10 Tremendously Geeky Facts About “Goldeneye” On The N64

1. You’ll remember this wonderful box art…

You'll remember this wonderful box art...

Via tumblr.com

…although you may not have noticed this at the time.

...although you may not have noticed this at the time.

Via tumblr.com

2. The programmers at Rare envisaged it as a mixture of on-rails shooters like Virtua Cop and FPS games like Doom.

youtube.com

It kept some of the same elements from the former, like the aiming mechanism and the incentive not to shoot innocents.

3. They visited the film’s set and designed the level layouts before adding objectives and enemies.

youtube.com
youtube.com / 007.com

The decision to put multiple objectives within the levels was prompted by a certain game by the name of Mario 64.

4. This guy had an important role in the game…

This guy had an important role in the game...

Via upload.speedrunwiki.com

5. …because he was one of its main designers.

…because he was one of its main designers.

Via en.wikipedia.org

6. Nintendo almost pulled the plug on the project. They stopped funding for three months because they feared it had too many bugs.

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via tumblr.com

7. That incredible multi-player mode was an afterthought. It was put together in the last six weeks of development.

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via youtube.com

The game’s developers didn’t tell their bosses at Rare they were doing it, let alone Nintendo.

Remember the fun? Knives made it a delightful spinny game of chance…

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via youtube.com

Proximity mines spelt absolute carnage…

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via youtube.com

Mostly because you could never remember where the hell you’d left them.

And slappers only was ridiculous.

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via youtube.com

(The correct way to play was pistols only, License to Kill mode, FYI).

8. The original multiplayer had various Bonds from before Brosnan, but they were cut. Still, the characters were all brilliantly designed…

11 Tremendously Geeky Facts About "Goldeneye" On The N64
Via tumblr.com

…with one exception.

…with one exception.

Via quickmeme.com

Turns out being 3ft tall is quite an advantage in a gun fight.

tumblr.com

tumblr.com

9. There’s a hidden ZX Spectrum emulator in the game’s code.

youtube.com

It lets you play games by Ultimate Play The Game – which was what Rare used to be called.

10. The non-player-controlled characters had a primitive artificial intelligence, although they couldn’t see through windows.

youtube.com

They’d do things like respond to gunfire and set off alarms while their buddies attacked you. But of course they wouldn’t notice when you shot their hats off.

And their inability to take cover made this one of the most stressful bits in a video game ever.

And their inability to take cover made this one of the most stressful bits in a video game ever.

Via tumblr.com

THEY’RE COMING FOR US.

That’s Goldeneye. A game so addictive it could ensnare tiny children.

That's Goldeneye . A game so addictive it could ensnare tiny children.

Via tumblr.com

Author: (A)

Share This Post On

Leave a Reply

- site4 - web4