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Miscellaneous Facts
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Jump to navigationJump to searchFollowing are small technical facts about GoldenEye 007, related to speed running the game.
Facts
Doors
Each door has it's own set of properties that can be individually set (so no groups)[1]. These properties includes things like acceleration, max speed and how long it will stay open. So apart from these properties, the fast and slow brown doors are pretty much identical.
There's a property flag for doors that say "Area behind door not visible" (most doors have this) and "Area behind door visible" (used for Facility bathroom stalls and probably those others doors you mentioned like windowed ones).
Levels
Dam
- Jumping off Dam fades out when your height drops to below -17000 or 5.8s passes. [2]
Facility
- The scientist who runs through the level does so after 4 minutes. [2]
- Ouromov has 1000 armor and 300 health.
- Trev completes 3s after "Trevelyan: For England - James.".
- If your health is 76 or less, Bond says "I almost killed myself getting here, Alec".
- If your health is 77-178, Bond says "It was a bit tricky Alec.".
- If your health is 179 or more, Bond says" It was too easy, Alec.".
- Doak gives you the Door Decoder 5s after Bond says "Time to leave, Dr. Doak.". He then becomes a generic scientist running away after 8s.
Bunker 1
- Only one of the two computer mainframes needs to be undamaged for the Boris objective. [2]
Silo
- Ouromov has 300 armor and 200 health. He will run when you're within 50 units of him, he has less than 200 health, or after 30s. He has a 50/50 chance of standing or kneeling when he shoots at you. When he starts to run, he becomes invincible. [2]
- There are 6 guards that are completely idle until you reach a certain height. My guess why this is coded is to ensure certain guards aren't performing an idle animation when you see them or alerted when you make noise?
- The explosion countdown starts after the second opening cinema. It starts after 5s.
- If you throw a Plastique before the countdown starts, you'll have a lower countdown timer.
- The roof of one of the silos opens when you're Unarmed, and re-closes when you're wielding PP7 Silenced.
Statue
- When talking to Valentin, you must stay within 80 units to continue the speeches, and within 200 to avoid failing the objective. His speeches last 30s. His final speech lasts 5s. [2]
- When you're within 50 units of a certain spot near the helicopter, it will trigger the 15s countdown. Natalya getting up is separate, though both will usually happen at the same time, since the triggers are close together.
Archives
- When Mishkin get angry, his AI is identical to an angry scientist, except he can't pull grenades. [2]
- If a gun is shot around Natalya, she has a 50/50 chance of hiding in the attic or an office room. While scared, the objective will not complete when you escape. She can only go to each location once, and then will not get scared anymore.
- Natalya is released as soon as she see you.
- Natalya when killed will only fail after she fades out.
Depot
- The train door must be opened for the objective to complete (can't warp through it). [2]
Jungle
- Natalya has 80 health and 80 armor. Xenia has 100 health and 400 armor. [2]
- Natalya when targeting a guard and doing a kneeling animation can become frozen like the other frozen guard glitches, but I'm not sure the specifics as to why. This only occurs on NTSC-U, and not PAL or NTSC-J.
- Xenia becomes active when you're within firing range or she is on screen. For some reason, pausing around the start of the bridge seems to trigger the "on screen" check. Perhaps it's because she's "visible" beyond the fog, and pausing causes the game to notice her?
- Xenia only targets Bond and not Natalya.
- There are a total of 6 spawning guards at the end of the level. They are all the same as regular guards throughout the level and can never pull grenades.
- If you enter an area where guards are able to spawn and stay there without leaving for 3 minutes, 3 of the spawns will stop respawning and objective D will be complete unless Natalya is dead. After another 7 minutes (10 minutes total) without leaving the area, all spawns will stop. Leaving the area resets everything, including the objective glitch.
Control
- Natalya stays in the lift until all 3 drone guns are damaged and all 6 guards have died and faded out. If your health is over 178, she says "James, you were wonderful!". If your health is 77-178, she says "James, you're hurt.". If your health is 76 or lower, she says "Oh dear, James, that didn't go so well.". [2]
- Trev is not invincible, but has 5000 armor. If you shoot at him or are within 100 units of him, he'll close the door and say "Too slow, James!". If he doesn't see you and isn't animating, he closes the door when you're within 50 units.
- Non-hatted guards will always spawn in the attic, while hat guards can spawn in several locations. Each of the 2 non-hatted guards have an associated glass they can go to and destroy, but can't go to the other one or double up, etc. They have a 61 / 256 (~23.8%) chance to go to their glass when spawned.