Good Bad Bugs: Playing the game on a modern computer will have an unexpected benefit. Time will pass more rapidly, meaning your income will flow amazingly fast and your research will be done in record time. Early missions will then become a joke since your squad will be able to equip the latest weapons and body modifications.
Syndicate Wars has a bug in the PC port, where you sell a weapon from the first three agents, select all the agents, then select the weapon you want to buy or sell. In this case, the sell button is still active. This can be done ad nauseum for easy money, and even before you begin the first mission of the game.
Most Wonderful Sound: The Persuadatron working its magic. The exact same sound has been inherited by the 2012 game.
The minigun's short bursts of death. Again, inherited directly.
The jingle that plays once you've finished a mission.
There's also the agent 'recruitment' process, which involves finding a random innocent civilian with the appropriate physique, kidnapping them, implanting a mind-control chip in their brain to suppress their free will, then strapping them into the aforementioned device to receive modifications.
The expansion pack, despite using the same map structure in the original game, is much harder than the original. You practically need to memorize the map and in-mission events before you can even attempt to complete the level.
Even more surprising is the very first thing that happens in the sequel, Syndicate Wars. Your one agent starts on a long exposed dock, and is immediately shot in the face with the most powerful weapon from the original game.
The Atlantic Accelerator. To elaborate, all the syndicates and the guards have teamed up to take you and your agents down, and they are all durable and armed to the teeth. Unless you have agents with lasers, shields, launchers, or a combo of the three, this mission will be impossible to complete.
The space station level at the end of Syndicate Wars. What makes it most obnoxious is that being on a space station, any explosion will take out the entire level and your agents. And almost every single enemy agent in the level carries a bomb which will be armed upon death.
The first level of Syndicate Wars has your brand new agent on a platform with a long walkway with no cover to run across toward a couple of guard towers with gauss guns. RN Gesus help you.
2012 Series Reboot:
Anvilicious: Richard Morgan stated that the themes in the original were "subtle" and he was "playing them up," which seems to translate to beating you over the head with the idea that the Crapsack World of Syndicate is, in fact, not nice.
Breather Level: The levels "EuroCorp," "The Floating City," "Downzone," and "Human Resources" feature no actual combat, and focus more on world-building and exposition.
Complete Monster: Jack Denham, EuroCorp's power-hungry CEO, and Agent Jules Merit, his bloodthirsty enforcer, are a monstrous duo. While Jack kidnaps babies to turn them into soldiers and eliminate any competition to his corporation, Merit happily leads his men and guns down any unfortunate civilians caught in his sights, encouraging his subordinates to do the same. Wishing to take the whole world under their grasp, Jack has a block of rioting civilians starved to death for opposing him, and when they learn of a scientist under them going rogue, Merit uses Electric Torture to mentally break her.
Nightmare Fuel: Chip extraction. This is done with a specialized tool which consists of a handle with a spike at the end which you jab into a person's ear or nostril, whereupon thin cables extend from the spike, dig into the brain and tear the chip out. The game gives you a lovely X-ray view of the head so you can better appreciate what is happening.