GE For Fun Visual List
GoldenEye 007 - Survival Mode
Image Unavailable

Author: Wreck


Date: October 13th, 2020


Category: GE For Fun


Expansion Pak: Yes


Just what is Survival Mode? It's a twist on the normal mission campaign, where your safety is key. Whenever you complete a level, your health and armour are carried over to the next. If you die, you lose a life. You begin with five on Agent, four on Secret, and three on 00 Agent & 007. Your lives are displayed at the lower left corner whenever you begin a level. Should you run out of lives, your progress will be reset all the way back to the start. You have the option of returning to a previously completed level, in an attempt to finish it with more health and/or armour, if you're having trouble. Should you manage to complete Egypt, the game will roll over to the Dam, and you will be awarded with a bonus life (maximum of seven lives total). Each difficulty is its own challenge, and does not affect any other. You can't beat Jungle on 00 Agent, then switch to Agent for Control to try and make things easier. Test yourself and see how far you can make it. Do you have what it takes to survive?

Notes…
The only level playable from the start of a new session is the Dam. Choosing any other level will automatically boot you back to the select screen. You need to play through the campaign from beginning to end. Once the game has been shut off or reset, your survival progress will be lost. The data is copied temporarily to RAM, and thus does not save.

If you run into any serious issues, please contact me. The N64 Vault Discord channel is a good place to do so. I've had the mod tested by a few people, and nothing horrible has happened during their play sessions. That doesn't mean something couldn't occur, so keep that in the back of your mind if you do come across anything weird or game breaking.

Tips…
Remember, you'll never be able to replenish your health, but armour can be found throughout the campaign. There is less and less of it on harder difficulties, so make sure to seek it out and use it wisely (in cases where multiple are present in one level).

It'd be a wise decision to have as much armour as possible at the end of Egypt, as once you have completed it, you can not go back. You'll have to start over at Dam, and progress through the campaign all over again.

Special thanks…
SubDrag: For creating/maintaining the GE Editor.
Zoinkity: For his Expansion Pak patch.
Carnivorous: For his Footsteps patch.

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Navigation

GoldenEye Main
Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
Super Smash Bros. Main

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-007-survival-mode
Carry-Over Mod
Image Unavailable

Author: Wreck


Date: September 27th, 2020


Category: GE For Fun


Expansion Pak: Yes


Though we usually say GoldenEye has twenty missions, the truth is that there are really nine. Some of those missions consist of multiple levels, while others only have one. What this mod does, is treats each mission as one level, with "checkpoints" in between. When you complete Dam, whatever you had for health, armour, weapons, and ammunition, will be copied into RAM. This data is read once you load Facility, and is then applied to your stats and inventory. You'll need to be cautious when playing a lengthy mission. The more levels that are included, the more important it is to keep your damage minimal. The powerful weaponry you can acquire can certainly make up for that, however. By the time you reach the Train, you might be packing a large assortment of firearms and explosives. But in some other levels, where Bond was captured previously, you'll need to search the map to track down your equipment again. One-off missions, such as Silo and Aztec, have had edits made to increase difficulty slightly. Be it less armour, quicker hostage execution times, or fewer bullets for legendary weapons. This mod will let you experience GoldenEye in a new way, which is always entertaining.

A few notes…

Expansion Pak is required.

When you reset or power down the game, the data from each level completion (health, armour, weapons, and ammunition) will be wiped out, as it is only stored temporarily within RAM, and not saved. It also does not matter which agent profile (save folder) you are using.

If you're playing on a completed save file, where all levels have been unlocked, you may notice that some will boot you back to the select folders if you attempt to play them. You'll need to play the first level within the mission, and advance through them one at a time. You can begin any of the nine missions, though. The reason for this is that the game is looking for the data copied out from the previous level. If nothing exists, you'd have no health or ammo.

Using the easier difficulty settings will cause you to receive more ammo than you're supposed to. The amount of ammunition you have at the end of a level is copied, and in certain levels, will be placed into an ammo crate. On Agent difficulty, you'll get twice as much as you would on 00 Agent, while Secret gives out an extra fifty percent.

Some minor changes were made for consistency. You'll actually have access to the remote mines in Dam, so they don't magically appear in Facility. If you use them up before then, they will not be available for you later. Caverns is another example. The ZMG you begin with has been removed. The reason for this is because that particular weapon was nowhere to be found in either Jungle or Control, and you can pick it up almost immediately after stepping out of the elevator. Your timed mines are also gone, but are now stored inside an ammo crate within the level. Depot has had one area of the level physically altered, but I'll leave it up to you to figure out the reason.

Should you run into any issues, please don't hesitate to inform me.

Special thanks…
SubDrag: For creating/maintaining the GE Editor.
Zoinkity: For his Expansion Pak patch.
Carnivorous: For his Footsteps patch.

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Navigation

GoldenEye Main
Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
Super Smash Bros. Main

- ge-for-fun - http://n64vault.com/ge-for-fun:carry-over-mod
GoldenEye 007 - Shotgun Fun Run
Image Unavailable

Author: Wreck


Date: August 25th, 2020


Category: GE For Fun


Expansion Pak: Yes


It's time for another weapon 'X' only challenge! For this test of patience and skill, we look to a weapon that was never even made available in either the mission campaign or multiplayer, and could only be used via the All Guns cheat option. The embarrassing little brother of the superior Automatic Shotgun… the… Shotgun. It's loud, it is inaccurate from a distance, and it doesn't fire all that quickly. As it shoots five scattered projectiles, your best to use it at close range. This ensures maximum damage to your target. The reserve capacity has been greatly increased, and specific amounts of shells are assigned to the player per level. There should be plenty enough available to complete each mission, but that does not mean you should be careless with how much you're expending. Please be sure to read through the rules and guidelines below, as to not fail the run. Are you up for this new challenge? By the end of it, you might wish you just stuck with the Klobb.

Rules/Guidelines/etc…

In order to finish a mission, you must meet a required number of kills. You can keep track of them inside your watch, by selecting the Kill Counter item. Even if you've completed your objectives, you won't be able to trigger the final cutscene until enough enemies have been eliminated. This prevents players from simply running through levels like Archives or Bunker 2. Be prepared to make some noise.

All kills must be caused either directly or indirectly by the Shotgun. What this means is that you can use something like a fuel barrel or crate to eliminate guards, but the explosion needs to be set off by a Shotgun. However, should an enemy use an explosive device, such as a hand grenade, grenade launcher or rocket launcher, and this results in deaths, these are ruled as kills. And if you can manage to shoot a hand grenade being pulled by an enemy, than not only does it count, but you should also feel a sense of pride - or luck - in this accomplishment. Shooting dropped grenades is fine, as well.

Any object you are tasked to destroy must be done so with the Shotgun (unless noted). Alarms, surveillance cameras, radio equipment, etc. This also includes things like drone guns, padlocks, boxes, consoles, desks, and so on. When faced with an objective that requires you to use something other than the Shotgun, such as a remote mine, it is perfectly acceptable to do so. There are certain objects that can only be destroyed with an explosive, so the use of mines or grenades is fine. The bottling tanks in Facility are optional. It would take a minimum of 30 shells to destroy them all, and the mines were assigned for this very objective. Some other missions also have objects you can use gunfire to destroy (like ammo crates), but have been given mines to use, or can locate within the level. This is up to you. One final exception are the securing hatch bolts in Train. These would require an absolutely absurd number of Shotgun shells to destroy, and the inaccuracy makes it even worse. In this case, the Watch Laser is allowed (and suggested). Just don't use it for anything else. A list of exceptions is provided further down below.

The tank is not only banned, but it has been modified so the player can't even use it.

If you run out of ammunition, and have not reached the kill requirement, you must restart the mission, unless you can trick guards into killing themselves or others for you. No use of the slapper is allowed. There is no shotgun ammo available in any levels other than Statue and Caverns, where you must acquire it from a fallen enemy weapon.

Even the characters in the cast roll have joined in the Shotgun Fun Run, too. Any time you see someone brandishing a firearm, you can rest assured that it is a Shotgun.

Those of you who are able to complete the game on 00 Agent mode, including the two bonus missions, will be rewarded with a new cheat option. What could this be? You'll just have to tough it out to see for yourself.

A Special Note on Train…
After quite a bit of testing, I found that 00 Agent becomes much more difficult to complete using just the Shotgun, due to how Rare setup the action blocks regarding the ending sequence. Normally, you must kill Xenia in order to gain additional time to allow Natalya to crack Boris' password. If you do not manage to eliminate her before the shutter drops, than there simply is not enough time for Natalya to complete all the hacking objectives. I reloaded a savestate over and over trying it. Attempting to shoot her with the Shotgun after hitting Ourumov becomes a painful chore, and more often than not, you only injure her. Even if you do land a shot, the low damage it causes may not force her death. This results in a failed run. As this was already slightly unfair to begin with, I decided to alter the blocks to check if she takes any damage at all. Should she be hurt in any way, it sets a flag. This flag is checked for when the shutter drops. If it is set, you get the extra time. So it is in keeping with what Rare designed, but only requires Xenia be injured, rather than killed outright. You might still have trouble, but trust me, it is far less annoying than the original action blocks were. If you really want an added challenge, than see if you can actually take her down in time. Best of luck. The speedrunning strat of getting outside the train early is acceptable as an alternative.

A Special Note on Egypt…
Utilizing a glitch that can cause the dual Laser wielding voodoo shaman (in his third appearance only) to freeze in position until you shoot at him enough times to deplete his armour is NOT acceptable. Other ways to exploit his design can be utilized, however.

Exceptions…

Facility:
The bottling tanks can be destroyed using remote mines.

Runway:
You'll need to use either timed mines or hand grenades to destroy the heavy gun emplacements and missile battery.

Silo:
Plastique must be thrown into each of the fuel rooms.

Surface ii:
A remote mine needs to be placed onto the helicopter.

Depot:
The illegal arms cache can be destroyed using mines.

Train:
It is strongly suggested you use the Watch Laser for the floor panel.

Jungle:
Your mines can be used for the ammo dump.

Control:
The armoured mainframes will require either mines or hand grenades to blow up.

Caverns:
Control consoles can be destroyed with your mines.

Specific Level Exit Notes…

Dam: Cannot bungee jump.
Facility: Cannot use exit doors or conveyor exit.
Runway: Cannot enter plane.
Surface i: Cannot climb ladder.
Bunker i: Cannot exit bunker.
Silo: Cannot enter exit lift.
Frigate: Cannot leave in boat.
Surface ii: Cannot enter bunker.
Bunker ii: Cannot exit bunker.
Statue: Cannot leave park.
Archives: Cannot break library windows.
Streets: Cannot exit to depot.
Depot: Cannot enter train.
Train: Cannot enter final car.
Jungle: Cannot enter exit lift.
Control: Cannot enter exit lift.
Caverns: Cannot enter exit lift.
Cradle: Cannot trigger end scene.
Aztec: Cannot trigger launch shuttle sequence.
Egypt: Cannot trigger end scene.

Special Thanks…
SubDrag: For creating/maintaining the GE Editor.
Zoinkity: For his Expansion Pak patch.
Carnivorous: For his Footsteps patch.

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Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
Super Smash Bros. Main

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-007-shotgun-fun-run
True Enemy Rockets
Image Unavailable

Author: Wreck


Date: July 18th, 2020


Category: GE For Fun


Mod: True Enemy Rockets
Author: Wreck
Date: July 18th, 2020

As most of you are probably already familiar, GoldenEye had an unlockable cheat option called Enemy Rockets. When activated, it switched out whatever weapon a character was carrying with a rocket launcher. However, it did not affect everyone. Any guard who was spawned into the level through the use of an action block remained armed with their original weapon. This includes security teams who begin appearing either at a specific point in the mission, or when an alarm is raised. What this mod does, is edits each individual level setup file, so that everyone - even those spawning enemies - will be packing rockets. You do not need to use any cheat options, as the actual game missions are changed. In fact, the Enemy Rockets cheat has been swapped out with "Super 10x Armor". This is a beefed up version of the unused beta cheat "Super 2x Armor". You should be able to withstand multiple direct rocket hits with this. You can now carry an additional three rockets in your reserve, to help minimize backtracking to collect more. There is also a bonus "All Rockets" multiplayer weapon set to play against your friends with. If you've already beaten the game using Enemy Rockets, than consider this the next step up. Protecting Natalya just got a whole lot more interesting…

Play however you like. Use the launchers yourself, or try not to. Just be warned that you'll only be able to find ammo for other weapons in certain places, such as crates. There is a very good chance of running out in the middle of a mission, so plan out your attack, and utilize grenades or mines to take out groups of enemies. Going unarmed may be useful in some situations, as well. But remember that this mod doesn't expect for you to do it all without using rockets. They may be your only way through tough areas.

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Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
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- ge-for-fun - http://n64vault.com/ge-for-fun:true-enemy-rockets
GoldenEye 007: Ghost Edition
Image Unavailable

Author: Carnivorous


Date: June 11, 2020


Category: GE For Fun


Level: All


Description:


GoldenEye 007: Ghost Edition

About:
The same GoldenEye 007 you love but with all characters invisible.
Shadows, held weapons and worn glasses\hats are the only visible component for characters.
Enjoy!

Disclaimer:
By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM
You also agree that the ROM will not be included in any emulator builds or assembled ROM sets
To apply the mod, patch in the setup editor or the xdelta patcher of your choice.

Credits:
SubDrag - GoldenEye 007 Setup Editor

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Navigation

GoldenEye Main
Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
Super Smash Bros. Main

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-007:ghost-edition
Flipped MIDI
Image Unavailable

Author: Carnivorous


Date: May 16, 2020


Category: GE For Fun


Level: All


Description:


GoldenEye 007 - Flipped MIDI

About:
Have you ever wondered how a MIDI file would sound if you took its notes and inverted them, so that the high notes
were low and the low notes were high, while preserving the tonal distance between the notes?
No?
Well, Andrew Huang (@andrewismusic) has, and after inverting "Für Elise" by Beethoven, he made a YouTube video of the results!
YouTuber Jon Lervold also inverted a few GoldenEye songs and I wanted to hear what it'd be like if the entire game soundtrack was invert.
I cobbled together an editor build that flipped the raw note opcodes in the MIDI binaries within the highest/lowest note range for that track.
It works a little bit differently to Andrew's original idea, though - rather than using the first note of the melody as an anchor point,
the editor simply inverts the entire range within the same octave.
It works well enough but isn't as good as Jon Lervold's method of manually setting the octave per track. Enjoy!

Disclaimer:
By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM
You also agree that the ROM will not be included in any emulator builds or assembled ROM sets
To apply the mod, patch in the setup editor or the xdelta patcher of your choice.

Credits:
• SubDrag - GoldenEye 007 Setup Editor
• Andrew Huang/Jon Lervold - Inversion idea

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Perfect Dark Main
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- ge-for-fun - http://n64vault.com/ge-for-fun:flipped-midi
India Summer
Image Unavailable

Author: Flargee


Date: April 1, 2020


Category: GE For Fun


Level:


Description:


(Warning, this mod contains NSFW language. Please be aware).

GoldenEye - Google translated edition (India Summer)

If running on Project 64, please disable “Advanced Block Linking” in the settings, or the mod will not work.

This mod replaces as much text as I could without running into issue with mangled English (translated a couple dozen times), along with some weird tunes and
funny graphic edits. Nothing major.

This mod also uses the footsteps patch supplied by Carnivorous, it can be found here (https://carnivoroussociety.github.io/)

Disclaimer:
By using this patch you confirm that you will not sell or make any profit on the patch or resulting modified ROM
You also agree that the ROM will not be included in any emulator builds or assembled ROM sets
To apply the mod, patch in the setup editor or the xdelta patcher of your choice.

Credits:

• Carnivorous- Footsteps patch
• CrashOveride - Custom logo, elevator music ideas, console testing.
• ZoinKity - used his 7 MB patch
• Whoever composed clicking anywhere

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GoldenEye Main
Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
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- ge-for-fun - http://n64vault.com/ge-for-fun:india-summer
Cybertruck
Image Unavailable

Author: Graslu00


Date: November 30, 2019


Category: GE For Fun Mods


Level: Streets


Description:


Drive the eco-friendly Cybertruck(R) around the Streets, battling the fossil fuel emissions.
Only includes the Streets level, cannot play any other mission… Or can you?

Created by Graslu00

Tested on Carnivorous' 1964 60FPS Build and real N64 hardware.

Installation:

- Use the GESetup Editor or XDelta UI and apply the proper XDelta file to a clean GoldenEye 007 (NTSC-U) ROM
Download XDelta UI - web.archive.org/web/20170523022132/files.catbox.moe/immoym.zip
Download the GESetup Editor - https://github.com/carnivoroussociety/GoldEditor

Credits:

- Graslu00 - Main idea, Cybertruck model & textures, Elon Musk monstrosity
- Carnivorous - Critical eye for perfect shots and help porting the truck model

Special thanks to:

- Elon Musk for the awesome Cybertruck design

Links:

- http://n64vault.com - for more mods
- YouTube.com/Graslu00 - My YouTube channel
- Discord.me/Graslu00 - Where most of these terrible ideas come from

Version history:

- 1.0 - Release/Final

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:cybertruck
GoldenEye 007 - Ken Lobb Classic
Image Unavailable

Author: Wreck


Date: November 3rd, 2019


Category: GE For Fun


Description:


GoldenEye 007 - Ken Lobb Classic:

Author: Wreck
Version: 1.00
Date: November 3rd, 2019

You are hereby invited to participate in the prestigious Ken Lobb Classic. This challenge requires the player to complete the mission campaign using what is universely agreed upon as the worst weapon in the entire game; the Klobb. Unlike most Klobb only challenges that rely on using cheat options, such as All Guns and Infinite Ammo, this mod does not. Here the player begins each mission with the weapon, or can collect it almost immediately after taking control of Bond. Some levels see you off with a low amount of ammo, and will expect you to go about collecting more from fallen enemies or crates. Most other levels will start you out with a larger count, should you not be able to replenish your supply as you progress. While the idea is to simply finish the mission, eliminating as many of the guards along the way as you can is applauded. Just like any challenge, there are some rules in place to follow. Be sure to read them over before jumping straight into it. Can you conquer GoldenEye with just the Klobb? It's time you found out!

Rules/Guidelines/etc…

All kills must be caused either directly or indirectly by the Klobb. What this means is that you can use something like a fuel barrel or crate to eliminate guards, but the explosion needs to be set off by a Klobb. However, should an enemy use an explosive device, such as a hand grenade, grenade launcher or rocket launcher, and this results in deaths, these are ruled as suicides. And if you can manage to shoot a hand grenade being pulled by an enemy, than not only does it count, but you should also feel a sense of pride - or luck - in this accomplishment. Shooting dropped grenades is fine, as well.

Any object you are tasked to destroy must be done so with the Klobb (unless noted). Alarms, surveillance cameras, radio equipment, etc. This also includes things like drone guns, padlocks, boxes, consoles, desks, and so on. When faced with an objective that requires you to use something other than the Klobb, such as a remote mine, it is perfectly acceptable to do so. There are certain objects that can only be destroyed with an explosive, so the use of mines or grenades is fine. The bottling tanks in Facility are optional. It would take a minimum of 70 bullets to destroy them all, and the mines were assigned for this very objective. Some other missions also have objects you can use gunfire to destroy (like ammo crates), but have been given mines to use, or can locate within the level. This is up to you. One final exception are the securing hatch bolts in Train. These would require an absolutely absurd number of Klobb rounds to destroy, and the inaccuracy makes it even worse. In this case, the Watch Laser is allowed (and suggested). Just don't use it for anything else. A list of exceptions is provided further down below.

The tank is banned. The thing, itself, is a weapon. It can crush enemies beneath it and run over vehicles or other obstacles. You may not use it in either Runway or Streets for any reason. Sorry, but you'll just have to hoof it.

If you run out of ammunition, you must either restart, or attempt to see it through, should you not actually require any bullets to finish it. No use of the slapper is allowed. Some crates do hold ammo, but make sure you know what's inside, because it will cost you a few rounds just to break it open. No use of other weapons to destroy crates / cardboard boxes is accepted, but should an explosive device being used for objective based purposes happen to blow a nearby one up, than enjoy the extra ammo that pops out.

Should you manage to collect a second Klobb during a mission, it is permitted to use them as a pair. You are still using the correct weapon, after all. This is also a rare enough occurance that it won't be abused. But if you prefer to use just the one, than an extra pat on the back goes to you.

Even the characters in the cast roll have joined in the Ken Lobb Classic, too. Any time you see someone brandishing a firearm, you can rest assured that it is a Klobb. Those who don't, would either rather use their fists, or are laughing their butts off just thinking about it.

Multiplayer mode also has a Klobb only weapon set, which replaces the Throwing Knives. Now you can compete head-to-head in the Ken Lobb Classic against another human opponent. Who will reign supreme as the Lord of the Klobb?

Those of you who are able to complete the game on 00 Agent mode, including the two bonus missions, will be rewarded with a new cheat option. Your mastery of the Klobb shows that you are indeed worthy of something special.

A Special Note on Train…
After quite a bit of testing, I found that 00 Agent becomes much more difficult to complete using just the Klobb, due to how Rare setup the action blocks regarding the ending sequence. Normally, you must kill Xenia in order to gain additional time to allow Natalya to crack Boris' password. If you do not manage to eliminate her before the shutter drops, than there simply is not enough time for Natalya to complete all the hacking objectives. I reloaded a savestate over and over trying it. Attempting to shoot her with the Klobb after hitting Ourumov becomes a painful chore, and more often than not, you only injure her. Even if you do land a shot or two, the low damage it causes may not force her death. This results in a failed run. As this was already slightly unfair to begin with, I decided to alter the blocks to check if she takes any damage at all. Should she be hurt in any way, it sets a flag. This flag is checked for when the shutter drops. If it is set, you get the extra time. So it is in keeping with what Rare designed, but only requires Xenia be injured, rather than killed outright. You might still have trouble, but trust me, it is far less annoying than the original action blocks were. If you really want an added challenge, than see if you can actually take her down in time. Best of luck.

A Special Note on Egypt…
Baron Samedi becomes quite the opponent when you can no longer use the Golden Gun to easily defeat him. In fact, since his third incarnation has three times as much armour as his second form, it will require a lot of gunfire to take him down. This is made even more difficult by the guards who continue to spawn into the level. To help out a little, you are permitted to use the weapon locked away in the floor tile puzzle room. However, utilizing a glitch that can cause the dual Laser wielding voodoo shaman (in his third appearance only) to freeze in position until you shoot at him enough times to deplete his armour is NOT acceptable. There should also be no pride in such a victory. You've made it this far, after all. Finish it like a man!

Tips…
The strategies you may have used previously might not work this time around. The accuracy of the Klobb makes it difficult to hit things from a distance. Whenever possible, try getting closer to your target. This will help to reduce how much ammo you're using. Aim for the head when up close and personal with an enemy, but watch out for their return fire. Certain guards wear armour, and won't react to being shot until that protection has been depleted. Be very cautious of these guys, as they can quickly become a problem. You can use certain character AI limitations or action block designs to your advantage. In some situations throughout the game, these are almost necessary for survival. Drone guns can be very tricky to destroy, and may be where you use up a good chunk of ammo. Try to find the best spot to shoot at it from. The larger you can make it appear on screen (distance and angle), the more likely your shots will land on it. This weapon is quite noisy, so any stealth approach isn't going to do too well. You'll draw out guards or their clones when they hear your fire, which means you'll either need to lure them further away from others before firing, or be prepared for some serious shoot outs.

Exceptions…

Facility:
The bottling tanks can be destroyed using remote mines.

Runway:
You'll need to use either timed mines or hand grenades to destroy the heavy gun emplacements and missile battery.

Silo:
Plastique must be thrown into each of the fuel rooms.

Surface ii:
A remote mine needs to be placed onto the helicopter.

Depot:
The illegal arms cache can be destroyed using mines.

Train:
It is strongly suggested you use the Watch Laser for the floor panel.

Jungle:
Your mines can be used for the ammo dump.

Control:
The armoured mainframes will require either mines or hand grenades to blow up.

Caverns:
Control consoles can be destroyed with your mines.

Egypt:
The weapon you're tasked to recover may be used once collected.

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Navigation

GoldenEye Main
Perfect Dark Main
Diddy Kong Racing Main
Jet Force Gemini Main
Mickey's Speedway USA Main
Pokemon Snap Main
Super Smash Bros. Main

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-007-ken-lobb-classic
RickRollEye 64
Image Unavailable

Author: Johnny Thunder


Date: April 1st, 2019


Category: For Fun


Level: Various


Description:


RickRollEye 64:
my new mod of GoldenEye 64 related with memes, dank memes, Valve references, and more, i work it in like 1 year, 4 months,
since January 1st of 2018, this was one of my most complex mods of GoldenEye 64 ever made, in this mod has now new textures,
new characters, new sounds, new music, new geometry of levels, new color for the watch menu, etc. Enjoy this mod and have fun! Only for own use, NOT for sale


Update 2.0:
new portal sound shot
android version added in normal and australium edition
australium edition makes all guns unto golden tone (except detonator)

Update 1.2.8.5:
New more crazy sounds in the 10th level
Fixed soda machine textures
Fixed new sounds about some bugs

Update 1.2.6:
New music for multiplayer
Crazy sounds at the 6th level
New music on the 9th level

Update 1.2.4:
added sounds for the 10th and 13th level in 2 characters (the 10th level the audio sounds when it's killed, thanks to Pheonarx, credits)
(The 13th one the audio sounds when you are close of him)

Update 1.2.2:

Increased sound of the "modem" on the 1st level
Sound is the destroyed sentries added to the 2 missing ones on the 13th level

Update: version 1.2:

bugs fixed:
new mp death music
Rescue MP door locked deleted


N64 Hardware (Everdrive 2.0/2.5/3.0): Works good
Android Emulator: Doesn't works
Wii 64/Not 64 (n64 wii emulators): works very good
Computer Emulator: Works very good

Programs Used:
GoldenEye Setup Editor 3.0/4.0/4.1
Blender 2.78/2.79
Solidworks 20XGX
Crowbar
Jed's Half-Life Model Viewer
Audacity
Gimp 2
Paint

Credits to:

Yourgamerman Mexicali for the test on the original N64 Hardware.
CrashOveride for help for the checking of the english of my mod, test it in the original N64 console, and in some custom models/textures/sounds.
Goldfinger 64 team for use as reference the fedoras model/textures.
GoldenEye 64 Team for create the game.
CHlindin for some midis from his mod of Custom Music. (he know what midis)
Wreck for some mirrored levels from GoldenEye 64 Mirror mode.
SubDrag for created the editor.
Carnivorous for the v11/v12 footsteps patch and the editor 4.0/4.1.
Zoinkity for the 7mb + 1mb for special modifications.
.JaceLeon. for some midis (he know what midis i refering).
S40 Games for test on the original N64 Hardware.
BMW for the Countyard MP level.
Monkeyface for the Iceworld/Matrix MP level from GoldenEye 64: Counter-Strike mod.
Valve for some textures/sounds/models from Half-Life, Day Of Defeat, Team Fortress Classic, Team Fortress 2, Counter-Strike 1.6.
Eurocom for the TWINE weapons/levels/textures/models/props
Koei for the Winback: Covert Operations weapons
Rick Astley
Butch Hartman
Gerard Butler
Gabe Newell
Kevin Spacey
Shigeru Miyamoto
Thomas F. Wilson
Bob Gale
Robert Zemeckis
George Lazenby
Steven Harwell
William Steig
John Paul Larkin
Eduard Khil
Eddy Wally
Snoop Dugg
Universal Studios
Viacom

and the rest…

Credits for use his face as Guards:

JackieAsianChan
KevinCas
AL64 (include his 3 random faces)
Dusky
Tavo
Miyamoto
Christian
Yourgamerman
ooMOOMANoo
MisterZen
El Risitas
XxSICKxXKiller
00Action
.JaceLeon.
Sogun
S40 Games
MRKane
Trevor
Snooplax
CrashOveride
Mary
Angie

for report bugs of the mod, go to my discord… link: https://discord.gg/p3Hcx95

Enjoy it!

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:rickrolleye-64
GoldenEye With Sonic Characters
Image Unavailable
Nice!

Author: CrashOveride


Date: December 25, 2018


Category: For Fun


Level: All of them dummy


Description:


Goldeneye With Sonic Characters
By CrashOveride

This has been in development for a YEAR. From january to december, wow. Time to gib credits

Credit
Models used are from Sonic Adventure1 and 2, Sonic R, Sonic Chronicles, and Sonic Jam.
Filler for optimizing the eggrobo and tails doll, and making the Galil and AR models.
Lenstar Productions for the mugman models
Zoinkity for the 8MB patch
Subdrag for the hires and pal patches

Disclaimer: You run the hires versions at your OWN RISK. I am NOT resposible if the game crashes during a one hour playthrough or something.

How To Use
gesonicfinal is the mod, NTSC version original resolution
gesonichires is the mod, NTSC version high resolution
gesonichires480i is the mod, NTSC version high resolution 480i
gesonicpal is the mod, optimized for PAL consoles
gesonicpal480i is the mod, optimized for PAL consoles at 480i resolution.
Apply to an unbyteswapped NTSC/USA rom

also PLS don't sell this, it's degenerate and scummy.

UPDATE!!!! Fixed issue with bunker 1, thanks carn for reporting
Fixed issue with depot crashing, thank you subdrag
take on me mode only works on LLE plugins like angrylion and the system itself. HLE plugins like Jabo, Glide64, and GLideN64 will not work with it as of now

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-with-sonic-characters
SpookyEye
SpookyEye
Image Unavailable
renders made by crash, edit made by graslu

Author: CrashOveride


Date: November 2, 2018


Category: For Fun Mods


Description:


SpookyEye by CrashOveride
(This mod was designed to be terrible and was made in three days)
Features:
Almost All Characters replaced by skeletons
New trumpet model made by graslu00(in 3-4 minutes lol)
thats it

Credz:
Carnivorous model made by, well, Carnivorous
PD GBC Joanna textures made by Graslu00
Instrument help by graslu00
Joanna body ported by Wreck
textures used for trumpet made by SEGA
Skeleton model made by valve

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:spookyeye
GoldenEye With Mario Characters
Image Unavailable
Publicity

Author: StupidMarioBros1Fan


Date: January 11, 2018


Category: Levels


Level: All


Description:

Created by StupidMarioBros1Fan with help from Graslu00, Carnivorous and Sogun.

Tested on Carnivorous' 1964 60FPS Build and CEN64 and real hardware.

Installation:

Use the GoldenEye Setup Editor or XDelta UI and apply the proper XDelta file to a clean GoldenEye 007 (NTSC-U) ROM
Download XDelta UI - web.archive.org/web/20170523022132/files.catbox.moe/immoym.zip
Download the GESetup Editor - goldeneyevault.com/viewfile.php?id=37

Description:

This mod replaces all of the characters with ones from the Mario universe along with edited dialog to make more sense with the characters. For example there is no mention of Trevelyan/Luigi's parents being Lienz Cossacks and instead of calling James Bond/Mario the "Golden Boy" he says the "Golden Bro." Other changes include the dialog where Mario meets Natayla/Peach as Mario doesn't straight up say he's a spy to her.
The Briefing is edited to not only replace the names, but also with slightly different text. Not much, but there are small differences. Moneypenny/GoldCoin however actually has some different dialog such as mentioning that there is a girl in the cell next to you for Bunker 2. However the story itself is mainly the same as the original, with all Levels playing out basically the same as the original. There's small differences but for the most part it's just bug fixes with nothing majorally different to the levels….besides Train because characters are different sizes compared to the original but it functions the same as the original.

Characters:
James Bond -> Mario
Natayla Simonova -> Peach
Alec Trevelyan -> Luigi
Xenia Onnatop -> Daisy
Arkady Ourumov -> Bowser
Boris Grishenko -> Yoshi
Dimitri Mishkin -> Donkey Kong
Valentin Zukovsky -> Wario
May Day -> Pauline
Oddjob -> Toad
Jaws -> Waluigi
Baron Samedi -> Rainbow Bowser, the Powered-Up version of Bowser from Super Mario 64.
Soldiers/Civilians/Scients -> Koopa Troopas
Heads are now different expressions to make use of the Random Head system, hats/helmets are replaced with tiny models & Bounding Boxes of 0 because they would get hit first despite being inside the head. Thought about making them sunglasses, but it'd still get hit first before the back of the head did and overall was unfairly annoying.
Mishkin/Donkey Kong is no longer the Defense Minister, that role now goes to May Day/Pauline with Donkey Kong being the Head of Special Forces. This was done to give Pauline a role in the story, as well as explain why the "Great Guards" use DK's body.
Dr Doak is now Oddjob/Toad to give him some sort of role in the story, as a result the idea of Toad "blending in" with the other scientists is ridiculous.

Credits:

Custom/Edited Models by StupidMarioBros1Fan
Models imported into game by StupidMarioBros1Fan
How Tall & How Far Above Ground by StupidMarioBros1Fan
Bounding Boxes by Graslu00 & StupidMarioBros1Fan
Custom POV for Single Player by Carnivorous
Custom POV for Mulitplayer by StupidMarioBros1Fan
Animation Edits by StupidMarioBros1Fan
Custom Portrait Pictures by StupidMarioBros1Fan
Lighting Fixes for First-Person Models by Carnivorous
Rendering Fixes by Carnivorous
Level & Text Edits by StupidMarioBros1Fan
Testing on Actual Hardware by Graslu00
Peach's Castle, Bob-omb Battlefield & Big Boo's Haunt ported to rom by StupidMarioBros1Fan

HUGE Thanks to:

Graslu for Help, Testing and Advice
Carnivorous for Help and Advice
Sogun for the Multiplayer Maps and Advice
SubDrag, Zoinkity, Wreck, Trevor, 00action & others for the GoldenEye Setup Editor

Links:

GoldenEyeVault.com - for more GoldenEye 007 & Perfect Dark mods
YouTube.com/StupidMarioBros1Fan - My YouTube channel for mods of multiple games
YouTube.com/Graslu00 - Graslu00's channel for videos on various GE007 & PD mods

Notes:

The gameplay demos that play at the end of the Startup sequence are kind of broken as a result of Mario's POV being lower, actual gameplay is fine.
As a result of most characters being sized to 2.0 instead of 1.0 (allows the guns to look bigger in their hands) a lot of characters run slowly in Single Player. This mainly means that Koopa Troopas take forever to run to places like Alarms, and won't sneak up on you as quick. Peach is sized at 1.0 so she moves at the same speed as Natayla, don't have to worry about her being slower. Toad is horribly slow thankfully though his only role in Single Player is to give you the Door Decoder in Facility which does not require walking on his part. Multiplayer is completely fine, all characters move at normal speed due to being controlled by players.
Train on 00 Agent is tricker to complete due to Bowser being so big, but it is beatable as both Graslu00 and I have done it on Console and Emulator respectively.
Luigi doesn't run around the ladder at the bottom of Cradle anymore, instead he just runs a little to the left. This changed because as a result of the slower speed, he liked to unintentionally run into the ladder which resulted in him flying straight to the top of it. This would make the level almost impossible without full health because he'd constantly shoot at you while climbing up the ladder…and that was on Agent. Needless to say, the fight isn't luck-based anymore.
For Multiplayer: Bowser, Rainbow Bowser & 2 Female Koopa Troopas are the most "expensive" characters to use as when combined, they use a lot of textures & just have a lot of triangles in general. While they don't crash the game, don't be surprised if they slow the game down especially if the map itself uses a lot of textures too.

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:goldeneye-with-mario-characters
ToastyEye 64 2.2
ToastyEye 64 2.2
Image Unavailable
Nice!

Author: Johnny Thunder


Date: December 31, 2017


Category: GE For Fun


Description:


ToastyEye!

Upgrade of ToastyEye 64 V2.2!!!
Problems Fixed:
Janus Marine "Geddan Bug" Fixed

A new GoldenEye 64 mod, perfect for '' For Fun Mods '', replacing James Bond with Dan Forden, Except 007, and a bit of '' Toasty! Toasty! To To To! To To Toasty !, among other things

Thanks to Yourgamerman for giving me an idea of a crazy mod and '' Botanon ''

Thanks to:
Ducc for the new canon for the Sniper rifle

Special Thanks to SubDrag for creating the GoldeEye Setup Editor

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:toastyeye-64-2-2
DoakEye 64
DoakEye
Image Unavailable
Nice!

Author: LampPost


Date: June 11, 2017


Category: GE For Fun


Description:


Created by LampPost

Tested on 1964 and CEN64.

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:doakeye-64
DwaynEye 64
Dwayne!
Image Unavailable
Nice!

Author: Graslu and Carnivorous


Date: May 23, 2017


Category: GE For Fun


Description:


Created by Graslu00 and Carnivorous.

Tested on Carnivorous' 1964 60FPS Build and CEN64.

Installation:

- Use the GESetup Editor or XDelta UI and apply the proper XDelta file to a clean GoldenEye 007 (NTSC-U) ROM
Download XDelta UI - web.archive.org/web/20170523022132/files.catbox.moe/immoym.zip
Download the GESetup Editor - goldeneyevault.com/viewfile.php?id=37

Credits:

- Graslu00 - Main idea and execution.
- Carnivorous - New animations, Dwayne splash screen background model, other adjustments.

Special thanks to:

- SubDrag for creating the GE Setup Editor and providing help for issues found in
the progress of making this mod.
- Carnivorous for helping me on learning how to use the Setup Editor and providing
the custom animations and models along other fixes to sounds and textures.
- Huey Lewis & The News for "Hip To Be Square" - Edit by YouTube.com/KiiroBomber
- GoldenEye: Source for the Dwayne poster from the intros.

Links:

- GoldenEyeVault.com - for more mods
- YouTube.com/Graslu00 - My YouTube channel
- Discord.me/Graslu00 - Where most of these terrible ideas come from

Version history:

- 1.0 - Release

Download

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Levels

Feel free to edit this with navigation and backlinks
Go back to Goldeneye Levels
Diddy Kong Racing Levels
Mickey's Speedway USA Levels
Super Smash Bros Levels

- ge-for-fun - http://n64vault.com/ge-for-fun:dwayneye-64
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