the cutting room mirror

August 2 Beta

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This is a sub-page of Proto:GoldenEye 007 (Wii).

This prototype is documented on Hidden Palace.

GEWii-Aug2_Title.png

The August 2nd prototype is completely playable from start to finish and has functioning split-screen multiplayer but also lacks an incredible amount of polish and even assets, putting into perspective just how much was crunched in the final month of development.

General#

  • The game's logo on the main menu is the more rustic design used in the game's box art, rather than the 'softer' design used in the final game.
  • Locked options on the UI are not greyed out.
  • Bulleted list item
  • Starting a new game re-locks unlocked missions.
  • Cheat code unlocks have not been implemented yet.
  • The radar and reticule frequently appear during cutscenes.
  • Bond cannot turn while falling.
  • Cameras can show up on the minimap.
  • Levels do not require an A button input between loading and starting a level.
  • This build has a unique loading screen slightly different from final, which plays different music.
  • The player's currently-equipped weapon always displays its name. In the final game, it disappears after a second. The weapon name is also placed slightly more to the right in this build.
  • Objective text appears slightly lower down the screen. Weapon pickup text is smaller and appears just below the objective text. Objective pop-ups for completion and progress appear inconsistently and weapon pickup text is also formatted differently.
  • Aiming down a sniper scope takes slightly longer than the ADS animation, resulting in a janky transition.
  • Muzzle flashes are not yet hidden while using (thermal?) scopes.
  • Several levels have wild weapon attachment combinations as a result of developer tests or an invalid attachment flag. (nicknamed by Jaxbot as "Bubble Bass weapons") The most notable example is the Torka T3 pistol in Facility that comes equipped with an ACOG scope, laser pointer, thermal scope and grenade launcher. Depending on compatibility, such attachments may not appear on the model or be present at all.
  • Enemies don't get blown back when dying from an explosion.
  • A big reload prompt is visible when the current magazine is low, this was removed entirely in the final game.
  • Objectives on the minimap use a star icon instead of a target design. The DS game also uses the star design, implying this icon was the intended look for most of development before being changed last minute.
  • Special Ops (masked) guards have clearer voice lines with prominent radio static, unlike in the final version where their main characteristic is being repitched lower.
  • There is no film grain.

UI Text#

Proto

Final

(Hard Classic) only for the hardest of the hardcore

Only the very finest agents will survive. Wounds do not heal and body armor must be utilised.

007 Classic difficulty uses placeholder description text. All other difficulties have finalised text, except that Agent and 007 had an extra line added confirming all objectives require completion. This would later be added to the 007 Classic description once finalised.

Pause Menu#

The "save last checkpoint" option from BondX is still present, (requiring the player to manually save their current checkpoint before quitting the game.) In the final game, this was sensibly merged into the quit option. A hotkey to return to default settings in submenus is also missing.

Text Differences

Proto

Final

Are you sure you want to restart? All unsaved progress will be lost.

Are you sure you want to return to the last checkpoint? All unsaved progress will be lost.

Are you sure you want to restart? All unsaved progress will be lost.

Are you sure you want to return mission? All unsaved progress will be lost.

NO

No

YES

Yes

Some text in the pause menu was re-worded to be more clear, while yes/no options were uncapitalized.

Button Layout

Proto

Final

Nunchuk Style & Wii Zapper Style

Nunchuk & Wii Zapper Style

Classic Style

Classic Controller Style

Phone

Smartphone

Action / Sprint / Lock Camera

Action/Sprint/Lock Camera

Scoreboard

Night Vision/Scoreboard

Aim / Look

Hold button and twist Nunchuk to lean

Hold button and twist Nunchuk to Lean

Shake Nunchuk to melee

Shake Nunchuk to Melee Attack

Shake nunchuk for firing mode

Shake Nunchuk for Firing Mode

Wiimote controls text was updated to include the activation for night-vision controls, while also removing the "aim / look" input through controller motion. Lack of capitalisation when referring to controls and controllers was also corrected.

Control Changes

Drax

Proto

Final

Grenade

D-Pad Up

Plus

Firing Mode

D-Pad Right

D-Pad Up

Cycle Grenades

Plus

D-Pad Right

Mr. Wint

Proto

Final

Reload

Plus

Wave Wii Zapper downward

Melee Attack

Shake Nunchuk

Plus

Mr. Kidd (Southpaw)

Proto

Final

Reload

Minus

Wave Wii Zapper downward

Melee Attack

Shake Nunchuk

Minus

Reload and Melee were changed for one of the Wii Zapper control styles and its southpaw equivalent to make better use of the motion controls, as well as removing the impossible requirement of shaking only the nunchuk despite being locked in place in the zapper peripheral.

The Zora (Southpaw) control style had its lean explanation corrected from Z to A, the button actually used for ADS in this style.

Weapons#

- Weapons that have the Silencer flag on them don't have the silencer on the actual weapon.

- Bond can still grab ammo even when his ammo storage is full.

- Often, weapons you pick up is set to single fire, some weapons with a burst fire mode (i.e.: the Klebb and Amasova) will be stuck like that.

- The P99 has some visible texture issues, notably a white muzzle and internal slide.

- When dropping a weapon for the same gun with different attachments, the model changes to the new weapon before the drop animation, instead of after.

- Water animations and part of the muzzle flash animation continues to loop while the game is paused.

Gun Names#

Most guns in the game are using names similar to, but not exactly, their final game counterparts. Aside from the AK-47, the P99 and WA2000 are the only guns to use their real names, per a licensing agreement with the manufacturer, Walther.

Proto

Final

Walther P99

Walther P99

Gogol T14

Torka T3

Hawker M5A

Hawksman M5A

Kananga V

Kunara V

Apostis Magnum .44

Wolfe .44

Klebb

Sigmus

Delta 9

Sigmus 9

Domino AU-1

Stauger UA-1

Vargas FH-3

Vargen FH7

Kristatos VS-400

Strata SV-400

AK-47

AK-47

Amasova DP3

Anova DP3

Fallon-TT9

Kallos-TT9

Ivanova Spec-R

Ivana Spec-R

Armorlite III

Terralite III

WA2000

WA2000

Orlov ASR

Pavlov ASR

Quarrel VS-400

Talon HL-450

Alvarez CP3-2008

Gambit CP-208

Sentinel LH 450

Toros AV-400

Barrelhead Type-12

Drumhead Type 12

Stromberg*

Sly 2020

Hamilton MOS-457

Masterton M557

Maibaum 780

SEGS 550

Brunskill PT-9

PT-9 Interdictus

RHH-409**

MJR-409

The original beta names were references to bond characters or details, such as Domino, Rosa Klebb. Quarrel, Orlov, Gogol, Kananga, and Kristatos. Along with with the "Hamilton MOS-457" named after Guy Hamilton, who directed several Bond films and the RHH-409 being a reference from Live and Let Die as Mr. Big's license plate.

Single-Player#

Training#

The final game features a training level, repurposed from an unfinished Prague MI6 Headquarters level from Quantum Of Solace. It is accessed by selecting the New Game option and does not have an option in the level select menu. It is impossible to reach via normal means in this build, as selecting New Game always loads Dam instead.

Dam#

  • The time trial is 20 minutes on Operative difficulty. This was changed to 13 minutes on 007 difficulty in the final game.
  • An APC driving towards the gate beneath Bond is missing during the opening cutscene.
  • The radar appears when Bond slides down in the cutscene instead of after the QTE, which shows the starting area above the gate is represented on the minimap. (does the final game if you hover up?)
  • The music and stinger that play when the melee prompt at the start appears is mistimed and ends several seconds too early. The stinger that plays during the QTE is also slightly mistimed.
  • The watchtower's windows are brighter.
  • The sniper on the watchtower railing uses and drops a Pavlov ASR with no silencer and a regular sight, instead of a silenced, thermal variant in the final game. The thermal, "silenced" version can still be found inside the watchtower, however the silencer is not actually present and even prompts picking up the other sniper in the room as if it were a different combination of attachments due to the game thinking the sniper will have a silencer.
  • The reinforcements in the first area visibly come out from behind the gate, potentially getting stuck behind it on certain occasions.
  • When reinforcements arrive in the first area, the player is intended to snipe them from the watchtower before they find Trevelyan, with the patrol being alerted once they reach a certain point. This sequence never plays out in this prototype and the enemies simply stand in place after reaching a certain point.
  • Trevelyan's barks at the player when loitering instead of getting to the truck never play.
  • Trevelyan's animation for getting into the truck is misaligned.
  • After clearing the guards that arrive after clearing the tower, Alec's "area clear, I'm moving to the truck" line never plays.
  • The music that plays when guards are alerted is randomised from a pool of tracks, whereas the final game has set themes for combat in a given area.
  • During the truck autoscroller, the prompt to shake off the guard from the passenger door when using a GameCube controller is the melee input (Z+B). In the final game it was changed to R to match the QTE input when using a Classic Controller.
  • The music leading up to the breach after the truck overturns is different. Rather than a stinger leading to silence until the player starts the breach, the action track loops awkwardly as though waiting to kick in when activated, which never happens as breaches have their own music. Some high-pitched ambience and clicks that are out of time with the music can also be heard.
  • The input to initiate the breach is also the melee input (Z+B), this was changed to just A in the final game.
  • The cutscene after the breach unintentionally retains the real-time pitch-shift effect, causing Bond and Trevelyan to speak in deep voices.
  • Trevelyan and the gunfire sounds from the elevator shaft (which lacks visual accompaniment) after the cutscene disappear after he barks to the player to "come on."
  • The stealth music after the breach plays the same music as the first area of the level.
  • The router the player has to hack for a higher-objective difficulty can be interacted with on any difficulty. There is also no hint text about how to interact with the router like in the final game.
  • If the player picked up a sniper rifle in the first area, it is not taken away after the autoscroller as it is in the final game.
  • The enemy at the bottom of the stairs after the breach is missing.
  • The truck that spawns the enemies in this area lacks visual effects when shot.
  • If the player takes the stealthy route past the alarmed gate, the guards taking "defensive positions" have erratic orientation and inaccurate lines of sight, making it impossible to progress stealthily without shooting the enemies. In the final game, the enemy that runs past the ladder runs in the opposite direction and all guards are set up in a way to easily perform stealth takedowns on them.
  • The double doors directly opposite the ladder are open, allowing the player to technically sneak past enemies in the area if not for the issue detailed above. These were closed in the final game, presumably to force the player into engaging with the guards.
  • The windows on the door leading to the harbour below the helicopter lack a mesh texture.
  • The door back inside is a set of double doors also lacking mesh texturing in the windows, and the vent route does not exist. Opening the door does not alert the guard standing next to it.
  • There is no tutorial pop-up about security cameras, and their vision rays are more transparent.
  • The player can be spotted through the glass by guards in the raised room, which does not happen in the final game.
  • After taking the elevator(?), the colour filter is missing.
  • There are no tutorials for using the phone when reaching the helicopter, and the phone objective prompt does not appear.
  • The visuals on the phone when taking pictures of the helicopter are different.
  • The wall through which the player has to shoot open the lock to the server room are two closed double doors, while the intended door is completely missing. This was likely never the intention and simply a placeholder that remained until surprisingly late in development.
  • The guard standing by the wide window turns around after a while, making it impossible to sneak behind him.
  • Trevelyan's lines about damning archaic Russian technology and overstaying their welcome in the dam do not play.
  • The double doors before the final set of stairs is open.
  • Trevelyan jumps down the dam once Bond gets close to the end trigger rather than as part of the cutscene in the final game. If the player is quick enough, he can be seen parachuting down at the start of the cutscene.
  • The opening titles start after a fadeout following Bond's jump, compared to the final game where the jump is part of the pre-rendered cutscene. The titles are also skippable. This functionality was removed in the final build, but reinstated in the Reloaded port.

Objective Text#

Objective-related text is nearing finalised, but with minor differences mostly (but not entirely) relating to capitalisations. The "Infiltrate the Dam" objective does not disappear while the "Gather Intelligence" objective is active in this build.

Proto Header

Final Header

Proto Body

Final Body

Infiltrate the Dam

Infiltrate the dam

Secure transport and then infiltrate the Dam under the disguise of being a Russian soldier.

Secure transport and then infiltrate the dam.

Gather Intelligence on the EMP Hardened Helicopter

Gather intel on the EMP hardened helicopter

Locate the EMP Hardened Helicopter and send photographic intelligence of it to MI6. (X / 3 Photographs taken)

Locate the EMP hardened helicopter and send photographic intelligence of it to MI6. (X / 3 photographs taken)

Erase the Security Footage

Erase the security footage

Locate and erase the Security Footage of Agent 006 and yourself infiltrating the Dam.

Locate and erase the security footage of Agent 006 and yourself infiltrating the dam. (X / 2)

Download the EMP Hardened Helicopter's Flight Plan

Download the flight plan

Find a computer terminal from which you can download the helicopter's Flight Plan.

Find a computer terminal from which you can download the helicopter's flight plan.

Facility#

An unfinished MI6 intro for Facility can be found in the files. It is very short with Trevelyan and Bond landing in the facility, their voices are placeholders dubbed by Microsoft Sam. Unlike the unused Tank briefing, it's not clear why these two lines would've needed to be their own cutscene, as the MI6 briefings are saved for one per chapter.

  • The visuals on Bond's phone in the opening cutscene are different. Trevelyan's hand is missing his phone model.
  • Restarting the checkpoint causes the visuals to disappear entirely, rendering only transparent blue glass to begin with.
  • Character lighting is unfinished, with Trevelyan looking notably brighter in the opening cutscene compared to the final game.
  • The automatic doors in the opening area are using a different model.
  • The vent cover in the opening area uses a different, more square model.
  • The animation to pull down the vent cover is jerky.
  • Pulling down the first vent cover and then completely breaking it prevents the climb prompt from appearing.
  • The final vent in the intro is raised and has to be climbed into, in the final game the player has to crouch through it.
  • The vent system only leads to a single stall with a vent cover. In the final game, this was expanded to entrances (without vent covers) above the entire row of stalls. The quick time event begins automatically.
  • None of the restroom stalls have doors.
  • The mirrors in the restroom are entirely functional, but also renders the blue colour filter.

Objective Text#

Proto Header

Final Header

Proto Body

Final Body

Infiltrate the Weapons Facility

Infiltrate the weapons facility

Infiltrate the Weapons Facility by using the air ventilation shafts.

Infiltrate the weapons facility by using the air ventilation shafts.

Gather Intelligence

Gather intel for MI6 analysis

Be on the look out for valuable items of intelligence. If you see any, take photographs with your Smartphone for MI6 analysis. (X / 3 Photographs taken)

Search for valuable items of intelligence and take photographs of them with your Smartphone for analysis by MI6. (X / 3 photographs taken)

Download the Trade Manifests

Download the trade manifests

General Ourumov is selling weapons to multiple terrorist organisations. Download the Trade Manifests to uncover his activities.

Ourumov is selling weapons to multiple terrorist organisations. Download the trade manifests to uncover his activities.

GEWii-Level02.mp4

Airfield#

  • The air raid alarm sounds different
  • The air defense missiles has a different texture and looks completely bright, and has no flame effect when one of the missiles are fired
  • The computer terminal next to the air missiles is different

An unused cutscene of the final sequence can also be found in the files, with Daniel Craig and Judi Dench voicing Bond and M respectively, but Microsoft Sam voicing Bill Tanner instead of Rory Kinnear.

GEWii_Level02Out.mp4

Nightclub#

Carrier#

  • The voice effects on port captain Rugh Masheel are not present yet, making his voice clear

Severnaya (ext) [Outpost]#

Bunker#

Archives#

Tank#

St. Petersburg's MI6 intro cutscene was originally intended for this level, as Bond was in captivity at the start of Archives. The video is an unfinished placeholder that was never finished, as Bond's dialogue was moved to the in-engine cutscene that opens the level instead. The file is never triggered by the game but is found in the /Movies/US/ folder and only exists in this build.

GEWii-Level07.mp4

Station#

Memorial#

Jungle#

Solar#

Cradle#

Multiplayer#

Split-screen multiplayer is completely functional but has a different character select UI, early text, and is missing characters.

Early Text#

Game Mode

Proto

Final

Conflict

It's everyone for themselves! Eliminate other players to win.

There are no points in Conflict, only you. This mode gives you 1 point per elimination and the winner is whoever has the highest score at the end of the match.

Team Conflict

Work together to eliminate the opposition. May the best team win.

You must work as a team if you want to win. Use teamwork to eliminate enemies and score points. The winning team has the highest score at the end of the match.

Golden Gun

Eliminate other players to win. The special Golden Gun weapon should help...

A variant of Conflict. This mode gives you 1 point per elimination with the Golden Gun giving you 5 points per elimination. The Golden Gun is a one-shot elimination at any range.

You Only Live Twice

Be the last man (or woman) standing. Get eliminated too many times and you're out.

A variant of Conflict. Players have a set number of lives that can be lost before they are removed from the game. The last player standing is the winner.

Game mode descriptions were expanded with clearer explanations. Team Conflict is playable with only two players in the prototype. The option is not available in the final game unless the number of players is set to 3 or 4.

Map

Proto

Final

Memorial

An expansive outdoor map with multiple sight lines, entrenched underground bunkers and lots of tactical cover.

An expansive outdoor map with multiple sight lines and lots of tactical cover.

Facility

A multi-leveled [sic] map suited to close-range firefights. Look out for sneaky routes and beware the central kill zone.

A multi-leveled [sic] map suited to close-range firefights. Look out for sneaky routes and beware the central hot spot.

Memorial's text removes reference to the bunkers, as they are blocked off in the offline version of the map. Facility's description may have been edited to avoid explicit reference to violence.

Proto UI

Final UI

Proto Description

Final Description

Number of Kills

Score Limit

Number of eliminations required to win.

Total score required to win.

Melee Only

Melee Only

No weapons allowed.

No weapons allowed. All players have giant hands.

Revenge

Revenge

Players gain a damage boost after each re-deployment.

Players gain a damage boost each time they are eliminated by another player.

Sticky Grenades

Sticky Grenades

All grenades stick on contact

Grenades stick on contact

START GAME

OK

Start the game.

Access the character select where other players can join and choose their preferred character and loadout.

Like the Facility map description, explicit reference to kills and death were removed.

Characters#

Proto

Final

Bond

Bond

Natalya

Trevelyan

Trevelyan

Onatopp

Ourumov

Zukovsky

Mishkin

Oddjob

Oddjob

Jaws

Jaws

Scaramanga

Blofeld

Blofeld

Scaramanga

Baron Samedi

Dr. No

Rosa Klebb

Baron Samedi

Doctor No

Rosa Klebb

Red Grant

Red Grant

Most story characters are missing from the roster, while all "classic" characters are available in a slightly different order. No generic and otherwise-unused models are in the prototype roster. Only Trevelyan, Oddjob, Jaws, and Scaramanga have idle poses. The rest of the roster T-poses.

Loadouts#

Loadout

Primary

Secondary

MI6

Sigmus 9 + Reflex Sight

P99

Spetsnaz

AK-47 + Reflex Sight

P99

Sniper

Toros AV400

P99 + Silencer

CQC

Vargen FH-7

Kunara V

Close Range

PT-9 Interdictus + Reflex Sight

Hawker M5A

Assault

Terralite III + Grenade Launcher

Hawker M5A

Shotgun

Masterton M-557

Torka T3

Deutsch

Anova DP3

Hawker M5A

USA

Terralite III + ACOG Scope

Wolfe .44

Israeli

Ivana Spec-R + Reflex Sight

Torka T3

RPG

MJR-409

Torka T3

There are less loadouts, using stylistic names, all come with two grenades and abilities don't seem to exist yet. In the final game, every non-pistol gun has its own loadout (the Terralite III still has two!) with more balanced distribution of attachments, secondary weapons, grenade types and combat abilities.