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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/Goldeneye-007_1509.jpg]]
[[caption-width-right:350:One of the best reasons to have an N64. [[labelnote:*]]Also, [[BrainBleach wow, Pierce Brosnan's mouth is huge!]][[/labelnote]]]]

[[TheOneWith The one with]] [[NoProblemWithLicensedGames a legacy of being a good licensed game.]]

''[=GoldenEye=]'' is a [[FirstPersonShooter FPS]] video game adaptation of the ''Film/JamesBond'' [[Film/GoldenEye movie of the same name]], made by Rare for the UsefulNotes/Nintendo64 (known by some as ''[=GoldenEye=] 007'', after the box art).

The majority of the game's missions are directly lifted from the film, with [[PragmaticAdaptation some slight alterations and omissions]]. Several hidden missions were also included, inspired by other Bond movies. The game's split-screen multiplayer mode allowed players to control classic Bond villains (and, through the help of cheat devices, the other three Bonds), and featured many different gameplay combinations based on weapon selection and game rules, such as "You Only Live Twice" (two lives, last man standing), and "License to Kill" (one hit kills, no matter the gun, except the [[JokeWeapon Klobb]] sometimes).

The Motion-Sensor Bomb from this game would later show up in ''VideoGame/SuperSmashBros'' and its first sequel,[[note]]The [[AllThereInTheManual official website of the first game]] lists [=GoldenEye=] as its origin, and although its origin is listed as [[WritingAroundTrademarks "TOP SECRET"]] in ''Melee'', it's still clearly the same bomb.[[/note]] making ''[=GoldenEye=]'' the only licensed game to get any form of representation in the series.

See ''VideoGame/GoldenEyeWii'' for its VideoGameRemake.
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!!This game contains examples of:
* ActionGirl: Natalya in the Jungle. This is handwaved by explaining she [[TookALevelInBadass got some firearms training in between levels.]]
* AdaptationalHeroism: Boris in the films is presented as a scumbag sellout who got all his co-workers killed and would've sent England into financial ruin just for money. In the game, he is portrayed as a victim of Janus who was forced to work for him against his will.
* AdaptationExpansion: Several levels in the game take place in the nine years between the movie's gun-barrel opening and proper start. Though some plot changes were made as well. Namely that fact that Bond never visits Severnaya in the movie, and he never chases Janus through a cavern en route to the giant satellite dish.
* AKA47: None of the weapons have real names. For example, Bond's trademark Walther PPK is renamed "[=PP7=]", the Norinco Type 56-1 (a rifle that resembles an AK gun and was modified to resemble an AKS-74) is called the "[=KF7=]" (with an appropriate "Soviet" appended), and the RC-P90 is in reality the FN Herstal P90. The actual weapon names can be seen in a few beta screenshots.
* AlienSky: The sky often has odd colors, particularly in Surface II where the night sky is crimson.
* AlwaysClose:
** The bomb in "Statue" is a proximity-triggered mechanism that sets the remaining time to 15 seconds if it was higher when you got close. Although tricky, it is actually possible to approach the helicopter and rescue Natalya without triggering the proximity fuse if you are careful enough -- but it blows up a moment later anyway.
** The bomb in "Train" on 00 Agent always leaves you with about four seconds to escape, unless you wound Xenia after killing Ourumov. If you do it, you will get around 18 seconds to escape.
%%* ArbitraryGunPower:
* ArbitraryMinimumRange: Enemies cannot shoot you if you're up in their face and slapping them which allows you to kill lone guards without wasting ammo and taking damage. Because of this, Jaws can be easy to defeat if you can remove or lure him away from any supporting troops.
* ArtificialAtmosphericActions:
** The hostages in "Frigate."
** Enemies react to being shot in various areas, and have a variety of deaths. When they're not fighting you, they'll stand around, scratch their bums, or patrol if set to do so.
* ArtificialBrilliance: Whereas enemies in older [=FPS's=] were usually limited to "shooting or running after you when you walk into a room" along with some randomly-generated movement, the enemies in [=GoldenEye=] were a little more cunning. They dodged bullets, set off alarms if you made too much noise, etc. Along with ''VideoGame/HalfLife'', this game set a lot of standards for enemy AI (though still rough, as the next trope shows).
* ArtificialStupidity:
** Enemies will not open fire unless they have a clear line of sight. Railings, glass, bottomless holes, and invisible walls count as obstacles for the purpose of aiming. This turns Xenia into an AntiClimaxBoss, as you can gun her down as she crosses the bridge (she treats the bridge as a corridor). This also stumps Jaws, since he'll never fire if you simply run up and down the staircase.
** Enemy soldiers make no effort to take cover or even protect themselves against your fire, save if they execute a combat roll and end up rolling behind a wall. Their battle strategy tends to boil down to "get into line of sight with Bond and fire in full-auto". Depending on the difficulty, enemy soldiers also tend to have poor situational awareness, often not seeing Bond shooting their comrades a good 30 feet away ''in front of them''. They tend to cluster into large groups and go through doors one by one, leading to easy kills.
** Natalya during the Jungle mission. If you're not aware of where she is while you're shooting with the [=AR33=], she'll wander into your line of fire and end up getting a few hi-power rounds in the back of the head.
** Enemies are simply not programmed to avoid explosions and will very likely get themselves killed when explosive weapons are used by either you or them. An example of this is when "Enemy Rockets" is enabled, Enemies will not fire if you're less than 3 feet away from them. More than that, however, and they fire, regardless of whether or not you're surrounded by their allies.
* ArtisticLicensePhysics: The explosions in ''Goldeneye'', which are obviously unrealistic, are called "rolling explosions" because they last for three seconds. Real explosions only last for several milliseconds.
* ArtisticLicenseShips: The ''La Fayette'' looks nothing like a ''La Fayette''-class frigate and rather more like an American ''Kidd''-class destroyer. The DummiedOut multiplayer version of the map is even called "Destroyer."
* AttackDrone: Various levels have ceiling-mounted autoguns which will shred the player given the chance.
* {{Autosave}}: The game uses auto save when you complete levels.
* TheBackwardsR: There's Cyrillic script all over the place in some levels, some of which is genuine Russian (funnily, many crates are marked БАНАН, or "banana") and some is just transliterated English (like СТОП, which says "stop", or ВЭПОН АРМЭД, which is [[FunetikAksent "vepon armed"]]).
* BagOfSpilling: You always start each stage with the [=PP7=], or in Caverns where you start with a [=ZMG=] in addition to the [=PP7=]. This happens even in stages which start immediately after another one, where you built up an arsenal.
* BareYourMidriff: Xenia Onatopp's shirt.
* BeatingADeadPlayer:
** In Singleplayer, you are treated to a third-person replay of Bond keeling over, from three different angles, while the enemy continues to shoot him relentlessly.
** In multiplayer, a dead player's body will still remain after disappearing which allows the other players to keep attacking it until respawn.
* BigDamnFireExit: The Silo is a TimedMission in which you must get to the elevator before either the SelfDestructMechanism or your own bombs go off.
* TheBigDamnKiss: [[spoiler: The ending has an extensive one between Bond and Natalya.]]
* BigHeadMode: DK Mode is a Big Head and Arms Mode.
* BlingBlingBang: The Golden Gun. Also, the Gold and Silver versions of the [=PP7=].
* BodyArmorAsHitPoints: When you pick up body armor, it will completely protect you from head to toe and absorb all of the damage that you receive until it runs out, even against ''headshots'' and ''explosion burns''.
* BondOneLiner: It's done with on screen texts, but Bond will still give the occasional quip on taking out a mook.
* BoomHeadshot: A frequent result of using the sniper rifle, and [[InstantDeathBullet the quickest way to kill someone]], especially considering that the sniper rifle isn't particularly more powerful than any other weapon. The game tracks all limb, torso and headshots as well.
* BoringButPractical:
** The [=DD44=] Dostovei is pretty average, but if you use it correctly (especially in multiplayer) it can be deadly. The same can be said for some other handguns and automatics.
** The [=KF7=] Soviet. While it's not as powerful as the [=AR33=] rifle, its shots don't penetrate enemies (allowing you to make sure you don't kill plot-important {{Non Player Character}}s nearby), fires quickly, and floors enemies in just a few shots. It's easily the most widespread gun in the game, being used by a large majority of the Russian soldiers encountered.
* BottomlessMagazines:
** Two of the energy weapons (the Moonraker Laser and Taser) have unlimited ammo. The Watch Laser, however, does not, though it is more than sufficient for the task.
** [[TheComputerIsACheatingBastard Your enemies never run out of ammo, even when using the same weapons you do.]]
* BrutalBonusLevel: The ''[[Film/{{Moonraker}} Aztec]]'' bonus mission has tons of enemies in optimum positions to take you out before you can blink.
* BulletProofHumanShield: The [=KF7=] and most guns that use 9 mm don't penetrate the victim, but more powerful guns like AR-33 and RC-P90 will.
* TheCanKickedHim:
** The Facility begins in the vent above a bathroom, and you can easily kill the first enemy by shooting him in the head as he sits on the toilet. There is another soldier in a different stall there, and one at the open area of the bathroom who, judging by his initial position, probably was using one of the urinals.
** There are also several bathrooms on the train level; while most of them are locked, you can still kill some people by walking in on them taking a dump.
* CasualDangerDialogue: Trevelyan and Bond when they first meet. Natalya also does this a lot.
* CherryTapping: With most weapons (but especially [[JokeWeapon the Klobb]]) it's possible to shoot enemies quite a few times before they die.
** Tapping multiple enemies with a shot or two each to keep them staggered and unable to fire back is a viable strategy.
* {{Cloudcuckoolander}}: Natalya's AI chooses her lines at random, so there can be moments where she will shoot someone, then comment on a nice plant.
* ColdSniper: [[JustForPun Literally.]] Bond gets a sniper rifle in the first Surface level, in an area covered with snow.
* ColorCodedForYourConvenience: Enemies seem to follow a LawOfChromaticSuperiority where green mooks are regular soldiers and aren't much of a threat, brown mooks are officers (and seemingly the weakest, given that they almost exclusively use pistols) and black mooks are Janus operatives and are by far the most dangerous. Blue mooks (Spetsnaz) are all over the place though, what with some being barely stronger than green mooks and others being even stronger than the black ones; here, headgear is another form of identification, with the weaker ones wearing ushankas and the strong ones wearing red berets and sunglasses.
* CommissarCap: Ourumov wears one.
* ComplainingAboutRescuesTheyDontLike: Natalya will sometimes do this.
* CompositeCharacter: In multiplayer mode, Oddjob is much smaller than other characters. In ''{{Film/Goldfinger}}'', Oddjob is not much shorter than Bond. For the game, he was likely combined with [[Film/TheManWithTheGoldenGun Nick Nack]].
* TheComputerIsACheatingBastard: Enemies have BottomlessMagazines and often have ExclusiveEnemyEquipment (Xenia's [=RCP90=]/Grenade Launcher combo comes to mind). As well, bosses have far more health than you do, and Trevelyan can run much faster than you can on the cradle level. They also [[TheAllSeeingAI know exactly where you are on the level]], whether or not an alarm has been sounded. Fortunately, your MercyInvincibility and the fact that you don't keel over in pain from each shot help to balance this.
* ContainerMaze: Several levels have this feel, including the Depot and Control.
* CoupDeGraceCutscene: More than a few, like the endings of the Depot and the Cradle.
* TheCracker: Boris and his hacking abilities.
* CriticalExistenceFailure: Played with. On one hand, people will often react to getting shot. Weaker enemies on most difficulty levels will respond to locational damage: if they get shot in the arm or leg, they may stop what they are doing and clutch at the affected area for a bit. After a few seconds however, they would return to normal, without any indication that they were ever injured other than a bloodstain. This is almost completely played straight with EliteMooks and other characters with absurdly high hitpoints, who can take up to ''several dozen bullets'' while barely flinching. In addition, because of how explosions work in the game,[[note]](Essentially a localized fireball emitting pulses of damage over a few seconds.)[[/note]] a sufficiently-durable enemy standing at the edge of a fireball may show no signs of taking any damage -- until their HP count hits 0, at which point their corpse may go flying.
* CruelAndUnusualDeath: Most of the time when Bond offs a Mook, [[InstantDeathBullet they crumple to the floor, or leap into the air like typical action movie bad guys do,]] but sometimes they don't go down well. Some of the death animations are downright gruesome, even without seeing blood. Shoot a guy in the neck, and he'll clutch his throat like blood is gushing out uncontrollably, hit them in the stomach or groin and they slowly sink to the ground as they 'bleed' out, sometimes rocking back and forth in agony.
* CutsceneIncompetence: The ending of Surface II shows Bond running into a bunker and getting captured without even putting up a fight. [[note]]Made all the more hilarious if you utilize timed explosions to off the soldiers.[[/note]]
* DamselInDistress: Natalya gets captured how many times in this game? Let's see. First in Severnaya, where Bond meets her in the same predicament. Then at the Statue Park in St. Petersburg. Then after the Russians arrest them. ''[[OverlyLongGag Then]]'' Ourumov gets a hold of her, leading to the tank chase, and you only recover her two missions later. That's four in total, before she [[TookALevelInBadass takes a level in badass]]. Moneypenny even lampshades this to a degree in the Train briefing: "That girl again, James?"
* DarkActionGirl: Xenia uses guns more than her bearhug legs in this game.
* DeadpanSnarker:
** Q Branch and Moneypenny in the mission briefing screens.
** Natalya gets a few snarks of her own in. However, [[ArtificialStupidity they're chosen at random]] so they might be, for example, about how nice a plant looks.
* DevelopersForesight:
** Look straight up and fire a rocket launcher in an open area. If you wait a minute or so around the same area, you will eventually see the rocket fall back to the ground and explode.
** The slides of all the semi-auto pistols lock back when out of ammo. Similarly, the grenade launcher's cylinder and the Cougar Magnum's hammer work every time the trigger is pulled, detail rarely seen in games of the era.
** Also, the [[ShotgunsAreJustBetter shotgun weapons]] have a shell holder that gradually empties as you reload if you have five shells or less in reserve.
** The episode ''Depot'' ends with a cutscene of Bond entering a train and killing two Mooks. The gun he uses is the same one you had out when you ended the mission with, with the exception of explosive ones or being unarmed/combat knives. In fact, if fast enough you can kill one, and then the cutscene only shows Bond killing one.
** During "Statue Park", before you unmask him, the leader of Janus contemptuously tells Bond to put his gun away, just like in the movie. Unless, of course, the player has put their gun away already prior to that cutscene, in which case he makes a quip about how bad MI6 budget cuts must have gotten, to send Bond out with no gun. Clearly [[spoiler:Trevelyan]] thought Bond would kill him on sight, and never thought that the agent would be polite enough to holster his weapon.
** Lower difficulties in ''The Runway'' don't require you to destroy the Gatling Guns on the runway, if you don't the cutscene will show them shooting at you when you fly away. More impressively, the game will actually adjust to have one gun firing if you destroyed one but not the other. Also if you left the tank past the plane, you can see it on the runway during the cutscene.
* DiagonalSpeedBoost: Speedruns more or less require that you strafe everywhere.
* DieChairDie: Nearly everything can be destroyed, [[MadeOfExplodium some even explode after]] shooting them. This actually comes in handy in the Runway level, as chucking a grenade at the guards by the desk in the side building will blow up the desk up, the filing cabinets ''and'' the guards, but not the key.
* DiegeticInterface: Bond's wristwatch for the pause menu.
* DifficultySpike: The second bunker level marks the point where the challenge starts to ramp up for each difficulty: stronger enemies begin showing up more frequently and in greater numbers and you first meet up with [[EscortMission Natalya]].
* DirtyCommunists: The main enemies of the campaign. Come in many varieties, from basic soldiers to officers to Spetsnaz to [[spoiler:a Lienz Cossack]], though Janus isn't interested in Mother Russia.
* DisneyVillainDeath: Trevelyan simply falls off the Cradle and dies, unlike in the movie ([[DeathByLookingUp where the entire thing collapsed and fell on him]]). Then again, the cradle level appeared to be in the clouds in the game, so perhaps the fall would kill him. [[http://www.youtube.com/watch?v=gwb4K3iX6Hw There is a fan patch that fixes this.]]
* DoNotDropYourWeapon: Enemies will continue clutching their guns until their very last hitpoint is taken away. BlastingItOutOfTheirHands will make them recoil as though shot, but they'll still hold onto their weapon. Given that enemies often dramatically keel over, seeing the weapon drop is the best way to be sure they're dead.
* DoomsdayDevice: The [=GoldenEye=] satellite.
* DramaticGunCock: It's just the sound though.
* DualWielding: Jungle features Xenia with a grenade launcher in one hand and a machine gun in the other, allowing ''you'' to use them once you manage to kill her. Unfortunately, ammo for the two weapons is virtually non-existent in the level, so you're not going to be able to have a whole lot of fun with them.
* DudeWheresMyReward: The cheat unlocked for beating the Train level on 00 Agent is the Silver [=PP7=], a decent gun which is in no way worth the difficulty of getting it. The much better Gold [=PP7=] can be unlocked in the Cradle on Agent, which is also much, much easier.
* DummiedOut:
** The game code and assets contain All Bonds mode, the Citadel map, and the inaccessible guard tower in the Dam level.
** The taser. It never appears in any of the missions, and it never appears in any of the multiplayer weapon sets. The only way to access this is to unlock and activate the All Weapons cheat.
* EasterEgg: One of the programmers hid a UsefulNotes/ZXSpectrum emulator in the game's code just to see if it was possible.
* ElaborateUndergroundBase: Bunker, Control, Aztec, etc.
* EliteMooks:
** Some levels have troops in black, usually with better weapons, and wearing body armour. [[DemonicSpiders They are quite difficult to kill.]]
** In both versions of the Surface level, setting off alarms will result in blue-uniformed soldiers wearing red berets and sunglasses being sent after you. These are tougher than even the elite Janus troops. Justified, though, since they're apparently supposed to be Spetsnaz.
** The soldiers in Jungle are also difficult to deal with, being armed with powerful weapons, wearing helmets, and supplemented by sentry guns.
** Likewise, the golden jumpsuit-wearing soldiers in the bonus Aztec level are also extremely challenging due to their enhanced reaction times and accuracy, as well as their powerful weapons.
* EnemyDetectingRadar: Only in multiplayer, as singleplayer has no map/radar whatsoever.
* ExclusiveEnemyEquipment: Some enemies may be dual wielding guns, which you can use for yourself once you kill the mook and take their guns. This also includes Xenia's [[MoreDakka RC-P90]] and [[StuffBlowingUp Grenade Launcher]] DualWielding combo and Jaws's double AR-33 assault rifles.
* EscortMission:
** "Protect Natalya" while she tries to reprogram the satellite. You have to gun down waves and waves of mooks coming in from 180 degrees, all before even one gets a shot off at her.
** Inverted in 'Jungle'. Natalya is armed with the [[HandCannon Cougar Magnum]] and [[TookALevelInBadass has suddenly become an extremely good shot]]. In addition, enemies are more likely to target James, which often results in Natalya killing more mooks than you. Doesn't work on the drone guns, though.
* EveryBulletIsATracer: Almost all shots from Bond's weapons are this.
* EverythingFades: Enemies just disappear when they die, although their guns don't. There is even a limit to the amount of bullet holes, explosion marks, and destroyed objects allowed in-play.
* FakeDifficulty: Cranking up the difficulty from Agent to 00 Agent will make everyone against you [[IncrediblyDurableEnemies extremely tough to bullets (even on head-shots)]] and give them [[ImprobableAimingSkills dangerously better aim and damage]] to the point of TheComputerIsACheatingBastard when under heavy pressure of finishing a TimedMission or attempting to unlock any of the time-based cheat codes.
* FingerPokeOfDoom: In the multiplayer mode "License to Kill", [[OneHitPointWonder any attack, no matter how minor, is fatal]]. Yes, even the basic slap attack.
* FrickinLaserBeams: The Moonraker Laser and Watch Laser.
* GadgetWatches: Your watch is a little computer containing the game's menu, a laser, a magnet and a detonator. Oh, and it tells time.
* GameBreakingBug: Or game breaking cheat in this case. The Invisible Bond cheat makes you [[ExactlyWhatItSaysOnTheTin become just that]]. Sure, enemies can't see you and won't fire at something they can't see, but mission critical [=NPCs=] also can't see you, so they won't talk or give you what you need, making the mission {{Unwinnable}}. There's also a button-code that allows you to toggle invisibility on and off, so it's not as debilitating as that. but it does result in GuideDangIt when the code is never mentioned in-game.
* GentlemanSnarker: Q.
* GetBackHereBoss: The fight with Trevelyan is a deadly game of tag where he runs all over the level shooting at you while you evade gunfire from his mooks.
* GettingCrapPastTheRadar:
** Several mission briefings contain double entendres by Q or Moneypenny.
** It's possible to [[GroinAttack shoot enemies in the groin]], at which they will grab themselves and keel over.
* GovernmentAgencyOfFiction: MI6.
%%* GravityBarrier
* TheGuardsMustBeCrazy:
** Enemies will walk right past dead bodies and ignore bullets smacking into their bulletproof helmets, since they only attack if they see or hear you. On the other hand, they also appear to be rather deaf and nearsighted.
** Inverted by the jailer's reaction to Bond trying to pull the "sick prisoner" gig is simply to state "You must think I was born yesterday."
* GuideDangIt: Getting the Golden Gun in Egyptian.
* GunsAkimbo: Almost all of the game's weapons can wielded with both hands using cheats. (it's possible to do this in single-player mode without them, but only if taken from an enemy carrying both).
* GunsDoNotWorkThatWay: P90; the magazine becomes a huge white block that's wider than the gun frame, and the weapon ejects right instead of down. Additionally, certain guns have an incorrect magazine size. In the RC-P90's case, it has 80 bullets instead of 50. This is probably because Rare entered the amount of ammo as 50 in ''hexadecimal'', which is 80 in decimal.
* HandCannon: The Cougar Magnum is ridiculously overpowered, to the point of being able to shoot through ''metal doors''.
* HarderThanHard: Beating the game on 00 Agent unlocks "007" difficulty modes, which is basically 00 Agent in terms of objectives, but it can be customized to be as hard as the player wants. ([[ChallengeGamer 1000% damage? Yes.]]) This has led to the custom ''License to Kill'' (one-shot, one kill applies to both the player and enemies) and ''[[VideoGame/PerfectDark Dark]] Agent'' (all maxed out stats) difficulties.
* HeroesWantRedheads: Bond and Natalya.
* HighSpeedMissileDodge: Rocket launchers fire rather slow projectiles to compensate for how much damage they deal.
* HollywoodHacking: Apparently, Natalya can hack into an advanced, secure network and disable a multi-million dollar piece of military equipment in about three minutes.
* HollywoodSilencer: Silenced weapons are ''very'' quiet, though because of the rather strange mechanics they're not much more effective than single shots with unsilenced ones.
* HostageSituation: Several levels, including Frigate, and Train.
* HypercompetentSidekick: Natalya at times. The Jungle level proves it.
* HyperspaceArsenal: Taken UpToEleven with the "All Guns" cheat: Bond has somewhere around 50-60 different weapons, including a ''tank cannon''.
* ImperialStormtrooperMarksmanshipAcademy: Enemies are terrible shots at long range, being unable to hit you with any degree of accuracy using ''sniper rifles''.
* ImplacableMan: Jaws especially, but also Trevelyan. Both shrug off gunfire and keep firing away at you. They're actually coded to have a very high HP value and not flinch from getting shot. After this surplus HP is gone, they'll return to behaving like a normal enemy soldier (flinch from getting shot).
* ImprobableAimingSkills: This trope comes to light several times in-game.
** Natalya on the on the aforementioned Jungle level.
** The scientists (on any level they appear) will make short work of players who provoke them by flashing out a previously concealed [[AKA47 DD44 Dostovei]] which they wield with frighteningly high accuracy.
** All enemies, who previously on lower difficulties [[ImperialStormtrooperMarksmanshipAcademy gave Stormtroopers a run for their money]], will suddenly drain your health in a matter of seconds at point-blank range during 00 Agent difficulty.
* IncrediblyObviousBug: Twice. You plant a "covert" modem in the dam at Arkhangelsk, and a tracker "bug" on the Pirate helicopter in Monte Carlo. Both are the size of your head. Not to mention planting it at the dam requires placing it directly on the monitor.
* TheInfiltration: Several levels, including the Bunker, and Jungle.
* InsecurityCamera: Several missions involve destroying these. [[MadeOfExplodium They promptly explode.]] [[AttackItsWeakPoint Instantly if you shoot them through the lens.]]
* InstantDeathBullet: The famous Golden Gun, as well as the Golden [=PP7=]. In "License to Kill" mode, ''every'' bullet is this.
* InstantWinCondition: While you can riddle Trevelyan with bullets as you pursue him throughout the Cradle (assuming you catch up with him), the final battle is only fought at the base of the dish -- a very small platform, where you can either keep riddling him with bullets, or... just push him off. [[spoiler:However, you are not immune to being pushed off either...]]
%%* InsurmountableWaistHighFence
* InvisibilityCloak: The "Bond Invisible" cheat.
* IrrelevantImportance: Killing people after they help you with objectives.
* IShallTauntYou: Trevelyan loves to do this.
* ItsAWonderfulFailure: Cradle ends with Bond falling off the antenna if you fall during the final duel.
* JokeWeapon: The Klobb (named after Ken Lobb, one of the people who worked on the game), an incredibly inaccurate, slow-firing and weak weapon with a very small magazine. For perspective, if enemy and player health are both reduced to 0% in 007 mode, the Klobb is the ''only'' gun [[EpicFail that won't always kill with one shot.]]
* TheJoysOfTorturingMooks: By enabling certain cheats (god mode, all weapons, and infinite ammo), you can have some fun on levels that have sections where infinite guards spawn (like Ourumov's confrontation with 006 and 007 during the Facility mission). Hit the guards with an explosive device or round and watch them go flying and you can set up for another volley as more and more guards spawn in.
* JustBetweenYouAndMe: During your meeting with Janus in Statue Park, he delivers a MotiveRant before dispatching his bodyguards to kill you.
* JustPlaneWrong: The "Pirate" helicopter isn't a Eurocopter, it's an Apache.
* KillSat: The eponymous satellite. [[spoiler:(Oh, excuse me, '''[[ThereIsAnother satellites]]'''.)]]
* {{Knockback}}: Waves of enemy soldiers will become GoddamnBats due to their shots pushing you back and preventing you from firing your gun for a second because you got hit.
* KnowledgeBroker: Valentin Zukovsky.
* LastNoteNightmare: The music in "Surface II" [[ScareChord becomes dissonant]] when Bond is captured in the final cutscene.
* LockAndLoadMontage: Several levels begin with one.
* LongSongShortScene: Nearly every single stage had two sound themes, but the second and more [[SongsInTheKeyOfPanic urgent]] themes are almost never heard in full, if at all.
* LuckBasedMission:
** Unlocking Invincibility in "Facility" depends on the random location of Dr. Doak.
** "Control" is partially a LuckBasedMission as well, since a lot depends on which side the guards come from, whether they breach the bulletproof glass and if they shoot at you or Natalya.[[note]]Though, as some speed runs have shown, if you figured out the spawning points for the guards, it becomes ridiculously easy to complete the objective.[[/note]]
** "Aztec" depends entirely on whether the guards at the beginning throw grenades at you or not; if they do, you will die.
* MadeOfExplodium:
** Many items that aren't level geometry, glass, or an enemy, can be made to explode. Yes, including doors, under certain conditions. This was partly due to the fact that the game creators couldn't implement a satisfactory physics system into the game, and thus the only way to make objects destructible in-game was to make them explode.
** Miniature toy helicopters explode with the same force and sized fireball as an explosive weapon. [[note]]Mines, grenades, rockets, etc.[[/note]] This is quite a (fatal) surprise the first time it happens.
* MadeOfIron: Bond himself, but also Janus, Xenia, Jaws and any other "boss" characters can shrug off multiple gunshots and even explosions.
* TheMafiya: Zukovsky's criminal gang and the Janus syndicate seem to have a MobWar of sorts going on between them. [[BetterTheDevilYouKnow MI6 in this case favors Zukovsky.]]
* ManInWhite: [[Film/LiveAndLetDie Baron Samedi]].
* MasterOfAll: The [[{{AKA47}} RC-P90]] was incredibly powerful (its power was only matched by cheat weapons and explosives), had one of (if not the) highest firing rate in the game, and had the largest ammo capacity to boot. To top it off, it used the single most common ammo in the game.
* MatrixRainingCode: Most computers have scrolling lines of green text.
* MeaningfulName: Janus (the Roman god with two faces)[[note]][[FridgeLogic as his domain is thresholds or doorways]][[/note]] and Xenia (Greek for "foreign" or "strange", even though she's Georgian, as we know from the film).
* MenuTimeLockout: Only applies while the menu is fully accessed. Time keeps moving while Bond is raising and lowering his wristwatch, and he's a sitting duck for those few seconds.
* MercyInvincibility: Uniquely for an FPS, this is played completely straight, and one of the quirks maintained in [=GoldenEye=] Source.
* MissingMissionControl: In some levels, you don't get briefing information due to your being captured.
* MissionControl: Your mission briefing from M and Q, as well as a remark from Moneypenny.
* MoreDakka: The [[GameBreaker RC-P90]] is famous for this. The Phantom also holds a large magazine (50) and the ZMG has quite a rapid rate of fire. You also do not want to be in the sights of the heavy drone guns in later levels.
* MultiplayerOnlyItem: Some characters only appear in Multiplayer, and many others only become playable in Multiplayer. The most notable example is Oddjob, whose low height is [[Main/GameBreaker such a useful "ability"]] that a common [[HouseRules house rule]] is "No Oddjob!".
* NintendoHard: 00 Agent. And don't even try getting all the cheats; you'll be pulling your hair out by the time you're done.
* NoFairCheating: Playing with cheats on will not unlock anything.
* NoScope: The Sniper Rifle can be used as a (very unwieldy) pistol. If you adjust its scope to a lower zoom level, it can be even better at close range than the [=PP7=].
* NoodleIncident: Mentioned by Q in the briefing of the Silo mission:
--> 007, remember to treat the timed explosives with respect -- you know what happened to 004 in Beirut.
* NoSell: Any enemy who is either outright invincible or has a ton of armor will simply shrug and not be affected by anything damaging at all. Most noticeable with Jaws in the Aztec level.
* OhCrap: When there's only 25 seconds left to escape in Silo, [[http://www.youtube.com/watch?v=76XVRHdTups this music plays]].
* OffscreenTeleportation: Natalya seems to do this a lot.
* OneBulletMagazines: Every weapon (except those with infinite ammo, like the Laser), but taken to the logical extreme with the Golden Gun.
* OneHitKill:
** The Golden Gun. The only exception is if it hits an enemy's weapons box.
** The Gold [=PP7=], too. Except that it holds 7 rounds like the original instead of the Golden Gun's single clip.
** You can kill guards with a single shot or slap to the back.
* OneHitPointWonder: The "License to Kill" multiplayer mode.
* OneHitPolykill: The Magnum can do this.
* OnlySixFaces: The generic {{Mooks}} are pretty much identical, leading to Deja Vu after you mow down the same set of machine-gun toting minions three times in a row. The game actually has over 40 random faces, but only a handful are used per load due to Nintendo 64's notoriously limited texture capabilities.
* OptionalStealth: The game had stealth elements, namely in silenced weapons and alarms that mooks could trigger. Some levels were impossible to complete in total stealth (think [[ThatOneLevel Control]]) while others were very difficult if you blew your cover (think Frigate). Most levels were easy enough to barrel through guns blazing even on the most advanced difficulty, though.
* OutrunTheFireball: The ending of the Train; except, instead of six minutes as in the movie, [[spoiler:"the same six minutes you gave me", i.e. ''three'' minutes]], you have only ''one minute'' to cut through the floor and get away with Natalya (unless you're quick enough to graze Xenia before she and Janus get away after you've killed Ourumov, which will retard the arming of the bombs and give you more time to laser cut the bolts restraining the escape hatch).
* PistolWhipping: If you have the Sniper Rifle, your "unarmed" weapon is the butt of the rifle instead of your fists.
* PunchClockVillain: Russian soldiers.
* PunnyName: Bond's weapon of choice, the [=PP7=], which is a play on the Walther PPK. Well, [[MeaningfulName what comes before P in the alphabet?]]
* PurelyAestheticGender: Multiplayer mode has not advantages or disadvantages to which gender you choose for your character.
* PurposelyOverpowered: The Golden Gun was just a gold plated gun in ''Film/TheManWithTheGoldenGun'', while in this game it's a one hit kill weapon.
* RapidFireTyping: Whenever anyone is typing, usually Natalya's hacking. You can also crank this UpToEleven with the Fast Animations cheat to make Natalya's typing go insanely fast.
* ReasonableAuthorityFigure: Defense Minister Mishkin is willing to listen to Bond, and lives in this game.
* RecurringLocation: The surface of Severnaya and the underground bunker within are revisited midway through the game.
* RecurringRiff: A brief snippet from the James Bond theme shows up in every level. (In fact, the 007 riff is used in nearly '''fifty''' pieces of music.)
* RedFilterOfDoom: The screen turns red whenever Bond dies, mimicking the gunbarrel scenes from the movies.
* ReliablyUnreliableGuns: Your enemies' rifles will jam for no reason sometimes.
* RenegadeRussian: Ourumov.
* RespawningEnemies:
** Usually caused by noise or alarms being set off; stealth is the best way to avoid them.
** Bunker 2 on Secret Agent or higher makes you wade through droves of mooks with automatic weapons to complete two of your objectives. The only decent weapon you can get in this level is very, very noisy. Combine that with never-ending guards and a lack of body armor in the level for a prime example of NintendoHard.
* TheReveal: Janus is [[spoiler:Alec Trevelyan]].
* RevolversAreJustBetter: The Cougar Magnum is a beast of a handgun, and pretty much a OneHitKill most of the time. It's balanced with a slow fire rate.
* SayMyName: Bond and Natalya do this a lot.
%%* ScriptBreaking
* SelfDestructMechanism: In Silo, the whole place will explode [[TimedMission in seven minutes]] from the start of the mission.
* SelfImposedChallenge:
** Beating the game with the [[JokeWeapon Klobb]] as your sole weapon.
** Jaws has the largest hitbox due to being the tallest character in the game so picking him in multiplayer is an optional handicap for the player that wants to make things a bit more difficult for themselves. The inversion to this is Oddjob as he has the smallest hitbox due to being the shortest and, thus, picking him in multiplayer is considered an unfair advantage.
* SequenceBreaking:
** It's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If the player attracts the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond can use the guidance data and recover the launch protocol and finish the mission in any place within the level (even in the exhaust bay), as the level has no defined exit. It's not quite clear if this is a glitch or not as the level normally has no exit too. This trick is very popular among speed run players.
** It's also possible to off Trevelyan without having to make it to the base of the antenna. One well-placed grenade, and the rest of the objectives can be completed without having chase him down.
* SetAMookToKillAMook: It's difficult, but not impossible, to get enemies to run into each other's line of fire. [[TheComputerIsACheatingBastard Mooks can shoot through each other without damage, with normal weapons though.]] However, turn on 'Enemy Rockets' mode in the cheat menu, and enjoy the fireworks. Or you can wait for one of the guards to pull a grenade, close a door in front of him, and have the explosion happen right in front of them.
* ShootOutTheLock: Some padlocks can be opened by firing at them.
* ShootTheHostageTaker: As in the movie, you shoot Ourumov to save Natalia.
* ShortRangeLongRangeWeapon: The automatic shotgun only works at full power when close to an enemy.
* ShotgunsAreJustBetter: When close enough to the target, the Automatic Shotgun is a great weapon and more powerful than almost anything else in the game.
* ShoutOut:
** The soundtrack contains numerous musical elements from previous 007 film themes, such as Frigate's opening hook being inspired by Music/DuranDuran's "Film/AViewToAKill".
** The micro-camera carried by Bond in some levels emblazoned with "007" on the lens is a direct nod to the camera from ''Film/Moonraker''.
** Frigate's rhythm track was lifted from Music/FaithNoMore's "We Care a Lot".
** The labeling of crates with "banana" in Cyrillic is probably a reference to Rare's work on the ''VideoGame/DonkeyKongCountry'' series.
* ShownTheirWork: The giant screen in the bunker has Cyrillic lettering on it which reads Severnaya.
* SillinessSwitch:
** The Paintball Mode cheat, which replaces all bullet holes with colorful paintballs.
** DK Mode changes all characters' heads and arms to huge and bizarre proportions, mimicking the body structure of Franchise/DonkeyKong.
** Fast Animations make all enemies and [=NPCs=] move at hyper speed, including Bond himself, in cut scenes. Slow Animations has everyone running in a speed that almost mimics the SlowMotion used in ''Series/{{Baywatch}}''.
* SlowDoors: The brownish metal doors from the Facility and other levels.
* SniperScopeSway: You need to be very careful when aiming to get the right shot.
* SnipingMission: Surface I is easiest when taking out one enemy at a time, before they see you.
* SongsInTheKeyOfPanic:
** Whenever a critical moment happens in a level, the music will often change into a faster version of the level's theme.
** The music in the Silo has a high BPM, which is fitting since it's a timed mission.
* SparedByTheAdaptation:
** Defense Minister Mishkin is murdered by Gen. Ourumov to frame Bond in the film, whereas here he uncovers Ourumov's treachery ahead of time and quietly leaves the archives, very much alive.
** Boris is killed after the Cradle is destroyed by Bond in the film. In the game, he is allowed to escape after you confront him in the Control Room, and you not shooting him is required to complete the level.
* SpeedRun: Time attacking was encouraged by the developers, since not only does the game keep track of one's best time on each level on each difficulty, but completing particular levels within specific target times (some lenient, some strict) unlocks bonus cheat options.
* SpiritualSuccessor: ''VideoGame/PerfectDark'' (game engine, some assets, similar gameplay) and ''VideoGame/TimeSplitters'' (same developers who left Rare to form Free Radical).
* SpreadShot:
** The Automatic Shotgun fires scatter shot that does up to 5 damage, depending on accuracy.
** Bullets usually only hurt their intended targets. If someone gets in the crossfire, the bullets may stop. However, that isn't true of Rockets, or your own gun.
* StayingAlive: In one of the bonus levels, Bond has to dispatch Baron Samedi in an Egyptian temple after receiving an invitation. First, killing him requires retrieving the Golden Gun from another room, a OneHitKill weapon that kills any enemy instantly. But every time Bond shoots him, he lets out an EvilLaugh and reappears somewhere else in the level. After killing him three times and 'completing' the mission, Samedi *again* shows up.[[note]]A glitch in the programming makes it theoretically possible to kill him again even in this segment.[[/note]]
* StealthBasedMission: Several, including both Bunkers.
* StuffBlowingUp:
** The end cutscenes of the Silo[[note]]optional in Agent, which doesn't require you to plant the explosives[[/note]] and Train.
** [[MadeOfExplodium Not to mention the computers, the monitors, the filing cabinets, the chairs, the boxes...]]
* TheSyndicate: The Janus Syndicate.
* TankGoodness: The third level, and again later in the game where you reenact the tank chase from the movie. [[TooDumbToLive Just be careful with the cars and mines, you can still die.]]
* TheElevatorFromIpanema: The elevators in the Control and Caverns levels have their very own background music. The former level features a light pop rendition of a portion of the James Bond theme, while the latter level features a smooth jazz version of that same theme.
* ThemeAndVariationsSoundtrack:
** The entire soundtrack is comprised of variations on James Bond's theme song.
** SuspiciouslySimilarSong: The music that plays at the main menu sounds vaguely like a James Bond remix of "[[Music/LedZeppelin Kashmir]]".
* ThemedCursor: Your menu cursor is a crosshair.
* TimedMission:
** The Silo, as well as the Streets and Cradle (only until you blow up the consoles controlling the satellite). The ending of the former is AlwaysClose.
** When playing in Agent difficulty, the Silo mission isn't timed. Streets and Cradle still are, though.
* TranslationConvention: Translated Russian is displayed in brackets instead of quotation marks.
* TrialAndErrorGameplay: Beating some levels requires remembering what traps and ambushes are from the last time you got a game over.
* {{Tuckerization}}:
** The "Klobb" gun is named after Ken Lobb, a former Nintendo of America employee who helped develop the game.
** Dr. Doak looks like and is named after David Doak, one of the developers at the time - who has a [=PhD=] in biochemistry, as a chemical and biological weapons expert might need.
* UnflinchingWalk: The ending of Streets has Bond doing this.
* UnnecessaryCombatRoll: Enemies love this one.
* UnwinnableByDesign: [=GoldenEye=] was one of the first games ever to include objectives you could actually mess up, to the point where the manual has an entire page warning the player that just destroying everything won't get them far. As early as the second level it was possible to get yourself unavoidably killed (damaging the tanks in the bottling room locked the doors until the gas killed you) or just plain stuck (destroying the computer that operated the remote door left the player completely stuck until they figured out for themselves they had to restart).
* VideoGameCrueltyPotential:
** Shooting or [[TankGoodness squishing]] too many civilians will fail the mission. Note that it isn't ''any'' civilians...
** [[DeathOfAThousandCuts Try using dual Klobbs on guards and only tap the Z button.]] Fast animation cheat might increase enjoyment.
* WeakTurretGun: Drone guns. [[GlassCannon They can put a lot of hurt on you in a short amount of time, but are fairly easy to destroy.]]
* WeaponOfChoice: The [=PP7=] for Bond, the Cougar Magnum for Natalya, the [=DD44=] for Ourumov, the [=AR33=] for Trevelyan, etc.
* WeCanRuleTogether: Trevelyan taunts you with this.
* WhatHappenedToTheMouse:
** Mishkin simply disappears halfway through the game, whereas he was killed in the movie.
** It's never shown what happens to Boris either. You can follow him to the top area of the level, but he'll walk through a grate and disappear. [[spoiler:And in the area where he vanishes, you can find a bulletproof vest.]]
* WhatTheHellPlayer: If you kill Boris Grishenko in Control, Natalya will scold you and refuse to help you complete the level.
* WhatMeasureIsAMook: Killing civilians? Pure evil. Killing dozens of soldiers? '''Awesome.'''
* WhyWeAreBummedCommunismFell: A major part of the plot.
* AWolfInSheepsClothing:
** Some scientists will pull out guns and start shooting at you if they're wounded, as will Valentin.
** On higher difficulty levels, scientist may sometimes throw a (extremely deadly) hand grenade. Who knows why a scientist would have one.
* WoundedGazelleGambit: Bond tries this on the guard watching his and Natalya's cell in the second Bunker mission. However, he doesn't fall for that. Of course, Bond's plan isn't to make him open the cell - but to use his magnetic watch to get the keys from the guard without him noticing. Well, this latter part is actually a weird case of GameplayAndStorySegregation (it happens in a playable section, no cutscenes, and you can skip this entirely by just using the watch, getting the keys, and knocking the guard out before any dialogue pops up).
* YouAreTooLate: In multiple levels.
-->'''Trevelyan''': [[EvilGloating Too slow, James!]]
* YouShallNotPass: The EscortMission in Control.
* YouShouldntKnowThisAlready: Further to the GunsAkimbo entry above: picked up a grenade launcher and an [=RC-P90=]? Want to dual-wield those particular weapons? Well, not until you've killed that one enemy who can actually do that.
* ZergRush: Whenever an alarm sounds. You can also tell by all of the bad guys that wear sunglasses.
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