If left up to Shigeru Miyamoto, the legendary designer of titles like Super Mario Bros. and The Legend of Zelda, one of the N64’s fan-favorite titles might’ve ended a bit differently.
Speaking at the GameCity Festival in Nottingham recently, Goldeneye co-designer Martin Hollis talked about some of the game’s history, according to The Guardian.
The game was originally much more violent before the developer rethought some things, but even that was a bit much for Miyamoto. Hollis explained that the team received a fax from the designer with suggestions for the team.
“One point was there was too much close-up killing – he found it a bit too horrible. 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.”
While that didn’t happen, Hollis did take that suggestion into account by adding a credits sequence introducing the characters as if they were actors intended to show that this was an artificial, cinematic experience.
That wasn’t all the developer cribbed from Miyamoto, either. In an effort to learn as much from Nintendo as possible, Hollis played Nintendo games extensively and says that the design of Mario 64 caused Goldeneye to be far more open than it might’ve otherwise been.
Goldeneye was one of the very first games the developer created for the Nintendo 64 and was at the start of a relationship that would produce some of the best loved games on the system. Miyamoto might not have been pleased with Goldeneye, but I imagine games like Donkey Kong 64 and Banjo & Kazooie were more his speed.