GoldenEye is an awesome FPS game developed by Rare for the Nintendo 64 and Playstation consoles, based on the 1995 James Bond film GoldenEye.
The game was followed by its spiritual successor, Perfect Dark, also developed by Rare. The game menu system is presented 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 an "Agent", "Secret Agent" or "00-Agent" difficulty level. The higher the difficulty the more is required by the player to complete additional and complex objectives. M, Q, and Miss Moneypenny (!) provide background information on the chosen mission as well as its main objectives. Your basic weapon in most missions is James Bond's Walther PPK handgun. Most of the game's firearms are modeled based on real-life counterparts (although their names are altered), while others are based on fictional devices featured in the Bond films. The most innovative detail is that this game introduced multiplayer deathmatches on the console for the first time.
The graphics in the N64 version are incredible. From the installations dug deep under the snow to the lush Cuban jungles, each environment looks really nice, with a decent amount of detail and very smooth 3D animation! The sound features absolutely perfect music taken from the original movie as well as several high-quality, digitized sound effects which add a lot to the game's action and presentation.
In-game music sample:
Some videos belong to retroshowcase.com (indicated); others not
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