The Elite Forum

The Big Three Plus One => GoldenEye 007 => Topic started by: Carathorn on August 14, 2012, 12:53:40 pm

Title: Fun-fact article about Goldeneye
Post by: Carathorn on August 14, 2012, 12:53:40 pm
Hehe, read this article everyone. Seems like all those VA meetings almost would not have happened.  :o

http://www.ign.com/articles/2012/08/14/goldeneye-007-almost-didnt-have-multiplayer (http://www.ign.com/articles/2012/08/14/goldeneye-007-almost-didnt-have-multiplayer)
Title: Re: Fun-fact article about Goldeneye
Post by: Invertigone on August 14, 2012, 06:24:40 pm
Great find. Thank You for sharing.

I don't know if they never would've happened; but I can imagine they would've been dramatically different. There's still Perfect Dark and Mario Kart.

I never knew that. Good thing they did add that in.
Title: Common knowledge? Va. '07 still would've happened
Post by: David Wonn on August 15, 2012, 12:27:36 am
I remember either n64.com or n64hq.com talking about this in 1997. GoldenEye's multiplayer mode was essentially an afterthought. I thought that was common knowledge by now, but then again I assumed the same character glitch was common knowledge when I exploited it at the Va. meet. Anyway, it's still a fun read.
 
As for the Va. meets themselves, they would have just been Kart meets in the alternate timeline. Kevin Booth hosted a Kart meet in St. Louis in 2006, and Virginia was the discussed location very shortly afterward. The turnout would certainly be smaller than it is now. Who knows if it would have lasted as many years, though.
Title: Re: Fun-fact article about Goldeneye
Post by: GoldenGreg007 on September 03, 2012, 09:01:35 pm
Thanks for posting this Cara.  Joystiq posted a longer summary of the presentation today:

http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/ (http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/)

One piece in particular stood out to me:

Quote
One of the most interesting development stories shared by Hollis came from programmer Mark Edmonds. After the game was finished and sent to Nintendo's Lot Check – an arduous testing process – the final version came back with a problem. A particular level ("probably Frigate"), when played in a certain way, would result in characters appearing with "terrible texture maps on them because there wasn't enough memory."

The same day, Hollis wrote a tool to extract the offending code, adjusted the memory numbers, reinserted the adjusted code into the ROM image "without recompiling anything, and sent it to Nintendo." The fix worked, and the untested code became the final version approved by Nintendo.

It makes me wonder if the "cinema object loading" bug that Bauer and I found on Frigate is part of the same bug, and that they had only partially fixed it since it was last second.


Edit:  Last bump, I promise.  They finally posted the full hour-long video of the presentation up at http://gdcvault.com/play/1016460/Classic-Postmortem-GoldenEye. (http://gdcvault.com/play/1016460/Classic-Postmortem-GoldenEye.)