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An Oral History of ‘GoldenEye 007’ on the N64

melmagazine.com

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Re: An Oral History of ‘GoldenEye 007’ on the N64

#71
post #20

One of the best aspects of GoldenEye multiplayer was social, real social, not in the “stream on twitch” kind of way. You had to all be in the same room, and you could yell and scream at each other, hear people’s reactions, other people could watch, share a few pizzas, and it just brought everyone together. These days everyone can be in their own room in different locations, and even with voice chat it’s just not the…

All of the different MP modes kept it fresh too. When you got bored, you would flick on a few switches to make things unbalanced and silly.

Perfect Dark was great for that too, with the tranq darts, and the laptop gun. I remember having so much fun with friends as we figured out the most rage-inducing ways tomabuse the laptop gun emplacements. Duke Nukem 3D was fantastic as well, with the pipe bombs and laser tripwires.

God I miss weird, fun weapons in the days before every shooter played the same, and had to be balanced to sub-micron specifications.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#72

> A lot of the cheats were added by the code team I’m still amazed at how long it took for the cheat codes to become known. I remember scouring the early internet and finding nothing but guides. It wasn’t for years before I saw they existed. Other games had their codes published in magazines almost the same day they were released.

Were there other codes than the time based? Because if I am not wrong, they would be found by most people (given that they beat levels quick enough).

Re: An Oral History of ‘GoldenEye 007’ on the N64

#73
post #20

One of the best aspects of GoldenEye multiplayer was social, real social, not in the “stream on twitch” kind of way. You had to all be in the same room, and you could yell and scream at each other, hear people’s reactions, other people could watch, share a few pizzas, and it just brought everyone together. These days everyone can be in their own room in different locations, and even with voice chat it’s just not the…

Let's not forget all the cheating too, the predated "stream sniping", or all the cardboard solutions used to divide up the screen.

True. Alternatively the group could decide that "screen-watching" is part of the game because anyone can do it. You just had to be good enough (knowing the levels and what people usually do in them) to take full advantage of it.

I never had an N64 to practice so I'd just run around with a Laser or grenade launcher and try to spam2win (or at least take someone down with me).

Re: An Oral History of ‘GoldenEye 007’ on the N64

#74
post #20

One of the best aspects of GoldenEye multiplayer was social, real social, not in the “stream on twitch” kind of way. You had to all be in the same room, and you could yell and scream at each other, hear people’s reactions, other people could watch, share a few pizzas, and it just brought everyone together. These days everyone can be in their own room in different locations, and even with voice chat it’s just not the…

That feeling is still there if you want it to be. A few of my friends and I still get together every now and then, have pizza, sometimes drink, and play videogames together, only now it's from across the US using video and voice chat. Whether it's super smash bros, overwatch, or any number of silly/stupid steam games that someone picked up for a few dollars one day, that "social" aspect is still right there waiting f…

Not OP, but I'll agree to disagree. VOIP and webcams are fantastic, but if it can be arranged, nothing beats a LAN party. The required logistics, planning and actually being in the same room with my friends just take things to a new level (for me anyway).

Re: An Oral History of ‘GoldenEye 007’ on the N64

#75

I'm impressed with how small the dev team was, how much fun they seemed to have working, and how much freedom and creativity they had. I wonder if we stifle innovation by building crazy large hierarchies.

Even with all the advantages they had (including, arguably, being single), they still had their own deathmarch (100 hour weeks) at the end. I wonder if it's at all possible to make video game development sane when you have a publisher?

Maybe when we create an AI that can test games for us.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#76
post #20

One of the best aspects of GoldenEye multiplayer was social, real social, not in the “stream on twitch” kind of way. You had to all be in the same room, and you could yell and scream at each other, hear people’s reactions, other people could watch, share a few pizzas, and it just brought everyone together. These days everyone can be in their own room in different locations, and even with voice chat it’s just not the…

You are looking at it from the wrong side though. I always have a lan party every new year's eve with my friends, and whenever I'm in my country of origin. However, I'm happy to have internet parties to compensate and keep friendship going when I'm back to the country where I live in. That couldn't be done with goldeneye, so I thank modern internet

Re: An Oral History of ‘GoldenEye 007’ on the N64

#77

I'm impressed with how small the dev team was, how much fun they seemed to have working, and how much freedom and creativity they had. I wonder if we stifle innovation by building crazy large hierarchies.

Agreed, just look at the amount of innovation in indie games compared to AAA titles.

I agree. I was surprised by not only how few but how young. To me it seemed the work of a large group of industry veterans.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#78

Earlier quoted context omitted.

I remember in those days we used to ban playing oddjob because he had a shortness advantage

Haha, I think the "Oddjob ban" was pretty much universal ;)

In my group whoever's system we were playing on got to be oddjob, after all they were providing the snacks.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#79

I wish I could go back to the days where our group would spend all our free time playing split screen GoldenEye at my friend's basement. If you were privileged enough (which we were) the 90s were a great time to be a child.

I remember in those days we used to ban playing oddjob because he had a shortness advantage

I never understood the "Oddjob handicap." The game would auto-aim at anything in the center 1/3 of the screen.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#80

> A lot of the cheats were added by the code team I’m still amazed at how long it took for the cheat codes to become known. I remember scouring the early internet and finding nothing but guides. It wasn’t for years before I saw they existed. Other games had their codes published in magazines almost the same day they were released.

Were there other codes than the time based? Because if I am not wrong, they would be found by most people (given that they beat levels quick enough).

There were button sequences you could use, they worked in multiplayer, and in singleplayer didn't count as "cheating" it like activating a time-unlocked cheat did.

http://nincheats.net/index.php?sys=n64&game=Goldeneye%20007

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