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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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00zero Agent
![Agent Agent](templates/Cobalt/images/rank_1.gif)
Joined: 10 Jan 2007 Posts: 32
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Posted: Thu Jan 18, 2007 12:10 pm Post subject: I've got a challenge... |
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Level: Control
Difficulty: You choose, specify with score
Geared towards speed, accuracy & ammo conservation.
5 points for every kill
-3 points for every shot fired
-4 points for every hit counted as "Other"
-1 point for every second past 8:00
I am pretty much going to suck at this, but it might be fun... |
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El Cazador 00 Agent
![00 Agent 00 Agent](templates/Cobalt/images/rank_3.gif)
![](http://www.philsp.com/ComingAttractions/Images_2006/elcazador1-2p.jpg)
Joined: 02 Nov 2006 Posts: 556 Location: NSA Souda Bay, Greece ![](templates/Cobalt/images/spacer.gif) |
Posted: Thu Jan 18, 2007 1:07 pm Post subject: |
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Sounds like cool rules for a match. It'd test skill rather than just mowing down your opponent with an automatic. _________________ "Inspiration strikes but once.. If you're forgetful, carry a pen." -Me |
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00zero Agent
![Agent Agent](templates/Cobalt/images/rank_1.gif)
Joined: 10 Jan 2007 Posts: 32
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Posted: Thu Jan 18, 2007 1:23 pm Post subject: |
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good point! but how would you keep track of shots in multi? it would be a lot easier if you started with a certain amount of ammo and there were no boxes to pick up... can you do that with a GS code? |
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Maxout 007
![007 007](templates/Cobalt/images/rank_4.gif)
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Joined: 04 Apr 2006 Posts: 710 Location: Washington State ![](templates/Cobalt/images/spacer.gif) |
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zoinkity 007
![007 007](templates/Cobalt/images/rank_4.gif)
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Joined: 24 Nov 2005 Posts: 1690
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Posted: Fri Jan 26, 2007 8:47 am Post subject: |
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You know, I might be able to hard-wire this one like the other two scenarios. Will require (quite) a few codes but wouldn't be hard.
Will get back to you on this...
[edit]
Oops! Somehow didn't realize this was solo, not multi.
Still, I think this could make for a fun multiplayer scenario as well, don't you think? |
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El Cazador 00 Agent
![00 Agent 00 Agent](templates/Cobalt/images/rank_3.gif)
![](http://www.philsp.com/ComingAttractions/Images_2006/elcazador1-2p.jpg)
Joined: 02 Nov 2006 Posts: 556 Location: NSA Souda Bay, Greece ![](templates/Cobalt/images/spacer.gif) |
Posted: Fri Jan 26, 2007 10:36 am Post subject: |
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zoinkity wrote: | You know, I might be able to hard-wire this one like the other two scenarios. Will require (quite) a few codes but wouldn't be hard.
Will get back to you on this...
[edit]
Oops! Somehow didn't realize this was solo, not multi.
Still, I think this could make for a fun multiplayer scenario as well, don't you think? |
I think it would. Because then there would be no way that the loser could say the winner was a cheapshot, or a cheat. And there'd be no doubt who had more skill. _________________ "Inspiration strikes but once.. If you're forgetful, carry a pen." -Me |
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bmw Hacker
![Hacker Hacker](templates/Cobalt/images/rank_4.gif)
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Joined: 04 Jan 2006 Posts: 1366 Location: Michigan ![](templates/Cobalt/images/spacer.gif) |
Posted: Fri Jan 26, 2007 10:44 am Post subject: |
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That would make an interesting multiplayer scenario, though I think it would have to be modified a bit:
But just curious - what all stats can you count in multiplayer? Can you count things like shot count and types of hits?
I would go something like this if possible:
+10 points for every kill
+4 points for every head hit
+1 point for every body hit
-1 point for every shot fired
This way a body hit would essentially cancel out your shot fired and you'd get 3 bonus points for a head hit. You lose a point for every other type of shot fired.
Under this scenario, it would be very easily possible to win with even with 2 or 3 fewer kills depending on the skill of your opponent. If you're good at dodging shots, you could tanut your opponent into firing at you and by the time the kill is all said and done, they will have lost more points than they gained by killing you. |
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bmw Hacker
![Hacker Hacker](templates/Cobalt/images/rank_4.gif)
![](http://breakingnewsfeeds.com/high-scores/calvin.jpg)
Joined: 04 Jan 2006 Posts: 1366 Location: Michigan ![](templates/Cobalt/images/spacer.gif) |
Posted: Fri Jan 26, 2007 10:57 am Post subject: |
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00zero wrote: | if you started with a certain amount of ammo and there were no boxes to pick up... can you do that with a GS code? |
That would be interesting too (again, talking multiplayer)- each player starts out with x amount of bullets, one gun, no weapons or ammo to be picked up anywhere in the level, and once you run out of bullets, if there's still time left, you have to fend for yourself with nothing more than your fist.
Getting rid of the weapons/ammo in a level would be very easy - it would only be a matter of pointing the object list to the first object past the weapons, though the code would have to be level-specific (unless somebody out there has an easier way to do it, maybe like zoinkity's no body armor code) |
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El Cazador 00 Agent
![00 Agent 00 Agent](templates/Cobalt/images/rank_3.gif)
![](http://www.philsp.com/ComingAttractions/Images_2006/elcazador1-2p.jpg)
Joined: 02 Nov 2006 Posts: 556 Location: NSA Souda Bay, Greece ![](templates/Cobalt/images/spacer.gif) |
Posted: Fri Jan 26, 2007 11:59 am Post subject: |
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bmw wrote: | 00zero wrote: | if you started with a certain amount of ammo and there were no boxes to pick up... can you do that with a GS code? |
That would be interesting too (again, talking multiplayer)- each player starts out with x amount of bullets, one gun, no weapons or ammo to be picked up anywhere in the level, and once you run out of bullets, if there's still time left, you have to fend for yourself with nothing more than your fist.
Getting rid of the weapons/ammo in a level would be very easy - it would only be a matter of pointing the object list to the first object past the weapons, though the code would have to be level-specific (unless somebody out there has an easier way to do it, maybe like zoinkity's no body armor code) |
With that though, would the winner be the one with the most kills? Or would it work with the same scale? If it were just who gets the most kills, then one player could unload on another a couple times, and then just try and hide for the rest of the match. (not that they are likeley to stay hidden, but its still a possibility.) Temple for example was very easy to hide in the shadows, or avoid enemies by navigating all the twisting hallways. Plus, I think only the best of the best crackshots who want to test skill would really enjoy that type of match. For the most part, I think it would get very boring for those who arn't absolutley great. _________________ "Inspiration strikes but once.. If you're forgetful, carry a pen." -Me |
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SubDrag Administrator
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Joined: 16 Aug 2006 Posts: 6125
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Posted: Fri Jan 26, 2007 12:13 pm Post subject: |
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>> +10 points for every kill
>> +4 points for every head hit
>> +1 point for every body hit
>> -1 point for every shot fired
Kind of depends on your weapon set.
I'm thinking more like +10 for headshot, +10 for kill, -1 for body hit, -1 for shot fired. Hehe, I have no idea, I think you'd need to play it a few times and see what's best, with weapon set. |
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GE MASTER Site Admin
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Joined: 22 Nov 2005 Posts: 892 Location: Earth ![](templates/Cobalt/images/spacer.gif) |
Posted: Fri Jan 26, 2007 11:27 pm Post subject: |
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I think this is a great idea! Rewarding accuracy is a beautiful thing. Hope this idea has legs. |
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zoinkity 007
![007 007](templates/Cobalt/images/rank_4.gif)
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Joined: 24 Nov 2005 Posts: 1690
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Posted: Mon Jan 29, 2007 10:30 am Post subject: |
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Trashing ammo boxes is identical to noBA. Subtract 4 from the pointer's addresses. You'll now wipe out a different object type. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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