New Cancelled Games & Their Lost Media Added to the Archive

007 The World is Not Enough [N64 – Beta / Unused Level]

007 The World Is Not Enough is a FPS based on the James Bond film of the same name, developed by Eurocom and published by Electronic Arts for the Nintendo 64  in 2000 (a Playstation version was released the same year, developed by Black Ops). An unused beta level was found hidden in the game  and thanks to some GameShark cheats codes created by Goldenboy, it’s possible to explore it to see how it could have been played. A video of this beta “Subterranea” level can be seen below, from SubDrag’s YT Channel.

This is the code to activate the beta level:

D00E0779 0008
813B002C 3FF0
80102EDF 0011
811FFFD8 C300
811FFFE8 C300
811FFFEC C300
D00E0779 0030
80102EEF 0001
800E0931 0000
800E0933 0000
50002610 0000
803B0164 0001

While at ANY menu (preferably the first) press L and R at the same time, the load screen will appear twice. Press C^ to rise (or moonjump) then gently tap it to get down in the pit.

Thanks to DCodes 7 we preserved some beta screenshots and videos in the gallery below. For some reason some images bond is wearing a black camouflage suit, which makes bond blend into the night. Also the HUD is different.

In the second screen you can see a bullet-proof glass door / metal detector that isn’t used in this level in the final game. In the same image a MI6 civilian employee is standing near the doorway, in front of the black door. The civilian seen in this image (dark pants, white shirt, dark tie) isn’t in the final build. He is replaced with scientists in white lab overcoats. The black tie civilian model was retextured with different shades of grey and used in another mission of the final game.

The 7th screen shows the top floor of MI6, near the starting position: behind the beta metal detector you can also see a table and a computer terminal down the hallway, not present in the final game. Then we have the security guard standing next to Bond. He is much different from the final. In the beta the security guard is wearing a suit with a hat to match, but in the final he wears  a bright colored shirt with a blue body armor.

A PC and a Playstation 2 versions of The World Is Not Enough were planned too, but then cancelled.

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Perfect Dark Beta Analysis: Beta Missions

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pd64title.jpg

In 1997 RARE made their first appearance in American stores with a FPS that revolutionized multiplayer on consoles. 007 Goldeneye, released for the Nintendo 64, made use of the 4 controller ports to let gamers to waste hours and hours of their free time in front of a TV screen, playing the addicting multiplayer mode. It was probably the first time that it felt so much fun to play a multiplayer FPS on a console.

When RARE decided to work on a sequel, having lost the rights to make another James Bond game, they had to create a new character and a brand new scenario from scratch: the end result was Perfect Dark, still one of the best multiplayer games ever.

Perfect Dark had a long development cycle and it changed a lot before being finally released in 2000. Nobody, except Rare of course, really know how the game evolved, but thanks to all the early images released online, we can try to get an idea of what has changed over PD’s development. In each of these beta screens we can notice what has been changed, added or cut.

Original article written in italian by monokoma in December 2001, english translation by DCodes7 in 2010. Please let us know if you notice some english errors!

Beta Missions

perfec1.jpg

This first image is very strange. The color of the walls are different from what we know today, but looking carefully, it may be from the “Air Base: Espionage” mission. The corridor that we can see in in this screen remained the same in the final game, but the walls of the room were initially of a “greeny” color. Also there are 2 computer screens (one at the top and a second on the left of the picture), which if I’m not mistaken are not in there in the final version.

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Rush Club [PS2/GC/XBOX – Cancelled]

Rush Club is a cancelled racing game that was in development in 2001 by Wide Games (Kuju’s Brighton) for the Playstation 2, with planned ports for the GameCube and Xbox. The player would had to race in various cities (such as New York, Shanghai, London, and Tokyo) against rival street gangs, to reach the final goal before their competitors. Rush Club soon vanished from the PS2 release list and after Wide Games finished to work on Prisoner of War and Pilot Down: Behind Enemy Lines, in 2007 they changed their name to Zoë Mode.

The project was probably canned because they never found a publisher interested in it. The only screens and the video preserved from Rush Club look more like a tech demo than a real game.

Thanks to Userdante for the contribution!

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What if we had Zelda URA for the 64DD?

Then this would happen when loading Zelda: Ocarina of Time:

Basically Zelda Ocarina of Time is ready-to-connect to its 64DD expansion, even if it was never released, and that DISK icon would have marked the URA save file to distinguish it from the normal game. The DISK icon was already found sometime ago thanks to GameShark codes / hack, but this is probably the first time that i see the Zelda URA startup in motion.

Jimmy130 posted this video and a little article on his Nintendo 64 Disk Drive blog (in french). Here’s a rough translation:

I found a solution so that the game starts with the disc Ura Zelda in the 64DD. The result is an unprecedented title screen and selecting the backup disk with the logo.

It is legitimate to ask how I did. And if I had the disk Ura Zelda? Or if not, is it a stupid action replay code? Has this to do with my 64DD development? I do not intend to say right now, I’ll leave the mystery.

I’ll also tell you a little more about how the save. When Zelda OOT detects Ura Zelda in the 64DD, it proposes to start a backup version 64DD (as shown in the video). By cons, now that I have created my backup disk, it is stored in the 256 Kbit SRAM cartridge. So if, for a total coincidence, I restart the game without the 64DD, the backup should be inaccessible.

To know more about Zelda URA and the Zelda 64 development check our article: Project Zelda 3D: The Development of Zelda 64. Props to Jimmy130 for the video!

Mercenaries [PS2 XBOX – Beta / Unused]

Mercenaries: Playground of Destruction is an open world action game developed by Pandemic Studios and published in 2005 by LucasArts for PlayStation 2 and Xbox. DCodes7 was able to find 2 unused cut scenes, one placeholder intro and one unused trailer still hidden in the final game. Also, from looking at the data on the disk it’s possible to see some E3 files (maybe a beta level / demo?) and a debug menu (disabled).

In the gallery below you can see some beta screens with:

  • Beta Jacob
  • Removed Blood?
  • A carbine with a scope (the scope isn’t in the final)

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