This page details development materials of Rare Replay.
Rare originally intended to include GoldenEye 007 in Rare Replay, going as far as to record interview footage with several people discussing their involvement in the game's development. However, Rare and Microsoft were unable to sort out the necessary licensing with Nintendo and MGM in time, so the compilation shipped without it. On November 7, 2019, a former video editor from Rare uploaded the footage to his personal YouTube channel before hastily removing them a few hours later... but not before people downloaded and reuploaded it.
GoldenEye 007 would eventually be added to Rare Replay in 2023; however, it was added as a standalone application simply containing the N64 version running in an emulator, leaving these intended extras unreleased.
Videos#
Rare Replay: The Making of GoldenEye 007#
video test I made made for Rare in 2015, never released or finished to high quality
©Microsoft
A 24-minute documentary on the game's development, in line with the other "Making Of" videos included in Rare Replay. Includes commentary from Duncan Botwood, Mark Edmonds, Brett Jones, Grant Kirkhope, Ken Lobb, and Graeme Norgate.
GoldenEye 007 Xbox 360 Unreleased HD Content#
I captured this in 2015 for Rare Ltd, to show how the planned xbox 360 version looked.
Copyright Microsoft
B-roll footage of the unreleased Xbox 360 port. Rare Replay includes videos documenting unreleased Rare projects, so it's likely this footage was intended for that purpose.
5 Things You Didn't Know About GoldenEye 007#
Content test to see if I could make a decent 5 facts video. Made for Rare in 2017 and never fully edited or released.
Copyright Microsoft
The 2017 date is likely due to Rare sharing a few extra videos on YouTube as post-launch bonus content, including a "Making Of" for at least one game that wasn't in the collection. Presumably, this also went unreleased due to licensing issues.
The "5 Things" in question are
- The infamous "All Bonds" feature, confirming that it was removed due to Nintendo being unable to get approval from Sean Connery.
- Nintendo censored a mention of vodka on one of the crate textures. They also requested the removal of any female guard enemies, with them originally intended to appear in the Aztec bonus level.
- Ken Lobb deliberately set the cheat par time for Facility low due to it being the staff's favorite level, and the time for Runway was high because it was their least favorite and would ensure the player easily learned about the unlocks.
- Confirmation that the "Spyder" weapon mentioned in the manual was indeed an early name for the Klobb, changed due to legal reasons as the name was already being used by a real-life paintball gun.
- Rare considered developing a direct sequel that adapted Tomorrow Never Dies, with some staff visiting the film's set, but dropped the idea due to the Bond license holders raising the price for the IP.