I'm a solar physicist and I thought it might be fun to give some genuine thought to the question raised at the end. For the record though, I'm at the end of my PhD and I normally study plasma flows in the solar atmosphere and their interactions with magnetic fields, I'm stepping well outside my actual area of expertise here, and I'm not coming at this with 30 years of experience in relevant work but I do know some basics. Worth noting for this, I don't know how accurate Yendis' location on The Elite is but I've used radiation monitoring data based on the location given there, though unless he's actually higher up in the mountains the general location in Norway, it isn't likely to matter. First it's unlikely to be caused by solar activity, especially not by gamma rays. Gamma ray emission is a core process typically, and by the time they reach the surface of the sun and can make their way to Earth they have lost much of their energy and are emitted as lower energy photons, often in the ultraviolet or visible light spectrum. The only time we would typically expect a significant increase in gamma emissions would be during strong flaring activity, and whilst I would still not expect this to be a likely cause of three seperate events I checked the dates on each and checked for corresponding space weather events and there is nothing significant matching for any of them. Cosmic rays, which are charged particles, can and do interfere with electronics. Again, I don't know how accurate the Elite map is, but he would seem to be in a very low altitude area if that is at all accurate, and in this case which would reduce his likely exposure to such events with the annual dose in that region being monitored as very low. It's also worth noting that we don't see this kind of unusual behaviour often despite millions of gamers, presumably with a significant number in similar geographical regions or even in regions with a higher expeosure and though Yendis might grind more than they do, but there's a lot of people playing a lot of games, and I don't know of any known instance of gaming being more prone to bugs. That said, there are terrestrial causes of charged particles, and these could be more local to him. Any local source of alpha radiation emission, maybe gas emissions from rocks or industrial processes, maybe something in his room, if his home is somehow experiencing an above average extent of alpha particles then that would be a possible explanation. Monitoring data does show a slight increase in radon measurements in that region, but nothing that isn't experienced across large areas of Europe, but if his particular home is somehow a hotspot then it's maybe possible. Otherwise, I don't think this is likely the answer either, though it is technically possible and it is known to happen and so would be impossible to rule out any individual instance being caused by such an event.
@@GamerFolklore well, since this is the science corner I'd add mine. As a nuclear engineer, I can tell you that a Uranium mine would not produce gamma rays in normal conditions. Ss for the alpha radiation instead, their travel distance is extremely short, so, even if Yendis literally left his cartridge over an alpha emitter, that wouldn't be enough to cause alteration of the circuit inside. I'd say it's more probable that, since he lives close to see (according to the elite map), early circuit corrosion might be going on either on his N64 or on his GE. Not to mention the obvious explanation for Facility: those scientists hate him so much, that some of them randomly pull off grenades during cut scenes XD.
Well as this is the science reply. I can put my input here to join the rest. As a software engineer I can confirm that some types of solar/cosmic events can and do flip bits in hardware. It happens often but usually gets caught by error detection and correction software. On older hardware (like the N64) it is more common to not have as robust error detection and correction. This actually happened once in the US when counting votes, it was determined to be a single bit flip due to a solar/cosmic event. The way they determined it was a single bit flip event was because the electronic counted votes were off from the physical counted votes by exactly 4096. In binary 4096 is special because it is exactly 2^12, so in order to alter the number by that amount. Only one bit needed to be flipped. This is also almost certainly the cause of the Super Mario 64 glitch (on the level tick tock clock, look for "TTC Upwarp" if you're curious) where a speed runner randomly moved to a higher platform in the level. To this date the only way its been replicated was through artificially recreating a single bit flip event like this. Studies by IBM in the 1990s suggest that computers typically experience about one cosmic-ray-induced error per 256 megabytes of RAM per month.
If Yendis lives somewhere with unusually frequent and plentiful snowfall, that can also cause some static electricity nonsense. I vaguely remember JayZTwoCents once troubleshooted an unstable PC from some guy deep in Alaska and concluded that was the most probable reason it was randomly acting up and resetting only in situ.
8:47 you can see Joris hits pause on one side of the door right after throwing the mine, then while the pause screen is coming up he "slides" through the door frame. That might be whats causing the issue. The pause may have messed up with the next room loading
@@CAMSLAYER13 As ridiculous as that sounds, it seems completely plausible, knowing the lengths that speedrunners will go to just to save a thousandth of a second lol
A number of these seem memory related. The Archives level select icon is definitely caused by that. Archives is the first image in the list of level textures, stored inside the menu (PwalletbondZ prop). Something must have managed to overrun just enough to corrupt it. The Facility mine is interesting. It's as though it was thrown in the middle of crossing between rooms. Perhaps the portal and stan tile (clipping) did not trigger at exactly the same time, and the mine was attached to the room ID of the hallway room, and didn't update properly while transitioning. Probably extremely tough to replicate. Statue is really bad for having room loading issues in multiplayer, which is why it was scrapped in the final release. It's possible that somehow that room's files didn't decompress into RAM right away, but that is not common at all for solo play. When it happens, it is usually just a flicker. The gas leak thing makes me think that a prop or props didn't load into the level correctly. A gas canister could have failed to load in, and the game reacts by believing it being destroyed. When that happens, it'd trigger the gas response. Why it ended up crashing could mean a lot more went wrong during the load.
Keep in mind you're dealing with not only extremely outdated and slow hardware, but it is also heavily worn out, being in very active use for more than 20 years. Most parts of the internal rigging and wiring is probably starting to loosen, causing faulty electrical transitions that result in corrupted data. To me it's actually the opposite that's surprising - how rarely these things seem to happen.
WRT to the mine, I think that the immediate pause in the original video is being overlooked. For a moment after he throws it, you can see the mine, but it disappears as he pauses the game. This is entirely speculation but I'd guess that mines have some series of actions that happens over a few frames for them to travel through the air and stick once they hit a surface, but pushing the pause button is processed by the frame before anything else, which perhaps destructively interrupted whatever is supposed to finally attach the mine model to the room after it collides with a wall.
8:09 Given the notes played match nearly perfectly with the strings in Severnaya 2, it seems like there's some kind of issue where the volume is undefined for that particular instrument/channel, so that the strings always play the same volume regardless of the volume of the other instruments, unless they're turned all the way off. Would be interesting to compare different recordings at many different in-game volume levels. Is it always the same pitch? Does it happen on a first load of the level or only after playing through others? Sometimes audio data isn't cleared correctly between particular tracks or when looping/restarting the same track. I doubt it would, but does changing the FX volume affect it?
This was honestly what I was going to say, as well. Furthermore, does that bit of music still play if the sfx are at zero, or lowered close to zero? It's entirely possible that that small bit of the score was mislabeled as sfx, and therefore adheres to the sfx volume parameters.
This sounds really likely and easy to test with an emulator. Using save states or other cheats it could be possible to make the game run through the same execution pipeline with that single variable changed and observe the differences.
@@Sowhycry the sound engine on the n64 is not hardware assisted and is entirely in software, as it is on the Xbox. My understanding of GoldenEye's audio engine is that each playing sound and tracked instrument in the score is given a priority and there's a queue where like so many of them can fit at once before mixing and effects are applied (it might be 8 deep). This means if too many high priority sound effects are triggered then less important instruments in the soundtrack temporarily drop out, which you might have experienced when lots of explosions are going off. I suspect that this string instrument track is mislabeled as environmental audio or has a strange priority and isn't getting the volume setting applied, if those are used as a way to differentiate before mixing samples in the queue (since sfx and music have independent volume controls)
As far as strange audio glitches go like the S2 one in this video, I also have one that has happened to me maybe a half dozen times in the perfect dark level crash site. The audio glitches to a static like noise, with sped up random guard voice speeches in a chipmunks like voice as if it was a cassette tape being sped up. (I know I'm old) this happens even when there are no guards around. Very strange and yet unexplained as far as I am aware. Here is a clip: th-cam.com/video/LoFyjIhglNQ/w-d-xo.html
WRT the "creepypasta note": It could be that the soundtrack data is being stored in a format that works similarly to a MIDI file, where there's a velocity byte for each note (or some other similar process of that nature). If there were some function to override the velocity-value of certain notes - or a bug in whatever system is interpreting such notes - then that might lead to certain notes always being loud regardless of the volume-settings. Full disclosure, I don't know anything about how Goldeneye was coded, I'm just a weirdo who fried my own brain by coding some MIDI comms systems, and that glitch specifically pinged my coder pattern-recognition.
I'm not an audio engineer but I am an electrical engineer that works on embedded processors, which may entail some signal processing and audio is considered to be within that realm :) Anyways, the way audio works in an N64 console is that it has multiple channels that behave like different instruments with different types of waveforms (sine, square, saw waves, etc.) One channel means one type of instrument (that is adjusted based on amplitude, phase, and other properties) with one type of waveform. I believe the N64 only supports 16 to 24 channels based on PCM (pulse code modulation... you have heard of FM, frequency modulation, for radio, right? PCM is controlled on the digital level and it's used for embedded processors). So my guess is that whoever wrote code for the audio for this particular level forgot to adjust gain (or amplitude of a signal) for one of those channels. When you turn down the game volume, you'll get one of those channels being agnostic to the other channels. Your theory of the MIDI file being janky is a good theory too and that could be another possibility.
That little bug reminds me of another game. If you play KOTOR2 on the Xbox 360 (Not the OG Xbox), generally while you're on Peragus (The beginning area), the music won't play, but randomly you'll hear this loud DUNNN-DUH! which generally plays when the music tracks switch to a different version. Peragus has a couple tracks assigned to it, and that thing is when the tracks loop/swaps.
With the Archives glitch, I know what's happening but not why it happened. The image compression for the stage is not pointing to the correct pointer in the code, so it's likely trying to decompress game code that's not actually an image, it's the reason why glitched or corrupted graphical data so often looks like tv static.
The N64 uses audio samples and midi/note data to produce audio, so whilst the samples themselves are compressed, it's not the whole track. I suspect the Surface issue is just a bug where that specific note or specific violin sample does not adhere to the Music volume value. It's essentially an audio code issue, but probably should had been caught in QA.
@@jamesknapp64 The short version is that the person who programmed the music forgot to tell the game to turn the violin sound down when you turn the Music slider down.
I thought about the same. That midi note seems the very beginning of the Surface music, so might easily be a piece of audio that doesn't "respond" to the in-game volume setting
I vaguely remember getting the gas leak glitch once, but that might be a false memory, or it might have happened while I was trying to make a mod over facility. Also, getting stuck on trev at the end of cradle happens to me a lot while playing with 60fps emulator, so I'm not surprised to see it occurs on console too. Truly strange and remarkable stuff!
If I had a nickel for every time Yendis encountered a never-before-seen glitch on Facility, I'd have 2 nickels. Which isn't a lot, but it's weird that it happened twice, right?
In the facility, you can break some hidden glass by using an explosive in the hallways near the starting area. It’s not in any room you can reach. I’d love to see the glass in a boundary break.
8:28 Well I'm no N64 expert but at least I know that the N64 has no dedicated sound hardware. All sound is synthesized on the RSP, the Reality Signal Processor, which is the same chip responsible for producing the game's graphics. Most games will have 16 to maybe 32 channels of audio mixed together to give you your soundtrack and sound effects. You could technically do more than that even, but then since the RSP is also responsible for graphics rendering you'd be sacrificing your console's ability to actually produce visuals. In fact, in regards to Goldeneye speedrunning, there's perhaps an argument to be made that some fractions of seconds could be saved by playing the music turned off, but that all depends on whether the music slider actually turns off the processing of the music, or just affects the volume itself while the RSP is still actually busy synthesizing the music. You could perhaps gain 1 or 2FPS in critical scenes where explosions happen or whatnot, that could translate in less lag, but without reverse engineering what the RSP is busy doing with the music on AND off, it's impossible to tell for sure. Anyway, what is happening here seems to me like the sound volume slider bar controlling all of the individual sound levels for individual channels and bringing them down to zero (or close to it), but somehow missing one channel unless everything is indeed truly turned to zero. You have separate bars for Music and FX, and each must be instructed to affect a specific set of those sound channels. What's left seems to be an individual sound channel of the music part still producing sound. If you overlayed this weird noise over the regular Surface 2 Music, you'd probably find that this lone sound channel lines up perfectly with the rest of the composition.
there’s a rumour that Xenia was hidden behind the frigate door and was meant to be included in the frigate level during missions involving a chase to the helicopter !
Man this was such an entertaining video! What is most interesting of all is that this "ancient architecture" of the 90s is not so complex or developed, so that even a simple rare anomaly could cause something noticeably different in-game. Imagine how many anomalies or glitches affect something that never shows up on-screen in a way we would readily notice or identify. It could be that these anomalies are more common, but only so many of them affect something in-game so crazy that we're all bewildered haha. So anyway, just wanted to throw a couple thoughts out there, sorry if I get wordy haha. I know very little to nothing about Goldeneye code haha these are just intuitive suggestions. Sorry if i state something obvious or already stated. "Schrodinger's mine" for example, that definitely has something to do with the doorway threshold. One thing he did was pause as well going through the threshold. He didn't pass away any guards from the main hall. So there could definitely be something going on with object properties and number of objects loaded per area, combined with the pause action. They programmed this game very well, but perhaps in the right combination of situations, there are things that occur which are un-planned, such as this mine and the properties of it in each area. So the mine is definitely there because it detonated. The only change is where it is physically represented depending on what part of the threshold you're in. I'm guessing something happened perfectly timed going through the threshold where the mine never received the full properties to be noticed and loaded just anywhere in the level, but for some reason certain properties were locked to certain loading zones. So weird man. The part of the Statue level not loading, this is truly bizarre. As you said, it seems to be affected by a loading zone or threshold. Also as you said, it's a wide open level, so there are no doorway thresholds. It's basically one big open landscape. Therefore I'm sure it's interesting how it is laid out in order to properly load what it should, because obviously it's not like the entire level is loaded at any one time, the 64 couldn't process that smoothly. My guess is that he crossed a loading seam, and simultaneously, a guard or something was crossing a different seam, and for a moment the game was confused about loaded objects and zones, and didn't register to load the proper graphics. Because as we saw, once he went far enough, everything cued properly behind him, and all was normal again. Just thoughts, I really have no idea haha. The "gas isolating area" Facility startup message. Maybe the weirdest of all. So it came up as he's loading a level, so for some reason that message was placed in the cue to show at startup. It's data from the same level of course. What needs to be figured out is why a message was cued at all during startup. Because it could be that , once it was cued that there should be a message, it had to reach for one to apply, and that is the piece of text it chose. We need coding wizards to look into this lol. What could cause an anomalous, unintended message to occur at all during the loading of a stage? All the doors unloading on Bunker 2. The unload precisely occurs when he passes away the jail guard. But a lot of things happen at once. The guard notices him, gives that stop or ill shoot message, gets passed away, and a KF7 are picked up all nearly in the same instance. I think the way the double-lean glitch through the doorway works, there must be something buggy there. Something about that speedy movement of the double-lean. Something different between where Bond actually is, and where the game detects him. When he passes away the guard, the game then properly recognizes Bond's location, but something happens with Bond's jail cell door when it tries to process Bond's location, and there is a conflict between door-state and Bond's location, and the resolution becomes that NONE of the doors load properly anymore. And no further confusing state of the game occurs again to either reverse this state or affect it otherwise. So obviously, something clearly affected the state of all the doors in the game by interacting only with the first door. I don't know if inside the cell and outside the door are separate loading zones, but if they are, that would seem to pinpoint the origin of the glitch, or where any anomaly could occur. Not sure if any of this is useful or not, but I must admit it is very intriguing to at least try to think about what causes such rare anomalies. I think we can safely assume that at a minimum, since these are all exceedingly rare, they do involve a combination of variables that just don't occur, even when trying. So I tend to think there are for sure precise triggers to these things, i.e. a guard HAPPENED to be exactly in the right spot, or a number of things the game is trying to process just so happens in a way that the game logic processes something it was not ready for. Mostly involving the timing of passing through loading zones and actions that may be occurring by Bond or NPC's during these threshold moments, coupled with loading objects and their properties. Thanks again for such a fascinating video, always appreciate all your Goldeneye and speedrunning content!
The gas bug and Statue things COULD be RAM/memory bugs. I recall the same thing happening to me one time on my cart. I had been trying for 5 hours or something completely non-stop trying to get the cheat code on Facility. So I had been restarting the level over and over and over. Then one time I got that message and my game froze. And the levels unloading like that weren't actually surprising to me, the surprising thing was that it's apparently uncommon... It happened often to me, if I had been playing for an extended (>4 hours) of play time. Rural country kid, didn't have much to do other than play Goldeneye all day lol
The trevelian landing on you and getting stuck in you is fixable by straffing while aiming. It happened to me and it works to get unstuck and trevelian is able to take damage again.
Something that you might find interesting. I bought goldeneye for N64 when it was first released in the UK, the game was factory sealed, when I opened it up and loaded up the the game there was already a created save file with all levels and cheats unlocked. Not sure how this happened and I’ve never heard of a similar story.
That is legitimately one of the craziest stories I've ever heard! I wonder if it was a dev's cart, or something like that. But there's no real good explanation.
@@GamerFolklore I really have no idea but I got from a high street store. I’ve recently watched a few of your goldeneye videos and thought you might find it interesting. Unfortunately back then there wasn’t anyone to ask about such things. I thought it was weird but cool at the same time.
When I was a kid, the rumor around my school regarding the locked doors on frigate was that the naked dead guy from the movie was behind it if you got it opened. Guess no one at my school had a GameShark lol
I found a crazy weird glitch in the Goldfinger mod of this game (N64 cartridge version). By nature of being a mod, glitches are probably far more expected anyway. But in the Shipyard level, there is in one area a row of large cement pipes laying horizontally on the ground (the ones you can walk into/thru). On the third pipe however, if I move thru the pipe holding down a C button while facing the wall at just the right angle, I end up exiting the other end with Bond instantly like 50 feet in the air above the ground before falling back down. Very bizzare, but not rare at all since I’ve noticed I can replicate it pretty much anytime I play the level.
I specifically remember the gas leak glitch as a kid, I know it happened because it was the weirdest thing I ever experienced in Goldeneye. I cant remember if it froze or not.
To clip out of a section of map, it’s probably because of slowdown in loading, and then it can’t find where bond went to load the rest, it’s better than crashing entirely I guess
Although Yendis' gas leak doesn't make any sense the crash definitely does. The freeze on facility is at the trigger for the game to place Dr Doak in the level. It's most likely that the game somehow failed to spawn in the gas cannisters, and coped with this failing, but then couldn't cope without spawning Dr Doak (very understandable). I thought the Bunker 2 ending automatically opened the final door which would also explain why it would crash since the door isn't there, but it doesn't so that's still a mystery to me.
The uranium theory might actually be feasible. I think the bedrock in Norway is in many places similar to here in Finland (granite with very little sediments on top), and radon gase buildup in basements is an actual issue here that has to be taken into account when designing buildings in certain areas where the bedrock has high uranium content.
About the music one: here's what could have happened: - After recording the musics for the levels, the devs weren't satisfied and asked the composers to enrich the compositions at the last minute before release. - The composers did not keep the original files and couldn't alter the delivered music, so they provided an extra track to play on top of the original music files. - The developers, when they implemented these additional tracks, forgot to apply the volume set by the player to them...
Good to see you back Goose! been rewatching alot of speedlore lately I've been trying to find the episode where you talk about John Kaleta I can't remember which episode it was on
You don't pass someone away. That phrase is intransitive and doesn't take an object. To pass away is to die, and to die is not to kill. If you can't or won't just say KILL, use a synonym or euphemism for that: do away with, dispatch, anything not as ridiculous as this.
There's a good Veritasium video "The Universe is Hostile to Computers" where they go into cosmic ray bit-flipping affecting Mario 64 runs, similar to the last theory. Mario segment around 11:30 in
It's totally possible to live in a place that has more gamma radiation. All you have to do is either be in the North Pole or live very high up. I'm leaning more towards though his power coming to his house is very dirty. Not a good sign wave
I believe the audio on S2 happens because there is a separate audio track playing behind the music that sort of carries or augments the notes with a harmony at certain points and that still continues to play at normal volume despite the main audio track being turned down to say 3% or so
About the music one... since Midi songs split every instrument in different tracks and play them live, it sounds like the track for the first instrument starts playing on the standard volume despite the fact that the player turns down the main volume. It could be explained by a series of flaws, maybe the track for the first instrument here isn't linked to the function that binds the tracks to the player volume setting (I read someone saying that the devs might have added some new instrument tracks at the last moment, that could make sense) or simply a coding mistake. In any case, what we can hear is the Midi track of the first instrument not being bound to the volume setting set by the player.
At 12:59, you can actually see the grenade smoke from where it exploded in the ending cinema. This is even more confusing, because its in the corner, meaning that trev dropped a nade there and got stuck somehow. Did a guard block his path?
radioactive radium gas emission is real and is an issue in houses in some areas as it leaks up from the ground. so he might be over a large amount of granite,
I’ve had a few unique glitches myself: 1. You know about the cartridge tilt. Sometimes on my N64, everything seems to go well and then suddenly Bond twitches once, like someone quickly tilted the cartridge. No guards were affected. The game still played normally afterwards but then at the end of the level, my game crashed. 2. If I place my cartridge in the console a certain way, the game loads but the save files are non existent, like it’s a completely fresh cartridge. I load up a game of Dam but for some reason no music is playing. After beating the level, the game doesn’t even register as a mission complete and so I’m stuck at Dam. 3. I once had a game freeze. Normally all sounds stop playing. But when my game froze, the music kept playing.
I'm pretty sure I've had the Trevelyan clip happen to me before. I remember taking extra care to not get ahead of him, and let him get into his final position so nothing weird would happen at the end again.
Very cool! Love these. I just did a Top 10 Hardest Missions in Goldeneye, 00 Agent of course! Haha nice transitions, they’re silly and great. Need to learn how to edit like that
N64 uses Soundfont sample banks. Samples in soundfont support inter-sample looping which you can use to prolong a sample so that it plays longer than the sample actually is to save memory. This was a pretty standard method of sample management from the late 80 to the late 90s, where samplers had very little sample time and cost about 10.000 $. If you combine the looping technique with a volume envelope and find perfect loop positions you can use this to create longer sounds with smooth decays. You can actually hear the loop cycling in that sound. You wouldn't notice it with the rest of the instruments since it would probably rhythmically in sync within the arrangement but it's clearly audible if played back in solo. Long story short: this "strange" sound is a one-shot string sample which I believe is part part of the intro sequence of the level. I don't know why it's triggered though. Could be that the volume slider is actually bound to midi velocity and that the sample is triggered at such a low velocity (if not 0) that it actually plays back.
6:27 - It sounds like the music that plays when the player completes Surface 2. It plays during the cinematic when Bond enters the Bunker 2 and gets captured by the guards. 8:36 - This reminds me of the freeze trick that speed runners use in Soul Reaver. It looks like it's related to passing through a portal as they throw a mine and open the Q-watch menu at the same time. 9:56 - I think this may had opened with me many years ago when I was messing around with in-game cheats. Could be a memory leak when the game has been on too long. Or perhaps it's related to the smoke glitch which I think was caused when blowing up the ceiling screens in Bunker 1. It has been a while since I last messed around on the game though. 17::04 - Did he try returning to the starting jail room - like the actual cell Bond starts in? I really enjoy watching these mysterious clips.
I have played this game quite regularly since like 1998, and I am actually not sure if I have ever seen any particularly strange behaviour anywhere, except maybe the "ghost door" on Archives. This really is an impressively stable game. I do of course know about the thing when you tilt the cartridge so that people in the game start spinning around, although that glitch is clearly done on purpose.
Whenever a speedrunner encounters some one-a-billion, amazing new glitch, they usually start thrashing around, jumping and shooting, so the glitch goes away and they lose any chance to examine it further.
A bit late to the party, but I have a theory about the notes on Surface 2. Those strings specifically happen to have a volume curve when they start, so they come in slowly fading in instead of abruptly. When games deal with MIDI data for music, like Goldeneye does, the way they do volume for them is either by changing the volume of every channel and adapting the volume range to a lower top value so the volume is always lower, or by dynamically changing the velocity of every note the MIDI file has. GoldenEye seems to do the former. So, volume values can range from 0 to 127, but if you were to put the volume lower, it will limit it to 10 instead of 127, making every instrument quieter. I think what happens here (and a similar phenomenon, although unrelated, happens on the PC game Descent in which if you pause the game, the game just set the volume values to the minimum, but for some reason some instruments still play on regular volume and you can very faintly still hear some of the song playing) is that there's a lot of volume change commands on those strings in the song, made to simulate that fade in effect, which makes the game to not impose that volume restriction so the volume values exceed the maximum for whatever volume you set in the menu, so they play on the same volume they'd play if you have the volume all the way up. I'm pretty sure there's gotta be a few other instances in the game with other songs in which that could happen.
The statue level 'disappearing' happens quiet often in multiplayer. Of course that level isn't normally available to play but was one of two levels with spawn points, weapons etc. being programmed in (Cradle being the other). A simple Game Shark code, 8102A8F2 0001, can grant access. The way the game loads areas, the disappearing part is that it he was passing through and intersection of three areas, especially a three way portal as described. The player moved into one area where as the game simply loaded the wrong view list. The game uses a simplistic method of loading/unloading areas based on generic areas. This is why the few out of bounds instances will generally have a single or two rooms loaded at once. One of the debug Game Shark codes will actually display what room the player is currently in. The Trev clip is special because his movements are generally scripted vs. normal AI movement. To further compound things is that Trev has periods of invincibility inside that script. It is possible to do the same in Facility and Aztec but you can defeat the guards there and move on so it has likely been seen before but passed under the radar as gamers just moved on. The audio issue on Surface is likely an artifact of the MIDI style mixer. One of the instruments has a more dominate volume and remains when the other instruments can no longer be heard. Spooky but a mundane explanation. The gas leak detected glitch is likely corrupted memory based on the game crash at the end. However, it should be able to be recreated in a different manner. Using a 2.x control scheme and blowing up a gas canister during the intro cut scene should trigger the leak at the beginning of the stage. As lyerbeth points out below, it could be a bit flip from a cosmic ray and there have been instances of this actually happening. The city Schaerbeek, Brussels in 2003 recorded a bit flip for an election result with cosmic rays being the probable explanation. Google has also done a study regarding ECC memory which is a type of server memory that can detect bit flips with cosmic rays being one of the causes and how frequently they're an actually cause of a bit flip (spoiler: most recorded instances could be traced to a bad memory chip early in operation). The Archives glitched icon is likely a similar memory issue. Facility OoB is unique. I've heard of it in a few places and experienced it myself on Train twice. Bunker 2 removal of doors is interesting not because of removing the doors but an entire class objects from the level. One of the lesser known things is that doors are indeed objects in the game world and can be destroyed. The last door, the one made of glass is a different type of object than vanilla doors else where in the level.
When I had seen your video about the out of bounds on train, it reminded me of an incident as a kid when me and my brother were playing multiplayer on facility and one of us had clipped out of bounds. But I remember the train clip had some skepticism about it being real and since I hadn’t heard of any other out of bounds, I was questioning if it had even happened at all or if it was just a false memory. Seeing now that there has been a few other out of bounds clips, even one on facility, it’s making start to think again that it actually did happen to me and my brother Edit: the clip I remember was at the moment you fall out of the vent into the stall, but I remember the character (don’t remember which specifically) had fallen onto the wall of the stall rather than onto the toilet
Before you leap over to solar rays, I'd say it's much more likely to be due to the long play sessions of speedrunners. They are more likely to encounter overflow glitches, stale RAM glitches, and also heat related glitches.
I've had a out of bounds glitch in Facility once. But it was in multiplayer, when playing with friends when we were kids. All three of us were spamming grenade launchers in the tiny room between the two doors when going out of the toilets. At some point, one of us was just sent quite far out of bounds.
Always has been my favourite game! Even after completing the story, still so much fun to have. I just wish theres more Bond games like this just obviously different missions. :( this was a masterpiece, and still holds up today!
Some funny things can happen throwing mines/bugs etc from very near a doorway because you can be in one room while the object can spawn into the other room. When I've done it on frigate though the bug never realises that it left the original room and so it just falls through the level forever. I'd guess the cause of this weird mine is more to do with the massive lag spike from pausing, because the mine takes 1 frame to travel into the other room and stick to the wall. Maybe it never took note that it was in the other room.
About the Schrödinger's mine: I think it's because of the way that display indexes are calculated in 3D rendering. Some lag at the wrong moment could have made the mine stick a bit too deep into the wall, superposing them almost exactly on top of each other. When 2 flat objects are on top of each other, it's not easy to know which one should be in front of the other from the camera's POV, and the result of the calculation will depend on the angle at which you are looking at the object. When the player on the video walked through the door, he was changing the angle of view of the mine, therefore potentially altering the result of the display index. This is an issue you find even in modern games, albeit rarely. The Playstation was notorious for having a lot of these, due to its very imprecise rendering that gave it its distinctive "shaky" polygons.
We always used to glitch floating mines on bunker level multiplayer. If you threw one on each monitor in the big room plus one on each centre section of the bracket and triggered them it would often mean subsequent mines just floated wherever your character was when they threw it
I imagine a future video: "Should this be banned ? Has speedrunning gone too far and lost it's meaning ? " Featuring some speedrunners doing runs in uranium mines wearing full HAZMAT suits with a geiger counter in the corner of their streams.
My theory on Yendis: each gamer has their own way of playing; quirks and the way they input commands on the controller regularly. You can created glitches with inputs. Could be just the way he plays he ends up creating some glitches as such. I would hazard at the least it would contribute to it.
Hello Goose's Game Folklore. I was wondering if you could cover a boundary break on the 'Train' level just to see where the train tracks really end after you escape the train with Natalia. Have a pleasant week!
The creepypasta note may be explained by the game's sound engine not being able to use enough instruments to get that sound on top of everything else, so the designers may have decided to put part of the music on the SFX layer once, since the game doesn't loop the intro of this track.
One theory of the "music 5% volume" is that the dev added a "MUSIC" type of sound playing in the background to tell the dev OR even the player that there is still "Music playing" if you forgor about the music. As an indie gamedev I pull those trick for me just in case I forgot something in the code. It might be a "Dev" sound that they forgot to remove. or even they added just for the player to "understand" that there is still music.
I worked for NASA for ten years including some involvement with missions that study the fields and particles emanated by the sun. It is true that the Earth’s magnetic field channels high energy particles towards the poles of the Earth. This is why we see the Northern and Southern lights. It is also true that these particles disrupt the operation of electronics in space. We have to shield electronics on spacecraft very carefully due to this. Whether this could cause higher than average rates of bit flips or other disruption in consumer electronics on the ground at northern or southern latitudes is a very interesting question.
Coming from a basic computer science background: The creepy audio might just be that the song is composed each instrument separately upon level load but only one instrument forgot to be multiplied against the non-muted volume limit. If the song had to be composed on the fly like this then making changes to the code can often result in missing a thing or two. This instrument is played infrequently and so it was likely at the end of a list of instruments and by human error, forgotten. Being able to see through door portals to unloaded areas has to do with the camera's near-clip-plane for rendering field of view being placed just an inch in front of the player, outside of the door. Out of bounds on facility was just the consoles inability to load the portal to the next area before the player passed through. This could be due to low frames per second or, if really cutting it close, loading the level during a system internal hardware "ticking" clock reseting. The mine being thrown through the door might be replicated if the player pauses while passing through the portal. With portals, there's two players, two facilities, two mines, and well two of everything as you pass through. The instructions to render or collide with the mine were never passed as parameter as the game never noticed that it needed to be properly instantiated in all aspects. The mine only existed in universe 1 behind the portal yet is still drawn last after the level polygons as to appear on screen only while in this universe 1. Lastly for bunker doors, static information like music, textures, controls, and level layout are stored statically on a stack, while instantiated objects like enemies, doors, tables, and ammo crates are generated dynamically on the heap. Assuming the heap was implemented correctly, then there was simply not enough room for these objects to be instantiated. It seems that NPCs and guns are instanciated first before certain doors and desks. When things are dynamically instantiated, they also have to be dynamically released, and it's common for not everything in memory to be freed. If you play long enough, and perhaps one single gun was never properly unloaded, then over the course of your playthrough you'll run out of random access memory. Perhaps exiting a level so fast was enough to destroy the level scene before the heap was properly cleared.
I had the door hitch happen while messing with the GameShark back in the day, on a few levels. I couldn’t tell you what codes I had enabled but it was a certain combination of GameShark and in game cheats that would occasionally result in doors just being gone.
I suspect it is a memory leak for the facility gas, since you have to blow the tanks to finish, if it stayed in the memory on a reload but you haven't yet blown the main tanks, triggering the objective, it could assume you destroyed the other tanks and load the message/gas effect.
@@GamerFolklore another top video, hope they just keep happening! I think going ahead as carts and hardware keep degrading we could see some very strange stuff and glitches that just can't be replicated reliably.
@@wills4141 that’s why there will always be everdrives then you don’t have to worry about cartridges degradation ,also new capacitors means the n64 stays healthy for generation to come lol
Memory leak is the wrong term, but yeah, the game probably failed to reset the flag that indicates if the tanks were blown. (A memory leak is where you consume more and more memory)
It seems like the game can internally lag sometimes. The memory takes more time than it should, and when it's called it just has its pants down in points. That's just a guess though. This would maybe help explain things that happened to Yendis, as well as what happened to the British runner in Statue with the map forgetting to load, and the same with the shrodingers grenade where the game forgets to apply the grenade to the second room before the pause.
The music at low volume thing, my guess would be that there's a certain instrument in the track that isn't addressed to respond to the music volume slider. So you are hearing just one instrument/note because it's still at full volume. And if you can't hear it when the slider is all the way down, there might be a separate set of instructions for a complete mute which they did remember to apply to that note.
I'm a solar physicist and I thought it might be fun to give some genuine thought to the question raised at the end. For the record though, I'm at the end of my PhD and I normally study plasma flows in the solar atmosphere and their interactions with magnetic fields, I'm stepping well outside my actual area of expertise here, and I'm not coming at this with 30 years of experience in relevant work but I do know some basics. Worth noting for this, I don't know how accurate Yendis' location on The Elite is but I've used radiation monitoring data based on the location given there, though unless he's actually higher up in the mountains the general location in Norway, it isn't likely to matter.
First it's unlikely to be caused by solar activity, especially not by gamma rays. Gamma ray emission is a core process typically, and by the time they reach the surface of the sun and can make their way to Earth they have lost much of their energy and are emitted as lower energy photons, often in the ultraviolet or visible light spectrum. The only time we would typically expect a significant increase in gamma emissions would be during strong flaring activity, and whilst I would still not expect this to be a likely cause of three seperate events I checked the dates on each and checked for corresponding space weather events and there is nothing significant matching for any of them.
Cosmic rays, which are charged particles, can and do interfere with electronics. Again, I don't know how accurate the Elite map is, but he would seem to be in a very low altitude area if that is at all accurate, and in this case which would reduce his likely exposure to such events with the annual dose in that region being monitored as very low. It's also worth noting that we don't see this kind of unusual behaviour often despite millions of gamers, presumably with a significant number in similar geographical regions or even in regions with a higher expeosure and though Yendis might grind more than they do, but there's a lot of people playing a lot of games, and I don't know of any known instance of gaming being more prone to bugs. That said, there are terrestrial causes of charged particles, and these could be more local to him. Any local source of alpha radiation emission, maybe gas emissions from rocks or industrial processes, maybe something in his room, if his home is somehow experiencing an above average extent of alpha particles then that would be a possible explanation. Monitoring data does show a slight increase in radon measurements in that region, but nothing that isn't experienced across large areas of Europe, but if his particular home is somehow a hotspot then it's maybe possible. Otherwise, I don't think this is likely the answer either, though it is technically possible and it is known to happen and so would be impossible to rule out any individual instance being caused by such an event.
@@GamerFolklore well, since this is the science corner I'd add mine. As a nuclear engineer, I can tell you that a Uranium mine would not produce gamma rays in normal conditions.
Ss for the alpha radiation instead, their travel distance is extremely short, so, even if Yendis literally left his cartridge over an alpha emitter, that wouldn't be enough to cause alteration of the circuit inside.
I'd say it's more probable that, since he lives close to see (according to the elite map), early circuit corrosion might be going on either on his N64 or on his GE.
Not to mention the obvious explanation for Facility: those scientists hate him so much, that some of them randomly pull off grenades during cut scenes XD.
Well as this is the science reply. I can put my input here to join the rest.
As a software engineer I can confirm that some types of solar/cosmic events can and do flip bits in hardware. It happens often but usually gets caught by error detection and correction software. On older hardware (like the N64) it is more common to not have as robust error detection and correction.
This actually happened once in the US when counting votes, it was determined to be a single bit flip due to a solar/cosmic event. The way they determined it was a single bit flip event was because the electronic counted votes were off from the physical counted votes by exactly 4096. In binary 4096 is special because it is exactly 2^12, so in order to alter the number by that amount. Only one bit needed to be flipped.
This is also almost certainly the cause of the Super Mario 64 glitch (on the level tick tock clock, look for "TTC Upwarp" if you're curious) where a speed runner randomly moved to a higher platform in the level. To this date the only way its been replicated was through artificially recreating a single bit flip event like this.
Studies by IBM in the 1990s suggest that computers typically experience about one cosmic-ray-induced error per 256 megabytes of RAM per month.
If Yendis lives somewhere with unusually frequent and plentiful snowfall, that can also cause some static electricity nonsense. I vaguely remember JayZTwoCents once troubleshooted an unstable PC from some guy deep in Alaska and concluded that was the most probable reason it was randomly acting up and resetting only in situ.
As an idiot I can say I didn't understand a single sentence in this thread
Maybe he's just using a game shark
"gas leak detected" was a warning to Yendis about an actual gas leak sending gamma rays into his cart
Still can’t get over that bs. “Cosmic radiation white noise”
damn, chills.
We need a video about your Aztec run! This man is truly a legend folks, casually gets an untied pre-stream just hanging and chatting, very remarkable.
No way. I didn't hear about this! I'll have to go check the VOD.
8:47 you can see Joris hits pause on one side of the door right after throwing the mine, then while the pause screen is coming up he "slides" through the door frame. That might be whats causing the issue. The pause may have messed up with the next room loading
pausing causes a bit of lag, which might have warped him through the loading zone in a way (not fully just sort of) and this would actually make sense
I can undeniably say I have NOT seen any of these oddities before. "Where's the door!?" was my favorite.
I've had the stuck in Trevalyn glitch happen before but it's not that hard to make it happen.
Soon N64 speedrunners will be putting their consoles on hot plates, or surrounding them in radioactive material to trigger level oddities. 😂
The year is 2055, all speedrunning is done over an enriched fissile core to provide heat and radiation to randomly save a fraction of a second.
@@CAMSLAYER13 As ridiculous as that sounds, it seems completely plausible, knowing the lengths that speedrunners will go to just to save a thousandth of a second lol
Well why not? That was done with the Famicon
Hi AntVenom!
@@Phobos_Anomaly cancer speedrun
A number of these seem memory related. The Archives level select icon is definitely caused by that. Archives is the first image in the list of level textures, stored inside the menu (PwalletbondZ prop). Something must have managed to overrun just enough to corrupt it.
The Facility mine is interesting. It's as though it was thrown in the middle of crossing between rooms. Perhaps the portal and stan tile (clipping) did not trigger at exactly the same time, and the mine was attached to the room ID of the hallway room, and didn't update properly while transitioning. Probably extremely tough to replicate.
Statue is really bad for having room loading issues in multiplayer, which is why it was scrapped in the final release. It's possible that somehow that room's files didn't decompress into RAM right away, but that is not common at all for solo play. When it happens, it is usually just a flicker.
The gas leak thing makes me think that a prop or props didn't load into the level correctly. A gas canister could have failed to load in, and the game reacts by believing it being destroyed. When that happens, it'd trigger the gas response. Why it ended up crashing could mean a lot more went wrong during the load.
Keep in mind you're dealing with not only extremely outdated and slow hardware, but it is also heavily worn out, being in very active use for more than 20 years. Most parts of the internal rigging and wiring is probably starting to loosen, causing faulty electrical transitions that result in corrupted data. To me it's actually the opposite that's surprising - how rarely these things seem to happen.
The facility mine... mines can be seen even in unloaded rooms.
It seems to crash the moment it would've displayed that guard in the stall...
WRT to the mine, I think that the immediate pause in the original video is being overlooked. For a moment after he throws it, you can see the mine, but it disappears as he pauses the game. This is entirely speculation but I'd guess that mines have some series of actions that happens over a few frames for them to travel through the air and stick once they hit a surface, but pushing the pause button is processed by the frame before anything else, which perhaps destructively interrupted whatever is supposed to finally attach the mine model to the room after it collides with a wall.
I'm going into the setup editor later to remove one of the gas tanks to see if this is the cause of it I'll make a video.
8:09 Given the notes played match nearly perfectly with the strings in Severnaya 2, it seems like there's some kind of issue where the volume is undefined for that particular instrument/channel, so that the strings always play the same volume regardless of the volume of the other instruments, unless they're turned all the way off. Would be interesting to compare different recordings at many different in-game volume levels. Is it always the same pitch? Does it happen on a first load of the level or only after playing through others? Sometimes audio data isn't cleared correctly between particular tracks or when looping/restarting the same track. I doubt it would, but does changing the FX volume affect it?
This was honestly what I was going to say, as well. Furthermore, does that bit of music still play if the sfx are at zero, or lowered close to zero? It's entirely possible that that small bit of the score was mislabeled as sfx, and therefore adheres to the sfx volume parameters.
This sounds really likely and easy to test with an emulator. Using save states or other cheats it could be possible to make the game run through the same execution pipeline with that single variable changed and observe the differences.
@@jordanroherty4483 Ok I can confirm on the Xbox Version of Goldeneye with both no music or sound fx the note still plays unchanged or altered.
It actually sounds like the Surface 1 song. Same pieces of music.
@@Sowhycry the sound engine on the n64 is not hardware assisted and is entirely in software, as it is on the Xbox. My understanding of GoldenEye's audio engine is that each playing sound and tracked instrument in the score is given a priority and there's a queue where like so many of them can fit at once before mixing and effects are applied (it might be 8 deep). This means if too many high priority sound effects are triggered then less important instruments in the soundtrack temporarily drop out, which you might have experienced when lots of explosions are going off. I suspect that this string instrument track is mislabeled as environmental audio or has a strange priority and isn't getting the volume setting applied, if those are used as a way to differentiate before mixing samples in the queue (since sfx and music have independent volume controls)
The feeling of clicking on a new Goose video is the feeling of waking up on the first morning of summer break.
As far as strange audio glitches go like the S2 one in this video, I also have one that has happened to me maybe a half dozen times in the perfect dark level crash site. The audio glitches to a static like noise, with sped up random guard voice speeches in a chipmunks like voice as if it was a cassette tape being sped up. (I know I'm old) this happens even when there are no guards around. Very strange and yet unexplained as far as I am aware. Here is a clip: th-cam.com/video/LoFyjIhglNQ/w-d-xo.html
oh shit this has actually happened to me as well, i assumed it was a bug with the emulator i was playing on
Re-watching speedlore got me addicted to Goldeneye speedrunning and I personally blame Goose for sending me down this rabbit hole.
@@GamerFolklore No worries, stay true my dude!
WRT the "creepypasta note": It could be that the soundtrack data is being stored in a format that works similarly to a MIDI file, where there's a velocity byte for each note (or some other similar process of that nature). If there were some function to override the velocity-value of certain notes - or a bug in whatever system is interpreting such notes - then that might lead to certain notes always being loud regardless of the volume-settings. Full disclosure, I don't know anything about how Goldeneye was coded, I'm just a weirdo who fried my own brain by coding some MIDI comms systems, and that glitch specifically pinged my coder pattern-recognition.
I'm not an audio engineer but I am an electrical engineer that works on embedded processors, which may entail some signal processing and audio is considered to be within that realm :) Anyways, the way audio works in an N64 console is that it has multiple channels that behave like different instruments with different types of waveforms (sine, square, saw waves, etc.) One channel means one type of instrument (that is adjusted based on amplitude, phase, and other properties) with one type of waveform. I believe the N64 only supports 16 to 24 channels based on PCM (pulse code modulation... you have heard of FM, frequency modulation, for radio, right? PCM is controlled on the digital level and it's used for embedded processors).
So my guess is that whoever wrote code for the audio for this particular level forgot to adjust gain (or amplitude of a signal) for one of those channels. When you turn down the game volume, you'll get one of those channels being agnostic to the other channels.
Your theory of the MIDI file being janky is a good theory too and that could be another possibility.
That little bug reminds me of another game. If you play KOTOR2 on the Xbox 360 (Not the OG Xbox), generally while you're on Peragus (The beginning area), the music won't play, but randomly you'll hear this loud DUNNN-DUH! which generally plays when the music tracks switch to a different version. Peragus has a couple tracks assigned to it, and that thing is when the tracks loop/swaps.
Do you know what all the levels are where this glitch can be encountered?
my friends, what a strange and unusual world we live in.
With the Archives glitch, I know what's happening but not why it happened. The image compression for the stage is not pointing to the correct pointer in the code, so it's likely trying to decompress game code that's not actually an image, it's the reason why glitched or corrupted graphical data so often looks like tv static.
From Karl Jobst and now to you, I continue to learn new things about this game. Thanks for uploading this (you absolute legend).
Love these countdown style videos Goose! Master storytelling as usual.
The N64 uses audio samples and midi/note data to produce audio, so whilst the samples themselves are compressed, it's not the whole track. I suspect the Surface issue is just a bug where that specific note or specific violin sample does not adhere to the Music volume value. It's essentially an audio code issue, but probably should had been caught in QA.
I think I understood every word you wrote; but at the same time its all over my head
@@jamesknapp64 The short version is that the person who programmed the music forgot to tell the game to turn the violin sound down when you turn the Music slider down.
I thought about the same. That midi note seems the very beginning of the Surface music, so might easily be a piece of audio that doesn't "respond" to the in-game volume setting
Tried it many times, nothing happens.
20:51
All the glitches were caused by the Aurora Borealis being localized in his kitchen!
May I see it?
No
The creepy note reminds me of the keyboard in the beginning of the Cradle OST.
I vaguely remember getting the gas leak glitch once, but that might be a false memory, or it might have happened while I was trying to make a mod over facility.
Also, getting stuck on trev at the end of cradle happens to me a lot while playing with 60fps emulator,
so I'm not surprised to see it occurs on console too.
Truly strange and remarkable stuff!
If I had a nickel for every time Yendis encountered a never-before-seen glitch on Facility, I'd have 2 nickels. Which isn't a lot, but it's weird that it happened twice, right?
Goose I just want to say thank you for all the great content over the last few years. Keep up the great work! Shout outs from Ireland 🇮🇪☘️
In the facility, you can break some hidden glass by using an explosive in the hallways near the starting area. It’s not in any room you can reach. I’d love to see the glass in a boundary break.
Still casually play GE and PD to this day. Really fun to see your videos and relive the stories. Thank you!!
8:28 Well I'm no N64 expert but at least I know that the N64 has no dedicated sound hardware. All sound is synthesized on the RSP, the Reality Signal Processor, which is the same chip responsible for producing the game's graphics. Most games will have 16 to maybe 32 channels of audio mixed together to give you your soundtrack and sound effects. You could technically do more than that even, but then since the RSP is also responsible for graphics rendering you'd be sacrificing your console's ability to actually produce visuals.
In fact, in regards to Goldeneye speedrunning, there's perhaps an argument to be made that some fractions of seconds could be saved by playing the music turned off, but that all depends on whether the music slider actually turns off the processing of the music, or just affects the volume itself while the RSP is still actually busy synthesizing the music. You could perhaps gain 1 or 2FPS in critical scenes where explosions happen or whatnot, that could translate in less lag, but without reverse engineering what the RSP is busy doing with the music on AND off, it's impossible to tell for sure.
Anyway, what is happening here seems to me like the sound volume slider bar controlling all of the individual sound levels for individual channels and bringing them down to zero (or close to it), but somehow missing one channel unless everything is indeed truly turned to zero. You have separate bars for Music and FX, and each must be instructed to affect a specific set of those sound channels. What's left seems to be an individual sound channel of the music part still producing sound. If you overlayed this weird noise over the regular Surface 2 Music, you'd probably find that this lone sound channel lines up perfectly with the rest of the composition.
lmao i love the sound effects after some of the expressions
Being an N64 game, you would expect Goldeneye to be as broken as OoT, but it's pretty amazing how stable the game actually is.
there’s a rumour that Xenia was hidden behind the frigate door and was meant to be included in the frigate level during missions involving a chase to the helicopter !
Oooh I like this rumour!
Man this was such an entertaining video! What is most interesting of all is that this "ancient architecture" of the 90s is not so complex or developed, so that even a simple rare anomaly could cause something noticeably different in-game. Imagine how many anomalies or glitches affect something that never shows up on-screen in a way we would readily notice or identify. It could be that these anomalies are more common, but only so many of them affect something in-game so crazy that we're all bewildered haha.
So anyway, just wanted to throw a couple thoughts out there, sorry if I get wordy haha. I know very little to nothing about Goldeneye code haha these are just intuitive suggestions. Sorry if i state something obvious or already stated.
"Schrodinger's mine" for example, that definitely has something to do with the doorway threshold. One thing he did was pause as well going through the threshold. He didn't pass away any guards from the main hall. So there could definitely be something going on with object properties and number of objects loaded per area, combined with the pause action. They programmed this game very well, but perhaps in the right combination of situations, there are things that occur which are un-planned, such as this mine and the properties of it in each area. So the mine is definitely there because it detonated. The only change is where it is physically represented depending on what part of the threshold you're in. I'm guessing something happened perfectly timed going through the threshold where the mine never received the full properties to be noticed and loaded just anywhere in the level, but for some reason certain properties were locked to certain loading zones. So weird man.
The part of the Statue level not loading, this is truly bizarre. As you said, it seems to be affected by a loading zone or threshold. Also as you said, it's a wide open level, so there are no doorway thresholds. It's basically one big open landscape. Therefore I'm sure it's interesting how it is laid out in order to properly load what it should, because obviously it's not like the entire level is loaded at any one time, the 64 couldn't process that smoothly. My guess is that he crossed a loading seam, and simultaneously, a guard or something was crossing a different seam, and for a moment the game was confused about loaded objects and zones, and didn't register to load the proper graphics. Because as we saw, once he went far enough, everything cued properly behind him, and all was normal again. Just thoughts, I really have no idea haha.
The "gas isolating area" Facility startup message. Maybe the weirdest of all. So it came up as he's loading a level, so for some reason that message was placed in the cue to show at startup. It's data from the same level of course. What needs to be figured out is why a message was cued at all during startup. Because it could be that , once it was cued that there should be a message, it had to reach for one to apply, and that is the piece of text it chose. We need coding wizards to look into this lol. What could cause an anomalous, unintended message to occur at all during the loading of a stage?
All the doors unloading on Bunker 2. The unload precisely occurs when he passes away the jail guard. But a lot of things happen at once. The guard notices him, gives that stop or ill shoot message, gets passed away, and a KF7 are picked up all nearly in the same instance. I think the way the double-lean glitch through the doorway works, there must be something buggy there. Something about that speedy movement of the double-lean. Something different between where Bond actually is, and where the game detects him. When he passes away the guard, the game then properly recognizes Bond's location, but something happens with Bond's jail cell door when it tries to process Bond's location, and there is a conflict between door-state and Bond's location, and the resolution becomes that NONE of the doors load properly anymore. And no further confusing state of the game occurs again to either reverse this state or affect it otherwise. So obviously, something clearly affected the state of all the doors in the game by interacting only with the first door. I don't know if inside the cell and outside the door are separate loading zones, but if they are, that would seem to pinpoint the origin of the glitch, or where any anomaly could occur.
Not sure if any of this is useful or not, but I must admit it is very intriguing to at least try to think about what causes such rare anomalies. I think we can safely assume that at a minimum, since these are all exceedingly rare, they do involve a combination of variables that just don't occur, even when trying. So I tend to think there are for sure precise triggers to these things, i.e. a guard HAPPENED to be exactly in the right spot, or a number of things the game is trying to process just so happens in a way that the game logic processes something it was not ready for. Mostly involving the timing of passing through loading zones and actions that may be occurring by Bond or NPC's during these threshold moments, coupled with loading objects and their properties.
Thanks again for such a fascinating video, always appreciate all your Goldeneye and speedrunning content!
The gas bug and Statue things COULD be RAM/memory bugs.
I recall the same thing happening to me one time on my cart. I had been trying for 5 hours or something completely non-stop trying to get the cheat code on Facility. So I had been restarting the level over and over and over. Then one time I got that message and my game froze.
And the levels unloading like that weren't actually surprising to me, the surprising thing was that it's apparently uncommon... It happened often to me, if I had been playing for an extended (>4 hours) of play time. Rural country kid, didn't have much to do other than play Goldeneye all day lol
The trevelian landing on you and getting stuck in you is fixable by straffing while aiming. It happened to me and it works to get unstuck and trevelian is able to take damage again.
Something that you might find interesting. I bought goldeneye for N64 when it was first released in the UK, the game was factory sealed, when I opened it up and loaded up the the game there was already a created save file with all levels and cheats unlocked. Not sure how this happened and I’ve never heard of a similar story.
That is legitimately one of the craziest stories I've ever heard! I wonder if it was a dev's cart, or something like that. But there's no real good explanation.
@@GamerFolklore I really have no idea but I got from a high street store. I’ve recently watched a few of your goldeneye videos and thought you might find it interesting. Unfortunately back then there wasn’t anyone to ask about such things. I thought it was weird but cool at the same time.
When I was a kid, the rumor around my school regarding the locked doors on frigate was that the naked dead guy from the movie was behind it if you got it opened. Guess no one at my school had a GameShark lol
I found a crazy weird glitch in the Goldfinger mod of this game (N64 cartridge version). By nature of being a mod, glitches are probably far more expected anyway. But in the Shipyard level, there is in one area a row of large cement pipes laying horizontally on the ground (the ones you can walk into/thru). On the third pipe however, if I move thru the pipe holding down a C button while facing the wall at just the right angle, I end up exiting the other end with Bond instantly like 50 feet in the air above the ground before falling back down. Very bizzare, but not rare at all since I’ve noticed I can replicate it pretty much anytime I play the level.
Interesting
I specifically remember the gas leak glitch as a kid, I know it happened because it was the weirdest thing I ever experienced in Goldeneye. I cant remember if it froze or not.
'Creepy Note' sounds like the music in Palagic II intro cut scene.
To clip out of a section of map, it’s probably because of slowdown in loading, and then it can’t find where bond went to load the rest, it’s better than crashing entirely I guess
Although Yendis' gas leak doesn't make any sense the crash definitely does. The freeze on facility is at the trigger for the game to place Dr Doak in the level. It's most likely that the game somehow failed to spawn in the gas cannisters, and coped with this failing, but then couldn't cope without spawning Dr Doak (very understandable). I thought the Bunker 2 ending automatically opened the final door which would also explain why it would crash since the door isn't there, but it doesn't so that's still a mystery to me.
The uranium theory might actually be feasible. I think the bedrock in Norway is in many places similar to here in Finland (granite with very little sediments on top), and radon gase buildup in basements is an actual issue here that has to be taken into account when designing buildings in certain areas where the bedrock has high uranium content.
About the music one: here's what could have happened:
- After recording the musics for the levels, the devs weren't satisfied and asked the composers to enrich the compositions at the last minute before release.
- The composers did not keep the original files and couldn't alter the delivered music, so they provided an extra track to play on top of the original music files.
- The developers, when they implemented these additional tracks, forgot to apply the volume set by the player to them...
Good to see you back Goose! been rewatching alot of speedlore lately I've been trying to find the episode where you talk about John Kaleta I can't remember which episode it was on
You don't pass someone away. That phrase is intransitive and doesn't take an object. To pass away is to die, and to die is not to kill. If you can't or won't just say KILL, use a synonym or euphemism for that: do away with, dispatch, anything not as ridiculous as this.
That guy screaming, "WHERE ARE THE DOOOOORS!" "THE DOORS ARE GONE!" Cracks me up every time. I want to be friends with that guy.
There's a good Veritasium video "The Universe is Hostile to Computers" where they go into cosmic ray bit-flipping affecting Mario 64 runs, similar to the last theory. Mario segment around 11:30 in
Here is the video in question: th-cam.com/video/AaZ_RSt0KP8/w-d-xo.html
Video begins at 00:50
It's totally possible to live in a place that has more gamma radiation. All you have to do is either be in the North Pole or live very high up. I'm leaning more towards though his power coming to his house is very dirty. Not a good sign wave
He should also check his house for radon. He could have that gas filling his house which is radioactive
@@GamerFolklore I would still ask him to check for radon gas in his home
I believe the audio on S2 happens because there is a separate audio track playing behind the music that sort of carries or augments the notes with a harmony at certain points and that still continues to play at normal volume despite the main audio track being turned down to say 3% or so
I think speed runs find these glitches cuz the memory is going crazy, which is why speed runs should be used for beta testing lol
About the music one... since Midi songs split every instrument in different tracks and play them live, it sounds like the track for the first instrument starts playing on the standard volume despite the fact that the player turns down the main volume. It could be explained by a series of flaws, maybe the track for the first instrument here isn't linked to the function that binds the tracks to the player volume setting (I read someone saying that the devs might have added some new instrument tracks at the last moment, that could make sense) or simply a coding mistake. In any case, what we can hear is the Midi track of the first instrument not being bound to the volume setting set by the player.
dope video goose, woke up this morning and enjoyed this with a nice cup of coffee. thanks for the good tales and vibes as always my friend
I've had that gas leak detected message pop up after a facility reset!
At 12:59, you can actually see the grenade smoke from where it exploded in the ending cinema. This is even more confusing, because its in the corner, meaning that trev dropped a nade there and got stuck somehow. Did a guard block his path?
I noticed that too.
Hacked ROMs installed into genuine cartridges yielding unexpected glitches.
radioactive radium gas emission is real and is an issue in houses in some areas as it leaks up from the ground. so he might be over a large amount of granite,
So close to 100k subs congrats man!
I’ve had a few unique glitches myself:
1. You know about the cartridge tilt. Sometimes on my N64, everything seems to go well and then suddenly Bond twitches once, like someone quickly tilted the cartridge. No guards were affected. The game still played normally afterwards but then at the end of the level, my game crashed.
2. If I place my cartridge in the console a certain way, the game loads but the save files are non existent, like it’s a completely fresh cartridge. I load up a game of Dam but for some reason no music is playing. After beating the level, the game doesn’t even register as a mission complete and so I’m stuck at Dam.
3. I once had a game freeze. Normally all sounds stop playing. But when my game froze, the music kept playing.
I’ve never got to play Goldeneye as a kid but I found this so interesting.
I'm pretty sure I've had the Trevelyan clip happen to me before. I remember taking extra care to not get ahead of him, and let him get into his final position so nothing weird would happen at the end again.
Your videos haven't been popping up in my feed for a while apparently... I got quite a few to catch up on. Much love, Goose.
I remember Archives being garbled on my game back in the day
Very cool! Love these.
I just did a Top 10 Hardest Missions in Goldeneye, 00 Agent of course!
Haha nice transitions, they’re silly and great. Need to learn how to edit like that
N64 uses Soundfont sample banks. Samples in soundfont support inter-sample looping which you can use to prolong a sample so that it plays longer than the sample actually is to save memory. This was a pretty standard method of sample management from the late 80 to the late 90s, where samplers had very little sample time and cost about 10.000 $. If you combine the looping technique with a volume envelope and find perfect loop positions you can use this to create longer sounds with smooth decays. You can actually hear the loop cycling in that sound. You wouldn't notice it with the rest of the instruments since it would probably rhythmically in sync within the arrangement but it's clearly audible if played back in solo.
Long story short: this "strange" sound is a one-shot string sample which I believe is part part of the intro sequence of the level. I don't know why it's triggered though. Could be that the volume slider is actually bound to midi velocity and that the sample is triggered at such a low velocity (if not 0) that it actually plays back.
it's always a good day whenever Goose uploads a brand new GE video.
6:27 - It sounds like the music that plays when the player completes Surface 2. It plays during the cinematic when Bond enters the Bunker 2 and gets captured by the guards.
8:36 - This reminds me of the freeze trick that speed runners use in Soul Reaver. It looks like it's related to passing through a portal as they throw a mine and open the Q-watch menu at the same time.
9:56 - I think this may had opened with me many years ago when I was messing around with in-game cheats. Could be a memory leak when the game has been on too long. Or perhaps it's related to the smoke glitch which I think was caused when blowing up the ceiling screens in Bunker 1. It has been a while since I last messed around on the game though.
17::04 - Did he try returning to the starting jail room - like the actual cell Bond starts in?
I really enjoy watching these mysterious clips.
When I was a kid I had that gas leak bug to happen.
I have played this game quite regularly since like 1998, and I am actually not sure if I have ever seen any particularly strange behaviour anywhere, except maybe the "ghost door" on Archives. This really is an impressively stable game.
I do of course know about the thing when you tilt the cartridge so that people in the game start spinning around, although that glitch is clearly done on purpose.
Whenever a speedrunner encounters some one-a-billion, amazing new glitch, they usually start thrashing around, jumping and shooting, so the glitch goes away and they lose any chance to examine it further.
A bit late to the party, but I have a theory about the notes on Surface 2. Those strings specifically happen to have a volume curve when they start, so they come in slowly fading in instead of abruptly. When games deal with MIDI data for music, like Goldeneye does, the way they do volume for them is either by changing the volume of every channel and adapting the volume range to a lower top value so the volume is always lower, or by dynamically changing the velocity of every note the MIDI file has. GoldenEye seems to do the former. So, volume values can range from 0 to 127, but if you were to put the volume lower, it will limit it to 10 instead of 127, making every instrument quieter. I think what happens here (and a similar phenomenon, although unrelated, happens on the PC game Descent in which if you pause the game, the game just set the volume values to the minimum, but for some reason some instruments still play on regular volume and you can very faintly still hear some of the song playing) is that there's a lot of volume change commands on those strings in the song, made to simulate that fade in effect, which makes the game to not impose that volume restriction so the volume values exceed the maximum for whatever volume you set in the menu, so they play on the same volume they'd play if you have the volume all the way up. I'm pretty sure there's gotta be a few other instances in the game with other songs in which that could happen.
This was such an interesting video, would love to see more videos on the more obscure glitches and oddities in other games 👀
The statue level 'disappearing' happens quiet often in multiplayer. Of course that level isn't normally available to play but was one of two levels with spawn points, weapons etc. being programmed in (Cradle being the other). A simple Game Shark code, 8102A8F2 0001, can grant access. The way the game loads areas, the disappearing part is that it he was passing through and intersection of three areas, especially a three way portal as described. The player moved into one area where as the game simply loaded the wrong view list. The game uses a simplistic method of loading/unloading areas based on generic areas. This is why the few out of bounds instances will generally have a single or two rooms loaded at once. One of the debug Game Shark codes will actually display what room the player is currently in.
The Trev clip is special because his movements are generally scripted vs. normal AI movement. To further compound things is that Trev has periods of invincibility inside that script. It is possible to do the same in Facility and Aztec but you can defeat the guards there and move on so it has likely been seen before but passed under the radar as gamers just moved on.
The audio issue on Surface is likely an artifact of the MIDI style mixer. One of the instruments has a more dominate volume and remains when the other instruments can no longer be heard. Spooky but a mundane explanation.
The gas leak detected glitch is likely corrupted memory based on the game crash at the end. However, it should be able to be recreated in a different manner. Using a 2.x control scheme and blowing up a gas canister during the intro cut scene should trigger the leak at the beginning of the stage. As lyerbeth points out below, it could be a bit flip from a cosmic ray and there have been instances of this actually happening. The city Schaerbeek, Brussels in 2003 recorded a bit flip for an election result with cosmic rays being the probable explanation. Google has also done a study regarding ECC memory which is a type of server memory that can detect bit flips with cosmic rays being one of the causes and how frequently they're an actually cause of a bit flip (spoiler: most recorded instances could be traced to a bad memory chip early in operation).
The Archives glitched icon is likely a similar memory issue.
Facility OoB is unique. I've heard of it in a few places and experienced it myself on Train twice.
Bunker 2 removal of doors is interesting not because of removing the doors but an entire class objects from the level. One of the lesser known things is that doors are indeed objects in the game world and can be destroyed. The last door, the one made of glass is a different type of object than vanilla doors else where in the level.
Been looking forward to this one since you had mentioned it during the dltk speed lore!
The one thing I hate about Goose videos is that they end.
I know bro
Love your content as always Goose.
More videos like this and a PD iceberg if you can find the time.
You brought back a childhood memory of finding the gas leak on Facililty, l don't think I ever did since.
When I had seen your video about the out of bounds on train, it reminded me of an incident as a kid when me and my brother were playing multiplayer on facility and one of us had clipped out of bounds. But I remember the train clip had some skepticism about it being real and since I hadn’t heard of any other out of bounds, I was questioning if it had even happened at all or if it was just a false memory. Seeing now that there has been a few other out of bounds clips, even one on facility, it’s making start to think again that it actually did happen to me and my brother
Edit: the clip I remember was at the moment you fall out of the vent into the stall, but I remember the character (don’t remember which specifically) had fallen onto the wall of the stall rather than onto the toilet
Before you leap over to solar rays, I'd say it's much more likely to be due to the long play sessions of speedrunners. They are more likely to encounter overflow glitches, stale RAM glitches, and also heat related glitches.
I've had a out of bounds glitch in Facility once. But it was in multiplayer, when playing with friends when we were kids. All three of us were spamming grenade launchers in the tiny room between the two doors when going out of the toilets. At some point, one of us was just sent quite far out of bounds.
YES! Always happy to see your videos!! :)
Always has been my favourite game! Even after completing the story, still so much fun to have. I just wish theres more Bond games like this just obviously different missions. :( this was a masterpiece, and still holds up today!
Some funny things can happen throwing mines/bugs etc from very near a doorway because you can be in one room while the object can spawn into the other room. When I've done it on frigate though the bug never realises that it left the original room and so it just falls through the level forever. I'd guess the cause of this weird mine is more to do with the massive lag spike from pausing, because the mine takes 1 frame to travel into the other room and stick to the wall. Maybe it never took note that it was in the other room.
Superb video!!! Would love to see odd glitches in other classic games if this video does well!
Another goose classic. Very cool concept
About the Schrödinger's mine:
I think it's because of the way that display indexes are calculated in 3D rendering.
Some lag at the wrong moment could have made the mine stick a bit too deep into the wall, superposing them almost exactly on top of each other.
When 2 flat objects are on top of each other, it's not easy to know which one should be in front of the other from the camera's POV, and the result of the calculation will depend on the angle at which you are looking at the object.
When the player on the video walked through the door, he was changing the angle of view of the mine, therefore potentially altering the result of the display index.
This is an issue you find even in modern games, albeit rarely.
The Playstation was notorious for having a lot of these, due to its very imprecise rendering that gave it its distinctive "shaky" polygons.
It is strange and unusually comforting for us to know that we and our machine brethren have the same response to cancerous radiation.
I remember reading about the ramp grenade trick in the old strategy guides. I didn't know what ramp it was talking about though
We always used to glitch floating mines on bunker level multiplayer. If you threw one on each monitor in the big room plus one on each centre section of the bracket and triggered them it would often mean subsequent mines just floated wherever your character was when they threw it
I imagine a future video: "Should this be banned ? Has speedrunning gone too far and lost it's meaning ? " Featuring some speedrunners doing runs in uranium mines wearing full HAZMAT suits with a geiger counter in the corner of their streams.
My theory on Yendis: each gamer has their own way of playing; quirks and the way they input commands on the controller regularly. You can created glitches with inputs. Could be just the way he plays he ends up creating some glitches as such. I would hazard at the least it would contribute to it.
Dude, you gotta get into the audiobook game with that golden voice haha. "My friends, call me Ishamel"
Hello Goose's Game Folklore. I was wondering if you could cover a boundary break on the 'Train' level just to see where the train tracks really end after you escape the train with Natalia.
Have a pleasant week!
The creepypasta note may be explained by the game's sound engine not being able to use enough instruments to get that sound on top of everything else, so the designers may have decided to put part of the music on the SFX layer once, since the game doesn't loop the intro of this track.
One theory of the "music 5% volume" is that the dev added a "MUSIC" type of sound playing in the background to tell the dev OR even the player that there is still "Music playing" if you forgor about the music. As an indie gamedev I pull those trick for me just in case I forgot something in the code. It might be a "Dev" sound that they forgot to remove. or even they added just for the player to "understand" that there is still music.
Couldn’t he walk back up the ladder to get out of Trev? lol
I worked for NASA for ten years including some involvement with missions that study the fields and particles emanated by the sun. It is true that the Earth’s magnetic field channels high energy particles towards the poles of the Earth. This is why we see the Northern and Southern lights. It is also true that these particles disrupt the operation of electronics in space. We have to shield electronics on spacecraft very carefully due to this. Whether this could cause higher than average rates of bit flips or other disruption in consumer electronics on the ground at northern or southern latitudes is a very interesting question.
Coming from a basic computer science background:
The creepy audio might just be that the song is composed each instrument separately upon level load but only one instrument forgot to be multiplied against the non-muted volume limit. If the song had to be composed on the fly like this then making changes to the code can often result in missing a thing or two. This instrument is played infrequently and so it was likely at the end of a list of instruments and by human error, forgotten.
Being able to see through door portals to unloaded areas has to do with the camera's near-clip-plane for rendering field of view being placed just an inch in front of the player, outside of the door.
Out of bounds on facility was just the consoles inability to load the portal to the next area before the player passed through. This could be due to low frames per second or, if really cutting it close, loading the level during a system internal hardware "ticking" clock reseting.
The mine being thrown through the door might be replicated if the player pauses while passing through the portal. With portals, there's two players, two facilities, two mines, and well two of everything as you pass through. The instructions to render or collide with the mine were never passed as parameter as the game never noticed that it needed to be properly instantiated in all aspects. The mine only existed in universe 1 behind the portal yet is still drawn last after the level polygons as to appear on screen only while in this universe 1.
Lastly for bunker doors, static information like music, textures, controls, and level layout are stored statically on a stack, while instantiated objects like enemies, doors, tables, and ammo crates are generated dynamically on the heap. Assuming the heap was implemented correctly, then there was simply not enough room for these objects to be instantiated. It seems that NPCs and guns are instanciated first before certain doors and desks. When things are dynamically instantiated, they also have to be dynamically released, and it's common for not everything in memory to be freed. If you play long enough, and perhaps one single gun was never properly unloaded, then over the course of your playthrough you'll run out of random access memory. Perhaps exiting a level so fast was enough to destroy the level scene before the heap was properly cleared.
I had the door hitch happen while messing with the GameShark back in the day, on a few levels. I couldn’t tell you what codes I had enabled but it was a certain combination of GameShark and in game cheats that would occasionally result in doors just being gone.
I suspect it is a memory leak for the facility gas, since you have to blow the tanks to finish, if it stayed in the memory on a reload but you haven't yet blown the main tanks, triggering the objective, it could assume you destroyed the other tanks and load the message/gas effect.
@@GamerFolklore another top video, hope they just keep happening! I think going ahead as carts and hardware keep degrading we could see some very strange stuff and glitches that just can't be replicated reliably.
@@wills4141 that’s why there will always be everdrives then you don’t have to worry about cartridges degradation ,also new capacitors means the n64 stays healthy for generation to come lol
Memory leak is the wrong term, but yeah, the game probably failed to reset the flag that indicates if the tanks were blown. (A memory leak is where you consume more and more memory)
Thanks for the upload. Love this stuff.
It seems like the game can internally lag sometimes. The memory takes more time than it should, and when it's called it just has its pants down in points. That's just a guess though.
This would maybe help explain things that happened to Yendis, as well as what happened to the British runner in Statue with the map forgetting to load, and the same with the shrodingers grenade where the game forgets to apply the grenade to the second room before the pause.
The music at low volume thing, my guess would be that there's a certain instrument in the track that isn't addressed to respond to the music volume slider. So you are hearing just one instrument/note because it's still at full volume. And if you can't hear it when the slider is all the way down, there might be a separate set of instructions for a complete mute which they did remember to apply to that note.
I feel like that dude is running ram editor to do silly things for attention like the door open thing