GoldenEye is a FPS video game adaptation of the James Bondmovie of the same name, made by Rare for the Nintendo 64 (known by some as GoldenEye 007, after the box art).The majority of the game's missions are directly lifted from the film, with some slight alterations and omissions. Several hidden missions were also included for gamers good enough to reach them; these were 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 four Bonds), and featured many different gameplay combinations based on weapon selection and game rules (including "You Only Live Twice" [where you get two lives, and that's it] and "License to Kill" [one hit kills, no matter the gun, except the Klobb sometimes.])In November 2010, a remake by Activision for the Wii was released. Click here for more details.
This game contains examples of:
Action Girl: Natalya, surprisingly, in the Jungle.
Adaptation Expansion: Several levels in the game take place in the 9 years between the movie's gun-barrel opening and proper start. However, a few things don't match up. Namely that fact that Bond never visits Severnaya in the movie (at least not in the present-day), and he never chases Janus through a cavern en route to the giant satellite dish; indeed, the resulting level makes no sense since Bond destroys pumps to stop Janus stopping himself.
A.K.A.-47: None of the weapons have real names. The AK-47 itself is called the "KF7" (with an appropriate "Soviet" appended sometimes), and the RC-P90 is in reality the FN Herstal P90.
Always Close: The bomb in "Statue", justified by a proximity-triggered mechanism that sets the remaining time to 15 seconds if it was higher when you got close.
The bomb in "Train" on 00 Agent always leaves you with about four seconds to escape.
Artificial Stupidity: Enemies will not open fire unless they have a clear line of sight. Railings, glass, and invisible walls count as obstacles for the purpose of aiming. This turns Xenia into an Anti-Climax Boss, 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.
Artistic License - Ships: The La Fayette looks nothing like a La Fayette-class frigate and rather more like an American Kidd-Class destroyer. The Dummied Out multiplayer version of the map is even called "Destroyer."
Attack Drone: Drone guns are extremely annoying (and deadly).
Boring, but Practical: The Dostoveii 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.
Bottomless Magazines: The energy weapons (the Moonraker Laser, Watch Laser, and Taser) all have unlimited ammo.
Casual Danger Dialogue: Trevelyan and Bond when they first meet. Natalya also does this a lot.
The Cavalry: Averted. In the Caverns, one objective is to call in a team of Marines to help fight Janus, but in the Cradle you're totally on your own (just like in the movie).
Cherry Tapping: With the weaker weapons (pistols, Klobb, or sniper rifle) it's possible to shoot enemies quite a few times before they die.
Cloudcuckoolander: Natalya will shoot someone, then comment on a nice plant.
Cold Sniper: Bond gets a sniper rifle in the Surface level.
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.
Or he may die without even falling. That depends on how the player kills him.
Distressed Damsel: 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. Then Ourumov gets ahold of her, leading to the tank chase, and you only recover her two missions later. That's four in total, before she takes a level in badass.
Do Not Drop Your Weapon: Enemies will continue clutching their guns until their very last hitpoint is taken away.
Dual Wielding / Guns Akimbo: 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).
Dude, Where's My Reward?: 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.
Dummied Out: This game contains some of the most well-known examples of this trope, such as All Bonds mode, the Citadel map, and the castle in the Dam level.
Inverted in 'Jungle'. Natalya is armed with the Cougar Magnum and 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.
Everything Fades: Enemies just disappear when they die, although their guns don't.
Exclusive Enemy Equipment: Most of the really cool guns belong to enemy soldiers, including the RC-P90, Automatic Shotgun and Grenade Launcher. Luckily you can pick them up for yourself after killing them.
Game-Breaking Bug: Or game breaking cheat in this case. The Invisible Bond cheat makes you 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. Then again, you're probably not playing the game with cheats to actually complete the missions, so this isn't a problem for most.
There's also a button-code that allows you to toggle invisibility on and off, so it's not as debilitating as that.
Get Back Here Boss: 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.
The Guards Must Be Crazy: Enemies will walk right past dead bodies and ignore bullets whizzing by their heads, since they only attack if they see you (or if you make a ton of noise). On the other hand, they also appear to be rather deaf and nearsighted.
Averted with the jailer in the Bunker, whose reaction to Bond trying to pull the "sick prisoner" gig is simply to state "You must think I was born yesterday".
Guns Akimbo: "Jungle" even includes grenade launcher in one hand, machine gun in another.
However, without the use of cheats, you can only dual wield if you kill an enemy who is dual wielding guns and take it from them.
Guns Do Not Work That Way: Rare didn't seem to understand the layout of the 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.
Hand Cannon: The Cougar Magnum is ridiculously overpowered, to the point of being able to shoot through metal doors.
Harder Than Hard: Beating the game on 00 Agent unlocks 007 modes, which can be customized to be as hard as the player wants. (1000% damage? Sure, Why Not?)
This has led to the custom License to Kill (one-shot, one kill applies to both the player and enemies) and Dark Agent (all maxed out stats) difficulties.
High Speed Missile Dodge: Rocket launchers fire rather slow projectiles to compensate for how much damage they deal.
Hollywood Hacking: Apparently, Natalya can hack into an advanced, secure network and disable a multi-million dollar piece of military equipment in about three minutes.
Hollywood Silencer: Silenced weapons are very quiet, though because of the rather strange mechanics they're not much more effective than single shots with unsilenced ones.
Hostage Situation: Several levels, including Frigate, and (most annoyingly) Train.
Implacable Man: Jaws especially, but also Trevelyan. Both shrug off gunfire and keep firing away at you.
Incredibly Obvious Bug: 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.
The Infiltration: Several levels, including the Bunker, and Jungle.
Just Between You and Me: During your meeting with Janus in Statue Park, he delivers a Motive Rant before dispatching his bodyguards to kill you.
Just Plane Wrong: The "Pirate" helicopter isn't a Eurocopter, it's an Apache.
Keep Circulating the Tapes: Before the Wii remake came around, getting any kind of re-release together was a copyright nightmare, requiring Nintendo (the game's former publishers), Microsoft (Rare's present parent company) and Activision (the current owners of the Bond license) to all agree on who gets the biggest share, which has kept this game off both the Virtual Console and Xbox Live Arcade. Perfect Dark, on the other hand, had no such issues.
Knockback: Waves of enemy soldiers will become Goddamn Bats due to their shots pushing you back and preventing you from firing your gun for a second because you got hit.
Luck-Based Mission: Unlocking Invincibility in "Facility" depends on the random location of Dr. Doak.
"Control" is partially a Luck-Based Mission 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.
"Aztec" depends entirely on whether the guards at the beginning throw grenades at you or not; if they do, you will die.
Made of Explodium: A legendary example of the trope. Everything that isn'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.
Made of Iron: Bond himself, but also Janus, Xenia, Jaws and any other "boss" characters can shrug off multiple gunshots and even explosions.
The Mafiya: Zukovsky's criminal gang and the Janus syndicate seem to have a Mob War of sorts going on between them.
Missing Mission Control: In some levels, they don't give you any useful information due to your being captured.
More Dakka: The 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.
Nintendo Hard: 00 Agent. And don't even try getting all the cheats; you'll be pulling your hair out by the time you're done.
Nobody Poops: Averted in the same area as the movie.
Only Six Faces: The generic Mooks are pretty much identical, leading to Déjà Vu after you mow down the same set of machine-gun toting minions three times in a row. The strange thing is that the game has over 40 random faces, but only a handful are used per load.
Outrun the Fireball: The ending of the Train; except, instead of the same six minutes Bond had given Alec, 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).
Respawning Enemies: 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 2 of your objectives. The only decent weapon you can get in this level is very, very noisy. Combine that with neverending guards and a lack of body armor in the level for a prime example of Nintendo Hard.
Songs in the Key of Panic: Whenever a critical moment happens in a level, the music will often change into a faster version of the level's theme.
Speed Run: 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.
Stop Helping Me!: Natalya will accidentally shoot you if you get in her line of fire during the Jungle stage. On the other hand, you can also trick Mooks into shooting each other as well.
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.
Urban Legend of Zelda: Rumors persisted about the purpose of the island across from the Dam at Arkhangelsk. Using a Gameshark code to walk there reveals that it has nothing but a non-working turret gun and an empty guard tower.
The Citadel was thought to be a myth... but was later discovered to really exist in the game's code as a testing level.
Then there's the infamous "All Bonds" option...
For the last time, Oddjob and Mayday do not appear in single-player mode, and Xenia is not anywhere in the Frigate level.
What Happened to the Mouse?: Mishkin simply disappears halfway through the game, whereas he was killed in the movie. It's never shown what happens to Boris either.
What the Hell, Player?: If you kill Boris Grishenko in Control, Natalya will scold you and refuse to help you complete the level.
A Wolf In Sheep's Clothing: Some scientists will pull out guns and start shooting at you if they're wounded, as will Valentin.
Wounded Gazelle Gambit: Bond tries this on the guard watching his and Natalya's cell in the second Bunker mission. However, he's too Genre Savvy to 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 Gameplay and Story Segregation (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).