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GoldenEye 007

by Rare · game · 1997

unverified

first-person shooter for nintendo 64, developed by rare and directed by martin hollis, released august 1997. an inexperienced team led by martin hollis developed goldeneye 007 over two and a half years, beginning january 1995 with programmer mark edmonds, background artist karl hilton, and character artist b. jones. the game was conceived as a side-scrolling platform game for the super nintendo entertainment system, but evolved into a 3d shooter for the nintendo 64 inspired by doom (1993) and virtua cop (1994). the multiplayer mode was put in at the last minute without the knowledge or permission of management at rare and nintendo, first shown to them when it was already working.

what shaped this

the makers, scenes, and predecessors this work came out of, grouped by how the influence reached it

scene and geography

  • Killer Instinct · Rare

    in the room

    The sky graphics used for outdoor levels in GoldenEye 007 were taken directly from Rare's 1994 arcade fighting game Killer Instinct. The two games also shared the same music composers, Robin Beanland and Graeme Norgate.

    The sky graphics used for outdoor levels in GoldenEye 007 (and Perfect Dark) are taken from Rare's critically acclaimed 1994 arcade fighting game Killer Instinct.
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lineage

  • Virtua Cop · Sega

    referenced

    Rare named the 1994 light gun shooter as a direct influence on GoldenEye's design. Features like gun reloading, position-dependent hit reaction animations, and the R-button aiming system were adopted from Virtua Cop. Early in development, the game was even intended as an on-rails shooter in Virtua Cop's style before evolving into a full first-person shooter.

    Rare named Sega's 1994 light gun shooter Virtua Cop, id Software's seminal 1993 first-person shooter Doom and the Nintendo 64 launch game Super Mario 64 as influences.
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  • Doom · id Software

    referenced

    Rare cited the 1993 first-person shooter as an influence on GoldenEye's overall design and gameplay direction. The game was evolved to be a 3D shooter for N64 inspired by Doom's FPS mechanics.

    The game was conceived as a side-scrolling platform game for the Super Nintendo Entertainment System, but evolved into a 3D shooter for the Nintendo 64 inspired by Doom (1993) and Virtua Cop (1994).
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  • Super Mario 64 · Nintendo

    referenced

    Martin Hollis of Rare cited Super Mario 64's level design as inspiration for GoldenEye's mission structure. The concept of multiple varied objectives within each level was directly inspired by the multiple tasks in each stage of Super Mario 64.

    The concept of several varied objectives within each mission was inspired by the multiple tasks in each stage of Super Mario 64.
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  • Heat

    referenced

    Adrian Smith, the game's third and last artist, cited the 1995 film Heat as an influence on the game's visual effects. He was responsible for producing visual effects such as muzzle flashes and explosions.

    He mentioned the 1995 film Heat as an influence.
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  • GoldenEye (film)

    visual reference

    Rare visited the GoldenEye film set and collected photographs and blueprints of the sets to use as reference material for level design. The team built levels based on these original film sets and expansions licensed by Eon Productions and MGM.

    The team visited the studios of the GoldenEye film several times to collect photographs and blueprints of the sets.
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