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GoldenEye 007 (Xbox 360)/Changes and Differences from the Nintendo 64 version
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This is a sub-page of GoldenEye 007 (Xbox 360).
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Contents
General Differences
- The game's original textures, models, and skies can be selected on the fly by pressing RB. (The XBLA port of Perfect Dark had this functionality during development but not in the final release, so this may have only been intended as a developers' tool.)
- The following text serves as a placeholder for the publisher's logo, it also sums up this port's fate pretty well:
Do you expect me to remove this Nintendo logo screen?
No, Mr. Bond, I expect you to die.
- Blending on the clouds in the skies is done incorrectly, making their coloration much more vivid than it is on the Nintendo 64.
- Environment mapped textures don't seem to render the same as they did in the original game.
- The game runs at 60 frames per second under normal circumstances. This target framerate is constantly printed in green on the top-left corner of the screen. When the framerate does drop, the value is drawn under the 60.000 target in pink.
- Gadgets can be cycled like weapons during gameplay, rather than needing to be selected via the menu.
- As in the original game, gadgets (and unarmed without a sniper rifle) have no visible model in first-person. Instead, their name is printed at the bottom-right of the screen, next to their ammo count (if applicable), when they are selected.
- The left half of the scrolling text screen texture now features developer names:
- Laurie Cheers
- Dave Herod
- Sergey Rakhmanov
- Ross Bury
- Keith Rabbette
- Chris Woods
- Chris Tilston
- Mark Edmonds
- Bug: RGB values for secondary geometry are not used for the new graphics, resulting in things such as the red circle behind the GoldenEye logo on the title sequence, the red Russian text on crates, or the yellow caution stripes on Silo's doors being rendered in gray.
- Bug: Sometimes character heads don't load.
- Bug: The tops of the new skyboxes do not render correctly.
- Bug: The suit_lf_hand model shows all of Bond's possible cuffs, rather than just the one for the outfit he's currently wearing.
- Bug: Music changes during missions are non-functional.
Menus
- An ESRB disclaimer, "Game Experience May Change During Online Play", has been added under the logo.
- Complying with Microsoft's standards, button graphics and text descriptions for their functions have been added to the menus.
- Leaderboards, Achievements, Help & Options, and Return to Arcade options have been added to the first page of an agent file.
- Cheat Select Mission is now a separate option from Select Mission.
- The watch menu is titled Q watch v3.01 sp2 and has had resume mission, equipment, help & options, leaderboards, and achievements added to its first page. The menu is clearly unfinished, as these new options are drawn over the currently selected weapon.
- The text for aborting a mission has been made more verbose.
Multiplayer
- Dam, Frigate, and Depot have been added to the list of available levels.
- Dam's setup isolates a portion of the dam and the service tunnel under it.
- A new option has been added: Unequal Character Heights. Without this on, characters are scaled to the same height, unlike the original game. It defaults to off.
- An option for vertical screen split when playing with 2 players has been added.
Level Differences
Dam
- Snowy, tree-lined hills and additional mountains have been added beyond the tops of the original mountains when playing with enhanced graphics.
Facility
- The double agent that Bond has to contact for the door decoder is Dr. Rakhmanov, not Dr. Doak. Doak's name and appearance was based on a Rare developer, David Doak, who was a member of the original GoldenEye development team. In the same vein, Rakhmanov is based on Sergey Rakhmanov, who was senior artist at Rare at the time this port was underway, and whose name appears on the updated scrolling screen texture.
Surface 1
- The original tree border has been replaced with a chainlink fence when playing with the new graphics. A tree wall is still present, but is farther back, with more snowy plains and modeled trees beyond the fence. The skybox features distant mountains.
Silo
- Bug: The ICBM model is incorrectly occluded when viewed from some places.
- Bug: The elevator doors never fully close during the outro.
Cradle
- The skybox features the antenna dish and jungle cliffs when playing with the new graphics.
Aztec
- The stone areas of this level have been given an overgrown appearance, including some new (untextured) vine models in the area with the bridge, in the new graphics.
- The room with the screens from Moonraker has painted murals on the stone walls, and new partially-untextured light models have been added.
- Bug: The space shuttle model is incorrectly occluded when viewed from some places.
Complex
- Grass has been added to some rooms when playing with the new graphics. Palmtrees and scaffolds can be seen through the skylights.
- The sky has been changed from red to blue in the new graphics, but the fog is still red.