YTread Logo
YTread Logo

The Impossible GoldenEye Speedrun Explained

Apr 22, 2024
When you finish each level of GoldenEye 007 on the highest difficulty, you unlock the O7 double mode where you can modify 4 variables and setting them all to maximum creates an absurd difficulty level that

speedrun

ners have called dark license to kill or damage a thousand times. cent health and damage. each guard takes 10 headshots and you die in one hit and they will hit you because they have one hundred percent accuracy and inhuman reactions. Now try to play the most chaotic and reckless level silo in the game, where you have to fight your way through 65 guards in narrow hallways under a time ball, this is The Impossible GoldenEye

speedrun

Silo dldk

explained

I am very excited to tell you about this sponsor of video, if you are a fan of this channel then you love understanding complex concepts with intuitive images, that is why you should really integrate the best way of learning in your daily life, brilliant personally, my educational background is mainly in mathematics to start my YouTube channel.
the impossible goldeneye speedrun explained
I had to learn how to edit videos, but even today, programming is crucially missing from my skill set. I am currently using shiny. learn to program with Python, which will help me in all kinds of ways. The learning methods are brilliant. The lessons are simple and intuitive. They are practical and brief with a logical and gradual progression. It's so easy to make it a daily habit and never feel overwhelmed. and you can learn about many different topics, from probability and statistics to complex numbers, multivariable calculus and linear algebra, and that's just one field of mathematics. Brilliant, it's great if you're a lifelong learner, and if you're looking at me, I suspect you are too. an amazing educational supplement for teens, you can try it right now completely free for 30 days by visiting shiny.org bismuth and you can also get a 20 discount on the annual subscription, as always, the link is in the description of the video, it is often said that great achievements are achieved.
the impossible goldeneye speedrun explained

More Interesting Facts About,

the impossible goldeneye speedrun explained...

By standing on the shoulders of giants, this couldn't be more true in speedrunning, but especially in the case of Silo dltk, to better understand this Blaze 2005m speedrun, let's take a brief look at how we got here. The dark license to kill was first introduced. was thrust into the spotlight 20 years ago, when Nintendo 64 speedrunning veteran Ilu Dude posted on the elite forums after beating the game instead of attempting to set world record times at normal levels, such as Normal people, Elu had been trying to complete quests on this hellish difficulty level. As many other players joined the quest to complete all 20 levels, Ilu remained in the lead in 2004 and 2005 until only four levels remained: Streets, Crib, and of course Silo, but even Elu fell short, dltk would remain 16th out of 24 for 4 years. until a revival was sparked by dltk's most legendary player who today still tops the total time leaderboard by 19 minutes Adam boson around the turn of 2010 Adam and other members of the community David Berkel and Eddie Levin solved crib streets and trained alone a couple of months apart, the train was particularly exhausting to finish.
the impossible goldeneye speedrun explained
Adam's first completion was 29 minutes of careful manipulation and perfect precision, even today the train remains the only stage that has never been finished in less than 10 minutes, but even though the trainers are in some ways more difficult than Silo, there is one thing. Silo made completing it seem completely

impossible

, a time limit in almost every other level that you could afford to take as long as you wanted, but not here. Somehow he had to find a way to safely dispatch over 60 guards in eight and a half minutes. but fortunately Adam was not alone, he received valuable help from GoldenEye Tasser and the scientist Weister and Mano Cheese, yes, the same manojis who opened Ocarina of Time and Donkey Kong 64 15 years ago, little by little, Adam improved the level by discovering strategies They were confident, helpful and quite fast.
the impossible goldeneye speedrun explained
Months turned into years, but finally in 2013, after 330 hours of attempts, Adam Botan completed the race in 8 minutes and 31 seconds, barely entering the elevator with two seconds left on the clock, the most strategies used in this. run were discovered by Adam bilzon and then perfected by Brian boss Hart and icy since 2013 the world record has only been lowered five times by three people Adam bozon Brian boss Hart and Blaise m some notes before starting first the mission objectives Silo has Five of The objective is to place bombs in each fuel room, that is a special object called plastic that you must select in the pause menu and throw in each room.
Objective b is to take a photo of the satellite in the final fuel room. Target C obtained telemetry. data, an item called dat that was dropped by a scientist in the Third Field room, objective D recovers satellite circuits that are scattered on random tables, as is common practice with unprotected circuit boards, finally objective e is to minimize casualties of the scientists in this mission to which you are limited. two out of 9 scientists, a third is an automatic fail during this video to help visualize things happening beyond what we can see. I've replicated the tool-assisted run as best I can.
This will be used especially for various demonstrations. the guards learning strategies where a map view will show the guards reacting to Bond's antics. Randomness is a huge element of GoldenEye speedrunning, so this replica is sure to have some pretty significant differences from the real thing. Take it with a grain of salt and be careful. numbered notes in the corner like this about the origin of the name dldk there is a link to the additional notes in the video description a quick word about the version Blaze is played in there are three different N64 versions of the game, Japanese North American and friend El Japanese is considered the easiest because it has a more forgiving auto-target with full body armor at the beginning of the level.
Full body armor is actually enough to allow Bond to take a hit, which is a big plus. The North American version also has an occasional bug where a guard will freeze, which can be beneficial. The friend has none of these advantages and is in fact the version Blaze used for this run. The lower frame rate on the friend is also a disadvantage, but its impact is almost negligible. This is the first of many attractive strategies. Blaze will use it throughout this run here, it's pretty simple, as soon as he opens the door, this guard sees Bond and shoots him, but as Blaze closes the door and can't see him anymore, the guard runs to his position until who finds it again.
While he waits, Blaze quickly pauses and resumes the game many times, this is a technique known as quick pausing in an attempt to not make it too tedious in levels where you have to pause a lot, the pause animation speeds up each time it is used. a limit of six times in any level where you have to pause to select a tool. Speedrunners use all the downtime they have to speed up the pause animation so that when they need it they get the fastest pause possible. It's especially crucial in Silo, where Blaze will need to pause five different times for mission objectives while he takes out the first guard.
Blaze makes sure to close the door on him and during the first guard, Thrillers the second, but the door's shields join his line of sight, forcing him to do so. he also runs abroad while taking out the second guard, gets shot at point blank range, but somehow lives how good it is because the guard is so close to the link that he actually shoots through it. Shot trajectories are calculated from the tip of the gun and the kf7. It's a rifle long enough for Bond to stand directly against the guard. The tip of the kf7 ends up behind Bond, keeping him relatively safe once the patrol guard spots Blaze.
The ceiling doesn't really provide any protection, so he needs to hide behind the wall. otherwise, he would be cooked. There are three types of guards in this level, standing patrol and cage guards. Most guards simply stay in one place until they are alerted, at which point they will set their target location to bond and run towards it. Patrol guards walk. back and forth along a set path until something alerts them using the stopwatch in this predictable pattern. Blaze is able to know precisely where each patrolling guard will be at each point in the level, leaving nothing to chance.
The box guards stand behind the boxes for cover and will never move from this position this guard has a superpower he is left handed luckily for Blaze this time he had a position in the animation that made him quite slow to aim but you don't always have that much luckily this guard is famous for being ridiculously unfair sometimes when he comes back to take him out. Blaze finds the guard reaching into his bucket. This is extremely lucky for two reasons, first because, like I said, he can sometimes trap you in the first possible square, making it practically

impossible

for him to survive, and second because he draws a grenade, the only guards who can draw a grenade or guards of boxes and in the entire scenario there are only seven of them each time they enter an attack action, each guard has a range of possibilities to choose from, the box guards have a 1 with 25 chances to throw a grenade, if they take damage before they have a chance to prepare the grenade they will drop it when they die, if they have a chance to prepare it then the grenade cannot be picked up and instead explodes.
This is easier said than done because while during the first animation it takes quite a while for the guard to prepare once the grenade is out, he will automatically prepare as soon as another grenade animation starts to prevent this. Blaze has to make sure to keep him locked up. A damage animation, guards can sometimes throw grenades out of sight and cause major problems. He also remembers that the seven grenade guards are the only ones who will always remain stationed behind their box no matter what, so they can never be lured away. The grenades will prove extremely useful in this run, so Blaze wants to collect three of them from the guards.
Getting all three is very rare. It is the main luck factor of the race. There is a method to maximize your chances of getting grenade drops which we will cover later. In this hallway, Blaze doesn't want to make too much noise and alert the guard in the next room, so he always fires single shots with the kf7. This can only be done by pointing with r. The grenade guard cannot complete any of the damage from him. animations so that Blaze walks a fine line between making too much noise and leaving too much time between shots. This guard is one of the few who have been appointed cloning guards.
In theory all permanent guards can do this, but in practice only a few of them can cause problems when alerted by noise if they have not yet fully charged the guards will create a copy of themselves at their location that runs towards the source of the noise. There are two ways to avoid this: charging them before they hear you or alerting them. By wounding a guard in his line of sight rather than by extraneous noise, this room is the perfect showcase for why Blaze, once grenade explosions are mastered, the damage the explosions do to the link is a function of their proximity in the radius of the explosion, but for the guards the process was simplified a bit if they do more than just lightly brush against an explosion they are gone without questions asked let's analyze the most vital strategy of this entire race to attract the guards there are four The main ways in which the guards can be alerted to Bond's presence are by seeing him obviously hearing noise get shot or seeing another guard wounded.
The only noise the guards can really hear is Bond's own gun. a guard can have 10 friends making an absolute racket two feet away, as long as Bond is quiet they won't notice anything, similarly explosions don't make noise as far as guards are concerned, the KF7 obviously does. a lot of noise, but surprisingly it's almost silent when fired one shot at a time, while even the silenced pp7 can alert guards if fired too quickly. They will obviously be alerted, although this is not always the case, they will usually be alerted even if they are not hit if the bullets are close enough.
Finally, if Bond hits any guard within another guard's line of sight, they will run towards Bond's position. The moment the wounded guard finishes his damage animation, this means that hitting a guard with a grenade will cause all guards who saw it to run towards the explosion. All these peculiarities are of vital importance in thislevel, as Blaze abuses every aspect of the enemy AI. His Advantage consoles explode after taking 5 bullets, so he places four when he enters the room to make timing the explosion easier. He then makes as much noise as possible by taking out this guard to attract three guards from the next hallway trying to. run up to this point, but their pathfinding has a flaw that causes them to try to run across the railing, which they can't, as they run in circles.
Blaze repositions them and hurts them, this sets his new target position right next to the console. They will run up to this point until one of three things happens: When they see Bond on the road, in which case they will stop and open fire. Two will reach their destination, at which point they will set a new target at Bond's current position, unless more than 10 seconds have passed. Past or 3, they explode now, you might think the guards can see the link from here, but they really can't. The small railings and fences act as completely opaque walls in terms of the guards' line of sight, so they provide a huge advantage, if you know.
What you're doing, there's one last potential problem. The four fuel rooms generally have scientists, unless you do everything you can to damage them. The scientists won't be a problem, but in Silo they have an impressive ability to cause trouble as usual. The behavior is to stand still uselessly until threatened by nearby fire or directly targeted, at which point they give up or drop everything they have and flee. You usually need to collect key cards from them to advance in the level and they have a tendency. to throw them into random places or parallel universes, the scientists may also have the bright idea of ​​running in front of you blocking your shots, if you accidentally hit them twice they will go rogue and open fire on you and yes, they also have a thousand percent damage. hundred.
Thanks, here we can see Blaze make the most of The Quirk with railings and line of sight guard, also a fun fact about In this room there is a garden, a walkway above, who is unreachable. You can hear the noise and be alerted, then do nothing about it. He is standing next to a door that leads to nowhere and can never see Bond outside. These guards are quite dangerous because you can. You don't get any closer to them, but luckily you can use items to hide because most of the guards are right-handed. If you stand close enough to the wall, even though they can see you, they don't really have a clear line to hit you.
Blaze tries to get a grenade from these guards but can't get it. There are two guards in this room and Blaze alerts them to run towards this console explosion. He makes sure his last bullet hits the right side because the explosion. he focuses on the final shot at the console, hitting it to the right prevents the explosion from destroying the next console, which will come in handy shortly; However, on top of the two guards in the room, this also eliminates a scientist, thank you. Blaze causes chaos. In the next hallway, to lure six guards into position, he lures them into this tight spot and blows up this console to dispatch half of them and that's why he needed to keep this console intact so he could quickly take out the remaining three guards. . he is a guard who can pull out a grenade.
Blaze's strategy to give himself as many opportunities as possible to take a grenade is to wait for him to finish his damage animation and then go for a body shot; They deal less damage and headshots, allowing up to 20 grenade opportunities. hits to the extremities could allow up to 40, but time and ammo are also a consideration. As soon as he sees your hand go into your pocket, he knows he has one. The animation can be a little difficult to spot, but it's easier to tell if a guard is holding you. your kf7 in one hand should have a grenade in the other quickly finish off the guard and pick up his second grenade of the run before immediately starting to put them to good use yes, this precise grenade throw gets five guards at once to throw a the grenade uses both parts of his press Z.
Bond prepares a grenade when you press Z and throws it when you release it. Blaze holds Z for a few seconds before throwing the grenade to use a portion of the fuse timer for maximum accuracy when he checks it. explodes quickly instead of bouncing hitting the four guards here plus one on the walkway above outside making maximum noise Blaze can gather six guards in this place, eliminate four of them with a grenade and the other two manually in this part . It gets a little risky with two guards there at once, but use the wall as cover when one guard starts a shooting animation, they will always finish it before repositioning the second guard who shoots against the wall and provides a small window where Blaze is. safe to take.
He takes out the first one, now the Third Field room is empty, making it easier to collect the necessary items and lure the next group of guards to his position. Fortunately, there is a convenient barrel with highly explosive material lying around. Thank you. Making noise here only attracts this. The first guard, the second, is death, so he only gets an alert when he sees that the first one is injured. The next three are excellent guards that don't move. This area is possibly the most difficult of the entire stage. Thanks, for one thing, Blaze wants one more grenade. then you need one of these three guards to take out one on the other side, if they do and manage to throw it, you're practically run over, so you need to take out the right guard and hope you don't get unlucky in the Meanwhile, the front guard, once This done, he abuses the right-handed guards' line of sight and slowly picks them off while maximizing his chances of using a grenade.
The back guard takes one out relatively quickly, so it never lets you get another animation. He dispatches it as fast as he can, but he can't just fire like crazy for two reasons: first, he doesn't want to make noise and alert the other guards further down the hallway and second, the kf7 has a lot of spread when you fire multiple . Back-to-back shots at this distance would see the majority of his shots miss their target, which could easily allow the guard enough time to throw his grenade or shoot him. Bond oh, the final grenade is useful to help you take out four guards at once.
Because of all the noise, one more guard runs, has to wait to be safe, and finally reaches the satellite room where a guard is waiting for him. Now the end of this level should be practically impossible in dltk, the final hallway is full. with enemies stationed around every corner, but there's a clever way to attract them that makes it barely possible to survive. Oh, first, Blaze makes noise and attracts these two guards. For some reason, those closest to the door don't hear Bond, but when the first guard gets hurt, they notice and run too, then Blaze is stuck with a scientist for three seconds and heads to the previous bridge. , which is just below the final section of the level.
He fires bullets into the ceiling near four guards. which alerts them and tells them to run to Bond's current position. He wounds one of them in the line of sight of three more guards who had not yet been alerted while making enough noise to alert this distant guard, drawing a total of eight guards towards him. Clearing this entire area is key to making the ending possible. When he returns to the satellite room, the two closest guards from before are already here and the convoy from the last bridge is on its way. He narrowly avoids them by hiding behind the consoles. plays in his favor here overseas, the guard's pathfinding struggles massively while Blaze patiently hides under the walkway where no one can see him.
He completes objective b by taking a photo of the satellite and objective a by launching the final explosion. Finally, he blows up the guards. They were trying to reach him while the others head to the lower bridge where they think they will find him now Oromov is here and is not happy when they alert him, he shoots Bond from a distance until he takes enough damage until Bond gets closer. him or until 30 seconds have passed, the first two are obviously not going to happen in dltk, so you have to wait the 30 seconds unless you are going for the world record, in which case this is what you do.
Blaze runs in and prays in oremov kneels before shooting, that's a 50 50 coin toss right at the end of The Run, although it is sometimes possible to pass him even if he doesn't kneel, this results in about a 70 chance to pass The safest strategy is to alert or move earlier when you first open the door and wait until he gives up and runs away, however this is slower because it allows him to run forward and close all the doors behind him. Blaise found himself a couple of seconds behind his previous record at this point, so he went for the riskier foreign approach now Blaze is almost out of danger, there are four guards left on this path, two behind this wall of consoles which he takes out easily and two in the room next to the elevator due to the shape of the centerpiece it can handle.
He passes by and warns, but when they start shooting, he hides behind a wall, so it's relatively safe to run past and just like that, Blaze 2005m completed Dark License to Kill Silo in 7 minutes and 30 seconds with a full minute of surplus. the timer is a bit cheeky to let the final scene play because although it is quite rare it is actually possible for the scientists to fail during this scene thanks to this day golden eye on dark Licensed to Kill is still one of the hardest video game challenges of all time and has been completed by only nine people, only one other person has completed Silo for a total of 10.
Most players needed over a hundred hours of attempts to complete it for the first time, let alone the grueling odds of getting three grenades at a 1 in 25 chance per day. animation The number of ways things can go wrong in this race is simply impossible to keep up with. There is another rider who is trying to take this world record in terma 33 and who is currently in second place with a 750. His goal is to improve. the record and he's already come close several times, so there's a good chance he'll get it soon. Each part of the race has a way to go faster, which comes at the cost of consistency with current strategies. 710 is as good as it could get.
In theory, it would be easily possible to run in the six-minute range, but in reality doing so would be a nightmare. Three grenades is already a difficult task, but you could opt for four. Consistent and well-practiced strategies come at the cost of waiting. for specific times for optimal positions of patrolling guards, which makes improving the record by a significant margin a much more complex problem than simply saying just go faster, you can get to some rooms faster, but then you have to wait for that patrol guards are in the right place, but what about tool-assisted speed?
Works well in a task setting. You can completely destroy this level. You can abuse a random bullet spread factor and position yourself perfectly to block the enemies' line of fire. The task log for this stage is 15 years old and was set by simosternis at 1 minute and 58 seconds, it's a pretty crazy race that unfortunately suffers from pretty lousy video quality, but perhaps more entertaining is the task of eliminating Xenia , which kills all guards in 3 minutes and 22 seconds using 611 headshots. This race really shows how ridiculous you can get when trying out this game, while there's no way we'll see anyone match this in real time, there's still plenty of room for improvement to optimize.
Silo dldk speedrunners will take on even the most impossible-seeming challenges and not just conquer them. but dominate the foreigners

If you have any copyright issue, please Contact