Call of Duty: Black Ops (Windows, Xbox 360, PlayStation 3, Wii)
Call of Duty: Black Ops |
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Developer: Treyarch This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page This game has a bugs page |
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Call of Duty: Black Ops is the first game in the Black Ops subseries of Call of Duty games, taking place in the '60s. TELL US WHERE THE UNUSED CONTENT IS, MASON!
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Bugs |
Regional Differences Content changed in other language versions of the game. |
PS3 Exclusive Content that is only on the PS3 version of the game. |
Unused & Early maps Entire unused maps and early versions of soon-to-be DLC maps. Also a fully-playable map from the modding tools, for some reason. |
Unused Weapons Weapons that stay in abandoned warehouses to rot. |
Cut Weapons Variants of used weapons that were ultimately cut. |
Unused Weapon Content Features of weapons that go unused. |
Unused Multiplayer Content Content cut from multiplayer. |
Unused Campaign Content Content cut from the campaign. |
Easter Eggs
To do: COD Wiki mentions here an Easter Egg regarding the third person model for the default sniper scopes. Verify and add. |
Numbers Broadcasts
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Various levels have a numbers broadcast that takes place in the background audio of the level but can only be heard by muting the character voices and game audio from the options menu and cannot be heard otherwise. They occur in the following levels:
- Operation 40: Interrogation sequence at the start of the level.
- U.S.D.D.: First in the limousine and again in the hallway leading up to the elevator onwards. Notably played lower than other lines.
- Numbers: During the torture sequence. This can normally be heard in the French version without muting the voices and audio.
Summit Tower
On the Summit multiplayer map, the path on the side of the mountain has a tower at the foot of the stairs leading into the middle building. This tower can be entered by jumping up on the computer in the middle of the main building and then jumping on to the the walkway near the large map on the wall by jumping towards a bent railing and mantling over it. From here, one can follow the walkway to a large window and then stand on the railing and run and jump on to the top platform of the tower. This tower has a ladder that leads down to a lower platform and another ladder that leads out of the tower. A video guide to this Easter Egg can be seen here (0:26 - 0:45).
Unused Perks
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BoomJuice
A cut Perk-a-Cola that was planned for the Zombies map "Ascension". There are 4 cut quotes mentioning this perk, and according to the quotes this perk would allow the player to make an explosion. It's highly probable the perk was reworked into "PhD Flopper".
DptBoom
This perk is most likely another name for the previously mentioned cut Perk-a-Cola "Boom Juice". There are again 4 cut quotes for this perk that sound very similar to the ones for BoomJuice.
Pronaide
A cut Perk-a-Cola perk that was planned for the Zombies map "Ascension". There are 4 sound files with the name "Pronaide" (example: vox_plr_0_perk_pronaide_0.wav) in the title, but they only exist for Dempsey and Nikolai. Then there are 4 more sound files for Takeo and Richtofen, but these files have the then named "Prone" (example: vox_plr_3_perk_prone_0.wav). All of these sound files seem to mention the same perk. This perk would affect the player's jump and prone in some way according to the quotes.
Tufbrew
A cut Perk-a-Cola perk, planned for the Zombies map "Ascension". There are 4 sound files of the characters talking about it, but Dempsey is the only one who mentions it by name.
Candolier
A cut Perk-a-Cola perk, which was probably going to be similar to the "Bandolier" perk from Call of Duty 4: Modern Warfare and Call of Duty: World at War. A perk icon and minimap icon exist, along with the following string for buying it:
Hold ^3[{+activate}]^7 to buy Can-dolier [Cost: &&1]
DamageAde
A Mini Map Icon exist of a perk called "DamageAde". The Icon Appears similar to Double Tap but differs in minor ways. Judging by its name, it could have been a Zombies version of Stopping Power from multiplayer. The following string for buying the perk exists:
Hold ^3[{+activate}]^7 to buy Damage-ade [Cost: &&1]
Upgraded Perks
Hud Icons exist for upgraded versions of Quick Revive, Juggernaut, and Speed Cola
Unused Zombie Map Geometry
- On "Five", the room behind the wall with the slides in the starting room has some unseen content. This content can be seen in this video from 0:27 - 1:00.
- In the part of the room that can be seen through the right barrier, behind the wall column is a room that presumably exists to spawn zombies. Inside this room is a stack of boxes, which cannot normally be seen.
- The part of the room visible through the left barrier has tables and a shelf placed on the right side of the barrier that cannot be seen. Behind a nearby wall is one of the chalkboards from Der Riese.
Enemies Removed from Levels
Hellhounds are seen in-game normally, but not in the map "Five". Unused sound files are the only remains of them.
Unused Text
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M1911 Multiple Attachments Python Multiple Attachments Makarov Multiple Attachments G11 Multiple Attachments Stakeout Multiple Attachments SPAS-12 Multiple Attachments
The following weapons have unused "multiple attachments" text that does not appear in single player and is absent from multiplayer due to being incompatible with the Warlord perk. Python Multiple Attachments was used in an early version of Gun Game where the Python had a Snub Nose and Speed Reloader.
Model 1887
Unused text for the name of the Model 1887 shotgun. During the motorcycle segment of the "Vorkuta" campaign level where this weapon appears, the name of this weapon is never displayed, although its weapon file does specify a string for its name which is never displayed in-game.
Multiplayer
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You must have at least one Ops and one Communist class
Placed among text for Private Match customization.
Weapons
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Anti-personal free fire and anti-aircraft lock-on semi-auto missile launcher.
Unused Create-a-Class description for the Grim Reaper, which normally is only available via the Care Package.
There exists unused Create-a-Class text for every single Dual Wield weapon, including the unused Dual Wield versions of the MP5K and MPL.
Semi-automatic dual wielded M1911 pistols. Effective at close range. Semi-automatic dual wielded Makarov pistols. Effective at close range. Semi-automatic dual wielded Python pistols. Effective at close range. Semi-automatic dual wielded CZ75 pistols. Effective at close range. Fully automatic dual wielded Mac11 guns. Effective at close range. Fully automatic dual wielded PM63 guns. Effective at close range. Fully automatic dual wielded Kiparis guns. Effective at close range. Fully automatic dual wielded MP5K guns. Effective at close range. Fully automatic dual wielded MPL guns. Effective at close range.
Menu Text
MISSION OBJECTIVES Mission Objectives
Presumably for a cut multiplayer game mode and meant to be displayed in the pause menu.
Add a camouflage finish to your weapon.
The camo option in the menu has no text.
Second Attachment SECOND ATTACHMENT Add a second attachment to your gun.
Warlord in the final does this by just allowing the player to select a second attachment.
Most Kills with Cooked Grenades
This was intended for the After Action Report. In the final game, cooked grenade kills are tracked as part of normal grenade kills.
Loading Screen Lines
To do: Is this used: "You can steal enemy Care Packages and crates." |
The game contains unused loading screen lines that would be displayed on the loading screen before a match.
The Killstreaks menu lets you select up to three Killstreaks. Use the coordinates on the mini-map to pinpoint your location. The Strela-3 launcher can lock on to Spy Planes and helicopters. Use the SAM Turret to take out enemy helicopters and Spy Planes. The Tactical Mask Perk protects you from most Tactical Grenades.
This Tactical Mask line is not true in the final game, as it only protects from Nova Gas while Pro protects from Nova Gas, Concussion, and Flashbangs. Perhaps an early idea for the perk?
Game Modes
To do: The names of these strings might shed some light on what they were intended to be used for. |
Beware: Your enemy is fast and can see you on their radar at all times Beware: Your enemy is slow, but has powerful weaponry.
Placed among text for Headquarters.
Zombies
To do: Check the text on the notes page for whether it is unused. |
The game contains the following unused strings for buying weapons off walls.
Hold ^3[{+activate}]^7 to buy OLD P90 [Cost: &&1] Hold ^3[{+activate}]^7 to buy M1911 [Cost: &&1] Hold ^3[{+activate}]^7 to buy Python [Cost: &&1] Hold ^3[{+activate}]^7 to buy Aug [Cost: &&1] Hold ^3[{+activate}]^7 to buy RPK [Cost: &&1] Hold ^3[{+activate}]^7 to buy Dragunov [Cost: &&1] Hold ^3[{+activate}]^7 to buy Thunder Gun [Cost: &&1]
Hold ^3[{+activate}]^7 to buy Tesla Gun [Cost: &&1]
A prompt to buy a weapon off the wall called "Tesla Gun", which does not exist in the final game. This name possibly refers to the Wunderwaffe DG-2, whose internal name in World at War and Black Ops is "tesla_gun". In both games the Wunderwaffe DG-2 can only be obtained from the Mystery Box and not off the wall. A weapon called "Tesla Gun" was later introduced in Call of Duty: WWII in the Nazi Zombies mode.
Campaign
Operation 40
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Bar Street Drive Zipline Courtyard Compound Mansion Castro Assasination Support Airfield Escape Captured Pick Up Assasinate
Labels for level segments and major objectives that were presumably used during development. These labels might have been displayed in-level floating in the air at the level segments or objects they pertain to or in a table that would have allowed the developers to go to a specific part of the level. While the level segment labels are listed here according to the level layout in the final game, internally they are not placed in order and are also scattered among in-level menu objectives and messages for the level.
Watch your head.
Presumably this was a message would have been displayed on screen at a segment where the player would have had to crouch to navigate through an area.
Get off the streets
This line presumably refers to the first segment of the level, although where it would have been used is not known. It is also possible this may have been dev text used during development.
Press ^3[{+activate}]^7 to open the gun chest
Text for an unused gun chest item. Presumably this item would have weapons in it.
^1MASON: ^7Lev Kravchenko. Sadistic, evil... ^1MASON: ^7But he was nothing compared to Dragovich.
Unused subtitles that occur just before Mason's final line in the interrogation room after recounting how he was captured by Dragovich and Kravchenko.
The Defector
To do: The weapon file, spas_db_sp, appears to have remnants of this in the form of unique changes to altDropTime, altRaiseTime, altRaiseAnim, and altDropAnim parameters over the base SPAS-12. |
Press ^3[{+actionslot 3}]^7 to use to Dragon's Breath shells
This string indicates that Dragon Breath rounds at one point were intended to be an alternate type of ammunition that could be switched to, like the Explosive Bolts on the Crossbow in Executive Order and WMD. In the final game, the Dragon Breath is an attachment for the SPAS-12 that replaces the normal shotgun shells.
Numbers
The level briefing contains an unused line that would presumably appear in the following spot based on where it occurs in the level's file. It has been bolded.
Transmission # 23-1-19. Designate: VICTOR
Target: Dr. Daniel Clarke located in Kowloon City, Hong Kong. Extraction team: Hudson, Weaver and Station 3 operatives on the ground. C.I.A. station #4568. Designation "k" 1700 hours February 9, 1968 |
Victor Charlie
To do: Document where the unused mid-level cutscene would have appeared. |
Repeatedly press ^3[{+activate}]^7 to open the door.
Early version of the text to open the helicopter door at the start of the level. The text in the final version is "Press ^3[{+activate}]^7 to open door.", where "^3[{+activate}]^7" will flash on screen.
Approach the boat and press ^3[{+melee}]^7 to take out the VC
This text was presumably intended to appear when Woods and Mason initially see the sampan with the Viet Cong soldiers who they later kill by pulling off the boat. In the final game, no such text appears.
^1INTERROGATOR: ^7Where had Reznov been? Why did you split up? ^1MASON: ^7Viktor Reznov was a loner. He didn't trust anyone.
Subtitles that presumably were for an unused mid-level cutscene.
^1US PILOT: ^7We're hit!!! We're hit!!
An unused subtitle possibly intended for the start of the mission.
The game contains an early version of the subtitle for the pilot in the helicopter at the start of the level.
Early | Final |
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^1US PILOT: ^7MAY DAY! MAY DAY! This is Hotel-niner one. We are going down! WE ARE GOING DOWN! | ^1US PILOT: ^7This is Hotel-91. We are going down in sector Bravo Tango Seven Niner. May day may day... |
^1BOWMAN: ^7Lima niner X-ray - do you monitor? ^1BOWMAN: ^7Lima niner X-ray - do you read me?
Unused subtitles for Bowman.
WMD
WMD has the following unused subtitles which would have occurred during the Blackbird boarding segment at the start of the level right before firing the Blackbird engines.
Speaker | Lines |
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MAJ. NEITSCH | Systems check complete. Takeoff power... Mark. Your aircraft sir. |
CAPT. MOSELY | Copy. |
The following subtitle occurs among subtitles pertaining to the segment of the level where Neitsch has to guide Kilo 1 to various buildings. This line appears to suggest that the first safehouse skirmish, which takes place completely inside the safehouse, was different at one point.
Speaker | Lines |
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MAJ. NEITSCH | Enemy coming inside. Exit through the rear and take cover on the bluff behind the structure. Position marked on tac. Go now. |
The following unused subtitles pertain to an event during the Blackbird segment where Kilo 1 would attack and destroy vehicles, which does not occur in the final game. Multiple pairs consisting of Neitsch alerting Hudson and Hudson responding exist.
Speaker | Lines |
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MAJ. NEITSCH | Moving vehicle on Tac, it's a truck. Take it out. |
HUDSON | Roger. Taking out the truck. |
MAJ. NEITSCH | Vehicle inbound. Looks like a jeep. |
HUDSON | We see it. Initiating contact. |
MAJ. NEITSCH | Enemy vehicles in range. Stop them. |
HUDSON | Understood Bigeye. Stand by. |
Unused Sounds
The announcer for the NVA faction has four unused sound files for scrapped hardcore game modes: Hardcore Demolition, Hardcore Domination, Hardcore Sabotage, and Hardcore Wager Match.
An alternate (and rather creepy) Firesale announcement. It is used in the Wii version.
Oddities
To do: COD Wiki mentions here that pointing the equipped Flamethrower at a friendly Dog will turn the cursor blue. Verify this. |
- The internal name of the Upgraded Iron Sights appears to originally have been "tritium_sight", judging by the name of this attachment's tag on the left hand Dual Wield M1911.
- In the KS-23's weapon files (single player, multiplayer, and zombies), the file names for its unused multiplayer killfeed icons identify the name of the gun as "KS-10". No real-world gun by this name exists.
- The filenames of the Model 1887, Tokarev with flashlight, and Python with flashlight do not mention the name of the weapon, unlike the filenames for other weapons based off normal weapons. This suggests that at one point Treyarch was undecided on what weapon to use for these segments during development.
- The filename for the multiplayer Blackbird's inventory icon, "hud_ks_spy_sat", refers to the killstreak as a satellite instead of an aircraft. This could possibly indicate that at one point in development this killstreak was a satellite instead of an aircraft. This unusual naming is also shared by one announcer line for the Blackbird.
- The mortars used in the segment of Project Nova after Reznov disembarks from the sled have the filename "t5_weapon_mortar_viewmodel", which suggests Reznov was intended to use them as "viewmodel" is only used in content used by the player in first person.
- The file name for the Decoy grenade is "Nightingale", which is used for the actual name of the grenade in Black Ops II and the unused version in Black Ops IIII.
- On "Operation 40" during the segment where Mason garrotes a Cuban soldier after using the zipline, Mason's red shirt suddenly changes to a white one, even though the player is never able to see his shirt during this scene or any other scenes after it.
- The filename for Project Nova, "fullahead", does not appear to correspond to any event of the final level. This may suggest that the level's plot was changed at some point in development.
- Victor Charlie:
- The codename of the level is "creek_1" despite there being no other levels in the game called "creek". This might suggest the level had a cut second segment.
- Mason does not have any grenades at the start of the level until the NVA village segment, where they are silently added to his lethal grenade inventory upon exiting the hut right before detonating the C4. It isn't apparent why this decision was made.
Platform Differences
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Wii
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Main Menu
The main menu in the Wii Version has brighter lighting, many of the objects in the area look very different, the options menu and the campaign was moved into the Single Player mode menu.
Wii | Xbox 360/PlayStation 3/PC |
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Beginning Mission Cutscene
In the Wii version, Mason's character model is rendered on the TV screens and being fully modeled, and also being able to see the rest of the environment around him, due to this some of the screens will be in different angles. While other versions will have Mason's model stay looking in one position, in a black void.
Wii | Xbox 360/PlayStation 3/PC |
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Other Differences
- Some in-engine cutscenes were replaced with video cutscenes taken from the Xbox 360 and PC versions.
- Many of them look like they were taken from a earlier build of these said versions, for example in the mission "Revelations" the static on the TV looks different, and many of the sounds are completely missing or timed differently.
- Loading screens are present.
- All pistols are wielded one-handed.
- The Vorkuta loading screen/FMV is different.
Zombies Differences
- There is an AUG wallbuy under Kino der Toten's stage.
- DLCs, Dead Ops Arcade and "Five" are not present. (Despite this, the intro video for "Five", "zombie_pentagon_load.bik", can still be found on the disc in the folder "videos".)
- The mystery box in the spawn is in a different location
- In the ally way of Kino Der Toten you can see the boxes used for teleporting in the sky
- There are 3 sets of 4 teleporting boxes
- The mystery box features a unique texture compared to any other version
- The center of the stage is closed off with a brick wall
- Nova crawlers can drop powerups when climbing down the wall in the spawn and speed cola room
- The zombies menu features a still image of zombies shadows in the interrogation room
- In the ally way there is a chalk message reading "Wish too often, and your wishing well will run."
- There is a barrier on the balcony of the PM63 room
- After the player dies their character model is changed to an untextured cube
- The nade wall buy in pack a punch is a smaller texture
- In the fire trap room there are some models missing, there is a cube of light in the barrier closest to spawn, and the chain fence that looks out into the ally way is covered
- Pages missing developer references
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