must have covered hundreds of beta things during my days on Detstar...
the old codes and beta pages are available in the Web Archive of goldeneye.detstar.com)
of this stuff is "new". Just sharing what I've been doing on my Gameshark
lately, and some stuff I've never posted before.
Extinguisher (Value 0080)
I kinda think that the unused fire extinguisher
prop was intended for the Train mission... It's near the Train brake unit in the
game's memory, and it's rather appropriate to have with a bunch of explosive box
crates on a moving vehicle...
Code: Replace a box crate in the train with a fire extinguisher (Train)|
Beta Door (Value 0087)
This door (with caution stripes and a
window) is another "beta" artifact that I always liked. I was thinking
that it closely resembles this pre-relese screenshot from the Water Caverns (on
But considering the door's name in the memory is sev_doorZ
(Severnaya) and it's with the Bunker & Silo doors, it was likely intended
for somewhere in Russia...
code to modify the Caverns first sliding blast door is 801CC075 0087. Just
something to look at, but not much use use - The door type has been changed, no
longer sliding upwards... You can hear the door sound effect, but won't open,
trapping you there. Haven't yet found a way to change the door type...
The Caverns mission also has a leftover objective in the memory
called "Pursue Trevelyan". (Visible at memory address 801D52BC after
loading the Caverns). It's right between "Contact Jack Wade" and "Minimize
Scientist Casualties"... Bond already has 5 objectives in this mission, and
pursuing Trevelyan is a bit redundant - Seeing how it's what 007 has been doing
for the past few missions anyway... Still, I'm always interested to see these
hidden little things.
Door, De-Bunked (value 0089)
Weird striped door with flashing colors
and a window... I wasn't sure where this might have been from, until learning
that it called Sev_door3 in the memory, which likely means it was
also intended for somwhere in Russia...
Codes - Modify bathroom stall doors to "reto/beta" with windows
& strips, & "flashing" textures (Facility - one side)
0089 (left stall)
801C6511 0089 (stall with guard)
801C6611 0089 (stall
801C6711 0089 (right stall)
this door is found between the two existing Bunker doors in the memory, I replaced
some of the doors in Bunker 1, and behold... It's a pretty good match, except
the textures can be really weird, and look different depending on the angle that
you're looking at them. Almost as if they weren't completed, or part of their
texture is missing.|
Codes - Modify sliding doors with glass to "reto/beta" with windows
& strips, & "flashing" textures (Bunker 1)
Sound Effect (value 0E).
It's a cool electronic whirring sound effect,
and I don't believe it's used on any of the doors in the final game.
Codes - "Beta" sound effect for Facility bathroom stalls (one side)
000E (left stall)
801C65B3 000E (stall with guard)
801C66B3 000E (stall
801C67B3 000E (right stall)
Replacement digits: (various sounds effects can be used instead of 0E)
- Nothing, door is silent
01 - Airlock Suction (glass doors from Facility lab)
- A soft "ding"
03 - Electronic metal sound
04 - Low electronic
metal sound, similar to 03 (from sliding Facility doors)
05 - Light sounding
06 - Lift "ding"
07 - Sliding Wooden door sound (from Train)
- Ding, click & metal
09 - Garage door sound (from Runway, Depot)
- Bathroom Stall Door Sound (Facility )
0B - Ding, followed by weird click
0C - Basic door sound
0D - Elevator "ding"
- "beta" electronic whirring sound
0F - Stone brick door (Temple,
10 - Heavy metal electronic (similar to sliding Facility doors...
11 - Ding & metal
12 or higher - Nothing, door is silent
Chopper (value 011D)
The "beta" camouflage chopper (shown
here in the Dam mission). I've finally gotten around to plugging in the
chopper value to replace the plane in the Runway. Really cool to see the
blades of the chopper turn as it takes off in the cinema scene! Shows that it
was more than just a prop, and probably actually intended to be used somewhere.
Code - Replace white plane with cammo chopper (Runway)
Beta Door (value 00A3)
I call it "Guard in a Museum"...
It's just a fun place to feature this unused beta door from the train. The train
has regular wooden doors, and ones with breakable glass windows (values A1 and
A2, respectively). There's an unused door in the memory (value A3) and it's just
like the wooden door with glass, except the window is bulletproof.
to use this door where the hidden guard is, just for kicks. He will not come out
until you've practically left that train car. It's kinda funny to see him beforehand,
even if you shoot your gun like crazy (or even use the door value A2), or shoot
him through the breakable glass. No matter what you do, he won't leave the room,
even if you shoot it full of holes.
Code - Modify the first door, third car
801C9EB1 00A3 (glass is
non-breakable - use 00A2 for breakable glass)
Gameshark code 801C9F4B 0000 will unlock the door)
wooden doors are used on every single train car door, but I never liked the look
of the wooden doors on the first 2 freight cars. The first doors even make different
sound effects, leading me to believe the first doors may have been different at
Decided to swap them for green Comms room doors from the Surface
or the train doors from the Depot, and it's a good fit. Not necessarily "beta",
but it matches the green metal of the train.
code: Change the first train car doors to green metal instead of wood.|
(use 00A8 for green comms
room doors from Surface, or 012C for green train side door with latch caution
stripes from Depot )
Boxcrate (value 0054)
I don't believe it's used anywhere in the
final game. It's black on 3 sides and the top , and has Russian text on the other
side. I believe that SubDrag researched some of the other text in the game, finding
words like POTATOES and BANANAS, but I'm not sure what this one says.
Code - (Bunker 1) Replace blue swivel chair with box crate|
Code - (Facility) Replace an existing crate, visible in the level intro with
the guard patrolling the hallway.
Fuel Barrels (value 003B)
There's only one actual fuel drum prop
used by the final game... But the memory actually contains 5 different barrels
designs. (values 3A-3E, value 3E is used by the published game). They're all similar,
but it's nice to have a variety.
I've changed the barrel that appears in
the Silo intro to a retro barrel, visible beside a normal barrel
Code - Modify fuel drum in the Silo to retro fuel barrel:|
Codes - Modify other Silo barrels (first 2 are upstairs)
(replace XX with 3A, 3B, 3C, or
3D to see various "beta" fuel drums)
Just messing around with the radar screens on the frigate, replacing
them with alternate images... They still spin clockwise, and the the skateboarding
guy looks like he's doing a neat trick.
Codes - Modify bridge radar screens (Frigate)|
(find the XX replacement digits at the bottom of
(Use 49 for Connery, 27 for Skateboarder)
Viewing slices of Multiplayer select pictures on a computer
in Bunker II (Xenia and Roger Moore). Most of the computer terminals screens scroll,
smearing the photos after loading them, so they're not clearly visible again for
some time. This computer in Bunker II offers a good view of still images. (Still
trying to test which values will slow or stop the scroll speed).
Code - Modify the on-screen display (computer where you locate the CCTV Tape
in Bunker 2)|
(find the XX replacement digits at
the bottom of the page)
(Use 5C for Xenia, 40 for Roger Moore)
photographs (Multiplayer select pics) are presentable on the big screens, but
some of the basic graphics are meant for small computer screens. It's kinda neat
to have something else computers instead of the default...
Code: Modify the big screen image (Depot)|
XX with 49 to catch this glimpse of Connery on the computer during the Depot mission
Codes: Modify the image on the small computer screen consoles (Depot)
the other computer screens in the room:
801EBBEB 00XX (small computer screen, often visible during the mission
(replace XX with 49 to catch a glimpse of Connery on the computer
during the Depot mission intro)
Codes - Modify the computer screens in the Facility
(left of the hallway, up the blue ramp)
801CD9FB 00XX (also in the left room,
against the wall)
801CDC0B 00XX (room to the right of the hallway, far left
801CDE1B 00XX (room to the right of the hallway, far right computer)
Code - Modify the image on the big screen - (Bunker 1)
Code - Modify the image on the big screen - (Control)
Code - Modify the image on the big screen - (Caverns)
that some images were intended for big screens, others for smaller screens. Small
images often look weird on a big screens, and vice versa)
James Bond silhouette
01, 02, 03, 04, 05: Russian Text
06: Lines & Circles,
like GE computer
07: View of the Earth from Space
Colorful Satellite View of Earth
0A: Outer Space view with grid
rectangles... Computer Windows? (look like letters with postage stamps)
Colorful Data and Photos of Earth (really cool on big screens)
0D: Earth from
0E: Blue rectangles/windows (similar to 0B)
0F: More blue rectangles/windows
(similar to 0B & 0E)
10: Green Stencil of a Cube
11, 12: Space Shuttle
Satellite Earth View, With Clouds
14: Satellite Earth View, centered on Australia?
Galaxy With Star
16: Red Galaxy (looks cool)
18: Earth/world view from satellite, (looks best on
19: Satellite View, red crosshairs on earth (kinda cool,
looks sinister on big screens)
1B: Static like it's broken
(Looks authentic.... I doubt stuff always works in Russia)
1C: Squiggled Lines
1D: Scrolling, green text (common on many computers)
1F: Bunch of squares inside each other
20, 21, 22, 23 Russian
Dude with Hat (From Comms room in Surface 2)
24, 25, 26, 27: Skateboarder
29, 2A, 2B: Talking Head (From Silo, Bunker 2)
2C: Default World Map used on
2D, 2E, 2F: Various Cubes (like 10)
30: Slender triangle...
(Radar from Frigate?)
31: 3D Bar... (a folder tab?)
32: Texture... (from
33: Stars in space
34: Blue texture
35: Copy Icon
37: "SELECT FILE"
38: An "X"
39: A checkmark
(from completing missions)
3A: Copy File
3B: Erase File
3C, 3D, 3E, 3F:
James Bond (Pierce Brosnan) Character Select Image from Multiplayer
41, 42, 43: Roger Moore (Character Select Image from Multiplayer - BETA) (40
& 41 look best)
44, 45, 46, 47: Timothy Dalton (Character Select
Image from Multiplayer - BETA) (44 & 45 look best)
48, 49, 4A, 4B:
Sean Connery (Character Select Image from Multiplayer - BETA)(best view is
4C, 4D, 4E, 4F: Boris Character Select Image from Multiplayer
51, 52, 53: Ourumov Character Select Image from Multiplayer
54, 55, 56, 57:
Trevelyan Character Select Image from Multiplayer (54 looks creepiest)
59, 5A, 5B: Valentin Character Select Image from Multiplayer
5E. 5F: Xenia Character Select Image from Multiplayer (best view is 5C)
61, 62, 63: Natalya Character Select Image from Multiplayer (best view is 60)
or higher seems to crash the game...)