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Doak - Bond's double-agent contact in theĬore GoldenEye 007 gameplay involves a single player controlling James Bond. Secret GoldenEye satellite codes and subsequent Head of an investigation into the theft of the
Has informationĭmitri Mishkin - Russian minister of defence. Valentin Dmitrovich Zukovsky - An ex-KGB agent,Ĭurrently a freelance arms dealer. Pilot for the Soviet air-force, now Janus' right. Xenia Zargevena Onatopp - Formerly a fighter Natalya Fyodorovna Simonova - A level-two
Said toĪrkady Grigorovich Ourumov - At first, a colonel The player-Ĭontrolled character in single-player mode.Īlec Trevelyan - Agent 006 of MI6, presumedĭead after the Arkhangelsk mission. The original GoldenEye 007 for Nintendo 64 has remained popular with a core group of gamers and game-hackers. In 2007, the rights were granted to EA’s principal competitor, Activision, who, in 2010, released a revised version of GoldenEye exclusively for Nintendo’s Wii and DS consoles. In 1998, the Bond rights were transferred to Electronic Arts, who followed GoldenEye with an obscure adaptation of Tomorrow Never Dies for Sony PlayStation. Whilst there had been games based on Bond films since the early 1980s, none had even approached the success of GoldenEye. The game also began the “modern” James Bond game franchise. Some critics and fans have speculated that the popular Xbox MMOG, Halo, would not have existed were it not for GoldenEye 007. At the time, its popularity spawned myriad shooting games trying to capitalise on its success. GoldenEye 007 has been praised by critics, being called the greatest first-person shooter game of all time. Cheats ranged from weapon unlocks to special abilities, even a setting which would deform the characters, giving them large heads and small bodies. Also, a single player could unlock “cheats” by completing missions on certain difficulty levels within a set time, contributing to the game’s replay value. One presumed reason for the game’s popularity was its multiplayer mode, supporting up to four players (despite the Nintendo 64’s four controller ports, most multiplayer games at the time only supported two players). The game proved so popular that the entire stock was sold out before the holiday season. In 1997, two years after beginning work on the game, it was released as GoldenEye 007 (though the title screen identifies it only as GoldenEye). The new GoldenEye design called for objective-based gameplay, requiring the player to complete several objectives in each stage before advancing to the next. Mario makes several trips to the same course in order to accomplish different tasks to earn a Power Star. The new game design was also influenced by Mario 64’s mission system. Discovering Mario’s newfound freedom to fully explore his surroundings, Hollis changed GoldenEye’s game design to eliminate the restrictive “on-rails” aspect, opting instead for Mario 64-esque exploration. When the Nintendo 64 was finally released the following year, Hollis and colleague, Dave Doak, reportedly spent many weeks playing Super Mario 64. The original game design called for GoldenEye to be an on-rails shooter, similar to Virtua Cop. Hollis and staff began developing test levels and objects on an SGI Onyx computer system claiming that, “if it runs at all on the Onyx,” it could run on the N64. Martin Hollis of Rareware was put in charge of the project – his first obstacle: no one had seen a Nintendo 64 or knew precisely what its capabilities were. Shortly thereafter, Nintendo commissioned Rareware, a second-party developer of theirs, to make a videogame adaptation of the film for their forthcoming “Ultra 64” console (later renamed “Nintendo 64”). In 1995, the seventeenth James Bond film, entitled GoldenEye, was released to cinemas worldwide.