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.
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:
Doak went on to say that:
GoldenEye 007 was originally intended to be an on-rails shooter similar to Virtua Cop, only becoming a first-person shooter later in development. It is based upon the GoldenEye film and its novelization by John Gardner, but, as game designer Martin Hollis explained, many of the missions were extended or modified to allow the player to participate in sequences of which Bond was not originally a part, or those in which he only played a minor role.
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 game was delayed numerous times, partly because during development, Nintendo decided that Rare should incorporate a multiplayer feature to the game to demonstrate the N64's 4-player capabilities.
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.
Mission sequence
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.
Mission sequence
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.
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."
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).
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 M48DD44 Dostovei | CC13 | Ruger Redhawk | .44 MagnumCougar 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 M43KF7 Soviet | KF7 Special | Israel Military Industries (IMI) Uzi "Micro-Uzi" | 9 mm x 19 ParabellumZMG (9 mm) | ZZT (9 mm) | Heckler & Koch MP5K | 9 mm x 19 ParabellumD5K Deutsche, D5K Deutsche (silenced) | DMC | Spectre M4 | 9 mm x 19 ParabellumPhantom | Colt M16A3 | 5.56 mm x 45 NATOAR33 | AR53 | FN P90 | 5.7 mm x 28 FNRC-P90 | RC-P45 | Sniper Rifle | .300 WinchesterSniper 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 |
|---|
Among the most notable:
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.
(N.B.: The remainder of these cheats are only for single-player mode and their effects are the same, only with different guns for each cheat. Each cheat causes the player to start out with two of the said gun.)
Miscellaneous cheats:
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. 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.
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.
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. 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.
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 Rogue Agent 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. There are also rumours of a re-release of the original on Nintendo's upcoming Wii console utilizing the Virtual Console feature.
GoldenEye 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.
1997 computer and video games | First-person shooters | James Bond computer and video games | Nintendo 64 games | Rareware games | Doom mods | Cancelled Super NES games
GoldenEye 007 | GoldenEye 007 | GoldenEye 007 | GoldenEye 007 | GoldenEye 007 | GoldenEye 007
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