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Proto:James Bond 007: Everything or Nothing (PlayStation 2, GameCube, Xbox)

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This page details one or more prototype versions of James Bond 007: Everything or Nothing (PlayStation 2, GameCube, Xbox).

A demo build of the PlayStation 2 version was released on Official UK PlayStation 2 Magazine Demo Disc 40 in August 2003, 6 months before the game was released as it was delayed. The demo has a LOT of drastic differences when compared to the released game. It allows you to play two levels, the Nanotech Facility and the Pontchartrain Bridge.

Video

Differences

  • M's briefing is done by Samantha Eggar as opposed to Judi Dench. She was used as a placeholder until Judi Dench did her recordings.
  • M's briefing dialogue is a bit different to the final game's. The line "This isn't a game" at 0:56 is never heard in the final game.
  • There is no location text when the opening cutscene starts up for the Nanotech Facility level.
  • Agent Under Fire's loading symbol can be seen at 1:00. It can also be seen again from 11:03 to 11:08.
  • The music when Bond uses the rappel after the opening cutscene kicks in earlier than it does in the final game.
  • The health bar is different and in a different position at 1:12. There is also no battery meter.
  • You can regenerate health by crouching and staying still.
  • All weapons have the correct magazine capacity. In the final game magazine capacity is significantly reduced.
  • Weapon ammo text is different and in a different position.
  • Weapon name text is different.
  • Weapon text box is different.
  • Weapon pictures can be seen when scrolling through inventory. They can only been seen through Bond Sense in the final game.
  • The MP5K gunshot sound effect is different.
  • You cannot use your inventory while in Bond Sense.
  • You can't analyze dead enemies with Bond Sense.
  • Bond doesn't say "I'll use that explosive here" when dropping the explosive into the exhaust vent.
  • An arrow can be seen at 3:50 for placing the explosive into the exhaust vent.
  • An unknown conversation between Bond and M can be heard from 3:58 to 4:08.
  • Bond has to pick up ammo manually as opposed to walk over it in the final game.
  • The flaming debris can hurt you, you lose all your current health when it happens.
  • An arrow can be seen at 8:09 for turning on the flame vent system.
  • Running straight doesn't lead to a sprint.
  • Rolling isn't implemented yet.
  • Armor isn't present due to different health system.
  • There is no death theme or slow motion when you die.
  • Nightfire's loading symbol can be seen from 11:17 to 11:29.
  • The last piece of M's dialogue for the Paris Prelude mission from Nightfire can be heard from 11:36 to 11:40. This is a placeholder.
  • The objective text is different from 11:33 to 11:36.
  • It places you just before the bridge as opposed to making your way from the woods to the bridge in the final game.
  • There's much less traffic to avoid than there is in the final game.
  • There's no speed penalty for driving on the bridge's drainage grates.
  • Action slide text is different and in a different position at 13:00.
  • Bond Moments weren't implemented.
  • Jaw's health meter and text is different at 13:24.
  • M and Q don't message Bond during the Pontchartrain Bridge mission.
  • Taking down Jaws is much easier and faster than the final game.


(Source: NotyourusualZero)

A demo build of the Xbox version was released on Official Xbox Magazine Demo Disc 28 in February 2004, around 2 months before release. This is much closer to the final game but has some noticeable differences. It allows you to play the same two levels as the PlayStation 2 Demo, A Long Way Down and the Pontchartrain Bridge.

Video

  • The health bar is different.
  • Weapons have different spelling.
  • Bond Moments are Gold and have a different jingle.
  • You can focus on the downed enemies and see what they are called along with seeing what you can shoot.
  • Bond Moments aren't present for the PontChartrainBridge level.
  • The PontChartrain Bridge level is much harder than the final games.
  • The loading icon is reused from Agent Under Fire.


(Source: NotyourusualZero)