Goldfinger 64
Have you played through Goldeneye to death? Well, it might be that the answer to your problems is right here. Goldfinger has been worked on since 2009 and has been released just now after 20 years of 007 Goldeneye.
The game is a bit strange in that it’s not directly plug-and-play. You need to get the xDelta patch that is available on the Goldfinger patch page (Website down 06 Nov 2020) or you can download it from the N64 Squid Mirror by using the password goldfingern64hack
. Then you apply the patch using a delta patch using a patcher to a US Goldeneye ROM called “GoldenEye 007 (U) [!].z64”.
If you’re using an Everdrive 64, edit the ED64\save_db.txt file to have “GF=1” in the end. I didn’t do this and the game didn’t save, lesson learned.
For 64Drive force Save type to 4Kbit.
About Goldfinger 64
The Goldfinger project began in 2009 but after some issues with a team that lost interest, it was reignited in 2011. They watched the Goldfinger movie, rewatched it, read the book, and finally came up with a set of 18 levels that would appear in the final game. The levels were taken directly from scenes in the movie and refined with details from the book, but there are no book-exclusive levels in the game (if that makes any sense). In order to make the mod, they had to create their own Goldeneye editor which is a monumental achievement on its own.
Review and conclusion
Here’s a video of me playing through the first level of the game on Agent difficulty to get an impression of the game. Note that this is just from having played the first level. Let’s list out some of the good stuff:
- The levels are all new, it feels like Goldeneye but fresh.
- A whole new set of weapons makes killing guards all the more satisfying.
- The character animation and graphics (textures and models) look great.
And some of the bad stuff:
- There is a ~30 second loading period between the stage select screen.
- Upon starting the level, the default values for sound effects and music are set to 0%, making it hard to tell when the loading finished if you go AFK.
- Other settings are a bit off; auto-aim is disabled (essential to dealing with the joystick), crosshairs and ammo are also invisible by default.
- The part in the first level with the silos is too big and repetitive, making it hard to visualise where you are located and which silos still need to be bombed.
Then again, I’m going to need to take a deeper look into the game to be able to give it a proper review. There are still 19 other levels and 2 more difficulties that need to be addressed.
This is a pretty big project, so I think that it would warrant some more content on N64 Squid. What do you think? Leave a comment below letting me know.
7 COMMENT
Jamie
can you download Goldfinger 64 for the Project 64 emulator?
Squid
Yes, I believe that it works with PJ64.
Joe
What am I doing wrong? I applied the patch to GoldenEye 007 (U) [!] using Delta Patcher and it I get a fatal error when trying to boot the rom with project 64
Squid
I had a go and had the same problem. The issue is that ROMs run in 4MB mode by default (no expansion pak), so they fail to run if you don’t det it to 8MB mode first (Options > Settings > ROM Settings > Memory size). This is a common issue with most homebrew games.
To solve this, I used the 1964 emulator since it doesn’t crash when launching the ROM.
Michael R Gates
Anyone know where I can I find this mod still in 2020?
Squid
I updated this post with a link to a mirror hosted on N64 Squid. Thanks for letting me know the link broke 🙂
Rodrigo LeMieux
I can’t complete objective (A) – Neutralize Gas Canisters on Hideout 00 Agent.
I am doing everything right. It seems like a bug where it won’t respond when I press ‘Z’ after getting out the Canister Filter from the watch menu.
Anyone else run into this and have a fix by chance?
Thanks!