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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Were you aware of this? |
Yes |
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25% |
[ 2 ] |
No |
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75% |
[ 6 ] |
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Total Votes : 8 |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Jun 11, 2012 8:59 pm Post subject: PD Infinite Ammo - not for Remote Mines in Chicago |
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I can't believe I never knew this, but I was reverse engineering code and realized that in Chicago, the remote mine does not get infinite ammo. You get 0 to start and it never refills... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7244 Location: Ontario, Canada  |
Posted: Mon Jun 11, 2012 9:13 pm Post subject: |
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This is somewhere in the back of my mind, but guess I didn't really realize that it happens. There could be a few reasons for this...
a) to prevent players from completing the objective (where you need to plant a mine to make an escape route) prior to collecting the briefcase with your gear in it.
b) to force players to use accuracy to plant the mine, and not get a second chance after misplacing it.
c) to make sure the player can't plant a mine on both blocked up doorways, thus giving them two escape routes in the following mission.
When you think about it, option c is probably the best bet. _________________
YOUTUBE | TWITTER/X | FACEBOOK | VAULT | MOD DB | RHDN |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6168
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Posted: Mon Jun 11, 2012 9:45 pm Post subject: |
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This also makes you have no infinite ammo for Timed Mines in Air Force One. |
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Winter's Assassin Agent

Joined: 22 Jul 2007 Posts: 39
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Posted: Tue Jun 12, 2012 12:02 am Post subject: |
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I noticed this as well, early on when I was messing around with clip codes. It also only assigns 4 bullets to the psychosis gun, and such limits are also placed on tracer bugs and the like.
What's strange about it is if you do hack them to have infinite ammo, the objectives become in-completable I think the objectives being complete are somehow reliant on the Mines being depleted, as well as put in the right place. Quite different than Goldeneye with its infinite plastiques and Tracer bugs... _________________ Working on making Perfect Dark truly perfect. |
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Simdrew1993 Agent

Joined: 17 Mar 2012 Posts: 37 Location: Planet called Earth  |
Posted: Tue Jun 12, 2012 5:15 am Post subject: |
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I'm aware of this, I always found it odd but there's a lot of mind boggling things in PD, I always got just a bit annoyed thinking why don't I have any more mines. But Rare probably had to do this because they didn't create a workaround, so it was probably the easiest way and would save them work. Don't get me wrong though, I love Rare, and I think Perfect Dark is Perfect.
And as for the Psychosis Gun, they probably made it only have 4 bullets due to extensive lag on the N64. _________________ Voiced Adult Ganondorf, Demon Beast Ganon and King Hyrule in this animation: https://www.youtube.com/watch?v=GwJzWVti4r0
Voiced a Dragon for Elder scrolls V Skyrim: https://www.youtube.com/watch?v=nJeqBxWJcLE&feature=youtu.be&t=11s
My YouTube http://www.youtube.com/user/simdrew1993
Enjoy my discovered glitch videos in PD 64..I've discovered quite a bit. |
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PaRaDoX 007

Joined: 17 Oct 2009 Posts: 713 Location: Grid  |
Posted: Wed Jun 13, 2012 10:23 am Post subject: |
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Winter's Assassin wrote: | I noticed this as well, early on when I was messing around with clip codes. It also only assigns 4 bullets to the psychosis gun, and such limits are also placed on tracer bugs and the like.
What's strange about it is if you do hack them to have infinite ammo, the objectives become in-completable I think the objectives being complete are somehow reliant on the Mines being depleted, as well as put in the right place. Quite different than Goldeneye with its infinite plastiques and Tracer bugs... |
Same goes for the target amplifiers in Skedar Ruins. |
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gold30001 Agent

Joined: 22 Jan 2012 Posts: 9
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Posted: Sat Jun 16, 2012 3:06 pm Post subject: |
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that also happens on air force one when you use the time mine |
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