It plays itself: Nintendo 64’s GoldenEye 007 was originally an on-rails only affair


GoldenEye 007. The Nintendo 64 FPS classic that helped catapult four-player deathmatches into the mainstream. A title younger me learned the ins and outs of in order to obliterate the competition (Fun fact: you can explode Remote Mines after you throw them by simultaneously pressing A+B). I love the game and the freedom of movement it provides. This is why it comes as somewhat of a shock to find out GoldenEye 007 was initially created as an on-rails shooter.

Everything I thought I knew was a lie

Spare 20 seconds of your time and take a look at this Beta footage of GoldenEye 007 from 1997:

Remember riding that elevator in the Silo stage and having unchangeable movement? I don’t!

David Doak, a former developer at Rare, shed light on this video when a fan shared it via Twitter:

Can you imagine GoldenEye 007 as a Time Crisis-like video game? I, for one, would have loved a Nintendo 64 foot pedal peripheral so I could hide and pop off shots at will.

Doak adds additional evidence for the on-rails prototype after another gamer posted footage of the Archives stage from SpaceWorld 1995:

What could have been!

I think we are all lucky GoldenEye 007 ended up being a free roaming FPS. After all, exploding your little brother with a rocket from the other side of the Egyptian map is not NEARLY as satisfying without complete control over your character.

Enthusiasts, are any of you fans of this Nintendo 64 classic? Or does the frame rate dipping into single digits whenever an explosion appears onscreen turn you off of the title? Let us know in the comments!

[Source, /Via]

Arthur Damian
Arthur Damian is a writer, editor, educator, and lover of video games. Based and living in Brooklyn, NY, he has been gaming since the age of five, from the NES to the Nintendo Switch. His favorite system is the SNES, his favorite game is Chrono Trigger, and you cannot convince him otherwise. He loves dogs, rainbow cookies, Spider-Man, and songs with intricate drum patterns. Arthur is also the Editor-in-Chief at That VideoGame Blog.