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GoldenEye (1997) (Video Game)

 GoldenEye (1997) (Video Game)
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TVTItem
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game)
 GoldenEye (1997) (Video Game)
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GoldenEye1997
 GoldenEye (1997) (Video Game)
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GoldenEye 007 (also known simply as GoldenEye or GoldenEye 64) is an FPS video game adaptation of the James Bond movie of the same name, made by Rare for the Nintendo 64 in 1997, notably two years after the movie came out.The majority of the game's missions are directly lifted from the film, with some slight alterations and omissions. Two 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, three of the other Bondsnote George Lazenby is left out.), 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. 64 and Melee before being drastically redesigned, making GoldenEye the only licensed game (and one of only two non-gaming franchises) to get any form of representation in the Super Smash Bros. series. note The other non-video game IP being Mickey Mouse, by way of the emblem on Sora's keychain in Super Smash Bros. Ultimate.Complex licensing issues between Nintendo, Microsoft (who purchased Rare in 2002), and James Bond rights holders Metro-Goldwyn-Mayer and Eon Productions initially prevented any sort of rerelease — most notably, a planned Xbox 360 Live Arcade remaster that was nearly completed — but two new releases of the game were eventually announced in September 2022 to commemorate the title's 25th anniversary. The original N64 version would be made available for Expansion Pack tier Nintendo Switch Online subscribers, with online play supported via the app's built-in online multiplayer functionality; meanwhile, Xbox Game Pass subscribers would receive a remastered version developed by Code Mystics in collaboration with Rare featuring achievements, 4K resolution, a smoother framerate and local split-screen multiplayer, with owners of digital copies of the compilation title Rare Replay getting it for free. Both versions released on January 27, 2023.note The Japanese NSO release was delayed until November 30. Due to having a CERO Z (18+) rating in Japan, Nintendo created a new "Nintendo 64 - Nintendo Switch Online 18+" app for the title, in order to avoid having to bump up the age rating for the main N64 app.See also GoldenEye (2010), a Video Game Remake developed by Eurocom and published by Activision for the Wii in 2010, with an Updated Re-release for the Xbox 360 and PlayStation 3 following in 2011. And despite the name, the 2004 Bond game GoldenEye: Rogue Agent is not plot-related.
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 GoldenEye (1997) (Video Game) / int_10b6b5f7
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Cherry Tapping
 GoldenEye (1997) (Video Game) / int_10b6b5f7
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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.
 GoldenEye (1997) (Video Game) / int_10b6b5f7
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"Get Back Here!" Boss
 GoldenEye (1997) (Video Game) / int_10f5b375
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"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.
 GoldenEye (1997) (Video Game) / int_10f5b375
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Coup de Grâce Cutscene
 GoldenEye (1997) (Video Game) / int_11204355
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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.
 GoldenEye (1997) (Video Game) / int_11204355
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Gatling Good
 GoldenEye (1997) (Video Game) / int_128e4ba8
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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, with the Jungle variant destructible via assault rifle fire.
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 GoldenEye (1997) (Video Game) / int_13f5b1b
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Instant-Win Condition
 GoldenEye (1997) (Video Game) / int_13f5b1b
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Instant-Win Condition: On Aztec your objective is to reprogram and launch the shuttle. Once you do this, after a short countdown, the level ends no matter where you are or what you're doing. This is the only level where you don't have to reach an exit.
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A Wolf in Sheep's Clothing
 GoldenEye (1997) (Video Game) / int_14e41a53
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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.
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Crate Expectations
 GoldenEye (1997) (Video Game) / int_14e569d5
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Crate Expectations: The game has towering piles of crates Made of Explodium. Sometimes there are guns inside. Special mention goes to the crate on the penultimate level which holds a smaller crate, which breaks open to reveal an even smaller crate, and that one can then be broken to find an even smaller crate, and in turn that one holds a TV that's larger than the previous crate itself, and inside the TV is the only pair of dual-wieldable assault rifles in the entire game.
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Chaos Architecture
 GoldenEye (1997) (Video Game) / int_1527e9ae
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Chaos Architecture: You visit the same place twice. It's seven years between visits, so naturally they've added extensions to the place, but the old parts of the building remain the same, so much so that when you are navigating your way around with relative ease, your companion asks if you have been there before.
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Big Damn Fire Exit
 GoldenEye (1997) (Video Game) / int_1563860d
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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. On Agent, the timer starts when you plant the first bomb (or if, since it's merely optional there), but on other difficulties, the timer starts as soon as the level does.
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Purely Aesthetic Gender
 GoldenEye (1997) (Video Game) / int_164583e3
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Purely Aesthetic Gender: Multiplayer mode has no advantages or disadvantages to which gender you choose for your character.
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Only Six Faces
 GoldenEye (1997) (Video Game) / int_18a84025
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Only Six Faces: The generic Mooks are nearly 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.
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Hard Mode Filler
 GoldenEye (1997) (Video Game) / int_19b89d63
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Hard Mode Filler: The game has two missions set on Severnaya Zemlya. The Surface level of the second is at night and noticeably difficult, while the second trip to the Bunker starts as a No-Gear Level and has several new rooms added.
 GoldenEye (1997) (Video Game) / int_19b89d63
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Lord British Postulate
 GoldenEye (1997) (Video Game) / int_1a1ea492
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Lord British Postulate: There's a glitch involving using two controllers at once allows the player to fire on characters during cutscenes from the camera's perspective, instantly killing any that are hit. This includes Baron Samedi during his The End... Or Is It? moment. This has no gameplay impact whatsoever, though. A similar trick is to place explosives where a character will appear during a cutscene. The villain gets two words into their spiel before flying face-first across the room.
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Modular Difficulty
 GoldenEye (1997) (Video Game) / int_1a24cb20
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Modular Difficulty: The unlockable 007 difficulty setting allows for fine tuning of enemy health, damage, accuracy, and reaction speed. This can be set as low as possible for a simple jaunt, or everything cranked up to maximum difficulty for a challenge well beyond even the standard 00 difficulty.
 GoldenEye (1997) (Video Game) / int_1a24cb20
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Sniper Scope Sway
 GoldenEye (1997) (Video Game) / int_1a27695c
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Sniper Scope Sway: You need to be very careful when aiming to get the right shot.
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The Cameo
 GoldenEye (1997) (Video Game) / int_1b65dfad
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The Cameo: Alongside the Goldeneye cast, you can also play as Oddjob, Baron Samedi, Jaws, and Mayday in multiplayer. In the credits they are introduced as 'Guest Stars'. As a piece of trivia, this lineup of past villains is identical to the boss fights in the previous Bond video game, 1993's James Bond 007: The Duel.
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Unwinnable by Design
 GoldenEye (1997) (Video Game) / int_1bd4c0bf
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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. There are many ways to fail, e.g. destroying the plane on Runway, failing to rescue enough hostages on Frigate, encountering Janus with a gun equipped on Statue, destroying the radio on Caverns (00 Agent)... so many in fact that there's a whole guide on this topic. The game will tell you right away when an objective has been rendered impossible to complete, so while you still can continue playing the level, it's clear it's a failure. However there are instances where the game will NOT tell you that you messed up (or at least, not until much later) and it will not be obvious that you reached a dead end. Examples of these are: In Facility there are two instances where you can get stuck in the level with no way to reach the bottle room. While destroying the consoles that operate critical remote doors (one in the beginning, two later on), this will not screw you, because there will be a scientist with a key card that opens all doors that you can use. However if this scientist is dead before you can pick up the card AND the consoles are destroyed AND you cannot lure any more guards to open the doors for you (which is possible on the 2nd door but only a limited amount of times) you will be trapped. In Silo (00 Agent only), you have to put plastique on bottle tanks, and these tanks cannot be destroyed in any other way. If you misplace too many of your plastiques, you won't be able to do this, as there's not way to collect any more plastiques, and thus fail. In Archives (Secret Agent and 00 Agent only) you have to get a safe key from Mishkin to complete an objective. In the room where he waits for you, if you shoot in his direction, even if you miss, he will permanently turn hostile, not helping you anymore, thus you cannot get the key. In Train (00 Agent only), Natalya has to hack the computer after you saved her from Ourumov. The problem is, if you fail to hit Xenia as well during the hostage situation (after shooting Ourumov she's vulnerable for a short period of time) the countdown will not give you enough time to complete all objectives and the train will explode before you can leave with everything done.note There are two known ways to still beat the level even if you don't hit Xenia, one is with a sequence break that allows you to exit the train early, the other is a million-to-one probability that Natalya survives the explosion), making the level unintentionally winnable again. In Control there are three ways to reach a dead end: if you destroy either the computer in the elevator hall or the one in the main hall (where Natalya has to do her hacking) you will fail once Natalya notices what you have done (you can't undo any of this). Also, if you kill Boris, Natalya will refuse to help you any further and abort the mission. There won't be any indication of this until you meet her again.note There is a glitch which allows to kill Boris and still complete the mission but this is not standard gameplay.
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Cruel and Unusual Death
 GoldenEye (1997) (Video Game) / int_1e584efa
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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.
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Nigh-Invulnerability
 GoldenEye (1997) (Video Game) / int_1f7c89f6
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Nigh-Invulnerability: Various characters and bosses based on the programming scripts. Scripts may cause characters to not take any damage at all or can only be damaged in certain timing windows. Here are a couple of instances: General Ourumov cannot die until the end of Train. He's unkillable in both Facility and Silo, though dealing enough damage to him in Silo will cause him to drop his briefcase (which, due to being part of cut content, has no purpose in the final game). Xenia Onatopp cannot die in the Train level. While you can trigger an event that delays the time, there is no way of killing her. Trevelyan cannot die in the Statue, Train, Control, or Caverns. Trevelyan will either shoot, run, etc. based on player's location. He may just disappear from the game to allow more characters to spawn. Trevelyan in the Cradle can only be damaged in certain spots in the game, particularly in standby positions or at the bottom of the Cradle itself. When he is running and not in the bottom of the cradle, he cannot be damaged at all.
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Bloodier and Gorier
 GoldenEye (1997) (Video Game) / int_1f963842
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Bloodier and Gorier: It's not a Doom-style gorefest, but enemies react realistically to pain, actually do bleed, and a big chunk of the game involves shooting up hallways with automatic weapons as enemies charge down them. Compare the game version of the archives escape to the film version, which in comparison actually plays Bloodless Carnage straight and uses Bullet Sparks for everything.
 GoldenEye (1997) (Video Game) / int_1f963842
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It Only Works Once
 GoldenEye (1997) (Video Game) / int_20e6a6e7
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It Only Works Once: In both of the Severnaya missions, Bond has to find a way to get into the base covertly. The first time, he just has to destroy a padlock on a grate to sneak into a backroom of the facility. It doesn't work a second time as it has been welded shut. Bond is forced to walk in through the main entrance, leading to his capture.
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Adaptation Expansion
 GoldenEye (1997) (Video Game) / int_23473ae7
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Adaptation Expansion: While most of the game's levels are taken directly from the movie (albeit modified and expanded), there are a few new ones too, as well as other plot changes made. Level 1, "Dam", sees Bond fighting his way atop the dam, jamming the base's communications before making the bungee jump that served as the film's opening scene. This level is loosely based on a invokedDeleted Scene from the film, which saw Bond cut the telephone wire at a guard post as the first scene before the bungee jump. Levels 4 and 5, Surface and Bunker, take place 'Four Years Ago' (1991), where Bond travels to the Severnaya base to investigate suspicious activity, whereas Bond never visited Severnaya in the movie. Level 6, Silo, takes place 'Two Years Ago' (1993), and is the first completely original level in the game, where Bond investigates unscheduled test firings from a missile silo and encounters Ourumov. Level 7, Frigate, expands Xenia Onatopp's stealing of the Eurocopter on the La Fayette from a simple grab and go into a full on hijacking of the ship, with Bond needing to rescue hostages and defuse bombs. Levels 8 and 9, Surface and Bunker, where Bond visits Severnaya a second time and meets Natalya after being imprisoned, while in the film he didn't meet her until after he was captured at the statue park. Level 17, Caverns, is another completely new level, where Bond chases Janus through a cavern en route to the giant satellite dish. And finally, the game has two bonus levels after the main game is cleared, based on other Bond films: Level 19, Aztec, unlocked for completing the prior levels on Secret Agent, is based on Moonraker, with Bond entering into the Drax Corporation's shuttle base and fighting Jaws. Level 20, Egyptian, unlocked for completing the prior levels on 00 Agent, is based on Live and Let Die (Baron Samedi's appearance), The Man with the Golden Gun (the titular Golden Gun and how it belonged to Francisco Scaramanga), and The Spy Who Loved Me (the Egyptian setting).
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Exclusive Enemy Equipment
 GoldenEye (1997) (Video Game) / int_24cba99f
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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.
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Anachronism Stew
 GoldenEye (1997) (Video Game) / int_259d5879
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Anachronism Stew: A minor example, but the Russian Commandant character model has a shoulder patch featuring the modern Russian tricolor, even in the early missions set during the time of the Soviet Union. Curiously, this was fixed in the unreleased XBLA version, where he now has Soviet-era symbols (and where it's perfectly plausible that the uniforms haven't been replaced by 1995).
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Mythology Gag
 GoldenEye (1997) (Video Game) / int_26ac510e
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Mythology Gag: The game's controller settings are all named after Bond Girls. In the original N64 version, they are Honey, Solitaire, Kissy, Goodnight, Plenty, Galore, Domino and Goodhead. The XBLA version replaced these settings with Jinx, Christmas, Frost and Elektra.
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_26ac510e
 GoldenEye (1997) (Video Game) / int_27d00b28
type
Same Content, Different Rating
 GoldenEye (1997) (Video Game) / int_27d00b28
comment
Same Content, Different Rating: The game has a CERO Z (18+) rating in Japan, as opposed to the ESRB Teen rating it has in North America. This actually caused some issues when it came to re-releasing the game for the Nintendo Switch Online service; since players download apps for each console rather than individual games (meaning all games get a blanket age rating equal to the game with the highest one), the Japanese release was delayed for an entire year before it was ultimately decided to create an entirely separate "18+" app to avoid having to bump up the age rating for the main N64 app.
 GoldenEye (1997) (Video Game) / int_27d00b28
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1.0
 GoldenEye (1997) (Video Game) / int_27d00b28
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_27d00b28
 GoldenEye (1997) (Video Game) / int_28104b90
type
Bag of Spilling
 GoldenEye (1997) (Video Game) / int_28104b90
comment
Bag of Spilling: You always start each stage with the PP7 and nothing else, save for Caverns where you also get a ZMG. This happens even in stages which start immediately after another one, where you built up an arsenal. Justified in Bunker II, since you were captured at the end of Surface II and your weapons confiscated.
 GoldenEye (1997) (Video Game) / int_28104b90
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_28104b90
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_28104b90
 GoldenEye (1997) (Video Game) / int_29a39f6
type
Easter Egg
 GoldenEye (1997) (Video Game) / int_29a39f6
comment
Easter Egg: One of the programmers hid a ZX Spectrum emulator in the game's code just to see if it was possible. It didn't get put to use in this game, but it was later used to include a pair of old arcade games in Donkey Kong 64.
 GoldenEye (1997) (Video Game) / int_29a39f6
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_29a39f6
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_29a39f6
 GoldenEye (1997) (Video Game) / int_29c50e28
type
Trial-and-Error Gameplay
 GoldenEye (1997) (Video Game) / int_29c50e28
comment
Trial-and-Error Gameplay: Beating some levels requires remembering what traps and ambushes are from the last time you got a game over.
 GoldenEye (1997) (Video Game) / int_29c50e28
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_29c50e28
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_29c50e28
 GoldenEye (1997) (Video Game) / int_2a195285
type
Revolvers Are Just Better
 GoldenEye (1997) (Video Game) / int_2a195285
comment
Revolvers Are Just Better: The Cougar Magnum is a beast of a handgun, and prone to instant kills most of the time. It's balanced with a slow fire rate.
 GoldenEye (1997) (Video Game) / int_2a195285
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2a195285
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_2a195285
 GoldenEye (1997) (Video Game) / int_2b706ca
type
More Dakka
 GoldenEye (1997) (Video Game) / int_2b706ca
comment
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.
 GoldenEye (1997) (Video Game) / int_2b706ca
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2b706ca
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_2b706ca
 GoldenEye (1997) (Video Game) / int_2b9272d7
type
Misbegotten Multiplayer Mode
 GoldenEye (1997) (Video Game) / int_2b9272d7
comment
Misbegotten Multiplayer Mode: Tropes Are Not Bad; despite the game's legendary reputation for its addictive multiplayer, it actually was designed as a total afterthought and thrown in at the last minute, even though most players never realized it. Some big giveaways are the fact that the maps are all from the single player campaign which were first and foremost designed to be coherent start-to-finish levels rather than deathmatch arenas, and it wasn't even an advertised feature on the back of the game box. This also is why the playable characters lack proper balancing due to differing sizes.
 GoldenEye (1997) (Video Game) / int_2b9272d7
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2b9272d7
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_2b9272d7
 GoldenEye (1997) (Video Game) / int_2bdae2ae
type
Awesome, but Impractical
 GoldenEye (1997) (Video Game) / int_2bdae2ae
comment
Awesome, but Impractical: For mission-based levels, explosive weapons. Sure, explosions look cool and can instantly kill a group of enemies or machines caught close to the explosive blasts. Unlike other first-person shooters at the time, you have non-lethal and non-destructive objectives where you shouldn't be trigger-happy or else risk failing the mission. Due to Artificial Stupidity, it is very easy for a main character or several civilians to get caught in an explosive blast. Natalya's AI in the Jungle will make you not want to use that awesome RCP-90 and Grenade Launcher combo. Using explosives in stealth-like missions and at the wrong spots will trigger a lot of noise, which will alert the guards or even trigger the Respawning Enemies script, making missions like the Bunker much harder to complete. Using explosives near machines or barrels can cause a chain of explosions, which then in turn destroy objective-based items or machines. The Bunker and Cavern are notorious for this.
 GoldenEye (1997) (Video Game) / int_2bdae2ae
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2bdae2ae
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_2bdae2ae
 GoldenEye (1997) (Video Game) / int_2be271c7
type
Hollywood Hacking
 GoldenEye (1997) (Video Game) / int_2be271c7
comment
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. Then again, she was part of the team that programmed it to begin with.
 GoldenEye (1997) (Video Game) / int_2be271c7
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2be271c7
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_2be271c7
 GoldenEye (1997) (Video Game) / int_2e5ada89
type
Grenade Launcher
 GoldenEye (1997) (Video Game) / int_2e5ada89
comment
Grenade Launcher: The game has the cylinder type and the shots can bounce off walls. With the All Guns cheat, you can wield two of them!
 GoldenEye (1997) (Video Game) / int_2e5ada89
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_2e5ada89
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_2e5ada89
 GoldenEye (1997) (Video Game) / int_315ec0b1
type
Auto-Save
 GoldenEye (1997) (Video Game) / int_315ec0b1
comment
Auto-Save: The game saves your progress automatically after completing a mission.
 GoldenEye (1997) (Video Game) / int_315ec0b1
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_315ec0b1
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_315ec0b1
 GoldenEye (1997) (Video Game) / int_31a2a33c
type
Stuff Blowing Up
 GoldenEye (1997) (Video Game) / int_31a2a33c
comment
Stuff Blowing Up: The end cutscenes of the Silonote optional in Agent, which doesn't require you to plant the explosives and Train. The computers, the monitors, the filing cabinets, the chairs, the boxes...
 GoldenEye (1997) (Video Game) / int_31a2a33c
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_31a2a33c
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_31a2a33c
 GoldenEye (1997) (Video Game) / int_33287e20
type
One Bullet Clips
 GoldenEye (1997) (Video Game) / int_33287e20
comment
One Bullet Clips: As one of the first games to include reloading weapons, it naturally plays this straight as an arrow: the only weapons that don't do this are the rocket launcher and Golden Gun, which only hold one round at a time.
 GoldenEye (1997) (Video Game) / int_33287e20
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_33287e20
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_33287e20
 GoldenEye (1997) (Video Game) / int_33ca811a
type
Game-Breaking Bug
 GoldenEye (1997) (Video Game) / int_33ca811a
comment
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 some missions 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.
 GoldenEye (1997) (Video Game) / int_33ca811a
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1.0
 GoldenEye (1997) (Video Game) / int_33ca811a
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_33ca811a
 GoldenEye (1997) (Video Game) / int_39271aee
type
The Backwards Я
 GoldenEye (1997) (Video Game) / int_39271aee
comment
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 БÐ�Ð�Ð�Ð�, or "banana") and some is just transliterated English (like СТОП, which says "stop", or ВЭПОÐ� Ð�РМЭД, which is "vepon armed").
 GoldenEye (1997) (Video Game) / int_39271aee
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_39271aee
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_39271aee
 GoldenEye (1997) (Video Game) / int_39a8fc83
type
The Can Kicked Him
 GoldenEye (1997) (Video Game) / int_39a8fc83
comment
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.
 GoldenEye (1997) (Video Game) / int_39a8fc83
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_39a8fc83
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_39a8fc83
 GoldenEye (1997) (Video Game) / int_39b8d3d6
type
Boring, but Practical
 GoldenEye (1997) (Video Game) / int_39b8d3d6
comment
Boring, but Practical: Missions-only. Despite a large amount of cool weapon types in the games, only 1 or 2 of them are commonly usable in the missions. You do not carry weapons from previous levels and are preset each time you begin a level. The silenced PP7 will be your most common pistol to use 2/3rds of the game. It doesn't alert enemies, which can either cause Respawning Enemies or an accidental fail to the mission (i.e. alert a guard to accidentally shoot or throw a grenade at an innocent victim). You mostly start with this weapon and 100 ammo, which is plentiful for missions. Enjoy this throughout the first half of the game. The main 3 rapid-fire weapons: the KF7 Soviet, D5K Deutsche (especially silenced), and AR-33 Assault Rifle. Despite being the most common rapid-fire weapon that almost every soldier carry, these will be your most-used guns next to the silenced PP7. For the silenced D5K Deutsche you begin with in the Frigate, it becomes your only weapon to use due to its safety. Every other rapid-fire weapon not listed above is either useless, secondary, available very late in the mission, unobtainable, or risky to use. The Moonraker Laser. Unlimited Ammo. Not much else can be said.
 GoldenEye (1997) (Video Game) / int_39b8d3d6
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_39b8d3d6
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_39b8d3d6
 GoldenEye (1997) (Video Game) / int_3bbf3fef
type
Recurring Riff
 GoldenEye (1997) (Video Game) / int_3bbf3fef
comment
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.)
 GoldenEye (1997) (Video Game) / int_3bbf3fef
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3bbf3fef
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_3bbf3fef
 GoldenEye (1997) (Video Game) / int_3c0a4666
type
Noodle Incident
 GoldenEye (1997) (Video Game) / int_3c0a4666
comment
Noodle Incident: Mentioned by Q in the briefing of the Silo mission:
 GoldenEye (1997) (Video Game) / int_3c0a4666
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3c0a4666
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_3c0a4666
 GoldenEye (1997) (Video Game) / int_3c111ce6
type
Pistol-Whipping
 GoldenEye (1997) (Video Game) / int_3c111ce6
comment
Pistol-Whipping: If you have the Sniper Rifle, your "unarmed" weapon is the butt of the rifle instead of your fists.
 GoldenEye (1997) (Video Game) / int_3c111ce6
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3c111ce6
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_3c111ce6
 GoldenEye (1997) (Video Game) / int_3cb1d38d
type
Bad Boss
 GoldenEye (1997) (Video Game) / int_3cb1d38d
comment
General Ourumov's Bad Boss tendencies are heavily toned down here. This is most obvious in "Archives"; whereas in the film he is interrogating Bond personally and ends up shooting one of his own guards and Defence Minister Mishkin to maintain his deception, in the game he leaves it to two of his men, and Mishkin is Spared by the Adaptation.
 GoldenEye (1997) (Video Game) / int_3cb1d38d
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3cb1d38d
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_3cb1d38d
 GoldenEye (1997) (Video Game) / int_3cb9ed4d
type
Bulletproof Vest
 GoldenEye (1997) (Video Game) / int_3cb9ed4d
comment
Bulletproof Vest: You can pick up a bulletproof vest that essentially acts as a second health bar. Headshots still hurt, though.
 GoldenEye (1997) (Video Game) / int_3cb9ed4d
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3cb9ed4d
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_3cb9ed4d
 GoldenEye (1997) (Video Game) / int_3e24cb38
type
Musical Nod
 GoldenEye (1997) (Video Game) / int_3e24cb38
comment
Musical Nod: The intro of the Frigate theme is a reference to the title theme of Goldfinger, which in turn was also referenced for the Licence to Kill theme. The big riff of the Archives theme also bears a resemblance to the Live and Let Die riff.
 GoldenEye (1997) (Video Game) / int_3e24cb38
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3e24cb38
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_3e24cb38
 GoldenEye (1997) (Video Game) / int_3f45f1e6
type
Adaptational Heroism
 GoldenEye (1997) (Video Game) / int_3f45f1e6
comment
Adaptational Heroism: Boris in the film is presented as a scumbag sellout who got all his co-workers killed and would've sent England into financial ruin just for money, and Natalya beats the crap out him for it the moment she meets him face-to-face again. In the game, he is portrayed as a victim of Janus who was forced to work for him against his will. Killing him directly causes Natalya to tell you off and the mission to fail. General Ourumov's Bad Boss tendencies are heavily toned down here. This is most obvious in "Archives"; whereas in the film he is interrogating Bond personally and ends up shooting one of his own guards and Defence Minister Mishkin to maintain his deception, in the game he leaves it to two of his men, and Mishkin is Spared by the Adaptation.
 GoldenEye (1997) (Video Game) / int_3f45f1e6
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3f45f1e6
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_3f45f1e6
 GoldenEye (1997) (Video Game) / int_3f6d2c98
type
Cold Sniper
 GoldenEye (1997) (Video Game) / int_3f6d2c98
comment
Cold Sniper: Literally. Bond gets a sniper rifle in the first Surface level, in an area covered with snow.
 GoldenEye (1997) (Video Game) / int_3f6d2c98
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_3f6d2c98
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_3f6d2c98
 GoldenEye (1997) (Video Game) / int_40bb59d0
type
Blatant Lies
 GoldenEye (1997) (Video Game) / int_40bb59d0
comment
Blatant Lies: The D.D.44 Dostovei. The manual states that the weapon is Loud but powerful, yet the weapon does the same standard damage as the regular weapons like the silenced PP7.
 GoldenEye (1997) (Video Game) / int_40bb59d0
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_40bb59d0
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_40bb59d0
 GoldenEye (1997) (Video Game) / int_4160410d
type
Damsel in Distress
 GoldenEye (1997) (Video Game) / int_4160410d
comment
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?"
 GoldenEye (1997) (Video Game) / int_4160410d
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1.0
 GoldenEye (1997) (Video Game) / int_4160410d
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_4160410d
 GoldenEye (1997) (Video Game) / int_41dd77d
type
Zerg Rush
 GoldenEye (1997) (Video Game) / int_41dd77d
comment
Zerg Rush: Whenever an alarm sounds. You can also tell by all of the bad guys that wear sunglasses. Also happens on some levels if you simply fire more than 1 shot at a time from an unsilenced weapon.
 GoldenEye (1997) (Video Game) / int_41dd77d
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_41dd77d
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_41dd77d
 GoldenEye (1997) (Video Game) / int_420081bf
type
Alien Sky
 GoldenEye (1997) (Video Game) / int_420081bf
comment
Alien Sky: The sky often has odd colors, particularly in Surface II where the night sky is crimson, or in Complex where the sky is red.
 GoldenEye (1997) (Video Game) / int_420081bf
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_420081bf
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_420081bf
 GoldenEye (1997) (Video Game) / int_427cc2b1
type
Sniping Mission
 GoldenEye (1997) (Video Game) / int_427cc2b1
comment
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.
 GoldenEye (1997) (Video Game) / int_427cc2b1
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_427cc2b1
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_427cc2b1
 GoldenEye (1997) (Video Game) / int_42d9daf9
type
No Fair Cheating
 GoldenEye (1997) (Video Game) / int_42d9daf9
comment
No Fair Cheating: Playing with cheats on will not unlock anything, and the game will not allow you to use cheats on any difficulty you haven't finished normally.
 GoldenEye (1997) (Video Game) / int_42d9daf9
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_42d9daf9
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_42d9daf9
 GoldenEye (1997) (Video Game) / int_44bed14c
type
Hostage Situation
 GoldenEye (1997) (Video Game) / int_44bed14c
comment
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.
 GoldenEye (1997) (Video Game) / int_44bed14c
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_44bed14c
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_44bed14c
 GoldenEye (1997) (Video Game) / int_4508b16b
type
The Guards Must Be Crazy
 GoldenEye (1997) (Video Game) / int_4508b16b
comment
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. Guards also don't react to NPC gunshots, only your own. Granted, several levels would be nearly impossible if this wasn't true. 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." In Archives, the guards holding James for interrogation have not only left him unrestrained but also left his pistol and extra ammo magazine just lying on the table in front of him. In the movie a similar scenario at least made some sense as Ourumov wanted to frame James for killing Mishkin.
 GoldenEye (1997) (Video Game) / int_4508b16b
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_4508b16b
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_4508b16b
 GoldenEye (1997) (Video Game) / int_4536fd29
type
Energy Weapon
 GoldenEye (1997) (Video Game) / int_4536fd29
comment
Energy Weapon: The Moonraker Laser and Watch Laser both have clearly visible trails.
 GoldenEye (1997) (Video Game) / int_4536fd29
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_4536fd29
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_4536fd29
 GoldenEye (1997) (Video Game) / int_45bf382b
type
Game Mod
 GoldenEye (1997) (Video Game) / int_45bf382b
comment
Game Mod: Thanks to the Setup Editor and emulators, there have been plenty of fan-made levels for the game, with their own objectives, weapons and even briefings. One popular mod among fans is GoldenEye with Mario Characters, which is exactly what it sounds like. It even adds female Mooks to levels for variety. Another popular mod, made in conjunction with a modified 1964 emulator, allows the game to be controlled with a mouse and keyboard setup like a modern PC shooter. This vastly changes the pace of the game and even the difficulty as the enemies weren't quite made with such speedy players in mind. The same mod is also available for Perfect Dark.
 GoldenEye (1997) (Video Game) / int_45bf382b
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GoldenEye (1997) (Video Game) / int_45bf382b
 GoldenEye (1997) (Video Game) / int_45e41b66
type
It's a Wonderful Failure
 GoldenEye (1997) (Video Game) / int_45e41b66
comment
It's a Wonderful Failure: Cradle ends with Bond falling off the antenna if you fall during the final duel.
 GoldenEye (1997) (Video Game) / int_45e41b66
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GoldenEye (1997) (Video Game) / int_45e41b66
 GoldenEye (1997) (Video Game) / int_48f94fc1
type
The Elevator from Ipanema
 GoldenEye (1997) (Video Game) / int_48f94fc1
comment
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.
 GoldenEye (1997) (Video Game) / int_48f94fc1
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GoldenEye (1997) (Video Game) / int_48f94fc1
 GoldenEye (1997) (Video Game) / int_49a11c69
type
Commissar Cap
 GoldenEye (1997) (Video Game) / int_49a11c69
comment
Commissar Cap: Ourumov wears one all the time, just like in the film.
 GoldenEye (1997) (Video Game) / int_49a11c69
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1.0
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GoldenEye (1997) (Video Game) / int_49a11c69
 GoldenEye (1997) (Video Game) / int_4bef247f
type
Artificial Atmospheric Actions
 GoldenEye (1997) (Video Game) / int_4bef247f
comment
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.
 GoldenEye (1997) (Video Game) / int_4bef247f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_4bef247f
 GoldenEye (1997) (Video Game) / int_4c3f14e0
type
You Are Too Late
 GoldenEye (1997) (Video Game) / int_4c3f14e0
comment
You Are Too Late: Trevelyan will taunt Bond with this on multiple levels.
 GoldenEye (1997) (Video Game) / int_4c3f14e0
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1.0
 GoldenEye (1997) (Video Game) / int_4c3f14e0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_4c3f14e0
 GoldenEye (1997) (Video Game) / int_4cefd8a6
type
Long Song, Short Scene
 GoldenEye (1997) (Video Game) / int_4cefd8a6
comment
Long Song, Short Scene: Nearly every single stage has 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.
 GoldenEye (1997) (Video Game) / int_4cefd8a6
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_4cefd8a6
 GoldenEye (1997) (Video Game) / int_4eea352
type
Menu Time Lockout
 GoldenEye (1997) (Video Game) / int_4eea352
comment
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.
 GoldenEye (1997) (Video Game) / int_4eea352
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1.0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_4eea352
 GoldenEye (1997) (Video Game) / int_50d71a78
type
Dual Wielding
 GoldenEye (1997) (Video Game) / int_50d71a78
comment
Dual Wielding: Jungle features Xenia with a grenade launcher in one hand and a submachine 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. Bond himself can dual wield some weapons, but he needs to kill enemy who is dual wielding and then take their guns in order to do so. The "All Guns" cheat can let Bond dual wield every single gun in the game.
 GoldenEye (1997) (Video Game) / int_50d71a78
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GoldenEye (1997) (Video Game) / int_50d71a78
 GoldenEye (1997) (Video Game) / int_51640e80
type
Bond One-Liner
 GoldenEye (1997) (Video Game) / int_51640e80
comment
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.
 GoldenEye (1997) (Video Game) / int_51640e80
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_51640e80
 GoldenEye (1997) (Video Game) / int_52b36340
type
What Measure Is a Mook?
 GoldenEye (1997) (Video Game) / int_52b36340
comment
What Measure Is a Mook?: Killing civilians? Pure evil. Killing dozens of soldiers? Awesome. note Killing too many scientists or civilians will fail the current mission. The player is never punished for killing soldiers in any way. Most likely because of the tradition "kill or be killed" nature of the FPS genre.
 GoldenEye (1997) (Video Game) / int_52b36340
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1.0
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GoldenEye (1997) (Video Game) / int_52b36340
 GoldenEye (1997) (Video Game) / int_548bd053
type
Guns Akimbo
 GoldenEye (1997) (Video Game) / int_548bd053
comment
Guns Akimbo: Almost all of the game's weapons can be 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.)
 GoldenEye (1997) (Video Game) / int_548bd053
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1.0
 GoldenEye (1997) (Video Game) / int_548bd053
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_548bd053
 GoldenEye (1997) (Video Game) / int_55e5b37c
type
Bragging Rights Reward
 GoldenEye (1997) (Video Game) / int_55e5b37c
comment
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.
 GoldenEye (1997) (Video Game) / int_55e5b37c
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1.0
 GoldenEye (1997) (Video Game) / int_55e5b37c
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_55e5b37c
 GoldenEye (1997) (Video Game) / int_561fc6cf
type
Insecurity Camera
 GoldenEye (1997) (Video Game) / int_561fc6cf
comment
Insecurity Camera: Several missions involve destroying these. They promptly explode. Instantly if you shoot them through the lens.
 GoldenEye (1997) (Video Game) / int_561fc6cf
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1.0
 GoldenEye (1997) (Video Game) / int_561fc6cf
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GoldenEye (1997) (Video Game) / int_561fc6cf
 GoldenEye (1997) (Video Game) / int_5663a595
type
Adaptation-Induced Plot Hole
 GoldenEye (1997) (Video Game) / int_5663a595
comment
Adaptation-Induced Plot Hole: Because the game adds a number of original levels, including locations that Bond never visited in the film, Natalya is artificially dropped into multiple levels where Bond saves her, only for her to be inexplicably kidnapped again at the start of the next level. MI6 specifically sent Bond to Russia to find the survivor of the Severnaya massacre, so they should have whisked her away right after Bunker II.
 GoldenEye (1997) (Video Game) / int_5663a595
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1.0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_5663a595
 GoldenEye (1997) (Video Game) / int_567e7c4d
type
Wounded Gazelle Gambit
 GoldenEye (1997) (Video Game) / int_567e7c4d
comment
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).
 GoldenEye (1997) (Video Game) / int_567e7c4d
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GoldenEye (1997) (Video Game) / int_567e7c4d
 GoldenEye (1997) (Video Game) / int_580be152
type
Adaptational Modesty
 GoldenEye (1997) (Video Game) / int_580be152
comment
Adaptational Modesty: Xenia Onatopp's favourite method of killing understandably goes unmentioned here; the change in context around the "Frigate" level means the Canadian admiral she sleeps with is absent, and we never see her get flustered over the Severnaya massacre since it now occurs off-screen.
 GoldenEye (1997) (Video Game) / int_580be152
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GoldenEye (1997) (Video Game) / int_580be152
 GoldenEye (1997) (Video Game) / int_5832e916
type
Die, Chair, Die!
 GoldenEye (1997) (Video Game) / int_5832e916
comment
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, the filing cabinets and the guards, but not the key.
 GoldenEye (1997) (Video Game) / int_5832e916
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 GoldenEye (1997) (Video Game) / int_5832e916
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_5832e916
 GoldenEye (1997) (Video Game) / int_5a40d6a
type
Adaptation Distillation
 GoldenEye (1997) (Video Game) / int_5a40d6a
comment
Adaptation Distillation: A number of events from the film are condensed or shuffled around here so they can better fit within gameplay. In the film, Bond spends a while chasing leads until he meets Valentin Zukovsky at a cabaret, who then directs him on where to find Janus. Here, Zukovsky is already waiting for Bond in Statue Park, with the Janus reveal shortly afterwards. Natalia's capture between "Archives" and "St. Petersburg Streets" instead happens in the film during the archives shootout, when the floor collapses beneath her from the gunfire and she falls into the Russian troops. In the game, she escapes the archives with Bond but is captured during the level transition... somehow.
 GoldenEye (1997) (Video Game) / int_5a40d6a
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1.0
 GoldenEye (1997) (Video Game) / int_5a40d6a
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_5a40d6a
 GoldenEye (1997) (Video Game) / int_5bdcc85a
type
Disney Villain Death
 GoldenEye (1997) (Video Game) / int_5bdcc85a
comment
Disney Villain Death: Trevelyan simply falls off the Cradle and dies, unlike in the movie (where the entire thing collapsed and fell on him), though as 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, and the XBLA remaster would featured a skybox based off of the actual jungle and well seen in the movie.
 GoldenEye (1997) (Video Game) / int_5bdcc85a
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1.0
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_5bdcc85a
 GoldenEye (1997) (Video Game) / int_5fc7ab41
type
Blackground
 GoldenEye (1997) (Video Game) / int_5fc7ab41
comment
Blackground: One of the bonus levels has 007 face off against Baron Samedi in an Egyptian Temple no less than three times. Once Samedi has been killed twice, the level's normal blue distance fog fades to an ominous black, both signifying the final battle and an attempt to intimidate the player with his voodoo powers.
 GoldenEye (1997) (Video Game) / int_5fc7ab41
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1.0
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GoldenEye (1997) (Video Game) / int_5fc7ab41
 GoldenEye (1997) (Video Game) / int_6041e4f4
type
The Computer Is a Cheating Bastard
 GoldenEye (1997) (Video Game) / int_6041e4f4
comment
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.
 GoldenEye (1997) (Video Game) / int_6041e4f4
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6041e4f4
 GoldenEye (1997) (Video Game) / int_6163afd9
type
Reliably Unreliable Guns
 GoldenEye (1997) (Video Game) / int_6163afd9
comment
Reliably Unreliable Guns: Your enemies' rifles will jam for no reason sometimes.
 GoldenEye (1997) (Video Game) / int_6163afd9
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1.0
 GoldenEye (1997) (Video Game) / int_6163afd9
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6163afd9
 GoldenEye (1997) (Video Game) / int_61a84258
type
Deleted Scene
 GoldenEye (1997) (Video Game) / int_61a84258
comment
Level 1, "Dam", sees Bond fighting his way atop the dam, jamming the base's communications before making the bungee jump that served as the film's opening scene. This level is loosely based on a invokedDeleted Scene from the film, which saw Bond cut the telephone wire at a guard post as the first scene before the bungee jump.
 GoldenEye (1997) (Video Game) / int_61a84258
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 GoldenEye (1997) (Video Game) / int_61a84258
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_61a84258
 GoldenEye (1997) (Video Game) / int_62259825
type
Nintendo Hard
 GoldenEye (1997) (Video Game) / int_62259825
comment
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.
 GoldenEye (1997) (Video Game) / int_62259825
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1.0
 GoldenEye (1997) (Video Game) / int_62259825
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_62259825
 GoldenEye (1997) (Video Game) / int_64f0c18c
type
Critical Existence Failure
 GoldenEye (1997) (Video Game) / int_64f0c18c
comment
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 will 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 hit points, who can take up to several dozen bullets while barely flinching. In addition, because of how explosions work in the game,note (Essentially a localized fireball emitting pulses of damage over a few seconds.) 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.
 GoldenEye (1997) (Video Game) / int_64f0c18c
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1.0
 GoldenEye (1997) (Video Game) / int_64f0c18c
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_64f0c18c
 GoldenEye (1997) (Video Game) / int_6552b710
type
The Syndicate
 GoldenEye (1997) (Video Game) / int_6552b710
comment
The Syndicate: The Janus Syndicate. The main antagonist in the game with ties to the Russian mafia.
 GoldenEye (1997) (Video Game) / int_6552b710
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1.0
 GoldenEye (1997) (Video Game) / int_6552b710
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6552b710
 GoldenEye (1997) (Video Game) / int_659ef759
type
Implacable Man
 GoldenEye (1997) (Video Game) / int_659ef759
comment
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).
 GoldenEye (1997) (Video Game) / int_659ef759
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1.0
 GoldenEye (1997) (Video Game) / int_659ef759
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_659ef759
 GoldenEye (1997) (Video Game) / int_65ce79f1
type
High-Speed Missile Dodge
 GoldenEye (1997) (Video Game) / int_65ce79f1
comment
High-Speed Missile Dodge: Rocket launchers fire rather slow projectiles to compensate for how much damage they deal.
 GoldenEye (1997) (Video Game) / int_65ce79f1
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1.0
 GoldenEye (1997) (Video Game) / int_65ce79f1
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_65ce79f1
 GoldenEye (1997) (Video Game) / int_6638c7f7
type
Stealth-Based Mission
 GoldenEye (1997) (Video Game) / int_6638c7f7
comment
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.
 GoldenEye (1997) (Video Game) / int_6638c7f7
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1.0
 GoldenEye (1997) (Video Game) / int_6638c7f7
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6638c7f7
 GoldenEye (1997) (Video Game) / int_66f69cd4
type
Invisibility Cloak
 GoldenEye (1997) (Video Game) / int_66f69cd4
comment
Invisibility Cloak: The "Bond Invisible" cheat.
 GoldenEye (1997) (Video Game) / int_66f69cd4
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1.0
 GoldenEye (1997) (Video Game) / int_66f69cd4
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_66f69cd4
 GoldenEye (1997) (Video Game) / int_6779fb0b
type
Shoot the Hostage Taker
 GoldenEye (1997) (Video Game) / int_6779fb0b
comment
Shoot the Hostage Taker: As in the movie, you shoot Ourumov to save Natalya. It's also how you save the hostages in Frigate.
 GoldenEye (1997) (Video Game) / int_6779fb0b
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1.0
 GoldenEye (1997) (Video Game) / int_6779fb0b
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6779fb0b
 GoldenEye (1997) (Video Game) / int_68068108
type
Evil Laugh
 GoldenEye (1997) (Video Game) / int_68068108
comment
Evil Laugh: Baron Samedi cackles a lot while you try to dispatch him three times in the Egyptian level.
 GoldenEye (1997) (Video Game) / int_68068108
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1.0
 GoldenEye (1997) (Video Game) / int_68068108
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_68068108
 GoldenEye (1997) (Video Game) / int_6b2b3b59
type
The Reveal
 GoldenEye (1997) (Video Game) / int_6b2b3b59
comment
The Reveal: Janus is Alec Trevelyan, exactly like in the film.
 GoldenEye (1997) (Video Game) / int_6b2b3b59
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1.0
 GoldenEye (1997) (Video Game) / int_6b2b3b59
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GoldenEye (1997) (Video Game) / int_6b2b3b59
 GoldenEye (1997) (Video Game) / int_6bda9a30
type
Meaningful Name
 GoldenEye (1997) (Video Game) / int_6bda9a30
comment
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).
 GoldenEye (1997) (Video Game) / int_6bda9a30
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1.0
 GoldenEye (1997) (Video Game) / int_6bda9a30
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6bda9a30
 GoldenEye (1997) (Video Game) / int_6d7026fa
type
Punny Name
 GoldenEye (1997) (Video Game) / int_6d7026fa
comment
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?
 GoldenEye (1997) (Video Game) / int_6d7026fa
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1.0
 GoldenEye (1997) (Video Game) / int_6d7026fa
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1.0
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GoldenEye (1997) (Video Game) / int_6d7026fa
 GoldenEye (1997) (Video Game) / int_6dc206c9
type
Marathon Level
 GoldenEye (1997) (Video Game) / int_6dc206c9
comment
Marathon Level: The penultimate mission, Caverns, is an extremely long and difficult level. Playing carefully on Secret or 00 Agent, it can easily take 20-30 minutes.
 GoldenEye (1997) (Video Game) / int_6dc206c9
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6dc206c9
 GoldenEye (1997) (Video Game) / int_6e0898f9
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Silliness Switch
 GoldenEye (1997) (Video Game) / int_6e0898f9
comment
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.
 GoldenEye (1997) (Video Game) / int_6e0898f9
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 GoldenEye (1997) (Video Game) / int_6e0898f9
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GoldenEye (1997) (Video Game) / int_6e0898f9
 GoldenEye (1997) (Video Game) / int_6ec989d8
type
Guide Dang It!
 GoldenEye (1997) (Video Game) / int_6ec989d8
comment
Guide Dang It!: Getting the Golden Gun in Egyptian. Bond has to cross a tiled floor using a very specific sequence of steps that are nowhere hinted at. The only way to figure it out is either through trial-and-error or a online guide. In Silo, you need to acquire a DAT by robbing a completely nondescript scientist standing in a corner. This is not mentioned at all in the mission briefing and is not something that would occur naturally through gameplay, especially since you're rushing through on a countdown timer. In Archives, if you either haven't seen the movie or haven't seen it in a while, it's likely it won't be clear to you that you're supposed to escape the building by shooting out the windows on the upper floor of the library and jumping out (instead you're apt to waste time searching for a front door that doesn't exist). In Statues and Street, Valentin (who you're required to find and speak to) is hiding in out-of-the-way locations which you're unlikely to come across naturally unless you search every square inch of the level.
 GoldenEye (1997) (Video Game) / int_6ec989d8
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_6ec989d8
 GoldenEye (1997) (Video Game) / int_70f7063d
type
Unflinching Walk
 GoldenEye (1997) (Video Game) / int_70f7063d
comment
Unflinching Walk: The ending of Streets has Bond doing this. He walks away from the tank while everything blows up behind him.
 GoldenEye (1997) (Video Game) / int_70f7063d
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 GoldenEye (1997) (Video Game) / int_70f7063d
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_70f7063d
 GoldenEye (1997) (Video Game) / int_71d17dff
type
Everything Fades
 GoldenEye (1997) (Video Game) / int_71d17dff
comment
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.
 GoldenEye (1997) (Video Game) / int_71d17dff
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_71d17dff
 GoldenEye (1997) (Video Game) / int_72dd7026
type
What the Hell, Player?
 GoldenEye (1997) (Video Game) / int_72dd7026
comment
What the Hell, Player?: If you kill Boris Grishenko in Control, Natalya will scold you and refuse to help you complete the level.
 GoldenEye (1997) (Video Game) / int_72dd7026
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 GoldenEye (1997) (Video Game) / int_72dd7026
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_72dd7026
 GoldenEye (1997) (Video Game) / int_72e0023f
type
Invoked Trope
 GoldenEye (1997) (Video Game) / int_72e0023f
comment
Directly invoked by the game with the unlockable 007 mode, where the player can set up things like enemy health, enemy accuracy, etc., that go well beyond 00 Agent 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 Silo could not have been beaten for many years on DLTK even by world class players and up to this day, only four players have ever done it.
 GoldenEye (1997) (Video Game) / int_72e0023f
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GoldenEye (1997) (Video Game) / int_72e0023f
 GoldenEye (1997) (Video Game) / int_740f59b4
type
ColorCodedForYourConvenience
 GoldenEye (1997) (Video Game) / int_740f59b4
comment
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. Headgear is another form of identification among the Janus Special Forces; black/hatless is base health, red headgear is medium, and blue-hatted mooks have the most armor.
 GoldenEye (1997) (Video Game) / int_740f59b4
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_740f59b4
 GoldenEye (1997) (Video Game) / int_7453bc5b
type
Spared by the Adaptation
 GoldenEye (1997) (Video Game) / int_7453bc5b
comment
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.
 GoldenEye (1997) (Video Game) / int_7453bc5b
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 GoldenEye (1997) (Video Game) / int_7453bc5b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_7453bc5b
 GoldenEye (1997) (Video Game) / int_76a83c72
type
Arbitrary Gun Power
 GoldenEye (1997) (Video Game) / int_76a83c72
comment
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.
 GoldenEye (1997) (Video Game) / int_76a83c72
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_76a83c72
 GoldenEye (1997) (Video Game) / int_77550b4f
type
Theme-and-Variations Soundtrack
 GoldenEye (1997) (Video Game) / int_77550b4f
comment
Theme-and-Variations Soundtrack: The entire soundtrack is comprised of variations on James Bond's theme song.
 GoldenEye (1997) (Video Game) / int_77550b4f
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 GoldenEye (1997) (Video Game) / int_77550b4f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_77550b4f
 GoldenEye (1997) (Video Game) / int_7ad2ca1b
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Container Maze
 GoldenEye (1997) (Video Game) / int_7ad2ca1b
comment
Container Maze: Several levels have this feel, including the Depot (consists almost exclusively of containers) and Control (the end).
 GoldenEye (1997) (Video Game) / int_7ad2ca1b
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 GoldenEye (1997) (Video Game) / int_7ad2ca1b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_7ad2ca1b
 GoldenEye (1997) (Video Game) / int_7bd8307f
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The Infiltration
 GoldenEye (1997) (Video Game) / int_7bd8307f
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The Infiltration: Several levels, including the Bunker, and Jungle, feature Bond infiltrating some kind of complex.
 GoldenEye (1997) (Video Game) / int_7bd8307f
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GoldenEye (1997) (Video Game) / int_7bd8307f
 GoldenEye (1997) (Video Game) / int_7d53bc0b
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Hollywood Silencer
 GoldenEye (1997) (Video Game) / int_7d53bc0b
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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.
 GoldenEye (1997) (Video Game) / int_7d53bc0b
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 GoldenEye (1997) (Video Game) / int_7d53bc0b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_7d53bc0b
 GoldenEye (1997) (Video Game) / int_7e861e58
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Speedrun Reward
 GoldenEye (1997) (Video Game) / int_7e861e58
comment
Speedrun Reward: Finishing particular level within a certain time gives the players cheats. These can't be used to help with progress (see No Fair Cheating) but are designed to play around with. The difficulty of beating the times varies greatly, with Runway and Egyptian being super easy and Facility and Archives the hardest.
 GoldenEye (1997) (Video Game) / int_7e861e58
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 GoldenEye (1997) (Video Game) / int_7e861e58
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_7e861e58
 GoldenEye (1997) (Video Game) / int_7e8a8eac
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Body Armor as Hit Points
 GoldenEye (1997) (Video Game) / int_7e8a8eac
comment
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. The flip side of this is any damage to your health cannot be healed in the middle of a level.
 GoldenEye (1997) (Video Game) / int_7e8a8eac
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 GoldenEye (1997) (Video Game) / int_7e8a8eac
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GoldenEye (1997) (Video Game) / int_7e8a8eac
 GoldenEye (1997) (Video Game) / int_80580ffe
type
Optional Stealth
 GoldenEye (1997) (Video Game) / int_80580ffe
comment
Optional Stealth: The game has stealth elements, namely in silenced weapons and alarms that mooks can trigger. Some levels are impossible to complete in total stealth (think Control) while others are very difficult if you blow your cover (think Frigate). Most levels are easy enough to barrel through guns blazing even on the most advanced difficulty, though.
 GoldenEye (1997) (Video Game) / int_80580ffe
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_80580ffe
 GoldenEye (1997) (Video Game) / int_80bcb74f
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The Joys of Torturing Mooks
 GoldenEye (1997) (Video Game) / int_80bcb74f
comment
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, or Bunker 2 after the alarm is raised). 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. In Bunker 2, you can effectively have a WW1 style meat-grinder at the final hallway before the level exit.
 GoldenEye (1997) (Video Game) / int_80bcb74f
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 GoldenEye (1997) (Video Game) / int_80bcb74f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_80bcb74f
 GoldenEye (1997) (Video Game) / int_80f38afe
type
Background Music Override
 GoldenEye (1997) (Video Game) / int_80f38afe
comment
Background Music Override: After inflicting enough damage on Alec Travelyan in the final mission, Settle the Score with 006 plays as he runs to go descend the ladder to the bottom of the cradle.
 GoldenEye (1997) (Video Game) / int_80f38afe
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_80f38afe
 GoldenEye (1997) (Video Game) / int_825f60fa
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Mercy Invincibility
 GoldenEye (1997) (Video Game) / int_825f60fa
comment
Mercy Invincibility: Uniquely for an FPS, this is played completely straight, and one of the quirks maintained in GoldenEye Source.
 GoldenEye (1997) (Video Game) / int_825f60fa
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GoldenEye (1997) (Video Game) / int_825f60fa
 GoldenEye (1997) (Video Game) / int_827e747
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Finger Poke of Doom
 GoldenEye (1997) (Video Game) / int_827e747
comment
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.
 GoldenEye (1997) (Video Game) / int_827e747
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GoldenEye (1997) (Video Game) / int_827e747
 GoldenEye (1997) (Video Game) / int_82a3978e
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Pause Scumming
 GoldenEye (1997) (Video Game) / int_82a3978e
comment
Pause Scumming: Inverted, as the pause animation (Bond looking at his watch) happens in real time and you're helpless during that split-second delay, meaning you can indeed be killed if you pause in the middle of a firefight.
 GoldenEye (1997) (Video Game) / int_82a3978e
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 GoldenEye (1997) (Video Game) / int_82a3978e
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_82a3978e
 GoldenEye (1997) (Video Game) / int_834427cd
type
Cap
 GoldenEye (1997) (Video Game) / int_834427cd
comment
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 frozen or crashed the game). Instead, the remote mines will detonate in sequence going from the first mine that was planted to the last one.
 GoldenEye (1997) (Video Game) / int_834427cd
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 GoldenEye (1997) (Video Game) / int_834427cd
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GoldenEye (1997) (Video Game) / int_834427cd
 GoldenEye (1997) (Video Game) / int_83d20bbf
type
Player Death Is Dramatic
 GoldenEye (1997) (Video Game) / int_83d20bbf
comment
Player Death Is Dramatic: If James Bond is killed, blood fills the screen from the top (in a Call-Back to the films' iconic gun barrel openings). Then the player is forced to watch Bond be killed in a Repeat Cut as dramatic humming is heard along with a Heartbeat Soundtrack. Finally, the player is booted to the mission briefing screen and they bear witness to all of the objectives they failed.
 GoldenEye (1997) (Video Game) / int_83d20bbf
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 GoldenEye (1997) (Video Game) / int_83d20bbf
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_83d20bbf
 GoldenEye (1997) (Video Game) / int_85c1004b
type
Incredibly Obvious Bug
 GoldenEye (1997) (Video Game) / int_85c1004b
comment
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. And planting it at the dam requires placing it directly on the monitor.
 GoldenEye (1997) (Video Game) / int_85c1004b
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 GoldenEye (1997) (Video Game) / int_85c1004b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_85c1004b
 GoldenEye (1997) (Video Game) / int_863fa679
type
What Happened to the Mouse?
 GoldenEye (1997) (Video Game) / int_863fa679
comment
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.
 GoldenEye (1997) (Video Game) / int_863fa679
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 GoldenEye (1997) (Video Game) / int_863fa679
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_863fa679
 GoldenEye (1997) (Video Game) / int_868e6134
type
Songs in the Key of Panic
 GoldenEye (1997) (Video Game) / int_868e6134
comment
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. And when there's only 25 seconds left to escape in Silo, this music plays.
 GoldenEye (1997) (Video Game) / int_868e6134
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 GoldenEye (1997) (Video Game) / int_868e6134
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GoldenEye (1997) (Video Game) / int_868e6134
 GoldenEye (1997) (Video Game) / int_88e5fcbc
type
One-Hit Polykill
 GoldenEye (1997) (Video Game) / int_88e5fcbc
comment
One-Hit Polykill: The Magnum can shoot through several guards at once with deadly force.
 GoldenEye (1997) (Video Game) / int_88e5fcbc
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1.0
 GoldenEye (1997) (Video Game) / int_88e5fcbc
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_88e5fcbc
 GoldenEye (1997) (Video Game) / int_8a0bc642
type
Unnecessary Combat Roll
 GoldenEye (1997) (Video Game) / int_8a0bc642
comment
Unnecessary Combat Roll: Enemies love this one, although they're still difficult to hit then.
 GoldenEye (1997) (Video Game) / int_8a0bc642
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 GoldenEye (1997) (Video Game) / int_8a0bc642
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_8a0bc642
 GoldenEye (1997) (Video Game) / int_8d12bb8d
type
Doomsday Device
 GoldenEye (1997) (Video Game) / int_8d12bb8d
comment
Doomsday Device: The GoldenEye satellite. Set to fire on London by Janus.
 GoldenEye (1997) (Video Game) / int_8d12bb8d
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 GoldenEye (1997) (Video Game) / int_8d12bb8d
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 GoldenEye (1997) (Video Game) / int_8d4fcaa5
type
Self-Imposed Challenge
 GoldenEye (1997) (Video Game) / int_8d4fcaa5
comment
Self-Imposed Challenge: Directly invoked by the game with the unlockable 007 mode, where the player can set up things like enemy health, enemy accuracy, etc., that go well beyond 00 Agent 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 Silo could not have been beaten for many years on DLTK even by world class players and up to this day, only four players have ever done it. 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.
 GoldenEye (1997) (Video Game) / int_8d4fcaa5
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 GoldenEye (1997) (Video Game) / int_8d4fcaa5
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 GoldenEye (1997) (Video Game) / int_8df14c99
type
One-Hit-Point Wonder
 GoldenEye (1997) (Video Game) / int_8df14c99
comment
One-Hit-Point Wonder: The "License to Kill" multiplayer mode, every player is this.
 GoldenEye (1997) (Video Game) / int_8df14c99
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1.0
 GoldenEye (1997) (Video Game) / int_8df14c99
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GoldenEye (1997) (Video Game) / int_8df14c99
 GoldenEye (1997) (Video Game) / int_90e05a0c
type
Gadget Watches
 GoldenEye (1997) (Video Game) / int_90e05a0c
comment
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.
 GoldenEye (1997) (Video Game) / int_90e05a0c
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 GoldenEye (1997) (Video Game) / int_90e05a0c
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_90e05a0c
 GoldenEye (1997) (Video Game) / int_921f5a6d
type
Recurring Location
 GoldenEye (1997) (Video Game) / int_921f5a6d
comment
Recurring Location: The surface of Severnaya and the underground bunker within are revisited midway through the game.
 GoldenEye (1997) (Video Game) / int_921f5a6d
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1.0
 GoldenEye (1997) (Video Game) / int_921f5a6d
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GoldenEye (1997) (Video Game) / int_921f5a6d
 GoldenEye (1997) (Video Game) / int_940a5958
type
Artificial Stupidity
 GoldenEye (1997) (Video Game) / int_940a5958
comment
Due to Artificial Stupidity, it is very easy for a main character or several civilians to get caught in an explosive blast. Natalya's AI in the Jungle will make you not want to use that awesome RCP-90 and Grenade Launcher combo.
 GoldenEye (1997) (Video Game) / int_940a5958
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1.0
 GoldenEye (1997) (Video Game) / int_940a5958
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_940a5958
 GoldenEye (1997) (Video Game) / int_9438e550
type
The Big Damn Kiss
 GoldenEye (1997) (Video Game) / int_9438e550
comment
The Big Damn Kiss: The ending has an extensive one between Bond and Natalya.
 GoldenEye (1997) (Video Game) / int_9438e550
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 GoldenEye (1997) (Video Game) / int_9438e550
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9438e550
 GoldenEye (1997) (Video Game) / int_95bca4c9
type
Tuckerization
 GoldenEye (1997) (Video Game) / int_95bca4c9
comment
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.
 GoldenEye (1997) (Video Game) / int_95bca4c9
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 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_95bca4c9
 GoldenEye (1997) (Video Game) / int_95ff52c7
type
Guns Do Not Work That Way
 GoldenEye (1997) (Video Game) / int_95ff52c7
comment
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. (For the record, 50 in decimal is 32 in hex.)
 GoldenEye (1997) (Video Game) / int_95ff52c7
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1.0
 GoldenEye (1997) (Video Game) / int_95ff52c7
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_95ff52c7
 GoldenEye (1997) (Video Game) / int_967fb42a
type
Prolonged Prologue
 GoldenEye (1997) (Video Game) / int_967fb42a
comment
Prolonged Prologue: The game's prologue is greatly extended from the film's, with several original stories in the nine-year gap between the Dam operation and the film's present day, such as visiting the incomplete Severnaya bunker, and an Early-Bird Cameo by Ouromov in a nuclear silo.
 GoldenEye (1997) (Video Game) / int_967fb42a
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1.0
 GoldenEye (1997) (Video Game) / int_967fb42a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_967fb42a
 GoldenEye (1997) (Video Game) / int_96ecc67e
type
Shotguns Are Just Better
 GoldenEye (1997) (Video Game) / int_96ecc67e
comment
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.
 GoldenEye (1997) (Video Game) / int_96ecc67e
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_96ecc67e
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_96ecc67e
 GoldenEye (1997) (Video Game) / int_970c790a
type
Big Bad
 GoldenEye (1997) (Video Game) / int_970c790a
comment
That's not the only example, either. In fact, it is possible with proper timing to gun down Big Bad Alec Trevelyan virtually every time he appears, only for him to be there to taunt you next level.
 GoldenEye (1997) (Video Game) / int_970c790a
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1.0
 GoldenEye (1997) (Video Game) / int_970c790a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_970c790a
 GoldenEye (1997) (Video Game) / int_97d63115
type
Matrix Raining Code
 GoldenEye (1997) (Video Game) / int_97d63115
comment
Matrix Raining Code: Most computers have scrolling lines of green text. They appear mostly in Bunker.
 GoldenEye (1997) (Video Game) / int_97d63115
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_97d63115
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_97d63115
 GoldenEye (1997) (Video Game) / int_98b1dc8f
type
Luck-Based Mission
 GoldenEye (1997) (Video Game) / int_98b1dc8f
comment
Luck-Based Mission: Unlocking Invincibility in "Facility" depends on the random location of Dr. Doak.note While the level is still winnable no matter where Dr. Doak is, only with one location it's possible to beat the very tough time required for the cheat.
 GoldenEye (1997) (Video Game) / int_98b1dc8f
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1.0
 GoldenEye (1997) (Video Game) / int_98b1dc8f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_98b1dc8f
 GoldenEye (1997) (Video Game) / int_9a117348
type
Idiosyncratic Difficulty Levels
 GoldenEye (1997) (Video Game) / int_9a117348
comment
Idiosyncratic Difficulty Levels: "Agent", "Secret Agent" and "00 Agent", from easiest to hardest. The unlockable 007 mode is customizable, and can be made Easier Than Easy, Harder Than Hard, or anything in-between.
 GoldenEye (1997) (Video Game) / int_9a117348
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1.0
 GoldenEye (1997) (Video Game) / int_9a117348
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9a117348
 GoldenEye (1997) (Video Game) / int_9ab240e4
type
Rapid-Fire Typing
 GoldenEye (1997) (Video Game) / int_9ab240e4
comment
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.
 GoldenEye (1997) (Video Game) / int_9ab240e4
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1.0
 GoldenEye (1997) (Video Game) / int_9ab240e4
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9ab240e4
 GoldenEye (1997) (Video Game) / int_9bcd82c0
type
Took a Level in Badass
 GoldenEye (1997) (Video Game) / int_9bcd82c0
comment
Took a Level in Badass: Natalya is mentioned as having received basic firearms training between Train and Jungle, explaining how she suddenly knows how to use a gun and can hold her own in combat in the latter level. While it takes her an abnormally long time to acquire a target, once she decides to attack an enemy she's got great aim and her Cougar Magnum is a One-Hit Kill against basic mooks. In fact she's got decent odds of defeating Xenia if you get forced into cover while fighting Xenia.
 GoldenEye (1997) (Video Game) / int_9bcd82c0
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1.0
 GoldenEye (1997) (Video Game) / int_9bcd82c0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9bcd82c0
 GoldenEye (1997) (Video Game) / int_9c47b23b
type
Dirty Communists
 GoldenEye (1997) (Video Game) / int_9c47b23b
comment
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.
 GoldenEye (1997) (Video Game) / int_9c47b23b
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1.0
 GoldenEye (1997) (Video Game) / int_9c47b23b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9c47b23b
 GoldenEye (1997) (Video Game) / int_9c7e3137
type
Hyperspace Arsenal
 GoldenEye (1997) (Video Game) / int_9c7e3137
comment
Hyperspace Arsenal: Bond has somewhere around 50-60 different weapons, including a tank cannon with the "All Guns" cheat.
 GoldenEye (1997) (Video Game) / int_9c7e3137
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1.0
 GoldenEye (1997) (Video Game) / int_9c7e3137
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9c7e3137
 GoldenEye (1997) (Video Game) / int_9cd91b8a
type
Enemy-Detecting Radar
 GoldenEye (1997) (Video Game) / int_9cd91b8a
comment
Enemy-Detecting Radar: Only in multiplayer, as single player has no map/radar whatsoever.
 GoldenEye (1997) (Video Game) / int_9cd91b8a
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1.0
 GoldenEye (1997) (Video Game) / int_9cd91b8a
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9cd91b8a
 GoldenEye (1997) (Video Game) / int_9cde2df1
type
Hand Cannon
 GoldenEye (1997) (Video Game) / int_9cde2df1
comment
Hand Cannon: The Cougar Magnum is ridiculously overpowered, to the point of being able to shoot through metal doors.
 GoldenEye (1997) (Video Game) / int_9cde2df1
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1.0
 GoldenEye (1997) (Video Game) / int_9cde2df1
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9cde2df1
 GoldenEye (1997) (Video Game) / int_9d17b859
type
Made of Iron
 GoldenEye (1997) (Video Game) / int_9d17b859
comment
Made of Iron: Bond himself, but also Janus, Xenia, Jaws and any other "boss" characters can shrug off multiple gunshots and even explosions. Xenia and Janus take a little over a full mag of assault rifle fire to bring down (and in the first half of the fight Janus only takes damage when standing still), whereas Jaws can shrug off several dozen rounds of assault rifle fire before finally falling. Baron Samedi also becomes increasingly durable every time you "kill" him, but since you fight him with the Golden Gun that hardly matters anyway.
 GoldenEye (1997) (Video Game) / int_9d17b859
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1.0
 GoldenEye (1997) (Video Game) / int_9d17b859
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9d17b859
 GoldenEye (1997) (Video Game) / int_9edbda07
type
Elite Mooks
 GoldenEye (1997) (Video Game) / int_9edbda07
comment
Many levels, such as Surface 1 & 2, Statues, Depot, etc. have enemies respawn no matter how stealthy or loud you are, but the respawn rate is low enough that it's not annoying. Levels like Bunker 2 stand out in that the respawn rate is much higher than normal and the enemies that spawn in are Elite Mooks that delete your health incredibly fast.
 GoldenEye (1997) (Video Game) / int_9edbda07
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1.0
 GoldenEye (1997) (Video Game) / int_9edbda07
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_9edbda07
 GoldenEye (1997) (Video Game) / int_a121abc7
type
Respawning Enemies
 GoldenEye (1997) (Video Game) / int_a121abc7
comment
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. Archives will drown you in angry guards if you go loud. However, unlike Bunker 2, the number of guards is finite and the building will eventually run out of respawning guards to throw at you (or at the very least, the respawn rate will drop to just a few guards every minute) if you keep killing them as they come. Many levels, such as Surface 1 & 2, Statues, Depot, etc. have enemies respawn no matter how stealthy or loud you are, but the respawn rate is low enough that it's not annoying. Levels like Bunker 2 stand out in that the respawn rate is much higher than normal and the enemies that spawn in are Elite Mooks that delete your health incredibly fast.
 GoldenEye (1997) (Video Game) / int_a121abc7
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1.0
 GoldenEye (1997) (Video Game) / int_a121abc7
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a121abc7
 GoldenEye (1997) (Video Game) / int_a414c3f0
type
One-Hit Kill
 GoldenEye (1997) (Video Game) / int_a414c3f0
comment
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.
 GoldenEye (1997) (Video Game) / int_a414c3f0
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1.0
 GoldenEye (1997) (Video Game) / int_a414c3f0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a414c3f0
 GoldenEye (1997) (Video Game) / int_a5aad059
type
BulletProofHumanShield
 GoldenEye (1997) (Video Game) / int_a5aad059
comment
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.
 GoldenEye (1997) (Video Game) / int_a5aad059
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1.0
 GoldenEye (1997) (Video Game) / int_a5aad059
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a5aad059
 GoldenEye (1997) (Video Game) / int_a5e02e9e
type
Infinity +1 Sword
 GoldenEye (1997) (Video Game) / int_a5e02e9e
comment
Infinity +1 Sword: The fabled Golden PP7, which can absolutely destroy anything in one shot. It's obtained by beating Cradle on the Agent difficulty which isn't that hard with some practice.
 GoldenEye (1997) (Video Game) / int_a5e02e9e
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1.0
 GoldenEye (1997) (Video Game) / int_a5e02e9e
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a5e02e9e
 GoldenEye (1997) (Video Game) / int_a65288e2
type
Ascended Extra
 GoldenEye (1997) (Video Game) / int_a65288e2
comment
Ascended Extra: The original film is one of the smaller appearances of the MI6 regulars, with each of them generally being a One-Scene Wonder. While they don't make a physical appearance in this game, M, Q and Moneypenny all give you their own mission briefings at the start of every level, making them a more consistent presence throughout the game.invoked
 GoldenEye (1997) (Video Game) / int_a65288e2
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1.0
 GoldenEye (1997) (Video Game) / int_a65288e2
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a65288e2
 GoldenEye (1997) (Video Game) / int_a6c99b08
type
Shoot Out the Lock
 GoldenEye (1997) (Video Game) / int_a6c99b08
comment
Shoot Out the Lock: Some padlocks can be opened by firing at them, just like in the first level.
 GoldenEye (1997) (Video Game) / int_a6c99b08
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1.0
 GoldenEye (1997) (Video Game) / int_a6c99b08
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a6c99b08
 GoldenEye (1997) (Video Game) / int_a7325f9e
type
The Many Deaths of You
 GoldenEye (1997) (Video Game) / int_a7325f9e
comment
The Many Deaths of You: Whenever someone 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 their neck and squirm about for a while, then fall to their knees (still clutching their necks) 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. This is the longest of all death animations. 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 objects such as walls or crates, they will stumble backward and collapse against a solid object, dying in a sitting position with the legs spread out. 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 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.
 GoldenEye (1997) (Video Game) / int_a7325f9e
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1.0
 GoldenEye (1997) (Video Game) / int_a7325f9e
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a7325f9e
 GoldenEye (1997) (Video Game) / int_a754fa9a
type
Instant Death Bullet
 GoldenEye (1997) (Video Game) / int_a754fa9a
comment
Instant Death Bullet: The famous Golden Gun, as well as the Golden PP7. In "License to Kill" mode, every bullet is this.
 GoldenEye (1997) (Video Game) / int_a754fa9a
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_a754fa9a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a754fa9a
 GoldenEye (1997) (Video Game) / int_a796d2a6
type
Imperial Stormtrooper Marksmanship Academy
 GoldenEye (1997) (Video Game) / int_a796d2a6
comment
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. The biggest offenders are the Moonraker Elite enemies in Aztec, who can easily snipe Bond at a good few paces with their assault rifles or laser guns, attributing another factor to that level's high difficulty.
 GoldenEye (1997) (Video Game) / int_a796d2a6
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1.0
 GoldenEye (1997) (Video Game) / int_a796d2a6
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a796d2a6
 GoldenEye (1997) (Video Game) / int_a9cec1f1
type
Missing Secret
 GoldenEye (1997) (Video Game) / int_a9cec1f1
comment
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.
 GoldenEye (1997) (Video Game) / int_a9cec1f1
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1.0
 GoldenEye (1997) (Video Game) / int_a9cec1f1
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_a9cec1f1
 GoldenEye (1997) (Video Game) / int_aa5d87af
type
Secret Level
 GoldenEye (1997) (Video Game) / int_aa5d87af
comment
Secret Level: The Aztec and Egyptian levels. The former deals with the Drax Corporation from Moonraker, and the latter has Baron Samedi, who somehow procured the Golden Gun and is taunting MI6 with it (that level doesn't make a whole lot of sense story-wise, come to think about it). The levels carry their own unique challenges: the Drax soldiers have an over-reliance on grenades which sharp-shooting players can turn against them, and the Egyptian tomb has a Guide Dang It! method of getting the Golden Gun.
 GoldenEye (1997) (Video Game) / int_aa5d87af
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1.0
 GoldenEye (1997) (Video Game) / int_aa5d87af
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_aa5d87af
 GoldenEye (1997) (Video Game) / int_abad35b4
type
Soundtrack Dissonance
 GoldenEye (1997) (Video Game) / int_abad35b4
comment
Soundtrack Dissonance: Since the background music in the six multiplayer-only maps is randomly generated from the single player campaign (plus a few "extra" songs), it is possible to incessantly blow your buddies up with rocket launchers while the elevator music from "Control" is playing (it's every bit as hilarious as it sounds).
 GoldenEye (1997) (Video Game) / int_abad35b4
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1.0
 GoldenEye (1997) (Video Game) / int_abad35b4
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_abad35b4
 GoldenEye (1997) (Video Game) / int_abd29ad8
type
No-Sell
 GoldenEye (1997) (Video Game) / int_abd29ad8
comment
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.
 GoldenEye (1997) (Video Game) / int_abd29ad8
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_abd29ad8
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_abd29ad8
 GoldenEye (1997) (Video Game) / int_ad4a45be
type
Final Boss
 GoldenEye (1997) (Video Game) / int_ad4a45be
comment
If you manage to knock 006 off the platform during the Final Boss fight in Cradle, a short cutscene will play of him plummeting to his doom, similar to the movie.
 GoldenEye (1997) (Video Game) / int_ad4a45be
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_ad4a45be
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_ad4a45be
 GoldenEye (1997) (Video Game) / int_ae3d6438
type
Deadpan Snarker
 GoldenEye (1997) (Video Game) / int_ae3d6438
comment
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.
 GoldenEye (1997) (Video Game) / int_ae3d6438
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_ae3d6438
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_ae3d6438
 GoldenEye (1997) (Video Game) / int_af7bca24
type
Always Close
 GoldenEye (1997) (Video Game) / int_af7bca24
comment
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.
 GoldenEye (1997) (Video Game) / int_af7bca24
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1.0
 GoldenEye (1997) (Video Game) / int_af7bca24
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_af7bca24
 GoldenEye (1997) (Video Game) / int_affa0e5d
type
Bling-Bling-BANG!
 GoldenEye (1997) (Video Game) / int_affa0e5d
comment
Bling-Bling-BANG!: The Golden Gun. Also, the Gold and Silver versions of the PP7.
 GoldenEye (1997) (Video Game) / int_affa0e5d
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1.0
 GoldenEye (1997) (Video Game) / int_affa0e5d
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_affa0e5d
 GoldenEye (1997) (Video Game) / int_b0e18b32
type
Unique Enemy
 GoldenEye (1997) (Video Game) / int_b0e18b32
comment
Unique Enemy: There are only three enemy Russian Commandants, each of whom use a unique weapon: The one in "Dam" uses a DD44 Dostovei, in "Surface 1" they use a Klobb, and in "Surface 2" they have a PP7.
 GoldenEye (1997) (Video Game) / int_b0e18b32
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_b0e18b32
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_b0e18b32
 GoldenEye (1997) (Video Game) / int_b1c4bc94
type
Arbitrary Weapon Range
 GoldenEye (1997) (Video Game) / int_b1c4bc94
comment
Arbitrary Weapon 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.
 GoldenEye (1997) (Video Game) / int_b1c4bc94
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1.0
 GoldenEye (1997) (Video Game) / int_b1c4bc94
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_b1c4bc94
 GoldenEye (1997) (Video Game) / int_b26cc887
type
Just Between You and Me
 GoldenEye (1997) (Video Game) / int_b26cc887
comment
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.
 GoldenEye (1997) (Video Game) / int_b26cc887
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1.0
 GoldenEye (1997) (Video Game) / int_b26cc887
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_b26cc887
 GoldenEye (1997) (Video Game) / int_b2cdd776
type
Bottomless Magazines
 GoldenEye (1997) (Video Game) / int_b2cdd776
comment
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.
 GoldenEye (1997) (Video Game) / int_b2cdd776
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1.0
 GoldenEye (1997) (Video Game) / int_b2cdd776
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_b2cdd776
 GoldenEye (1997) (Video Game) / int_b618409c
type
Sentry Gun
 GoldenEye (1997) (Video Game) / int_b618409c
comment
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.
 GoldenEye (1997) (Video Game) / int_b618409c
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_b618409c
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_b618409c
 GoldenEye (1997) (Video Game) / int_b8e3f20a
type
Demoted to Extra
 GoldenEye (1997) (Video Game) / int_b8e3f20a
comment
Demoted to Extra: CIA agent Jack Wade does not make a physical appearance here, only being mentioned in the briefing to "Jungle" to explain where Natalya's sudden gunslinger skills came from, and later he has a single line via radio during "Caverns" to confirm your escape. Xenia Onatopp's role is also heavily diminished; her early encounters with Bond and her role at Severnaya are reduced to passing mentions in briefings, and she doesn't make her first in-person appearance until as late as "Train". Even the game's cover art snubs her, with the spot where she was on the film poster now covered up by the 'Only For Nintendo 64' graphic.
 GoldenEye (1997) (Video Game) / int_b8e3f20a
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_b8e3f20a
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_b8e3f20a
 GoldenEye (1997) (Video Game) / int_bb48f8ba
type
Timed Mission
 GoldenEye (1997) (Video Game) / int_bb48f8ba
comment
Timed Mission: Silo is untimed by default on Agent mode. Planting one of your own bombs will activate a 6-minute timer, but doing this is completely optional, as it's not part of your objective list on Agent and otherwise does not benefit the player in any way. On the higher difficulties, however, a timer will start as soon as the level begins, giving you 7 minutes 30 seconds on Secret Agent, or 8 minutes 30 seconds on 00 Agent to finish the mission before the whole place explodes. In Bunker II, once Natalya activates the control console, you have 1 minute to escape with her before the GoldenEye satellite fires on the bunker and destroys it. Statue Park triggers a 3-minute timer once the conversation with Janus ends, and you have to return to the starting point to find Natalya before the Pirate explodes and kills her. In Streets, you start with 5 minutes on Agent mode to reach the end of the level before Ourumov escapes with Natalya and you fail the mission. Valentin is hidden in the level and, after meeting with him, he'll contact his associates to delay Ourumov and give you more time. Doing this is optional on Agent, though it's still beneficial as it'll bump whatever is remaining on the timer up to 6 minutes. Secret Agent and 00 Agent both start the mission with 3 minutes instead and make the meeting with Valentin a required objective, although it'll still bump up the remaining time to 6 minutes. After Trevelyan and Xenia make their getaway in the Train mission, you have 1 minute to escape the train car before it explodes and kills both you and Natalya. On Agent you can flee as soon as you laser the hatch door open, but it becomes trickier on higher difficulties as you have extra objectives which force you to wait for Natalya to finish hacking into Boris's files. It is especially tricky on 00 Agent, as you have only the bare minimum of time to make it out once Natalya finishes. Although if you manage to shoot Xenia just before she disappears, it'll delay her escape and the activation of the train bomb, giving you and Natalya a bit more time. A short ways into the Cradle mission, Trevelyan activates the antenna control console, giving you 3 minutes to blow up the console controlling the satellite, though the rest of the level is untimed after that.
 GoldenEye (1997) (Video Game) / int_bb48f8ba
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1.0
 GoldenEye (1997) (Video Game) / int_bb48f8ba
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bb48f8ba
 GoldenEye (1997) (Video Game) / int_bbb6c059
type
I Shall Taunt You
 GoldenEye (1997) (Video Game) / int_bbb6c059
comment
I Shall Taunt You: Trevelyan loves to do this, especially on Control and Cradle.
 GoldenEye (1997) (Video Game) / int_bbb6c059
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1.0
 GoldenEye (1997) (Video Game) / int_bbb6c059
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bbb6c059
 GoldenEye (1997) (Video Game) / int_bcd27e37
type
Improbable Aiming Skills
 GoldenEye (1997) (Video Game) / int_bcd27e37
comment
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. The biggest offenders are the Moonraker Elite enemies in Aztec, who can easily snipe Bond at a good few paces with their assault rifles or laser guns, attributing another factor to that level's high difficulty.
 GoldenEye (1997) (Video Game) / int_bcd27e37
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1.0
 GoldenEye (1997) (Video Game) / int_bcd27e37
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bcd27e37
 GoldenEye (1997) (Video Game) / int_bda474d2
type
Last Note Nightmare
 GoldenEye (1997) (Video Game) / int_bda474d2
comment
Last Note Nightmare: The music in "Surface II" becomes dissonant when Bond is captured in the final cutscene.
 GoldenEye (1997) (Video Game) / int_bda474d2
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_bda474d2
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bda474d2
 GoldenEye (1997) (Video Game) / int_be302f61
type
Destroy the Security Camera
 GoldenEye (1997) (Video Game) / int_be302f61
comment
Destroy the Security Camera: You will be doing this quite a bit, as if you're spotted on a security camera, the alarm will sound after a short time, alerting nearby guards.
 GoldenEye (1997) (Video Game) / int_be302f61
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_be302f61
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_be302f61
 GoldenEye (1997) (Video Game) / int_be3e7584
type
Brutal Bonus Level
 GoldenEye (1997) (Video Game) / int_be3e7584
comment
Brutal Bonus Level: The Aztec bonus mission has tons of insidiously accurate enemies in optimum positions armed with lasers and AR33s to take you out before you can blink, many drone guns in inconvenient positions forcing you to take them out under duress, quite a confusing layout and difficult objectives. Additionally, Jaws is present, dual-wields AR33s and has a high amount of health, but you have to take him out to get a key to complete an objective. Killing Jaws (or completing Objective 1 if you bypassed Jaws via door trick) will trigger Respawning Enemies.
 GoldenEye (1997) (Video Game) / int_be3e7584
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_be3e7584
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_be3e7584
 GoldenEye (1997) (Video Game) / int_bebf0356
type
Mission Control
 GoldenEye (1997) (Video Game) / int_bebf0356
comment
Mission Control: Your mission briefing from M and Q, as well as a remark from Moneypenny.
 GoldenEye (1997) (Video Game) / int_bebf0356
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1.0
 GoldenEye (1997) (Video Game) / int_bebf0356
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bebf0356
 GoldenEye (1997) (Video Game) / int_bf4ee9be
type
Big Head Mode
 GoldenEye (1997) (Video Game) / int_bf4ee9be
comment
Big Head Mode: DK Mode is a Big Head and Arms Mode. It can be activated with a cheat.
 GoldenEye (1997) (Video Game) / int_bf4ee9be
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_bf4ee9be
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_bf4ee9be
 GoldenEye (1997) (Video Game) / int_c0c54000
type
JokeWeapon
 GoldenEye (1997) (Video Game) / int_c0c54000
comment
Beating the game with the Klobb as your sole weapon. It has the worst accuracy and power in the game.
 GoldenEye (1997) (Video Game) / int_c0c54000
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c0c54000
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_c0c54000
 GoldenEye (1997) (Video Game) / int_c1105f41
type
Hold the Line
 GoldenEye (1997) (Video Game) / int_c1105f41
comment
The Control level is an exception to the above rule. Your main objective is to defend Natalya as she hacks the Goldeneye satellite in what is probably the most infamously difficult scene in the game. After a long and difficult fight, you still can't relax even after you've receive the message stating the satellite has been reprogrammed: In the few seconds between finishing her work and escaping to safety, Natalya can still be targeted by enemy guards, and her death will result in mission failure, despite the fact that—though it's pretty cold logic—she's outlived her usefulness. Then again, what's James Bond without his woman?
 GoldenEye (1997) (Video Game) / int_c1105f41
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1.0
 GoldenEye (1997) (Video Game) / int_c1105f41
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c1105f41
 GoldenEye (1997) (Video Game) / int_c12f0c4
type
Outrun the Fireball
 GoldenEye (1997) (Video Game) / int_c12f0c4
comment
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.
 GoldenEye (1997) (Video Game) / int_c12f0c4
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1.0
 GoldenEye (1997) (Video Game) / int_c12f0c4
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c12f0c4
 GoldenEye (1997) (Video Game) / int_c2b28f75
type
A.K.A.-47
 GoldenEye (1997) (Video Game) / int_c2b28f75
comment
The RC-P90 is incredibly powerful (its power is only matched by cheat weapons and explosives), has one of (if not the) highest rate of fire in the game, and has the largest ammo capacity to boot. To top it off, it uses the single most common ammo in the game.
 GoldenEye (1997) (Video Game) / int_c2b28f75
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c2b28f75
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_c2b28f75
 GoldenEye (1997) (Video Game) / int_c2f149ae
type
Bonus Feature Failure
 GoldenEye (1997) (Video Game) / int_c2f149ae
comment
Bonus Feature Failure: The Frigate's unlockable cheat is toggling the radar on/off in multiplayer. While this isn't bad on its own, it pales in comparison to the other unlockable cheats, and this cheat's exclusively for multiplayer, so it's useless to anyone who plays single player.
 GoldenEye (1997) (Video Game) / int_c2f149ae
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c2f149ae
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c2f149ae
 GoldenEye (1997) (Video Game) / int_c3585f4a
type
Boom, Headshot!
 GoldenEye (1997) (Video Game) / int_c3585f4a
comment
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.
 GoldenEye (1997) (Video Game) / int_c3585f4a
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c3585f4a
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c3585f4a
 GoldenEye (1997) (Video Game) / int_c420a553
type
We Can Rule Together
 GoldenEye (1997) (Video Game) / int_c420a553
comment
We Can Rule Together: Trevelyan taunts you with this. Bond will never take this chance however.
 GoldenEye (1997) (Video Game) / int_c420a553
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c420a553
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c420a553
 GoldenEye (1997) (Video Game) / int_c4b910bf
type
Slow Doors
 GoldenEye (1997) (Video Game) / int_c4b910bf
comment
Slow Doors: The brownish metal doors from Facility and other levels like Caverns.
 GoldenEye (1997) (Video Game) / int_c4b910bf
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c4b910bf
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c4b910bf
 GoldenEye (1997) (Video Game) / int_c513249
type
Harder Than Hard
 GoldenEye (1997) (Video Game) / int_c513249
comment
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. Known in the community as a DLTK run (Dark Licence to Kill) and it is almost impossiblenote As of 2023, a full-run has only been officially completed by nine players in the world.
 GoldenEye (1997) (Video Game) / int_c513249
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c513249
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_c513249
 GoldenEye (1997) (Video Game) / int_c5e42cbd
type
Cutscene Incompetence
 GoldenEye (1997) (Video Game) / int_c5e42cbd
comment
Cutscene Incompetence: The ending of Surface II shows Bond running into a bunker and getting captured without even putting up a fight. note Made all the more hilarious if you utilize timed explosions to off the soldiers.
 GoldenEye (1997) (Video Game) / int_c5e42cbd
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c5e42cbd
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c5e42cbd
 GoldenEye (1997) (Video Game) / int_c69ae9b2
type
Self-Destruct Mechanism
 GoldenEye (1997) (Video Game) / int_c69ae9b2
comment
Self-Destruct Mechanism: In Silo, the whole place will explode in several minutes from the start of the mission.
 GoldenEye (1997) (Video Game) / int_c69ae9b2
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c69ae9b2
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1.0
 GoldenEye (1997) (Video Game)
hasFeature
GoldenEye (1997) (Video Game) / int_c69ae9b2
 GoldenEye (1997) (Video Game) / int_c75df49a
type
Shout-Out
 GoldenEye (1997) (Video Game) / int_c75df49a
comment
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.
 GoldenEye (1997) (Video Game) / int_c75df49a
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c75df49a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c75df49a
 GoldenEye (1997) (Video Game) / int_c7eaae49
type
Renegade Russian
 GoldenEye (1997) (Video Game) / int_c7eaae49
comment
Renegade Russian: Ourumov hijacks an old Soviet Kill Sat and murders his own Defense Minister. Needless to say, he does not have his government's backing.
 GoldenEye (1997) (Video Game) / int_c7eaae49
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_c7eaae49
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_c7eaae49
 GoldenEye (1997) (Video Game) / int_caa28b82
type
Cloudcuckoolander
 GoldenEye (1997) (Video Game) / int_caa28b82
comment
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.
 GoldenEye (1997) (Video Game) / int_caa28b82
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_caa28b82
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_caa28b82
 GoldenEye (1997) (Video Game) / int_cadf2d2a
type
Death of a Thousand Cuts
 GoldenEye (1997) (Video Game) / int_cadf2d2a
comment
Try using dual Klobbs on guards and only tap the Z button. Fast animation cheat might increase enjoyment.
 GoldenEye (1997) (Video Game) / int_cadf2d2a
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_cadf2d2a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_cadf2d2a
 GoldenEye (1997) (Video Game) / int_cd809603
type
Tank Goodness
 GoldenEye (1997) (Video Game) / int_cd809603
comment
Shooting or squishing too many civilians in the Streets stage will fail the mission. Note that it isn't any civilians, who will utter a Stock Scream when run over.
 GoldenEye (1997) (Video Game) / int_cd809603
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_cd809603
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_cd809603
 GoldenEye (1997) (Video Game) / int_cd8ca67a
type
DoubleSubverted
 GoldenEye (1997) (Video Game) / int_cd8ca67a
comment
Double Subverted. In the Statue Park level, you can feel free to gun down Valentin after he's arranged your meeting with Janus, but he'll still be there, two levels later, if you're playing at the right difficulty level.
 GoldenEye (1997) (Video Game) / int_cd8ca67a
featureApplicability
-0.3
 GoldenEye (1997) (Video Game) / int_cd8ca67a
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_cd8ca67a
 GoldenEye (1997) (Video Game) / int_cdd676a3
type
Hyper-Competent Sidekick
 GoldenEye (1997) (Video Game) / int_cdd676a3
comment
Hypercompetent Sidekick: Natalya in Jungle, sometimes blasting enemies with her Cougar Magnum before you even spot them.
 GoldenEye (1997) (Video Game) / int_cdd676a3
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1.0
 GoldenEye (1997) (Video Game) / int_cdd676a3
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_cdd676a3
 GoldenEye (1997) (Video Game) / int_ce1c73e2
type
Just Plane Wrong
 GoldenEye (1997) (Video Game) / int_ce1c73e2
comment
Just Plane Wrong: The "Pirate" helicopter isn't a Eurocopter, it's an Apache.
 GoldenEye (1997) (Video Game) / int_ce1c73e2
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_ce1c73e2
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_ce1c73e2
 GoldenEye (1997) (Video Game) / int_ce7fe38e
type
No Scope
 GoldenEye (1997) (Video Game) / int_ce7fe38e
comment
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.
 GoldenEye (1997) (Video Game) / int_ce7fe38e
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_ce7fe38e
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_ce7fe38e
 GoldenEye (1997) (Video Game) / int_cfda0ecb
type
Escort Mission
 GoldenEye (1997) (Video Game) / int_cfda0ecb
comment
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.
 GoldenEye (1997) (Video Game) / int_cfda0ecb
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1.0
 GoldenEye (1997) (Video Game) / int_cfda0ecb
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_cfda0ecb
 GoldenEye (1997) (Video Game) / int_d0a46264
type
Red Filter of Doom
 GoldenEye (1997) (Video Game) / int_d0a46264
comment
Red Filter of Doom: The screen turns red whenever Bond dies, mimicking the gunbarrel scenes from the movies.
 GoldenEye (1997) (Video Game) / int_d0a46264
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_d0a46264
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d0a46264
 GoldenEye (1997) (Video Game) / int_d1438872
type
Missing Mission Control
 GoldenEye (1997) (Video Game) / int_d1438872
comment
Missing Mission Control: In some levels, you don't get briefing information due to your being captured.
 GoldenEye (1997) (Video Game) / int_d1438872
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_d1438872
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d1438872
 GoldenEye (1997) (Video Game) / int_d145f654
type
Multiplayer-Only Item
 GoldenEye (1997) (Video Game) / int_d145f654
comment
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 makes him infamously broken.
 GoldenEye (1997) (Video Game) / int_d145f654
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_d145f654
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1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d145f654
 GoldenEye (1997) (Video Game) / int_d24ed873
type
Developer's Foresight
 GoldenEye (1997) (Video Game) / int_d24ed873
comment
Developer's 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 gun on higher difficulties. In the Facility mission, they even throw hand grenades. Likewise, shooting at Dmitri Mishkin or 006 (only in the Facility mission) will cause them to fire at you, though this instantly results in a mission failure. 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. "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. The cutscene even changes to account for you killing one (where Bond only kills one mook) or both of them (where Bond instead just adjusts his tie like at the end of "Frigate") before triggering it. 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. If you manage to knock 006 off the platform during the Final Boss fight in Cradle, a short cutscene will play of him plummeting to his doom, similar to the movie.
 GoldenEye (1997) (Video Game) / int_d24ed873
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 GoldenEye (1997) (Video Game) / int_d24ed873
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d24ed873
 GoldenEye (1997) (Video Game) / int_d2567b76
type
Knockback
 GoldenEye (1997) (Video Game) / int_d2567b76
comment
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.
 GoldenEye (1997) (Video Game) / int_d2567b76
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1.0
 GoldenEye (1997) (Video Game) / int_d2567b76
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d2567b76
 GoldenEye (1997) (Video Game) / int_d3c2c6b2
type
Spread Shot
 GoldenEye (1997) (Video Game) / int_d3c2c6b2
comment
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.
 GoldenEye (1997) (Video Game) / int_d3c2c6b2
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 GoldenEye (1997) (Video Game) / int_d3c2c6b2
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d3c2c6b2
 GoldenEye (1997) (Video Game) / int_d5b3df2d
type
Dark Action Girl
 GoldenEye (1997) (Video Game) / int_d5b3df2d
comment
Dark Action Girl: Xenia uses guns more than her bearhug legs in this game. She is a tough opponent in "Jungle".
 GoldenEye (1997) (Video Game) / int_d5b3df2d
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1.0
 GoldenEye (1997) (Video Game) / int_d5b3df2d
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d5b3df2d
 GoldenEye (1997) (Video Game) / int_d5dddf0d
type
Mooks, but no Bosses
 GoldenEye (1997) (Video Game) / int_d5dddf0d
comment
Mooks, but no Bosses: The only boss you fight is Alec Trevelyan, who doubles as the Final Boss. During the rest of the game, you confront numerous mooks, solve puzzles and complete objectives, but no bosses appear. This is justified due to the game's efforts to remain faithful to the 1995 James Bond movie, where Trevelyan is the only villain whom James confronts recurringly.
 GoldenEye (1997) (Video Game) / int_d5dddf0d
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_d5dddf0d
 GoldenEye (1997) (Video Game) / int_d63a5b3f
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Irrelevant Importance
 GoldenEye (1997) (Video Game) / int_d63a5b3f
comment
Irrelevant Importance: Killing people after they help you with objectives will usually not fail the mission. Double Subverted. In the Statue Park level, you can feel free to gun down Valentin after he's arranged your meeting with Janus, but he'll still be there, two levels later, if you're playing at the right difficulty level. That's not the only example, either. In fact, it is possible with proper timing to gun down Big Bad Alec Trevelyan virtually every time he appears, only for him to be there to taunt you next level. The Control level is an exception to the above rule. Your main objective is to defend Natalya as she hacks the Goldeneye satellite in what is probably the most infamously difficult scene in the game. After a long and difficult fight, you still can't relax even after you've receive the message stating the satellite has been reprogrammed: In the few seconds between finishing her work and escaping to safety, Natalya can still be targeted by enemy guards, and her death will result in mission failure, despite the fact that—though it's pretty cold logic—she's outlived her usefulness. Then again, what's James Bond without his woman?
 GoldenEye (1997) (Video Game) / int_d63a5b3f
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 GoldenEye (1997) (Video Game) / int_d63a5b3f
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GoldenEye (1997) (Video Game) / int_d63a5b3f
 GoldenEye (1997) (Video Game) / int_da0beee1
type
Do Not Drop Your Weapon
 GoldenEye (1997) (Video Game) / int_da0beee1
comment
Do Not Drop Your Weapon: Enemies will continue clutching their guns until their very last hit point 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.
 GoldenEye (1997) (Video Game) / int_da0beee1
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 GoldenEye (1997) (Video Game) / int_da0beee1
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_da0beee1
 GoldenEye (1997) (Video Game) / int_dae5c997
type
Action Girl
 GoldenEye (1997) (Video Game) / int_dae5c997
comment
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.
 GoldenEye (1997) (Video Game) / int_dae5c997
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1.0
 GoldenEye (1997) (Video Game) / int_dae5c997
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_dae5c997
 GoldenEye (1997) (Video Game) / int_daef39ee
type
Elaborate Underground Base
 GoldenEye (1997) (Video Game) / int_daef39ee
comment
Elaborate Underground Base: Bunker, Control, Aztec, etc. They all are deeply underground and contain heavy weapons and military equipment.
 GoldenEye (1997) (Video Game) / int_daef39ee
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1.0
 GoldenEye (1997) (Video Game) / int_daef39ee
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_daef39ee
 GoldenEye (1997) (Video Game) / int_dbb414ed
type
Hand Wave
 GoldenEye (1997) (Video Game) / int_dbb414ed
comment
Hand Wave: As a consequence of not being able to depict Natalya being captured during the archives escape like in the film, how Natalya is captured between "Archives" and "St. Petersburg Streets" isn't clear, since the two missions are directly sequential and take place seconds from each other. The mission briefing for the latter is hilariously blunt in how even it doesn't know what happened.
 GoldenEye (1997) (Video Game) / int_dbb414ed
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1.0
 GoldenEye (1997) (Video Game) / int_dbb414ed
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_dbb414ed
 GoldenEye (1997) (Video Game) / int_dc495663
type
Ship Level
 GoldenEye (1997) (Video Game) / int_dc495663
comment
Ship Level: The Frigate level, where you must rescue hostages held by terrorists and place a tracker on a helicopter about to be stolen. The 2010 remake has the second half of the Dubai: Carrier level.
 GoldenEye (1997) (Video Game) / int_dc495663
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1.0
 GoldenEye (1997) (Video Game) / int_dc495663
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_dc495663
 GoldenEye (1997) (Video Game) / int_dca70c44
type
Reasonable Authority Figure
 GoldenEye (1997) (Video Game) / int_dca70c44
comment
Reasonable Authority Figure: Defense Minister Mishkin is willing to listen to Bond, and lives in this game.
 GoldenEye (1997) (Video Game) / int_dca70c44
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1.0
 GoldenEye (1997) (Video Game) / int_dca70c44
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_dca70c44
 GoldenEye (1997) (Video Game) / int_df11acbe
type
Artificial Brilliance
 GoldenEye (1997) (Video Game) / int_df11acbe
comment
Artificial Brilliance: Whereas enemies in older FPSes 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).
 GoldenEye (1997) (Video Game) / int_df11acbe
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1.0
 GoldenEye (1997) (Video Game) / int_df11acbe
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_df11acbe
 GoldenEye (1997) (Video Game) / int_df1793de
type
Updated Re-release
 GoldenEye (1997) (Video Game) / int_df1793de
comment
Updated Re-release: A remastered version of the game for the Xbox 360 was almost entirely completed in 2007 for the game's 10th anniversary, but was never released due to licensing issues. The remaster was leaked online in 2021; besides the expected resolution increases (including an option for 21:9 ultrawide in 2007) and an improved 60 fps framerate, the game also featured completely redone higher-quality textures, lighting, and character models to move the graphics forward several years, making the game look like something from the Quake III/Unreal Engine 2 era. The 2023 remaster features the game's original graphics, though at a much higher and wider 16:9 widescreen HD / 4k resolution compared to the game's original 320x220 resolution, plus a more stable frame rate (though still capped at 30 fps), higher quality audio, and achievements. The Xbox version also has more modern aim controls (at the cost of removing the ability to lean while aiming), whereas the remaster of Perfect Dark and digital releases of TimeSplitters 2 both still retain Rare/Free Radical Design's distinct "floaty, snap-to-center" aiming of the original games. Notably, the remaster is only available as either part of the Nintendo Switch Yearly Pass, Xbox Live Game Pass, or the Rare Replay collection, not as a stand-alone purchase.
 GoldenEye (1997) (Video Game) / int_df1793de
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 GoldenEye (1997) (Video Game) / int_df1793de
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_df1793de
 GoldenEye (1997) (Video Game) / int_df3b0af7
type
Short-Range Long-Range Weapon
 GoldenEye (1997) (Video Game) / int_df3b0af7
comment
Short-Range Long-Range Weapon: The automatic shotgun only works at full power when close to an enemy.
 GoldenEye (1997) (Video Game) / int_df3b0af7
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1.0
 GoldenEye (1997) (Video Game) / int_df3b0af7
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_df3b0af7
 GoldenEye (1997) (Video Game) / int_df41acb
type
Casual Danger Dialogue
 GoldenEye (1997) (Video Game) / int_df41acb
comment
Casual Danger Dialogue: Trevelyan and Bond when they first meet. Natalya also does this a lot.
 GoldenEye (1997) (Video Game) / int_df41acb
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1.0
 GoldenEye (1997) (Video Game) / int_df41acb
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_df41acb
 GoldenEye (1997) (Video Game) / int_e106d56
type
Themed Cursor
 GoldenEye (1997) (Video Game) / int_e106d56
comment
Themed Cursor: Your menu cursor is a crosshair.
 GoldenEye (1997) (Video Game) / int_e106d56
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1.0
 GoldenEye (1997) (Video Game) / int_e106d56
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e106d56
 GoldenEye (1997) (Video Game) / int_e11b003d
type
Translation Convention
 GoldenEye (1997) (Video Game) / int_e11b003d
comment
Translation Convention: Translated Russian is displayed in brackets instead of quotation marks.
 GoldenEye (1997) (Video Game) / int_e11b003d
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1.0
 GoldenEye (1997) (Video Game) / int_e11b003d
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e11b003d
 GoldenEye (1997) (Video Game) / int_e1645c04
type
Set a Mook to Kill a Mook
 GoldenEye (1997) (Video Game) / int_e1645c04
comment
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.
 GoldenEye (1997) (Video Game) / int_e1645c04
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1.0
 GoldenEye (1997) (Video Game) / int_e1645c04
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e1645c04
 GoldenEye (1997) (Video Game) / int_e19da456
type
Diagonal Speed Boost
 GoldenEye (1997) (Video Game) / int_e19da456
comment
Diagonal Speed Boost: Strafing makes Bond a lot faster. Speedruns more or less require that you strafe everywhere.
 GoldenEye (1997) (Video Game) / int_e19da456
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1.0
 GoldenEye (1997) (Video Game) / int_e19da456
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e19da456
 GoldenEye (1997) (Video Game) / int_e2d7b14c
type
Made of Explodium
 GoldenEye (1997) (Video Game) / int_e2d7b14c
comment
The computers, the monitors, the filing cabinets, the chairs, the boxes...
 GoldenEye (1997) (Video Game) / int_e2d7b14c
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1.0
 GoldenEye (1997) (Video Game) / int_e2d7b14c
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e2d7b14c
 GoldenEye (1997) (Video Game) / int_e3034e3f
type
Beating a Dead Player
 GoldenEye (1997) (Video Game) / int_e3034e3f
comment
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 respawns.
 GoldenEye (1997) (Video Game) / int_e3034e3f
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1.0
 GoldenEye (1997) (Video Game) / int_e3034e3f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e3034e3f
 GoldenEye (1997) (Video Game) / int_e386dc9
type
Staying Alive
 GoldenEye (1997) (Video Game) / int_e386dc9
comment
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 A glitch in the programming makes it theoretically possible to kill him again even in this segment.
 GoldenEye (1997) (Video Game) / int_e386dc9
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 GoldenEye (1997) (Video Game) / int_e386dc9
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e386dc9
 GoldenEye (1997) (Video Game) / int_e4965307
type
Composite Character
 GoldenEye (1997) (Video Game) / int_e4965307
comment
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.
 GoldenEye (1997) (Video Game) / int_e4965307
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1.0
 GoldenEye (1997) (Video Game) / int_e4965307
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e4965307
 GoldenEye (1997) (Video Game) / int_e5d8460d
type
Unexplained Recovery
 GoldenEye (1997) (Video Game) / int_e5d8460d
comment
Unexplained Recovery: If you're not playing on 00 Agent difficulty, you're free to kill Boris in Bunker as the mission objective involving him is only active on 00 Agent or 007 difficulty. He'll still show up later in the game, perfectly fine.
 GoldenEye (1997) (Video Game) / int_e5d8460d
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 GoldenEye (1997) (Video Game) / int_e5d8460d
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e5d8460d
 GoldenEye (1997) (Video Game) / int_e652089c
type
Artistic License – Ships
 GoldenEye (1997) (Video Game) / int_e652089c
comment
Artistic License – Ships: The La Fayette looks nothing like a La Fayette-class frigate and rather more like an American Kidd-class destroyer. The unused multiplayer version of the map is even called "Destroyer."
 GoldenEye (1997) (Video Game) / int_e652089c
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 GoldenEye (1997) (Video Game) / int_e652089c
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_e652089c
 GoldenEye (1997) (Video Game) / int_e9d0e7ce
type
Useless Item
 GoldenEye (1997) (Video Game) / int_e9d0e7ce
comment
Useless Item: In Silo you can collect Ourumov's briefcase and key, which are completely irrelevant for progression. While they do in fact open the silo's roof, 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.
 GoldenEye (1997) (Video Game) / int_e9d0e7ce
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1.0
 GoldenEye (1997) (Video Game) / int_e9d0e7ce
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GoldenEye (1997) (Video Game) / int_e9d0e7ce
 GoldenEye (1997) (Video Game) / int_ea2353d3
type
Weak Turret Gun
 GoldenEye (1997) (Video Game) / int_ea2353d3
comment
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.
 GoldenEye (1997) (Video Game) / int_ea2353d3
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1.0
 GoldenEye (1997) (Video Game) / int_ea2353d3
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GoldenEye (1997) (Video Game) / int_ea2353d3
 GoldenEye (1997) (Video Game) / int_ea92aeb0
type
Concealment Equals Cover
 GoldenEye (1997) (Video Game) / int_ea92aeb0
comment
Concealment Equals Cover: Subverted. crates and other scenery objects will explode if shot.
 GoldenEye (1997) (Video Game) / int_ea92aeb0
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 GoldenEye (1997) (Video Game) / int_ea92aeb0
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GoldenEye (1997) (Video Game) / int_ea92aeb0
 GoldenEye (1997) (Video Game) / int_eaf5a1ac
type
Groin Attack
 GoldenEye (1997) (Video Game) / int_eaf5a1ac
comment
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. This is the longest of all death animations.
 GoldenEye (1997) (Video Game) / int_eaf5a1ac
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1.0
 GoldenEye (1997) (Video Game) / int_eaf5a1ac
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GoldenEye (1997) (Video Game) / int_eaf5a1ac
 GoldenEye (1997) (Video Game) / int_ed59847b
type
Computer Equals Monitor
 GoldenEye (1997) (Video Game) / int_ed59847b
comment
Computer Equals Monitor: Destroying a critical monitor during the "Protect Natalya" mission in the Janus base will cause you to fail the mission. Justified in that you don't have time to go around fixing computers. However, you can destroy everything except that monitor without consequence, and it's in fact recommended due to everything being Made of Explodium and blocking your line of fire against the mooks trying to kill you and Natalya.
 GoldenEye (1997) (Video Game) / int_ed59847b
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1.0
 GoldenEye (1997) (Video Game) / int_ed59847b
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_ed59847b
 GoldenEye (1997) (Video Game) / int_efbfe117
type
Complaining About Rescues They Don't Like
 GoldenEye (1997) (Video Game) / int_efbfe117
comment
Complaining About Rescues They Don't Like: Natalya will sometimes do this, especially on Control. She will tell James to quiet down since she can't hear herself think...even as Bond frantically guns down Janus grunts who are trying to kill her.
 GoldenEye (1997) (Video Game) / int_efbfe117
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1.0
 GoldenEye (1997) (Video Game) / int_efbfe117
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_efbfe117
 GoldenEye (1997) (Video Game) / int_f4fb7564
type
Diegetic Interface
 GoldenEye (1997) (Video Game) / int_f4fb7564
comment
Diegetic Interface: James Bond can switch weapons using the readout on his laser watch. The bad guys will kindly stop shooting and wait for him to finish what he is up to before resuming the firefight.
 GoldenEye (1997) (Video Game) / int_f4fb7564
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1.0
 GoldenEye (1997) (Video Game) / int_f4fb7564
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_f4fb7564
 GoldenEye (1997) (Video Game) / int_f5c505db
type
The Cracker
 GoldenEye (1997) (Video Game) / int_f5c505db
comment
The Cracker: Boris and his hacking abilities. Here he's Bond's only way to crack the computer in Bunker.
 GoldenEye (1997) (Video Game) / int_f5c505db
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1.0
 GoldenEye (1997) (Video Game) / int_f5c505db
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_f5c505db
 GoldenEye (1997) (Video Game) / int_f7d66b6f
type
No-Gear Level
 GoldenEye (1997) (Video Game) / int_f7d66b6f
comment
No-Gear Level: This happens twice over the course of the game, and both of them are Escort Missions. In the first one, you have the option of leaving Natalya in her cell until you've cleared out the rest of the base.
 GoldenEye (1997) (Video Game) / int_f7d66b6f
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GoldenEye (1997) (Video Game) / int_f7d66b6f
 GoldenEye (1997) (Video Game) / int_f87c42d4
type
Video Game Cruelty Potential
 GoldenEye (1997) (Video Game) / int_f87c42d4
comment
Video Game Cruelty Potential: In the "Facility", "Silo" and "Caverns" stages, one of the objectives is "Minimize Scientist Casualties". This means you fail the mission if 3 or more scientists die. It does, however, allow you to get away with killing two scientists each. This includes your ally Dr. Doak in "Facility", so long as you obtain the Decoder from him beforehand in Secret Agent and 00 Agent difficulties (not required in Agent). In "Facility", you can also get away with killing Trevelyan from the moment Bond says "It was too easy, Alec..." onward (killing him before that will fail the mission). He still returns later in the game regardless. In "Bunker I", you can get away with killing Boris. If in 00 Agent, you must wait for him to access the mainframe terminal first (this is not required in Agent or Secret Agent). Likewise, he will still show up in Control regardless. In "Frigate", there are six hostages. You must rescue at least two of them in Agent, four of them in Secret Agent, and five of them in 00 Agent. This allows you to get away with killing four, two or one of them in each respective difficulty. In "Statue", you can kill Zukovsky without consequence once he starts walking away after you've finished talking to him. He will still return in "Streets". In "Archives", you can kill Mishkin without consequence, though only after he's given you the key to the safe in Secret Agent and 00 Agent (not required in Agent). In "Streets", you can again kill Zukovsky once he starts running away after you've finished speaking to him. It won't count as a fail unless his body has disappeared before the objective says "complete". Shooting or squishing too many civilians in the Streets stage will fail the mission. Note that it isn't any civilians, who will utter a Stock Scream when run over. In "Control", if you kill Boris before summoning Natalya, she will refuse to help you, causing you to fail the mission. However, there are still two ways you can get away with killing him. 1) If he gets a slow death animation, you can rush upstairs and summon her. She will not acknowledge his death if you reach her before his body disappears. 2) If you go up using the main stairs at the back of the room, it will trigger him to talk to you and then runaway, meaning you cannot return to kill him later. However, you can use an explosive to blast open the windows and take one of the two smaller staircases to get to Natalya and summon her without triggering Boris' dialogue. This enables you to return and kill him after. If you throw an explosive such as a grenade or timed mine in the location of the end cutscene just before you end the stage, it will go off during the end cutscene, potentially killing NPC's during the cutscene (Bond is invincible). This can include Natalya, and the game doesn't count it as a fail if she dies in the end cutscene. You can also shoot her and quickly end the stage. It won't count as a fail so long as her body hasn't disappeared yet when you finish. There is also a bug that allows you to fire your gun during cutscenes if you have a second controller plugged in. Though you can't aim and can only shoot at the dead center of the screen, it enables you to shoot people during the opening or closing cutscenes if they happen to cross the center of the screen. This includes Natalya in a few of the end cutscenes. Again, the game does not count this as a fail. Try using dual Klobbs on guards and only tap the Z button. Fast animation cheat might increase enjoyment.
 GoldenEye (1997) (Video Game) / int_f87c42d4
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1.0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_f87c42d4
 GoldenEye (1997) (Video Game) / int_f89f164a
type
Purposely Overpowered
 GoldenEye (1997) (Video Game) / int_f89f164a
comment
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 is incredibly powerful (its power is only matched by cheat weapons and explosives), has one of (if not the) highest rate of fire in the game, and has the largest ammo capacity to boot. To top it off, it uses the single most common ammo in the game.
 GoldenEye (1997) (Video Game) / int_f89f164a
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1.0
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GoldenEye (1997) (Video Game) / int_f89f164a
 GoldenEye (1997) (Video Game) / int_fb09db1f
type
Video-Game Lives
 GoldenEye (1997) (Video Game) / int_fb09db1f
comment
Video-Game Lives: The "You Only Live Twice" multiplayer mode is what its name says: you get two lives. Lose them both and you're out.
 GoldenEye (1997) (Video Game) / int_fb09db1f
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1.0
 GoldenEye (1997) (Video Game) / int_fb09db1f
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fb09db1f
 GoldenEye (1997) (Video Game) / int_fb111d49
type
Sequence Breaking
 GoldenEye (1997) (Video Game) / int_fb111d49
comment
In Train (00 Agent only), Natalya has to hack the computer after you saved her from Ourumov. The problem is, if you fail to hit Xenia as well during the hostage situation (after shooting Ourumov she's vulnerable for a short period of time) the countdown will not give you enough time to complete all objectives and the train will explode before you can leave with everything done.note There are two known ways to still beat the level even if you don't hit Xenia, one is with a sequence break that allows you to exit the train early, the other is a million-to-one probability that Natalya survives the explosion), making the level unintentionally winnable again.
 GoldenEye (1997) (Video Game) / int_fb111d49
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1.0
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fb111d49
 GoldenEye (1997) (Video Game) / int_fb9afaab
type
Attack Drone
 GoldenEye (1997) (Video Game) / int_fb9afaab
comment
Attack Drone: Various levels have ceiling-mounted autoguns which will shred the player given the chance.
 GoldenEye (1997) (Video Game) / int_fb9afaab
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_fb9afaab
featureConfidence
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fb9afaab
 GoldenEye (1997) (Video Game) / int_fc225bec
type
Artistic License – Physics
 GoldenEye (1997) (Video Game) / int_fc225bec
comment
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.
 GoldenEye (1997) (Video Game) / int_fc225bec
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1.0
 GoldenEye (1997) (Video Game) / int_fc225bec
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fc225bec
 GoldenEye (1997) (Video Game) / int_fc85fadc
type
You Shouldn't Know This Already
 GoldenEye (1997) (Video Game) / int_fc85fadc
comment
You Shouldn't Know This Already: 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.
 GoldenEye (1997) (Video Game) / int_fc85fadc
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_fc85fadc
featureConfidence
1.0
 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fc85fadc
 GoldenEye (1997) (Video Game) / int_fcd993bd
type
Video Game Cruelty Punishment
 GoldenEye (1997) (Video Game) / int_fcd993bd
comment
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).
 GoldenEye (1997) (Video Game) / int_fcd993bd
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_fcd993bd
featureConfidence
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fcd993bd
 GoldenEye (1997) (Video Game) / int_fda454ec
type
Every Bullet is a Tracer
 GoldenEye (1997) (Video Game) / int_fda454ec
comment
Every Bullet is a Tracer: This was among the first games to employ this, despite using hitscan weapons.
 GoldenEye (1997) (Video Game) / int_fda454ec
featureApplicability
1.0
 GoldenEye (1997) (Video Game) / int_fda454ec
featureConfidence
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 GoldenEye (1997) (Video Game)
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GoldenEye (1997) (Video Game) / int_fda454ec
 GoldenEye (1997) (Video Game) / int_ffad4e9f
type
Shown Their Work
 GoldenEye (1997) (Video Game) / int_ffad4e9f
comment
Shown Their Work: The giant screen in the bunker has Cyrillic lettering on it which reads Severnaya.
 GoldenEye (1997) (Video Game) / int_ffad4e9f
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1.0
 GoldenEye (1997) (Video Game) / int_ffad4e9f
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GoldenEye (1997) (Video Game)

The following is a list of statements referring to the current page from other pages.

 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Bang, Bang, BANG / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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British Video Games / int_802ca7b
 GoldenEye (1997) (Video Game)
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Brutal Bonus Level / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Cut Song / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Cycle of Hurting / int_802ca7b
 GoldenEye (1997) (Video Game)
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Dead Character Walking / int_802ca7b
 GoldenEye (1997) (Video Game)
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Deadly Gas / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Destroyable Items / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Die, Chair, Die! / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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Divorced Installment / int_802ca7b
 GoldenEye (1997) (Video Game)
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Do Not Drop Your Weapon / int_802ca7b
 GoldenEye (1997) (Video Game)
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Earn Your Fun / int_802ca7b
 GoldenEye (1997) (Video Game)
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Edge Gravity / int_802ca7b
 GoldenEye (1997) (Video Game)
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Emergency Weapon / int_802ca7b
 GoldenEye (1997) (Video Game)
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Empty Room Psych / int_802ca7b
 GoldenEye (1997) (Video Game)
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Escort Mission / int_802ca7b
 GoldenEye (1997) (Video Game)
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Every Bullet is a Tracer / int_802ca7b
 GoldenEye (1997) (Video Game)
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Every Car Is a Pinto / int_802ca7b
 GoldenEye (1997) (Video Game)
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Everything Fades / int_802ca7b
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GoldenEye (1997) (Video Game)
 GoldenEye (1997) (Video Game)
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Exclusive Enemy Equipment / int_802ca7b
 GoldenEye (1997) (Video Game)
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Explosive Instrumentation / int_802ca7b
 GoldenEye (1997) (Video Game)
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Fackler Scale of FPS Realism / int_802ca7b
 GoldenEye (1997) (Video Game)
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Fandom Heresy / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Finger Poke of Doom / int_802ca7b
 GoldenEye (1997) (Video Game)
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Firing One-Handed / int_802ca7b
 GoldenEye (1997) (Video Game)
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First-Person Ghost / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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GRU / int_802ca7b
 GoldenEye (1997) (Video Game)
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 GoldenEye (1997) (Video Game)
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"Get Back Here!" Boss / int_802ca7b
 GoldenEye (1997) (Video Game)
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God Mode / int_802ca7b
 GoldenEye (1997) (Video Game)
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Gold-Colored Superiority / int_802ca7b
 GoldenEye (1997) (Video Game)
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Golden Super Mode / int_802ca7b
 GoldenEye (1997) (Video Game)
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Good Guns, Bad Guns / int_802ca7b
 GoldenEye (1997) (Video Game)
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Grenade Launcher / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hand Cannon / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hard Mode Filler / int_802ca7b
 GoldenEye (1997) (Video Game)
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Harder Than Hard / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hey, It's That Sound! / int_802ca7b
 GoldenEye (1997) (Video Game)
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High-Tier Scrappy / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hitscan / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hold the Line / int_802ca7b
 GoldenEye (1997) (Video Game)
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Hollywood Silencer / int_802ca7b
 GoldenEye (1997) (Video Game)
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Idiosyncratic Difficulty Levels / int_802ca7b
 GoldenEye (1997) (Video Game)
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Idle Animation / int_802ca7b
 GoldenEye (1997) (Video Game)
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Imperial Stormtrooper Marksmanship Academy / int_802ca7b
 GoldenEye (1997) (Video Game)
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Incredibly Durable Enemies / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Incredibly Obvious Bug / int_802ca7b
 GoldenEye (1997) (Video Game)
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Infallible Babble / int_802ca7b
 GoldenEye (1997) (Video Game)
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Informed Equipment / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Insecurity Camera / int_802ca7b
 GoldenEye (1997) (Video Game)
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Instant Death Bullet / int_802ca7b
 GoldenEye (1997) (Video Game)
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Interrupting Meme / int_802ca7b
 GoldenEye (1997) (Video Game)
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Irrelevant Importance / int_802ca7b
 GoldenEye (1997) (Video Game)
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Joke Item / int_802ca7b
 GoldenEye (1997) (Video Game)
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Jungle Warfare / int_802ca7b
 GoldenEye (1997) (Video Game)
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Knockback / int_802ca7b
 GoldenEye (1997) (Video Game)
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Lead the Target / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Little Useless Gun / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Locking MacGyver in the Store Cupboard / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Locomotive Level / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Lord British Postulate / int_802ca7b
 GoldenEye (1997) (Video Game)
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Magic Tool / int_802ca7b
 GoldenEye (1997) (Video Game)
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Mainstream Obscurity / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Marathon Level / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Menu Time Lockout / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Mercy Invincibility / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Mid-Development Genre Shift / int_802ca7b
 GoldenEye (1997) (Video Game)
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Misbegotten Multiplayer Mode / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Missing Secret / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Modular Difficulty / int_a4ca329b
 GoldenEye (1997) (Video Game)
hasFeature
Mooks, but no Bosses / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Moved to the Next Console / int_802ca7b
 GoldenEye (1997) (Video Game)
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Multi-Track Drifting / int_802ca7b
 GoldenEye (1997) (Video Game)
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Multiplayer-Only Item / int_802ca7b
 GoldenEye (1997) (Video Game)
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Mutual Kill / int_802ca7b
 GoldenEye (1997) (Video Game)
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No Fair Cheating / int_802ca7b
 GoldenEye (1997) (Video Game)
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No-Gear Level / int_802ca7b
 GoldenEye (1997) (Video Game)
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No Peripheral Vision / int_802ca7b
 GoldenEye (1997) (Video Game)
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Offscreen Start Bonus / int_802ca7b
 GoldenEye (1997) (Video Game)
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On-Site Procurement / int_802ca7b
 GoldenEye (1997) (Video Game)
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One Bullet Clips / int_802ca7b
 GoldenEye (1997) (Video Game)
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One-Hit Kill / int_802ca7b
 GoldenEye (1997) (Video Game)
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One-Hit-Point Wonder / int_802ca7b
 GoldenEye (1997) (Video Game)
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One-Hit Polykill / int_802ca7b
 GoldenEye (1997) (Video Game)
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Optional Stealth / int_802ca7b
 GoldenEye (1997) (Video Game)
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Orchestra Hit Techno Battle / int_802ca7b
 GoldenEye (1997) (Video Game)
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Orphaned Reference / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Out of the Ghetto / int_802ca7b
 PCVsConsole
seeAlso
GoldenEye (1997) (Video Game)
 GoldenEye (1997) (Video Game)
hasFeature
Pause Scumming / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Pistol-Whipping / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Player Death Is Dramatic / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Polished Port / int_3706767b
 GoldenEye (1997) (Video Game)
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Prolonged Prologue / int_802ca7b
 GoldenEye (1997) (Video Game)
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Protection Mission / int_802ca7b
 GoldenEye (1997) (Video Game)
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Recurring Location / int_802ca7b
 GoldenEye (1997) (Video Game)
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Recurring Riff / int_802ca7b
 GoldenEye (1997) (Video Game)
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Regenerating Shield, Static Health / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Remixed Level / int_802ca7b
 GoldenEye (1997) (Video Game)
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Repeat Cut / int_802ca7b
 GoldenEye (1997) (Video Game)
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Respawning Enemies / int_802ca7b
 GoldenEye (1997) (Video Game)
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Revolvers Are Just Better / int_802ca7b
 GoldenEye (1997) (Video Game)
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Ring-Out Boss / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Rocket-Tag Gameplay / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Same Content, Different Rating / int_802ca7b
 GoldenEye (1997) (Video Game)
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Save-Game Limits / int_a4ca329b
 GoldenEye (1997) (Video Game)
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Script Breaking / int_802ca7b
 GoldenEye (1997) (Video Game)
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Secondary Fire / int_802ca7b
 GoldenEye (1997) (Video Game)
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Secret Level / int_802ca7b
 GoldenEye (1997) (Video Game)
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Self-Defenseless / int_802ca7b
 GoldenEye (1997) (Video Game)
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Self-Imposed Challenge / int_802ca7b
 GoldenEye (1997) (Video Game)
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Sequence Breaking / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Shoe Phone / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Shoot Out the Lock / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Short-Range Shotgun / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Shot in the Ass / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sick Captive Scam / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Silliness Switch / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Silly Simian / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Simple Rescue Mechanic / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sniper Pistol / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sniper Rifle / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Songs in the Key of Panic / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sorting Algorithm of Weapon Effectiveness / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Space-Filling Path / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Spared by the Adaptation / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sprite/Polygon Mix / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Standard FPS Guns / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Standard FPS Guns / int_a4ca329b
 GoldenEye (1997) (Video Game)
hasFeature
Starter Gear Staying Power / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Staying Alive / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Stealth-Based Game / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Sticky Bomb / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Stock Scream / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Stock Sound Effects / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Story-Driven Invulnerability / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Story Overwrite / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Stress-Relieving Gameplay / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Super Wrist-Gadget / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Surprisingly Easy Mini-Quest / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Take That, Audience! / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Tap on the Head / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Teleporting Keycard Squad / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
That One Sidequest / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The '80s / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Big Board / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Blade Always Lands Pointy End In / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Danza / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The '80s / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Elevator from Ipanema / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Enemy Weapons Are Better / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Joys of Torturing Mooks / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Law of Conservation of Detail / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
The Shelf of Movie Languishment / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Theme-and-Variations Soundtrack / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Themed Cursor / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
They Knew the Risks / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Tuckerization / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Unbreakable Weapons / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Unflinching Walk / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Unique Enemy / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Universal Ammunition / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Unnecessary Combat Roll / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Unusable Enemy Equipment / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Urban Legend of Zelda / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Variable Mix / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Video Game 3D Leap / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Video Game Cruelty Potential / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Video Game Cruelty Punishment / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Video-Game Lives / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Video Game Remake / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Vulnerable Civilians / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
What the Hell, Player? / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
Would Not Shoot a Civilian / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
You Are Already Dead / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
You Call That a Wound? / int_802ca7b
 GoldenEye (1997) (Video Game)
hasFeature
You Could Have Used Your Powers for Good! / int_802ca7b
 Goldeneye1997
sameAs
GoldenEye (1997) (Video Game)
 PokemonPeaceSquad
seeAlso
GoldenEye (1997) (Video Game)
 GoldenEye1997
sameAs
GoldenEye (1997) (Video Game)
 Goldeneye1997
sameAs
GoldenEye (1997) (Video Game)
 The World Is Not Enough / Videogame
seeAlso
GoldenEye (1997) (Video Game)
 GoldenEye (1997) (Video Game)
hasFeature
You ALL Look Familiar / int_802ca7b