Sprint
Hold the button, and Bond moves fast enough to outrun the bullets.
Sprint may refer to:
- Mechanic type
- Movement / Traversal
- Primary game
- GoldenEye 007 (1997, Nintendo 64)
- Developer (original)
- Rare
- Player character
- James Bond
- Input (N64)
- Hold A button
- Role in gameplay
- Faster traversal, evasion, and repositioning
Lore & Background
The original game was released in 1997.
In Their Own Story
The corridor behind the reactor housing was a death trap. Bond dropped to one knee, rolled the pistol in his grip, and fired twice into the muzzle flash that lit the far end of the passage. He was already moving. A full sprint down the catwalk, boots ringing off the grated steel, the wind tearing at his tie. Behind him, the second guard's rifle coughed and missed by a foot. Bond vaulted the low railing, hit the lower gantry running, and was gone before the reload cycle finished. The Dam swallowed him into shadow, and the only sound left was the drip of coolant and the slow, empty click of a magazine being chambered.
Reader's Guide
Sprinting in GoldenEye 007 is the act of holding the A button (on the N64 controller) to move James Bond at his top speed. Unlike walking, which is the default movement when you simply steer with the C-stick or D-pad, sprinting covers significantly more ground per second and is essential for crossing open areas, reaching cover quickly, and maintaining momentum during multi-enemy firefights. The mechanic has no dedicated stamina bar or cooldown. Bond can run as long as you hold the button, but the trade-off is reduced precision: while sprinting, your aim is less stable, and you cannot crouch or prone. This means sprinting is a commitment. You either need to cover distance fast, or you drop to walk speed and regain your ability to aim carefully, take cover, or interact with the environment. In practice, the most effective players use a rhythm of sprint-burst, crouch-aim, sprint-burst. You dash across the open stretch of the Dam, drop behind a concrete pillar, line up a shot, then sprint again to the next position. In tighter levels like Arno's Estate, where corridors are narrow and enemies are close, sprinting less often and walking more is usually the safer choice. The mechanic is simple to execute but rewards thoughtful integration with the rest of Bond's movement and combat toolkit.
Did You Know?
- In the original 1997 N64 release, sprinting is a continuous action with no stamina limit; Bond can run indefinitely as long as the player holds the A button.
- Sprinting and crouching are mutually exclusive in GoldenEye 007, meaning the player must choose between speed and aim stability at any given moment.
- The 2010 Wii sequel by Bizarre Creations retains a running action but integrates it into a broader movement system that includes wall-running and vaulting, expanding on the N64 original's simpler run/walk binary.
- Level design in the N64 game frequently uses open stretches—such as the Dam's exterior and the Military Base's outdoor sections—that are noticeably shorter and safer to cross when sprinting compared to walking.
More in Gameplay & Mechanics
Elsewhere in the GoldenEye universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
