A. Riol, Á. Fernánez, I. Pérez


MR: How did you get such wonderful ideas concerning the multiplayer mode? They're still innovative and able to provide the same fun they gave the first day.

DB: We tried to make a game that we enjoyed playing, and we included enough options to make sure it was adaptable – there was always a new mode to try or a new option to play with if you wanted something different.

ME: Well, we played the game a lot and just tweaked it, and tweaked it and tweaked it until we were happy. We had also been playing network Doom a lot – so we were recreating that fun but on a single console in split screen.

James himself playing with the N64 controllerMR: Do you think Nintendo 64's game pad aided players to improve their gaming experience? Was it difficult to adapt the gameplay you wanted to the pad as this was one of the first N64 games?

DB: The analogue stick was great, and GoldenEye 007 was one of the first, if not the first console game to include options for dual analogue controls. We built the gameplay around the controller - the controller was new, we were making one of the first 3D console FPS games and we were new to games development ourselves.

ME: The analogue stick was a massive innovation. Part of the original Virtua Cop idea developed from that – using the analogue stick to aim around on screen. And then of course the stick is really good for movement too – the game wouldn’t have felt as good just using a D-pad and buttons.

There were compromises made when mapping the game actions to the buttons but I think that will always be the case with rigid controllers.

One thing I love about the N64 controller is that it’s almost symmetrical and can be used either left or right handed. Personally I really like to have my right hand on the stick and fire button, with my left hand on the D-pad.

MR: How does it feel to make a game that has brought happiness to more than 8 million players?

DB: Very nice, thank you. Such a strange feeling at the time, knowing that the very first game I had made had been played by so many people. The magnitude of it didn’t sink in until years later.

ME: Great! I still want to make something even more successful though!

MR: Why did you decide to stay at Twycross after the big 'brain drain' that led into Zoonami, Eighth Wonder and Free Radical Design's birth?

DB: I like it here. Making a start-up company successful is not an easy thing to do, and kudos is due to Martin and Dave for making their respective companies work in a pretty hostile environment.

ME: Everyone has a lot of different things to weigh up in that sort of situation – like creative freedom, working security, rewards for success, potential to take risks etc. In the end you have to work out what will be best for you.

MR: Hype us about your next project!

DB: It’s not at that stage yet. All in good time...

ME: It’s amazing! You’re going to love it when it’s announced! Soon™

James Bond: 30 years breaking windows and furniture

MR: So, to close the interview, it would be interesting to know which are your favourite Bond movies or books (apart from GoldenEye 007, obviously).

DB: The recent Casino Royale is an excellent film. I’d encourage everyone to see it.

ME: I grew up when Roger Moore was James Bond – and he is still my favourite Bond actor. I just love the humour he brings to the films. So of course my favourite films are Roger Moore ones: Moonraker and Octopussy – there are just so many classic moments in both of them.

Acknowledges: We are quite grateful to everybody at Rare for their strong support in the making of this feature, with a special thanks to Mark Edmonds, Duncan Botwood, Lee Schuneman and George Kelion.

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