If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

007: The World Is Not Enough (Nintendo 64)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

007: The World Is Not Enough

Developer: Eurocom
Publisher: Electronic Arts
Platform: Nintendo 64
Released in US: November 1, 2000
Released in EU: December 8, 2000


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

007: The World Is Not Enough was the second and final James Bond game for the Nintendo 64. The first-person shooter received mixed reviews by critics, although typically was considered superior to the PlayStation game.

Hmmm...
To do:
  • It seems some tracks won't play in full during some scenes.
  • This article needs a Notes sub-page that includes Weapon and Guard IDs.
  • Document the two prototypes and its hidden and unused stuff.
  1. Unused level.
  2. Hidden cheat menu.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Unused Levels

Crate Yard

TWINE-Crateyard.png

A rectangular level with a broken sky that is empty apart from a large amount of crates. It looks like a multiplayer level, but whether it was meant to appear in the game or whether it's just a test room is uncertain. Use the code to appear here upon selecting a level.

Version GameShark code
US 80102EDF 0008
Europe 80103B5F 0008

Subterranea

A level that consists of a tower, as well as a large cave, somewhat reminiscent of the Caverns level in GoldenEye 007. Use the following code and press L + R while in the main menu (since you die if you fall down into the cave, use the inbuilt moonjump code to safely get down):

Version GameShark code
US D00E0779 0008
813B002C 3FF0
80102EDF 0011
811FFFD8 C300
811FFFE8 C300
811FFFEC C300
D00E0779 0030
80102EEF 0001
800E0931 0000
800E0933 0000
50002610 0000
803B0164 0001
Europe D00E12A8 0008
813B002C 3FF0
80103B5F 0011
811D5768 C300
811D5778 C300
811D577C C300
D00E12A8 0030
80103B6F 0001
800E12BD 0000
800E12BF 0000
50002610 0000
803B0164 0001
(Source: SubDrag)

Judging by the level's start at the top of the tower (where "Fallen Angel" left off), this mission was probably intended to be placed between "Fallen Angel" and "A Sinking Feeling." For whatever reason, it wasn't finished and was left out of the game. This might also explain why the Mission Select screen has an uneven grid of 14 missions instead of 15, which would make 3 even rows of 5 missions for each line.

Castle Thane Cutscene Map

While not unused in itself, using the GameShark code below lets you access a playable version of the Castle Thane island that appears on the cutscene after completing the mission Underground Uprising, where the camera shows a short aerial preview of the island, which is between the cutscene where Bond tried to reach the female assassin who was trying to escape on an aerostatic balloon, and the cutscene where Bond and M talk about Renard's return.

After enabling the cheat, select any mission, and you will enter the Castle Thane map. Bond's spawn point seems to line up exactly with where the camera starts in the actual cutscene, so it's likely that Bond/the player is used as the "camera" for the area. It's unknown why the "map" has so much collision to begin with however.

The map itself is a flat ocean area with Castle Thane itself in the middle, the island of which has glitchy collision. The only solid areas from the island are the small tunnels below the "bridge" from the right. There is also some broken water textures on obscured areas by the island, but there are invisible walls outside the water so Bond won't go out of bounds. Despite this, there are some areas where Bond can walk on seemingly nothing, since the water ends at a certain point. It should be noted that when selecting any mission with harder difficulties than Agent, Bond will spawn stuck underwater, locking up the game.

Version GameShark code
US 80102EDF 0006
Europe 80103B5F 0006

Frigate

An unearthed TWINE prototype reveals that at one point a level very similar to GoldenEye's frigate was set to appear, possibly as a multiplayer level.


Unused Main Menu Options

Cinematics

Hmmm...
To do:
There's a few unused ones and a different version of one cutscene. Also, according to the discussion page, the unused Game Over is used in the prototype.

A hidden leftover debug feature allowing you to view all of the cinematics in the game can be accessed and seen below. Unfortunately, all of the text in this menu is stripped from the game. You will have to count the number of times you press down in this menu and remember where you left off.

GameShark Code Version
D10E0778 8020
810E1092 DAF4
USA
D10E12A8 8020
810E1C62 E0B0
Europe

With the above code on, press L+A simultaneously at the main menu to access it.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: We may need to research into the "GAME OVER" cutscene.

TWINE-Cinematics.png

Cutscene order from top to bottom (numbers correspond to how many times you need to press down):

Down presses Cutscene
0 Midnight Departure End Cutscene
1 Midnight Departure Opening Cutscene
2 Courier End Cutscene
3 Courier Middle Scene
4 Courier Opening Cutscene
5 Masquerade End Cutscene
6 Masquerade Middle Scene #1
7 Masquerade Middle Scene #2
8 Masquerade Opening Cutscene
9 GAME OVER (Unused)
10 Turncoat End Cutscene #1
11 Turncoat End Cutscene #2
12 Turncoat Opening Cutscene
13 Thames Chase End Cutscene
14 Thames Chase Opening Cutscene
15 King’s Ransom End Cutscene
16 King’s Ransom Opening Cutscene
17 Cold Reception Opening Cutscene #1
18 Cold Reception End Cutscene
19 Cold Reception Opening Cutscene #2
20 A Sinking Feeling Mission Failed - Alarm
21 A Sinking Feeling End Cutscene
22 A Sinking Feeling Mission Failed - Sub dives
23 A Sinking Feeling Unused Middle Scene
24 A Sinking Feeling Opening Cutscene
25 Meltdown Middle Scene
26 Meltdown Opening Scene
27 Blank
28 Underground Uprising End Cutscene #2
29 Underground Uprising End Cutscene #3
30 Underground Uprising Mission Failed - Bomb
31 Underground Uprising Intro (Different map and visual glitching)
32 Underground Uprising End Cutscene #1
33 Underground Uprising Mission Failed - Balloon
34 Underground Uprising Opening Cutscene
35 Game Complete - JAMES BOND WILL RETURN
36 Fallen Angel End Cutscene
37 Fallen Angel Opening Cutscene
38 Fallen Angel Middle Scene #1
39 Fallen Angel Middle Scene #2
40 Night Watch Unused Opening Cutscene
41 Night Watch End Cutscene
42 Night Watch Mission Failed
43 Night Watch Middle Scene
44 Night Watch Opening Cutscene
45 City Of Walkways I End Cutscene
46 City Of Walkways I Middle Scene
47 City Of Walkways I Opening Cutscene
48 City Of Walkways II End Cutscene
49 City Of Walkways II Opening Cutscene
50 Meltdown End Cutscene
51 Masquerade End Cutscene #2
(Source: Original TCRF research)

Password Menu

Looking at this code, there was a planned password system for this game. Executing this is defunct.

GameShark Code Version
D10E0778 8020
810E1092 DA54
USA
D10E12A8 8020
810E1C62 E010
Europe

With the above code on, press L+A at the main menu to access it.

TWINE-Password.png

(Source: Original TCRF research)

Unused Items

007 The World Is Not Enough N64 Claymore.png Using the "All Gadgets" Gameshark code, some (unselectable) unused items appear in the Gadgets menu, including a "Claymore" that's not found anywhere in the game, and a misspelled "Keypad Decryptor."

Developer Oversights

Hmmm...
To do:
The loading screens along with the texture resolution issues were allegedly easily fixable. Look into this.

Texture Resolution

The game uses high (for the Nintendo 64) resolution 64x64 textures, with 8-bit color depth. However, these textures are applied to surfaces at too low a proportion, so at closest distance they appear using their second level mipmap - a quarter of their normal size - in-game.

(Source: Zoinkity)

Regional Differences

Hmmm...
To do:
See if there are any more item placement changes. Note that certain NPCs can apparently have somewhat randomized appearances in both versions.

Text Changes

All text in the European version was updated to use British English spellings instead of American English.

Security Swipe Card

US Europe
Electronic key card for the bank's private vault and video surveillance center. Electronic key card for the bank's private vault and video surveillance centre.

Keypad Decrypter

US Europe
A computerized algorithm generator capable of defeating virtually any encoded keypad lock system within seconds. A computerised algorithm generator capable of defeating virtually any encoded keypad lock system within seconds.

Turncoat

There is a rusty yellow dumpster in the beginning area in the US version. It was removed from European releases for unknown reasons.

US Europe
Perfect! Where will we put our garbage?