The Elite Forum
The Big Three Plus One => GoldenEye 007 => Topic started by: Icy on January 30, 2017, 06:58:46 pm
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Over the years, players have come up with tons of ideas and concepts for new strategies in Goldeneye, but the information is mostly scattered across the boards, lost in old conversations, or simply not well-known. Because new strategies are often the backbone of new untieds and pushing the game further at all skill-levels, I think it's very useful to have all of this information in one place for players to use, experiment with, discuss, and also conceptualize new ideas.
Naturally, there are countless ideas that players can come up with ranging from broad general concepts to micro improvements, so this is not intended to be completely exhaustive. That said, if you have other ideas worth adding, please share!
Here are the terms I'll be using for all the various strategies:
Misconception - Strategies that cannot work.
Unknown - Strategies that may work, but unconfirmed.
Hypothetical - Strategies that could work, but with no known way to use them or otherwise not worth using.
Theoretical - Strategies that do work, but are too difficult or luck-based to use, or simply unused so far.
Underused - Strategies that have been used in actual runs, but only by a small number of players.
Dam
All
Misconception - Consistent/fast double gate - RNG.
Misconception - Open double gate - The idea of having the gates open for you as you reach them. The guard unfortunately is not fast enough to do such a thing, but actually is possible with cheats on (Slow/Fast Animation, Turbo).
Misconception - Skip the gate button - The guard goes through two states before deciding to open the gate, and pressing the button skips one of them. The slightly tighter line is not a time save.
Theoretical - 2.X guard lure - Shooting at the tower guard during the cutscene can setup for an early boost.
Agent
Unknown - Indirect line after lock shot - Made infamous from Justin's run, it's argued that taking a slightly inward line reduces lag. It hasn't been proven either way.
Theoretical - Tower guard lure after lock shot - If you shoot by the first tower guard, you can lure him out to potentially get a boost.
SA
Misconception - Use the lower route for the 3rd/4th alarms - Slower route, though possibly reduces lag more than normal. There's a barrel down there which when destroyed from its top damages an alarm, but it's not enough to fully destroy it.
Misconception - Shoot alarms through walls - Alarms become unloaded and can only be destroyed by an explosive, not available without cheats.
Hypothetical - Lure a basement guard to open a door - Saves very little time, increases lag, and you often get backboosted.
Theoretical - 2.X - Requires 2.X mastery.
00A
Misconception - R-lean/basement/etc modem throws - Don't really save time and still requires the console to be loaded.
Theoretical - 2.X - Fairly reasonable to use since you can pause midway.
Theoretical - Faster modem throw - A flicked throw of the modem can work, but is very difficult to land.
Theoretical - Open basement door - By creating noise above, you can lure the patrolling guard to open the door. This increases lag a bit and adds complexity to the basement, but does appear to save time.
Facility
All
Misconception - Faster Trev speech - Internal timer.
Misconception - Consistent fast Trev - RNG. Some argue that loading him early can affect him favorably, but has not been proven.
Misconception - Keycard skip - Guards can't be lured to open the doors and the scientist is too slow.
Hypothetical - 0/1 Remote Mine tanks - More mines for self-boosting, but there's not a known method for destroying the tanks fast enough otherwise. Worth looking into in my opinion.
Theoretical - 2.X - Requires 2.X mastery. An important note: you still get the running boost while crouched, but lose it when pressing Aim. When forced to crouch, you maintain it, so 2.X does indeed save time.
Agent
Theoretical - Vent mine double boost - Difficult to perform, but you get an extra boost.
SA/00A
Unknown - Guard lure decoder door - Enter the large lab, create enough noise to lure guards to open the decoder door, and skip needing to pause. This also provides you with roughly 2x the chance for Doak. It's not proven if this is faster/slightly slower.
Theoretical - Right strafe Doak - As opposed to turning and spinning into him. You're still capped at the door, but this makes it easier to reach. Perhaps a quickpause could be squeezed in.
Runway
Agent/SA
Theoretical - Double nade start - It's possible to throw two nades to chain off of them as you leave grabbing the key, but very difficult to pull off.
00A
Misconception - Old nade strats - Obsolete.
Unknown - Get both nade boxes - More nades for self-boosts and other usages. Anything for saving time is likely TAS-only, but perhaps consistency could be improved with additional nades for blowing up guards.
Hypothetical - DDL nades - Double-duck leans allow for throwing objects even further, but are even more difficult to execute and likely wouldn't cut a significant amount of time.
Underused - Triple nade R-lean - Proven easy by Randy and Grav, this will snowball eventually.
Surface 1
All
Misconception - Console from below/outside/etc - Cannot be reached. One of the side doors can be opened from the snow however.
Agent
Misconception - Nade for the locks - Can only be obtained by a spawn guard, which don't appear without a major detour.
Hypothetical - Tree strat - Shoot the locks through the trees as you approach the tower to unload it, but not the locks. Proven to work, but is almost certainly TAS-only.
Underused - Santos boost - Get boosted by the guard as you leave the tower. Likely requires some cutscene shenanigans to be made consistent.
SA/00A
Misconception - Blueprints from outside - Despite being able to open the safe from outside, you cannot reach the blueprints.
Hypothetical - Keycard skip - Guards can open the the two hut doors, but there is no known setup. Likely not possible to be used effectively.
Hypothetical - Skip the GL - Less time spent in the hut and consistency is improved, but the self-boosts and faster ending save much more. Could work with relying on guard luck for boosts and possibly a nade.
Underused - 2.X - Requires good 2.X skills, but is one of the easier levels to use it.
Bunker 1
Agent
Misconception - 2.X guard lure - Bond is frozen in place during opening cutscenes, so you can't get boosted to the door.
Underused - Boost downstairs - Wait the cutscene out a little and one of the patrolling guards can boost you down the stairs sometimes.
SA
Misconception - Set off the alarm - There's no nice setup to do so, it creates a fair amount of lag, and the keycard for the glass door is on the route anyway.
Theoretical - 2.X guard lure - Get two doors open early, and also possibly a nade for the two back cams. Pausing midway into the level makes 2.X somewhat usable.
00A
Theoretical - 2.X guard lure - Opens the two doors and we pause anyway.
Theoretical - Early Boris hands - If you shoot near him from far away, you trigger his speech timer earlier. Tightens up the rest of the run and difficult to do, but does work.
Silo
All
Unknown - 2.X guard lure - On Jap and PAL with the different cutscenes available, it's possible to lure a guard. It's unknown if this can be used in any meaningful way on any difficulty, and may end up creating additional lag.
Hypothetical - Various door ideas - Silo relies heavily on guards opening doors quickly, but there are so many and each difficulty plays out differently, that it's hard to strategize for something better. As it stands, the doors are pretty consistent overall.
Theoretical - 2.X - Requires 2.X mastery, but 00A has an earlier pause to allowing switching back to 1.2.
00A
Hypothetical - Less pauses - Run through the level without pausing to switch back to select Plastiques again. There's no known setup to use this effectively, but could perhaps be combined with the 2.X guard lure.
Frigate
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Misconception - Luckier hostages - RNG.
Misconception - R-lean bug - The helicopter and bug must both be loaded, so R-leaning doesn't help on this level.
Hypothetical - 2.3 taker kill - Requires a specific cutscene, objects unloaded, actors loaded, and some luck with gun accuracy. No known setup or even basic understanding on how to use this, but saving a hostage early could be helpful. Early pause on Agent/SA to switch back to 1.2 is also nice.
Underused - 2.X - Requires 2.X skills, with skill-level dependent on which difficulty you're playing on.
Agent
Misconception - Shoot out the chair - While you may see the first hostage get stuck on the chair, he goes through it while unloaded.
Misconception - Single shot kills - While noise reduction helps avoid luring out more guards to get in the way of hostages, it's unnecessary to decrease it by this much as it does not prevent additional lures. That said, don't go full Rambo.
Hypothetical - Low aim taker kills - Some argue that auto-aim adjusts in such a way where you will on average get faster guard deaths, which release hostages faster, but can be tricky to aim like this as it's unituitive. This is not completely proven, but appears to work.
SA/00A
Misconception - Faster hostage route - I'm going to go out on a limb and claim that the routes we use now are optimal, except a possible change with a 2.3 route. Some older routes trade-off time for consistency, but are not faster than WR routes.
Misconception - Single pause bomb defusing - With the routes used, it's not feasible to defuse both bombs with one pause. Besides, that time spent is more time for hostages to escape, and A up on fast pace SA/00A runs is extremely rare.
Surface 2
Agent
Hypothetical - Guard nade/boost - Appears to save very little time if any because of the lines used. Not 100% confirmed to be useless though.
Theoretical - DDL mine - Double-duck lean the mine from further away to allow taking a more direct line to the exit. Opens up 0:46 and makes 0:47 even easier to pace (though recommended to use a regular double lean for 0:47) on Agent.
Agent/SA
Misconception - Roof door - Opening the exit door from above is obsolete with the R-lean strat since we don't walk near it anymore.
SA
Unknown - DDL nade - Double-duck lean the nade from further away to allow taking a more direct line to the exit. It's unknown whether this saves enough time to be worth using for any particular goal.
Underused - R-lean nade - Randy has proven that 0:48 is a very weak untied, but the strategy is difficult and requires waiting forever on a nade.
00A
Misconception - Shoot cameras from X - There are a lot of ideas for crazy camera shots all over the level, but they must be loaded in order to destroy them, so you don't have free reign to do whatever you want.
Hypothetical - Tree shot camera - The camera around the trees can be shot through the trees by loading it and unloading the hut. An extremely difficult shot to do and likely TAS only.
Theoretical - 2.X - Requires 2.X mastery.
Theoretical - Window shot - You can shoot the last camera through the window. It's very precise, but doesn't require needing a 2nd nade.
Theoretical - Nades for cameras - You can use nades for various cameras in the level, so long as you make sure they're loaded as the nade goes off. Time trade-off for farming nades is debatable and slower for a TAS, but may be different for a human player.
Underused - Double nade strat - Use a second nade to blow-up the last camera from outside. Only performed by Boss so far as getting the start required is very rare.
Bunker 2
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Unknown - Pauseless jail warp - Warping is possible by switching from the Watch, but it's unknown if it's possible to do so without it. If it is, the level becomes broken.
Hypothetical - Jail warp - You can warp the cell, but it's extremely difficult, saves a small amount of time, and may affect guards in unfavorable ways.
SA
Theoretical - Henrik route (hard) - An alteration from Henrik's route, you can R-lean the camera to affect the clipboard guard differently to be faster. Players who have tried this couldn't figure out all the gory details to make the rest of the level work, and only test runs exist.
Underused - Henrik route (easy) - Henrik's 0:46 uses the new, faster route, but this is apparently far less consistent than it appears to be. The main concept is luring out the clipboard guard can catching him later.
Statue
All
Misconception - Faster Val/Trev speeches - Internal timer.
Misconception - More consistent Trev shot/FR - RNG.
Misconception - Leave Trev earlier - You must remain within a certain radius of a node near the statue until objective B completes.
Unknown - Faster Val strafing - Ignoring inhuman TAS-like movement, it's unknown if an R-leaning Val strafe or different V-shape would be faster/more consistent. Most people seem to have their own unique way of strafing and most appear to be nearly equal is speed.
Hypothetical - Block warp - There's a block along the fence that can be warped, but is very difficult to do so and saves only a small amount of time. Especially with Statue being a luck-based level, this is likely not worth it.
Underused - Marc route - Faster lines through the level compared to the older route. Some argue that Marc route towards and old route back is best due to lag, but this is unconfirmed.
Underused - 2.X - Requires 2.X mastery.
Archives
All
Misconception - Guard lure to open Nat door - Guards won't move in such a way that would lead them to opening Nat's door.
Unknown - Consistent Nat - She appears to be random whether she sees you or not. Some claim it's due to lag, but it's not entirely known how to control it.
Underused - Left route - After the stairs, go left instead of to the right. This appears to be slightly faster, but less consistent. Henrik has achieved both 0:16 and 0:54 with this strat, so it does indeed work.
Underused - 2.X - Earlier slap and full speed makes 2.X stronger on Archives than most other levels. Requires high-level 2.X skill.
Agent
Misconception - Double door warp - You can warp through one of the corners of the double door on the way back, but is slower and very difficult anyway.
SA/00A
Misconception - Faster Mishkin speech - Internal timer.
Misconception - Early FR - Cannot be collected without opening the safe.
Theoretical - Ghost door - One of the doors towards Mishkin opens itself once in a rare while. Only one method exists to open it consistently, but it causes lag. Consistent ghost doors without lag would be a big find.
Theoretical - Guard opens double door - Occasionally, the guard by the double door will open it when he sees you. There's no known way to do this consistently without losing time or increasing lag by too much, but still happens by luck.
Streets
All
Misconception - Clip out of the level - Some claim that clipping out of the level would break it, but Streets has a ton of invisible walls behind the buildings and does not allow a fast exit, not to mention clipping has never happened and seems impossible.
Underused - Ogran lure - Use 2.X to lure one of the street guards in such a way to get a chance for a boost.
Agent
Hypothetical - Guard nade - Instead of killing the running guard, take a straighter, less laggy line and hope that a guard blows him up. Very luck-based for a very minor time save.
SA/00A
Misconception - Shoot Val - Shooting Val can affect his messages in what appears to be a useful way, but you are still restricted by the internal timer.
Theoretical - Goose route ending - Take a slightly wider line at the end for a good chance for a guard boost. The time save isn't very high and it doesn't work all the time, but is reasonable to go for to make pace at the end of a low-decimal run.
Theoretical - Don't switch back to 1.2 - More time for strafing Val and shooting guards is possible if you use 2.X for the entire level. Requires some good 2.X skill.
Theoretical - GL self-boosts - Like Agent, you can potentially get a GL and boost yourself. Health is an issue so this strategy requires precision shots to avoid taking too much damage.
Depot
All
Misconception - Train door warp - You can warp the train door, but it must be opened for the objective to complete, even on Agent.
Agent
Hypothetical - Double warp - While the second warp is claimed to be easier, nailing two warps in one run is extremely difficult. It's a fair bit faster than even a perfect train shot however, and you can skip going for it.
SA/00A
Hypothetical - Depot warp - Because you need to go for the blueprints the time save is very minimal and not worth going for.
Underused - Goose/Stoxenbawns mainframe strats - Both players use a riskier mainframe room strat that takes tighter lines but very rarely completes. Run through the middle and then either run back like normal (Goose), or run directly out around the mainframes (Stoxenbawns).
00A
Misconception - Jap body armor strats - Too slow.
Misconception - Nade strats - Nades can only come from spawn guards, who don't have enough time to appear. Even then, it would require an R-lean without needing to go right up to the ammo dump hut.
Theoretical - Rocket shot - Shoot one of the rockets in the ammo dump instead of the box in the front. The shot is very difficult and it appears to complete far less often, but is quite a bit faster.
Train
All
Theoretical - 2.X - Requires 2.X mastery. You can also shoot out a box and guard in the opening cutscene, while also switching to Laser immediately.
Underused - Pause glitch - If you time a pause just as you finish the level, you can save a couple frames.
Agent
Unknown - Swiss clip - Only has happened twice and appears to be a major error with the game, rather than a regular, replicable glitch. Potentially, you can destroy the brakes and then run into the endzone.
Hypothetical - ZMG + Laser - You can use the weapon switch glitch to have both a ZMG and Laser out together for faster locks, but would be very difficult to control and likely would cause too much lag.
Underused - Extra guard kills - Marc and others have shown that killing an extra guard in the first car significantly reduces lag. While all guard kills do so, it appears that those in the first car reduce the most. The exact details on this are unknown.
SA/00A
Underused - Ouro shot - The ending begins when Ouro dies, so you can shoot him from far back to activate Nat sooner. Requires a precise shot and even faster locks. Henrik has some SA 1:25 dupes with it.
Jungle
All
Theoretical - 2.X - Requires high-level 2.X skills. Can potentially be done in all right strafe with a difficult 2nd drone mine throw.
SA/00A
Underused - Cave mine throw - Throw a mine over the ladder to take out the drone later, instead of using a GL. Saves time and improves consistency.
Underused - Running Xenia - Very difficult to kill Xenia without breaking speed, but has been done by some players.
Control
All
Misconception - Protect skip - Internal timer. This is frequently considered the grand-daddy of level breaks, but Natalya completing the protection is based on the internal timer. If you break this somehow, several others levels also become broken (Facility, Statue, Archives, etc), and doing so almost certainly would be directly affecting the actual timer used to measure speedruns in the first place. Don't let yourself get caught up in the idea unless you understand the mechanics of how it works.
Misconception - Early locked door - Internal timer.
Misconception - Nat door warp - Cannot be done even with 0 collision. You would still need to get the remote mines anyway.
Hypothetical - Skip remote mines - Requires farming nades from spawn guards. It can work, but requires a lottery run to save a very small amount of time.
SA/00A
Misconception - Faster starting route - Like Frigate, I'm going to boldly claim that the current starting route is already as fast as possible without devolving into TAS-only style strategies.
Theoretical - Unloaded glass mine - As you go down the stairs towards the door before the glass, you can throw a mine, unload it, then blow up the glass. Saves time, a mine, and health, but is a difficult throw.
Caverns
Agent
Theoretical - ZMG + Timed Mines - Using the weapon switch glitch, you can throw timed mines and blow them up with the ZMG to self-boost. Very technical and difficult to perform. Likely Agent only.
SA
Misconception - B room with only Timed Mines - While the explosion radius is somewhat close, you can't blow up the two back sets of consoles with a single mine. It's faster to just shoot them because of this.
SA/00A
Theoretical - A from above - Using the Icy throws and a precise shot for the second set of consoles, you can take them out without going down there. Doing so skips the body armor, often kills scientists, and is difficult to perform. It saves a decent amount of time though.
Underused - 2.X - Requires 2.X mastery.
00A
Underused - Spec lure - Shoot by one of the scientists in the radio room to lure them out. Significantly improves consistency.
Underused - Icy throws - Use timed mines to blow up the first console set for objective A instead of running up to them. This will kill a scientist however.
Cradle
All
Misconception - Nade from above/below - The console is unloaded when the room is unloaded. Only nades that are inside the room can blow up the console while it's unloaded.
Unknown - Use Wide/Cinema - Some players claim that using one of these settings instead of Full gives more consistent fast Trevs. There has been some debate, but nothing has been confirmed.
Unknown - Shoot console while loading the room - The console loads ever so slightly before the rest of the hut, so it's possible to shoot it by looking away and then towards it. There is no known application for this.
Hypothetical - Double nade / nade+drone strat - Blow up the console with a nade while killing Trev. Using the drone strat requires the weapon switch glitch and 2x ZMG. This is the best suggested strategy for 0:33, and would also make 0:34 laughably easy, but requires a very rare run.
Underused - Pause glitch - If you time a pause just as you finish the level, you can save a couple frames.
Aztec
All
Misconception - B before A - While you can activate the ending before inserting the disk, it's extremely tight to make, and doesn't really save time anyway since you have to wait for guards to open the glass. Likely not usable at all for humans.
Unknown - Lureless glass - If a guard in the black room runs into you while you're against the glass, he can open it. Not only is this extremely rare, uncontrollable, and dangerous, but it would be barely faster. That said, nobody has spent the time researching it.
Hypothetical - Box ending - When crouched you can run into a box at a precise angle to avoid being seen from the drones and also avoid most of the laser shots. Extremely hard to setup, but could open up more runs without body armor.
Underused - 2.X - You can lure the guards at the start for quicker kills, and you can pause midway into the level, but this requires 2.X mastery.
SA
Underused - Fast glass - Use the fast glass strat on SA. It's a bit faster than Henrik's strat.
Underused - No body armor - With enough health and luck, you can skip the body armor and survive the ending.
00A
Theoretical - Fast glass - Use the fast glass strat on 00A. Very hard to do this while keeping reasonable health.
Theoretical - No body armor - With enough health and luck, you can skip the body armor and survive the ending. Extremely rare and essentially requires full health going into the big room.
Egypt
All
Misconception - Faster/consistent Baron deaths - RNG.
Misconception - Nade R-lean the 3rd Baron - He has too much body armor to die to a single nade, even with a direct hit on Agent.
Theoretical - Door warp - Warp the door into the 1st Baron room. Makes for a difficult shot, but is a good time save.
Theoretical - Tile warp - Warp one of the tiles in the Golden Gun room for a more direct line.
Underused - Door duck - It's slightly faster but also awkward to duck under the door heading into the 1st Baron room.
Underused - 2.X - Requires some good 2.X skills.
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Holy shit. :o
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Excellent topic.
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should be noted that duck leans using the runway 28 route probably isnt even faster because you have to wait to prime the nade after the battery throw for a few seconds anyway, and ducking kills your speed a lot more than a double lean
any duck lean route would have to blow up the battery earlier and/or use a route that goes closer to the plane (ending your run 999/1000 times with plane exploding) most likely
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<3
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The B1 agent strat where you wait cinema to get a boost down the stairs is a legit strat. I've used it a bunch while going for 16 and you can sick starts with it sometimes. You can miss the camera shot if you don't expect it but I still opt for it.
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If you want to see the bunker 1 agent strat in action, I was doing it in 2007, and I get that boost in the video of my run on the rankings.
https://www.youtube.com/watch?v=At2NMibkclI (https://www.youtube.com/watch?v=At2NMibkclI)
That felt a bit like a brag, but the strat definitely works.
Also this topic blows my mind. I'll try to add anything I can if I think of something.
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Were you sitting on this post for like months until I made that poll recently? Damn dude, amazing source of information. Thank you.
Now time for some free untieds.
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Cool thread mate :) I was thinking about a possible-strats wiki myself but would've never gone all the way ^^
Jungle
All
Theoretical - 2.X - Requires high-level 2.X skills. Can potentially be done in all right strafe with a difficult 2nd drone mine throw.
On Agent with a right-strafed 2nd drone it requires almost no general 2.2 skills at all. Just CC your GC stick down and rubberband it to 3 o'clock. At Xenia push it to 12 o'clock to run forward. The rest of the run is right strafe so you don't touch the 2nd controller at all. Getting any consistency with the 2nd drone is iffy though.
Jungle
SA/00A
Underused - Running Xenia - Very difficult to kill Xenia without breaking speed, but has been done by some players.
I agree it's underplayed/undertested. Illu says you can get it once every 30 minutes if things go well. And once nailed that's like a 10-20% chance at an untied for good Jungle players (with ok boost ratio).
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Thanks guys!
The B1 agent strat where you wait cinema to get a boost down the stairs is a legit strat. I've used it a bunch while going for 16 and you can sick starts with it sometimes. You can miss the camera shot if you don't expect it but I still opt for it.
If you want to see the bunker 1 agent strat in action, I was doing it in 2007, and I get that boost in the video of my run on the rankings.
https://www.youtube.com/watch?v=At2NMibkclI (https://www.youtube.com/watch?v=At2NMibkclI)
That felt a bit like a brag, but the strat definitely works.
Also this topic blows my mind. I'll try to add anything I can if I think of something.
Yeah, this strat is in the category of simply having not been used much, not that it hasn't been proven. I don't believe any single 0:17 has used it, but I'll still switch it to "underused".
Were you sitting on this post for like months until I made that poll recently? Damn dude, amazing source of information. Thank you.
Nah, I've thought of doing this for a little while, but never got around to it. I just buckled down and did it all in one mega writing session.
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If there's one underused strat on this list to really pay attention to, it's shooting during the roadblock cinema on Streets. It's great, amazingly consistent, and gives you a free boost 80% of the time.
I really thought the majority of people knew about this one. It should absolutely be common practice. Talk to Ogran or someone else in discord to learn how to execute this.
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Nice summary :)
I wonder if it's worth mentioning the window shot for last camera on S2 00A? It is used in the TAS run after all.
Also the R-Lean on B2 SA is simply used for consistency, since otherwise all guards would run to the same spot and interfere with the clipboard guy. This isn't a problem with the "easy" version since you're constantly moving while shooting. The main difference between the strats is how you approach the hallway cam (take the difficult far shot to save time or take a detour for it later).
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Adding Train 2.x, you can kill 1 or 2 crate guards during the intro cinema, get full speed, and switch to watch laser a little early, can save considerable time and consistancy if it weren't for the fact that train 2.x is insane
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Runway: Use 2.4 and shoot on the cutscene where the guard is seen the closest. You can get shot before the level even starts. I have no idea how to save time with this or how to time it in our favor.
There you go, documented.
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¿ H Y P O T H E T I C A L ?
Facility Agent: at the top of the OBJ:A staircase:
Any chance you could get extra mine boosts through the hallway walls? It seems "possible" that you could throw mines on one side of the wall, and catch it on the other side as well. I can't really think of a way it could work with 2 extra boosts, but one seems feasible.
You could throw a mine right when you approach the first hallway (a little before the three small stairs on the ground), get boosted, throw another mine when you switch to left strafe, and get boosted into the explosion that should be travelling through the wall from the first mine, resulting in 3 boosts from 2 mines.
Idk how full speed works in relation to boosts, maybe the boosts do more good where they currently are bc you can hit them at probably closer to full speed, or maybe using boosts in a slower area (like here, where you are changing strafe) would do more good.
¯\_(ツ)_/¯
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¿ H Y P O T H E T I C A L ?
Facility Agent: at the top of the OBJ:A staircase:
Any chance you could get extra mine boosts through the hallway walls? It seems "possible" that you could throw mines on one side of the wall, and catch it on the other side as well. I can't really think of a way it could work with 2 extra boosts, but one seems feasible.
You could throw a mine right when you approach the first hallway (a little before the three small stairs on the ground), get boosted, throw another mine when you switch to left strafe, and get boosted into the explosion that should be travelling through the wall from the first mine, resulting in 3 boosts from 2 mines.
Idk how full speed works in relation to boosts, maybe the boosts do more good where they currently are bc you can hit them at probably closer to full speed, or maybe using boosts in a slower area (like here, where you are changing strafe) would do more good.
¯\_(ツ)_/¯
The vent boost seems easier to pull off and even that is underutilized because of how hard it is to eek out the full 2 boosts because of lag and opening the first door
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underused--get guards to open doors.
lol'd at how this was posted in jan and dam is already very wrong
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Awesome topic and definitely worth a discussion.
There are new strategies being found or practiced each day. There may be some strategies that are record breaking and no one has shown them yet until they get their records with them.
I love this topic and I hope we can discuss all strategies to better everyones times. I have a question about cartridge tilting. In Goldeneye Speedrunning, is cartridge tilting allowed? If not then I have my answer. However, if it is allowed, does anyone have any experience using it? Has anyone done anything interesting in the game through cartridge tilting glitches? Perhaps clips through walls, floors, ceilings, stairs, etc. might be possible with cartridge tilting.
I hope there is some discussion on this. Not sure how reliable or safe cartridge tilting is but can you imagine starting the game full strafe, clipping out of bounds or through a wall and jumping to the end of a level because of the glitch.
What about beating a level during an opening cutscene resulting in a time of 0:00.00. If this is found out to be true, would this strategy be banned?
Sorry if this topic has been already discussed. I am new to the Elite!
Happy speedrunning!
Best,
Chris
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In Goldeneye Speedrunning, is cartridge tilting allowed? If not then I have my answer.
Any player caught doing any of the following will be permanently banned from the rankings:
Splicing, editing, or superimposing video and/or audio to fake a time
Using turbo controllers
Severe controller modding to combine separate 2.X controller inputs into a single controller
Intentional hardware manipulation that affects the game in ways impossible to reproduce normally
Using flashcarts (Everdrive 64, etc) or gamesharks
Tool assisted botting and other input scripting devices used via the N64 controller input
Two players sharing a controller(s) or a player claiming a time achieved by somebody else
Misrepresenting an emulator or other banned version run as a run achieved on an N64 console
Cartridge tilting is hardware manipulation and produces abnormal effects, it will never be allowed for legitimate Goldeneye speedruns.
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In Goldeneye Speedrunning, is cartridge tilting allowed? If not then I have my answer.
Any player caught doing any of the following will be permanently banned from the rankings:
Splicing, editing, or superimposing video and/or audio to fake a time
Using turbo controllers
Severe controller modding to combine separate 2.X controller inputs into a single controller
Intentional hardware manipulation that affects the game in ways impossible to reproduce normally
Using flashcarts (Everdrive 64, etc) or gamesharks
Tool assisted botting and other input scripting devices used via the N64 controller input
Two players sharing a controller(s) or a player claiming a time achieved by somebody else
Misrepresenting an emulator or other banned version run as a run achieved on an N64 console
Cartridge tilting is hardware manipulation and produces abnormal effects, it will never be allowed for legitimate Goldeneye speedruns.
Thank you for this information. I appreciate your guidance. I advocate speed running and its integrity. I apologize if I offended anyone or anything.
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Ancient thread bump, and formal request for this to be updated for GE, and created for PD as well :)
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I was thinking. On Facility. If you place two mines further down near the 3rd-5th row of tanks and shoot the first ones, you have enough time while trev is talking and also i believe it increases the odds of completion when the mines are further from trev especially with BT
Idk maybe it’s useless.
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I was thinking. On Facility. If you place two mines further down near the 3rd-5th row of tanks and shoot the first ones, you have enough time while trev is talking and also i believe it increases the odds of completion when the mines are further from trev especially with BT
Idk maybe it’s useless.
This is already a strategy for RTA, usually when bad trev appears. But the two mine only strat for good trev works perfectly fine on over 95% of runs as long as they're placed correctly, which isn't hard to do.
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He is talking about shooting the first two instead of the last two. I'm not sure I've seen anyone do it like that. It's a pretty neat idea worth testing.
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He is talking about shooting the first two instead of the last two. I'm not sure I've seen anyone do it like that. It's a pretty neat idea worth testing.
Yeah that’s what I meant. It would prevent trev from dying in the explosion
Also you could throw the mines on the tanks instead of the floor which I think would save time and give more room for error.
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Is there a reason why we don’t get a boost off the first guard on the left on Egypt. Even on agent
The place I’m shooting to alert him is giving me a boost towards the stairs to grab the goldengun
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Is there a reason why we don’t get a boost off the first guard on the left on Egypt. Even on agent
The place I’m shooting to alert him is giving me a boost towards the stairs to grab the goldengun
Do you have a clip of this? And also, how consistent is it?
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Is there a reason why we don’t get a boost off the first guard on the left on Egypt. Even on agent
The place I’m shooting to alert him is giving me a boost towards the stairs to grab the goldengun
Do you have a clip of this? And also, how consistent is it?
I don’t have a video I would say it’s about almost 1/4-5 times I get it.
And If I don’t it’s easy enough to start the level over if you choose.
I’m going to try to get a video today.
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Would it be possible to shoot out any of the tanks on facility during the cutscene with 2.x?
Maybe 1 Mine would be possible that way.
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I’m going to try to get a video today.
Would love to see this!
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Hello all,
Just wanted to add a couple of observations I've found while messing around with the game lately..
Streets SA/00 - By taking the alternate route to Valentin, I'm finding that while it takes a second or so longer to get to him (can't say accurately what the loss is) it alerts fewer guards.
(I also find using the PP7 to take them out helps minimise attention too). Upshot of this is more time to strafe Val than with the WR route. Even I (pretty bad at strafing NPC's) can consistently get him out of the building so maybe players who are awesome at this aspect could offset the loss of the slower route?
Dam - By making the strafe change on the corner of the tunnel and then keeping the gate button in the top right corner of the screen on approach (I use wide so will differ slightly) I get consistently fast gates - Frequently so much so that the first gate is already open enough to get through by the time you get there from hitting the button. My PB is a lowly 0:55 (1.2, c-up lockshot) but I can achieve this using either the WR route or in the fashion I mention above so maybe something in it for faster players than myself?
Anyway, all the best to everyone and keep up the good work!
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Streets SA/00 - By taking the alternate route to Valentin, I'm finding that while it takes a second or so longer to get to him (can't say accurately what the loss is) it alerts fewer guards.
(I also find using the PP7 to take them out helps minimise attention too). Upshot of this is more time to strafe Val than with the WR route. Even I (pretty bad at strafing NPC's) can consistently get him out of the building so maybe players who are awesome at this aspect could offset the loss of the slower route?
I remember Ogran talking about this route on his stream once, and how it could be a useful safe strat for RTA. As far as ILs would go, I doubt the slower route would be worth strafing Val farther for. Another thing Yendis has mentioned is that using manual 2.4, not pausing for the Val strafe, and killing the guards quicker would also allow to strafe Val farther, since you have that ~3.5 seconds extra time. Obviously this would require 2.x mastery but it's doable.
Dam - By making the strafe change on the corner of the tunnel and then keeping the gate button in the top right corner of the screen on approach (I use wide so will differ slightly) I get consistently fast gates - Frequently so much so that the first gate is already open enough to get through by the time you get there from hitting the button. My PB is a lowly 0:55 (1.2, c-up lockshot) but I can achieve this using either the WR route or in the fashion I mention above so maybe something in it for faster players than myself?
Doing the strafe change at that point loses time, around 0.2 or 0.3, so it likely only appears that the gate is opening faster most runs. The reason why doing it at the gate is optimal is that we take advantage of being closed for a split second and strafing against it so that time isn't lost. Dam is one of the least likely levels to have a new strat innovation, at least on Agent, because of all the study that was put into it in 2016 and 2017 when the hype for 52 was at its peak.
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Yeah I vaguely remember discussing/testing that Streets route with Ogran. It seemed promising for a while but didn't quite pan out. There might still be situations where it's useful though.
Edit: Went through our Discord logs, and the timeloss to Val was 1.2-1.3 seconds. The hope was to get a 2 boost start (fairly common) and for guards to follow Bond to around the switch and boost you twice there later to reduce the time loss, but unfortunately the guards arent that cooperative. 3-4 guards at Val seemed normal, but Ogran mentioned having seen 5-6 at some point. Strafing to Goose's spot seemed cake (Ogran said it saves .3), but not clear how much further you could go. Overall it seemed difficult to even break even.
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Cheers guys, really appreciate the thoughtful replies!
Interesting to know it's that close between the two Val routes. The Dam thing was a shot to nothing really and the explanation makes perfect sense.