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Beta face the admiral in GoldenEye? [SOLVED]
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 PostPosted: Tue Dec 22, 2009 4:30 pm    Post subject: Beta face the admiral in GoldenEye? [SOLVED] Reply with quote Back to top

Got a msg from mssmhscss sent a message about it.

'You remember that bearded man's face from the four unused in Goldeneye 007 that you didn't know about? Well, he's that Canadian pilot Xenia slept with; he's the fourth one down from the Multi menu in your Beta site for Goldeneye! "





Anyone have comparison pics?
 
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 PostPosted: Tue Dec 22, 2009 4:59 pm    Post subject: Reply with quote Back to top

got it, i think - while hes in the casino: Looks just like him, just bald.



and cant go without this disturbing image

 
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 PostPosted: Tue Dec 22, 2009 5:20 pm    Post subject: Reply with quote Back to top

Ah thanks, it's semi-similar, but don't think it's the same guy? Hair color looks different and not sure he's bald on top. You thought same?
 
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 PostPosted: Tue Dec 22, 2009 5:28 pm    Post subject: Reply with quote Back to top

hair color could have changed for makeup (maybe they grabbed a shot of him when he wasnt looking so good) and the image looks like they blacked out alot of his head - maybe to make him bald. I dont know, I think in any case its meant to be this guy, but maybe they couldn't get him and tried to use some other guy that looks alot like him.
 
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 PostPosted: Tue Dec 22, 2009 7:28 pm    Post subject: Reply with quote Back to top

Hmmm, I don't know. He does look somewhat similar, but the hair really makes it seem different. I can't see them casting a guy with a full head of hair, just to waste time applying and blending in a customized bald cap - considering the minor role he plays. Odds are it's just somebody who looks a little like him. I mean, why would Rare include his image, but none of Jack Wade... or even Q?
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 PostPosted: Thu Jun 06, 2013 3:08 am    Post subject: Reply with quote Back to top

I hate digging up old threads, but I have sent a tweet to Martin Hollis about the pic, and this was his reply!

Quote:
He was a plumber who was working with Alan Tipper at the time were grabbing faces with that great big digital camera. So the obvious joke is, Mario is actually *in* GoldenEye 007. Well, on the cart, at least. IDK that he appears in-game.


So, another mystery solved, I guess!

https://twitter.com/MusicAlMaestro1/status/342547387958583297
 
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 PostPosted: Thu Jun 06, 2013 11:06 am    Post subject: Reply with quote Back to top

Cool.
 
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 PostPosted: Thu Jun 06, 2013 11:25 am    Post subject: Reply with quote Back to top

hehe cool that Martin responds to fans questions like that. would be interesting to see him come back to board to answer any questions that went, well, un-answered, if there are any.
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 PostPosted: Thu Jun 06, 2013 11:31 am    Post subject: Reply with quote Back to top

Nifty info! I wonder why didn't make it.
 
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 PostPosted: Thu Jun 06, 2013 11:49 am    Post subject: Reply with quote Back to top

I don't really want to bug him again, but I wonder who the other unused guys are?
 
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 PostPosted: Thu Jun 06, 2013 12:58 pm    Post subject: Reply with quote Back to top

Wink You can tell it's not HIM but is supposed to represent him. No telling who might be a face in GE with all of the stuff that's been found. Funny that RARE denied Citadel and now they look really retarded now that Citadel is a playable multi. Fanboy creation? What's the cover up? Wink Next thing you know GoldenEye's ROM hides government secrets Cool
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 PostPosted: Thu Jun 06, 2013 1:43 pm    Post subject: Reply with quote Back to top

No, it's not him, Martin Hollis/B Jones just told us that. There's no reason to doubt the game's developers.

Rare was actually really forthcoming with information back in the day, more so than anyone gave them credit for. They always put a humorous spin on things, but most of what they said was accurate. The only real mistakes I can think of are claiming line mode was a glitch caused by GS, when it was clearly a development tool (and they even said as much elsewhere), and that Citadel wasn't in the game in any form. Even the latter is kind of true, a lot of the guy's bugging them back then were probably expecting a fully playable mission, not incredibly rough multiplayer level geometry with outdated collision and no setup.
 
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 PostPosted: Thu Jun 06, 2013 3:09 pm    Post subject: Reply with quote Back to top

MultiplayerX wrote:
Funny that RARE denied Citadel and now they look really retarded now


LOL on the real
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 PostPosted: Tue Jun 11, 2013 8:54 pm    Post subject: Reply with quote Back to top

How many other unknown faces are there? Is it just two? Would be neat if we could have the remaining ones determined, as well. Also very interested in the story behind the blood spray being replaced by sparks and smoke.
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 PostPosted: Wed Jun 12, 2013 5:51 am    Post subject: Reply with quote Back to top

To be completely honest they probably assumed Citadel wasn't compiled in. The beta character images were a surprise, as was a certain little emulator.

I might add they later stated Citadel was a very early test stage, which from the completely foreign and highly-inefficient clipping file system used in it can be assumed true. Seriously, there's parts of the path networking and lookup systems that are incompatible with the linkage method. Besides, it was obvious the stage was not compiled with the final output but an older version was caught by the linker and mushed in, with all the old image indices and none of the other stage-specific settings set within other final-version files.

It's the same case as the Speccy emu. You're looking at roughly five files that required to run it. Each was in a different state. File string names used for lookup specified one more game than the file selector, the file selector specifies 3-4 more than the file loader, the menu system doesn't link it at all, the controller input routine doesn't have correct mappings for the order the previously-mentioned code expects games to be in and doesn't specify the complete set either. The linker caught everything though, so it gets compiled in as-is. This is why you could always clean first before compilation. (To be fair this isn't necessarily practical in commercial ventures but a good rule of thumb for everyone else.)


Seriously, if you were compiling a game and commented out stuff you wanted removed, only to have it get linked in for some obscure reason, wouldn't you be a tad bit surprised too?

How crazy can compilers and linkers be? Behold the world's smallest self reproducing program!
http://www.ioccc.org/1994/smr.hint
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