Former Rare producer Martin Hollis has revealed how Shigeru Miyamoto suggested GoldenEye N64 end.

1
Never say never.

Speaking at GameCity festival in Nottingham over the weekend, Hollis revealed some of the advice his team received from Nintendo's top brass.

Miyamoto communicated with Rare via fax during the final stages of GoldenEye 007 development (thanks, The Guardian).

The legendary Nintendo designer, famed for creating family-friendly mascots such as Mario and Donkey Kong, was worried the first-person shooter was too violent.

"One point was that there was too much close-up killing - he found it a bit too horrible," Hollis recalled. "I don't think I did anything with that input.

"The second point was, he felt the game was too tragic, with all the killing. He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital."

It's safe to say that piece of advice was not taken into consideration, either.

But Hollis did add a credits sequence that featured a roll-call of the cast, emphasising the whole game was a work of fiction.

"The sequence told people that this was not real killing," Hollis concluded.

Regardless, Hollis accepted that much of Goldeneye was influenced by Nintendo games such as Mario 64 and Zelda: A Link to the Past. Specifically, the team took on learnings from Mario 64 in how it designed open levels.

Hollis also mentioned that Rare declined the offer of adapting the next Bond film (Tomorrow Never Dies).

"We had a small chat, three or four of us on the team. It was like, 'No'. We sent the message back, 'The answer is no. We don't plan to make another Bond game from another Bond film'. And that was it."

"You might've thought that on a commercial basis someone at Nintendo would've said, 'Well, are you sure?', but out of respect for the creator and the importance of the people who actually made the game, that was it."

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Tom Phillips

Tom Phillips

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