- Awesome Music: "Act On Instinct" is far and away the best song on the original soundtrack and the first to be played by default on missions. Updated remixes, sadly, don't do it justice.
- "Holy Shit!" Quotient: Don't pretend you didn't have that reaction to seeing Seth shot in the head.
- From Beyond the Fourth Wall: Possibly done during the 5th GDI mission when EVA connection with GDI command is severed forcing a re-route through multiple cities before getting a single response out of Las Vegas.
- Most Annoying Sound: "Silos needed."
- The trick to avoid losing money through storage overflow is to construct a building and then cancel it. The Tiberium is converted into hard cash which frees up the need for Silos.
- "Cannot comply, building in progress". This phrase you will hear a lot because this game predates the concept of production queues in RTS, so the only way to build up an army quick is to rapidly click on the button that produces them. Which inevitably ends up with this message telling you that it's busy.
- Most Wonderful Sound: "Ion Cannon ready"
- Polished Port: The N64 version of Command & Conquer sacrificed full motion video to make the maps, vehicles, buildings, and superweapons in 3D.
- The Sony PlayStation edition is a more minor case, featuring the Covert Operations expansion and a few missions exclusive to the system. On the other hand...
- Porting Disaster: The port itself might or might not be unplayable, depending on your tastes. It didn't actually support the yet-to-be-released PlayStation Mouse (despite being hyped up before release that it would support the mouse), so it's all thrown on the regular, non-analog gamepad. None of the advance commands that may come in use (like team creation and selection) are ever pointed out ingame, so the manual is your only savior. Apart from that, though, the controls are at their most comfortable, but then you need to know that C&C runs at really lush speed... Which can't be changed anywhere.
- Scrappy Mechanic:
- Loading infantry up into transports had to be done one at a time; even if you group-select them and tell them to get into the APC or transport chopper, only one guy will go at a time. This was fixed in Red Alert and beyond.
- Having to build right next to a structure, rather than within a certain area of it. This mechanic made it so that player-created bases are often cluttered and hard to maneuver, which is not at all helped by poor AI pathfinding. Like the above, it was fixed in Red Alert and all subsequent titles.
- That One Level:
- Many people who were either playing through the game for the first time or were very used to the concept of base-building and unit-production usually got stuck on a mission where you couldn't produce any units. Such was the case of GDI Mission 4 and NOD Mission 6 which required you to just retrieve an important item instead of using brute force to destroy all the enemies.
- Nod Mission 6 is notoriously unforgiving. Regardless of which path you choose, you must get into a GDI base, steal the Nuclear Detonator Crate, then get out through the other way to rendezvous with your extraction chopper. What the game doesn't tell you is that to finish the mission, the unit that captured the crate must make it to the chopper, not just any member of your army. This is a huge problem because whoever the unit is, he probably sustained heavy damage and is only two dog farts away from dying, and you gotta penetrate through the other end of the base, which still has guard towers up. To make it worse, due to assaulting the base almost all enemy troops are converging on your units, and this is a no-base mission.
YMMV / Command & Conquer: Tiberian Dawn
YMMV page for the overall series: