Virtua cop 3 rom6/1/2023 ![]() "I heard about this as a rumor, and I said to Tim Stamper, 'This sounds cool, I'd like to make this game,'" said Hollis, "and he said 'okay.' And that was pretty much my pitch." Tim Stamper, then head of Rare and the head of the Donkey Kong Country team, actually passed on the project. The studio was approached to do a Super Nintendo game based on the new James Bond film, which Hollis says didn't have a title at the time. The genesis of GoldenEye goes back to the days after Rare had wrapped up development of Donkey Kong Country and the arcade version of Killer Instinct in late 1994/early 1995. ![]() ![]() In the gallery below, you'll find images of some of GoldenEye's original design documents and some behind the scenes stories from the original team. ![]() Read on to discover how one of GoldenEye's primary influences was actually Sega's Virtua Cop. Hollis went over far too much for us to condense into a single piece (in fact, we've already written two others), but we've compiled some of the highlights after the break. When the opportunity arose to pursue a James Bond game in early 1995, Hollis jumped at the chance as the video above demonstrates, he was a pretty big fan. Hollis had only worked on one game for Rare at the time, the arcade version of Killer Instinct. During GDC Europe 2012, former Rare developer Martin Hollis recounted his experience directing GoldenEye 007, one of the most fondly remembered games of its time and a landmark title in the history of console first-person shooters.
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