Talk:Perfect Dark

Tons of unused stuff here too.
I know that a great number of things exist in the game's data that are unused and what-not. There's an unused head (which I plan on yoinking at some point soon), things related to the face mapper feature that the game was supposed to have, but was scrapped, many things of unused text, and I'm quite certain there's other random goodies still to be found in there, such as unused faces and stuff.

Unfortunately, I don't think there's a site like the Beta Goldeneye site to help us with this one, so looks like it'll have to be peered into the old-fashioned way. -- Rick 15:30, 13 May 2010 (EDT)
 * At least there's a level editor for PD. It makes finding stuff quite a bit easier. -- Prince Kassad 16:26, 13 May 2010 (EDT)


 * Gameboy camera mode info is here http://web.archive.org/web/20091027113813/http://geocities.com/subdrag1/facemap.htm and here http://www.therwp.com/forums/showthread.php?t=1672 Jaytheham 16:32, 9 February 2011 (EST)

If anyone reads this, I have the unused music pieces, just need to know what bitrate/size to aim for. Shinisuryu 10:14, 31 July 2011 (EDT)

Unused Carrington Speech in article
has dead links. I suppose this is an issue! Just pointing it out as they've been dead for a little while I think, but no one's seemed to have noticed, or at least done anything 'bout them.--Celice 02:54, 18 February 2012 (EST)

Oversight in The Duel
I recently read about an oversight in the bonus mission "The Duel." Basically, in the round where Jonathan is your opponent, he'll never be able to hit you since he's still being treated as an ally by the game. It made me curious as to whether any of the revisions fixed it or if all versions treat him that way. Wxbryant
 * sounds wrong to me because I've been killed by him many times (v1.0 most likely; I don't think I have v1.1) --Freem inc 22:16, 6 February 2013 (EST) (edit: I just turned on Perfect Dark, did The Duel™ on Perfect Agent, and Jonathan killed me without any remorse.)
 * Hm, weird. I tried it when I first read about it a few weeks ago and he couldn't hurt me.  That was on Special Agent, though, so I tried it again on Perfect Agent just now and he still couldn't hurt me.  The targeting reticule even turned blue as it does for allies.  I'm sure mine is a v1.0 as well since it exhibits the bug with Trent in Crash Site's outro.  So, basically, it sounds like some versions did fix that oversight. Wxbryant
 * I'm pretty sure Jonathan is flagged as an ally in both NA versions and can only kill you with melee attacks. I have a 1.1 cart and I'm almost certain I had the bug; pretty sure he's even like that in the XBLA port. I'll try the mission out on every version when I get a chance, since it's something I hadn't thought to test before. --Dragonsbrethren 23:38, 6 February 2013 (EST)

I tested all four N64 versions and all of them exhibited this behavior. I added it to the article under the oddities section. One version difference did exist, though: The Japanese version's objective two just lists his name as Jonathan, as in the rest of the game, instead of Jonathan Dark. --Dragonsbrethren 15:51, 7 February 2013 (EST)
 * Upon further review, you are correct. I was thinking of Trent Easton for some reason earlier. --Freem inc 12:59, 8 February 2013 (EST)
 * The really interesting thing is why Jonathan behaves the way he does. It seems like characters with his head are hardcoded to target/be targeted like an ally. The Jonathan character object used in The Duel does not have the ally bit set, and in fact is identical to the guard and Trent. If you replace his head with a different one on the same body, he can kill Joanna with ease, and if you stick his head on one of the other characters, he can't. It's strange that Jon's head is set up like this, and makes me wonder if any other friendlies are, because the game has a bit for ally targeting, so there's no reason to hardcode it to a head model like this. --Dragonsbrethren 17:38, 8 February 2013 (EST)
 * I haven't played the game in a while, but doesn't Jonathan don disguises in one of the game's missions? Perhaps early in development, he had more disguises than he does in the final version. I posit this because perhaps it would've been easier forcing an ally-flag without having to configure an entire NPC, so they went with making the head that forced-flag? Actually, perhaps his disguises would've been a bit more... dynamic? Perhaps changing multiple times in a level, or on a more theoretical aspect, perhaps he could've taken out enemies, either in gameplay or during a cutscene, and rather than loading new NPC's, they just replace the head and let the game continue on?


 * It may seem a strange choice now, but perhaps it was regarded as a more efficient one earlier in development. It'd be cool to find out, or also to see what else flags as a forced-ally in the game! --Celice 04:42, 9 February 2013 (EST)

The 1999 beta footage
A while ago, a 34 minute video clip of a 1999 beta version of Perfect Dark appeared on the internet. It shows the first 3 missions, and there are some significant differences between the beta and the final game. There is stuff like simplistic names, lack of capitalisation with weapon names, different weapon sounds, different voice acting, missing Data Uplink model, placeholder shield tech item, and what sounds like different musical arrangements on Datadyne: Defection. One of the most interesting differences, in my opinion, is that fact that masked enemies have a 'muffled' voice in the beta, and their barks are unique. In the final game, all the guards sound the same. I assume this was a memory saving measure, but it's very interesting.

http://www.youtube.com/watch?v=MR5Jcf6oIoA

Does this sort of stuff belong on this wiki? Should it be perhaps placed on its own 1999 beta page?--Ambient Malice 01:15, 13 March 2013 (EDT)

Cheese
I thought it was fairly well known, even stated by one of the developers, that you were meant to collect all the cheese to unlock something, which ended up being cut? Or is that just a myth? ⬡ 04:41, 13 June 2013 (EDT)
 * Just a myth. The only official explanation for the cheese I know of is that it was something one of the artists slipped into parts of the levels they thought looked cheesy. --Dragonsbrethren 14:53, 13 June 2013 (EDT)
 * Oh, and I suppose this also qualifies as an official answer:
 * "Alternatively, you could think of it as being for the big mouse who lives in your cartridge."
 * --Dragonsbrethren 17:24, 13 June 2013 (EDT)