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SubDrag
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APC,
definied as such in memory (PapcZ), means armored personnel
carrier. |
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It
seems unlikely guards would ever have come out of this directly,
but probably would have spawned as the thing moved along or
something along those lines.
Removed, who knows what level. |
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The
micro camera, first of a series of many leftover gadgets. The
difference here is that thing actually works.
It can be picked up in a level, so it's possible you had to
collect it. |
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The
gadget can also be thrown onto a wall, much like the Covert
modem. They do indeed look cameras, although not that micro,
and Bond would have had to plant them presumably to monitor
something.
Could it be from A View to a Kill, Q's Snooper? Doubtful,
but not improbable. |
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Audio
tape, perhaps for Silo? It really could be for anything. |
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One
of the more interesting leftover guns is the controller. It's
called GjoypadZ, and may have been a thought to put it in the
all guns cheat. |
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It
does fire, it sort of comes out of the right stick. It's a bit
large though. |
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The
gas keyring. the movie In the movie The Living Daylights,
the gas keyring can emit a gas that will knock out a person,
or function as an explosive.
Could have really done either of them. |
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It
is part of the image modifier as well. So Bond would likely
not have started with it, or would see it in action. |
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Credit
card, the first in a number of mysterious objects that involve
money and drugs.
It's either that, or he used it to key in to a door. |
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Oddly
misspelled in the gun bank, but spelled properly (PchrheroinZ)
in memory, another of the drug/money scheme. |
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The
lectre. It could be the Lektor from From Russia With Love,
which was a typewriter that decoded coded messages. Sean Connery
is the Bond for this one.
Could have been something along the lines of "____, add
a lectre", and the person not knowing how to spell it and
just adding it in, fixing it later if need be. |
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Presumably
could unlock a locked door by blowing a lock open. Could have
been similar to a padlock on Dam, or a sort of opening keypad
on the door.
Says picked up a new weapon if you do, so may not have been
intended for pickup. |
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Yet
also a door exploder, which presumably would just blast the
door open itself.
Could have been fun, setting the thing, moving back, and wham.
Like a mine with more power.
Another picked up a new weapon.Could've been used in any level
really, maybe even instead of Dr Doak's door decoder in facility. |
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Microcode
are the lowest instruction set that control a microprocessor.
Could've have needed to be uploaded to a computer. |
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In
the Spy Who Loved Me, Bond reads microfilm that he stole from
Jaws. Realistically, could've been anything for anything. |
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Of course the Gold Bar would bring back memories of Goldfinger,
with Sean Connery, but also Gold Bars were used in the casino
in Goldeneye. |
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Could've
been for anything, may have been for anything. |
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The
spool tape, probably some sort of audio recording that Bond
needed to seize. |
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There
was a bug detector used in A View to a Kill, Roger
Moore's final Bond movie.
It was an electric razor that could detect bugs in Bond's hotel
room. |
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Another
A View to a Kill gadget, the glasses let Bond peer
through tinted windows. |
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Spy
file, of Trevelyan, Ouromov, anything. |
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Safe
cracker, doesn't look like the one used in Lazenby's OHMSS,
although really this could have just been a temporary image.
They use the briefcase for most of them anyways. |
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Could
have been used to communicate with Trevelyan in Facility. |
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Used in the movie Thunderball, to detect stolen bombs.
Sean Connery himself stars in this movie. |
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Identify
fingerprints, or just on sight an operative? |
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The
opposite of the watch attract, for whatever purpose. As far
as I know, it is not functional. |
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The
weapons case, possibly the best beta gadget. It opens up to
hold: 2 throwing knifes, two hand grenades, and a sniper rifle.
This also seems to be from From Russia with Love. In
it, there's a foldup sniper rifle that Bond was going to use
to kill a terrorist leader, along with a popout knife, and a
gas canister would explode if opened improperly.
Sean Connery was the Bond in this movie. |
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The
code here has Dr Doak give you the Weapons Case. This is the
image for the weapons case. |
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When
you activate the case, it gives you the three weapons as though
you picked them up. The two knives... |
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...two
hand grenades... |
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...and
a sniper rifle. |
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Perhaps
seen in Octopussy with Roger Moore, it was a briefcase
with a false bottom housing a bomb. |
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The
thing can be picked up, and is just called an explosive case
rather than bomb case on pick-up. |
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The
things actually work, and more than one can be held (3). They
act like briefcase timed mines. |
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|
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If you put the level modifier to any invalid, it goes to an
empty bunker level. There are no mission objectives, and no
props or anything. |
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A
dart gun may have been originally thought up for the Moonraker
level (Aztec now). It was used in Moonraker. Called
in memory, but not actually there, GwristdartZ. |
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Dynamite
was going to be one of the gadgets/weapons used in the game.
Didn't make it though apparently. It also had a prop (PchrdynamiteZ).
|
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Bond
doesn't pick up bugs, he usually starts with them and throws
them. Doesn't necessarily mean beta, just could've been programmed
in case they needed to have you pick one up. |
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Possibly actually may have been intended as a gadget/weapon.
Called GextinguisherZ, although it also has a prop, shown here.
|
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One of the strangest beta items, Pborg_crateZ, probably served
the same purpose as in PD beta: a placeholder.
Could have been a sort of inside joke to someone who liked Star
Trek: TNG. |
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What's
interesting about the unused phone, is it is called Pphone1Z,
implying there may have been another. Isn't in there though.
|
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PexplosionbitZ, which I don't believe to be used in the game,
although it could be. |
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The
double belled alarms, unused by any of the levels. The one-belled
looks better anyways. |
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Line
mode, although accessible by button-code, probably was at one
point intended as the final cheat. It's the only extra cheat
that does not report as NO NAME. |
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It's finished, and surprising they chose not to include it.
They did run out of levels though, for cheats, maybe wanted
to be consistent. |
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The
rest of the cheats report as NO NAME. Probably were all test
cheats, or backups in case the other ones didn't work out.
They appear in different spots depending on how they are laid
out in memory.
If you go beyong 24 cheats, then they slide down the right column
until they go off screen. |
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A
NO NAME cheat, activating debug coordinates. Used to fix room
connections, guards, etc. Not intended for public. |
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The
extra weapons cheat is an interesting one. It gives the a magnum
with 200 bullets, a golden gun with 100 bullets, gold and silver
pp7s (using 800 bullets), and a moonraker.
This is a weird combination, it's like the super weapons. The
thing is, a player would only choose one of those, so it makes
sense to split off all of the cheats. Without splitting them
off though, it would've made a fine addition. |
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The
maximum ammo cheat is an idea I like. It starts you off at full
capacity for every gun, but does not give you unlimited ammo.
Granted it's a lot of ammo to use, but for some guns, this can
be used up.
It makes it a little more normal, when you fire guns, so the
indicator actually changes, and more realistic. |
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Removed
cheat code where players would be ghostly until killed. Not
that great, and not worthy of a cheat really.
The
other missing cheats were Extra Characters, Super 10X Health,
Super 2X Health, Super 2X Armor. The X times armor and health
must've been tester cheats, because they really make it incredibly
easy. The Armor cheats make you start with that times ammo
as well, so levels are a cinch.
Out of all of the removed cheats, I feel the best last slot
option would've been Extra Characters, since it's a huge nuisance
to keep typing in that button code. That should've been permanent
anyways on doing it once. |
      
| Strange
unused sort of mountain picture available in 7 32x64 subsequent
images. No clue what level it was for. |
 
| It
appears perhaps that paintball mode was slated to use colored
mines as well. That would have been a nice touch, in fact. |
| Beta Aimer straight out of the ROM. Would've been a cool aimer, but I do like the actual one better. |
| Beta aimer in-game. |
 
| Beta images from the ROM. Looks like promo images, that must've been loaded at one time in the game. |
| From what I can tell, this is a Bunker security camera view. Perhaps was to appear on a screen at one time? |
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Also,
the old guns were all named their real names, until they decided to change
it to avoid risking licensing problems. The Spyder is not found here,
must have physically been replaced with the Klobb completely.
0080 PchrextinguisherZ Fire Extinguisher
00B8 PchrkalashZ Soviet KF7
00BC Pchrm16Z AR33 Assault Rifle
00BD Pchrmp5kZ D5K
00BE PchrrugerZ Cougar Magnum
00BF PchrwppkZ PP7
00C1
PchrskorpionZ Klobb (previously the Spyder weapon in beta shots, removed
inexplicably for worst weapon out there, the Ken Lobb)
00C2 PchrspectreZ Phantom
00C3 PchruziZ ZMG
00C5 Pchrfnp90Z RCP-90
00CC
PchrwppksilZ Silenced PP7
00CD Pchrtt33Z Dostovei DD44
00CE Pchrmp5ksilZ Silenced D5K
Another interesting thing is the level names in memory.
| 09sev |
Bunker
1 |
| 17arec |
Control |
| 1Adest |
Frigate |
| 1Bsevb |
Bunker
2 |
| 1Dpete |
Streets |
| 1Fref |
Complex |
| 20cryp |
Egyptian |
| 22ark |
Facility |
| 24sevx |
Surface
1 |
| 26dish |
Temple |
| 27cave |
Caverns |
| 28cat |
Citadel |
| 2Asho |
|
| 2Bsevxb |
Surface
2 |
| 2Celd |
|
| 2Dimp |
Basement |
| 2Eash |
Stacks |
| 2Flue |
|
| 30ame |
Library |
| 31rit |
|
| 32oat |
Caves |
| 33ear |
|
| 34lee |
|
| 35lip |
|
| 36len |
Cuba |
| 37wax |
|
| 38pam |
|
| 39x |
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Bunker
1 is the first value, which may be why if an invalid number if used, it
defaults to that (probably was first level made). Surface and Bunker are
both called sev, sevb, and sevx, sevxb. Could indicate that the extra
ones or alternate ones were a late addition. Levels like Streets, Control,
and Facility. Frigate was called Destroyer, and Egypt remains Crypt. Complex
seems like it could have been a solo mission, especially with its location,
and it was called ref, a completely unknown name. Cave is called oat,
which could have been because Caverns was called Cave, but unknown as
to what it means. It's a section from Jungle, a retooling of a piece,
so probably was always just a multi level. Temple is the other multi level
interspersed in the solo digits, called dish, perhaps also intended for
solo.
Citadel (well we assume it's citadel), is called cat, perhaps cathedral,
although it's also been suggested as catwalks. But if we take Rare at
their word that it was a test map (citadel), this has to be it. The ending
credits is called len, another unknown name. The rest are confusing names,
perhaps random three letter names as placeholders. What's interesting
is all of the unused are the same, with no leftover size positions, except
for Sho, which actually has size positions (perhaps they were exploring
it), and x has absolutely no information.
Dam Weapons Mod (Kill a guard or two)
801DFE58 00XX
801DFEE0 00XX
801DFF68 00XX
801DFFF0 00XX
801E0078 00XX
801E0100 00XX
801E0188 00XX
21 - Bomb Case
22 - Plastique
23 - Flare Pistol
24 - Piton Gun
25 - Bungee
26 - Door Decoder
27 - Bomb Defuser
28 - Camera
29 - Lock Exploder
2A - Door Exploder
2B - Briefcase
2C - Weapon Case
2D - Safe Cracker
2E - Key Analyzer
2F - Covert Modem
30 - Micro Camera
31 - Bug Detector
32 - Guidance Data
33 - Polarized Glasses
34 - Dark Glasses
35 - Credit Card
36 - Gas Keyring
37 - Data Thief
38 - Watch Identifier
39 - Watch Communicator
3A - Watch Geiger Counter
3B - Watch Magnet Repel
3C - Watch Magnet Attract
3D - GoldenEye Key
3E - Black Box
3F - Circuit Board
40 - Clip Board
41 - Staff List
42 - Red Dossier
43 - Plans
44 - Spy File
45 - Blueprints
46 - Map
47 - Audio Tape
48 - Video Tape
49 - DAT Tape
4A - Spool Tape
4B - Microfilm
4C - Micro Code
4D - Lectre
4E - Money
4F - Gold Bar
50 - Heroine
51 - Keycard
52 - Yale Key
53 - Bolt Key
54 - Spool Tape
55 - Controller
56 - Null Gun 1
57 - Null Gun 2
58 - Token
Dr Doak Gives Weapons Case Fac
811D04A4 00ED
801D0533 002C
Double Bell Alarm (First alarm in Bunker 1):
801CEEF1 0000
Pyramid Explosion Debris thing: (Runway - first mini gas tanks)
801DAEA1 0002
Phone (PP7 in archives):
801D1919 0040
Fire Extinguisher (Sniper rifle in Dam):
801E8B79 0080
APC Dam (instead of Truck)
801E8D37 0007
801E8D39 0021
Trailer (Dam)
801E8D37 0007
801E8D39 001E
Borg cube (Dam)
801E8D37 0007
801E8D39 0005
Line Mode (also available in MCM)
80069657 0001
Super
X2 Health
80069658 0001
Super
X2 Armor
80069659 0001
Extra
Weapons
8006965D 0001
Super
X10 Health
80069660 0001
Bond
Phase Mode
80069666 0001
Debug
Mode (also available in MCM)
80069669 0001
Maximum
Ammo
80069654 0001
Extra
Characters
80069651 0001
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