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Proto:Alekhine's Gun

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This page details one or more prototype versions of Alekhine's Gun.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • More comparisons with the final game.
  • Rename audio track uploads to match the site's standards.
  • See if there's anything else of note.

A prototype from the game's days as "Death to Spies III".

General Differences

  • The demo has Semyon in his WW2-era camo outfit (a recurring outfit in the DTS series) throughout. In the final, he wears his suit instead.
Proto Final
DeathToSpies3 demomenu.png Alekhine'sguntitlescreen.png
  • Aside from the logo, the prototype has a direct link (which still works!) to the official forums of the developer, Haggard Games.

DeathToSpies3demoloadingscreen.png

  • The loading screen displays various promotional artwork from Death To Spies in this version.

Audio Differences

The main menu theme is simply called "b_dark2". The final game uses "ColdWar", which is also used in the "Dogs of War" mission.

The alert theme used if the alarm is raised in "Ghosts of the Past" is a track called "roulet", which appears to be a remix of "Action 3" from Death to Spies. The final game uses "Alarm".

The background music for "Ghosts of the Past" is a track called "Dark5", which appears to be similar to "Dark" from Death To Spies: Moment of Truth. The final game uses "Castle".

"Dark6", which also appears to be heavily inspired by the "Dark" tracks from Death To Spies: Moment of Truth.



Gameplay Differences

  • There is no loadout screen in the demo.
  • Semion starts the mission with a High-Standard with one full reserve magazine, it uses a different gunshot sound unused in the final game. (ppk_fire_01)
  • The MP40 isn't implemented yet, so all guards carry STG44's like Mission 3 Snake Born. The STG44 also reuses the AKM's icon in the demo.
  • Chloroform has 5 uses instead of 2.
  • Instinct flashes the screen white then puts everything in a black and white filter while active. The final game removes these effects from Instinct, in addition two of the additional effects of Instinct (Using a full meter for either a non-lethal silent takedown chokehold or a quarter to instantly select the correct pick when lockpicking) aren't present aside from auto-aim with guns.
  • One of the target's rooms has a silenced Mosin-Nagant Sniper Rifle. In the final game it was replaced with a Kar98k, and the editor even still refers to this rifle as a Mosin as the entity was swapped to the other rifle.
    • The Silenced Mosin is also called "Sniper Rifle (Silencer)" in-game instead of Mosin.
  • The cells and various props in the second room of the basement are missing as well as everything relating to Rambaldi.
  • The player doesn't turn the valve to disable the fire. Instead, the mission automatically ends upon approaching it.
Proto Final
The Demo's Mosin The Final Game's Kar98k
Proto Final
The second room in the basement in the demo with the cell and desk removed. The final game with the desk and prison cell.

Story Differences

Several characters have different names:

Proto Final
Gerhard Kneller Martin Fichtner
Dr. Wolfgang Giese Dr. Hans Heinrich
Sergey Kuznetsov Sergey Sokolov

The targets also have different bios, with Dr. Giese notably being heavily based on the infamous Josef Mengele.

Proto Final
Kneller's bio. Fichtner's bio.
Proto Final
Dr. Giese's bio. Dr. Heinrich's bio.
Proto Final
The text for destroying the magnetic tape containing Kuznetsov's interrogation. The text for destroying the magnetic tape containing Sokolov's interrogation.