A awesome FPS developed by Rare for the Nintendo 64 and Playstation console, based on the 1995 James Bond film GoldenEye.
The game was followed by a spiritual successor, Perfect Dark, also developed by Rare. The game menu system is presented as an MI6 dossier having four save files are available to track the Bond's progress through the game's twenty missions, each of which may be played on "Agent", "Secret Agent" or "00-Agent" difficulty settings, with higher difficulties requiring the player to complete additional and more complex objectives. M, Q, and Miss Moneypenny (!) provide background information on the chosen mission and its goals. Your initial weapon in most missions is James Bond's Walther PPK. Most of the game's firearms are modeled on real-life counterparts (although their names are altered), while others are based on fictitious devices featured in the Bond films. Perhaps GoldenEye's greatest impact was its introduction of multiplayer deathmatch on the console.
The graphics in N64 are incredible. From installations deep under the snow to lush Cuban jungles, each environment looks really good, with a decent amount of detail and very smooth 3D animation! The sound features absolutely perfect music of the original movie theme, as well as several high-quality digitized sound effects which adds a lot of ambience to the game.
In-game music sample:
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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