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Video: The humble beginnings of GoldenEye 007 for the Nintendo 64 Exclusive

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]
September 6, 2012 | By Staff

September 6, 2012 | By Staff
More: Console/PC, Design, Exclusive, Video

Rare's GoldenEye 007 is still remembered as one of the most influential titles from the Nintendo 64 era. Not only was it among the most popular titles for the console, it also helped pave the way for the future of console-based first person shooters.

At this year's GDC Europe, game director Martin Hollis (now of Zoonami) went in-depth on how the project came to be in a rare classic game postmortem. An embedded video of that talk is now available for free, courtesy of the GDC Vault - a standalone version is also available.

While the game eventually became one of the biggest blockbusters on the Nintendo 64, Hollis said GoldenEye actually came from some modest beginnings.

For instance, Hollis originally pitched the title as a simple on-rails, Virtua Cop-style game rather than the free-roaming shooter that fans have come to adore. Perhaps even more surprising, Hollis revealed that the game's wildly popular multiplayer mode was shoehorned into the game at the last minute, and took only one month to make.

Along the way, Hollis shared anecdotes about how the team at Rare balanced the game's violence with a dash of humor, and why he believes some major design flaws actually made the game more charming.

To see for yourself how this seminal Nintendo 64 title came to be, be sure to check out the above video, courtesy of the GDC Vault.

Simply click the Play button above to start the video.

About the GDC Vault

In addition to all of this free content, the GDC Vault also offers more than 300 lecture videos and hundreds of slide collections from GDC 2012, as well as brand new content from GDC Europe 2012 for GDC Vault subscribers. GDC and GDC Europe All Access pass holders already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more free content, as GDC organizers will also archive videos, audio, and slides from upcoming 2012 events like GDC Online and GDC China. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

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John McMahon
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The video doesn't work for me. Nothing plays, it just sits there with a grey background. Using FF15.

Gonzalo Daniel
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That awesome moment when you are playing Goldeneye:Source at the time you see the posting of this article.

Guys you should play that mod, it has a LOT of love for this game.

Jeremy Alessi
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Loved the game and the talk, great work all around!

Merc Hoffner
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The Oddjob thing was always funny! In our little gang he was barred for an entirely different reason. Between playing around in the various modes, we found that in the instances we were playing with auto-aim on and not on license to kill (one shot kills ruled our minds but were far too petrifying to sustain the whole evening), Oddjob was at a distinct disadvantage - when you're in close quarters the autoaim rapidly drags your sight downwards, right towards his head because he's so short! This resulted in him receiving a lot more headshots! Doi.

See, it's the little things.

In the end there was always a scramble to form the Boris/Mishkin alliance.

Eva Roberts
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Golden Eye was the second FPS I played (the first being Doom). But GE was the first I could play with friends. I still have great memories from that game because it taught me about competive gaming. My mom would even play it with me and my little cousins.

Jeremie Sinic
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Those nerve-wrecking proximity mines!

Daniel Martinez
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"some major design flaws actually made the game more charming." It's because the English can do no wrong. They're so bloody charming to begin with. ;) Also, Stamper is the man.

wes bogdan
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Ah the moment everything changed as i used pro mode in turok,goldeneye,pd and jet force gemeni.

That was look on the control stick and move on the c buttons it was primitive compaired to true dual analog southpaw but things would never be the same as when the other d-pad or single analog stick consoles were here.

Too bad jet force gemeni wasn't HD ON XBLA....i've got banjoe 1 and 2 but have yet to see jfg out for xbla....make it so.