the cutting room mirror

Unused Maps

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This is a sub-page of Proto:Conker's Bad Fur Day/ECTS Demo.

The demo contains quite a few test/unused maps. Most are test maps, but a couple may have been unfinished maps intended for the final game.

Dogfish: Money Chase (Original Clang's Lair)#

This unfinished map for Dogfish: Money Chase can be found using GameShark code 800A679F 0011.

This was the original design for Clang's Lair, when it was known as the Dogfish: Money Chase reflected in Chris Seavor's concept art dated July 3rd, 1999. In this earlier plan, players could locate a hidden passage behind the waterfall in Catfish Pond that would have led an early version to Clang's Lair in which Conker must pursue a wad of cash that escapes into the open pool. Contending with Baby Dogfish that lurch out of their underwater grottos, Conker would pull a switch to open a gate, and scramble for oxygen in a vertical passage home to a Clang Swimmer. Swimming into the next dead-end chamber, Conker would avoid two further Clang Swimmers and be able to corner the wad of cash.

Despite the unfinished nature of the map, it is possible to locate the alcoves intended to house the Baby Dogfish, as well as the non-functioning lever and gate that would have lead into the next dead-end area where Conker would corner the wad of cash. While the map does have shallow water, the area is meant to be flooded, as seen in the concept art.

The unfinished Dogfish: Money Chase would be scrapped entirely from Conker's Bad Fur Day, replaced with the final version of Clang's Lair, which is also found in the ECTS build.

file:ConkersBFD_ClangsLair-ECTS.png

Unknown Interior#

An unused castled-themed map can be found using GameShark code 800A679F 0015. The sections that look like warp points are non-functional.

file:Conker_ECTS_map_15.png

Tank Test Room#

A large test room consisting of solid ground and a tank. It can be accessed by using GameShark code 800A679F 0016. The map itself lacks any lighting aside from the tank's headlights and features garbled floor textures.

file:Conker_ECTS_map_16.png

Uga Buga Test Room#

A primitive, blocky room for testing friendly Uga Buga can be found with GameShark code 800A679F 002A. The entities will fall from the sky and follow you.

file:Conker_ECTS_map_2A.png

Unknown Test Room#

A test room with flat ground and various cube-shaped platforms. Can be accessed using GameShark code 800A679F 0009, you'll spawn in midair in the room used for Gregg's cutscene, and moonjumping out of bounds will respawn you to the intended room.

file:Conker_ECTS_map_09.png

Fish Test Room#

A room for testing fish entities can be found using GameShark code 800A679F 0003, the room itself sports a single texture with the rest being solid white, and looks like it served purpose for something else in development. Falling out of bounds and respawning will crash the game (not confirmed on console).

file:Conker_ECTS_map_03.png

Cheese Test Room#

A test room for the cheese AI can be found using GameShark code 800A679F 000D, it features geometry and slopes that are impossible to see due to being set with a black texture.

In-Game

Ripped model (for geometry reference)

file:Conker_ECTS_map_0D.png

file:Conker_ECTS_map_0D_wireframe.png

Fangy Test Room#

A test room for Fangy (the dinosaur you ride during Buga the Knut's boss fight) can be found using GameShark code 800A679F 000F. It features a flat plane using a texture from the war maps.

file:Conker_ECTS_map_0F.png

Unknown Test Room#

A test room containing only a flat ground with garbled textures from the tank test room be found using GameShark code 800A679F 001F. A duplicate can be found using code 800A679F 0020.