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Perfect Dark (Nintendo 64, Xbox 360)
This game has unused areas.
This game has a prototype article
This game has a prerelease article
Nearly every screenshot here is at the wrong resolution and will need to be retaken with the angrylion video plugin.
Perfect Dark is considered the spiritual successor to Rare's earlier first-person shooter Goldeneye 007, as it shares many of its mechanics and uses a modified version of its engine. On March 17, 2010, it was released on the Xbox 360.
- 1 Sub-Pages
- 2 Unused Levels
- 3 Unused Objects
- 4 Unused Monitor Screens
- 5 Unused Music
- 6 Unused Text
- 7 Early GoldenEye Text Files
- 8 Oddities
| Early Text|
Leftover text from two beta versions of the game.
Remnants of the scrapped face mapping feature.
| Unused Content By Level|
This game probably has more unused things than GoldenEye.
| Version Differences|
Covers all Nintendo 64 versions and the Xbox 360 port.
Retaking the Institute
Intended as another special assignment bonus mission, similar to the four featured in the final game, Retaking the Institute never got beyond the planning stages. According to designer Duncan Botwood, it was to be "a full-on assault against the Skedar in the Institute building."
Retaking the Institute. Lead the team and clean out the building. Kill All Enemy Agents Do Something Else And Something Else
Retaking the Institute's incomplete briefing and objective text is still present in the final game. The string for its name in the text file used for the menu places it between the Maian SOS and WAR! missions. Its slot is set up to play the music track CI Operative.
Using the GameShark code 8009DFE9 0032, a solo edition of the Skedar Combat Simulator arena can be accessed. Joanna starts at a unique spawn point not shared by any of the multiplayer spawn points with a Falcon 2, CMP150, AR34, and Reaper. The mission can be played in Co-Op and Counter-Op mode, but in Counter-Op, the other character will just be another Joanna Dark. There are no objectives and no way to complete the mission.
In the final version, this setup is incomplete since it lacks character objects that are required for its action blocks to work properly. If the characters are added and their IDs properly set, a semi-scripted battle will take place between some Maians on Joanna's side and some dataDyne shocktroopers. This battle can briefly be seen in one of the early game trailers. The setup file also has some other unused content not seen in any footage, including additional paths for characters and an enemy that would seek out Joanna.
A text string found alongside those used for the other Combat Simulator arenas is all that remains of Rooftop. According to Rare, "it was not up to scratch."
More of these, not to mention the mission-specific stuff that'll be put on its own sub-page.
A blue armor vest. This could be seen being dropped by a guard in a prerelease dataDyne Defection screenshot, but the item goes unused in the final version and said guard now drops a shield instead.
The cyan and gold-tinted Borg Cube model from GoldenEye is present here as well. There is a prerelease screenshot of this being used as a placeholder for the shield tech item in dataDyne Investigation.
The console used to open doors in GoldenEye's Facility mission.
Crypt Door 1a
One of the doors from GoldenEye's Egyptian mission, which has had its texture indices replaced with 0, resulting in a lamp texture covering the entire door.
The "token" from GoldenEye's The Living Daylights multiplayer game mode.
A hand grenade from GoldenEye. Its filename hints at an unused grenade type, but there is no unused weapon which corresponds to it. Its only other remnant is a text string.
Not a specific object, but an entire category of objects goes unused. Like GoldenEye, Perfect Dark supports attaching a hat or helmet (more specifically, any model) to a character's head with object type 11. In addition to the object type, the reaction type for hat models in GoldenEye (6E) still works, allowing any model given it to be shot off of characters' heads.
Most guards' concept art shows them wearing headgear and a couple of screenshots, one of which is shown here, prove it was being used at one point, but before release all of the headgear models were removed from the game. The few remaining helmets are actually head models.
A likely reason why headgear didn't make the cut has to do with how it is positioned on characters and a difference between the heads in GoldenEye and Perfect Dark:
- In GoldenEye, all heads are about the same size and shape, and despite this there are still some minor clipping issues with headgear on certain heads.
- In Perfect Dark, there is a much greater variety in head sizes. Since headgear is positioned based on the body's neck level, it just doesn't fit on certain heads correctly. Even in the prerelease screenshot, the guard's cap is placed slightly lower than it should be and is clipping into his head.
A black post with five red laser emitters on each side. This would have fit perfectly in several locations: most of the game's lasers are actually emitted from distorted metal crate objects.
Several wall-mounted detail objects that were probably intended to be used near locked doors.
A standard crate texture surrounded by a colorful border, with different coloring applied to each face.
A gray chest with a hinged lid.
Touch That Box Box
A metal box with a gold and cyan tint, not unlike that of the Borg Cube crate. "Touch That Box" was a Combat Simulator game type in which teams would compete for control of multiple rooms in the arena by touching boxes within them. The game type was scrapped before release, but based on its filename, this is the eponymous box that would have been touched.
Unused Monitor Screens
Several characters and other objects encountered in the game. Each of these has their own value and are not animated.
Various astronomical objects. Each of the three colored planets has a screen, but there is also an animated one which fades between them. The elliptical galaxy is never shown in its original coloration, since one screen value tints it green and another blue. Likewise, the spiral galaxy has green- and blue-tinted variants, in addition to its original colors.
A green ship. Exists as both individual screens and as one which fades between the three.
These animated screens cannot be used: values exist which seem to correspond to them, but they read the data of the green bar chart instead. Their animations are actually defined as a part of the Skedar warrior screen, but can never be seen normally due to loop commands.
Two of them appear to be developers recreating screens from GoldenEye.
These are all leftovers from GoldenEye and only exist as textures.
Interestingly, two of the textures were updated. The spinning cube was reduced in size, while Karl Hilton talking was updated to fill the entire width of the texture, rather than being pillar boxed.
There are three different unused music pieces that lay within. Use GameShark codes 800AA5FB 00?? 800AA66B 00?? (where "??" is one of the below) to hear them in-game:
- 15: An alternate death theme. Rather creepy.
- 3C: A track that starts off similar to the Deep Sea - Nullify Threat tune, but then completely changes after a couple minutes or so. This can be heard in one of the very first trailers for the game, but only as background music, not tied to any specific mission.
- 75: A brief, goofy jingle.
|dataDyne Central - Defection||LUCERNE TOWER|
|dataDyne Research - Investigation||BASEMENT LABORATORY|
|dataDyne Central - Extraction||LUCERNE TOWER|
|Carrington Villa - Hostage One||CARRINGTON VILLA|
|Chicago - Stealth||CHICAGO STREETS|
|G5 Building - Reconnaissance||G5 BUILDING|
|Area 51 - Infiltration||AREA 51 - EXTERIOR|
|Area 51 - Rescue||AREA 51 - MEDLABS|
|Area 51 - Escape||AREA 51 - ESCAPE|
|Air Base - Espionage|| PRESIDENTIAL TERMINAL
US AIRBASE, ALASKA
|Air Force One - Antiterrorism||AIR FORCE ONE|
|Crash Site - Confrontation||CRASH SITE|
|Pelagic II - Exploration||Cetan Ship|
|Deep Sea - Nullify Threat||CETAN SHIP|
|Carrington Institute - Defense||CARRINGTON INSTITUTE|
|Attack Ship - Covert Assault||SKEDAR ASSAULT SHIP|
|Skedar Ruins - Battle Shrine||SKEDAR BATTLE SHRINE|
|Mr. Blonde's Revenge||LUCERNE TOWER|
|Maian SOS||AREA 51, NEVADA, EARTH|
|The Duel||LUCERNE TOWER|
Every mission's text file has an unused string that gives its location. They're reminiscent of the location names shown on the objectives screen of GoldenEye's menu and were likely intended to serve the same purpose. Strangely, the Pelagic II's location is given as "Cetan Ship" and is the only one of these strings that isn't in all-caps. Another oddity is that The Duel's location is given as the Lucerne Tower.
E R R O R No briefing for this mission
The location and background shown in GoldenEye when loading a mission without defined objectives.
Found between the Cyclone and RC-P120 is this string for a MagSec SMG.
The N-Bomb was intended as a Maian grenade, based on its unused firing range description, but this string is found after those for the Rocket Launcher, Devastator, and Slayer, which implies it was for a Maian grenade launcher.
The FlashBang has a pickup model seen above, but nothing else of it remains.
Might be an alternate name for the Slayer's Fly-By-Wire Rocket function, or for the CMP150's Follow Lock-on function. Other than that, it doesn't fit any existing weapon.
Half Magazine Discharge
The Cyclone's Magazine Discharge function drains the entire magazine, whereas this one only would've drained half.
Not to be confused with Timed Explosive, the Timed Mine's primary function. This may have originally been intended for the N-Bomb; its two functions are Impact Detonation and Proximity Detonation.
Telescopic Sight Silencer Magazine Extension Laser Sight
These come at the end of the list of functions, and actually don't seem like functions at all, but intended for another stat entirely. Everything here except Magazine Extension makes sense for the Falcon 2; maybe at one point the system was intended to be expanded so certain weapons could be fully modular without having to use separate weapon definitions?
An unused manufacturer based on a developer's name, like Chesluk Industries.
Jonathan has an entry in the character list – it's listed after the other story characters, before the common characters. He actually has his own body model, used for his CI bio, which is indistinguishable from the Area 51 Guard (a uniform he never actually wears in the story). Jonathan, using this model, was added to the available characters in the Xbox Live Arcade port of the game.
Boxes Options Boxes on Radar Touch That Box Boxes Tag Box
Various menu strings for the scrapped Touch That Box mode.
Test 4mb Test
Strings for two test sets can be found alongside the other weapon sets.
Invincible All Guns Super x2 Health Super x2 Armor Invisible Phase Infinite Ammo DK Mode Tiny Super x10 Health Magnum Laser Gun Silver PP7 Gold PP7 Invincibility On All Guns On Maximum Ammo Super x2 Health Super x2 Armor Invisibility On Phase On Infinite Ammo On DK Mode On Extra Weapons Tiny On Paintball Mode On Super x10 Health Happy? Fast Mode On Invincibility Off All Guns Off Invisibility Off Phase Off Infinite Ammo Off DK Mode Off Tiny Off Paintball Mode Off Radar On Fast Mode Off NO NAME Slowest Motion Very Slow Motion Slow Motion Normal Motion Fast Motion Very Fast Motion Fastest Motion Line Mode Paintball Mode Enemy Rockets 2x Rocket L. 2x Grenade L. 2x RC-P90 2x Throwing Knife 2x Hunting Knife 2x Laser Turbo Mode Fast Animation Slow Animation No Radar [Multi]
Cheat names and their activation messages, left over from GoldenEye. Any references to the Bond franchise have been removed from them.
Warning If you activate any cheats, then you will be unable to progress further in the game while those cheats are active.
A warning about cheats preventing the player from progressing through the game, which is never shown.
Guard Greeting What's that gun? Don't point that gun at me.
These seem to be debug strings for characters.
XBLA build date
A build date can be found loaded into memory.
|Version||Hex Address||Build Date|
|US V1.0||0x803D7B20|| |
Apr 6 2000 15:05:01
|US V1.1||0x803D7C90|| |
Apr 6 2000 15:05:01
Apr 28 2000 14:40:49
Jul 19 2000 09:43:24
Early GoldenEye Text Files
There appear to be unused Combat Simulator setup files for Pelagic II and Chicago. Opening these, however, reveals them to actually be Dam and Streets text files left over from GoldenEye. It is not text from the final build, but instead is taken from an earlier version of the game. Unlike Goldeneye the final game's Combat Simulator doesn't use the actual levels from the Solo campaign, but some rare prerelease footage shows that early builds did in fact use Solo levels at some point. This would indicate these placeholder files are either very old, or it was intended at some point that original Combat Simulator maps would be made off said levels.
Dam's location, briefing and objectives list shown in the watch menu are present, as is the location string used in the intro camera. The rest of the final mission's text is not in this file.
mi6 has confirmed the existence of a secret chemical warfare facility at the arkhangelsk dam, ussr. its heavily guarded location and workings are a cause for major concern. nerve gas produced there has been turning up in the hands of hostile regimes around the world and deals with international terrorists have been rumoured. this facility should be destroyed without prejudice.
mi6 has confirmed the existence of a secret chemical warfare facility at the byelomorye dam, ussr. its heavily guarded location and workings are a cause for major concern. nerve gas produced there has been turning up in the hands of hostile regimes around the world and deals with international terrorists have been rumored. this facility should be destroyed with extreme prejudice.
The earlier mission background does not refer to the Byelomorye dam by name, instead referring to its location. The line about destroying the facility without prejudice was completely reversed for the final version, which was likely always the intended meaning. The location string shown at the top of the watch menu uses Byelomorye, like the final version, as does the intro text.
the area around the dam is well defended against a full scale military attack but they won't be expecting a lone agent. i've looked at the recon reports and decided that the easiest way to gain entrance to the weapons factory will be to bungee jump down the face of the dam. safe and simple. just throw yourself off the top and remember to look before you leap old chap.
the area around the dam is well defended against a full scale military attack but a lone agent stands a much better chance.the easiest way to gain entrance to the weapons factory will be to get down the face of the dam. q had an idea about that.
Curiously, M seems a bit out-of-character here, particularly the last line which sounds more like something Q would say. Speaking of Q, the part about bungee jumping was moved to his briefing in the final version.
information concerning shipping and contacts is stored on a computer system in a secret ops room within the dam.with this covert modem connected to their satellite link we can intercept this data when a backup is carried out.
information concerning shipping and contacts is stored on a computer system in a secret ops room within the dam. with this covert modem connected to their satellite link we can intercept the data when a backup is carried out. as for getting down the dam, use the bungee rope. at the bottom of the jump, use the piton gun. simple.
The bungee rope was moved to Q's briefing for the final version, as mentioned above, and a reference to the piton gun was also added.
|Byelomorye Dam, Archangel, USSR||Byelomorye Dam, Arkangelsk, USSR|
The spelling of the mission's location hadn't been finalized when this text file was written. The background uses Arkhangelsk, a different spelling of the Russian name, while this string uses the English name.
Streets only has the mission location and background shown in the watch menu, but there are line terminators serving as placeholders for the M Briefing, Q Branch, and Moneypenny strings.
use the stolen tank to chase the car containing natalya. you are up against a time limit.
after escaping kgb interrogation at the military archives, natalya has been recaptured by general ourumov. she is being taken by car to the janus operations base in st. petersburg.
The background is only a description of the mission.
There is a small wedge of cheese hidden in every single-player map. These are modeled as a part of the map geometry and, as such, cannot be collected or interacted with in any meaningful way.
The black terminals used in dataDyne Investigation and the standing variation of them found in Area 51 both have an Easter egg: if you use them as a standard object, rather than a screened object, they display an angry-looking eye where their screen would normally be. This looks identical to the texture Dr. Caroll's "eyes" use when his personality has been erased, but isn't the same index. The filenames of these two models are "sinisterpc" and "sinisterstation".
The terminals used in the Carrington Institute and Air Force One use the filenames "goodpc" and "goodstation", but do not have a similar Easter egg.
In order to pass The Duel on Special Agent, Joanna must defeat a hologram of Jonathan. Despite him taking a sneaky approach, it's easier to bring down Jonathan than the dataDyne guard fought on Agent because, even if he gets the drop on Joanna, his shots will never hit her. The only way to lose to him is to get into his melee range. Any character using Jonathan's head is actually hardcoded as an ally for the purpose of targeting – Joanna's auto aim won't target him, his shots won't damage her, and the aim mode crosshair turns blue when pointing a gun at him. Even though the character used for Jonathan is properly set up as an enemy, the game forces ally targeting on him because of his head.
Unrelated to this, Jonathan is given "Dark" as his surname in the briefing for this mission in the American and European versions of the game. No relation between Joanna and Jonathan is ever mentioned anywhere else in the game. He was originally intended to be Joanna's brother, but this was dropped at some point during development, and The Duel's briefing is the last remnant of it.
RB Easter Egg
In the far end of the long lab of dataDyne: Investigation, where you must shut down the experiments, hidden in the "tech parts" in the floor grate, is the initials "Rb", most likely standing for Ross Bury, one of the graphic programmers. Bury left various other easter eggs with his name throughout the game, such as the "Rossorama" texture in the Air Force One level.
This thing, whatever it is, exists on the Pelagic 2 level. It is not used in any mission difficulty, is part of the level geometry, and is unique, only appearing once in the entire level. It's possible it was related to the engines, somehow, since there is a voice line referring an unused objected related to the disabling of said engines left in the final game.
Usernames and Passwords
During the course of the game, the player receives two pairs of usernames and passwords. Neither set serves any purpose, however. According to Rare, they were supposed to be access codes to one of the Perfect Dark marketing sites, but were never used. CarringtonInstitute.com and dataDyne.com were both set up prior to the release of the game and did indeed have restricted sections requiring a username and password, but neither set or combination of sets worked on either website.
The easier set can be obtained in the Attack Ship mission on Perfect Agent. Cassandra will drop her necklace after dying on this difficulty. Its description in the inventory menu gives her username and password.
Cassandra De Vries' replacement necklace. Username: %s Password: %s
The username and password are not a part of the description's string, but are actually stored separately and filled in.
The second set is much more difficult to unlock, as it requires getting a rank of Perfect:1 in the Combat Simulator, which is no easy task and impossible without playing actual multiplayer games (or at the very least excessive abuse of various exploitative Simulant setups). It will be shown in the player stats. The font used, however, makes no distinction between capital and lowercase letters.
|The Perfect Dark series|
|Nintendo 64||Perfect Dark (Prototypes)|
|Xbox 360||Perfect Dark Zero|