Oscillator
Moblin
(newly tweaked repost of my old Resetera OT - screenshots are emulated)
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Platform --- Nintendo 64
Format --- 96 megabit (12 megabyte) cartridge
Original release dates --- Aug. 23rd, 1997 (Japan) / Aug. 25th, 1997 (North America) / Nov. 6th, 1997 (Europe) [Source: NinDB]
Nintendo Switch Online - Expansion Pass & Xbox One/Xbox Series release date --- January 27th, 2023 (Worldwide except Japan) | 2023 (Japan)
Initially in development for the SNES, then on the Nintendo 64 as an on-rails shooter, GoldenEye 007, in its final form as a free-moving first-person shooter, was a revelation. At the time, FPSes on consoles had seen muted success compared to their juggernaut PC brethren such as Doom and Quake. But not only did GE prove the genre could work beautifully with a controller, it showed it could provide more than just mindless blasting and rudimentary puzzles.
Fully-realized worlds that felt like you were in a movie. Objective lists that grew as you increased the difficulty. Mission-critical NPCs that needed to be protected. Cameras and alarms that had to be destroyed lest they summon a swarm of guards to your position. Varying reactions and amounts of damage depending on what part of an enemy you hit. And oodles of wild cheats unlockable by beating mission target times.
But as engaging and immersive as the missions were, the multiplayer was the real hit, and the reason GE became a system seller for the Nintendo 64. Added late in development by Steve Ellis, the four-player splitscreen utilized compact, easy-to-learn maps, quick movement, a huge roster of characters including classic Bond villains and Rareware staff members, addictive weapons like the Proximity Mines and Golden Gun, and a variety of gametypes in the event players needed a break from standard deathmatch. Moments like the Facility, Slappers Only, cheating with Oddjob, and tense duels in the cramped Archives have become engrained in the gamer consciousness.
The GE community continues to celebrate and dig into the game. Speedrunners have acheived insane feats such as beating every mission on max stats, and hackers have discovered things like a hidden test stage, a hidden ZX Spectrum emulator, and button codes to quickly unlock missions, cheats, and a hidden "Line Mode" effect. Most impressively, using the GoldenEye Setup Editor tool, modders have created a plethora of new maps and missions for the game!
And now, after over 25 years of waiting, GoldenEye has FINALLY gotten it's very first official ports!
Weapons
Bonus screenshots
More promotional renders at raregamer.co.uk (click "Images")
Resources
GE speedrunning records at the-elite.net
GoldenEyeForever.com (featuring the Shooters Forever forums)
GoldenEye X (the Perfect Dark engine port project)
Goldeneye Vault, your source for GE mods of all shapes and sizes. (archived; now part of N64 Vault)
GoldenEye: Decoded (excellent archive of development and promotional materials)
GE 20th anniversary panel
Retro Gamer team interview
Interview with GE's director, Martin Hollis (not to be confused with the director of the movie, Martin Campbell)
GE postmortem with Martin Hollis
A talk by GE dev team member David Doak
Player's Choice commercial
Japanese GoldenEye commercial
Pierce Brosnan plays GE multiplayer with Jimmy Fallon
21st anniversary article with studio photos and design documents
A zany yet informative (and woefully unfinished!) Let's Play by Evil Tim
Cancelled Xbox 360 port (original leak -- playthrough video)
The soundtrack (composed by Graeme Norgate, Grant Kirkhope, and Robin Beanland)
New for the 25th anniversary :
GoldenEye DevTalk - Creating the Nintendo 64 Classic (Q&A)
25 Years of Goldeneye 007: Meet The Developers
39 facts you (probably) didn't know about the FPS classic
*******************************
Platform --- Nintendo 64
Format --- 96 megabit (12 megabyte) cartridge
Original release dates --- Aug. 23rd, 1997 (Japan) / Aug. 25th, 1997 (North America) / Nov. 6th, 1997 (Europe) [Source: NinDB]
Nintendo Switch Online - Expansion Pass & Xbox One/Xbox Series release date --- January 27th, 2023 (Worldwide except Japan) | 2023 (Japan)
Initially in development for the SNES, then on the Nintendo 64 as an on-rails shooter, GoldenEye 007, in its final form as a free-moving first-person shooter, was a revelation. At the time, FPSes on consoles had seen muted success compared to their juggernaut PC brethren such as Doom and Quake. But not only did GE prove the genre could work beautifully with a controller, it showed it could provide more than just mindless blasting and rudimentary puzzles.
Fully-realized worlds that felt like you were in a movie. Objective lists that grew as you increased the difficulty. Mission-critical NPCs that needed to be protected. Cameras and alarms that had to be destroyed lest they summon a swarm of guards to your position. Varying reactions and amounts of damage depending on what part of an enemy you hit. And oodles of wild cheats unlockable by beating mission target times.
But as engaging and immersive as the missions were, the multiplayer was the real hit, and the reason GE became a system seller for the Nintendo 64. Added late in development by Steve Ellis, the four-player splitscreen utilized compact, easy-to-learn maps, quick movement, a huge roster of characters including classic Bond villains and Rareware staff members, addictive weapons like the Proximity Mines and Golden Gun, and a variety of gametypes in the event players needed a break from standard deathmatch. Moments like the Facility, Slappers Only, cheating with Oddjob, and tense duels in the cramped Archives have become engrained in the gamer consciousness.
The GE community continues to celebrate and dig into the game. Speedrunners have acheived insane feats such as beating every mission on max stats, and hackers have discovered things like a hidden test stage, a hidden ZX Spectrum emulator, and button codes to quickly unlock missions, cheats, and a hidden "Line Mode" effect. Most impressively, using the GoldenEye Setup Editor tool, modders have created a plethora of new maps and missions for the game!
And now, after over 25 years of waiting, GoldenEye has FINALLY gotten it's very first official ports!
Weapons
Bonus screenshots
More promotional renders at raregamer.co.uk (click "Images")
Resources
GE speedrunning records at the-elite.net
GoldenEyeForever.com (featuring the Shooters Forever forums)
GoldenEye X (the Perfect Dark engine port project)
Goldeneye Vault, your source for GE mods of all shapes and sizes. (archived; now part of N64 Vault)
GoldenEye: Decoded (excellent archive of development and promotional materials)
GE 20th anniversary panel
Retro Gamer team interview
Interview with GE's director, Martin Hollis (not to be confused with the director of the movie, Martin Campbell)
GE postmortem with Martin Hollis
A talk by GE dev team member David Doak
Player's Choice commercial
Japanese GoldenEye commercial
Pierce Brosnan plays GE multiplayer with Jimmy Fallon
21st anniversary article with studio photos and design documents
A zany yet informative (and woefully unfinished!) Let's Play by Evil Tim
Cancelled Xbox 360 port (original leak -- playthrough video)
The soundtrack (composed by Graeme Norgate, Grant Kirkhope, and Robin Beanland)
New for the 25th anniversary :
GoldenEye DevTalk - Creating the Nintendo 64 Classic (Q&A)
25 Years of Goldeneye 007: Meet The Developers
39 facts you (probably) didn't know about the FPS classic
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