The Let's Play Archive

Command & Conquer: Tiberian Dawn

by Jobbo_Fett

Part 56: N64 Missions 04

N64 - NOD Mission 02

https://www.youtube.com/watch?v=OWNUFAUgwqQ
N64 - NOD Mission 02



UNKNOWN





Location: Unknown, Unknown
Objective: Liberate NOD P.O.W.s being kept in a GDI base up north, and destroy all GDI presence in the area.

Briefing: GDI has a POW camp in the area, which is using a nearby village to support it. Destroy the GDI base, the civilian village - everything. Free the prisoners in the area if possible, avenge them if not. Our commando has gained us nuclear capability - let the winds of death rage.


Author's note: Not a bad map, but I feel like the devs took a few steps back with regards to Tiberium fields. And the "backup" Construction Yard still seems odd to me.




N/A





N/A



N64 Exclusive

The "actual" N64 gameplay looks like an interesting mix of sprites and 3D models. The player has the option to zoom in and out to a certain degree, and the mouse even follows the contour of the terrain, based on at least one video I've seen.







There's very little talk of this port of C&C Tiberian Dawn, probably just because RTS' on consoles still isn't popular (to my knowledge) and certainly wasn't a must-buy in the late 90s. Despite that, it seems that some people like it and it apparently does a good job with controls and tech of the time. It's been compared favorably to the Starcraft port for the N64, so surely it can't be all bad?


Otherwise, the only major changes that I can comment on are that the game has exclusive missions, of which we've seen all four, and it has numerous cheat codes.

There are, according to Gamefaqs, the following:

Clears fog of war
Enemies can't build any units
Free Buildings
Free Infantry
Free Tanks
No health limits
Unlimited money

A pair of instant-win/lose cheats also exist, as well as a debug mode / unlock all levels cheat.


Lastly, if one of the unofficial wikis is to be believed, the N64 version also had all of the other Covert Operations / Special Operations maps in the ROM, but were not available without editing said ROM. This seems like an odd choice, but maybe I'll be able to confirm or deny this once my copy comes in.



Saturn Port

Allegedly the most faithful to the original DOS version of the game, the Saturn port does contain all the same content as the PSX port. It doesn't have any new cheats compared to the PSX version, so, for all intents and purposes, I'll be skipping it for the PSX content


N64 Missions

GDI Mission 01 scg28ea



I've already mentioned it, but this map is nice.




Nothing too complicated, and nothing we haven't already seen.



GDI Mission 02 scg29ea

*Cannot check, as map crashes editor*

I can, however, check the .ini file and it has the following

quote:

[TeamTypes]
dbase9=BadGuy,0,0,0,1,0,7,1,1,0,1,ARTY:1,1,Guard:0,0,0
dbase8=BadGuy,0,0,0,1,0,7,1,1,0,1,BIKE:1,1,Guard:0,0,0
dbase7=BadGuy,0,0,0,1,0,7,1,1,0,1,MLRS:1,1,Guard:0,0,0
dbase6=BadGuy,0,0,0,1,0,7,1,1,0,1,FTNK:1,1,Guard:0,0,0
dbase5=BadGuy,0,0,0,1,0,7,1,1,0,1,STNK:1,1,Guard:0,0,0
dbase4=BadGuy,0,0,0,1,0,7,1,1,0,1,LTNK:1,1,Guard:0,0,0
dbase3=BadGuy,0,0,0,1,0,7,1,1,0,1,E4:1,1,Guard:0,0,0
dbase2=BadGuy,0,0,0,1,0,7,1,1,0,1,E3:1,1,Guard:0,0,0
dbase1=BadGuy,0,0,0,1,0,7,1,1,0,1,E1:1,1,Guard:0,0,0
auto15=BadGuy,0,0,0,1,0,7,1,1,0,1,ARTY:2,1,Attack Units:90,0,0
auto14=BadGuy,0,0,0,1,0,7,1,1,0,1,BIKE:2,1,Attack Units:90,0,0
auto13=BadGuy,0,0,0,1,0,7,1,1,0,1,MLRS:2,1,Attack Units:90,0,0
auto12=BadGuy,0,0,0,1,0,7,1,1,0,1,FTNK:2,1,Attack Units:90,0,0
auto11=BadGuy,0,0,0,1,0,7,1,1,0,1,STNK:2,1,Attack Units:90,0,0
auto10=BadGuy,0,0,0,1,0,7,0,0,0,1,LTNK:2,1,Attack Units:90,0,0
auto9=BadGuy,0,0,0,1,0,7,1,1,0,1,E4:3,1,Attack Units:90,0,1
auto8=BadGuy,0,0,0,1,0,7,1,1,0,1,E3:3,1,Attack Units:90,0,0
auto7=BadGuy,0,0,0,1,0,7,1,1,0,1,E1:3,1,Attack Units:90,0,0
auto6=BadGuy,0,0,0,1,0,7,1,1,0,1,ARTY:2,1,Attack Base:90,0,0
auto5=BadGuy,0,0,0,1,0,7,1,1,0,1,BIKE:2,1,Attack Base:90,0,0
auto4=BadGuy,0,0,0,1,0,7,1,1,0,1,MLRS:2,1,Attack Base:90,0,0
auto3=BadGuy,0,0,0,1,0,7,1,1,0,1,FTNK:2,1,Attack Base:90,0,0
auto2=BadGuy,0,0,0,1,0,7,1,1,0,1,STNK:1,1,Attack Base:90,0,0
auto1=BadGuy,0,0,0,1,0,7,1,1,0,1,LTNK:2,1,Attack Base:90,0,0
mcv=GoodGuy,0,0,0,0,0,7,0,0,0,1,MCV:1,1,Move:2,1,1
msam=GoodGuy,0,0,0,0,0,7,0,0,0,2,HTNK:1,MSAM:2,1,Move:1,1,1
mtnk=GoodGuy,0,0,0,0,0,7,0,0,0,2,HTNK:1,MTNK:2,1,Move:0,1,1

[Triggers]
mtnk=Time,Reinforce.,0,GoodGuy,mtnk,0
msam=Time,Reinforce.,2,GoodGuy,msam,0
mcv=Time,Reinforce.,4,GoodGuy,mcv,0
lose=All Destr.,Lose,0,GoodGuy,None,0
wnls=Any,Cap=Win/Des=Lose,0,None,None,0
prod=Time,Production,0,BadGuy,None,0
auto=Time,Autocreate,50,BadGuy,None,0
dzce=Player Enters,DZ at 'Z',0,GoodGuy,None,0

Lots of options for the AI to throw stuff at the player.



NOD Mission 01 scb29ea

scb29ea

Glitch aside, and somewhat wasted space with all the water, its a very player-friendly map.




Simple and sweet


NOD Mission 02 scb30ea



Look at all those crappy Tiberium fields




Pretty standard stuff.