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007 Goldeneye was one of the first FPS games I ever played, and now being a huge PVP person I believe I have Goldeneye to thank for it. My brothers and I just going head to head for numerous hours on this game is still to this day a highlight of my gaming career. The campaign is extremely fun as well we always had a 20 minute timer as a child that we where allowed to play games, and I spent a lot of 20 minutes on this game.
This brings back memories - hours spent in front of the TV with my brothers when growing up. Brilliant!
The game may be old, but its influence lives on. There's barely a first person shooter out there that hasn't be influenced at least indirectly. In my opinion, perhaps fuelled by nostalgia, it has never been surpassed.
I dug this game back out a few weeks ago and played it with a bunch of mates. The graphics are definitely dated, yet it has a charm which I think is missing in modern titles. I discovered that the game play is just as absorbing - "Agent" difficulty is accessible enough for a first timer to enjoy, while "00 Agent" is challenging enough to keep an experienced player coming back for more. Then there's all the cheats that can be unlocked by completing levels in a set time period - I won't dare trying to get those because I'll waste weeks on the game!
The game does have its downsides. For one thing there's the level of AI - enemies will get stuck and walk aimlessly into walls for no apparent reason or they'll take an eternity to aim and start firing at the player. Depending on your perspective that's either annoying or its comical. Gaming has definitely moved on.
There's a 1 player and a multiplayer mode (2-4 players). Multiplayer in particular is fantastic - its perfect entertainment for getting a group of friends together. The variety of multiplayer modes keep things fresh - flagtag is a particular favourite - and the ability to select levels and weapons means the game stays interesting.
I'm struggling with the urge to spend the next few days by starting the game from scratch and finishing the whole game up to 00 Agent difficulty. I think I might need to put the N64 back in the attic for my own good!
Goldeneye 007 is a computer game from makers Rare and developed as a tie in to the James Bond film of the same name. The game was released over a year after the movie but was definately worth the wait. Goldeneye revolutionised the first person shooter genre with fantastic weapons, varied and mind blowing gameplay and multiplayer that changed the future of gaming.
You play as James Bond and the plot of the game generally followes the plot of the film, with some sections being identical to scenes in the movie. At other times the plot deviates from the film, with a couple of short sections of the film bluked out into levels (e.g. Bunker, Jungle and Caverns). The plot is classic James Bond, with a Russian General (Ourumov) trying to attack Britain (and the rest of the world) with a hijacked satalite weapon which can create electonic device crippling EMP bursts. As Bond you try to chase down Ourumov and your ex-partner Alec Trevelyan and secure the weapon. Along the way you are helped by Natalya Simonova, a female computer programmer who you must protect during a number of levels.
The single player campaign takes place over 20 levels (18 story, 2 unlockable). Missions are selected from a military dossier an d can be played on Agent, Secret-Agent or 00-Agent difficulty settings. The difficulty setting effect the starting health for each level as well as the number of mission objectives that must be completed.
Completing missions under a certain time limit unlocks cheat options that can be turned on and add a whole load of fun to the game. For example, Big Head mode means all enemies have giant heads, making head shots easy. There is a slow motion mode which makes all enemies move at about one-fourth normal speed or paintball move where bullet holes are replaced with paint spots as you fire.
Each level starts and ends with a cut scene of Boond, and in between all levels are in first person view. You can pick up any weapon you find and there is no limit on the amount of weapons you can carry. Levels are excellent and enemy AI is very good compared to other games from the same period. Weapons are excellent and varied from satisfying pistols to machine guns and explosive launchers. Playing this game is amazing from begining to end. A number of levels have stealth sections were being detected brings waves of enemy reinforcements and near certain death, so these sections require the use of silenced weapons. Other levels can be hectic firefights against machine gun cameras or double oozie wielding guards. In one level - Streets - you get to drive a tank through city streets. Also you use classic Bond watch gadgets like lasers and magnets.
On each level you start with a set amount of life, determined by the difficulty level chosen and there is no way to replenish this during each level. Once it is gone you die and must restart the whole level. Body armour is available as a pick-up throughout most levels and this provides a secondary set of health which becomes depleted before you begin loosing actual health.
The multiplayer on Goldeneye revolutionised the whole FPS genre and changed multiplayer forever. Four players can play split screen over 11 maps and a variety of modes, some of which are simply genious. There is a straight forward deathmatch mode and a "You only Live twice" mode in which surprisingly you only love twice and the last person standing wins. There is a tag mode called "The Living Daylights" where the person to hold the flag for longest wins, though the flag holder cannot use weapons. There is also a "Man with the Golden Gun" where ther is a single weapon - the golden gun. Finally there is a one shot kills mode called "License to Kill".
The greatest thig about multiplayer is how you can tweak the weapon sets to explosive, pistols, maching guns, thowing knives, or the greatest ever called "slappers only" where you can only slap opponants, accompanied by a satisfying slapping noise.
Multiplayer will keep you playing the game for weeks, though the single player campaign takes hours and hours to complete on all three difficulty settings.
One of the greatest FPS's of all time and by far the most revolutionary. Simply Perfect.
A great James Bond film, an absolutely incredible game.
For its time, Goldeneye was miles and miles ahead of anything else.
The designers, 'Rare' have made some other brilliant games - Banjo Kazooie, Perfect Dark and Donkey Kong to name a few. This was so successful that they've made a new Goldeneye on the Wii - which was never going to be as good!
With around 20 missions, you're skills are tested, battling against russian guards, with many, many weapons. The levels follow the film quite well, but you should not compare this to the film.
There are 3 different difficulties - Agent, Secret Agent and 00 Agent. There is also a 007 mode, where (if you win EVERYTHING) you can customise enemy health and reaction speed etc.
The gameplay is brilliant, and on the hardest level, levels are still hard to complete, as enemies get better, and there are more missions to do on each level. However, it is easy to pick up and play.
The controls are easy to use and you can pick up how to play quickly. It is useful to 'strafe' with the C left and C right buttons. You can also run quicker this way. Some guns have a zoom on the aim (holding R). You can cycle through weapons easily, and reload when you want. Ammo is on the floor as a box, or as a gun.
You cannot kill people like Trevelyan and Ourumov, as they are main characters (until you are actually meant to kill them!)
Train is a brilliant level, so is Control and Frigate.
Multiplayer mode is tense and thrilling, where you and your (up to 3 more) other friends can battle in a variety of levels. You can also choose from loads of characters including old favourites such as Oddjob and Jaws.
Also, the cheats are great! I recommend using them, as you can have so much fun with all of them. Invincibility, invisibility, turbo mode, unlimited ammo and all guns are some good ones.
This game revolutionalised FPS games - it set the standard for games to come.
The words timeless and classic are used too much, but this is definitely, DEFINITELY a timeless classic. I would highly recommend this game, and if you can get it quite cheap, then you so should.
How really can an film licensed game be one of the best games of all time? Well luckily Nintendo put rare behind the development of Goldeneye and you knew it was going to be something special! The film that the game is based off has an absolutely amazing storyline and it is translated really well into this game.
None, but the most irrelevant bits of the film are missed out and Rare does a great job telling the story from lines of dialogue! You will do everything from infiltrating a satellite station to escaping from a train! The action simply never lets up! You have a variety of weapons to choose from within the game, from pistols to AK47s to Rocket Launchers and more! James has all his trademark gadgets such as his watch that can detonate remote mines and fire a laser to burn out of locked escape hatches!
One warning though is that it is best to use the expansion pack with this game! If you use the normal ROM pack, there is serious frame rate drops on the end level of the game (which made it almost impossible to aim (however I still managed to do it anyway))!
However it is not the storyline that sells this game, but the multiplayer! Up to 4 players can battle it out in a variety of modes from deathmatch, teamdeathmatch and more with variations such as 'The Man With The Golden Gun', a one shot weapon essentially! The maps are taken from a variety of locations within the main game and you will have endless fun shooting your buddies!
133 reviews before me is testament to how unbelievable this game is and how nostalgic it is to play today. So, first person shooters were around before this, Doom, Wolfenstein, but this blew their pixelated polygon wielding balls off. Despite being based on one of the greatest Bond films (Brosnan's first and best - shame he ended on Die Another Day) it turned out to be one of the greatest games of all time overshadowing all other consoles.
The first time you plug the game in, a joke BBFC screen comes at the start of the game; in the corner where the age is you find a suitable for 4 players. First thought 4 players: you mean 4 friends wielding guns at once? Then the role call where the characters run on spot, pose, jump, wield guns etc etc in a version of a cast list. After this, the title screen: files, like a real MI5 agent (well that's what it felt like when I was 10). You click a file, start game, shoot Dam whilst wondering what the other levels contain. You click straight through your briefing because by now, you want to shoot anything with a face. Then game starts. You see the local in supreme graphics (for the time, I was shocked to find when I went back to after some time that it was the crystal Hi-def roundness I thought it was) then it circles around bond for a sweep before slamming into the back of his head being John Malkovich style and their you are your Bond with the PP7 - they couldn't get the right to use PPK - great! Wait controls...hang on...backwards forwards spin is the joy stick ... o.k. got it...wait bloke's seen me..he's shooting...hang on...trigger button BANG! yes! wait not like the films takes more than one BANG! Ow! he's got a faster gun BANG! He's down! Run over corpse pick up KF7 Soviet. Great fast gun! and the rest is history.
Days you played for to reach Trevelyan you kill him after your 20th try and the credits. You lie back and reflect. Bliss. Then you notice hang-about, there's two levels I haven't tried yet. But I completed it? You look, you click, you scream...Secret Agent...00 Agent. Here goes another chunk of life time to waste but what a beauty to waste it on.
A million stars...that's exaggerating 79 and a half out of 80.
This game pioneered first person shooters. There are two elements in this game, as there are in most FPS: single-player, and multi-player.
The single-player mode is decent enough. The levels are cleverly designed, and some, such as 'facility', are quite rightly famous. There is a huge variety of levels, ranging from a jungle and and an Aztec temple, to a runway and a train. The opponents are well designed, and on the 'difficult' mode, are relatively intelligent. The difficulty of the game cannot be overstated: towards the end of the game, on the highest level of difficulty, there are often an infinite number of enemies, all requiring either a head shot or several shots to the chest to kill. If you do finally succeed in completing all the levels on all the levels of difficulty, a new mode is opened, allowing you to vary the variables which control the game (for example, the enemies' health, accuracy etc.) The simgle-player is certainly worth playing.
The multi-player is in another class of its own though. Up to 4 players can play at a time, and when this is done in a tight, narrow level (such as 'Archive') the best fun can be had. A range of weapons can be played with, and the ability to alter your health allows anyone to play regardless of experience. The number of secret passages in 'complex', in particular, are a joy to find, and quite rightly, the multi-player component of 'Goldeneye' is regarded as genre-defining.
I'm not really a fan of first person shooters, while all my friends were off playing multi-player Half-life and such-like, I was left on my own to play Zelda and Final Fantasy, sob sob. That all changed though in 1997 with the release of Goldeneye for the Nintendo 64, hailed at the time has being one of the best first person shooters ever made. Even to this day I feel it beats the pants off highly rated games such as Resistance and Halo.
Graphically it's looking a bit dated now, especially the cut scenes which are very blocky and poorly rendered. The environments you play in don't look quite so bad, especially the indoor areas such as the facility . There's nice touches such as being able to shoot through glass, hide in toilet cubicles and puncture gas canisters which causes the entire area to be locked-down Outdoor areas on the other hand tend to look very sparse and bland, giving the impression that the developers didn't spend as much time on them. There's also the occasional graphical glitch, such as enemy hands poking through closed doors, but nothing that really spoils the gameplay.
And that's a good thing, because it's the gameplay which really makes this game such a wonderful experience. What sets it apart from many other first person shooters is that while other games in the genre seem to try to be uber-realistic, Goldeneye dispenses with realism and focuses instead on just being as much fun as possible. All the classic locations from the film are present, such as the bungee jump off the dam and the cradle showdown with 006. The final levels also pit you against classic Bond villains Jaws and Baron Samedi. Adding to the fun is the inclusion of many of Bond's classic gadgets. For example, Bond's watch comes equipped with a micro-laser that comes in very handy when you need to create a make-shift escape hatch in order to escape from an exploding train. Weapons are varied and exciting, there is of course Bond's trusty PPK, as well as assault rifles, grenade launchers, proximity mines and my favourite - the Moonraker laser guns.
The controls are fairly easy to master, although it can take a bit of practise getting used to using the c-buttons to sidestep. The game isn't too hard, even on the hardest difficulty setting, however getting all the cheats requires you to complete levels in a certain amount of time and some of these take a lot of practice. To this day I still haven't gotten the damned cheat for invincibility, grrrrr!
The game also features a multiplayer experience, which adds even more fun to the game. There's a number of modes to chose from, such as a capture the flag style match, a one-hit kills mode and my favourite, the golden gun mode where somewhere in the level is a golden gun which can kill people with one shot.
Without a doubt, Goldeneye is one of the best games available for the Nintendo 64. If you get a chance to play this game then do so, even if you're not a fan of first person shooters, even if you're not a fan of James Bond. There's few games, on any console, which can beat this game in terms of sheer enjoyment value. A true classic.
Goldeneye is simply one of the best FPS games ever made, and stands as a towering achievement, as proof that videogame adaptations of films CAN be great. It is an extremely fun game both as a single player title and as a multiplayer one, although the latter forms the main attraction for sure.
Visually, this was a great game for its time, with well-rendered environments that still look decent contextually today. There are some glitches here and there, though, like enemies getting trapped in the environments, but by and large it's well designed and the style is great. Aurally it's also fantastic, with the soundtrack in particular being very befitting of a Bond game, and the gun sound effects are excellent.
It's the gameplay that makes it truly great, though, and it is a very slick, intuitive game throughout. The single player adapts the film well, putting you in all of the famous film sections, such as the well-known dam-jumping scene, and also the finale against 006 at the Cradle. The game isn't too hard and seasoned FPS players will breeze through it, but it is a lot of fun. The controls take a bit of getting used to but it's not a problem. One complaint though, is that the AI is dire, and they often won't notice you shoot their buddy that's right next to them.
The multiplayer is the defining experience, though, allowing you and three friends to play deathmatches on any map you want, playing as any character you want with any weapons. It puts many modern multiplayer games to shame and remains one of the most popular multiplayer titles today still. The maps - my favourite of which is Facility, which has those memorable toilets - are superbly well designed and make for some super-fun battles.
Undeniably the best game on the N64 (yes, far superior to the overrated Zelda), Goldeneye is a winning mix.
In the last few days before Christmas, I am having memories coming flooding back of playing this game at Christmas with my brother. I remember when he got his N64 and the first game he got was Goldeneye. In the game, you are James Bond, of course, setting out to complete a series of missions in true double-o- agent style.
Goldeneye is probably the best computer game I have ever played. Not just on the N64, but on any console. In terms of playability, this beats everything else hands down. To say it is addictive would be an understatement. It is not so much the single player mode which hooked people, but the split screen multiplayer, which was stupendous fun.
First off though, single mode; you are Bond as he revisits locations from the film and solves puzzles. Along the way you have to avoid the bad guys and shoot them, using a choice of weaponry. Bond has his trusty PPK, but there are some amazing weapons to collect as you progress like remote mines, missile launchers and if you don't fancy getting too violent you can simply walk up to an enemy and slap them until they die. Genius!
The graphics are pretty hot and the controls easy to master, I am pretty useless with controlling and even I managed it quite well. You can set difficulty levels too which is great for beginners and those who wish to return to the game and improve their skills.
The two player is great fun. You get to choose a location, then go head to head in a shoot off. You must seek out your opponent then destroy them before they get you. This is made even more fun by having a selection of characters to pick from. How about being Baron Samedi or Oddjob as you race through a library!
The music is tense and hooky, the loading is quick and everything just runs like clockwork. Quite simply a wonderful game that will give you hours of pleasure.
For every console released, there is one game that defines it. For the N64, it is the stupendous Goldeneye.
Goldeneye is a first person shooter based on the James Bond film of the same name. The game was developed by Rare and released 2 years after the film, in 1997, the game is still a must have to this day.
As you would expect from a Bond game there is a wide selection of weapons to choose from, pistols (including the classic ppk), Grenades, assault rifles (Including the unstoppable AK47) even a laser can be found and used. Alongside James' extensive arsenal is a few gadgets thrown in for good measure including an electro magnet, a watch mounted laser and a remote mine detonator.
There is an extensive single player campaign to undertake with numerous and varied levels. From evil villains arctic bases to deep in the sweltering Jungle theres a load of levels to get through. At one point in the game, James even jumps behind the contols of a mighty tank (laden with explosive shells I might add), enemies create a pleasing squishing sound as they are effortlessly run over by the tanks tracks.
A lot of locations will be recognised from the film (such as the huge damn that Pierce Brosnan leaps from in the beginning of the film. The graphics are great and the locations are nicely realised.
The soundtrack is driving and atmospheric and really complements the games feel. Sound effects sound realistic with meaty explosions and cries of pain as you mow down scores of evil henchmen.
As with all of the best examples of the FPS shooting your enemies in the head will drop them quicker than a body shot (especially when body armour is worn).
A nice little touch is that there is a slight element of auto aim present in Goldenye, while it's not enough to take away from the challenge of the game, it's just the right amount to make taking on hoards of enemies a little more manageable, (as it's a Bond game you know there are gonna be waves and waves of enemies).
You need to aim directly at your enemy before the auto aim kicks in, any less and mass shootouts would become too difficult, any more and it would feel too easy and like the game is doing all the work for you.
The single player experience is superb all round but it's in the games multiplayer that Goldeneye really comes alive. Many playable characters are available all recognisable from the film, there are 8 at first but as with all great games plenty more can be unlocked as you progress through the single campaign (25 new characters can be unlocked).
There are a nice choice of multiplayer modes, including classic deathmatch (of course), the man with the golden gun where a single golden gun (capable of one shot kills anywhere on the body) is located at a point on the map, when a player acquires the gun the drawback is that they then appear on all the other players radars. Also a version that sees each player trying to obtain and keep a little flag, you drop the flag when you are killed and the idea is to accrue the most points by being the one who holds the flag for the longest time.
All round an amazing game, it has everything. A good story, tons of gadgets & weapons, great graphics, simple yet effective controls, a lengthy campaign complete with unlockable content and a massively coherent and well expanded multiplayer experience.
An absolute triumph, reccomended to anyone and everyone, fun on your own or pitted against your mates, Goldeneye is truly one of the top 10 games of all time.
James Bond - Goldeneye (N64)
Quite simply put this is the best multiplayer game of all time.
When this game came out, the demand for it was huge. I remember waiting for months to get this game. The single player was really very good with lots of levels and different missions to complete, and a great progression through the difficulty levels, which would keep you playing for hours. The mission levels also followed the film very well which for Bond fans is a real plus, and gives the game another great dimension. The reason for the success I think is partly due to the style of the control with it's unique trigger feel.
Once you are bored with the single player, simply plug another controller in and get ready for hours and hours of fun with the multipayer game.. With lots of characters to choose from and great sets of weapons and plenty of levels to pick, and even different type of games to play, this game will keep you entertained for a long long time.
The only games that really rivals the multiplayer on this are the newer game played over the internet, but you loose the interaction between each other, which is what makes playing on Goldenye so fun.
If you can pick this game up cheaply and you have an old n64 lying around. Buy it and get playing, it doesn't matter how old this game gets, it's true what they say . . . . the classics never die
There was a time about 10 years ago where you either had a Playstation or an N64 (or, if you were a bit of an idiot, a Sega Saturn or one of the more obscure consoles that seemed to die a swift death like the 3DO, Atari Jaguar and the Amiga CD32 which are better forgotten about). And whilst the two consoles waged war on each other for the vast part of the mid-late 1990's with each console having games the other could only wish to equal. Games such as Gran Tourismo (PS) and Mario Kart 64 (N64), FFVII (PS) and Legend of Zelda: Ocarina of Time (N64), Crash Bandicoot (PS) and Mario 64 (N64) we're the killer apps that on the vast part of the gaming community wished they could have. Though there was only one game that seemed to have been accepted by both sides as one of the games that was the best out there, there was no claim from the Playstation gamers of a similar game on their console, they admitted it was a one off, a bit of gaming genius that was a reason to go to a friends and play the disgusting rival console. Goldeneye.
Based of the returning James Bond movie of the same name (released 7 years after the previous one, the longest gap at any point in the franchise history) Goldeneye saw the Bond legacy try to survive in the post Cold War era. The long opposing pesky Ruskies we're no long there to be fed as the evil doers a new enemy had to be found, and here (in the movie anyway) it was a form of cyber terrorism and war by electronic manipulation. The game is set along a similar story line and fan of the movie will almost certainly spot the reference through out the single player game.
The film starts in the same place as the movie, the Dam level which acts as an easy entry into the game sees the players mission mirror that of the movie. Bungee jump into the chemical facility underneath the dam (though on harder difficulties other missions are added to the level, like they are pretty much through the game). The level set the tone for the game and better yet, set the tone for a generation of shooting games that had to follow in it's foot steps and it wasn't until a Medal of Honour game on the PS2 did a game genuinely better it for a first level.
The second, like the set area in the movie finds Bond in the Chemical "Facility" possibly one of the most famous levels in the game was also one of the best of any shooting game until Perfect Dark followed several years later. Here we met 2 key characters that again were featured in the movie (006 Alec Trevelyan and Colonel Arkady Ourumov) as Bond blows up the chemical bottles. The Runway level again replicates the movie on which it's based, though the level also includes a tank that the player can commandeer to much fun. After this level (in which we see a cut scene of Bond flying away, whilst the Facility roars up in flames and explosions behind the plane) the game moves away from the movie.
The parts away from the movie see Bond in the snow covered Severnaya of the movie, a remote Satellite, after this level he enters the Bunker that will be significantly different the second time he visits it. The silo level is entirely added just for the game, and was a complete nightmare on the higher difficulties, so full of areas that looked the same and things you had to take photos of the level often became one I didn't enjoy playing, though I did like some of the tricks that were possible near the end. It was possible to kill Ourumov and collect some items from his corpse...the items of which seemed to have no use at all.
The game would then semi follow the story of the movie with places like the Frigate level, though the added second versions of the Surface and Bunker levels breaking up the movie tie in until the Statue level (a giant broken ruins of a monument like park in which the major bad guy Janus reveals himself, like in the movie). After this the game follows almost the same plot and order as the movie, with Bond and Natayla a lovely Russian computer lady who in the movie worked at the Severnaya satellite (though from memory the game never actually explains and we meet her in the second Bunker level we she's in the cell next to you).
The game progresses from library like Archive level in which you and her try to escape (though sadly no piton belt section like in the movie) to The Streets level which sees you chasing down an unseen Ourumov through the Russian streets either by foot or by Tank. This leads to a weapons Depot (which from memory actually wasn't in the movie thinking about it) which was one of the poorer levels in the game, followed by on of the best.
Train as it was called was taken from the movie (though changed significantly). In the movie Bond boarded the train after it was shot by a Tank shell, in the game he just walks on in the side door, and progresses from room to room shooting the enemies as he goes. The levels finally is one of the tensest moments in FPS (first person shooting) games ever, where you are given a timer to (like in the movie) remove an emergency hatch on the floor before the time runs out and the train blows up. Despite hating this originally, after a few play through's of the level it starts to show just how much quality there was in the design of it, totally riveting level.
Sadly after one of the levels of the game, we then go to nightmarish Jungle level (which some players do seem to like, whilst I despised it) a treck through the jungle that was shown as Xenia Onatopp trying to kill Bond between her thighs in the movie (not for the first time). Sadly there was no Famke Jansen squeezing me between her thighs (this it's self may have caused the level to be a bit disappointing) just a lot of hard to spot people killing me. Though this is where the game suddenly got hard, the following three levels signalled the end of the 1 player game.
After finding the control centre (Control) Bond must protect Natalaya as she does some re-aligning of some satellite in the games most annoying mission, and the one that caused more swear words to be violently spat at the TV than the rest of the game. After this Bond chases Janus through through the Caverns to the games finale.
After finally completing that we were then allowed to face Janus on the Cradle level, full of thin Platforms and gang ways, this was a chase until you ended up on the small platform at the end of the level. The fight for good and evil was finished on a table sized platform hanging in the air for some silly reason just as it was in the movie.
As the game was completed on each difficulty an extra level was unlocked totally unrelated to the actual story of the game. Whilst completing levels in a set time on a set difficulty unlocked cheats to be accessed at the cheats menu meaning each level had it's own replay value on single player.
Funnily though, the single player game is often forgotten about despite it's depth, longevity and mission based game play that at the time drove people to completing it. Instead the single player mode was driven to the background by the addictive and limitlessly playable multiplayer game that caused the game to be one of the mainstays of multiplayer gaming through out the entire N64 tenure.
The game could be played between 2 and 4 players (no bots though) and originally there was 6 levels to play (the best of which were Temple, Complex and Library) from the off, with others (notably Facility and Archives) being unlocked as you beat them in the single player game. There was 5 multiplayer modes, with Deathmatch being the obvious one for most games. Whilst the options were fairly customisable with kill limits, limit and weapon types available to be set by the player (though some weapons we're absent from all sets, most famously the Phantom machine gun from the Frigate level).
The game on the whole relied on 2 things more than anything else, fun and the gameplay. Although neither are truly forgotten in modern gaming, it's the fact so few games have teamed the two up, leaving a limitlessly fun game that's as easy to play as games should be in general it's a shame in the current climate of Wii's, Ps3's and Xbox 360's that there's nothing that quite matches this in sheer terms of fun, with or with out mates.
It often feels as though the makers (Rareware) had as much fun making it as they expected players to have whilst playing it, and as a likely result, used this as their reason for the abundance of Easter eggs, tricks and secrets (that took almost 10 years to be fully unveiled). In fact button cheats took that long to find that people had accepted they weren't in the game to begin with, only for everyone to dismiss them when they were first found, until trying them themselves. Sadly the "all weapons" cheat showed a few glimpses of perhaps some should have been "in game" weapons, like the hunting knife, or the gameboy like weapon.
The game which has obviously aged since it's release still holds a welcome place in my heart, despite now looking like the old thing it is. Square heads we're order of the day as the game not only took the FPS action games to the console market, but also set it's self up to be one of the most influential games of all time. The game that kept the N64 ball rolling post Mario and it kept rolling, the graphics though out dated now, took years to be improved on, with Perfect Dark needing the expansion to do what it did years down the line. The game of legends it seems is unlikely to be re-released on any of the online networks (Xbox live Marketplace or the Wii virtual console) which is a real shame as this is a game that could have found a new generation of fans all over again. Though saying that, I don't think anything the Xbox has to offer in regards to a control could ever quite match the genius offered by the N64's pad and it's cleverly designed trigger. As a result of the disappointing news that it'll almost certainly never be re-released lets finish this with a moments silence for the old great.
RIP Goldeneye, you started it all.
GoldenEye 64 is the 1997 first-person shooter game based on the 1995 James Bond film of the same name. This game is undoubtably a classic and is still highly acclaimed as a significant game in the development of first-person shooter games.
Playing as James Bond you play your way through a number of levels each based upon locations, events and characters from the film. The game involves general first-person shooter stealth and skill to shoot your way through the numerous baddies and complete individual objectives to complete the levels.
The game is very well designed and accurately recreates the film, a major plus point for all us Bond fans out there. The levels increase in difficulty and there are 3 grades to work through; Agent (Easy), Secret Agent (Medium), 007 Agent (Hard) and each one involves different objectives for each level. The single player game has incredibly longevity and is still enormously fun to play over 10 years since its release.
It is however the multiplayer game that really marks this game out above the rest. Playing with 2-4 people the multiplayer is a simple a shoot out with a range of weapons, characters and levels to play in. Its a fun and frantic game to play with many options so you can play and enjoy multiplayer over and over again and still stands the test of time.
Overall, GoldenEye 64 is not an overrated and easily classed 'classic' like many games out there, it is a classic game with both a superb single player and multiplayer which is as fun, exciting and engaging to play as ever.
The nintendo 64 wasn't a console i was really looking forwardto coming out and i didn't bother getting one at first, i chose to get a new bike for my birthday that year... i massively regret this now and had to wait until the following xmas to get my hands on a nintendo 64, why is this little story relevant you ask?? Well one game, Goldeneye.
Never been a James Bond fan so this release really didn't mean much to me, so when a friend was raving about a certain new game he had got with his brand new Nintendo 64. So as always me and a few friends went to his house to try out this game, i was simply blown away!
For the time the graphics were excellent, detail was immense and you could blow up pretty much anything around you.
The game itself-
This isa first person shooter and the plot is very similar to the film following missions which James Bond carries out throughout the film, plus couple of extra missions from classic Bond films.
There are three different difficulty settings Agent, Secret Agent and 00 Agent each of which and extra parts to the mission to complete and also the enemies get more accurate with there shooting and take more to hits to be killed.
Multi-player mode-
For me was the highlight to this classic title, with the Nintendo 64 having 4 controller ports the game was 1-4 player.
You were set on various stages in a death match, either every man for himself or team battles (plus other death match modes with different rules to make it more interesting).
This game was played fors hours on end between me and my friends and even to the day i get out my Nintendo 64 from time to time and invite friends round for a game on our fav retro game.


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3, 7, 10, 11, 12, 17These brain teasers rely on your ability to recognize groups of common attributes. For each of these puzzles you'll need to figure out why the words or letters are grouped as they are. Sometimes you will be asked to pick the odd-one-out or to place a new word into the correct group.
What is the connection between these numbers:
3, 7, 10, 11, 12, 17
AnswerWhen in their written form, the only vowel these numbers use is the vowel 'e'.
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text: OverviewBack to top GU Energy - GU Energy Gel 2x Caffeine Espresso Love - 1.1 oz. Item# :117579UPC# :769493100078 Brand:GU Energy Size/Form:1.10 oz. Ship Weight:0.05 Servings:1 Dosage:1 Packet Flavor:Espresso Love GU Energy - GU Energy Gel 2x Caffeine Espresso Love 1.1 oz. GU Energy Gel is simple to take and simple to digest. GU Energy Gel provides just what you need for premium exercise fuel and none of the extras that slow you down. GU takes you where you want to go, fast. The world's first energy gel is still the most efficient source of premium fuel available to athletes today. The original idea behind GU was to find the quickest way to deliver an appropriate amount of calories to an athlete during competition without upsetting his or her stomach. Since then, the formula has been tweaked and upgraded to take advantage of feedback from GU's elite athletes and the latest scientific discoveries. In addition to supplying the body with high-quality calories and electrolytes to keep it going, GU mitigates the energy-sapping effects of lactic-acid build-up, optimizes energy production, aids recovery by replenishing muscle glycogen stores and allows for greater mental focus through delayed onset of fatigue signals from the central nervous system. Yep, that's all in one packet of GU. GU Sports GU Energy Gel Espresso Love is specifically formulated to energize your body during exercise. Using GU during your regular workouts will keep your mind alert and active, and your muscles going strong. GU gives the most concentrated form of immediate energy with no stomach bulk or distress, is quickly and efficiently absorbed, and will maintain your blood sugar at the optimal level for a great workout start to finish.During a workout or race, no matter what type, you need to quickly absorb carbohydrate-based calories to replace the glucose you are burning at 400 - 600 per hour or you will begin to lose concentration and energy. The fat, fiber and protein found in bars are very slow to absorb and create unwanted bulk in the stomach. GU is created for the body during exercise, and because of its form and ingredients is absorbed much faster than a bar so you will feel the energy almost immediately.GU Energy Gel contains maltodextrin, the best complex carbohydrate for delivering energy to working muscles. GU also contains the optimal balance of carbohydrates for the body during exercise: 80% complex/20% simple. It is this balance of maltodextrin and fructose in GU that delivers a quick rise in blood sugar and maintains that glucose level for up to 45 minutes during exercise.By simply adding GU to your normal workout routine - one packet 15 minutes before starting then one packet every 45 minutes or so - you will feel strong and energized, be able to maintain your effort throughout the workout, feel better when you finish, and recover quickly for your next workout. If you want to have a good workout you have to supply your body with the right fuel - GU Energy Gel.GEL INGREDIENT COMPARISONLining up every imaginable energy gel and scrutinizing the nutritional fine print isn't unheard of for serious endurance athletes. But here at GU, our job is to help you focus on your workouts, not ruin your eyesight. The table below provides a quick comparison of the critical components of the energy gels most readily available at retail. GU Ingredeints and Benefits: Energize, Sustain, Recover—GU's formula for success. Launched in 1991, the world's first energy gel is still the most efficient sports fuel available today. GU's patented carbohydrate blend delivers high-quality, easily-digested and long-lasting energy for athletes in every sport and at all levels. Our Berkeley-based sports nutrition company started with original GU Energy Gel, a revolutionary and more effective method to keep athletes fueled during exercise and speed their recovery from exertion. Today thousands of elite athletes and millions of endurance enthusiasts around the world agree: GU works. Energize:A shot of fast-acting natural fructose (fruit sugar) goes straight to work building your energy levels back up while the maltodextrin is quickly absorbed and sent to your muscles. Vital electrolytes keep your blood chemistry in line and hydration levels stable. Calcium keeps your muscles humming and caffeine adds an extra kick to your power. Sustain:Complex carbs in the form of maltodextrin (70-80% of the complex/simple carbohydrates blend) help you maintain glucose levels over time. Citrates (potassium citrate, sodium citrate and citric acid) help speed the conversion of these carbs into energy molecules and mitigate performance-sapping acid build-up in muscles. Branched chain amino acids (BCAAs) leucine, valine and isoleucine, serve as another fuel source, aid in recovery and can improve mental performance and reduce fatigue by limiting the central nervous system's production of serotonin. Histidine, an essential amino acid, acts alongside the citrates as a buffer that helps neutralize lactic acid build-up in muscles. Recover:Antioxidant vitamins C & E defend muscles from assault by free radicals. Chamomile works as an anti-inflammatory during and after exercise. Ginger soothes the stomach. Sea salt supplies a host of minerals. The Legend of GU:Athletes the world over have come to the same conclusion: GU works. Our Berkeley-based sports nutrition company started with original GU Energy Gel, a revolutionary and more effective method to keep athletes fueled during exercise. In 2001, GU Electrolyte Brew (formerly Gu2o) was launched as the perfect hydration companion to GU Energy Gel. 2008 saw the introduction of Roctane Ultra Endurance Energy Gel, followed by Chomps Energy Chews and GU Recovery Brew in 2009. Every product is formulated to further GU's mission: to help athletes go faster and longer than ever before. There are only 100 calories per packet, yet I burn through 100 calories in 10 minutes. Shouldn't I eat more than one every 30-45 minutes?We limited GU to 100 calories because, in general, the body can digest roughly 350 calories per hour during exercise. If you tried to eat more, the body would divert blood from your muscles— say "buh-bye" to a personal record—to handle the excess food. If your metabolism is slow, then one GU every 45 minutes works fine. If you have an athlete's metabolism, try ingesting one GU every 30 minutes and see if it agrees with you. How do you eat GU?Rip open the top and squeeze the entire packet into your mouth—don't save half of it for later. GU's recipe of carbohydrates and amino acids was created to be taken in one shot to provide you with maximum benefits. How should you use GU to help you recover from hard training or racing?When you stop, go ahead and eat a pack of GU, even if it's been less than 30 minutes from your last GU shot. Now that you've stopped exercising, your stomach can handle those calories and needs them to start restoring your muscle glycogen—essentially the body's instant fuel reservoirs. Can I use GU for a strength workout or even yoga?Sure. While GU was designed for endurance sports, it can be used anytime you need energy to fuel a workout. It can also serve as a 100-calorie pick-me-up if you're dragging or simply need a snack to carry you through until your next meal. How does the caffeine in GU help me?GU energy gel comes in both caffeinated and non-caffeinated flavors. Strawberry Banana and Lemon Lime do not have any caffeine in them. Orange, Vanilla, Chocolate, Triberry and Plain all have 20mg of caffeine per packet. GU's Espresso Love flavor has 40mg of caffeine. Caffeine consumption during exercise improves performance in several ways: it sharpens focus and perks you up; but more importantly, it helps the body produce more power, reduce the pain of hard efforts, and may even tap fat for fuel during exercise. All of this prolongs your ability to exercise at a high intensity. We use just enough caffeine to jump start this benefit and no more. Does GU freeze?Yes, but well below zero. It does thicken in cold weather, so keep GU close to your body to keep it warm. How long does GU take to work?The fructose converts quickly into an energy molecule that your muscles can tap within minutes. The maltodextrin, which makes up 70-80% of the carbohydrate blend (depending on flavor), takes several minutes longer. Because of this delay, your muscles enjoy a steady stream of energy instead of one gigantic sugar rush and a corresponding crash. Is GU safe for children?Yes, if they're playing sports, on a hike or just being active, GU will help kids just as much as it helps you. You'd probably want to keep them away from the flavors that contain caffeine; no need to make them more hyperactive. Can my dog eat GU?We don't recommend it. Maltodextrin is corn-based and corn is not recommended for dogs—many are actually allergic to corn. Is GU Energy Gel Kosher?GU Energy Gel, Roctane, GU Electrolyte Brew, and GU Recovery Brew are all certified Kosher. Chomps are not.


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Did You Know?
Meerkats eat almost anything. They love bugs, watermelon, cat food treats, bones, and frozen fruit.
Help our animals have a little fun and Trim-A-Tree for PPZ! We're offering an opportunity for your family, business, or organization to enjoy an outing at the zoo while sponsoring and decorating a 6-foot tall tree. The trees will be on display during Wonderland of Lights, November 29 through December 29 at the Zoo. After the event, the trees will be given to our animals to provide them with some winter entertainment.
We'll cover your tree with lights and you get to decorate the rest, or opt to have the PPZ staff decorate it for you (additional fee). We'll also put a sign next to your tree so the thousands of visitors during Wonderland of Lights know of your contribution to the zoo and our animals. As an additional "thank you", you'll get 6 complimentary passes to Wonderland of Lights.
The cost of sponsoring a tree is a $150 (tax-deductible) donation to the Potter Park Zoological Society. Please fill out this form and mail it back, or contact Kelly Gibson to make arrangements over the phone.
Kelly Gibson, Special Events Assistant
email@example.com | 517-342-2717


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Posted 7 years ago
(1 item)
Really neat looking walking stick. I think it is made out of some sort of horn or bone, but I can't find anything like it so I really have no idea. Found it in an estate sale and just fell in love with it, so I bought it for $5. It is flexable, so I think it is mostly for an accessory rather than actually to help with walking, Either way, I'd just like to know a little more about it.


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Iron Patriot, Heroic Age and Classic Horned Iron Man...
If Hasbro's 3 3 /4" Iron Man 3 Iron Assemblers aren't your cup 'o tea (see our story HERE), then their 6" Iron Man 3 Legends Series should be more to your liking. Hitting retail this February and currently available for pre-order at BigBadToyStore.com, this three figure assortment stars:
* Classic Horned Iron Man
* Heroic Age Iron Man
* Iron Patriot
Each figure includes a bonus piece that will ultimately create Iron Monger (it looks like Series 2 will contain the remaining pieces). SRP of $18.99 each.
To insure your action figure collection, get in touch with Collectibles Insurance, the official insurance company of the Figures.com network. Say "Figures.com" to get 5% off your first term premiums.
To buy action figures, take a look at BigBadToyStore.com, Toynk.com, BriansToys.com, ToyWiz.com, and MonkeyDepot.com.


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Select your desired product options and we will notify you when it is back in stock.
Finn Comfort shoes are one of the leading comfort footwear manufacturers. With their extraordinary orthopedic support and luxurious comfort they are the perfect balance for any occasion. Finn Comfort shoes are hand-made and promote good health and well being.
Features include:
Sign up to receive new arrival, sale & special event info from us.
Note: we do not share your personal information with anyone. Period.
"Great online shopping. Easy website to use. Order arrived within 2 days. This is my second purchase of MBT Sport 2 shoes online within 7 days. I was so happy with the first pair, I ordered a second since the pricing was too good to pass up. Previously, I bought 3 pairs of MBT shoes over the past 5 years at the San Mateo store. Also a great shopping experience. MBTs are the best shoe and helps to relieve my chronic low back pain when walking or standing for long times."
©2017 Footwear etc.. All Rights Reserved. For any questions or assistance call 1-800-720-0572.


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Elaine Craddock
Professor of Religion
Areas of expertiseHinduism; Feminism and Religion; Tamil literature; Religion and the Body
MA, PhD, UC Berkeley 1994
Siva's Demon Devotee: Karaikkal Ammaiyar; SUNY Press, 2010.
"Karaikkal Ammaiyar: Bridging the Cankam and Saiva Worlds." In Affinities and Oppositions:
Relationship between Tamil and Sanskrit, edited by Kannan M and Jennifer Clare. French Institute, Pondicherry and the Tamil Chair at the University of California, Berkeley, 2009.
"The Anatomy of Devotion: The Life and Poetry of Karaikkal Ammaiyar." In Beyond the Circle: Women's Rituals, Women's Lives in Hindu Traditions, edited by Tracy Pintchman. Oxford University Press, 2007.
"Reconstructing the Split Goddess as Shakti in a Tamil Village." In Seeking Mahadevi:Constructing the Identities of the Hindu Great Goddess, edited by Tracy Pintchman. New York: SUNY, 2001.


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Chris Brown, who was recently allegedly involved in a fight in Washington, D.C. may be able to avoid trouble stemming from the altercation, according to tmz.com.
According to documents obtained by tmz.com, a witness to the fight told police officials that he heard the alleged victim inform a D.C. officer that Brown did not hit him.
The police officer later denied speaking with the witness in question, as per tmz.com. However, a secret service agent reportedly on duty near the incident told D.C. police that he heard the victim tell an officer that Brown did not hit him.
Brown is facing up to four years in prison if he is found to be in violation of probation stemming from his Rihanna assault case.
Brown is reportedly in a rehab facility for anger management issues.
Yesterday (October 30), it was reported by tmz.com that Brown could be in rehab for up to three months.
The rehab stay has prevented Brown from fulfilling appearances at nightclubs. Brown was slated to appear at the Conga Room in Los Angeles, California today (October 31) and Haze nightclub in Las Vegas, Nevada Friday (November 1). Both clubs were recently alerted that Brown would no longer attend their events. The Congra Room event has been cancelled, while the Haze event is slated to continue without Brown's involvement, as per tmz.com.
After news of Brown's rehab entry were reported, his representative released a statement.
"Chris Brown has elected to enter a rehab facility," his representative said, as per cnn.com. "His goal is to gain focus and insight into his past and recent behavior, enabling him to continue the pursuit of his life and his career from a healthier vantage point."
RELATED: Chris Brown Enters Rehab Reportedly For Anger Management


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CORSHAM Hockey Club will bring the sport back to the town when they open their doors this summer.
The newly-formed club, who are set to play on the brand-new artificial pitch at the Springfield Community Campus, have entered a men's team into the Davis Wood League.
Melksham Ladies' two teams, who ply their trade in the West Clubs League, are planning to become Corsham's new ladies' sides.
Vice-chairman Simon Jackson, whose new club will also be running a junior and minis section, has determined that Corsham had a hockey club before but conceded the old institution's history has been lost to the sands of time.
"I've been in to the library and dug out an old photo from 1964 but I haven't been able to find anything else about the club – that might have been one of the last photos taken," said Jackson, also set to become club captain.
"All we know was that it was pre-internet, so we haven't been able to find much written on it "There were four of us who instigated things and decided that setting up a club in Corsham would be a great thing for lots of people in the local area – we've had lots of interest from players already.
"We're going to be playing at a new facility and we're also bringing in Dave Ward, from Chippenham, as our coach. He's played at national level and still plays masters hockey now.
"Having someone like that on board is going to be fantastic for us because he's one of the top coaches in Wilt-shire and maybe even in the South West."
Lorraine Robinson and Mark Dallaway will operate as secretary and treasurer respectively, while Melk-sham Ladies chairman Sally Robinson will be chairman.
She said: "At Melksham, we were finding that we were struggling to find players in that 16-24 age group and we were finding it hard because we trained all the way over at Stonar School.
"So the best thing to do was to fold Melksham and come over to Corsham because we were like puzzle pieces without a picture.
"Corsham has a good football club, a good cricket club and a good rugby club, and I think it will be nice to have the sport back in the town.
"We've had great support already from the local schools – Chippenham and Devizes have good junior and mini sections, but there hasn't been one in this area."
Corsham have an open day for people of all abilities at their Springfield base on May 17. See pitchero.com/clubs/cor shamclub.
FOR MORE SPORTS NEWS, REPORTS & PICTURES SEE THURSDAY'S GAZETTE AND HERALD AND FRIDAY'S WILTSHIRE TIMES. FOLLOW US ON TWITTER @gazsport AND @WTSport


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A research study offering treatment for people who have obsessive-compulsive disorder (OCD) and are currently taking one of the following medications and still have unwanted symptoms:
- Clomipramine (Anafranil)
- Fluoxetine (Prozac)
- Fluvoxamine (Luvox)
- Sertraline (Zoloft)
- Paroxetine (Paxil)
- Citalopram (Celexa)
- Escitalopram (Lexapro)
The goal of the study is to understand whether patients with OCD on serotonin reuptake inhibitors (SRIs) who achieve wellness from EX/RP can safely discontinue their medication.
Eligible participants initially remain on a stable dose of their OCD medication and will receive cognitive-behavioral therapy (CBT) consisting of exposure and ritual prevention (EX/RP) twice a week for up to 12 weeks as additional treatment.
Participants who become well (minimal-to-mild OCD symptoms) after the EX/RP will be randomly assigned to either continue their medication or begin to taper off their medication and have it gradually replaced with a placebo.
All patients will be carefully monitored throughout the study for 24 weeks. No one who has not become well after 12 weeks of EX/RP will discontinue their medication. Individuals who do not improve significantly will be referred elsewhere to receive appropriate clinical treatment.
Visit the website and the clinical study website.
You may be eligible if
- You have OCD.
- You are between the ages of 18 and 75.
- You are still having bothersome symptoms while taking one of the medications listed below for OCD.
- You are interested in receiving no-cost therapy treatment that may improve your symptoms so that you may be able to stop taking your medication.
- Clomipramine (Anafranil)
- Fluoxetine (Prozac)
- Fluvoxamine (Luvox)
- Sertraline (Zoloft)
- Paroxetine (Paxil)
- Citalopram (Celexa)
- Escitalopram (Lexapro)


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Technical standards and manuals developed by SMACNA members have worldwide acceptance by the construction and code community, as well as local and national government agencies. ANSI, the American National Standards Institute, has accredited SMACNA as a standards-setting organization. SMACNA standards and manuals address all facets of the sheet metal and HVAC industry – including duct construction and installation, indoor air quality, energy recovery, roofing and architectural sheet metal, welding, and commissioning.
SMACNA develops and publishes more than 30 technical documents with more being added to the library each year and several in review and revision cycles. In accordance with SMACNA Policy, a formal interpretation of the literal text of SMACNA's technical manuals, guides or standards is available but only on the basis of written request or inquiry. The request must pertain to a specifically identified portion of a SMACNA technical document that does not involve published text which already provides the requested information. In considering such requests, SMACNA will not review or judge products or components as being in compliance with the document or publication.
Make a Technical Inquiry
These papers are copyrighted by SMACNA. SMACNA grants single user permission to download and use. Any further use in part or in whole requires permission.
Read our technical papers and guidelines
Approximately 50 Bay Area SMACNA contractors learned about key SMACNA standards and the latest technical apps during SMACNA's recent Technical University at the Bay Area Training Center in Oakland, Calif.
The second edition of SMACNA's "Thermoset FRP Duct Construction Manual" is now available. The 228-page book is an authoritative resource that design engineers, industrial engineering departments, pollution control authorities, FRP manufacturers, and installation contractors can use for the proper selection, manufacture, and installation of FRP duct systems.
One of the most frequently asked architectural questions SMACNA receives is on sizing gutters and downspouts. In response, SMACNA's Technical Resources Department has created a free Downspout and Gutter Sizing Calculator.
The revised "Round Industrial Duct Construction Standards," 3rd edition, 2013, an American National Standard, ANSI/SMACNA 005-2013, is now available. SMACNA members will receive an email shortly with instructions on how to receive their gratis copy.
SMACNA's Technical Resources Committee completed wind uplift testing on custom-fabricated fascia and coping architectural elements constructed in accordance with the SMACNA Architectural Sheet Metal Manual.
SMACNA's first edition of the "Phenolic Duct Construction Standard" provides basic phenolic duct fabrication and installation standards that sheet metal contractors, code officials and design engineers will find useful. It is a new American National Standard.
SMACNA's new "Architectural Sheet Metal Quality Assurance Guide," 1st edition, is a tool for evaluating exterior sheet metal building components—roofing systems, exterior walls, flashing, copings, etc.—during initial construction and for ongoing condition assessments and maintenance. SMACNA teamed up with RCI, an international association of professional building envelope consultants, to write this book.
Now there's an app for SMACNA's "Round Industrial Duct Construction Standard" (RIDCS). This powerful app, available today, is actually Web-based. Best of all it is free to SMACNA members. Click here to access the App. Scroll to "SMACNA's Round Duct Construction App." Login to your member's only account and you will automatically arrive on the App landing page.
With the long-term rising cost of fossil fuels, reducing the energy consumption of HVAC systems is increasingly important.
TU-DSC00584-200Approximately 50 participants from SMACNA member contractors learned about SMACNA's most prominent standards at SMACNA's Technical University in Milwaukee, Wis., on Sept. 15 and 16.
This technical paper reviews the HVAC Duct Construction Standards, 2nd edition, 1995, specifications and requirements for zinc coating on galvanized steel ducts. Paragraph and page references from the HVAC-DCS manual are provided along with the text. Commentary in the form of italicized text has been added to clarify the meaning, scope or intent of the manual. In addition the paper reviews zinc coating thickness variations, as commonly used in trade practice, for sheet, reinforcements, tie rods and fasteners. Also included in the paper are the burdensome effects of imposing a universal requirement of G-60 and/or G-90 coating for all components. Wide distribution of this technical paper in the construction community is encouraged.
Achieving uniqueness in building construction should start at the top. When choosing a roofing style, many architects choose custom fabricated metal roofs. SMACNA's Custom Fabricated Sheet Metal Roof Test Report describes the performance of the double lock standing seam and batten seam metal roof conforming to the SMACNA Architectural Sheet Metal Manual. Members are encouraged to provide copies of this paper to building owners and architects, so that all parties gain a better understanding as to the performance of custom metal roofing.
This file is an updated (2012) International Code Council (ICC) State Adoption of the I-Codes. SMACNA National has long been involved in the code setting process to ensure that the SMACNA Standards currently being utilized would be included into the Model Building Codes. SMACNA will continue our work with the Model Building Codes and provide future updates concerning code adoptions.
SMACNA published the HVAC Air Duct Leakage Test Manual in conjunction with the SMACNA HVAC Duct Construction Standards. Research proved that duct leakage could be well defined as a function of the static pressure and the surface area of the duct. This allowed for the introduction of leakage classes that could be used to calculate and accurately represent the leakage of air from ducts of various sizes and configurations.
SMACNA and the National Energy Management Institute (NEMI) are presenting a webinar on the NEMI HVAC Fire Life Safety certifications exclusively for SMACNA members only on Jan. 26 at 11:00 a.m. (EST).
Event Objectives
Gain solid understanding of how to construct duct in a resource efficient and sustainable manner that is compliant with SMACNA's HVAC Duct Construction Standard. This is the final session in a three part series.
Event Objectives
Gain solid understanding of how to construct duct in a resource efficient and sustainable manner that is compliant with SMACNA's HVAC Duct Construction Standard. This is the second session in a three part series.
This presentation will cover the following (with respect to rectangular duct):
- Basic definitions used to properly describe rectangular duct
- Limits and proper application of various joints and seams
- Use of the manual to determine proper construction options
- and more
Session highlights the considerations in specifying and installing fire dampers, smoke dampers, combination fire and smoke dampers and ceiling dampers in HVAC systems.
Session highlights the SMACNA Seismic Restraint Manual – Guidelines For Mechanical Systems 3rd Edition (ANSI) means and methods for seismically bracing ducts and pipes to meet the requirements of the regionally appropriate seismic hazard levels so that ducts/pipes are more likely to maintain their integrity and remain attached to the building's structure during a seismic event.
This webinar presentation on duct air leakage will define what duct air leakage is and how it relates to equipment air leakage, accessory air leakage, and HVAC system air leakage.
The following bulletin is an update to TRB #4-09 issued March 27, 2009 with the Subject: HVAC Duct Sealant Usage Requirements on USGBC LEED® Projects. In response to the following Credit Interpretation Request (CIR): "How does a project team classify duct sealants for application under EQc4.1?" the USGBC issued the following ruling: "Project teams may classify duct sealants under "Other", as listed in the SCAQMD VOC Limits table."
This file replaces the current Task Force page in the HVAC Duct Construction Standards – Metal and Flexible, Third Edition. Due to a printing error some of the former committee members were incorrectly identified.
This webinar will demonstrate how to use SMACNA's Third Edition of the HVAC Duct Construction Standards to determine the proper range of construction options of rectangular duct used in today's commercial market.
This paper was prepared in response to increasing concerns and lack of understanding of this issue by designers, code officials and contractors. The requirements of the Model Code groups have been identified and the responsibilities of architects, engineers/designers, code officials and contractors have been outlined. The use of this paper will assist contractors in those situations where they are being forced to provide products, which are not adequately specified and detailed on the project plans and specifications and, which were not included in contractors' estimates for the project. This guideline is intended to be a generic educational tool for use by all parties to the construction process. We encourage all members to provide copies of this paper to building owners, architects, engineers and code officials so that all parties gain an understanding as to the requirements of the codes, their respective responsibilities and the technical complexity and costs associated with this issue.
This technical paper contains ERRATA for the HVAC Duct Construction Standards, Third Edition 2005. The corrections are noted in shading for those cells in the tables affected. Please download and include this listing of corrections with your copy of the manual and reference it as needed.
The Master Index provides contractors, design professionals, and code officials with a centralized resource of SMACNA technical documents. The index includes key words or phrases from all SMACNA technical standards, manuals and guides.
This technical paper contains ERRATA for the Rectangular Industrial Duct Construction Standards, Second Edition 2004. Please download and include this listing of changes with your copy of the manual and reference it as needed.
On July 1, 2002, damper manufacturers are required to provide fire, smoke and combination fire/smoke dampers that are tested to new Underwriters Laboratories (UL) testing requirements. A description and summary of these new test standards and some possible issues resulting from these standards is given in this paper.
As an organization with contributing members on the National CAD Standard (NCS) Committee, SMACNA is committed to improving electronic communication between members of the architect/engineer/contractor (AEC) community, and the overall quality of construction. The "SMACNA CAD Standard," second edition, 2001, articulates in greater detail the CAD standards that will enable SMACNA Contractors, and other members of the AEC community to apply CAD effectively to mechanical, fire protection, and plumbing design and construction. Additionally, the CAD Project Protocol and checklist included as appendices help contractors work in greater harmony with all members of the construction project team and avoid some of the pitfalls that can surprise even the experienced CAD user.
SMACNA is being increasingly advised that contractors are being required to provide elements of fire damper and combination fire/smoke damper installations which are both unnecessary and not allowed. Specifically we refer to requirements to seal the retaining angles to the wall/floor fire rated assembly and to other directives to fill the expansion space with materials such as mineral wool, ceramic fiber or firestopping caulks. This paper will address these issues individually and clarify these requirements in light of standard installation procedures as required by damper manufacturers. Contractors are encouraged to provide copies of this paper to building owners, architects, engineers and code officials so that all parties gain a better understanding as to the proper and approved methods of fire damper installation.
This guideline is intended to help the commercial duct installation contractor, design engineers and building owners to become more familiar with guidelines to control and reduce contamination during duct installation, and to provide reasonable installation recommendations that can be implemented to meet these goals.
This technical paper contains ERRATA for the Guide for Steel Stack Construction, Second Edition 1996. Please download and include this listing of changes/corrections with your copy of the manual and reference it as needed.
This technical paper reviews the Model Building Code process of the International Code Council (ICC) and National Fire Protection Association (NFPA) Building 5000 Code and addresses SMACNA National's position with regards to the efforts of the code community to develop a single set of comprehensive and coordinated national codes. SMACNA National has long been involved in the code setting process to ensure that the SMACNA Standards currently utilized by the HVAC industry would be included as the basis for duct construction.
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WINFIELD — Building permit approvals suggest Putnam County's real estate market has been improving since the recession of 2008, but the building boom of the 1990s and 2000s hasn't returned.
According to the county's Office of Planning and Infrastructure, there were 221 building permits approved by the county in 2013. That's the highest number since the 263 in 2008, when the national housing bubble burst.
The planning office's number includes mostly residential building permits but also tracks permits for commercial/industrial buildings, accessory buildings like garages and other developments like culverts. The office doesn't track permits issued in Hurricane, Winfield or Nitro city limits.
A U.S. Census database that tracks permits only for new privately-owned residential property recorded approvals for 135 total units in Putnam last year. Like the planning office's data, that's the highest number since 2008, when the census recorded 327. A unit can be an entire single-family home or just one apartment.
The number of units approved in the state as a whole decreased from 2,718 in 2012 to 2,575 in 2013, though West Virginia does show a general upward trend since 2008. Both numbers show that Putnam's building boom —which accounted for roughly 30 percent population growth between 1990 and 2010 — isn't completely back.
The planning office's numbers show permit approvals haven't topped 300 since 2007. Other than in 2006, permits had always been above 300 going back to 1991, peaking at 528 in 1998 amid a four-year streak of over 400 annual approvals.
The census data showed a drop from 327 approvals in 2008 to 120 in 2009. Before 2009, the last time permit approvals were below 200 was 1990.
"Clearly, there was a single-family building boom in the mid to late '90s, and that has definitely slowed in Putnam County," said John Butterworth, a county planner. "But I don't think that slowing has been any detriment to the county, generally speaking."
Butterworth suggested the slowdown has refocused development on commercial properties. He said residents want to be able to work and play in Putnam County, which has been seen as a bedroom community, rather than just live there.
There were 37 commercial/industrial permits issued last year — the most since 1997, when there were 52.
"At least anecdotally, from talking with property owners and builders in the office ... there does some to be growing interest in commercial development," Butterworth said.
As for residential development, numbers provided by the Kanawha Valley Board of Realtors for Putnam show 657 homes sold in 2013 for an average price of nearly $200,000 after an average of 63 days on the market. Those are the best figures stretching at least past 2007, the last year the organization provided data for.
Mark Madore, Hurricane-based Family First Realty's owner and broker, said Putnam County weathered the recession a lot better than other counties, partly because of the boost from a new Walmart and other related construction near the Hurricane exit of Interstate 64.
"It's amazing how many buildings went up during the recession," Madore said.
He did say the downturn slowed new construction, adding the cost of building materials has also skyrocketed, allowing one to buy a home for substantially less than building.
However, he added, there's a good supply of vacant lots in subdivisions ripe for construction and builders are returning to the area. He said Putnam's existing home inventory is also dwindling, and his company, whose target area is about an hour radius from Hurricane, handled 466 sales last year compared to 418 in 2010.
"I'm not feeling bad," he said. "I refuse to participate in the recession. I decided that a long time ago."
Putnam's comprehensive plan, which the county commission passed in May, does say 90 percent of housing units are occupied and notes a particular lack of affordable and multi-family housing.
Josh McGrath, a co-owner and broker at Real Estate Central and president of the Kanawha Valley Board of Realtors, said his company closed on about 18 percent more properties last year than in 2012. He said, despite a very slow start to 2014 caused by snow and the water crisis, he thinks sales are close to where they were before the recession. "I think the market is very strong right now," McGrath said.
Reach Ryan Quinn at email@example.com or 304-348-1254.


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The interior edge detail where glazing meets wood is called sticking, sometimes referenced as bead. While ogee sticking is usually featured, square sticking can be specified for a clean, crisp, more contemporary look. Simulated divided lite bars in products with square sticking echo the design and share square profiles.
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Playing Nuclear Roulette in Vermont
Vermont's lone nuclear reactor — Entergy-owned Vermont Yankee — has been named one of the five worst reactors in the United States, according to the new book Nuclear Roulette: The Truth about the Most Dangerous Energy Source on Earth, published by Chelsea Green Publishing.
For much of the past Vermont Yankee has been the focus of ongoing state and federal regulatory investigations, legislative battles, and ongoing courtroom drama. It started running in 1972, and was recently given a 20-year operating extension by the U.S. Nuclear Regulatory Commission
This coming weekend, and into next week, activists will renew their attention to the aging reactor in hopes they can finish the work of the Vermont Senate a few years ago — close down Vermont Yankee permanently.
In this new work — which we're offering on sale this week — investigative journalist Gar Smith lists five nuclear facilities as the "worst reactors" in the United States. They were chosen because they are representative of the poor regulatory oversight that has endangered the public, and poisoned the environment. Many other nuclear power sites around the country have equally disturbing records of poor performance, emergency shutdowns, and close calls, which Smith details in ample supply in Nuclear Roulette.
"The consequences of poor regulatory oversight can be seen in the operating histories of the country's nuclear reactors," writes Smith in Nuclear Roulette.
The other four reactors are: Entergy-owned Indian Point in New York; Davis-Besse in Ohio, and Diablo Canyon and San Onofre in California.
Here is the section devoted to Vermont Yankee, which also exemplifies what happens when the industry and its lapdog regulators team up against the wishes of a state's citizens and elected officials:
Vermont Yankee: The Green Mountain State vs. the NRC
On March 10, 2011, the NRC unanimously approved a 20-year license extension for the troubled Vermont Yankee nuclear power plant. Within hours of the decision, three similar General Electric Mark 1 reactors were knocked off-line by an earthquake in Japan—and all three overheated and exploded. Despite the devastation in Fukushima Prefecture, the NRC stood by its decision to allow the 40-year-old Vermont Yankee plant to continue operating through 2031. Given Vermont Yankee's history of breakdowns and cover-ups—and the fact that a reactor accident here could put more than a million Americans at risk—the watchdog group Beyond Nuclear excoriated the NRC's decision as both "audacious" and "reckless."
Vermonters received another jolt when it was revealed that the NRC had voted to extend Vermont Yankee's license even though its inspectors had discovered that critical electric cables powering the plant's safety systems had been "submerged under water for extended periods of time."
It was not the only maintenance failure of Entergy Corp., which had acquired the plant in 2002. The company has a reputation for "buying reactors cheap and running them into the ground." In 2004, a poorly maintained electrical system set off a large fire in the plant's turbine building that forced an emergency shutdown. In 2007, Vermont Yankee experienced a series of maintenance problems that included the dramatic collapse of a cooling tower. A waterfall of high-pressure water burst from a ruptured cooling pipe and tore a gaping hole in the plant's wall. Entergy was able to hide the damage—but only until a concerned employee leaked a photo of the wreckage to the press. The huge gap in the side of the building was reminiscent of the hole in the side of the Pentagon following the 9/11 attacks.
Tritium + Entergy = Perjury
During state hearings in 2009, Entergy executives were asked if radioactive tritium detected in the soil and groundwater near the reactor could have leaked from the plant. Company officials repeatedly swore under oath that this was impossible since there were no underground pipes at the plant. It was not until January 2010, after a leak of radioactive tritium was traced to a series of subsurface pipes, that Entergy changed its story. While the plant didn't have "underground pipes," Entergy now explained, it did have "buried pipes."
Attorney general William Sorrell began a 17-month investigation during which Entergy's former executive vice president Curtis Hebert admitted that the company's statements about the pipes "could have been more accurate." The state ordered Entergy to remove more than 300,000 gallons of radioactive water fron the soil and ground water at the reactor site, and Vermont governor Peter Shumlin demanded the plant's closure.
There's another waste problem at the plant: a large and potentially lethal stockpile of used fuel rods. While Fukushima's six reactors had between 360 and 500 tons of slowly dying fuel rods on-site, the nuclear graveyard at Vermont Yankee is filled with 690 tons of dangerously radioactive waste. And the storage pools for this spent fuel lack both backup cooling systems and backup generators.
Beyond Nuclear's "Freeze Our Fukushimas" campaign, which aims to close all 23 Mark 1 reactors in the United States, hoped to score its first victory when Vermont Yankee's 40-year operating license expired on March 21, 2012. The odds were improved by the fact that Vermont is the only state that gives lawmakers the authority to veto a nuclear power plant. In February 2010, a month after Entergy's tritium scandal was exposed, the Vermont Senate voted 26–4 against issuing a new "certificate of public good" that would allow Vermont Yankee to continue operating.
Entergy Sues Vermont
In April 2011, Entergy's lawyers responded by suing the governor and the state, claiming, "We have a right to continue operation." On January 19, 2012, federal judge Garvan Murtha ruled that only the NRC could close a nuclear plant, and therefore Entergy was entitled to its new 20-year operating license. Murtha also made it clear that the Green Mountain State was not entitled to raise any questions regarding plant safety or the prices charged for nuclear power—under federal law, only the NRC could raise such matters.
The decision alarmed Beyond Nuclear and other critics who feared the nuclear industry and the federal government were working in concert "to pre-empt a state's right to self determination for an energy future in the public good." Senator Bernie Sanders (I-Vt.) quickly weighed in. "If Vermont wants to move to energy efficiency and sustainable energy," Sanders told the Burlington Free Press, "no corporation should have the right to force our state to stay tethered to an aging, problem-ridden nuclear plant."
Eight days after the judge's decision, Entergy refused the state's second request to investigate the source of a tritium leak that had poisoned a drinking well on the plant's property. On July 25, 2011, Entergy further demonstrated its disregard for due process by announcing a $60 million refueling project—an investment that would pay off only if the power plant won its extension.
Entergy's lawyers publicly confirmed their understanding that the company still needs the permission of Vermont's Public Service Board (a quasi-official board that oversees Vermont's utilities) if it is to continue operating its reactors. In a responding press release, however, the state's Department of Public Service (which represents the interests of utility customers in cases brought before the Public Service Board) cautioned, "Past experience shows Entergy cannot be taken at its word."
In a daunting struggle that pits 600,000 Vermonters against the US government, the nuclear industry, and the NRC, the state attorney general vowed to appeal Judge Murtha's decision—all the way to the US Supreme Court, if necessary.
"People don't trust the NRC," Bob Audette, a reporter for the Brattleboro Reformer told a film crew from the Center for Investigative Reporting (CIR). "They think it's the lapdog of the industry. They think it's there basically to affirm everything the industry does. It's too cozy with the industry."
In another interview with the CIR, Anthony Roisman, a legal consultant for New York and Vermont, expressed his concerns with the NRC: "This regulatory agency does not regulate effectively. And until it does, there is no way that the public can have any confidence that plants, whether they are licensed or re-licensed, won't have some catastrophic event. No one will benefit from a post-catastrophic-event hand-wringing that says, 'Oh we should have done this and we'll do better next time.' The consequences are unimaginable."


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IT is a disease most people will face in their lives, and now these Hampshire women are putting up a fight.
Despite admitting that they are unfit, Jo Hartley, Siobhan Hand, Cathy Fox and Alison Hodges have been running around their village of Owslebury, near Winchester, but not after children or tearaway dogs, but in preparation for this year's Race for Life.
In a bid to raise as much money for Cancer Research UK as possible, they have been training together every Monday to make sure they can complete the five kilometre course in a speedy time.
Siobhan Hand, of Main Road, said: "We started doing this because Penni Harrison, who is a former lawyer and has become a personal trainer, set up a running club with women in our village with the aim of getting fit and doing the Race for Life. We have decided to take on this challenge, which is a massive one.
"Every Monday she takes us on a part walk, part jog around the village. We are all quite unfit, and some of us are slightly overweight, and we have a lot of fun. It's really funny when we try and heave ourselves around Owslebury and we are up and down hills trying to keep ourselves going."
"It's a great cause and most people in society are touched by cancer in some way, with friends, family or personal themselves so it is an important thing to do."
On June 8 hundreds of women will take on the annual challenge in hopes of raising money for Cancer Research UK, with the Winchester event taking place at the Garrison Ground.


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There are many reasons to write a personal statement: scholarships, graduate school, medical school, Health Science Review Committee, and more. Even if you're an excellent writer, you may need some coaching in how to write an effective personal statement. Here's a list of resources available to you:
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ROCHESTER -- Things had gone swimmingly for Oakland's women's team through the season's first two games, both victories leading to the Golden Grizzlies' first 2-0 start in four years.
They even seemed to be in the process of forcing overtime Friday at the O'rena against Buffalo, as each of the teams' two previous meetings had required, after trailing by as many as nine points in the second half.
Then, Buffalo's Rachael Gregory hit the game-winning layup with 1.3 seconds remaining, just her second basket of the game, and the Bulls escaped with a 61-59 victory.
"They hit some big shots and got on a roll and I thought we had a really nice comeback at the end," Oakland coach Beckie Francis said. "One or two plays at the end didn't go our way and we have a lot of work to do to get better."
The game was tied five times late in the contest and Oakland freshman Elena Popkey knotted the score for the final time at 59-59 with an up-and-under lay-in with 14 seconds remaining.
"Teams are (defined) by how they come back after a loss," she said.
Popkey, one of the team's notable freshman class, led the Grizzlies with 16 points and eight rebounds. Classmate Annemarie Hamlet and older sister Elizabeth Hamlet, a junior, each followed with 12 points.
"There were a few plays that were back-breakers," Francis said. "But it did enter my mind: 'This is a young team.' "
Freshman center Olivia Nash had her third double-double in as many games in her brief career, with 11 points and 14 rebounds.
"Olivia is playing amazing for a freshman," Francis said, noting Nash was playing through a minor injury. "I'm proud of her toughness."
The Grizzlies (2-1) took their first lead of the second half, as Victoria Lipscomb sank two free throws with 4:20 to play. The lead was short-lived, however, as Buffalo's Kristen Sharkey put the Bulls (1-2) back ahead on the next possession. Oakland got back ahead by two points after a 3-pointer from Annemarie Hamlet with 3:44 to play, only to see the game tied 32 seconds later on Gregory's first basket of the game.
The Grizzlies led by as many as six points in a first half, during which they shot just 10 of 40 from the field. They trailed by the same margin at halftime, 32-26.
"This is the first time where I looked at the stat sheet and we were shooting 13 percent and I went 'Holy cow.' That was rough," Francis said. "It was interesting to see how they handled that adversity and I was proud to see them come back in the second half."
Oakland took its first lead of the game, 15-13, with 9:04 remaining in the first half on a 3-pointer by Popkey.
With 17 turnovers Friday, the Grizzlies are averaging as many per game. Popkey and Nash combined for 11 turnovers, but Buffalo converted for only six points of the miscues, some due to their half-court pressure on the Grizzlies' ball-handlers.
"We just have to take care of the ball. Bottom line," Elizabeth Hamlet said. "Press or no press, we have to take care of the ball."
Sharkey led the Bulls with a game-high 22 points. Their bench outscored Oakland's reserves, 23-14. The Grizzlies got contributions from several players besides Nash and Popkey, including seven from Lipscomb, in outrebounding the Bulls, 48-44.
Oakland shot 33 percent (22 of 66) for the game after starting the night 1 for 12 from the floor. Buffalo was 34 percent (23 of 67) from the field.
Oakland now departs for a two-game road trip at Canisius Tuesday and Niagara Nov. 25. The Grizzlies return home Nov. 26 to face Michigan-Dearborn.
"One loss doesn't take away momentum from our team," Elizabeth Hamlet said. "They're a good team and we're going to fight and come back stronger because of it."
Oakland played its third straight game without its leading returning scorer and Summit League preseason Player of the Year Bethany Watterworth (Lake Orion). She was expected to miss the beginning of the season with an undisclosed injury. Francis could not give a timetable for Watterworth's return.
Preseason All-Summit League second-team selection Zakiya Minifee missed her second straight game after playing sparingly in the season opener last week. Francis expects Minifee to return soon.
Oakland still has big names remaining on its schedule with visits to the O'rena from Michigan State (Dec. 5) and Purdue (Dec. 16) remaining. The Grizzlies also visit Connecticut Dec. 19.
Paul Kampe covers Oakland University basketball for The Oakland Press. Read his blog "Grizzlies Den" at TheOaklandPress.com/blogs.