guy sounds like Brian Posehn. This vids also bring back nostalgia. I remember using the game shark to see some of these places. Good times :)
5:35 woah, I’ve never even looked up there at those… so crazy 😂 !!
I always love these videos. I tried many times to get over the vent in Facility but I figured there was indeed an invisible wall there. I've used cheat devices to explore outside maps a bit back in PS2 days like on NightFire 007 but I don't recall finding any surprises. Just that going outside walls causes strange rendering were multiple old frames are still visible to cover the void outside the map.
If I recall in a documentary somewhere. The team that made GoldenEye N64 were actually new to programming. Personally I think they have done a great job with progressive unload and loading areas while the player is moving between sections by portals. It helps illustrates how games work efficiently with older hardware. It amazes me how a team that's new made one of the best games ever made. I don't think developers nowadays use this technique as efficiently as they used to though.
I have a really distinctive memory of playing the Dam level as a kid on the original N64
As you spawn in and take control of bond
Turning directly behind you in a gap between the dam wall and the metal gate, you can see between the scenery and standing was an idol baron samedi from the bonus secret level
It only sticks with me because I remember so clearly wondering why he was there , I have no idea if I had cheats on or not as I often played with dk mode paintball all guns etc
But that memory always sticks with Me 😮
That sounds like a nightmare more than anything!
I would freak out if I saw Baron Samedi randomly stand around in some unexpected place like that.
Reminds me of the time I was playing Kirby's Adventure on the nes, and a knife appeared out of the bottom left corner of the screen and slowly floated over to the special effect box and slashed it
😮😮😮 for real??
Amazing. Love your videos, Goose!
Always love a new Goose Goldeneye video!
Super interesting exploring the levels in that way. Would be great to see more. It explains why things look how they look in the normal game and glitches etc. Thanks. Great vid as always.
Man, thanks so much for all your dedication to this game! It's greatly appreciated!
Always ready for this type of content! It’s satisfying and fresh
not many people know this but on facility there is beta wall tiles left in the game ! i was reading about it on the internet,it’s near where those beakers are above the vent , some of the wall tiles were from the beta version, im guessing they got left behind in development of facility level😅
Goose, you could do this for every nook and cranny of the game and I’d watch it. No matter how long the video would be. Please do more. We need to see more of Goldeneye from these perspectives. Also loved what you did for the Bank level in TWINE. Jumping up to that balcony area. I’ve thought it would be cool to get there somehow, and you went and did it. It was amazing. Please do more.
Fascinating is a good word to put on this video. All very weird and curious that the devs made the game the way they did.
I wonder if the frigate secret doors were involved with some dropped plans for the level, involving forcing bond on different paths depending on the difficulty level. Similar to how perfect darks deep sea level works. And they needed somewhere to store the extra doors so just put them above the level where normally wouldnt be seen. But if they had planned this it was obviously never used.
8:04 I knew Goose cheats in speedruns. Where's Karl Jobst? Hello CARLLL!! Nowhere to be found of course. Corruption at its highest!
That’s funny how the guard is still shooting you while you’re defying the game physics
Thank you Ryan I learn something new everyday :)
i enjoy very much the out of bounds type exploration in games, always have. good series, ty goose.
Notice how Frigate water from above doesn’t look cross stitched to hell, great design
Remember there’s vents below near the soldiers, might have something to do with it
love these vids dude, been watching for years. I wonder if boundary break has ever messed with it?
I suspect the hidden above doors on Frigate used to be actually be there at one point in development but removed later on to keep the level design more fluid instead of “stop, open door, stop, open another door, stop, open another door” a-la SWAT Simulator or so.
Again, speculation, but circumstantial evidence for game dev design choices and changes- the leftover/oversight artifacts like these lend to why I think you can find stuff like that.
I love these types of videos goose. Keep it up!! I’ll watch every one of them
I bet that pillar led to the door, maybe a last minute idea that got scrapped, perhaps doors were built before rooms
Another Goose classic! This will definitely need a part 2, maybe even a 3.
You could always go to the other side of the vents by playing multiplayer and going back up to the vents by jumping on another players head, you're about 20 years late.
You can get back up without another person. I recall it being something like crouching then strafing and turning in a circle. You pop back up into the vent. Been like 25 years since I did it, but it was something like that.
Yeah, this guy is demonstrating his ignorance. So he learns one cheat code and tried some experiments.
You get back into the vent by standing on the toilet, pushing the stick one way and pressing the strafe in the opposite way.
I don't care for this hack, and this is the first time I've seen his stuff.
I've typed this whole comment, and he's *still* wishing he could look further in the vent.
Blocking this clown now.
That trick - which didn’t require another player - enabled you to get *back into* the vent, but didn’t enable you to get *to the other side of* the vent
Funny how you say the game never intended you to see the vents they’re not finished, reminds me of the moon, it’s the only object in the sky we can actually observe with our own eyes without harming our eyes, and it’s freaking stares at us with the same side of the moon all the time lmao, like it was designed to just show one side, little insane
13:50
Funny that if you place Proximity Mines there and go up the level where the doors were programmed to be, the mines explodes lmao
Hmm I used Game Shark Pro and didn’t know about a moon jump, but I did do the clipping code and went to the building in the Dam
Maybe if you enable moon jump with the anti clip code you can jump “thru” the “walls”
Goose please do Train. It’s my favorite stage because of how crazy liminal the outside is. I wanna see how far those mountains go.
I tried Train briefly and the game immediately crashed. It might be too laggy to pull off the Moonjump. But I will try again at some point!!
Really interesting considering there is no jump feature in the game
Ladies and gents...the Goose is Loose. With another banger video!
I am already anxious to see what you find next! 😁
silo is very interesting there’s a vent at the bottom of the start of the level where bond was originally going to start the level 😮 i read it on goldeneye fan site think it was dstar or something
I have a video from last year, specifically about Silo, where I explore this!
Great series! Very interesting! I was really curious to know how far away are these mountains far in the desert in Kalimari Desert in Mario Kart 64. I passed a lot of time trying to find a way to get there but you cannot normally. I just wanted so badly to explore that desert and my imagination was going wild but you hit the invisible wall and get grab back on the road. I still didn't find a video which go outbound there.
I am not sure you can go all the way out there. They might just be a background image set far off in the distance. But I might see if I can find anything more about this... Mario Kart 64 is weird in that it's not very easy to "explore" with a free camera or other tricks.
@@GamerFolklore Ok great thank you! :) I would guess probably some 3 or 5 connected rectangles like a panel facing the course at the end of the ground. Ah ah!
I was in middle school and my friends Matt, Patrick, Eric, Ryan and I would play Goldeneye multiplayer for hours on the weekends. We would also play D&D. Anyone else have these great memories? The nostalgia is so real.
Its interesting how the game only makes assessable the areas you're supposed to be in.
Yes, it's one of the most strange things that hinders breaking the game too severely.
Skip to 5:00 to learn that there is nothing on the other side of the vents.
Good ol GameShark.. that takes me back. I had the one that let me 'create' codes, and no clip with levitate were a couple of my favorite codes to add for some of my favorite games, though they could be hard or finicky to get working properly. The code generator aspect, I didn't even know what I was doing so trial and error was leaving me fiddling with values and a lot of other whacky effects.
Would love to see a similar video for the other levels. Plus maybe an analysis of the multiplayer levels to!
I want to know why Caverns in Multiplayer is the only Multiplayer map with an exploding barrel in it.
Theoretically, the reason why you can't go through the top Silo door is because of the moon jump code. Bond's positioning in the level does not change as you still have to go through doorways and are limited by walls when moonjumping, but you get to see above his position. If a wrong warp was possible, you'd most likely be able to go through that top door as the warp would change Bond's positioning in the level.
man I was watching Nirvana the band the show and I couldn't believe when I saw you!
such a good show and good episode and good job by you!
Thank you, lmao! I had a great time with that.
Good now you the real Moon raker 😁
I love how more things are being discovered with this game
You could get into the other side of the vents by crouching and spinning holding L or R IIRC
Definitely do the other levels too. It'd be especially interesting to see out of bounds stuff on Egypt and Aztec.
11:54 you can get through the door if you have something push you, like an enemy's bullet hitting you from behind.
Great video, I'd love to see more along these lines!
Curious though, isn't there some way to open the Silo roof? I'd be interested to see if you can ascend out of there, and what if anything would be loaded or visible if you can.
Thanks for making this!!!
there’s nothing the other side of facility vents, i remember messing around with the cheat cartridge back in 2001, in perfect dark they made that metal grill open and you drop down to the corner at the bottom of the stairs 😅 and in multiplayer the simulants can drop down too lol
You should definitely explore that shaft in Control in the room you pick up the mines in. Maybe even the room where Boris disappears. I think there’s also a shaft or a vent in there, as well.
Another cool thing, at 09:52, made me think of this. I did not know they could shoot straight up, at you, like that, and are they visually shooting horizontally still?
I Cant believe you didn't add the hole in the ceiling in control! This was really cool
The game handles walkable areas with 2D meshes that the player is sort of "snapped" onto. Although you're able to fall in 3D space, the collision detection only cares about the floor directly underneath Bond. You can only move between floor meshes which are connected to each other, so anywhere without a floor mesh is effectively an infinitely high wall. This is also why you can't skip to the top of Silo since Bond is "standing" on the bottom floor mesh which isn't connected to the top one. This is why some zips work, since the floor meshes are connected but have a special "one-way" line which you sneak past with enough speed. You can see how the meshes are connected in the Goldeneye Setup Editor.
The floor mesh is also used for line-of-sight checks for the enemy guards. They can only shoot you if there is an uninterrupted line in the walkable floor mesh between Bond and the enemy. This is why they can't shoot you over railings but are able to shoot you from impossible angles over the staircases on Frigate.
I finally got closure on what was on the other side. Thanks Goose
Strange there isnt a way of hacking the rom in an N64 emulator to give yourself no clip or ghost to go through walls and freely explore everything
There are no clipping codes, but I have never gotten them to work! They are needed to do stuff like exploring the "Dam Secret Island".
I’d love to see more like this. This stuff has always interested me. I’d like to see if you can get to the bottom of Cradle and what’s down there.
I actually have a video about that from last year! Search my channel for the previous "exploring forbidden places in GoldenEye" video. It's about a year old. Cradle is (partly) in the thumbnail!
Cool video Goose. One thing I was curious about in the Silo mission is there is a platform and door later on in the level that you cannot access under normal means. I've always wondered what's beyond that door. Probably nothing, but might be worth checking out if you do another of these videos. Cheers.
Love these videos, i love just going around exploring all the weird stuff in goldeneye from the posters on the wall to things like this.. still fascinates me to this day... im sure in the silo level there is a secret walkway that you cant access anywhere in the level with a gaurd standing on it, i may be wrong about the gaurd but check it out..!
the pipe is properly labeled, vodka is just a big priority there of course
New goose!!! Woooo
You can cross the vent with an anti clipping code
Goose's Gamer Folklore: Have you ever wondered what's on the other side of the vent in Facility? Watch this video!
Goose's Gamer Folklore: Me too! I don't know, I can't get over there! ❤
It's extremely fascinating to watch a video about things that the player can't do in this game 😳
I kind of hope for a Part 2 (maybe even 3?) where some other maps are explored. I love things like this.
Back in 2019, when the Halo games were starting to all get ported to PC, starting with Halo: Reach, my personal favorite in the series, I found a mod early on to allow me to explore the multiplayer building canvas map called ForgeWorld, free of invisible walls and kill barriers. I streamed/recorded my fun and findings back then, too. I still have that 4 hour stream archived where I explored EVERY SINGLE INCH of that huge map, including the actually literally 10,000 meter tall "brute skull" mountain that is only ever in the distance. In that exploration, I developed the internal headcanon that Bungie would have worked on that map longer, and polished up more areas to build in, if they had been allowed to put more time into the game. As it stands, you can explore and build in about 10% of the actual map area.
Honestly fascinating stuff. Silly, niche, unnecessary, but fascinating and fun.