GoldenEye 007
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GoldenEye 007 is a first-person shooter video game for the Nintendo 64 based on the James Bond film GoldenEye. It was produced by then second-party Nintendo game developer Rareware, and released in 1997.
One of the most popular games to be released on the N64, GoldenEye 007 is well-known for the quality of its multiplayer deathmatch mode and its incorporation of stealth and varied objectives into the single player missions.
Development
GoldenEye 007 actually started out as a Super Nintendo game before being stepped up to the Nintendo 64.The development team working on GoldenEye 007 was very inexperienced; for all but two of them, it was their first game. As David Doak explained:
- "Looking back, there are things I'd be wary of attempting now, but as none of the people working on the code, graphics and game design had worked on a game before, there was this joyful naïvety."
- "We were like a mini-company inside Rare making an atypical game that no-one really thought was going to be any good. The general feeling was we were a bunch of students wasting time. And then when it went into testing there was this very good feedback, initially from testers in-house but also from Nintendo. People were putting in voluntary overtime to test this game."
The original sets that were created for the film were first converted into complete, believable virtual environments by one group of game designers; when this process was complete, other designers began populating them with objectives, characters and obstacles in order to create a balanced and fun game. As Martin Hollis explained in his speech:
- "The benefit of this sloppy unplanned approach was that many of the levels in the game have a realistic and non-linear feel. There are rooms with no direct relevance to the level. There are multiple routes across the level."
Gameplay and design
GoldenEye 007's menu system is set up as an MI6 dossier. The player has four dossiers, each representing a single save file, to choose from. The next selection screen allows the player to choose the mission he or she wishes to tackle. Each of the twenty missions can be played using one of several difficulties: Agent, Secret Agent, 00-Agent and the customisable 007 setting, which is unlocked upon fully completing the game at the 00-Agent difficulty level. After the difficulty select, the player is given another dossier, which includes background information on the mission and its objectives (higher difficulties incorporate extra, more complex objectives) and comments by MI6 personnel including M, Q and Miss Moneypenny.
The game is one of the first FPS titles in which weapons inflict different levels of damage depending on which body part they hit. The game's hit detection also extends to the hats worn by certain enemies, which can be shot off. In addition, unarmed attacks to the back of an unsuspecting enemy's head inflict higher levels of damage than those to the front or side.
Once a mission is completed, the player has the option of either continuing on to the next or going back and replaying that mission over on the same or harder difficulty. Every mission also challenges the player to earn bonus cheat options by beating them in a limited amount of time on a specific difficulty setting, which gives the single player mode significant replay value as a time attack game.
For example, completing the "Facility" mission on 00 Agent difficulty in 2:05 or less will unlock the "Invincibility" cheat. Incedentally, this very cheat is almost always remembered as the hardest to earn amongst the game's fans, requiring great skill. Along with the aforementioned replay value of earning these cheat codes, they were sometimes regarded a symbol of status among die-hard players. One could only be considered a master of GoldenEye 007 once having earned all of the cheats. This attitude has somewhat vanished since the release of the in-game codes entered by the controller, which renders the entire game, cheats and all, easily attainable.
Storyline and missions
Mission sequence
- Mission 1: Arkhangelsk
- Dam: Byelomorye Dam
- Facility: Arkhangelsk
- Runway: Runway
- Mission 2: Servernaya
- Mission 3: Kirghizstan
- Mission 4: Monte Carlo
- Mission 5: Severnaya
- Mission 6: St Petersburg
- Mission 7: Cuba
Several years after escaping the facility, Bond is sent to Severnaya, Russia where a British spy satellite has detected increased levels of activity including shipments of computer hardware and the arrival of personnel. Bond's mission is to covertly find out what is happening there.
During the "Silo" mission (which takes place two years before the main story, presumably in 1993), a completely new addition to the game present in neither the film nor its novelization, Bond investigates an unscheduled test firing of a missile in Kirghizstan. It is believed to be a cover for the launch of a satellite known as GoldenEye. This space-based weapon works by firing a concentrated electromagnetic pulse (EMP) at any Earth target to disable any electrical circuit within range; from its orbit, it would be a threat to any city on Earth. 007 briefly encounters Colonel Ourumov, who escapes. Bond succeeds in blowing up the facility with C-4 plastic explosives.
Several years later, after the end of the Cold War, Bond is sent to Monte Carlo where members of the Janus crime syndicate have taken hostages aboard the French frigate La Fayette in order to steal a prototype Eurocopter Tiger. He rescues the hostages and plants a tracker bug on the helicopter. As in the film, the Tiger helicopter is tracked via satellite to Severnaya, but in the game Bond is sent there a second time to infiltrate the satellite control bunker. During the mission Bond is captured and locked up in the bunker's cells, along with Natalya Simonova, a Russian computer programmer at Severnaya imprisoned under suspicion of treachery. The two escape the complex seconds before it is destroyed - on the orders of Ourumov, now a General - by the GoldenEye satellite's EMP.
Against the wishes of MI6, Natalya returns to St. Petersburg, where she is captured by Janus. MI6 arranges ex-KGB agent Valentin Zukovsky to meet Bond to arrange a meeting with the head of the Janus organization. This person is revealed to be Alec Trevelyan - his execution by Ourumov in the Arkhangelsk facility was faked. Trevelyan was apparently a Lienz Cossack and wants revenge on the British government. Bond rescues Natalya, but they are captured by the Russian authorities and taken to the military archives for interrogation. They manage to prove their innocence and the treachery of Ourumov to Defence Minister Dimitri Mishkin, although once on the streets of St. Petersburg, Natalya is captured by General Ouromov. Bond gives chase in a tank, eventually reaching a depot used by Janus to coordinate illegal arms deals and terrorist actions around the world. After making his way through the depot and destroying its weaponry stores, 007 hitches a ride on Trevelyan's Soviet missile train, where he kills Ouromov and rescues Natalya. However, Alec Trevelyan and his ally Xenia Onatopp escape to their secret control center in Cuba.
Although Natalya manages to track Janus to Cuba, MI6 is uncertain of the exact location of the main base from which the GoldenEye satellite is controlled. Surveying the jungle aerially from a light aircraft, they are shot down and crash into the Cuban jungle. Unscathed, Bond and Natalya perform a ground search of the area's heavily guarded jungle terrain, but are ambushed by Xenia, who is quickly killed by Bond. Bond sneaks Natalya into the control center to disrupt transmissions to the satellite and force it to burn up in the Earth's atmosphere. Afterwards, Trevelyan escapes through the flooded caverns under the base and manages to get up to the Antenna Cradle. He attempts to restore contact with the GoldenEye by manually re-aligning the main broadcasting antenna of the control center's radio telescope. Bond kills Trevelyan and destroys the main computer terminal which causes the GoldenEye to burn up upon reentry.
Additional missions
Mission sequence
- Mission 8: Teotihuacan
- Aztec: Aztec Complex
- Mission 9: el-Saghira
The second bonus level, "Egyptian" Temple, blends elements from the films The Man with the Golden Gun, The Spy Who Loved Me and Live and Let Die. To access this level players must complete the entire game on 00 Agent difficulty. Prior to the mission, M informs Bond that a person claiming to be Baron Samedi is in possession of the since deceased Francisco Scaramanga's legendary "Golden Gun" pistol. Samedi has invited James Bond to the el-Saghira temple in the Valley of the Kings (which partially replicates the location of Bond's first encounter with Jaws in The Spy Who Loved Me) to retrieve it. Knowing it is a trap, M sends Bond regardless to take possession of the Golden Gun and eliminate Baron Samedi. Despite being seemingly killed by Bond three times, Samedi can be seen in an end-of-level cutscene laughing, similarly to the ending of Live and Let Die.
Multiplayer mode
GoldenEye 007 features one of the most popular multiplayer modes of any console game.According to David Doak, the majority of the work on the multiplayer mode was done by Steve Ellis, who "sat in a room with all the code written for a single-player game and turned GoldenEye into a multiplayer game."
Characters
The multiplayer mode features all of the characters in the game, including enemies and civilians. At first, only 12 characters are available, with 21 more becoming available as progress is made through the game. A button code will allow players to temporarily unlock 31 other characters, most of them likenesses of the programmers. Variations between characters' heights and builds can affect the challenge of shooting them; there is a great difference between the squat Oddjob and the tall and bulky Jaws.The mode had also previously allowed players to choose from the then four different Bond actors, but that feature had been removed before the game was released (see All Bonds).
Multiplayer arenas
As with the selectable characters, only a few arenas are available at first, with more becoming available as progress is made in the game. There are eleven arenas, not counting levels that can only be accessed with a GameShark, and a "random" button that chooses the level randomly. The multiplayer-only arenas are: Temple, Complex, Caves, Library, Basement, and Stacks. Several arenas are taken from the single player mode, with alterations such as restrictions on which sections of the map can be used: Facility, Bunker, Archives, Caverns, and Egyptian. GameShark codes allow one to play other stages, as well as eliminate the two-player and three-player restriction for certain levels such as Egyptian.Weapons
Weapon selections in the multiplayer mode are grouped by type, such as pistols, automatics and explosives. Other selectable weapon schemes focus on weapons not frequently found in the single player mode, such as laser guns, throwing knives or the Golden Gun. The "Slappers Only!" setting removes all projectiles and allows players to defeat each other using only bare-handed attacks.Scenarios
The multiplayer mode features five general scenarios, within which options such as weapon schemes may be altered.
- Normal
- A basic free-for-all deathmatch mode, in which players attempt to kill their opponents as many times as possible within a set amount of time. This mode can be played in teams of 2 versus 1, 2 versus 2, and 3 versus 1.
- You Only Live Twice
- Similar to Normal mode, except players only have two lives before they are eliminated. This often leads to experienced players 'camping out' in remote parts of the level while other players fight amongst themselves and lose lives.
- The Living Daylights [Flag Tag]
- In this adaptation of the playground game "Tag", a flag is placed in a random location in the map. The player who holds it the longest wins the match. A player cannot use weapons while holding the flag, but can still collect them to keep opponents from stocking up on ammo.
- The Man with the Golden Gun
- A single Golden Gun is placed in a random location on the map. Players must find and pick up the Golden Gun, which is able to kill opponents with only one shot, regardless of where they are hit and/or wearing body armor. After a player acquires the gun, the others are able to see him or her on their radar. The player with the golden gun is not able to pick up body armor.
- License to Kill
- All attacks, including "slapping", will kill opponents in one hit. This mode can be played in teams of 2 versus 1, 2 versus 2, and 3 versus 1.
Weapons
The various weapons found in GoldenEye 007 are mostly modeled after real-life counterparts. The names were changed for possible copyright reasons, but the designs are the same. Some are also available in "silenced" versions. Many of the GoldenEye 007 guns also returned in the game Perfect Dark as renamed "classics".
Detailed analysis of the properties of these weapons may be found at [The GoldenEye Arms Reference].
| Real life | GoldenEye 007 | Perfect Dark classic |
|---|---|---|
| Pistols | ||
| Walther PPK 7.65 mm x 17 Browning (.32 ACP) | PP7, Silenced PP7, Silver PP7, Gold PP7 | PP9i |
| Tokarev TT-33 7.62 mm x 25 Tokarev M48 | DD44 Dostovei | CC13 |
| Ruger Redhawk .44 Magnum | Cougar Magnum | |
| Golden Gun | ||
| SMGs and Rifles | ||
| Ceska Zbrojovka Skorpion VZ 61 7.65 mm x 17 Browning (.32 ACP) | Klobb | KLO1313 |
| Kalashnikov AK-47 7.62 mm x 39 Soviet M43 | KF7 Soviet | KF7 Special |
| Israel Military Industries (IMI) Uzi "Micro-Uzi" 9 mm x 19 Parabellum | ZMG (9 mm) | ZZT (9 mm) |
| Heckler & Koch MP5K 9 mm x 19 Parabellum | D5K Deutsche, D5K Deutsche (silenced) | DMC |
| Spectre M4 9 mm x 19 Parabellum | Phantom | |
| Colt M16A3 5.56 mm x 45 NATO | AR33 | AR53 |
| FN P90 5.7 mm x 28 FN | RC-P90 | RC-P45 |
| Sniper Rifle .300 Winchester | Sniper Rifle | |
| Explosives | ||
| Rocket launcher | Rocket launcher | |
| Grenade launcher | Grenade launcher | |
| Hand grenade | Grenade | |
| Shaped charge/Landmine | Timed mine, Proximity mine, Remote Mine | |
| Tank | Tank shells | |
| Other | ||
| Shotgun | Shotgun, Automatic shotgun | |
| Laser | Moonraker laser(aka Military laser) | |
| Laser/Omega Watch | Watch laser | |
| Taser/Game Boy | "Taser Boy" | |
| Fairbairn-Sykes Knife | Throwing knife | |
| Bowie knife | Hunting knife | |
Easter eggs, oddities and glitches
Like most N64-era Rare games, GoldenEye 007 contains many bugs, strange objects and areas to fuel the exploration efforts and wild speculation of many gamers. Few of them are intentional easter eggs, but unlike the glitches in many games, some players find that the oddities here only make the game more interesting.Among the most notable:
- In the first Surface level, triggering the alarm occasionally causes a group of guards to spawn with mis-textured heads. In particular, one has additional faces on the sides of his head, while another has what looks like a visor going around his head. If the alarms are activated in the Dam level, two guards may be spawned. One of these guards does not have a weapon at all.
- In both Bunker missions, by throwing mines onto the hanging screens in the control room, and then detonating them, it is possible to cause all objects in the level to freeze in place until the level ends. Crates and boxes will no longer move when shot or exploded, and grenades, knives and rockets thrown or shot will hang in the air.
- One Easter egg may be found in the second Bunker mission, in which one of the objectives is to retrieve a CCTV tape of Bond's capture. The case the tape is in has the cover of the VHS release of the GoldenEye movie.
- As in several other 3D computer and video games, a well known exploit of the physics engine is straferunning. A player can move significantly faster by running forward and sidestepping at the same time. This tactic can be of great benefit when attempting to achieve the single-player target times in order to unlock cheats, and when ambushing spawn points in multiplayer.
- In the Multiplayer Temple level there is a green ammunition box located in the large room with the hole in the center. In that room, if the player shoots that specific box it will split into two boxes, the first containing the intended ammo and the second being that for whatever weapons scheme is used.
- If the "Domino" control setting is used, the player is able to shoot during end-of-level cutscenes by pressing Z on the second control pad. This method may be used to kill certain characters, including Baron Samedi in the final cutscene at the end of the Egyptian mission or Natalya in several missions.
- After emerging from the vents at the start of the Facility mission, a bug allows players to return to the air ducts. This can also be exploited in the multiplayer mode. In order to do it, players must turn and strafe to the left while aiming.
Cheats
There are several cheats available in GoldenEye 007. Initially, these cheats were to be obtained by either completing a certain mission or completing a certain mission on a certain difficulty of within a certain time. However, it was later found that all of the cheats could alternately be activated with push-button codes.
Cheat descriptions
- Invincible. In single-player mode, allows the player to take an infinite amount of damage without dying.
- Bond Invisible. In single-player mode, allows the player to become "invisible" in a sense. Most people in the game will not see you, although some will act as if they detect your presence by pointing their weapons in your direction but never firing. Some inanimate objects, such as drone guns, are unaffected by this cheat and will still fire upon you.
- All Guns. In single-player mode, allows the player to have all the weaponry found in the game (apart from mission-specific ones, like the Silo's plastique explosives) upon starting a mission. The player may also use a few weapons not normally available at all in the game. Notably; The Shotgun, which practically identical to the Auto-Shotgun, but visually different, the Taser, a hand-held GameBoy-esque device which emits invisible harmful energy beams (essentially just a pistol with a very slow rate of fire, in practice), and Proximity Mines, which can normally only be used in multi-player mode. The player could also use the tank's shells as a stand-alone weapon, without the need for the vehicle itself.
- Infinite Ammo. In single-player mode, allows the player to always have the maximum amount of ammo for every gun, which replenishes itself upon being expended. This code also works in multi-player mode, although depeding on which senario is selected, some weapons, such as grenades, mines, etc., cannot be obtained.
- Paintball Mode. In single player and multi-player modes, causes all bullet-hole coronas to be replaced by different colored paint splotches.
- Turbo Mode. In single-player and multi-player modes, allows the players to move at an accelerated pace.
- Slow Animation. In single-player mode, causes all people (except for the player) to move at an extremely slow pace.
- Fast Animation. In single-player mode, causes all people (except for the player) to move at an abnormally fast pace.
- DK Mode. In single-player and multi-player modes, causes all people to have grossly oversized heads. Most people assume that the DK is for "Donkey Kong."
- No RADAR (Multi). In multi-player mode, causes the RADAR to be absent from play.
- Tiny Bond. In single-player mode, allows the player's character to become abnormally small.
- Enemy Rockets. In single-player mode, causes all enemies to have only rocket launchers rather than their regular guns (usually KF7 Soviets).
- 2x Grenade Launcher.
- 2x Rocket Launcher.
- 2x Hunting Knives.
- 2x Throwing Knives
- 2x Laser.
- 2x RCP-90.
- 2x Silver PP7. (N.B.: This gun is similar to the Cougar Magnum.)
- 2x Gold PP7. (N.B.: This gun is similar to Scaramanga's Golden Gun.)
- Line Mode. Removes all textures & shadowing & makes the game look like it's in "Pen & Ink Mode". Additionally, text will be impossible to see because of everything being (literally) in black & white, & there is no black fade-out in between cut-scenes. Though this cheat is unavailable in the normal cheat menu, it can be activated while paused during gameplay.
- Bond Phase. A cheat taken out of the game, but still viewable in the game's text files. It is unclear as to what the cheat would have done had it been included.
- Happy now Karl? Not necessarily a cheat, just a hidden message in the game's text editor. It refers to Karl Hilton, the game's scenic art directorhttp://goldeneye.detstar.com/gsmemory/gsmemory.asp
Unfinished features
The distant island
The very first level, "Byelomorye Dam", contains a visible but inaccessible section which had been removed from earlier, more elaborate versions of the level. The sniper rifle can be used to look across the lake to a distant island, which contains a guard tower and a machine-gun bunker. The island can only be reached by using Gameshark cheat codes, and serves no gameplay function. The original idea was for Bond to reach the island via a boat on the docks and destroy the minigun so that he is able to escape two levels later in the Runway level. It was also found that Bond was meant to pick up bungee equipment on the island. The idea was scrapped and Rare installed the machine guns that are now there in the Runway level. The mysterious island was left behind for undisclosed reasons. Rare claims that the extra features made the Dam level too hard for a first level.Citadel
GameShark users found several references to a level called "Citadel" in the game. Rareware explained its nature, and joked about players' speculation that multiplayer-mode Bond characters could be seen in the single-player game: "'Citadel' was a very rough test level designed during the early stages of Multiplayer mode. It's not in the finished game in any shape or form, and Oddjob and Mayday wouldn't be in it if it was."It was thought that a few textual references were all that remained of the level. However, in 2004, GoldenEye 007 fan websites uncovered an unplayable but viewable single-player version of the level (with implemented sky and water textures).
In 2005 the website GoldenEye Forever revealed that it was possible to access a fully playable multiplayer version by linking a GameShark to a computer.[[Citing sources citation needed]] The codes to access Citadel in its fullest state totalled nearly 10,000 lines. The test map is largely a mass of shapes and ramps that the players can climb upon, thus giving players many opportunities for sniping and for hiding.
All Bonds
Before GoldenEye 007 was released, Rareware had placed a feature in the multiplayer mode of the game, known as the "All Bonds" option. This would allow players to choose four of the five actors that had portrayed Bond in various films; Sean Connery, Roger Moore, Timothy Dalton and Pierce Brosnan. George Lazenby was not included, presumably because he only appeared in one film. However, before the game was released, Rareware removed the feature for unexplained reasons. It is assumed that Rareware had every intention to release the game with the feature, but was later forced to remove it (possibly due to legal problems with EON Productions, Danjaq, LLC, or the other Bond actors themselves). In response, Rareware said "Yes, it was the hope of the team that they [all Bonds] would be available to play, but for various reasons they weren't."
In addition, the actors' portraits were at one point used to illustrate the four single-player save file dossiers; this was also removed, with Pierce Brosnan's likeness appearing on all four in the final version.
Not all remnants of the All Bonds feature were completely removed from the GoldenEye software. One major clue was the fact that the portraits of the four Bonds in the selection screen for multiplayer mode were accessible by using a GameShark. Also, various screenshots in the game manual, such as one from the multiplayer selection screen, show traces of the former Bond portraits.
The feature was brought to the attention of many gamers when the gaming magazine Electronic Gaming Monthly published an April issue with what they called the "All Bonds Cheat", using some fake screenshots "to support" its claim. The magazine reported that to unlock the option in the cheat menu, a player must complete the Aztec mission on 007 difficulty in less than nine minutes with all customisable enemy settings on the highest difficulty. The claim was later found to be an April Fools prank, which the magazine held annually.
In 2005, a program called the GoldenEye ROM Editor was released by The Rare Witch Project. The coders SubDrag and Ice Mario cracked the compression format of the images used by the game, allowing any image in the game's memory to be viewed and edited, by opening up a ROM image of the game. It was then discovered that the All Bonds faces and suits are still in the game; Rareware had only removed the ability to use them. By mapping them onto other multiplayer characters' faces and bodies, one can try to recreate All Bonds, although since the body and head shapes do not match the textures, it will not look as it was intended.
Reaction
GoldenEye 007 is one of few cases in which a video game adaptation of a film or novel is rated highly amongst gamers. At the time of its release in 1997 its stealth elements and varied objectives contrasted with the approaches taken by Doom and Quake, and its split-screen deathmatch mode proved popular. It sold eight million copies and still retains the distinction of being one of the best first-person shooters to ever be released.Along with Shiny Entertainment's MDK, GoldenEye is credited with popularizing the video game convention of a zoomable sniper rifle, enabling players to kill oblivious enemies from vast distances away with a single, precise headshot; context-sensitive enemy hit-locations were also pioneered by the game.
In 1998, GoldenEye received the BAFTA Interactive Entertainment "Games Award" and Rareware won the award for "Best UK Developer". It also won four awards from the Academy of Interactive Arts and Sciences: "Console Action Game of the Year", "Console Game of the Year", "Interactive Title of the Year" and "Outstanding Achievement in Software Engineering". Additionally, it was nominated for "Outstanding Achievement in Art/Graphics" and "Outstanding Achievement in Interactive Design".
In a January 2000 poll, readers of the long-running British video game magazine Computer and Video Games voted GoldenEye 007 into first place in a list of "the hundred greatest video games". It also placed highly in a subsequent poll conducted by the magazine.[[Citing sources citation needed]] In 2005, a "Best Games of All-Time" poll at GameFAQs placed GoldenEye 007 at 7th.
The game originally received a "nine out of ten" score in Edge, with the magazine later stating that "a ten was considered, but eventually rejected". In the magazine's 10th anniversary issue in 2003, the game was included as one of their top ten shooters, along with a note that it was "the only other game" that should have received the prestigious "ten out of ten" rating.
The game continues to be played by fans, many of whom have developed online communities based around popular aspects of the game. There are those who enjoy replaying single-player levels in an attempt to achieve fast times, those who battle others in its deathmatch mode, while others use GameSharks and similar devices to examine and to modify the game's code.
Sequels
Following the success of GoldenEye 007, Rare commenced work on a similar-style first-person shooter, titled Perfect Dark. It was decided that this game would use an enhanced version of the GoldenEye 007 engine but would be a completely new franchise that would be owned by Rare. For this reason, when Perfect Dark was eventually released for the N64 in 2000 after numerous delays, it was marketed and hyped as a "spiritual sequel" to GoldenEye. Although it has no official Bond license, it features many references to 007 and the former game: the four "dinner jacket" characters strongly resemble the tuxedos that were worn by Sean Connery, Roger Moore, Timothy Dalton and Pierce Brosnan; the BAFTA Interactive award that Rareware received for work on the previous game can be found hidden in a vault in one level; several of the maps from GoldenEye return for use in Perfect Dark's deathmatch mode.
A number of the GoldenEye 007 team left Rare soon after development on Perfect Dark commenced, beginning with Martin Hollis in 1998, who after working on the GameCube at Nintendo of America formed his own company Zoonami in 2000. Other members formed Free Radical Design, and four of the team of nine who originally worked on GoldenEye 007 are now employed there, including David Doak and Steve Ellis. This company's most prominent creations are the TimeSplitters series of first-person shooters, which are considered by some to be, like Perfect Dark, "spiritual sequels" to the original game. The TimeSplitters series contains many references to GoldenEye 007; the design of the health-HUD and the dam setting of the opening level of the second game are among the more obvious. Also, the bullet holes used in Timesplitters 2 are exactly the same as the ones used in Goldeneye. Of Perfect Dark, David Doak said, "GoldenEye pretty much exhausted the performance of the machine. It was hard to push it further. Perfect Dark had some good ideas but was dog slow."
The James Bond game licence was acquired by Electronic Arts in 1999, which published new games based upon the then-recent James Bond films Tomorrow Never Dies and The World Is Not Enough. The latter game, along with others published by EA such as Agent Under Fire and Nightfire are similar in-style to GoldenEye 007.
In the autumn of 2004, Electronic Arts released for Xbox, PlayStation 2, GameCube and later the Nintendo DS. This is the first game based on the 007 franchise in which the player does not take on the role of James Bond himself; rather they control an aspiring 00-agent (named GoldenEye) who is recruited by Auric Goldfinger, the villain in the movie and book Goldfinger. The game has little to do with either the film GoldenEye or the N64 game, and was released to mediocre reviews and was criticised for using the "GoldenEye" name in an attempt to sell the game by riding on the success of Rare's game.
There also was a cancelled spin-off titled GoldenEye for the Nintendo Virtual Boy.
In the aftermath of E3 2006 Activision managed to obtain the rights for James Bond games from MGM and EON. Currently there are several rumours that a 'proper' sequel for the range of next-gen consoles was in the works.#redirect There are also rumours of a re-release of the original on Nintendo's upcoming Wii console utilizing the Virtual Console feature.#redirect
Mods
Several GoldenEye 007-based mods have been developed by players. One current project is , a mod for Half-Life 2GoldenEye Doom 2: Total Conversion is a stand-alone total conversion of Doom II. It utilizes many Doom engine ports including Doom Legacy and Edge Doom Engine. It has also been ported to the PlayStation Portable.
Notes
See also
- James Bond games
- List of Half-Life 2 mods
- History of video games (32-bit / 64-bit era)
- List of games that have been considered the best ever
External links
General
- [The Making of GoldenEye 007] Speech given by game designer Martin Hollis to the European Developer's Forum
- [GoldenEye section of Detstar.com] General information
- [RareNet's GoldenEye Wiki page]
- [The GoldenEye Arms Reference] Detailed analysis of the game's weapons
- [StrategyWiki's GoldenEye wiki guide] (previously hosted by Wikibooks)
- [GoldenEye 007 at MobyGames]
- [GameRankings page for GoldenEye]
- [Compiled list of GoldenEye Cheat Codes]
- [GoldenEye ROM Editor]
- [GoldenEye Beta] Information on pre-release versions of GoldenEye
Player communities
- [The-Elite.net] GoldenEye 007 and Perfect Dark time attack competition.
- *[The Speed Demos Archive] Alternative host for many of the Elite's speed run videos
- [GoldenEye Forever] GoldenEye 007 multiplayer mode fan site
Mods
- [GoldenEye Source] A Half-Life 2 mod
- [GoldenEye on filefront.com] A Half-Life mod
- [GoldenEye Doom 2 Total Conversion] A Doom 2 mod
- [Goldeneye Doom on moddb.com]
- [A review on DoomLegacy with GoldeneyeDoom2]
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