 Although music and sound effects were kept from the original recording sessions , original master recordings have been used to update the soundtrack at much higher quality ; the original recording size was 16 MB , while in the remaster it is over 250 MB . Developers also decided to retain the free aim mode because they wanted to be faithful to the original game . According to Rare 's Producer Nick Ferguson , " We didn 't change the fundamental behavior of the aiming system simply because that is not how Perfect Dark was played " . He also observed that the idea of updating the controls was actually seen as a flaw in Perfect Dark Zero , which tried to " combine the original Perfect Dark system with aspects of Halo " . The original diagonal running , which allows players to move faster than by running forwards or sideways alone , did not work the first time they implemented the analog stick , so it was manually rewritten as it was considered essential for speedruns and achieving some of the target times required to unlock cheats . 
 Although music and sound effects <a href='uninflect' title='1'><mark>were</mark></a> kept from the original recording sessions , original master recordings <a href='been_done' title='2'><mark>have</mark></a> been used to update the soundtrack at much higher quality ; the original recording size was 16 MB , while in the remaster it is over 250 MB . Developers also decided to retain the free aim mode because they wanted to be faithful to the original game . According to Rare <a href='null_genetive' title='3'><mark>'s</mark></a>Producer Nick Ferguson , " We didn 't change the fundamental behavior of the aiming system simply because that <a href='negative_concord' title='4'><mark>is</mark></a> <a href='negative_concord' title='5'><mark>not</mark></a>how Perfect Dark was played " . He also observed that the idea of updating the controls was actually seen as a flaw in Perfect Dark Zero , which tried to " combine the original Perfect Dark system with aspects of Halo " . The original diagonal running , which <a href='uninflect' title='6'><mark>allows</mark></a> players to move faster than by running forwards or sideways alone , did not work the first time they implemented the analog stick , so it was manually rewritten as it was considered essential for speedruns and achieving some of the target times required to unlock cheats . 
Although music and sound effects was kept from da original recording sessions , original master recordings done been used to update the soundtrack at much higher quality ; tdaoriginal recording size was 16 MB , while in the remaster it is ova 250 MB . Developers also decided to retain the free aim mode bc they wanted to be faithful to the original game . According to Rare  Producer Nick Ferguson , " We didn 't change the fundamental behavior of the aiming system simply becaub/c ain't how Perfect Dark was played " . He also observed that the idea of updating the controls was actually seen as a flaw in Perfect Dark Zero , which tried to " combine the original Perfect Dark system with aspects of Halo " . The original diagonal runnin , which allow players to move faster den by rrunninforwards or sideways alone , did not work thdairst time they implemented the analog stick , soo it was manually rewritten as it was considered essential fir speedruns and achieving some of the footlocker times required to unlock cheats .