Proto:GoldenEye 007 (Wii)/BondX
This is a sub-page of Proto:GoldenEye 007 (Wii).
BondX is the biggest and by far the most interesting build in the leak. Dated January 2010, it fits roughly around the halfway point of the game's development. All maps from the previous prototype are present but the game looks and feels a lot closer to GoldenEye than Quantum Of Solace.
Contents
- 1 Sub-Page
- 2 Build Date
- 3 Frontend
- 3.1 Options
- 3.2 Character Viewer
- 3.3 Movies
- 3.3.1 MoCap (MOCAP.THP)
- 3.3.2 Facial (FACIAL.THP)
- 3.3.3 Daniel Craig Reference (BONDFACEC.THP)
- 3.3.4 Daniel Craig Publicity (BONDFACED.THP)
- 3.3.5 GOLDEYE.THP
- 3.3.6 CS_BX_AIR_100.THP
- 3.3.7 CS_BX_RYD_010.THP
- 3.3.8 CS_BX_RYD_040.THP
- 3.3.9 CS_BX_RYD_050.THP
- 3.3.10 CS_BX_STP_100.THP
- 3.3.11 _LOGO2.thp
- 3.3.12 LOGO2.thp
- 3.3.13 TEST.thp
- 4 Misc.
Sub-Page
| Maps There are so many, they can't be contained in one page. |
Build Date
In addition to being contained in the main.dol executable, BondX's build date can also be found by bringing up the debug menu, selecting DebugWnd and then Version. Build data is not present in this option in the previous prototype.
| Version | Build Date |
|---|---|
| GE2010 | May 15th 2009, 10:06:22 |
| BondX | Jan 29th 2010, 18:57:09 |
| US Final | Sep 6th 2010, 14:37:28 |
Frontend
Just like the final game, upon loading the build for the first time, the user is asked to create and save a profile in one of the five slots available. Although the UI and font were changed, this system is functionally identical to final, besides that the profile has little to save besides itself and some control settings (needs testing).
Options
Character Viewer
The character viewer displays the selected character model twice, on the left and right of the screen, and a smaller, rotating version of the model in the middle. The other option besides the selected character is "Level of Detail", which cycles between 0-6 meters, 6-12-meters and 12+ meters. The two bigger models move back accordingly and deteriorate in quality with each option, but the centre model has the same detail until 12+ meters but stays the same distance away from the camera for all models.
The available, viewable models are Camo Russian (1-9), Snow Russian 1-3, Bond in Spec Ops and St Petersburg attires, and Desert Russian 1. Camo Russians 1-3 are repeats of Snow Russians 1-3, with Desert Russian being another clone of Snow Russian 3. Camo Russians 4-9 are St Petersburg military, and do not wear camouflage. Bond's St Petersburg jacket appears to have straps on the shoulders which could be misinterpreted as a visual issue with the model. Bond's Spec Ops outfit on the other hand has an actual issue, with the lower half of his face and nose not displaying on the side models, leaving a floating teeth texture in the area of his mouth and parts of his hair and outfit visible through his back. The centre model lacks this issue. Neither Bond model has a low-LOD equivalent, presumably as a result of Bond's full body only being visible in cutscenes, with one exception. In the Wii version, Bond's model is fully reflected in the bathroom mirrors in Facility, while in the Reloaded version, the reflection was replaced with a generic material texture.
The character viewer still exists in the final game and can display everyone in the final game, but its access has been gutted and can only be added back to the extras menu by using gecko codes.
Movies
Four movies are available to watch from the game's frontend. At least one more is present in the build and can be brought up through the debug menu. Attempting to watch videos this way while in a level causes the video to incorrectly display in the mini-map instead. These files can also be viewed in VLC by opening the .thp files in \DATA\files\Movies\US.
MoCap (MOCAP.THP)
A motion capture video made using MoCap from Ben Cooke, Daniel Craig's stunt double from Quantum Of Solace. It features Bond, in his spec-ops gear worn in this build, fighting enemies in various ways in the Industrial map. The song playing is Granite by Pendulum. The video ends with a POV shot from an enemy of Bond pulling down their tablet and beating them down. This ending was reused for the end of the attract trailer of the final game, but with Bond's outfit changed to his casual clothing worn in the St. Petersburg levels and the environment was further refined.
This video can be found in the final game too, but was uploaded in higher quality in 2012 by Tony Wills, who worked on motion capture for Eurocom. The description also goes into further detail about how the motion was captured with an 18-camera setup.
Facial (FACIAL.THP)
A 3D facial scan of Craig stunt-double Ben Cooke.
Daniel Craig Reference (BONDFACEC.THP)
A video comparing reference photos with the 3D head model of Daniel Craig from three different angles.
Daniel Craig Publicity (BONDFACED.THP)
A video comparing a single, different reference photo of Daniel Craig with his 3D head model.
These videos are not listed in the Movies menu. They can be accessed from the debug menu, but play underneath the frontend menu or in the minimap, meaning they cannot be seen properly in-game and must be opened in a video player like VLC instead. The only exception are the CS files, which also play in their respective levels.
GOLDEYE.THP
Footage of Severnaya from the film, then footage from Surface 1 from the 1997 game, and then gameplay of the Outpost level seen in pre-release material.
CS_BX_AIR_100.THP
Blockout animation test of the outro cutscene and QTE for Airfield, before cutting to footage of the plane flying away during the film's equivalent scene. It is largely the same, only Bond's bike ramps over two exploding enemy vehicles after taking down the two enemies on bikes and is rammed by a third before leaving the runway and losing his P99 when grabbing the plane. Given how quickly Bond deals with the group of two bike enemies, it is unknown whether this was originally intended to be playable or entirely a cutscene.
CS_BX_RYD_010.THP
Blockout animation test of the intro to Station. A group of three enemies (possibly representing Ourumov and Natalya) enter the train. Bond rides his tank off the road and into the train before getting out to start the level.
In the final game, Bond's tank appears in front of Ourumov's SUV, catching him off-guard, leading him to fall down from the raised area and overturn the vehicle. He forces Natalya to follow him onto the moving train, which Bond rams into, decoupling their carriage from the front of the train.
CS_BX_RYD_040.THP
Blockout animation test of the train carriage scene in Station. After Bond breaks into the carriage, he takes out three guards and is confronted with a guard holding another guard hostage, making Bond surrender his P99. The hostage then breaks free and stuns the captive, giving Bond enough time to grab his gun and attack them twice, shooting them first to the floor and then again as they're getting up.
According to the splash screen in the level, the first two guards would be killed in a slow-motion breach, while the guard who comes out and takes Natalya hostage represents Ourumov. In this version of the story, Bond kills Ourumov while Xenia is nowhere to be seen.
CS_BX_RYD_050.THP
Blockout animation test of the train carriage escape scene in Station. Bond finds Natalya cowering in the corner of the carriage. Deadly gas takes over the carriage as they scramble to find a way out, first by pulling off vent grating and then the door, both of which have Wiimote shaking animations to suggest being a QTE. Natalya passes out on the computer after identifying Janus is headed to Cuba, and the scene ends with Bond carrying her out through the door he forced open.
In the final game, this was reduced to just shooting out the locks on a floor panel, which is much closer to the original game than this. Even in the DS version, where they escape out of the carriage door, Bond and Natalya both frantically deal with computers in the carriage to unlock the door and escape, with Natalya fully conscious still.
CS_BX_STP_100.THP
Blockout animation test of Bond waking up in the helicopter at the end of Statue Park. Bond wakes up from a blue and yellow visual filter to find himself and Natalya (played by a generic Russian guard) tied up in the helicopter as it fires missiles that loop back around to itself. An aiming reticule like the original GoldenEye's appears, and a prompt to shake the Wiimote to hit the button on the left appears. Enemy guards appear as Bond lands and knocks Bond out with a kick to the face.
Given the level order of the first passes, Bond and Natalya's recapture after escaping would lead into Archives, as the game still followed the original game's pacing here. Statue Park was later placed at the end of the St. Petersburg chapter, meaning Bond walks free after escaping in the final game. Natalya would also later be written out of this section after being captured by Janus forces earlier in the level. This video is also strange in that it also plays whenever a checkpoint is reloaded, rather than just at its intended point at the end of the level.
The following videos are not listed in the Movies menu or the debug menu, but are found in the folder with the others.
_LOGO2.thp
The Eurocom logo from Pirates of the Caribbean: At World's End, leftover from that game. The final game, and later 007 Legends, use a different version of the logo with different audio and a later logo fade-in.
LOGO2.thp
A silent, black and white supercut of footage from GoldenEye, Casino Royale and Quantum Of Solace, with attempts to splice shots of Craig into action scenes from GoldenEye. At 1:19 in length it's not known what this would've been used for, besides maybe a different attract video before the main menu.
TEST.thp
A 3 second video of a mis-shapen green circle on a white background.
Misc.
- The player spawns into every map with a P99 and AK47, but more weapons are available in the build. These can be enabled in the debug menu by going to Cheats and selecting "Give all Inventory Items." Some specific maps also give all by default. All guns in the build use their real-world names.
- The additional weapons in the build are the SW.44 (Wolfe /44), MP5A5 (Sigmus), P90 (Vargen FH-7), R870 (SEGS 550), G36c (Anova DP3), WA2000 and SVD (Pavlov ASR). All automatic weapons in this list have full auto, 3-round burst and single fire modes, with the G36c also having both a silencer toggle and a working underbarrel grenade launcher. All of these weapons are fully animated. In single-player, they lack gunshots sounds, but all except the Wolfe .44 have sounds for ejected bullet casings landing on the floor. All guns have sounds when loading into a multiplayer game.