Follow TV Tropes

Following

Video Game / GoldenEye (1997)

Go To

https://static.tvtropes.org/pmwiki/pub/images/Goldeneye-007_1509.jpg
One of the best reasons to have an N64.

The one with a legacy of being a good licensed game.

GoldenEye is a FPS video game adaptation of the James Bond movie 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, 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 Klobb sometimes).

The Motion-Sensor Bomb from this game would later show up in Super Smash Bros. and its first sequel,note  making GoldenEye the only licensed game to get any form of representation in the series.

See GoldenEye Wii for its Video Game Remake.


This game contains examples of:

  • Action Girl: Natalya in the Jungle. This is handwaved by explaining she got some firearms training in between levels.
  • Adaptational Heroism: 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.
  • Adaptation Expansion: 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.
  • A.K.A.-47: 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.
  • Alien Sky: The sky often has odd colors, particularly in Surface II where the night sky is crimson.
  • Always Close:
    • 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.
  • Arbitrary Minimum Range: 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.
  • Artificial Atmospheric Actions:
    • 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.
  • Artificial Brilliance: 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 Half-Life, this game set a lot of standards for enemy AI (though still rough, as the next trope shows).
  • Artificial Stupidity:
    • 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 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.
    • 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.
  • Artistic License – Physics: 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.
  • 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: Various levels have ceiling-mounted autoguns which will shred the player given the chance.
  • Autosave: The game uses auto save when you complete levels.
  • The Backwards Я: 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 "vepon armed").
  • Bag of Spilling: 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.
  • Bare Your Midriff: Xenia Onatopp's shirt.
  • Beating A Dead Player:
    • 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.
  • Big Damn Fire Exit: The Silo is a Timed Mission in which you must get to the elevator before either the Self-Destruct Mechanism or your own bombs go off.
  • The Big Damn Kiss: The ending has an extensive one between Bond and Natalya.
  • Big Head Mode: DK Mode is a Big Head and Arms Mode.
  • Bling-Bling-BANG!: The Golden Gun. Also, the Gold and Silver versions of the PP7.
  • Body Armor as Hit Points: 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.
  • Bond One-Liner: It's done with on screen texts, but Bond will still give the occasional quip on taking out a mook.
  • Boom, Headshot!: A frequent result of using the sniper rifle, and 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.
  • Boring, but Practical:
    • 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 Characters 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.
  • Bottomless Magazines:
  • Brutal Bonus Level: The Aztec bonus mission has tons of enemies in optimum positions to take you out before you can blink.
  • Bullet Proof Human Shield: 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.
  • The Can Kicked Him:
    • 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.
  • Casual Danger Dialogue: Trevelyan and Bond when they first meet. Natalya also does this a lot.
  • Cherry Tapping: With most weapons (but especially 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.
  • Cold Sniper: Literally. Bond gets a sniper rifle in the first Surface level, in an area covered with snow.
  • Color-Coded for Your Convenience: Enemies seem to follow a Law of Chromatic Superiority 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.
  • Commissar Cap: Ourumov wears one.
  • Complaining About Rescues They Don't Like: Natalya will sometimes do this.
  • Composite Character: In multiplayer mode, Oddjob is much smaller than other characters. In Goldfinger, Oddjob is not much shorter than Bond. For the game, he was likely combined with Nick Nack.
  • The Computer Is a Cheating Bastard: Enemies have Bottomless Magazines and often have Exclusive Enemy Equipment (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 know exactly where you are on the level, whether or not an alarm has been sounded. Fortunately, your Mercy Invincibility and the fact that you don't keel over in pain from each shot help to balance this.
  • Container Maze: Several levels have this feel, including the Depot and Control.
  • Coup de Grâce Cutscene: More than a few, like the endings of the Depot and the Cradle.
  • The Cracker: Boris and his hacking abilities.
  • Critical Existence Failure: 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 Elite Mooks 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  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.
  • Cruel and Unusual Death: Most of the time when Bond offs a Mook, 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.
  • Cutscene Incompetence: The ending of Surface II shows Bond running into a bunker and getting captured without even putting up a fight. note 
  • Damsel in Distress: 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 a hold 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. Moneypenny even lampshades this to a degree in the Train briefing: "That girl again, James?"
  • Dark Action Girl: Xenia uses guns more than her bearhug legs in this game.
  • Deadpan Snarker:
    • Q Branch and Moneypenny in the mission briefing screens.
    • Natalya gets a few snarks of her own in. However, they're chosen at random so they might be, for example, about how nice a plant looks.
  • Developers' Foresight:
    • 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 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 MI-6 budget cuts must have gotten, to send Bond out with no gun. Clearly 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.
  • Diagonal Speed Boost: Speedruns more or less require that you strafe everywhere.
  • Die, Chair! Die!: Nearly everything can be destroyed, 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.
  • Diegetic Interface: Bond's wristwatch for the pause menu.
  • Difficulty Spike: 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 Natalya.
  • Dirty Communists: The main enemies of the campaign. Come in many varieties, from basic soldiers to officers to Spetsnaz to a Lienz Cossack, though Janus isn't interested in Mother Russia.
  • Disney Villain Death: Trevelyan simply falls off the Cradle and dies, unlike in the movie (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. There is a fan patch that fixes this.
  • Do Not Drop Your Weapon: Enemies will continue clutching their guns until their very last hitpoint is taken away. Blasting It Out of Their Hands 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.
  • Doomsday Device: The GoldenEye satellite.
  • Dramatic Gun Cock: It's just the sound though.
  • Dual Wielding: 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.
  • 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:
    • 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.
  • Easter Egg: One of the programmers hid a ZX Spectrum emulator in the game's code just to see if it was possible.
  • Elaborate Underground Base: Bunker, Control, Aztec, etc.
  • Elite Mooks:
    • Some levels have troops in black, usually with better weapons, and wearing body armour. 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.
  • Enemy-Detecting Radar: Only in multiplayer, as singleplayer has no map/radar whatsoever.
  • Exclusive Enemy Equipment: 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 RC-P90 and Grenade Launcher Dual Wielding combo and Jaws's double AR-33 assault rifles.
  • Escort Mission:
    • "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 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.
  • Every Bullet Is a Tracer: Almost all shots from Bond's weapons are this.
  • Everything Fades: 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.
  • Fake Difficulty: Cranking up the difficulty from Agent to 00 Agent will make everyone against you extremely tough to bullets (even on head-shots) and give them dangerously better aim and damage to the point of The Computer Is a Cheating Bastard when under heavy pressure of finishing a Timed Mission or attempting to unlock any of the time-based cheat codes.
  • Finger Poke of Doom: In the multiplayer mode "License to Kill", any attack, no matter how minor, is fatal. Yes, even the basic slap attack.
  • Frickin' Laser Beams: The Moonraker Laser and Watch Laser.
  • Gadget Watches: Your watch is a little computer containing the game's menu, a laser, a magnet and a detonator. Oh, and it tells time.
  • 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. 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 Guide Dang It! when the code is never mentioned in-game.
  • Gentleman Snarker: Q.
  • "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.
  • Getting Crap Past the Radar:
    • Several mission briefings contain double entendres by Q or Moneypenny.
    • It's possible to shoot enemies in the groin, at which they will grab themselves and keel over.
  • Government Agency of Fiction: MI-6.
  • The Guards Must Be Crazy:
    • 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."
  • Guide Dang It!: Getting the Golden Gun in Egyptian.
  • 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).
  • Guns Do Not Work That Way: 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" difficulty modes, which is basically 00 Agent in terms of objectives, but it can be customized to be as hard as the player wants. (1000% damage? Yes.) 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.
  • Heroes Want Redheads: Bond and Natalya.
  • 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 Train.
  • Hypercompetent Sidekick: Natalya at times. The Jungle level proves it.
  • Hyperspace Arsenal: Taken Up to Eleven with the "All Guns" cheat: Bond has somewhere around 50-60 different weapons, including a tank cannon.
  • Imperial Stormtrooper Marksmanship Academy: Enemies are terrible shots at long range, being unable to hit you with any degree of accuracy using sniper rifles.
  • Implacable Man: 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).
  • Improbable Aiming Skills: 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 DD44 Dostovei which they wield with frighteningly high accuracy.
    • All enemies, who previously on lower difficulties 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.
  • 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.
  • Insecurity Camera: Several missions involve destroying these. They promptly explode. Instantly if you shoot them through the lens.
  • Instant Death Bullet: The famous Golden Gun, as well as the Golden PP7. In "License to Kill" mode, every bullet is this.
  • Instant-Win Condition: 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. However, you are not immune to being pushed off either...
  • Invisibility Cloak: The "Bond Invisible" cheat.
  • Irrelevant Importance: Killing people after they help you with objectives.
  • I Shall Taunt You: Trevelyan loves to do this.
  • It's a Wonderful Failure: Cradle ends with Bond falling off the antenna if you fall during the final duel.
  • Joke Weapon: 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 that won't always kill with one shot.
  • The Joys of Torturing Mooks: 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.
  • 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.
  • Kill Sat: The eponymous satellite. (Oh, excuse me, satellites.)
  • 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.
  • Knowledge Broker: Valentin Zukovsky.
  • Last Note Nightmare: The music in "Surface II" becomes dissonant when Bond is captured in the final cutscene.
  • Lock and Load Montage: Several levels begin with one.
  • Long Song, Short Scene: Nearly every single stage had two sound themes, but the second and more urgent themes are almost never heard in full, if at all.
  • 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.note 
    • "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:
    • 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  This is quite a (fatal) surprise the first time it happens.
  • 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. MI6 in this case favors Zukovsky.
  • Man in White: Baron Samedi.
  • Master of All: The 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.
  • Matrix Raining Code: Most computers have scrolling lines of green text.
  • Meaningful Name: Janus (the Roman god with two faces)note  and Xenia (Greek for "foreign" or "strange", even though she's Georgian, as we know from the film).
  • Menu Time Lockout: 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.
  • Mercy Invincibility: Uniquely for an FPS, this is played completely straight, and one of the quirks maintained in GoldenEye Source.
  • Missing Mission Control: In some levels, you don't get briefing information due to your being captured.
  • Mission Control: Your mission briefing from M and Q, as well as a remark from Moneypenny.
  • 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 in later levels.
  • Multiplayer-Only Item: Some characters only appear in Multiplayer, and many others only become playable in Multiplayer. The most notable example is Oddjob, whose low height is such a useful "ability" that a common house rule is "No Oddjob!".
  • 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.
  • No Fair Cheating: Playing with cheats on will not unlock anything.
  • No Scope: 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.
  • Noodle Incident: 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.
  • No-Sell: 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.
  • Oh, Crap!: When there's only 25 seconds left to escape in Silo, this music plays.
  • Offscreen Teleportation: Natalya seems to do this a lot.
  • One Bullet Magazines: Every weapon (except those with infinite ammo, like the Laser), but taken to the logical extreme with the Golden Gun.
  • One-Hit Kill:
    • 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.
  • One-Hit-Point Wonder: The "License to Kill" multiplayer mode.
  • One-Hit Polykill: The Magnum can do this.
  • Only Six Faces: 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.
  • Optional Stealth: 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 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.
  • Outrun the Fireball: The ending of the Train; except, instead of six minutes as in the movie, "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).
  • Pistol-Whipping: If you have the Sniper Rifle, your "unarmed" weapon is the butt of the rifle instead of your fists.
  • Punch-Clock Villain: Russian soldiers.
  • Punny Name: Bond's weapon of choice, the PP7, which is a play on the Walther PPK. Well, what comes before P in the alphabet?
  • Purely Aesthetic Gender: Multiplayer mode has not advantages or disadvantages to which gender you choose for your character.
  • Purposely Overpowered: The Golden Gun was just a gold plated gun in The Man with the Golden Gun, while in this game it's a one hit kill weapon.
  • Rapid-Fire Typing: Whenever anyone is typing, usually Natalya's hacking. You can also crank this Up to Eleven with the Fast Animations cheat to make Natalya's typing go insanely fast.
  • Reasonable Authority Figure: Defense Minister Mishkin is willing to listen to Bond, and lives in this game.
  • Recurring Location: The surface of Severnaya and the underground bunker within are revisited midway through the game.
  • Recurring Riff: 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.)
  • Red Filter of Doom: The screen turns red whenever Bond dies, mimicking the gunbarrel scenes from the movies.
  • Reliably Unreliable Guns: Your enemies' rifles will jam for no reason sometimes.
  • Renegade Russian: 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 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 Nintendo Hard.
  • The Reveal: Janus is Alec Trevelyan.
  • Revolvers Are Just Better: The Cougar Magnum is a beast of a handgun, and pretty much a One-Hit Kill most of the time. It's balanced with a slow fire rate.
  • Say My Name: Bond and Natalya do this a lot.
  • Self-Destruct Mechanism: In Silo, the whole place will explode in seven minutes from the start of the mission.
  • Self-Imposed Challenge:
    • Beating the game with the 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.
  • Sequence Breaking:
    • 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.
  • Set a Mook to Kill a Mook: It's difficult, but not impossible, to get enemies to run into each other's line of fire. 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.
  • Shoot Out the Lock: Some padlocks can be opened by firing at them.
  • Shoot the Hostage Taker: As in the movie, you shoot Ourumov to save Natalia.
  • Short-Range Long-Range Weapon: The automatic shotgun only works at full power when close to an enemy.
  • Shotguns Are Just Better: When close enough to the target, the Automatic Shotgun is a great weapon and more powerful than almost anything else in the game.
  • Shout-Out:
    • The soundtrack contains numerous musical elements from previous 007 film themes, such as Frigate's opening hook being inspired by Duran Duran's "A View to a Kill".
    • The micro-camera carried by Bond in some levels emblazoned with "007" on the lens is a direct nod to the camera from Moonraker.
    • Frigate's rhythm track was lifted from Faith No More's "We Care a Lot".
    • The labeling of crates with "banana" in Cyrillic is probably a reference to Rare's work on the Donkey Kong Country series.
  • Shown Their Work: The giant screen in the bunker has Cyrillic lettering on it which reads Severnaya.
  • Silliness Switch:
    • 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 Donkey Kong.
    • 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 Slow Motion used in Baywatch.
  • Slow Doors: The brownish metal doors from the Facility and other levels.
  • Sniper Scope Sway: You need to be very careful when aiming to get the right shot.
  • Sniping Mission: Surface I is easiest when taking out one enemy at a time, before they see you.
  • 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.
    • The music in the Silo has a high BPM, which is fitting since it's a timed mission.
  • Spared by the Adaptation:
    • 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.
  • 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.
  • Spiritual Successor: Perfect Dark (game engine, some assets, similar gameplay) and TimeSplitters (same developers who left Rare to form Free Radical).
  • Spread Shot:
    • 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.
  • Staying Alive: 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 One-Hit Kill weapon that kills any enemy instantly. But every time Bond shoots him, he lets out an Evil Laugh and reappears somewhere else in the level. After killing him three times and 'completing' the mission, Samedi *again* shows up.note 
  • Stealth-Based Mission: Several, including both Bunkers.
  • Stuff Blowing Up:
  • The Syndicate: The Janus Syndicate.
  • Tank Goodness: The third level, and again later in the game where you reenact the tank chase from the movie. Just be careful with the cars and mines, you can still die.
  • The Elevator from Ipanema: 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.
  • Theme-and-Variations Soundtrack:
    • The entire soundtrack is comprised of variations on James Bond's theme song.
    • Suspiciously Similar Song: The music that plays at the main menu sounds vaguely like a James Bond remix of "Kashmir".
  • Themed Cursor: Your menu cursor is a crosshair.
  • Timed Mission:
    • 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 Always Close.
    • When playing in Agent difficulty, the Silo mission isn't timed. Streets and Cradle still are, though.
  • Translation Convention: Translated Russian is displayed in brackets instead of quotation marks.
  • Trial-and-Error Gameplay: 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.
  • Unflinching Walk: The ending of Streets has Bond doing this.
  • Unnecessary Combat Roll: Enemies love this one.
  • Unwinnable by Design: 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).
  • Video Game Cruelty Potential:
  • Weak Turret Gun: Drone guns. They can put a lot of hurt on you in a short amount of time, but are fairly easy to destroy.
  • Weapon of Choice: The PP7 for Bond, the Cougar Magnum for Natalya, the DD44 for Ourumov, the AR33 for Trevelyan, etc.
  • We Can Rule Together: Trevelyan taunts you with this.
  • 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. You can follow him to the top area of the level, but he'll walk through a grate and disappear. And in the area where he vanishes, you can find a bulletproof vest.
  • What the Hell, Player?: If you kill Boris Grishenko in Control, Natalya will scold you and refuse to help you complete the level.
  • What Measure Is a Mook?: Killing civilians? Pure evil. Killing dozens of soldiers? Awesome.
  • Why We Are Bummed Communism Fell: A major part of the plot.
  • A Wolf in Sheep's Clothing:
    • 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.
  • Wounded Gazelle Gambit: 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 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).
  • You Are Too Late: In multiple levels.
    Trevelyan: Too slow, James!
  • You Shall Not Pass!: The Escort Mission in Control.
  • You Shouldn't Know This Already: Further to the Guns Akimbo 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.
  • Zerg Rush: Whenever an alarm sounds. You can also tell by all of the bad guys that wear sunglasses.

Top