GoldenEye 007

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For the film, see GoldenEye.
GoldenEye 007<tr><td colspan="2" style="font-size: 100%; text-align: center;">Image:GoldenEye007box.jpg</td></tr>
Developer(s) Rare

<tr><th style="background-color: #ccccff;">Publisher(s)</th><td>Nintendo</td></tr>

Release date(s) Image:Flag of Japan.svg August 23, 1997
Image:Flag of the United States.svg Image:Flag of Canada.svg Image:European flag.svg August 25, 1997
Genre(s) First-person shooter
Mode(s) Single player, multiplayer

<tr><th style="background-color: #ccccff;">Rating(s)</th><td>ESRB: T (Teen) (13+)
ELSPA: 15+
USK: 18
OFLC: MA (15+)</td></tr>

Platform(s) Nintendo 64

<tr><th style="background-color: #ccccff;">Media</th><td>96Mb (12MB) cartridge</td></tr><tr><th style="background-color: #ccccff;">Input</th><td>Nintendo 64 Controller</td></tr>

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 of all time, 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. Often cited as one of the best games on the N64, it is considered a revolutionary development in the history of console first person shooters.

Contents

[edit] Development

GoldenEye 007 actually started out as a Super Nintendo Entertainment System game before being stepped up to the Nintendo 64.<ref name="007SNES">Template:Cite journal</ref>

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."<ref name="daviddoak">Template:Cite journal</ref>

Doak went on to say that:

"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."<ref name="daviddoak" />

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.<ref name="hollis-speech">Template:Cite web</ref>

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."<ref name="hollis-speech" />

Hollis also noted that the concept of several varied objectives within each level was inspired by the multiple tasks in each stage of Super Mario 64.<ref name="hollis-speech" />

GoldenEye was developed through two and a half years, but, according to Martin Hollis, only the last was used developing the game. During the beginning, the engine was built, art assets were made and the enemy AI was written and polished.<ref name="hollis-speech" />

The game was delayed numerous times, partly because during development, the team decided to incorporate a multiplayer feature to the game to demonstrate the N64's 4-player capabilities.

[edit] Gameplay and design

Image:GE007dossier.jpg
A mission dossier from the Aztec level in GoldenEye 007

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.<ref>The term "OHMSS" appears on each of the menu dossiers, in a reference to the term O.H.M.S. and the James Bond novel and film On Her Majesty's Secret Service.</ref> 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 (for example, completing the "Facility" mission on 00 Agent difficulty in 2:05 or less will unlock the "Invincibility" cheat), which gives the single player mode significant replay value as a time attack game. These cheats cannot be used to complete unbeaten levels.

More than three years later push button cheats were released for the game. These proved very complex often requiring the input of ten or more combinations of keys to enable.

[edit] Storyline and missions

Mission sequence

  1. Dam: Byelomorye Dam
  2. Facility: Arkhangelsk
  3. Runway: Runway
  1. Surface: Severnaya
  2. Bunker: Severnaya
  1. Silo: Kirghizstan
  1. Frigate: Frigate
  1. Surface 2: Severnaya
  2. Bunker 2: Severnaya
  1. Statue: Statue Park
  2. Archives: Archives
  3. Streets: St Petersburg
  4. Depot: Military Depot
  5. Train: Train
  1. Jungle: Cuban Jungle
  2. Control: Janus Control
  3. Caverns: Water Caverns
  4. Cradle: Antenna Cradle

In the mid-1980s, MI6 uncovers a secret chemical weapons facility at the Byelomorye Dam near Arkhangelsk in the USSR. The facility has been producing nerve gas that has been turning up in the hands of numerous hostile regimes and terrorist factions across the world. James Bond is sent to the facility to join his friend and fellow 00-agent Alec Trevelyan in destroying the chemical weapons facility. Prior to gaining access to the facility, however, Bond must fight his way through the many Russian soldiers guarding the dam and bungee jump to its base, where the facility is located. During the mission, Trevelyan is apparently killed by Colonel Arkady Ourumov, but Bond escapes by commandeering an aeroplane.

Image:N64 GoldenEye.jpg
Screenshot from the Byelomorye Dam level in GoldenEye 007

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 (actually referred to as the 'Pirate' in the game). 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. (Note: In the film, Natalya is in the bunker when the EMP is fired.)

Image:GE007Control1.jpg
Screenshot from the Janus control center level in GoldenEye 007

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 Ourumov. 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 centre’s radio telescope. Bond kills Trevelyan and destroys the main computer terminal which causes the GoldenEye to burn up upon re-entry.

[edit] Additional missions

Mission sequence

  1. Aztec: Aztec Complex
  • Mission 9: el-Saghira
  1. Egyptian: Egyptian Temple

Two additional missions were added as bonuses for the completion of the game on higher difficulties. The first, "Aztec Complex", was partially taken from the James Bond film, Moonraker, and is unlocked when the player completes the entire game on Secret Agent difficulty. During the mission, Bond is sent to the Aztec complex in Teotihuacán to investigate the Drax Corporation's unlicensed space exploration in which at least one space shuttle was stolen from NASA. Although Hugo Drax was blown into space by Bond in the movie, it has seemed that his corporation still existed after his death due to remnants and fragments that were still active. MI6 believes their intentions with the shuttle in space are military in nature and authorize Bond to reprogram the shuttle's guidance computer so that MI6 can take control of the craft once it reaches orbit. During the mission, Jaws makes a return in an effort to stop Bond from completing his mission. Many of the rooms in the mission were from the movie and included several new features, such as the launch room for the Moonraker shuttle.

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.

[edit] Multiplayer mode

GoldenEye 007 features one of the most popular multiplayer modes of any console game. The multiplayer mode was added late in the development process; Martin Hollis noted that the setting was "a complete afterthought".<ref name="hollis-speech" /> 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."<ref name="daviddoak" />

[edit] 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).

[edit] 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.

[edit] 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 limits players to defeating each other using only bare-handed attacks.

[edit] 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 armour. 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 armour. Unlike normal multiplayer games, once a player picks up the Golden Gun it will not respawn and the player must be killed for it.
License to Kill
All attacks, including "slapping", will kill opponents in one hit. This mode cannot be played in teams, unlike the other scenarios.

[edit] Weapons

Image:Goldeneyeemulated4lw.jpg
Bond holding the silenced PP7 in the Bunker level

The various weapons found in GoldenEye 007 are mostly modelled after real-life counterparts. Some of names were changed (possibly for trademark 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,</br> Silver PP7, Golden PP7 PP9i
Tokarev TT-33

7.62 mm x 25 Tokarev M48

DD44 Dostovei CC13
Ruger Blackhawk

.44 Magnum

Cougar Magnum
Golden Gun
SMGs and Rifles
Ceska Zbrojovka Skorpion VZ 61

7.65 mm x 17 Browning (.32 ACP)

Klobb KLO1313
AK-47-s

7.62 mm x 39 M74

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, </br>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
Dragunov Sniper Rifle

7.62 x 54 mm R

Sniper Rifle
Explosives
RPG-2

82 mm PG-2 HEAT

Rocket launcher
Milkor MGL

40 mm grenade

Grenade launcher
Hand grenade Grenade
Shaped charge/</br>Landmine Timed mine, </br>Proximity mine, </br>Remote Mine
Tank Tank shells
Other
Shotgun Shotgun, Automatic shotgun
Laser Moonraker laser</br>(aka Military laser)
Laser/Omega Watch Watch laser
Taser/Game Boy "Taser Boy"
Fairbairn-Sykes Knife Throwing knife
Bowie knife Hunting knife

[edit] 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:

  • On any level any variety of mines can be thrown onto ammunition boxes. If a player picks up these boxes the mine will become invisible. This glitch can be particularly useful in multi mode.
  • 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 primary weapon ammo and the second being the secondary weapon ammo, depending on the weapons for the round. However, walking over the box without shooting it still gives you both sets of ammo.
  • 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.
  • In the Dam level, an image of Donkey Kong can be seen in the mountains by looking off the platform to the left. For a better view, the sniper rifle may be used.
  • In the dam level, if the player starts unarmed, does not take the first guard's weapon, and then climbing the first tower, a sniper rifle is found. Pressing A three times ends up with what looks like a paint brush, but is really the sniper rifle and Bond's arm the wrong way around.
  • In "Silo", if you have "Bond Invisible" on, and you walk up to Orumov, you may kill him without him running. "Slow Motion" may help as well (a shot from the Golden gun or golden pp7 can be used in place of the other cheats).
  • If the Slow motion code was used on the Cradle level, the ending cut scene would have the helicopter leave Bond behind. If fast motion was used, Bond would fly away without the helicopter.
  • In missions that involve escorting Natalya, with invisibility turned on, Natalya will fail to follow the player, resulting in a mission that cannot be completed.
  • A similar error involving the invisibility code is that though enemy soldiers will not fire at the player, they will sometimes gather at the spot the player is standing on and/or point their weapons at the player, but will not fire. Minigun turrets, however, are capable of seeing and firing at the player in this state.
  • If in "Statue Park" or "Cradle" you have "fast motion" and "enemy rockets" cheats on, and you allow the openning cinematics to play completely, Bond will be seen being hit with a rocket, and you will die once the camera enters his head.
  • When you kill Orumov at the end of "Train," it is possible for his body to momentarily block the door which normally slams shut in front of Trevelyan and Xenia. This allows you to kill both of them (though you unfortunately don't win the game at this point).
  • In a relatively concealed area of the first "Surface" level, a toy car or motorcycle can be found on a desk in each of two buildings. If either is shot, it falls and explodes like a grenade. In the second "Surface," a toy helicopter is found in the same area and behaves similarly.
  • In single player, enemies who use two-handed weapons such as the KF7 will be unable to harm you if you stand as close as possible to them.

[edit] Unfinished features

[edit] 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.<ref name="detstar-island">Template:Cite web</ref> 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.

[edit] 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."<ref name="rareresponse">Template:Cite web</ref>

It was thought that a few textual references were all that remained of the level.<ref name="detstar-citadel">Template:Cite web</ref> However, in 2004, GoldenEye 007 fan websites uncovered an unplayable but viewable single-player version of the level (with implemented sky and water textures).<ref name="detstar-citadel"/>

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.[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.

[edit] 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.<ref name="detstar-allbonds">Template:Cite web</ref> 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."<ref name="rareresponse" />

Image:Returnofallbonds.jpg
All Bonds face/suit mapping created with GoldenEye ROM Editor

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.<ref name="romeditor">Template:Cite web</ref> 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.

[edit] Reaction

Reviews and awards
Publication Score Comment
Electronic Gaming Monthly
<center>9.37 out of 10
<center>IGN <center>9.7 of 10<ref>Template:Cite web</ref> <center>Editor's Choice
<center>GameSpot <center>9.8 of 10<ref>Template:Cite web</ref> <center>Editor's Choice
<center>Edge <center>9 of 10
Compilations of multiple reviews
<center>Game Rankings <center>96 of 100 (based on 21 reviews)<ref>Template:Cite web</ref>
<center>Metacritic <center>96 of 100 (based on 21 reviews)<ref>Template:Cite web</ref>
Awards
<center>1st Annual Interactive
Achievement Awards
<center>Console Action Game of the Year</br>Console Game of the Year</br>Interactive Title of the Year</br>Outstanding Achievement in Software Engineering
<center>BAFTA Interactive Entertainment <center> Games Award

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.<ref name="8million">Template:Cite web</ref>

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".<ref name="baftawinners">Template:Cite web</ref> 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".<ref name="rareawards">Template:Cite web</ref>

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".<ref name="cvgpoll">Template:Cite journal</ref> It also placed highly in a subsequent poll conducted by the magazine.[citation needed] In 2005, a "Best Games of All-Time" poll at GameFAQs placed GoldenEye 007 at 7th.<ref name="gamefaqspoll">Template:Cite web</ref>

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".<ref name="edge10rejected">Template:Cite journal</ref> 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.<ref name="edge10">Template:Cite journal</ref>

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.

[edit] Sequels

Image:PerfectDarkscreen1.jpg
Screenshot from the Rare follow-up, Perfect Dark.

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. In 2005, David Doak commented, "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."<ref name="daviddoak" />

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.<ref name="martinhollis">Template:Cite web</ref> 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, Karl Hilton 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, the nature of the aiming system and the dam setting of the opening level of the second game are among the more obvious.

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 GoldenEye: 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<ref name="metacritic">Metacritic review scores for PlayStation 2, GameCube and Xbox versions of GoldenEye: Rogue Agent</ref> and was criticised for using the "GoldenEye" name in an attempt to sell the game by riding on the success of Rare's game.[citation needed]

There also was a cancelled spin-off titled GoldenEye for the Nintendo Virtual Boy.<ref name="007SNES" />

In the aftermath of E3 2006 Activision managed to obtain the rights for James Bond games from MGM and EON,<ref>Template:Cite web</ref> and a "next-gen" game is currently in the works by subsidiary Treyarch.<ref>Treyarch has 007's next-gen number, GameSpot, 14-07-2006</ref>

[edit] Inclusion on Wii Virtual Console

The President of Nintendo of America, Reggie Fils-Aime, announced that Nintendo is exploring the possibility of adding GoldenEye 007 to the Wii Virtual Console, despite a complicated situation in which the game's developer Rare is owned by Microsoft (producers of the rival Xbox 360 console) and the video game rights to the James Bond franchise are held by Activision. He stated, "We would love to see it [on the Virtual Console], so we're exploring all the rights issues."<ref name="wiivirtualconsole">MTV.com news article: "Nintendo Exec Predicts Wii Future, Chances Of 'GoldenEye' On Console". 28 November 2006. Retrieved on 29 November 2006.</ref>

[edit] Mods

Several GoldenEye 007-based mods have been developed by players. One current project is GoldenEye: Source, a mod for Half-Life 2's Source engine that aims to recreate the original game with updated physics and graphics.<ref name="goldeneyesource">Template:Cite web</ref> An alpha version of GoldenEye Source was released on December 25, 2005. A Beta version will be released also on December 25, 2006.

GoldenEye Doom 2: Total Conversion is a stand-alone total conversion of Doom II.<ref name="goldeneyedoom">Template:Cite web</ref> It utilizes many Doom engine ports including Doom Legacy and Edge Doom Engine. It has also been ported to the PlayStation Portable.<ref name="goldeneyedoomtcport">Template:Cite web</ref>

[edit] Notes

<references/>

[edit] See also

[edit] External links

[edit] General

[edit] Player communities

[edit] Mods

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