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Golden Eye 007 Trivia Questions

How much do you really know about Golden Eye 007? Below are 8 true or false statements. Click each one to reveal the answer and explanation.

1.

Pierce Brosnan's likeness was used for Bond, but he didn't record any voice lines for the game.

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Easy
✓ TRUE

Rare licensed his face model but couldn't afford his voice. Instead, actor John Bowe provided Bond's voice, though Brosnan later praised the game.

2.

The 'Cradle' level was cut from the final game because it was too difficult to complete on harder settings.

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Medium
✗ FALSE

The Cradle was fully included and serves as the final mission. A cut level was the 'Streets' level, replaced by 'Statue Park'.

3.

Oddjob's height in multiplayer actually makes him harder to hit with headshots due to a collision box glitch.

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Medium
✓ TRUE

His smaller character model caused bullets aimed at head height to miss, giving him an infamous competitive advantage in split-screen matches.

4.

The iconic 'Facility' level was originally a tutorial for the game's multiplayer mode.

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Medium
✗ FALSE

It was actually a single-player mission based on the film’s dam infiltration. The multiplayer tutorial was a separate, unused concept.

5.

The game's default control scheme was intentionally designed to feel like holding a real gun.

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Medium
✗ FALSE

It was actually a direct port of the control layout from Rare's earlier shooter 'Turok: Dinosaur Hunter', not designed for realism.

6.

The game's soundtrack was composed entirely using a Nintendo 64 sound chip without any external instruments.

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Hard
✗ FALSE

Composer Graeme Norgate used an Amiga computer and external synthesizers, then converted the tracks to the N64 format.

7.

Rare had to remove a level set in a Russian bathhouse because it included too many naked character models.

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Hard
✓ TRUE

The 'Bunker 2' level originally featured a sauna area with nude guards. Nintendo demanded its removal to keep the Teen rating.

8.

GoldenEye 007's multiplayer was added late in development by just two programmers in six weeks.

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Hard
✓ TRUE

Rare's Steve Ellis and Mark Edmonds built the entire four-player mode in a frantic six-week sprint, originally as an afterthought.

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