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One of the best reasons to have an N64.
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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).

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The Motion-Sensor Bomb from this game would later show up in Super Smash Bros. 64 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.


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This game contains examples of:

  • Action Girl: Natalya in the Jungle. She uses her cougar magnum and delivers many one-liners. 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.
  • Adaptational Name Change: The prototype Tiger helicopter Xena steals in the movie is renamed "Pirate" here.
  • 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, that Bond never visits the silo, 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-pattern rifle 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 because you still need to wait for Natalya to finish hacking into Boris' account to figure out Janus' hideout.
  • Arbitrary Gun Power: The RCP-90 is stronger that the AR33 Assault Rifle, even though the RCP uses pistol ammo and the AR33 rifle ammo.
  • 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. Generally, they simply run away and disappear offscreen (with the message "Hostage Escaped"). If you follow them, however, they never disappear, and you can see that they simply run aimlessly about the ship at top speed. Although there's nowhere for them to escape to anyway (the only possible way to leave the ship would be via Bond's tiny one-man motorboat, unless they wanted to try swimming it).
    • 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. The scientists in the Facility level will go sprinting for the bathroom once you leave them alone (where they simply dematerialize without explanation). The same thing happens to Boris if you follow him in Control. The civilians in the Street level simply run around in little circles... through minefields.
  • 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 much less of a threat, 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. Also, they fire one burst, and then stand around defenseless for a short period of time.
    • 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.
    • Averted in Bunker II, since you were captured at the end of Surface II and your weapons confiscated.
  • Bare Your Midriff: Xenia Onatopp's shirt, which she always wears.
  • 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. Can be activated with a cheat.
  • 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. Natalya does it also in Jungle.
  • 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 silenced PP7 only has seven bullets and lacks the coolness of huge guns, but as it doesn't cause Respawning Enemies and ammo is almost unlimited, it's very practical
    • 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. If you use single-shot, it won't attract guards. It's easily the most widespread gun in the game, being used by a large majority of the Russian soldiers encountered.
    • The DD44 Dostovei is pretty average, but if you use it correctly it can be deadly (in multiplayer, it's too loud for single player).
  • Bottomless Magazines:
    • 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.
    • Your enemies never run out of ammo, even when using the same weapons you do.
  • Bragging Rights Reward:
    • The hardest cheats to earn - Invincibility, All Guns, and Infinite Ammo - are the hardest to obtain in the game, requiring beating 00 Agent levels with extremely strict time limits. If you're good enough to clear them with such strict time limits, you certainly don't need them.
    • 007 mode is unlocked by beating every stage on the hardest difficulty. If you're good enough to beat every stage on the hardest difficulty, you aren't going to need a mode where you can set enemy health and damage.
  • Brutal Bonus Level: The Aztec bonus mission has tons of enemies in optimum positions armed with lasers and AR33s to take you out before you can blink, many drones, quite a confusing layout and difficult objectives.
  • 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.
  • Cap: You can plant a large number of remote mines but the program and hardware limitations won't allow all of them to detonate at once (otherwise it would've froze or crashed the game). Instead, the remote mines will detonate in sequence going from the first mine that was planted to the last one.
  • 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 all the time, just like in the film.
  • Complaining About Rescues They Don't Like: Natalya will sometimes do this, especially on Control.
  • 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 can shoot through other guards while you cannot. 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 (consists almost exclusively of containers) and Control (the end).
  • Coup de Grâce Cutscene:
    • Cradle: After Bond has shot Trevelyan, he falls to his death in a cut scene.
    • Egyptian: It's possible to shoot Baron Samedi a 4th time during the final cutscene with the right controller layout.
  • The Cracker: Boris and his hacking abilities. Here he's Bond's only way to crack the computer in Bunker.
  • 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. She is a tough opponent in Jungle.
  • Deadpan Snarker: 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.
    • Shooting at a scientist twice causes them to pull out a DD44 Dostovei and start shooting. In the Facility mission, they even throw hand grenades. Likewise, shooting at Dimitri Mishkin or 006 (only in the Facility mission) will cause them to fire at you.
    • 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 MI6 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.
    • Aztec has no defined exit, so the player can finish the game anywhere, with no known bugs coming up.
    • Caverns has the so called "race". When Bond is for whatever reason faster than Trevelyan, all doors will be opened up and the level can be done much quicker (the doors open painfully slow).
    • Enemies have a variety of death animations depending on where they were shot. Hitting them in the groin causes them to clutch their private parts and fall slowly to the ground, and even as they're lying down, they will wince in pain for some time before dying. Blowing them up causes them to be sent flying through the air and land on their front or back depending on which way they're thrown, the size of the explosion and where they were standing.
  • Diagonal Speed Boost: Strafing makes Bond a lot faster. 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 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. Set to fire on London by Janus.
  • 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.
  • Dummied Out:
    • One that isn't as frequently mentioned is the presence of alternate skins for the St. Petersburg civilians and female variants of both the civilian and scientist NPCs, all of which can be seen in the final casting reel after the credits but never show up during gameplay. According to the fellas at The Cutting Room Floor, the varied civilian models were cut down to just one due to the already high texture-memory use in the map alone, and consequently were left out as leaving them in would make the level's performance utterly unplayable.
    • A number of alternate music tracks for several levels are present in the files, but not played in-game due to bugs, oversights, or just not having the room (the game only supports 2 music tracks per level). However, many of them can be heard in the multiplayer mode as tracks are randomly played.
    • Two multiplayer maps, Cradle and Statue, were Dummied Out due to technical issues (the Cradle map caused massive slowdown due to the size of the level, while the Statue map was simply too dark and made it difficult to track down other players). A Gameshark or the like can be used to play these maps, and besides the aforementioned issues they are effectively complete and functional.
    • A minor example; the "Egyptian" level was intended to have its sky turn red after killing Baron Samedi twice, but a bug in the code prevents this from occurring.
  • 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. They all are deeply underground and contain heavy weapons and military equipment.
  • Elite Mooks:
    • Some levels have troops in black, usually with better weapons, and wearing body armour (especially in Statue and Caverns). 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 includes Xenia's RC-P90 and Grenade Launcher Dual Wielding combo.
  • 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.
  • Evil Laugh: Baron Samedi cackles a lot while you try to dispatch him three times in the Egyptian level.
  • 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. Only the Klobb has per-shot damage so laughably small as to be capable of non-fatally wounding a player on this mode.
  • Frickin' Laser Beams: The Moonraker Laser and Watch Laser both have clearly visible trails.
  • 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.
  • Gatling Good: The sentry guns rapidly spray bullets at the player, but they can be avoided by staying out of their line of sight. The ceiling mounted version can be destroyed by shooting or firing a rocket at it, while the version found in the Jungle and Egyptian levels comes with two Gatling guns mounted on a tripod, and can only be destroyed by explosives.
  • 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.
  • 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. Bond has to use a very specific sequence of steps that are nowhere hinted at.
  • 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: The RCP-90's 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.
  • 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:
    • Frigate: Bond has to rescue several hostages (increasingly so on higher difficulty levels)
    • Train: The bad guys hold Natalya hostage and Bond has to free her.
  • Hyperspace Arsenal: Bond has somewhere around 50-60 different weapons, including a tank cannon with the "All Guns" cheat.
  • Imperial Stormtrooper Marksmanship Academy: On lower difficulties, 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 never misses her target.
    • 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.
  • 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 will usually not fail the mission.
  • I Shall Taunt You: Trevelyan loves to do this, especially on Control and Cradle.
  • 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. He does the same thing in Cradle.
  • Just Plane Wrong: The "Pirate" helicopter isn't a Eurocopter, it's an Apache.
  • Knockback: Waves of enemy soldiers will become annoyances due to their shots pushing you back and preventing you from firing your gun for a second because you got hit.
  • Last Note Nightmare: The music in "Surface II" becomes dissonant when Bond is captured in the final cutscene.
  • Lock-and-Load Montage: Almost all levels begin with one, where Bond loads his [PP7.
  • 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.
    • There are two tracks used in the elevators in the Control and Water Caverns stages, and are fairly detailed pieces that are each 30 seconds long. However, unless you deliberately stop and listen (as nothing requires you to be in the elevator for a lengthy period of gameplay time), the most you'll hear of each track is about 5 seconds.
  • Luck-Based Mission: Unlocking Invincibility in "Facility" depends on the random location of Dr. Doak.note 
  • 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 always wears a white suit and cylinder.
  • The Many Deaths of You: When a mook is killed, they crumple to the floor or leap into the air, but there are specific death animations whenever they're hit in certain areas:
    • For headshots, they hold one hand up to their ear and fall on one knee, bending their head down for a while before falling on their back.
    • For jaw or neck hits, they hold both hands up to they neck and squirm about for a while, then fall to their knees (still clutching their neck) and eventually collapse.
    • Groin attacks will cause them to clutch their private parts and fall slowly to the ground, and even as they're lying down, they will wince in pain for some time before dying.
    • Hitting them in the torso causes them to rock back and forth in agony for a brief moment before collapsing on their back.
    • If they're directly in front of an object such as walls, they will stumble backward and collapse against a solid object, dying in a sitting position with the legs out straight.
    • Blowing them up causes them to be sent flying through the air and land on their front or back depending on which way they're thrown, the size of the explosion and where they were standing. Sometimes, they will do a barrel roll before lying down.
    • Steamrolling a mook with the tank or blowing them up causes them to fall back with the legs flying up in the air or leap to the side, then hit the ground and lay still.
  • Matrix Raining Code: Most computers have scrolling lines of green text. They appear mostly in Bunker.
  • Meaningful Name: Janus (the Roman god with two faces) 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.
  • Missing Secret: There are 23 unlockable cheats, not the symmetric 24, generally assumed to be due to a missing level which would give a cheat called "line mode." This is accessible by a button press code, but has no legitimate unlock method in the final game.
  • 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, as it fires 80 rounds in very quick succession. 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 is the highest (regular) difficulty setting. You have a lot of objectives that force you out of your direct way to end, the guards have good reaction and aim and you don't have much health, so this game takes a huge step up from the already not so easy Secret Agent mode. Getting all the cheats makes the game even harder, especially on Facility and Archives.
  • 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.
  • One Bullet Magazines: Every weapon (except those with infinite ammo, like the Laser) have this. Taken to its conclusion with the Golden Gun, that takes this trope literally.
  • 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 on any difficulty.
    • In multiplayer, everything is a one-hit kill on License to kill mode.
  • One-Hit-Point Wonder: The "License to Kill" multiplayer mode, every player is this.
  • One-Hit Polykill: The Magnum can shoot through several guards at once with deadly force.
  • 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 "the same six minutes you gave me" as in the movie, 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.
  • 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 no advantages or disadvantages to which gender you choose for your character.
  • Purposely Overpowered:
    • The Golden Gun was just a gold-plated (and in fact purposely underpowered) gun in The Man with the Golden Gun, while in this game it's a one-hit-kill weapon.
    • 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.
  • 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.
  • 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, exactly like in the film.
  • 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.
  • Self-Destruct Mechanism: In Silo, the whole place will explode in seven minutes from the start of the mission.
  • Self-Imposed Challenge:
    • Directly invoked by the game with the unlockable 007 mode, where the player can set up things like enemy health, enemy accuary etc., that go well beyond 00Agent standard. The most popular ones are LTK (license to kill) where all stats are set to maximum besides enemy health and DLTK (dark license to kill) where all stats are maxed out, making the game only playable for very advanced players and some levels become almost unwinnable note 
    • Also invoked with the "enemy rockets" cheat that gives many of the guards rocket launchers and can be combined with 007 mode.
    • Beating the game with the Klobb as your sole weapon. It has the worst accuracy and power in the game.
    • In multiplayer: Jaws has the largest hitbox due to being the tallest character in the game so picking him 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.
  • Sentry Gun: Various levels have ceiling-mounted autoguns which will shred the player with bullets if they're in the line of sight, but are fairly easy to destroy. The Jungle and Egyptian levels have tripod-mounted variants as well.
  • 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 toonote . 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 to 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, just like the in the first level.
  • Shoot the Hostage Taker: As in the movie, you shoot Ourumov to save Natalya.
  • 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 Facility and other levels like Caverns.
  • 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. You even start out with a sniper rifle.
  • 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: GoldenEye has one of the most active speedrun communities, with world records being tracked on The Elite. 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. Run and gun won't get you far here because of Respawning Enemies. With avoiding noise you can even completely clear Bunker 2 of all guards.
  • Stuff Blowing Up:
    • The end cutscenes of the Silonote  and Train.
    • Not to mention the computers, the monitors, the filing cabinets, the chairs, the boxes...
  • The Syndicate: The Janus Syndicate. The main antagonist in the game with ties to the Russian mafia.
  • 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.
  • Themed Cursor: Your menu cursor is a crosshair.
  • Timed Mission:
    • The Silonote , as well as the Streets and Cradle (only until you blow up the consoles controlling the satellite).
    • Train has a timer too that is almost impossible to beat on 00Agent before the bomb goes off.note 
  • 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. He walks away from the tank while everything blows up behind him.
  • Unnecessary Combat Roll: Enemies love this one, although they're still difficult to hit then.
  • 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 a general rule, many levels give you things to do (like placing a bug), to find (like the golden gun), or to avoid (like killing scientists) and if you fail, the levels will be unwinnable and the player has to restart. Other well-known instances are:
    • In Facility destroying the computer that operated the remote door leaves the player completely stuck in this room. Killing Dr. Doak will prevent Bond from entering the bottling room (00Agent only) and damaging the tanks in the bottling room will lock the exit doors and Bond will be killed by poisonous gas.
    • In Surface 1 destroying the console instead of powering it down will fail the mission (however you have to destroy it in Surface 2).
    • In Bunker 1 if you kill Boris, you can't steal the data with your data thief and fail (00Agent).
    • In Statue failing to meet Valentin or killing him beforehand fails the mission. Also encountering Janus with your gun equipped will get you nowhere.
    • In Control if you destroy the computer in the elevator hall or kill Boris, Natalya will refuse to help you and abort the mission. However players get around the 2nd one with a glitch.
    • In Caverns if you destroy the radio (and this is very easy to do) you won't be able to contact Jack Wade, thus fail (00Agent)
    • In Aztec destroying the computers that are needed to open doors will get you stuck with no way around it. Also, if you fail to reprogram the shuttle you still can launch it, but the mission will be a failure.
  • Useless Item: In Silo you can collect Ourumov's briefcase and key, which are completely irrelevant for progression.[[note]]They do in fact open the silo's roof but there's nothing to gain from it. There are rumors that this was intended to be an objective related to launching nukes that was later dropped from the game and the items still left in there.
  • Video Game Cruelty Potential:
    • Shooting or squishing too many civilians will fail the mission. Note that it isn't any civilians, which will shout out loud when ran over.
    • Try using dual Klobbs on guards and only tap the Z button. Fast animation cheat might increase enjoyment.
  • Video Game Cruelty Punishment:
    • Killing too many scientists and civilians or Boris on Control will fail the mission.
    • Shooting scientists in the limbs may cause them to draw guns or even pull out grenades (though they're more likely to run away rather than retaliate).
  • 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. Bond will never take this chance however.
  • What Happened to the Mouse?:
    • Mishkin simply disappears after the mission "Archives", 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. In the movie, Boris is frozen solid after the destruction of the GoldenEye.
  • 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. note 
  • A Wolf in Sheep's Clothing: Sometimes, scientists will pull out guns and start shooting at you if you've wounded them, as will Mishkin and 006 (only in the Facility mission). On higher difficulty levels, the scientists 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 (with Natalya also snarking at 007's failed attempt). 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: Trevelyan will taunt Bond with this on multiple levels.
  • 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.

 
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Gaming in the Clinton Years

When playing "GoldenEye" (the N64 video game), George Wood tells his reactions about the scene in which Bond jumps, then jumps again at a different angle.

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