007 GoldenEye is an awesome first person shooter game developed by Rare for the Nintendo 64 and PlayStation gaming consoles, heavily based on the 1995 GoldenEye James Bond film.
STORY / GAMEPLAY GoldenEye is a first person shooter game that plays much like its spiritual successor, Perfect Dark, also developed by Rare. The game menu system is depicted as an MI6 dossier having four save files available to track Bond's progress through the game's 20 different missions, each of which may be played in three different difficulty levels: "Agent", "Secret Agent" or "00-Agent". The higher the difficulty the more is required by the player to complete additional and more complex objectives. M, Q, and Miss Moneypenny provide background information connected to the selected mission as well as its main objectives. Your basic weapon in most missions is James Bond's Walther PPK handgun with a silencer mounted. Most of the game's firearms are models based on real-life guns (although their names were altered), while others are based on fictional devices featured in many Bond films. The most innovative detail is that this game introduced multiplayer death-matches on the console for the first time in its history.
GRAPHICS / SOUND The graphics on the N64 version are incredible. From the installations that hide deep under the snow to the lush Cuban jungles, each environment looks really impressive, with a decent amount of detail and very smooth 3D animation. The sound features absolutely perfect music taken from the original 007 GoldenEye movie as well as a variety of high-quality sound effects that add a lot to the game's action, presentation and atmosphere. GoldenEye is surely one of the best N64 games ever developed.
In-game music sample:
Nintendo 64 (N64)
CPU: MIPS R4300i-based NEC VR4300 at 93.75 MHz (connection to the system via 32-bit data bus) MEMORY: 4MB of RAMBUS RDRAM (expandable to 8MB with the Expansion Pak) with 562.5 MB/s peak bandwidth. GRAPHICS: 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). Supports: 235x224 to 640x480 flicker free interlaced screen resolution. Hardware Z-Buffering. Hardware Anti-aliasing. Hardware Texture Mapping (32x32 pixel texture maps). Tri-Linear filtered MIP Mapping. Environment Mapping SOUND: Stereo 16bit PCM audio capable of 64 channels at 44Khz