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From: owner-n64-digest@lists.xmission.com (n64-digest)
To: n64-digest@lists.xmission.com
Subject: n64-digest V1 #1313
Reply-To: n64-digest
Sender: owner-n64-digest@lists.xmission.com
Errors-To: owner-n64-digest@lists.xmission.com
Precedence: bulk
n64-digest Wednesday, July 26 2000 Volume 01 : Number 1313
Re: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
[N64] Zelda: Majora
Re: [N64] Zelda: Majora
RE: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Hidden room(s) in PD Final Boss
RE: [N64] Hidden room(s) in PD Final Boss
Re: [N64] Goldeneye & Perfect Dark
RE: [N64] Hidden room(s) in PD Final Boss
----------------------------------------------------------------------
Date: Tue, 25 Jul 2000 17:02:10 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
Well thats not very secret....I read somewhere that there is a room (a
secret room if you will) above a hanger (don't know which) that contains a
phoenix pistol.
As for killing Mr. Big I haven't even attempted that yet. Is it one of the
special missions where you have to defeat 3 of the b*stards or the big freak
in level 9?.
I've got enough problems playing as Elvis on P-Agent setting.....How do you
enter that storage area (the one with the grille removed on the easy levels)
as some git has replaced it.
One last thing on that level, why does Elvis get shot by some joker who says
"........" damn, can't remember....think it had the word stretcher/body bag
or toaster in it, can't be sure though. Is there anyway to avoid this?.
>
>KAPOW! (Putting Jingle out of his misery)
>
>Okay. You know the first elevator in Area 51 Rescue, go to the second floor
>and make a right turn. At the end of the walkway is a guard, kill him, and
>then there's a door. It's locked. Behind that door leads to the secret
>area.
>To get in you have to not kill the guy in the mission beforehand that's
>standing in the open courtyard near the drone who has the keycard that
>unlocks the large elevators. Just knock him out. When you reach that door
>in
>Area 51 rescue he'll unlock the door for you. Is that what you're talking
>about?
>
>Now will somebody tell me how to kill the final boss in Perfect Blur-fest?
>
>Dave
>
> "Non-text portions of this message have been eaten by the monster
>under
>you bed"
> ICQ: 78248446
> AIM: Trey Table 25
>
>
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------------------------------
Date: Tue, 25 Jul 2000 13:29:17 -0400
From: "Dave Rhodes" <poppa_p@velocity.net>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
- ----- Original Message -----
From: Uncle Jingle <uncle_jingle@hotmail.com>
To: <n64@lists.xmission.com>
Sent: Tuesday, July 25, 2000 1:02 PM
Subject: Re: [N64] Hidden room(s) in PD Final Boss
> Well thats not very secret....I read somewhere that there is a room (a
> secret room if you will) above a hanger (don't know which) that contains a
> phoenix pistol.
>
> As for killing Mr. Big I haven't even attempted that yet. Is it one of the
> special missions where you have to defeat 3 of the b*stards or the big
freak
> in level 9?.
The big freak in Level 9. He's got a lot of shielding and a rocket launcher.
I think he also smeared Vaseline over Jo's eyes, cos everything is so darn
blurry. Smooth blur or clear choppy.
If you ask me, multi-player aside, Goldeneye is still the better game.
Goldeneye was great because it was humans against humans. Not humans against
monsters, aliens, demons, the LAPD, dinosaurs, sheep, or anything silly like
that. I really could have done without this whole Skedar/Maian thing. What
wrong with the Soviets or Nazis?
Or in level 9 Jo gets to the Skedar holy planet on a Skedar fighter ship,
but the only weapons she thinks to bring is an Earthen pistol, an Earthen
grenade launcher, and a Maian machine gun? You'd think there'd be some high
powered Skedar weapons on that ship.
It's just so hard to say bad stuff about PD since it has that great Combat
Simulator.
I'm still waiting for the "enemy cannot aim" Gameshark code.
Dave
"Non-text portions of this message have been eaten by the monster under
you bed"
ICQ: 78248446
AIM: Trey Table 25
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------------------------------
Date: Wed, 26 Jul 2000 08:14:07 +1000
From: "Moody, Luke" <moodyl@cba.com.au>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
SS
Shoot the staute behind him
> -----Original Message-----
> From: Dave Rhodes [SMTP:poppa_p@velocity.net]
> Sent: Wednesday, July 26, 2000 1:14 AM
> To: n64@lists.xmission.com
> Subject: Re: [N64] Hidden room(s) in PD Final Boss
>
>
> > What's the deal with a secret room above the hanger in the Area 51
> Rescue
> > mission?. If anyone has found it could you please put me out of my
> misery
> > and tell me where the hell it is.
> >
>
> KAPOW! (Putting Jingle out of his misery)
>
> Okay. You know the first elevator in Area 51 Rescue, go to the second
> floor
> and make a right turn. At the end of the walkway is a guard, kill him, and
> then there's a door. It's locked. Behind that door leads to the secret
> area.
> To get in you have to not kill the guy in the mission beforehand that's
> standing in the open courtyard near the drone who has the keycard that
> unlocks the large elevators. Just knock him out. When you reach that door
> in
> Area 51 rescue he'll unlock the door for you. Is that what you're talking
> about?
>
> Now will somebody tell me how to kill the final boss in Perfect Blur-fest?
>
> Dave
>
**********************************************************************
Commonwealth Bank of Australia (ACN 123 123 124)
**********************************************************************
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------------------------------
Date: Tue, 25 Jul 2000 20:16:13 -0400
From: "Dave Rhodes" <poppa_p@velocity.net>
Subject: [N64] Zelda: Majora
This is a multi-part message in MIME format.
- ------=_NextPart_000_0017_01BFF675.2E1FB660
Content-Type: text/plain;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable
Does anybody know if there will be a special Gold Cart of The Legend of =
Zelda: Majora's Mask for those who pre-order the game?
Dave
"Non-text portions of this message have been eaten by the monster =
under you bed"
ICQ: 78248446
AIM: Trey Table 25
- ------=_NextPart_000_0017_01BFF675.2E1FB660
Content-Type: text/html;
charset="iso-8859-1"
Content-Transfer-Encoding: quoted-printable
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML><HEAD>
<META content=3D"text/html; charset=3Diso-8859-1" =
http-equiv=3DContent-Type>
<META content=3D"MSHTML 5.00.2614.3500" name=3DGENERATOR>
<STYLE></STYLE>
</HEAD>
<BODY bgColor=3D#ffffff>
<DIV><FONT face=3DArial size=3D2>Does anybody know if there will be a =
special Gold=20
Cart of The Legend of Zelda: Majora's Mask for those who pre-order the=20
game?</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2>Dave</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=3DArial size=3D2> "Non-text portions =
of this=20
message have been eaten by the monster under you =
bed"<BR> ICQ:=20
78248446<BR> AIM: Trey Table =
25</FONT></DIV></BODY></HTML>
- ------=_NextPart_000_0017_01BFF675.2E1FB660--
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------------------------------
Date: Tue, 25 Jul 2000 22:52:05 -0500
From: Adam Hansen <1shadowrun@home.com>
Subject: Re: [N64] Zelda: Majora
<html>
From what I've heard, there are no plans for a gold cart this
time.<br>
<br>
- -Adam<br>
<br>
<br>
At 08:16 PM 7/25/00 -0400, you wrote:<br>
<blockquote type=cite cite><font face="arial" size=2>Does anybody know if
there will be a special Gold Cart of The Legend of Zelda: Majora's Mask
for those who pre-order the game?</font><br>
<br>
<font face="arial" size=2>Dave</font><br>
<br>
<font face="arial" size=2> "Non-text portions of
this message have been eaten by the monster under you bed"<br>
ICQ: 78248446<br>
AIM: Trey Table 25</font></blockquote></html>
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------------------------------
Date: Wed, 26 Jul 2000 08:47:06 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
Well there's a revelation.....anyway, any news on that secret room or tips
on Area 51: Maian SOS on p-agent.
>
>
>SS
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>Shoot the staute behind him
>
> > -----Original Message-----
> > From: Dave Rhodes [SMTP:poppa_p@velocity.net]
> > Sent: Wednesday, July 26, 2000 1:14 AM
> > To: n64@lists.xmission.com
> > Subject: Re: [N64] Hidden room(s) in PD Final Boss
> >
> >
> > > What's the deal with a secret room above the hanger in the Area 51
> > Rescue
> > > mission?. If anyone has found it could you please put me out of my
> > misery
> > > and tell me where the hell it is.
> > >
> >
> > KAPOW! (Putting Jingle out of his misery)
> >
> > Okay. You know the first elevator in Area 51 Rescue, go to the second
> > floor
> > and make a right turn. At the end of the walkway is a guard, kill him,
>and
> > then there's a door. It's locked. Behind that door leads to the secret
> > area.
> > To get in you have to not kill the guy in the mission beforehand that's
> > standing in the open courtyard near the drone who has the keycard that
> > unlocks the large elevators. Just knock him out. When you reach that
>door
> > in
> > Area 51 rescue he'll unlock the door for you. Is that what you're
>talking
> > about?
> >
> > Now will somebody tell me how to kill the final boss in Perfect
>Blur-fest?
> >
> > Dave
> >
>
>
>**********************************************************************
>Commonwealth Bank of Australia (ACN 123 123 124)
>**********************************************************************
>
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------------------------------
Date: Wed, 26 Jul 2000 09:13:25 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
>
>The big freak in Level 9. He's got a lot of shielding and a rocket
>launcher.
>I think he also smeared Vaseline over Jo's eyes, cos everything is so darn
>blurry. Smooth blur or clear choppy.
Maybe her makeup was starting to run.
>
>If you ask me, multi-player aside, Goldeneye is still the better game.
>Goldeneye was great because it was humans against humans. Not humans
>against
>monsters, aliens, demons, the LAPD, dinosaurs, sheep, or anything silly
>like
>that. I really could have done without this whole Skedar/Maian thing. What
>wrong with the Soviets or Nazis?
If we're lucky PD:2 will have Joanna going back in time to defeat all of
historys bad guys and avoiding wars and such.....this idea been done before
hasn't it, it worked then so it might work again.
>
>Or in level 9 Jo gets to the Skedar holy planet on a Skedar fighter ship,
>but the only weapons she thinks to bring is an Earthen pistol, an Earthen
>grenade launcher, and a Maian machine gun? You'd think there'd be some high
>powered Skedar weapons on that ship.
Thats what I thought, Sigourney Weaver never forgot to bring heavy artillery
when going up against an alien hoard. Why can't there be missions where you
bring equipment i.e. really big guns to the next level to save all this time
waisting looking for new stuff.
And if you look close at Joanna's lips in the opening cutscene Joanna is
saying '......Oh crap, I knew I meant to pick that stuff up".
>
>It's just so hard to say bad stuff about PD since it has that great Combat
>Simulator.
Still, that Psychosis Gun wouldn't have gone amis.
>
>I'm still waiting for the "enemy cannot aim" Gameshark code.
>
Can you get that without a gameshark or was that a dumb question?.
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------------------------------
Date: Wed, 26 Jul 2000 06:15:18 -0400
From: "Dave Rhodes" <poppa_p@velocity.net>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
- ----- Original Message -----
From: Uncle Jingle <uncle_jingle@hotmail.com>
To: <n64@lists.xmission.com>
Sent: Wednesday, July 26, 2000 5:13 AM
Subject: Re: [N64] Hidden room(s) in PD Final Boss
> >I'm still waiting for the "enemy cannot aim" Gameshark code.
> >
> Can you get that without a gameshark or was that a dumb question?.
>
I dunno. Goldeneye had it. So I'm hoping that PD has it too.
Dave
"Non-text portions of this message have been eaten by the monster under
you bed"
ICQ: 78248446
AIM: Trey Table 25
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------------------------------
Date: Wed, 26 Jul 2000 11:25:29 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
Goldeneye also had those controller cheats.....have you tried to find the
combination(s) for PD, surely they can't be that different.
Then again its probably not a good idea to search for them, as for me it
ruined GE as it took all the effort out of it.
>
> > >I'm still waiting for the "enemy cannot aim" Gameshark code.
> > >
> > Can you get that without a gameshark or was that a dumb question?.
> >
>
>I dunno. Goldeneye had it. So I'm hoping that PD has it too.
>
>Dave
>
> "Non-text portions of this message have been eaten by the monster
>under
>you bed"
> ICQ: 78248446
> AIM: Trey Table 25
>
>
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------------------------------
Date: Wed, 26 Jul 2000 21:35:09 +1000
From: Alex <alexh@ivanhoe.starway.net.au>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
At 08:47 26-07-00 BST, you wrote:
>Well there's a revelation.....anyway, any news on that secret room or tips
>on Area 51: Maian SOS on p-agent.
I'm trying to play through that level myself... I've gotten close but I
haven't beaten it yet. Here's a couple things a worked out though...
You can break out of the autopsy room by pushing the hoverbed up to the
glass and shooting it with the falcon you grab off the scientist. This
allows you to save a psychosis shot, and supplies you with extra falcon
ammo, as you can get up to two guns off each guy.
If you go to the cryo storage room on the left, you'll meet a guard with a
Ken Lobb head and dual gold magnums. These magnums are worthless to you;
there's no ammo. However they are deadly in the hands of Mr Lobb. This is a
guy you want on your team of psychos.
Check the last room on the right, just before you get to the showers,
you'll find a scientists carrying psychosis ammo inside. Watch out for the
auto gun.
alexh@ivanhoe.starway.net.au
<insert witty .sig thing here>
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------------------------------
Date: Wed, 26 Jul 2000 12:34:57 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
>At 08:47 26-07-00 BST, you wrote:
> >Well there's a revelation.....anyway, any news on that secret room or
>tips
> >on Area 51: Maian SOS on p-agent.
>
>I'm trying to play through that level myself... I've gotten close but I
>haven't beaten it yet. Here's a couple things a worked out though...
>
>You can break out of the autopsy room by pushing the hoverbed up to the
>glass and shooting it with the falcon you grab off the scientist. This
>allows you to save a psychosis shot, and supplies you with extra falcon
>ammo, as you can get up to two guns off each guy.
>
>If you go to the cryo storage room on the left, you'll meet a guard with a
>Ken Lobb head and dual gold magnums. These magnums are worthless to you;
>there's no ammo. However they are deadly in the hands of Mr Lobb. This is a
>guy you want on your team of psychos.
>
>Check the last room on the right, just before you get to the showers,
>you'll find a scientists carrying psychosis ammo inside. Watch out for the
>auto gun.
>
>alexh@ivanhoe.starway.net.au
I've found that if you let those 2 goons by the cryolab see you, they will
alert 'Mr. Lobb'. I just run back to that large room and await his enterance
and shoot him with the Psychosis gun.
If you want to create more than one psycho I have this hint: Make sure you
dont have any of the other psycho's in the area otherwise they'll just kill
your next victim for you (even after you have shot them with the psychosis
gun), you need to let the serum work for a few seconds.
One last thing, Don't waste time picking of the guards from the area with
the removed vent as I guarantee more than a few guards will take this
opportunity to shoot you.....just go through the vent and take your chances.
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------------------------------
Date: Wed, 26 Jul 2000 22:16:56 +1000
From: Alex <alexh@ivanhoe.starway.net.au>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
At 12:34 26-07-00 BST, you wrote:
>
>>At 08:47 26-07-00 BST, you wrote:
>> >Well there's a revelation.....anyway, any news on that secret room or
>>tips
>> >on Area 51: Maian SOS on p-agent.
>>
>>I'm trying to play through that level myself... I've gotten close but I
>>haven't beaten it yet. Here's a couple things a worked out though...
>>
>>You can break out of the autopsy room by pushing the hoverbed up to the
>>glass and shooting it with the falcon you grab off the scientist. This
>>allows you to save a psychosis shot, and supplies you with extra falcon
>>ammo, as you can get up to two guns off each guy.
>>
>>If you go to the cryo storage room on the left, you'll meet a guard with a
>>Ken Lobb head and dual gold magnums. These magnums are worthless to you;
>>there's no ammo. However they are deadly in the hands of Mr Lobb. This is a
>>guy you want on your team of psychos.
>>
>>Check the last room on the right, just before you get to the showers,
>>you'll find a scientists carrying psychosis ammo inside. Watch out for the
>>auto gun.
>>
>>alexh@ivanhoe.starway.net.au
>
>I've found that if you let those 2 goons by the cryolab see you, they will
>alert 'Mr. Lobb'. I just run back to that large room and await his enterance
>and shoot him with the Psychosis gun.
>
>If you want to create more than one psycho I have this hint: Make sure you
>dont have any of the other psycho's in the area otherwise they'll just kill
>your next victim for you (even after you have shot them with the psychosis
>gun), you need to let the serum work for a few seconds.
>
>One last thing, Don't waste time picking of the guards from the area with
>the removed vent as I guarantee more than a few guards will take this
>opportunity to shoot you.....just go through the vent and take your chances.
>
I noticed that. I was crouched in that vent, picking the off the enemy
sniper-style, and beginning to enjoy myself too, when some fiend shot me in
the back.
On another interesting occasion, at the beginning of the level, I had
disarmed the first scientist, then run past and grabbed the next guy's gun.
He turned around and ran back into the autopsy room, where he said to the
first scientist "Let's go to plan B". I'd never heard this line before and
was curious as to just what their plan would be. Before I had time to
properly consider the possibilities both guards had thrown up their hands
and in unison cried "I surrender". As you can imagine, it was quite funny at
the time.
alexh@ivanhoe.starway.net.au
<insert witty .sig thing here>
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------------------------------
Date: Wed, 26 Jul 2000 14:54:23 BST
From: "Uncle Jingle" <uncle_jingle@hotmail.com>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
So what part are you having trouble on, are you playing as Perfect Agent?.
Have you finished on any level yet, what did you think of the end cutscene?.
>
>I noticed that. I was crouched in that vent, picking the off the enemy
>sniper-style, and beginning to enjoy myself too, when some fiend shot me in
>the back.
>
>On another interesting occasion, at the beginning of the level, I had
>disarmed the first scientist, then run past and grabbed the next guy's gun.
>He turned around and ran back into the autopsy room, where he said to the
>first scientist "Let's go to plan B". I'd never heard this line before and
>was curious as to just what their plan would be. Before I had time to
>properly consider the possibilities both guards had thrown up their hands
>and in unison cried "I surrender". As you can imagine, it was quite funny
>at
>the time.
>
>alexh@ivanhoe.starway.net.au
>
><insert witty .sig thing here>
>
>
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------------------------------
Date: Wed, 26 Jul 2000 10:07:38 -0400 (EDT)
From: "Lloyd Millard Mccoy Jr." <mccoyjr@Glue.umd.edu>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
I agree that's what Goldeneye had over Perfect Dark. While Perfect Dark
is a phenomenal game Goldeneye's realism is preferred. Shooting with real
guns in familiar environments beats any futuristic mayhem. The grittiness
and realism of Goldeneye is what endeared me to it. Maybe they'll have an
updated version for Starcube...who knows.
On Wed, 26 Jul 2000, Uncle Jingle wrote:
> >
> >The big freak in Level 9. He's got a lot of shielding and a rocket
> >launcher.
> >I think he also smeared Vaseline over Jo's eyes, cos everything is so darn
> >blurry. Smooth blur or clear choppy.
>
> Maybe her makeup was starting to run.
>
> >
> >If you ask me, multi-player aside, Goldeneye is still the better game.
> >Goldeneye was great because it was humans against humans. Not humans
> >against
> >monsters, aliens, demons, the LAPD, dinosaurs, sheep, or anything silly
> >like
> >that. I really could have done without this whole Skedar/Maian thing. What
> >wrong with the Soviets or Nazis?
>
> If we're lucky PD:2 will have Joanna going back in time to defeat all of
> historys bad guys and avoiding wars and such.....this idea been done before
> hasn't it, it worked then so it might work again.
>
> >
> >Or in level 9 Jo gets to the Skedar holy planet on a Skedar fighter ship,
> >but the only weapons she thinks to bring is an Earthen pistol, an Earthen
> >grenade launcher, and a Maian machine gun? You'd think there'd be some high
> >powered Skedar weapons on that ship.
>
> Thats what I thought, Sigourney Weaver never forgot to bring heavy artillery
> when going up against an alien hoard. Why can't there be missions where you
> bring equipment i.e. really big guns to the next level to save all this time
> waisting looking for new stuff.
>
> And if you look close at Joanna's lips in the opening cutscene Joanna is
> saying '......Oh crap, I knew I meant to pick that stuff up".
>
> >
> >It's just so hard to say bad stuff about PD since it has that great Combat
> >Simulator.
>
> Still, that Psychosis Gun wouldn't have gone amis.
>
> >
> >I'm still waiting for the "enemy cannot aim" Gameshark code.
> >
> Can you get that without a gameshark or was that a dumb question?.
> ________________________________________________________________________
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>
>
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>
sx
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------------------------------
Date: Thu, 27 Jul 2000 03:45:31 +1000
From: Alex <alexh@ivanhoe.starway.net.au>
Subject: Re: [N64] Hidden room(s) in PD Final Boss
At 10:07 26-07-00 -0400, you wrote:
>
>
>I agree that's what Goldeneye had over Perfect Dark. While Perfect Dark
>is a phenomenal game Goldeneye's realism is preferred. Shooting with real
>guns in familiar environments beats any futuristic mayhem. The grittiness
>and realism of Goldeneye is what endeared me to it. Maybe they'll have an
>updated version for Starcube...who knows.
>
If anything Goldeneye was more gamey than PD. The levels were more linear.
The action was more arcade like. Auto-aim was better. AI was easier to
anticipate. The heads were bigger and head shots were easier to make. PD is
a much grittier game.
alexh@ivanhoe.starway.net.au
<insert witty .sig thing here>
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------------------------------
Date: Thu, 27 Jul 2000 03:49:36 +1000
From: Alex <alexh@ivanhoe.starway.net.au>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
Besides Maian SOS, the only other level I have to do is the Skedar homeworld
on Perfect Agent. Then I can finally get All Weapons, the last cheat to
elude me. I can see getting the par time will require creative use of the
grenade launcher.
At 14:54 26-07-00 BST, you wrote:
>So what part are you having trouble on, are you playing as Perfect Agent?.
>Have you finished on any level yet, what did you think of the end cutscene?.
>>
alexh@ivanhoe.starway.net.au
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------------------------------
Date: Wed, 26 Jul 2000 14:02:31 -0400
From: "Dave Rhodes" <poppa_p@velocity.net>
Subject: Re: [N64] Goldeneye & Perfect Dark
- ----- Original Message -----
From: Alex <alexh@ivanhoe.starway.net.au>
To: <n64@lists.xmission.com>
Sent: Wednesday, July 26, 2000 1:45 PM
Subject: Re: [N64] Hidden room(s) in PD Final Boss
> At 10:07 26-07-00 -0400, you wrote:
>
> If anything Goldeneye was more gamey than PD. The levels were more linear.
> The action was more arcade like. Auto-aim was better. AI was easier to
> anticipate. The heads were bigger and head shots were easier to make. PD
is
> a much grittier game.
>
> alexh@ivanhoe.starway.net.au
>
And people wore hats you could shoot off. I think the sneaking around was
done better in Goldeneye too.
Dave
"Non-text portions of this message have been eaten by the monster under
you bed"
ICQ: 78248446
AIM: Super Trey Bros
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------------------------------
Date: Thu, 27 Jul 2000 08:27:54 +1000
From: "Moody, Luke" <moodyl@cba.com.au>
Subject: RE: [N64] Hidden room(s) in PD Final Boss
Are any of the cut scenes different on any difficulty?
> -----Original Message-----
> From: Uncle Jingle [SMTP:uncle_jingle@hotmail.com]
> Sent: Thursday, July 27, 2000 12:54 AM
> To: n64@lists.xmission.com
> Subject: RE: [N64] Hidden room(s) in PD Final Boss
>
> So what part are you having trouble on, are you playing as Perfect Agent?.
>
> Have you finished on any level yet, what did you think of the end
> cutscene?.
> >
> >I noticed that. I was crouched in that vent, picking the off the enemy
> >sniper-style, and beginning to enjoy myself too, when some fiend shot me
> in
> >the back.
> >
> >On another interesting occasion, at the beginning of the level, I had
> >disarmed the first scientist, then run past and grabbed the next guy's
> gun.
> >He turned around and ran back into the autopsy room, where he said to the
> >first scientist "Let's go to plan B". I'd never heard this line before
> and
> >was curious as to just what their plan would be. Before I had time to
> >properly consider the possibilities both guards had thrown up their hands
> >and in unison cried "I surrender". As you can imagine, it was quite funny
>
> >at
> >the time.
> >
> >alexh@ivanhoe.starway.net.au
> >
> ><insert witty .sig thing here>
> >
> >
> >[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> >[ (without the quotes) to majordomo@xmission.com ]
>
> ________________________________________________________________________
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>
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