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Proto:GoldenEye 007 (Wii)

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This page details one or more prototype versions of GoldenEye 007 (Wii).

Hmmm...
To do:
Take accompanying screenshots in Dolphin after finishing write-ups

Four different builds of Eurocom's GoldenEye 007 in varying states of completion were released anonymously on 4chan on November 8, 2022.

Contents

GoldenEye 2010

The earliest prototype, under the title of "GoldenEye 2010". According to the sound team's logs found in a beta build of 007 Legends, initial development began around early March 2009, dating this build at about two months into development. As was standard for Eurocom, new games were built using older games as their base. In this case, GoldenEye was built up from Quantum Of Solace. As such, the game looks, sounds and plays like QoS, but is now first-person.

Build Date

This build is the only of the four to not display its build date anywhere in-game. However, as with every other build, it can be found in DATA\sys\main.dol (the game's executable.). Time is assumed to be BST (British Summer Time).

May 15th 2009, 10:06:22

Maps

Only three maps are available from the game's menu. The rest are accessed through the "Watcher", the game's debug menu, by using a GameCube controller.

White Box Test Range (m_jamie.edb)

This map starts you out in a white room that load you into three different test areas which run a timer in the top left corner:

  • AI and Assault Course: A large outdoor area with an interior complex on one side. Bond's movement tech such as vaulting have not been implemented yet, making this more of a gunfight test area that consists of about 25 enemies. The actual objective is to obtain and return a keycard found in the internal area to a computer near the start point. Elimination of guards is optional, and upon completion, the player is returned to the white room.
  • Stealth and Multi-Route: An even bigger map for testing stealth functionality. Bond can initially either go around the side of the building and evade/disable/shoot the camera, or pass through the building and deal with a guard inside. If the camera spots Bond, the nearby door turns from grey to red and the camera panel declares that the door is locked. After circling around up to the building's upper floor, the map begins to test environmental takedowns, with a destructible box that, when shot, falls and kills the enemy beneath it. The next area opens up into a further maze, where the end is in sight but unreachable. More camera and guard placements are along the way to the finishing point, upon reaching which you are put back to the initial white room.
  • Shooting Range: A killhouse shooting range consisting of about 13 stations against stationary and moving targets. At the end, you are given the option to return to the white room or replay the range.

Destructibility Test (m_annex.edb)

An industrial area used to demo destructible objects and environments, such as furniture, brick walls and barricades used for cover. These barricades are destructible in the final game, but take a lot more ammo to wear down in this map. Cutout targets pop up from behind cover in the final accessible area.

Annex survived the development process as the multiplayer map Industrial. It is also visible at the end of the attract trailer when the main menu is left running, itself cut from a motion capture test video leftover in the retail build.

Prop Room (m_propsroom_gfx.edb)

A large open space that houses probably most of the game's new assets. These include lots of barrels, paint cans and crates, but also a helicopter, Bond's model and the enemy guard model seen in the first map.


The following maps must be loaded through the Watcher's "Level" folder.

m_annex_gfx.edb

A second version of Annex, previously seen in the Destructibility Test map, but with the destructible objects missing. A lens flare is added in the starting room and Bond's model is standing outside the door in an inaccessible area (visible through the window). Another copy of Bond's model is standing before the stairs.

m_dam_gfx.edb

A stunning test map of the Dam top in a grittier, older architectural style. The mountains surrounding the dam bear resemblance to the original GoldenEye 007's Dam mountains, and similarly, there is an open spot midway down the road for Bond to jump off from. The watchtowers are a completely different shape and are accessed by ladders at its base rather than steps, though the ladders cannot be climbed yet. On the opposite side are rooms allowing Bond to precariously walk along an open ledge just below the main road.

As in the final game, there is no secret island.

m_firing_range.edb

The killhouse, also accessible from the White Box Test Range map.

m_test.edb

Another white hub room, only smaller, and with four rooms to visit. None of the doorways load in a new map, but there is also no way back from the rooms once entered. Positions are taken from map spawn direction:

  • First from the left: It's difficult to tell exactly what was being tested in this room. In front of Bond's spawn are some cover blockouts and a room, and to the right are a lot of solid cubes, a small shooting range target on the floor that falls and rises by itself, and a red cube that can be worn down by shooting at it, which regenerates when Bond moves far enough away that the cube fades out. At the far back of a room is a... greyed out geometry shape that lacks collision.
  • Second from the left: An assault course. Unfortunately, vaulting has not been implemented, meaning Bond cannot leave the first area. The intended path is to vault through the window, turn around the corridor, climb the ladder and follow the raised path.
  • Second from the right: Nothing happens.
  • First from the right: Loads the "AI and Assault Course" map mentioned earlier. When complete, sends you back to m_jamie.edb.


Test Maps

  • These maps are found in the Level folder's submenu Test Maps. Submenus for Visual Maps and Other are also present but empty.

mt_ai.edb

A hub room with eight doorways leading to rooms testing AI in different situations. All of these are lacking the functionality to demonstrate what the rooms are set up for, which may be why this map is not available from the frontend.

  • Interrogation: On the left is a drop down and a brick wall with a window, marked "Window Hang". On the opposite side is the same, marked "Standard/Dragging". Further back from the start on the left side is an empty, unmarked drop. Enemies spawn and shoot Bond in the first two, while the unmarked drop actually spawns an enemy unaware of the player's presence. However, none of the tech intended to be demonstrated in this area has been implemented.
  • Path Finding: Spawns an enemy in a small area. The enemy will aim at Bond but does not move.
  • Investigation: A large room with some blocks, a raised wooden shelf housing crates, a wooden door. Connected to the room is a corridor leading to an empty room. There is no trace of "investigation" yet.
  • Suprise Attacks [sic]: A corridor of 6 walls, doors and windows on either side. Directly to the left and right of the entryway are brick walls with windows and a guard facing away behind it, but Bond cannot attack them. The fifth wall on the left spawns a guard that Bond can shoot.
  • Luring (Door Traps): Four oversized doors with guards behind them. Guards that do not react to gunshots and thus cannot open the doors.
  • Grenades: The grenades room inexplicably has a different entryway to the other seven. Inside is a large, blocked out area with a single guard and no grenades.
  • Cover Points: A grassy area with some rocks and a few trees.
  • Following AI: A large area with three enemies, and behind them are grassy hills to the left and tree barks to the right.

mt_fight.edb

A reused map from Batman Begins.

mt_fx.edb

Loads infinitely. *Explore more with Eurochef*

mt_fx_props.edb

Another hub room. Large and small pieces of cloth are hanging from an invisible clothesline in the centre of the corridor and react to Bond's player model. All rooms besides the three empty ones contain a bright yellow light that warps Bond back to the hub area. However, after warping back, it is not possible to return back to the room Bond came from.

  • LOD Props: Contains two oil barrels and a floating window with destructible panes of glass. If Bond moves far enough away after destroying the objects, they return to normal.
  • Physic Props: Four destructible objects consisting of four wooden planks.
  • Bake Anim Props: A room containing a broken wooden crate, a chair and a wooden pallet with exaggerated destruction animations when shot.
  • ???: Unmarked. Another test area in the same art style as Annex. Similarly survived as part of the Industrial multiplayer map.
  • ???: Unmarked. Empty space and no warp back to the hub.
  • ???: Unmarked. Empty space and no warp back to the hub.
  • ???: Unmarked. Empty space and no warp back to the hub.
  • OS Props: A small room in the style of Annex. Contains destructible chairs, barrels, crates, pallets and windows.

mt_fxtst.edb

Loads infinitely. Currently also crashes Eurochef.

mt_ihigh.edb

Another white room of 8 doorways. This test map originated from Batman Begins, which Quantum Of Solace was likely built up from.

  • Doors: Contains 8 doors and two windows split five on each side. "Context Open" does nothing, "Auto Open" opens when Bond moves towards it, "Barred" does not open, "Kick Down" (the metal door) is knocked down after walked into a few times while "Kick Down" (the wooden door) breaks after being walked into several times. On the other side, "Punch Open" is missing its door, "Climb Through" (two sets of windows) cannot be vaulted through on either side, "Lock Pick" and "Key" also do nothing.
  • Hacking: Contains an old console in the middle of the room and an untextured safe to the right.
  • Health / Supplies: Contains a red, circular thing on the floor and oversized health packs to the right. In Batman Begins, this was probably used to test health draining and healing, but none of the functionality remains.
  • Explosives: On the middle of the floor are bombs, to the left is a locked door and to the right and further back is wooden scaffolding.
  • ???: Unmarked. Does nothing.
  • ???: Unmarked. Does nothing.
  • Batarang: An area with three pits to the side used as testing grounds. The closer left pit was used for "Disarming Enemies" and is empty, the further back has no marking and is also empty, and the big area to the right is marked "General Interaction" and contains some raised wooden scaffolding. As Batman's true identity is not James Bond, there are no Bondarangs for 007 to play with here.
  • Interactive Objects: A small area with office furniture, such as vending machines, a projector, photocopier, filing cabinet, desk and... a stove cooker. None of these objects have their interactivity anymore. A vending machine does appear in Facility in the final game, and its design was tweaked for Reloaded, neither of which resemble these test machines.

mt_phys.edb

Reloads the game's frontend, for some reason. Crashes Eurochef.

mt_pmove.edb

Another hub room. In front of Bond is a destructible basket(?), and rooms 6-8 use images of Daniel Craig which were left in the final game and can be seen here. In GoldenEye, Bond's parkour abilities are limited to waist-high ledge climbs and vaults, meaning these rooms are largely unusable.

  • Ledges: Ledge-climbing tests. To the left is "Ledge No Jump", to the mid-left is "Stealth Climb Up", in the middle are three climbing ledges, the latter two marked "No Fwd Move", the mid-right is "No Jump Climb Up", and the right is "Normal". No functionality remains.
  • Horizontal Pipes: A large room with a chasm, intended to be crossed over by a horizontal pipe marked "normal transition". Bond cannot grab the pipe anymore.
  • Vertical Pipes / Ladders and Fences: On the left are two pipes and on the right are two ladders, thinner than those Bond can climb in the final game. Nothing is climbable anymore.
  • ???: A heavily unfinished room lacking a ceiling and walls higher than Bond's head. Inside the space is a door and some walls attached to it. The room is unmarked, so it's unknown what exactly this was intended to be used for.
  • Combinations & Navigational Ideas: Does nothing. Need to check the map in Eurochef to see what this area was.
  • Environmental Finish: Another room with walls like the unmarked area. This section starts Bond behind three enemies and nothing environmental at all.
  • Interrogate: Same as last time, but with one enemy. Most interesting part of this room is, instead of the rest of the map being visible, all that can be seen out in the void are green directional arrows that glow in and out of visibility.
  • Cover Mode: A large area with four large sets of what look like the shape of destructible boxes in this build. While there's technically nothing else of note here besides both another room and the arrows being visible outside, this appears to have been used to test the one unique ability to this build leftover from Quantum: wall-hugging. By holding crouch while facing a wall, Bond will take cover against it and hold his P99 upwards against it. If there is cover opposite, Bond can lean out and press A to run across to it. Since there is no aiming, Bond can only blind-fire out of cover, which is an interesting mechanic to see in first-person. If to the right of cover, Bond will fire out as if out of cover, with the cover blocking most of the screen. If against the left side of cover, Bond awkwardly leans his right arm over 90-degree anti-clockwork angle. If against low cover, Bond will similarly twist his arm to the left, albeit more comfortably, and poke his arm up out of cover to fire. If the AK-47 is used instead of the P99, Bond holds the AK downwards and out of sight when against the wall, blind-firing to the right has even more clipping issues against the cover being used, upwards fire is the same, but from the left, Bond holds the gun normally, taking away the point of blind-firing by leaving most of his body exposed in doing so. Cover mode also has its quirks; it is also possible for the P99 to be stuck facing upright until shot again, while the AK-47 can also get stuck in its equivalent position, but will refuse to fire or reload when out of ammo, and remains unusable again until the player switches to the P99 and back to the AK-47.
  • Game Path Camera: A large room with two wall dividers and a guard inbetween. This area has two green polygonal cylinder shapes which alternate red and green when shot. Some panels depicting scale near the shapes also reflect the colour of the shapes. It is not clear what this room is for.

mt_ropes.edb

A map of... ropes, and inaccurate scale.

mt_scale.edb

Used to measure scale. The vent on the right can be shot off. The scale is not as obscene as mt_ropes.edb, but objects such as doors are still noticeably too big.

mt_sci_ext_gfx.edb

The Science Center Exterior level from Quantum Of Solace without any triggers. As such, the map can be explored up to the point where Bond has to shoot a ladder down, and there are no NPCs or vehicles driving along the road. *Explore more with Eurochef*

mt_sci_ext_main.edb

The Science Center Exterior level from Quantum Of Solace. The map fails to read objectives and triggers, meaning the player cannot progress past the electronic lock. However, cars are driving on the road and there are two prototype Russian soldiers, one outside the front entrance of the building and another to the side of the building, where an NPC is in the original map, before reaching the side door. For whatever reason, bullets phase through the enemies so they cannot be killed. *Explore more with Eurochef*

mt_sci_gfx.edb

Internal variant of the Science Center Exterior GFX map, lacking triggers, enemies and doors. It is impossible to progress too far due to the lack of pipe traversal. *Explore more with Eurochef.*

mt_sci_hall_gfx.edb

The hall from the end of Science Center, again lacking triggers and enemies.

mt_sci_hall_main.edb

Supposed to be the normal version of the hall from the end of Science Center, but the gate at the bottom of the stairs never opens, locking down what little of the area can be explored to begin with.

mt_sci_main.edb

Supposed to be the normal version of the internal half of Science Center. However, the doors at the start are locked, preventing progress. As an oddity, the game seems to detect an enemy if the gun is aimed at the door in a certain position as the reticule turns red, to which firing at it will turn the reticule back to normal when pointing there.

Misc.

  • Bond's footsteps and the AK47 firing sound effects play in the left and right audio channels a few miliseconds apart, causing an automatic double-tracking effect where the two channels phase cancel each other out if played back in mono. This effect also applies to all enemy gunfire (as they only use AKs in this build) due to enemy gunfire being to play in mono. It is odd that this ever happened in the first place, needless to say it does not happen in the final game, nor the BondX proto.
  • Pressing L+R or L+Dpad R pauses the game. This is the input to noclip in the BondX and Sep 7th builds, but movement in this mode has not been implemented yet in this build.
  • Bond can move enemies by moving into them.
  • In the assault course from m_test.edb, the build will sometimes crash with one of two errors when destroying the glass. Other times it works fine.
  • Bond can interrupt reload animations by firing the gun again. If done while wall-hugging, the animation plays in full, uninterrupted. However, the gun can still be fired from about halfway through the animation, causing Bond to shoot at the sky as it is facing upwards to account for the wall. Still though, it somehow manages to hit where the reticule is targeting. This works with both the P99 and AK-47.


(Source: Alpine Escape)

BondX

BondX is the biggest and by far the most interesting build in the leak. Dated January 2010, it fits roughly around the halfway point of the game's development. All maps from the previous prototype are present but the game looks and feels a lot closer to GoldenEye than Quantum Of Solace.

Build Date

In addition to being contained in the main.dol executable, BondX's build date can also be found by bringing up the Watcher debug menu, selecting DebugWnd and then Version. Build data is not present in this option in the previous prototype.

Version Build Date
GE2010
May 15th 2009, 10:06:22
BondX
Jan 29th 2010, 18:57:09
US Final
Sep 6th 2010, 14:37:28

Frontend

Just like the final game, upon loading the build for the first time, the user is asked to create and save a profile in one of the five slots available. Although the UI and font were changed, this system is functionally identical to final, besides that the profile has little to save besides itself and some control settings (needs testing).

Options

Character Viewer

The character viewer displays the selected character model twice, on the left and right of the screen, and a smaller, rotating version of the model in the middle. The other option besides the selected character is "Level of Detail", which cycles between 0-6 meters, 6-12-meters and 12+ meters. The two bigger models move back accordingly and deteriorate in quality with each option, but the centre model has the same detail until 12+ meters but stays the same distance away from the camera for all models.

The available, viewable models are Camo Russian (1-9), Snow Russian 1-3, Bond in Spec Ops and St Petersburg attires, and Desert Russian 1. Camo Russians 1-3 are repeats of Snow Russians 1-3, with Desert Russian being another clone of Snow Russian 3. Camo Russians 4-9 are St Petersburg military, and do not wear camouflage. Bond's St Petersburg jacket appears to have straps on the shoulders which could be misinterpreted as a visual issue with the model. Bond's Spec Ops outfit on the other hand has an actual issue, with the lower half of his face and nose not displaying on the side models, leaving a floating teeth texture in the area of his mouth and parts of his hair and outfit visible through his back. The centre model lacks this issue.

Neither Bond model has a low-LOD equivalent, presumably as a result of Bond's full body only being visible in cutscenes, with one exception. In the Wii version, Bond's model is fully reflected in the bathroom mirrors in Facility, while in the Reloaded version, the reflection was replaced with a generic material texture.

The character viewer still exists in the final game and can display everyone in the final game, but its access has been gutted and must be returned to the main menu using gecko codes.

Movies

Four movies are available to watch from the game's frontend. At least one more is present in the build and can be brought up through the debug menu. Attempting to watch videos this way while in a level causes the video to incorrectly display in the mini-map instead. These files can also be viewed in VLC by opening the .thp files in \DATA\files\Movies\US.

MoCap (MOCAP.THP)

A motion capture video made using MoCap from Ben Cooke, Daniel Craig's stunt double from Quantum Of Solace. It features Bond, in his spec-ops gear worn in this build, fighting enemies in various ways in the Industrial map. The song playing is Granite by Pendulum. The video ends with a POV shot from an enemy of Bond pulling down their tablet and beating them down. This ending was reused for the end of the attract trailer of the final game, but with Bond's outfit changed to his casual clothing worn in the St. Petersburg levels and the environment was further refined.

This video can be found in the final game too, but was uploaded in higher quality in 2012 by Tony Wills, who worked on motion capture for Eurocom. The description also goes into further detail about how the motion was captured with an 18-camera setup.

Facial (FACIAL.THP)

A 3D facial scan of Craig stunt-double Ben Cooke.

Daniel Craig Reference (BONDFACEC.THP)

A video comparing reference photos with the 3D head model of Daniel Craig from three different angles.

Daniel Craig Publicity (BONDFACED.THP)

A video comparing a single, different reference photo of Daniel Craig with his 3D head model.


These videos are not listed in the Movies menu. They can be accessed from the debug menu, but play underneath the frontend menu or in the minimap, meaning they cannot be seen properly in-game and must be opened in a video player like VLC instead. The only exception are the CS files, which also play in their respective levels.

GOLDEYE.THP

Footage of Severnaya from the film, then footage from Surface 1 from the 1997 game, and then gameplay of the Outpost level seen in pre-release material.

CS_BX_AIR_100.THP

Blockout animation test of the outro cutscene and QTE for Airfield, before cutting to footage of the plane flying away during the film's equivalent scene. It is largely the same, only Bond's bike ramps over two exploding enemy vehicles after taking down the two enemies on bikes and is rammed by a third before leaving the runway and losing his P99 when grabbing the plane. Given how quickly Bond deals with the group of two bike enemies, it is unknown whether this was originally intended to be playable or entirely a cutscene.

CS_BX_RYD_010.THP

Blockout animation test of the intro to Station. A group of three enemies (possibly representing Ourumov and Natalya) enter the train. Bond rides his tank off the road and into the train before getting out to start the level.

In the final game, Bond's tank appears in front of Ourumov's SUV, catching him off-guard, leading him to fall down from the raised area and overturn the vehicle. He forces Natalya to follow him onto the moving train, which Bond rams into, decoupling their carriage from the front of the train.

CS_BX_RYD_040.THP

Blockout animation test of the train carriage scene in Station. After Bond breaks into the carriage, he takes out three guards and is confronted with a guard holding another guard hostage, making Bond surrender his P99. The hostage then breaks free and stuns the captive, giving Bond enough time to grab his gun and attack them twice, shooting them first to the floor and then again as they're getting up.

Although the first three guards are likely just normal grunts, it's hard to tell who the other two are. The hostage seems most likely to be Natalya until they fight back and flee. The captive could be Ourumov, as he is killed off here in the film and the original and final games. Where this leaves Xenia, who should also be present in this scene, is unknown.

CS_BX_RYD_050.THP

Blockout animation test of the train carriage escape scene in Station. Bond finds Natalya cowering in the corner of the carriage. Deadly gas takes over the carriage as they scramble to find a way out, first by pulling off vent grating and then the door, both of which have Wiimote shaking animations to suggest being a QTE. Natalya passes out on the computer after identifying Janus is headed to Cuba, and the scene ends with Bond carrying her out through the door he forced open.

In the final game, this was reduced to just shooting out the locks on a floor panel, which is much closer to the original game than this. Even in the DS version, where they escape out of the carriage door, Bond and Natalya both frantically deal with computers in the carriage to unlock the door and escape, with Natalya fully conscious still.

CS_BX_STP_100.THP

Blockout animation test of Bond waking up in the helicopter at the end of Statue Park. Bond wakes up from a blue and yellow visual filter to find himself and Natalya (played by a generic Russian guard) tied up in the helicopter as it fires missiles that loop back around to itself. An aiming reticule like the original GoldenEye's appears, and a prompt to shake the Wiimote to hit the button on the left appears. Enemy guards appear as Bond lands and knocks Bond out with a kick to the face.

Given the level order of the first passes, Bond and Natalya's recapture after escaping would lead into Archives, as the game still followed the original game's pacing here. Statue Park was later placed at the end of the St. Petersburg chapter, meaning Bond walks free after escaping in the final game. Natalya would also later be written out of this section after being captured by Janus forces earlier in the level. This video is also strange in that it also plays whenever a checkpoint is reloaded, rather than just at its intended point at the end of the level.


The following videos are not listed in the Movies menu or the debug menu, but are found in the folder with the others.

_LOGO2.thp

Either an old or unused Eurocom splash screen. The final game, and later 007 Legends, use a different version of the logo with different audio and a later logo fade-in.

LOGO2.thp

A silent, black and white supercut of footage from GoldenEye, Casino Royale and Quantum Of Solace, with attempts to splice shots of Craig into action scenes from GoldenEye. At 1:19 in length it's not known what this would've been used for, besides maybe a different attract video before the main menu.

TEST.thp

A 3 second video of a mis-shapen green circle on a white background.

Maps

Art Tests

Maps focusing on testing geometry and textures over playability.

Severnaya Exterior - Art Test 1
Chemical Facility - Section 1 - (PROGRESSION TO 1ST PASS)
Chemical Facility - Section 2 - (PROGRESSION TO 1ST PASS)

Starts in the labs. Bond can run back to where the large atrium area should be but will fall off the map. Moving forward, most of the area is untextured, including untextured Bond models to indicate notable points where Trevelyan and Bond should be. The pump room has lighting issues causing walls to be unnaturally bright. After leaving the pump room, there are two sets of stairs, the first of which the player cannot climb due to awkward geometry. However, by hovering or by using the noclip input, Bond can get up there. In this room are two Bond models and to the left are windows back into the pump room. This is where Trevelyan is intended to be shot, as can be seen elsewhere in the build. To the right is the long corridor at the end of the level, with a left turn at the end into the final room.


Single Player - Blockouts

Goldeneye Corona - Blockout
Dubai - Blockout
Tank Chase - Blockout

Single Player - 1st Passes

First drafts of levels, in slightly more of a complete state than the blockouts and possibly shown to Activision to report progress. Of note is these seem to be in order, meaning Statue Park originally took place before Archives, like the original game. In the final game, this level is after Station.

Dam - 1st Pass Trig&Art
Facility - 1st Pass Trig
Airfield - 1st Pass Trig&Art
Zukovsky's - 1st Pass Trig (Non Deliverable)

Begins with storyboards of Bond arriving by car to the Nightclub. The player spawns at a less fancy reception. The door to the dancefloor is around the corner. In the final game, the player can go through either of these doors because the platform outside is connected, but they are separate here, with a bouncer blocking access to the other door. The dancefloor is much smaller compared to final, but the layout is relatively similar. The dancers are all the same low-poly model, where in final they are all silhouettes. The club also lacks any kind of music. The final game uses a remix of I Remember by deadmau5 from DJ Hero 2, which came out around the same time as GoldenEye. Sgt. Garcia only has one spawn point (as opposed to spawning in one of three points at random in final) is represented by a stock image of a woman who is always facing Bond. When approaching her, the prompt for vaulting appears, but pressing A does interact with her. A speech bubble appears above her head saying "meet me at the bar", to which she heads to the bar down the stairs from Zukovsky's office and must be talked to again to head up, rather than going straight there as in final. This may have been cut due to being unnecessary. Bond is not checked by the security guard, nor does he respond to the sergeant, though these may have been intended and just not implemented yet. As an oddity, only the stairs on this side of the room are built correctly; the rest of the stairs in the level push Bond downwards slowly if he is not moving.

The office area is largely the same, but has some differences. On the left after entering is a small bar enclosure in the wall, the couches are about knee height and offer no cover, there is nothing outside the club windows, meaning the dev room hasn't been implemented yet, and there is a small gap in the floor by the stairs below the office. It is coloured blue, possibly intending the use of a small water bank, but Bond cannot vault out of it, requiring the use of the noclip code to escape.

Inside the office, most decoration is missing but there is Zukovsky's desk and a couch by the door. Another story prompt appears about Zukovsky's bodyguard killing him. In the final game, Xenia is a waitress, not his bodyguard. The subsequent combat breaks out while Bond is still in the office. There's also an enemy behind the bar which was cut. The fight in the dancefloor area is largely the same, besides the missing(?) upper level which enemies spawn from here and the placeholder snow guards that throw grenades. After going through the door, the level changes more dramatically from the final level.

Directly opposite the door is a cloakroom(?), with hangars that Bond can walk through. Through the opposite doorway is a corridor and two double-doors leading to a large red room. Bond can either go down the stairs to the main room, or head further down the balcony to a bridge above the room, which collapses down. Alternatively, Bond can go down the stairs to the right after the dancefloor, which leads to a breach into this room. To the left are the aforementioned stairs up to the balcony and the bridge. This room is large and has lots of lowered, circular seating areas for patrons. To continue into the next room of the map, the player must hack the router to unlock the shutter blocking the door.

Here, Bond faces another choice of how to progress. On the right are some stairs, and slightly further ahead to the right is the door to the kitchen. Atop the stairs and to the left is a vent Bond can climb into. After climbing in there's an immediate fall (raising the question of why it's necessarily to climb a box to climb into the vent in the first place). On either side of Bond here is vent grating, and slightly ahead is the choice of going straight or taking a left turn. The left turn has four grates, while moving straight leads to the textbox of enemies discovering Bond in the vent and shooting the vent down. If the player doesn't stop, they can reach the grating at the end and fall out of their own volition. This may have been cut due to its similarity to the exact same moment in Quantum Of Solace. In addition, Bond will not be spotted by enemies through the grates like in the final game, but the grates have no interaction animation and can be shot off with one bullet rather than two. Some grates fall through the floor, and it is possible for Bond to fall through sometimes as well. The kitchen layout is fairly similar to the final game, including gaps in the geometry for the yet-unimplemented explosive canisters. At the end of the kitchens, there is a shutter between the doors in the room behind, making the right door pointless. In the final game, both doorways connect to the final room. The final room of the map is significantly smaller and only has the one entrance in. The room is also another bar with likely private seating, but these seats and the red lighting are the only similarities to the final product. Unfortunately there's no way out of this level because there is nothing after it, which could be why the level is marked "non-deliverable."

Nightclub also has a running motif of clusters of upright rectangles that curve in their height. In this build it is seen on both sides of the DJ booth and as seating in the final room, and is and used as the level photo in the frontend. In the final game, this design only appears in the final area, in the seating next to the club's back door.


Statue Park - 1st Pass Trig
Archives - 1st Pass Trig&Art

The level begins with a pop-up about Bond's interrogation in the level intro. Surprisingly little is different here, though there are some notable changes. Archives follows Bond and Natalya's capture in Statue Park, Natalya is explicitly written to "recognise" Ourumov as he enters the room, and the plural "guards" implies more than one. Bond is also said to "break free", prompting questions about why Bond technically could've walked around the room in the final level. Following this is a slideshow of sketches(?) as a visual representation of the scene. Bond and Natalya are sat on the same side of the table, arms tied behind their chairs. Ourumov kills Minister Mishkin and takes Natalya captive in the time it takes Bond to break out of his seat. While character likenesses are obviously not final, there are some strange oddities as Bond first appears as someone else, while Natalya's first two slides appear to be Camille from Quantum Of Solace. It's hard to tell if her likeness in the final slide is still Olga Kurylenko, though she is still wearing the same dress.

Bond spawns in the interrogation room rather than just outside. The area appears to be mostly final already, though the back of the room was moved back and an additional wall with a door was put into the room instead. The area outside the interrogation room is missing furniture/general decoration and the post-processing placed in front of the camera is totally missing in the level, but most of the textures appear to be in place already. None of the jailing rooms have windows yet, so parts of the later level are visible from the two rooms opposite from the start, while in the room parallel to the spawn point, the dev room can be seen. Between now and final, windows were filled in with blinding light shining through. Also of note in this starting area is that there are no doors besides the metal gate is impossible to pass through, and that the transparent glass between interrogation rooms is an opaque black texture. Though it makes even less sense to there being two interrogation rooms sharing a window, this may have been changed to make it clearer how to progress or to look nicer when vaulting through the glass. Either way, it doesn't explain why Bond and Natalya are being interrogated in a makeshift interrogation room in one of the holding cells when there are four actual interrogation rooms in the same hallway.

Around the corner, the second security grate has not been implemented and can be walked through, but the vents do exist. The grates cannot be destroyed like in Nightclub, and the door to the office cannot be opened. Despite no furniture in the office, the window parallel to the door cannot be vaulted in like the main game, presumably the table was planned already.


Railyard - 1st Pass Trig (1st Pass Art WIP - Non-Deliverable)
Jungle - 1st Pass Trig

Other Playable Deliveries

AI Vantage Point System
Prototype Helicopter 1st Pass
Tank Spline Prototype
Tank Handling Prototype
Tank VFX Test
Tank Street VFX Test
Zukovsky VFX Test
Corona VFX Test
Dam Rain VFX (Non-Deliverable)
Helicopter VFX (Non-Deliverable)
Covert Jungle (Non-Deliverable)

Multiplayer

Misc.

(Source: Alpine Escape)

September 7th, 2010

The third build in the leak is from September 7th 2010, one day after the final builds. The game is fully playable and saves are compatible with final but has some unresolved issues and minor debug leftovers, and may have been built as a mistake.

Build Date

The build date is displayed on the main menu as well as in the main.dol executable. The timestamps match, though the main menu also states the game version is v.58008618. It is unknown what version number the retail builds are.

Version Build Date
EU Final
Sep 6th 2010, 14:50:39
US Final
Sep 6th 2010, 14:37:28
58008618
Sep 7th 2010, 15:39:35

Version Differences

  • The Watcher debug menu appears on boot, but due to implementation of GameCube controls, it is no longer accessible.
  • The build date and version are displayed at the top left of the screen on the main menu.
  • Holding Start on a GameCube controller in port 4 displays a few debug strings.
  • The audio for the attract trailer that plays when the main menu is left running only plays at the correct volume once. Subsequent plays are extremely quiet until the game is restarted.
  • Ladders are apparently a bit weird (needs confirmation)
  • More notes to be added
(Source: Alpine Escape)

Japanese Localisation Beta (Bank2 v.664)

The fourth and final build in the leak. Referred to as "Bank2 V 664", this is a Japanese localisation beta build. Would need further testing, preferably from a native Japanese speaker, to document changes.

Build Date

Version Build Date
JP v664
Apr 12th 2011, 15:53:34
JP Final
May 16th 2011, 12:35:41

Version Differences

  • Similar to the Sep 7th build, the cursor for the Watcher debug menu is visible on boot but inaccessible due to implemented GameCube controllers.
  • Similar again, the build date and version number are displayed in the top left of the main menu.
(Source: Alpine Escape)