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Proto:Conker's Bad Fur Day/ECTS Demo

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This is a sub-page of Proto:Conker's Bad Fur Day.

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.


Hmmm...
To do:
Goddamn everything. There are also many differences to add and so many little quirks here and there. Some info on ConkerGuru's WIP ECTS page and Banjo's Backpack.

Compiled on 25 August, 2000, this build was demonstrated for the ECTS. Given how radically Conker's Bad Fur Day was changed during development, starting with a happy, colorful world and then becoming a darker and more vulgar game, it should be no surprise that this game not only has a prototype, but it actually has two! This page is specifically for the (hugely different) ECTS demo prototype.

Sub-Pages

Conker ECTS map 43.png
Map Changes
Someone was picky with their texture mapping.
Blank.png
Text Changes
The editor had a bit too much to drink...
Conker ECTS map 15.png
Unused Maps
Quite a few test maps present within the demo.
Blank.png
Cutscene Changes
Pikachu tail? Check. More gruesome cutscenes? Check.

Cheat Codes

GameShark

Due to the limited scope of the ECTS demo, many of the things mentioned here cannot be reached be normal means. Use the following GameShark codes to surpass these limitations.

800A679F 00xx
  • Cutscene Skip; xx refers to any cutscene in the demo.
8107716A 0000
  • Disable Reset Timer. By default, the game resets after reaching a certain time, likely to prevent one from getting too far into the game and to allow other people to play the game at ECTS.
D00D0D18 0004
800D0D18 0000
  • Disable all instances of game overs. Even with the timer disabled, there are still areas that the player might reach that automatically end the game regardless of whether time has run out or not. Very useful for actually playing levels for extended periods of time.
800D0BD3 00xx
  • Selects a portion of the main menu and bypasses locked menus, asy default, both chapters and options cannot be selected. Changing xx to 01 goes to the options screen, while 02 goes to the chapters screen. As soon as you select one of the available options, turn on the cheat and the game will take you here instead.
 800A679F 00XX
  • Warps to a map upon game boot (but may incorrectly not load setups right). Please see the notes page for the list of maps the player can load.
D00D1055 0020
810B3E08 41CB
  • Enables levitation/moonjump by holding down L. Useful for exploring parts of the maps.
80083DA1 00XX
800B3FA9 0002
  • Replaces Conker's model. Good for testing/viewing models
810828D0 00XX
  • Replaces Conker's (or whatever model you swapped) idle animation. Useful for testing animations.


(Cheat Codes: ConkerGuru, Coolboyman, Subdrag)

Cheat Menu Stuff

Note that since the cheat menu is nonfunctional in this build, a cheat code device or hacking is needed to get these working. There are a few cheats with known effects, what would be the cheat itself and the GameShark code that is needed to enable it. The following cheats are functional when forced to work:

  • BEELZEBUBSBUM (800DE623 0004) - "Hitler" easter egg
  • SPUNKJOCKEY (800DE623 0008) - Slow motion kills with katana/chainsaw
  • EASTEREGGSAREUS (800DE623 0010) - Unlock Neo Conker in multiplayer
  • WELLYTOP (800DE623 0020) - Unlock Conker in multiplayer
  • NUTBINGCOEDS (800DE623 0040) - Unlock weasel guard in multiplayer
  • BAPHOMETSVAN (800DE623 0080) - Unlock cavemen in multiplayer
  • BEEFCURTAINS (800DE622 0001) - Unlock zombies in multiplayer
  • BOVRILBULLETHOLE (800DE622 0002) - Conker with caveman afro
  • DRACULASTEABAGS (800DE622 0004) - Conker with caveman mohawk
  • DUTCHOVENS (800DE622 0008) - Conker with caveman spiky hair
  • KOJACKSROLLNECK (800DE622 0010) - 1 Player Multiplayer Resolution Option
  • WELDERSBENCH (800DE622 0080) - Unlock all chapters
  • RUSTYSHERIFFSBADGE (800DE621 0001) - Unlock Squirrel Sergeant and Tediz Leader in multiplayer
  • BILLYMILLROUNDABOUT (800DE621 0002) - Unlock Gregg in multiplayer

The non-functional cheats are:

  • BIFFINSBRIDGE
  • CHOCOLATESTARFISH
  • DEBUG
  • MONKEYSCHIN
  • SKIP CUTSCENES
  • SPEEDY MOVE
  • CHEAT TWENTY ONE
  • CHEAT TWENTY TWO
  • CHEAT TWENTY THREE
  • CHEAT TWENTY FOUR
  • CHEAT TWENTY FIVE
  • CHEAT TWENTY SIX
  • CHEAT TWENTY SEVEN
  • CHEAT TWENTY EIGHT
  • CHEAT TWENTY NINE
  • CHEAT THIRTY
  • CHEAT THIRTY ONE
  • CHEAT THIRTY TWO

General Differences

  • Throughout the demo, a rotating Rareware watermark can be seen on the upper left corner of the screen at all times. This was likely to identify the cart in the event it was stolen.
  • There are set playtime limits in the demo that cannot be surpassed without the use of cheat codes.
  • At several points, the subtitles are censored, but the actual audio is not.
  • Most of the Rumble Pak features are still a work in progress. The only ones that have been found so far are the machine gun shots.
  • Conker's walk animation is more exaggerated than the final.
  • Hi-res support is included automatically if an expansion pack is present, changing the display size from 292x213 to 450x337 (confirmed on Angrylion). This causes graphical bugs on graphics like the overlay for turrets, and might be why it was cut.
Hi-res mode Standard display
Conker ECTS hi-res enabled.png Conker ECTS hi-res disabled.png

Title Screen

In the final game, it goes straight to Conker walking into a bar after the logos. The closest thing the final game has to a title screen is the opening sequence. However, enabling the following code and pressing up on the D-Pad enables a semi-working version of a title screen.

D00D1054 0008
800D0D18 0002

In it, some demos play in the background, but they seem to have been made for an earlier build. There is also blinking text with the words "Press Start".

Level Differences

Hungover

Scaredy Birdy

  • The music that plays when you talk to Birdy is absent.
  • The shortcut gate does not open in the demo. You're expected to walk all the way to the other side.
Prototype Final
ConkersBFD BirdyGate-ECTS.png ConkersBFD BirdyGate-Final.png

Windy

  • You cannot get to the Barn Boys or Hungover areas via Windy, probably a catch-all for the public.
  • If the expansion pack is enabled, it displays more decoration on the ground, with more flowers, dandelions and visible grass. In front of the hole which leads to the Hungover area has a dancing smiling yellow flower that is absent from the final version.
  • Crows are present flying around the windmill if one uses moonjump to reach the top. Other then decoration, their purpose is unknown, and they were removed in the final game.

Mrs. Bee

  • The aiming crosshair overlay for the turret is different.
Prototype Final
Conker ECTS overlay.png Conker ECTS overlay final.png
  • The thought bubble when Conker is reading the manual has a glowing A button below Conker's thought. In the final version, it is replaced by "more..."

Barn Boys

Barry + Co

  • Bats can only be harmed by fire in the ETSC demo.

Buff You

  • The standard boss music plays when riding Franky

Haybot Wars

  • The standard boss music is used here rather than the unique track present in the final.
  • Conker will continue rising while jumping if the cutscene for pressing the button plays.
  • The Haybot will continue to spin after the button is pressed, this was likely changed because it makes the fight far easier.
  • The voice line where Conker is chased by the Haybot after the final hit was changed, likely because it sounds out of place.

Bat's Tower

Cog's Revenge

The audio channels for music do not mute when the cutscene plays, which results in 2 tracks playing at once.

Clang's Lair

  • This level is either unfinished, or is being used as a test map for the demo. It features a maze-like environment with texture-less short walls which have collision and lack footstep sounds. There's water on the foot's level in the floor and what seems to be a very odd lever and a grate.

Sloprano

Sweet Melody

  • Toilet paper rolls lack the unraveled end and lack collision physics, the camera when using them is placed lower, as they seem be thrown faster. Gameplay-wise, they feel more like Live and Reloaded than the final game.

The Bluff

The room that transitions into Ugga Bugga seems to have shifted a bit in development, as there is Ugga Buggas patrolling the map rather than dinosaurs like the final.

Uga Buga

  • Originally named "Ugga Bugga".
(Source: SubDrag)

Buga the Knut

  • Originally named "Buga the Cnut".
  • When Buga the Knut jumps into the arena, Conker says "Oh my giddy arse" instead of "Oh my giddy aunt".
(Source: Judas Booth, SubDrag)

Spooky

  • The Spooky Chapter can be setup, but not entered from Windy by using Mr. Barrel. This is because at this point in the game's development, barrel physics cannot be disabled after completing Mr. Barrel. Thus, once the scene shifts to nighttime, Conker will begin moving on his own. As he were still rolling on Mr. Barrel. There is very little control over which direction Conker can move and therefore Spooky cannot be entered without glitches or cheats.

Mr. Death

  • This subchapter hasn't been implemented yet. Instead, it uses Mrs. Catfish as a placeholder.

Count Batula

  • Count Batula is playable, but some animations (such as the blood flowing in the pumps after dropping a villager into the grinder) and camera scenes are missing. The game also hangs while naturally progressing to the Zombies subchapter.

Zombies

  • Zombies is relatively easy to complete, but you cannot progress any further afterwards. There are only two known zombies out in the garden that don't obey normal physics, as they can walk on top of walls that they normally shouldn't be able to climb.
  • The ladder that leads to the bone switch and the third key is actually available at the start, despite not having completed keys one and two. As it's just invisible. Getting to the bone switch is difficult due to ladder control functioning differently, such as being able to immediately tail-spin after jumping from the ladder. Inserting the third key into the door does nothing, and you are effectively stuck.

Mr. Barrel

  • This subchapter is unplayable through normal progression and through selecting it from the Chapters menu. It loads Bullfish's Revenge instead from Bat's Tower as a placeholder. Mr. Barrel is also absent to begin with. It is unknown if either the mansion and/or Spooky can be exited with programmed warps or via cheating.

It's War

It's War

  • This subchapter hasn't been implemented yet, so it uses Great Balls of Poo as a placeholder.

Sole Survivor

  • The SHC squirrel uses the radio shown in early footage.
Prototype Final
ConkersBFD TedizsEverywhere-ECTS.png ConkersBFD TedizEverywhere-Final.png

Casualty Dept.

  • The chapter was originally named "Experimenting".
  • One of the surgery "beds" in the room has some indescribable things in it. The SHC squirrel from the cutscene before this sequence is also laying down in the bed, however his eyes are closed.
  • The SHC squirrel doesn't say anything after being electrocuted.

Chemical Warfare

  • In the first cutscene, some animations are missing and there isn't any speech bubbles.
  • The skybox is different.
  • The tank makes different sounds. It lacks sounds for using the first-person sight, but it'll make a "ding" whenever you toggle it. This is the same sound used for context-sensitive light bulbs.

The Experiment

  • The music is absent.
  • The metal bridge doesn't produce any sound effect when walked on.
  • The Little Girl's model is absent during the cutscene, but she appears normally when her model is with The Experiment.
  • Speech bubbles are missing when she's describing the weapons.

Peace at Last

  • Animations and speech bubbles are missing.
  • The game crashes after Conker says "I made it!"

Heist

The Windmill's Dead

  • The first cutscene lacks speech bubbles and animations.
  • The second cutscene is missing entirely, skipping to Enter the Vertex.

Enter the Vertex

Note: this is unfinished.

  • The first cutscene has some differences.
    • A lot of sound effects, dialogues and music are missing, and some are different in the sound effects case.
    • Speech bubbles are missing.
    • The Weasel's mouth doesn't move.
    • Instead of one of the Weasels running towards Conker, he stands still while aiming.
    • The camera doesn't change position to show one of the Weasels being shoot by Berry. Instead, it stay still.
  • Conker's machine guns bullets have a different sound effect when fired while jumping.
  • In the cutscene where Berry jumps above the first barrier of lasers, various sound effects are missing, she doesn't become distorced, the music doesn't change to accommodate the slowdown.

The Vault

  • This subchapter cannot be loaded from the Chapters menu. Instead, you must progress through Enter the Vertex normally to reach the vault. However, it is not possible to enter the vault itself to progress to the end cutscene without cheating.
  • The game begins to significantly lag at this point for an unknown reason. Further investigation is needed, especially on actual N64 hardware or a more up-to-date emulator.

End Cutscene

  • This subchapter has not been implemented in the menu yet.

Other

Button Icons

Some button icons used in speech bubbles in the prototype are different:

Prototype Final
  • A and B buttons are seen in a vertical point of view, while in the retail version they are seen in an oblique point of view.
Prototype Final
  • The joystick used on the dialog thought bubbles is a 3D model in the ECTS demo! It uses up two textures, and was replaced with a pre-rendered 2D animated version in the final. The final version is used in some UI elements for the ECTS demo, though.

Intro

  • The intro of the game in the ECTS demo lacks the Panther King's servants and features Barry, which was only present in the Barry + Co. subchapter.
  • It can be skipped by pressing start, likely to get into the demo faster.

Multiplayer

Tank

  • This map is very bizarre. As it contains random villager sprites scattered around. Since it cannot be accessed within the menu, you can access it using GameShark code 800A679F 0024.

ConkersBFD MultiTankVillagers-ECTS.png

Total War

  • Called Blitzkrieg in the ECTS demo.
Prototype Final
ConkersBFD MultiDeathmatchTotalWar-ECTS.png ConkersBFD MultiDeathmatchTotalWar-Final.png

Raptor

  • Map data exists, but the game mode cannot be played in the ECTS demo without cheats.

Beach

  • Team select HUD icon for the SHC was replaced with a more appropriate villager HUD icon in the final.

Menus

  • The Weasels are missing in the bar. Some drinking army squirrels are in their place.
Prototype Final
ConkersBFD MenuGame2-ECTS.png ConkersBFD MenuGame2-Final.png
  • Selecting any of the menus used for save files in the final game allows the player to jump to twelve of the selected highlights.
  • The chapters menu does not have sophisticated headers.
Prototype Final
ConkerBFDcheatsproto.png ConkerBFDcheatsfinal.png

The cheats menu is incomplete. The keyboard in the "Cheats" menu is almost untextured, having only blank buttons with letters or characters on them (except for the space button, which is untextured). These letters and characters are also different, most notably the "." and "DEL" button. Cheats also don't seem to be working at this point.

Crash Screen

Hmmm...
To do:
Actually detail what additional details are present.

Far more features are present here than in the final version's.

Unused Audio

Hmmm...
To do:
Compare the audio files from the demo to the final game for differences. The demo also has less .mp3 files

Using the Universal N64 Compressor to decompress the game files, some of the demo's sounds (specifically, the cutscene audio) can be found in .mp3 file formats. There's some sounds that are unused, and are not present in the final game at all.

Player One

Player Two

Player Three

Player Four

Possibly multiplayer related, since there's sounds for all for players.

Windy

Hay

Bats

Ugg

War

Tank

Heist

Many sounds related to the chapters and multiplayer game modes names. Possibly played when they were selected?

Game Over

To Be Continued

These last two were possibly used when the player got a game over, and when the demo was finished.

Unused Models

Hmmm...
To do:
Check anims + make pics. Some models have LODs such as Teddiz and Bugga the Knut. Are these unused?

Blue rat

A blue version of Marvin can seen by replacing Conker's model with GS code:

80083DA1 000B
800B3FA9 0002

Corn Bag

The corn bag, which is still unused in the final game, can be loaded using GS code:

80083DA1 000E
800B3FA9 0002

Bird on a Bi-Plane

A unshaded, textureless, and UV-lacking model of a unknown bird riding a bi-plane can be loaded using the GS code:

80083DA1 002F
800B3FA9 0002
In-game Ripped model (for geometry reference)
Conker ECTS unused plane.png Conker ECTS unused plane wireframe.png

Baby Bulldog fish

A version of the Bulldog fish modeled to look like a cartoon-ish baby can be found using GS code:

80083DA1 0043
800B3FA9 0002