GoldenEye 007 is a first person shooter for the Nintendo 64, released in August 1997 by Rare.
Rare relinquished the James Bond licence to Electronic Arts shortly after GoldenEye was released, which resulted in the appalling "Tomorrow Never Dies" for Sony's PlayStation and the mediocre "The World Is Not Enough" for the N64. Following 6'th generation titles, EA then created "007 Nightfire" in 2002 for the PS2. "007 Everything or Nothing" was released in 2004, and "Quantum of Solace" was released in 2008. Meanwhile, Rare took the opportunity to create some original intellectual property and spent the next three years making GoldenEye's true spiritual successor, Perfect Dark.
All competitive play relating to GoldenEye revolves around completing the 60 solo missions - 20 levels on each of three difficulty levels - as quickly as possible.
- Surface 1
- Bunker 1
- Surface 2
- Bunker 2
- Statue Park
- Aztec Complex
- Egyptian Temple
After completion of all 20 levels on 00 Agent, players unlock a customizable difficulty setting called 007 Mode. This mode has spawned two very popular additional leagues: LTK and DLTK, which can be considered to be the fourth and fifth difficulty settings.
There is also competition in the Turbo League where players use only the Turbo Mode cheat.
Your best segmented run through GoldenEye can be determined by simply adding up your individual level times. Currently the WRs are:
- Agent: 20 minutes 21 seconds by Bryan Bosshardt
- Secret Agent: 25 minutes 54 seconds by Bryan Bosshardt
- 00 Agent: 29 minutes 55 seconds by Bryan Bosshardt
Single-segment runs have also been attempted. Single-segment runs of GE are ranked here alongside similar records for Perfect Dark. There are six categories for these: runs can be through Agent, Secret Agent or 00 Agent and each of these can be timed using the in-game timer or in real time. On Agent the run counts the levels from Dam to Cradle only; on SA, Aztec is also included; on 00A, Aztec and Egyptian are included.
Strategies in full runs are different from individual level runs because you don't have the luxury of multiple attempts (multiple attempts are allowed, but the time just keeps adding on). Swift but safe strategies are preferable to one-in-a-thousand shots - of course as with all time trials, one may benefit from getting the start exactly right as little time is wasted upon retrying this part to get it just right. If you replay the first level, the Dam, in order to get your best of 10 tries, you may be able to shave off a few seconds from your overall time. If you replay after Control (the whole thing) to get your best of an average of 10 times to get the same amount of seconds shaved off... that is clearly a bad prospect. As well as being fun, full runs provide a better judge of consistent playing ability and global game knowledge.