Perfect Dark Combat Simulator Custom Setup (Actual N64 Capture) - Warehouse
This is a capture of one of my custom Combat Simulator setups in Perfect Dark for the Nintendo 64. This is not an emulator. This footage was recorded directly from my Nintendo 64 using an actual Perfect Dark cartridge.
I purchased Perfect Dark on its release day back in 2000 and proceeded to create various custom Combat Simulator setups, all of which are straight deathmatches. I am showcasing my setups because I think they're fun and people would enjoy trying them. Some of these setups are approximately 15 years old.
The Warehouse map features a central room with a massive mound of crates in the center. For some reason, the AI is obsessed with this room and will keep trying nonstop to get on top of that mound. My setup is based on exploiting this odd feature. So this is essentially a king of the hill battle within a deathmatch.
I set the SuperDragon to spawn on top of the crates, giving me an endless supply of grenades to shoot from my perch up above. And it just so happens that there's this small little platform on top of the crate stack itself where an ammo box spawns. I like to sit on top of that platform and reign down death from above while the ammo box keeps respawning underneath me and replenishing my supply of grenades. Since there is only one ladder leading up to the top of the mound, and the AI has OCD with regard to the mound of crates, I just shoot at the ladder whenever I see someone on my radar. You can also reign down explosive death on any other section of the room, including doorways.
Because the AI is just relentless in assaulting this room, I have two PerfectSims on my team to help. As soon as you start this match, you'll need to get on top of the mound and order your PerfectSims to "Hold" the specific spot where you saw me give the command (They hold wherever you were standing when you entered the command). Make sure the PerfectSims are off to the side and not blocking the ladder. The sooner you do this, the better, because you'll have an incredibly hard time gaining control of the mound by yourself. If you need some escorts to help secure the mound in the first place, set your Sims to "Follow" or "Protect" so they'll protect you wherever you go, then switch them to "Hold" once you get on top of the mound.
Here's the setup for this game.
Scenario: Combat
Arena: Warehouse
Weapons:
1. MagSec 4
2. CMP150
3. SuperDragon
4. Proximity Mine
5. Remote Mine
6. X-Ray Scanner
Limits:
Time: 10 minutes
Score: 35
Team Score: 60
Simulants:
1. PerfectSim:1 (Red Team)
2. PerfectSim:2 (Red Team)
3. PeaceSim (Hard Difficulty - Blue Team)
4. KazeSim (Hard Difficulty - Blue Team)
5. FeudSim (Hard Difficulty - Blue Team)
6. SpeedSim (Hard Difficulty - Blue Team)
7. VengeSim (Hard Difficulty - Blue Team)
The background music is dataDyne Action.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard Nintendo 64 controller.
66
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Perfect Dark Combat Simulator Custom Setup (Actual N64 Capture) - Ravine
This is a capture of one of my custom Combat Simulator setups in Perfect Dark for the Nintendo 64. This is not an emulator. This footage was recorded directly from my Nintendo 64 using an actual Perfect Dark cartridge.
I purchased Perfect Dark on its release day back in 2000 and proceeded to create various custom Combat Simulator setups, all of which are straight deathmatches. I am showcasing my setups because I think they're fun and people would enjoy trying them. Some of these setups are approximately 15 years old.
This particular setup is perfect for the Sniper Rifle. I designed this so that I could crouch behind the three crates in the upper-level area and snipe enemy Sims as they charge toward me. You'll want to push the crates so they form an L shape like you see in the video, then you'll want to place a proximity mine near the closest entryway. This way you can't get ambushed as you're sniping. You only need to crouch down once behind the crates. The enemy Sims will have a hard time hitting you, even if they're set on Perfect or Dark difficulty, which they are in this video. However, their punches can sometimes reach you if you'll all the way up against the crates, which happened in this video.
I set the Sniper Rifle to spawn right where the crates are, and the Proximity Mines spawn in the lower area to the right of the guard rail. It's really easy to run down there and grab some Proximity Mines if you run out, but most of the time the Sims will just drop them as they die.
I threw in a couple of scoped weapons including the Falcon 2 and the Dragon, so you can snipe with those as well. You can easily pick up double Falcons 2s (scopes) if you hit the area seen around the 8:05 mark. That should help you fend off any ambushes as you make your way to your sniper spot.
The settings for this match are as follows.
Scenario: Combat
Arena: Ravine
Weapons:
1. Shotgun
2. Falcon 2 (scope)
3. Sniper Rifle
4. Proximity Mine
5. Falcon 2
6. Dragon
Limits:
10 minutes
Score: 35
Team Score: 55
Simulants:
1. VengeSim (Perfect Difficulty - Yellow Team)
2. KazeSim (Perfect Difficulty - Yellow Team)
3. PreySim (Perfect Difficulty - Yellow Team)
4. SpeedSim (Perfect Difficulty - Yellow Team)
5. FeudSim (Dark Difficulty - Yellow Team)
6. FistSim (Perfect Difficulty - Yellow Team)
The background music is G5 Building.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard Nintendo 64 controller.
85
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Perfect Dark Combat Simulator Custom Setup (Actual N64 Capture) - Temple
This is a capture of one of my custom Combat Simulator setups in Perfect Dark for the Nintendo 64. This is not an emulator. This footage was recorded directly from my Nintendo 64 using an actual Perfect Dark cartridge.
I purchased Perfect Dark on its release day back in 2000 and proceeded to create various custom Combat Simulator setups, all of which are straight deathmatches. I am showcasing my setups because I think they're fun and people would enjoy trying them. Some of these setups are approximately 15 years old.
This particular setup is for the Temple map (which is one of the three legacy maps from Goldeneye), and it's pretty simple. I find that two specific setups work well with the Temple. Either you go for almost all handguns or all explosives. I went with handguns (with a shotgun thrown in for good measure). There are no particular tactics here, but you can sit in the hallway where the Magnum spawns and just unload on people as they run toward you, and you can easily gain double handguns simply by picking up all the dropped weapons. If you activate a Combat Boost you can really have some fun. The settings for this match are as follows.
Scenario: Combat
Arena: Temple
Weapons:
1. Falcon 2
2. MagSec 4
3. DY357 Magnum
4. Shotgun
5. Combat Boost
6. Falcon 2 (scope)
Limits:
10 minutes
Score: 35
Team Score: 55
Simulants:
1. KazeSim (Perfect Difficulty - Blue Team)
2. PreySim (Perfect Difficulty - Blue Team)
3. CowardSim (Perfect Difficulty - Blue Team)
4. FeudSim (Perfect Difficulty - Blue Team)
You can easily adjust the number of simulants and/or their difficulty to suit your needs. It really doesn't matter what Sims you use, but I like to throw them all on the same team so they're not fighting against each other.
The background music is dD Central.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard Nintendo 64 controller.
73
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Perfect Dark Combat Simulator Custom Setup (Actual N64 Capture) - Felicity
[Note: This video and description were originally posted on Youtube on March 29, 2016.]
This is a capture of one of my custom Combat Simulator setups in Perfect Dark for the Nintendo 64. This is not an emulator. This footage was recorded directly from my Nintendo 64 using an actual Perfect Dark cartridge.
I purchased Perfect Dark on its release day back in 2000 and proceeded to create various custom Combat Simulator setups, all of which are straight deathmatches. I am showcasing my setups because I think they're fun and people would enjoy trying them. Some of these setups are approximately 15 years old.
This particular setup is for the Felicity map, which is a modified version of the Facility map from Goldeneye. This is one of my favorites. The great thing about Felicity is that you can set up a base in different areas of the map. For instance, you can guard the stairs with a Laptop Gun and Proximity Mines, or you can guard the tank area with the RC-P120, Laptop Gun and SuperDragon. You can also just run around the map firing grenades with the SuperDragon. There are endless possibilities with this setup.
If you want to camp at the top of the stairs, make sure to stand against the edge of the double doors so that when an enemy Simulant opens them, you'll get pinned between the door and the wall. The Sims don't really know how to deal with that, so they'll just keep pushing against the door in an attempt to get to you, making them easy targets for a sentry gun. You can also use the X-Ray Scanner to keep on eye on enemy Sims while you're upstairs.
The Sims will sometimes get stuck above the toilets, so you can blast them with grenade rounds if that happens. Otherwise, feel free to load up that area with Proximity Mines.
Here's the setup for this game. Note that there's a DarkSim on my team.
Scenario: Combat
Arena: Felicity
Weapons:
1. Laptop Gun
2. SuperDragon
3. Proximity Mine
4. RC-P120
5. X-Ray Scanner
6. Shotgun
Limits:
Time: 10 minutes
Score: 50
Team Score: 75
Simulants:
1. RocketSim (Dark Difficulty - Yellow Team)
2. KazeSim:1 (Dark Difficulty - Yellow Team)
3. DarkSim (Red Team)
4. FeudSim (Dark Difficulty - Yellow Team)
5. KazeSim:2 (Dark Difficulty - Yellow Team)
6. FistSim (Dark Difficulty - Yellow Team)
The background music is G5 Building X.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard Nintendo 64 controller.
99
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - The Duel
This is part 21 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
There isn't much to say about this mission other than you should immediately sidestep when you face Trent Easton.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
59
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - WAR!
This is part 20 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
As I've said before, this mission is a broken, imbalanced piece of shit. Endlessly spawning enemies should not be used outside of a special survival mode because it breaks the balance of the game by overwhelming you. You can easily get stuck right before the first Skedar King because the Skedar soldiers won't stop spawning and you can't kill them fast enough to outpace their onslaught.
The only way I've ever been able to beat this mission is to stay near the AI Maians and hopefully keep them alive long enough to fend off the endlessly spawning Skedar soldiers and kill the first Skedar King. I've seen other people speed run it, but I've never beaten this mission using their tactic.
Right before the third Skedar King I like to hide in one of the stasis chambers to cause the Skedar to run past me without engaging in a gun fight. I saw someone do this before in another video, so I decided to copy it. It works quite well.
I despise this mission.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
75
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Maian SOS
This is part 19 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
Ladies and gentlemen, I present the greatest Psychosis Gun footage ever recorded by a mere mortal. Just when I thought I couldn't top my old upload of this mission, I proved myself wrong. This video is guaranteed to make you laugh.
After disarming the dumbass scientists about four or five times (they sure carry a lot of guns for supposed non-combatants), I blasted my way out of the containment area and met up with favorite old friend: the double-gold-Magnum-toting guard with the Duke Nukem-style one liners.
I drugged his ass right quick and in a hurry and we proceeded to have ourselves some real fun. This guy was once again unstoppable, so I let him do most of the work. Since he always leaves the base after clearing out the hangar area, I made sure to requisition his firearms in case I needed to blow up the Maian space ship later on. However, this once again proved unnecessary.
I managed to re-educate another guard in the crate area and he ran amok wiping out enemy guards one by one. He's one loyal henchman!
However, two's a party, so I decided to drug another guard in the spaceship hangar area and let the two guards go on an '80s buddy-style rampage for a moment or two. Although my second drugged henchman got dropped fairly quickly, the first one delivered the coup de grace by going kamikaze and blowing up the spaceship for me. I salute you once again, random brainwashed lackey!
After that I took the elevator down and brainwashed my fourth guard, but I guess Rare programmed him not to travel beyond a certain point (fuckers...), so I had to wipe out the remaining guards myself. Then I got captured and the mission ended. Personally, I think I got cheated.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
68
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Mr. Blonde's Revenge
This is part 18 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This mission is really quick and easy if you use the right tactics. I find the Bombspy to be unnecessary so I just use the cloaking device and try to plant the bomb as soon as possible. You can take out the dataDyne captain in the elevator when it gets shut down.
The remaining guards aren't too difficult if you still have time left on the cloaking device. Also, no matter how many times I do this, the second elevator always goes down to the lower floor(s) even if I press the button before it heads down. I think a guard causes that.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
73
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Skedar Ruins Battle Shrine
This is part 17 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
The final mission is actually quite easy. The hidden weapons here are the double Phoenixes. To get them, you'll need to blow up the two remaining special pillars that you didn't mark with your Target Amplifiers. That's really easy to do, so there's no reason to skip it unless you're speed running (and even then, the Player's Guide recommends the Phoenixes for beating the target time).
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
69
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Attack Ship Covert Assault
This is part 16 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This is one of the hardest missions in the game, along with War! However, it was much easier this time because I played the game on my CRT TV and didn't have to deal with input lag.
Right in the beginning I decided to knife the first Skedar and then poison the second one to conserve Mauler ammo. I found that if I managed to get past those two without taking any damage, the only remaining problem would be the numerous Skedar protecting the hidden weapon - the Slayer.
Killing the Skedar with a single Mauler charged shot is not easy. A lot of the time you'll end up taking damage while trying this, which I did. I used the Slayer in the areas I felt were the toughest, but there's no set spot where you should use it. In fact, some people recommend skipping the Slayer altogether because how of difficult it is to reach, but I think it's worth the effort.
Also, Elvis is damn near worthless in this mission.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
188
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Carrington Institute Defense
This is part 15 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This is an incredibly short and easy mission. There's one hidden weapon here, and it's the Devastator. To get it, all you have to do is save the four hostages upstairs. Considering you have Combat Boosts in this mission, there's no way you should ever fail saving the hostages. One of the two people in the left room will drop the weapon once you save everyone upstairs.
Also, because I allowed Jonathan to escape with Elvis back in Area 51, he showed up on this mission and covered me while I destroyed Carrington's files upstairs. It's definitely worth the extra work to get Jonathan to show up for this part.
This run could have gone faster, but the dumbass AI got stuck in the elevator close to the stairwell and blocked it (it happens occasionally), so I had to take the farther elevator.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
88
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Deep Sea Nullify Threat
This is part 14 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
The beginning part of this mission can be really annoying because of how fast the guards keep moving and how they have a ridiculous aim. Once I get their attention I like to pull back and get Elvis to drop them, although I try to help with my shotgun.
There's one hidden weapon here, and it's the Proximity Mines. In the second room filled with guards there's a guard to the far left. Apparently, if you kill him before Elvis does, he'll drop some the mines. Sometimes you can lose track of that guard though because he'll move as soon as the other guards spot you.
A pair of guards always appear right after Elvis activate the teleportals, so I placed a mine near that spot and waited for the guards to unwittingly blow themselves up.
Aside from that, this mission is fairly straightforward. I think it's more enjoyable on the lower difficulties though.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
75
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Pelagic II Exploration
This is part 13 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This is another one of my favorite missions from when I first played this game back in 2000. I just loved running through the guard-filled corridors and mowing everyone down.
There is one secret gun in this mission, and it's the double Falcon 2. If you kill the clearly visible guard just past the fifth door without setting off the alarm, he'll drop the weapons. The guards can't see you through the glass windows on the doors, so it's best to take advantage of those and go for headshots whenever possible.
Also, if you headshot a guard through a window, don't worry about another guard seeing it. Nearby guards will simply run over in a confused state and then say a random hilarious line (my favorites are "Meh, never liked him anyway" and "Are you OK?" Both are featured in this video because I'm awesome like that.). You'll have plenty of time to headshot inquisitive guards as they stare in bewilderment at fallen comrades (or people they never liked anyway).
Don't forget that you have N-bombs in your inventory. These are great for killing and/or disarming guards who are perched near stairwells.
Early on I cleared out the first few rooms on the path to the exit so I'd have an easier time later. While you can clear the entire path to make it easy once you rendezvous with Elvis, I prefer to watch and laugh as he shoots guards and spouts random insults. Plus, he can take a decent amount of damage, and his little alien ass deserves to pull his load after leaving me to do all the work while he "secured" the perimeter in the beginning.
Oh, and the guard in the opening cutscene is none other than Shigeru Miyamoto. The Rare staff scanned their faces and put themselves in the game, and Miyamoto was included as well. I use his face for my Combat Simulator profile.
Perfect Dark was originally supposed to feature a face scan mode with the Game Boy Camera and N64 Transfer Pak, which would allow you to put your face in the game, but that feature was never included. Hmmm... I wonder why? Surely no one would have created Combat Simulator setups with tons of "DickSims" running around....
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
76
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Crash Site Confrontation
This is part 12 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
If you lowered the cargo bay holding the hover bike in the prior mission, you'll have access to the hover bike here. If not... you'll be running quite a bit.
There are two hidden weapons in this mission. The first one is a Proximity Mine that Elvis will give you if you talk to him before completing any objectives. I find that it's worth the extra minute it will take you to run over to his ship.
The second hidden weapon is Trent's gold Magnum. It's this game's version of the golden gun and it kills in one hit. You'll have to disarm him to get it. The gold Magnum weapon is also worth grabbing because you can destroy the Skedar Ship jamming your radio signal with a single shot. Otherwise, you'll have to use two Remote Mines at the same time. I find it's much better to use the Remote Mines to blow up the drones patrolling Trent's area.
The Sniper Rifle is a lot of fun on this mission, so I like to take advantage of that. I tried using the proximity mine near the presidential clone, but it only took out one guard from what I could tell.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
76
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Air Force One Antiterrorism
This is part 11 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This is a fast and easy mission. There's one hidden weapon: the double Cyclone. If you're starting on the main deck you can simply turn around and head toward the keycard-carrying guards in the next room. Punch out both of them to grab their keycards, then open the storage areas near the staircase. You'll find Cyclones in there.
Aside from that, just make sure to lower the cargo bay holding the hover bike so you'll have that during the next mission.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
70
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Air Base Espionage
This is part 10 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
When I uploaded my first Perfect Dark playthrough in 2012, I wasn't able to find any useful strategies for this mission by relying on either the Player's Guide or other videos. Most people just seemed believe that the Proximity Mines were worthless in this mission because you have to check in your equipment before taking on hoards of guards (leaving you without the weapons that you've collected to this point). But I devised a way to use the proximity mines to great effect. Here's how my method works:
After you disable the guards outside and grab the suitcase from upstairs, head into the escalator area and start taking out guards with your fists. Just walk behind them and punch them. If they greet you they'll stay in that spot for a moment, so circle behind them and don't worry about them turning around. I also prefer to punch out the guard near the baggage check so I don't have to worry about him later.
Before you check your luggage, run around this area and continue taking out guards, including the two Magnum-toting guards (one near the escalator, one near the freight elevator). Make sure you don't accidentally go through the metal detector near the left escalator as you'll fail the mission. This is why you only go down the right escalator where the two guards are stationed (one of them is in a dark suit and carries the aforementioned Magnum).
After you take out all the guards, place the proximity mines exactly where I placed them, and if you want, place your Dragon where I placed mine. When you're ready, head back down the escalator that goes to the baggage check and drop your suitcase. Then race to the security monitoring room, but make sure to stay away from your proximity mine you placed near the escalator, and make sure to hug the left wall directly below the security monitoring room to avoid setting off your other proximity mines.
Once you disable the security system you'll be swarmed by guards, but your proximity mines will make quick work of them. Your K7 Avenger can take care of any scraps. Feel free to grab some ammo, then head into the escalator area. It won't take long for more guards to arrive, but thankfully, your proximity mine that you placed at the top of the escalator will dispatch that wave of guards. Assuming you don't shoot the remaining guards downstairs with one of your guns, the last proximity mine at the bottom of the escalator will take them out. One thing I must note is that you can't place proximity on the escalator itself because its constant movement will set them off within a few seconds.
If you took out all three Magnum-toting guards (and made sure to knock out the one in the security monitoring room last), you'll also have double Magnums. This is the hidden weapon in this mission. However, the double Magnums won't do you any good unless you pick them up after you've checked your equipment. Otherwise, you'll simply lose them. They're not necessary or even recommended for this mission, but if you want to get them, it's not difficult using my method.
It's easier to board Air Force One from the upper level since you get to bypass another hoard of guards and don't have to deal with the laser grid defense system. Using my method, you're almost guaranteed to take no damage during this mission.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
114
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Area 51 Escape
This is part 9 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This is another one of my favorite missions because you get to blow up more guards with a SuperDragon, and Jonathan also helps you kill them. I always liked games where an AI partner helps you.
This mission actually contains two separate hidden weapons, but it seems you can only grab one or the other. If you manage to get Elvis to the secure area in under 36 seconds, some Remote Mines will spawn past the scientists, near the first set of guards. However, I noticed they would only spawn if I skipped the cut scene. So if you want to get the Remote Mines, skip the cut scene and race Elvis to the drop off point.
The other hidden weapon is a second Falcon 2 which is in the autopsy lab where you just requisitioned Elvis. You'll take a bit more damage by going back in there, but the damage is negligible. Since I wanted to show the cut scene like in my prior videos, I decided to grab the second Falcon 2.
After you complete most of the objectives and awaken Elvis, you'll be given different choices regarding your escape. You can let Jonathan do all of the work and finish the mission quickly, or you can stop him and do it yourself. If you decide to open the hangar doors yourself and take off on the hover bike, Jonathan will help you in a later mission, so I decided to go that route.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Area 51 Rescue
This is part 8 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
This mission was always one of my favorites because you get to run around Area 51 blowing up guards with a SuperDragon. Considering how difficult the AI can be, it's quite a relief to have an overpowered explosive weapon on hand.
There's also a second explosive weapon you can get in this mission. If you left the technician alive in the prior mission, he'll unlock a door on the second floor of the starting area right after you try to open it. If you go farther into that area and take the elevator upstairs you'll find the Phoenix laying on the bench. You can use its explosive shots instead of your crate to blow open the weak section of wall marked with an X.
There's also a second Falcon 2 available right in the starting area. As soon as you go up the ramp from the start, turn right and you'll find an oil drum sticking out from the stack of crates. Just shoot the oil drum until it explodes, then squat down and pick up the Falcon 2.
There's one more tip I can give. Before you try to complete your first objective, go into the room at the 7:57 mark and use your Data Uplink on the computer terminal. This will disable the automatic turret in the room across from you, making the mission a lot easier. Just make sure not to accidentally destroy the computer terminals in the next room because you need to download the virus onto them.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Area 51 Infiltration
This is part 7 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
For this mission there's a Rocket Launcher in the middle of the mine field, but you'll probably need to detonates the mines before trying to grab it. I prefer to use a hand grenade for that.
The technician near the hangar lifts leads to a secret weapon in the following mission. If you keep him alive you'll be able to get a Phoenix during Area 51 Rescue. The problem though, is that if you simply knock him out where he's standing and then blow up the Robot interceptor, the explosion will kill him. So get his attention and then drag him away from the interceptor before knocking him out.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - G5 Building
This is part 6 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
There are two hidden weapons in this mission. This first one is a Crossbow, which you can pick up by killing the second guard with your fists (you can damage him with gunfire, but the killing blow must come from a punch). The crossbow isn't all that useful, but it's something to fool around with.
The other hidden weapon is the N-bomb, which blurs the target's vision in addition to causing damage. If you placed your remote mine on the highest door outside in the prior mission, you'll find a batch of N-bombs near that door in this mission. The proximity mode on the N-bombs really helps to slow down and disorient the guards while you're decoding the safe.
There is a trick to queue the conspirators' cutscene while your door decoder cracks the safe, but I didn't bother with that since I wanted to toss N-bombs at the guards for fun. Their reactions are priceless.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Chicago Stealth
This is part 5 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
Chicago Stealth is an interesting mission because of the various ways that you can complete it. It's also a little tricky because of the multiple FBI agents who will call for backup if you don't take them out quickly.
For this mission I took out the first two FBI agents and several guards before attaching the tracer to the limousine and then heading below the street to the hidden strip club: the Pond Punk. If you disarm the third guard who's protecting the entrance to the Pond Punk, he'll inadvertently allow you inside. Once you're in there, you can grab a second handgun, giving you double Falcon 2s.
After that I headed back upstairs and completed the rest of the objectives like normal. However, there were two optional things I did here. The first was that I placed the remote mine on the highest blocked door on the stairwell. This allows you to pick up some N-bombs on the next mission. The second was that I picked up the BombSpy from the dumpster in the alley (by blowing it up with the nearby barrels). When you pick up the BombSpy, you don't need to reprogram the Taxi to create a diversion. However, I reprogrammed it anyway and then blew up the final pack of guards with the BombSpy because you can never have enough explosions.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - Carrington Villa
This is part 4 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
Carrington Villa is fairly straightforward mission. There's a Devastator that you can pick up from some crates near the landing pad, but aside from that, I can't think of any notable secrets.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - dataDyne Extraction
This is part 3 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
dataDyne Extraction is one of the most memorable missions from when I first played this game back in 2000. I loved sniping with night vision and taking out all the body guards on the various floors. Also, taking down the Hovercopter with a rocket launcher was amazing.
For this video I accessed all the secret areas and collected the multiple hidden weapons. If you take out the first five guards on the ground floor with headshots and without being detected, the fifth guard will drop a Magnum. You don't have to take out the guards at the top of the stairs, but it helps to kill them so you don't accidentally get spotted.
You should take those guards out anyway because they are tied to another secret on the ground floor. The Official Player's Guide claims that if you take out all the guards on the ground floor "within a few seconds of them seeing you," a guard will spawn around the hallway on the 21st floor, and he'll drop a key card that gives you access to two locked rooms. While you can indeed cause the guard to spawn, the Player's Guide misstated the requirement.
The actual requirement, which I show in this video, is that you have to take out all the guards on the ground floor before the lights come back on. So that means you have approximately 60 seconds to wipe out everyone on Perfect Agent difficulty. I stuck with the Magnum requirement, since that method is highly efficient, then proceeded to charge at the remaining guards without being stealthy. I met both the Magnum and the key card requirements with time to spare.
Once you kill the guard on the 21st floor and pick up the key card, turn around and head back down to the ground floor because there's a secret room with a Rocket Launcher and an extra rocket. This will allow you to shoot down the dataDyne Hovercopter early, and you'll still have two rockets to spare as well.
Once you're on the 23rd floor, enter Cassandra's office and pick up the grenade on the desk. From where you're standing, turn left and toss the grenade into the corner. It'll blow open a hole in the wall and you'll find a Dragon inside.
For the fight with the bodyguards, you should have at least two rockets left, so proceed to blow the hell out of all of them. That's what I did. You don't have to wait for them to shut off the lights. Just fire immediately. After that you can duck behind the staircase for cover. Always make sure to bring a Rocket Launcher to a gun fight whenever possible.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - dataDyne Investigation
This is part 2 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
For this mission I picked up the double CMP150s from the hidden weapons compartment. To open the compartment, you have make it to that area undetected and take out the two guards before they spot you. The official Player's Guide recommends waiting for the opening cutscene to finish, then closing the elevator door and waiting for the guard to walk past. You can usually hear his foot steps as he goes by, so just wait a few seconds and you can open the door and run right past him. You'll then need to wait for the cleaning robot to open the side door. If the robot isn't at the door when you get there, just wait for him for return during his short patrol route.
The Player's Guide doesn't really tell you how to disarm the two guards in the cleaning terminal room, but I've seen people use the CamSpy to distract them, so I used that method. Just make the guards face the opposite direction, then quickly run up and punch them from behind. Be careful not to get spotted by the other guard while taking the first one out. Also, don't take too long because if the guards stare at the CamSpy for too long they'll attack it, which constitutes being detected. You won't be able to open the weapons compartment at that point.
I also picked up the proximity mine from behind the radioactive isotope. That way I didn't have to use the Dragon as a proximity mine while hacking the computer terminal to unlock the door.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
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Perfect Dark Perfect Agent Playthrough (Actual N64 Capture) - dataDyne Defection
This is part 1 of my capture of me playing through the solo missions of Perfect Dark for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Perfect Dark cartridge. I'm playing on Perfect Agent difficulty.
Although I didn't own Goldeneye for the Nintendo 64, I did manage to rent the game and even borrow it from some friends back in the '90s. So I got to experience the single player missions and plenty of multiplayer deathmatches. It was a lot of fun.
But since I was a console gamer and didn't even own a computer at the time, I didn't really pay attention to other FPS games like Quake or Doom. However, I had so much fun playing Goldeneye that I decided to keep an eye on Rare's next project: Perfect Dark.
I got Perfect Dark on its launch day in 2000 and proceeded to play the hell out of it. I ended up beating all of the standard missions on each difficulty level, and I even completed all of the Combat Simulator Challenges as well (some of them were actually completed with three or four players).
Perfect Dark is without a doubt my favorite FPS and my favorite Nintendo 64 game of all time. There's just so much replayability and content that it never gets old. However, it does have an outdated control scheme and extremely low frame rate, which can make aiming difficult.
On another note, although this game runs an optional high resolution mode, I noticed that there were still scan lines on the TV, which shouldn't be present with a 480i signal, so I did some research on the issue. It turns out that for the most part, Perfect Dark doesn't run a standard high resolution mode of 640x480 like some other games, but instead runs at an odd 640x222 resolution. So the Expansion Pak increases the horizontal but not the vertical resolution, which leaves the scan lines in. However, the intro animation runs at a 480i resolution.
In any event this is a very impressive Nintendo 64 title, especially in the graphics department, so I'm happy to be able to present it in the highest quality possible without any compromises. Also, the game has a native widescreen mode that I enabled for this entire playthrough, and if you watch this video with a surround sound system connected, you should get 4.0 Dolby Surround.
In this video I completed the first mission, dataDyne Defection, and obtained the hidden Laptop Gun from the computer guy.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable with native widescreen mode enabled. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
171
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