Unused Content
An astonishing amount of unused content is hidden on every GoldenEye 007 cartridge. Unlike many games where unused content is removed, much of GoldenEye's is kept on the cartridge. Thanks to the GoldenEye Setup Editor we can examine cut models, textures, and animations!
Unused World Models
World models are models that appear within levels. The models in this section are those which, to the best of my knowledge, are not visible in any way without using mods or hacks. In total there are 78 entries in this list. I didn't make entries for all the objects that use the Borg Cube as a placeholder, but if you add in those it would raise the total to 101 unused world models. In the future this page will also cover unused characters and items. Many thanks to the contributors of GoldenEye 007 on TCRF which I used as a source when making this page.
Alarm
This is the very first model in the game's model list. It's an alarm with two small bells on the top. It has no polygons on the back. The texture on the front of this alarm is actually used as the back for the other alarm, but since the other alarm is always up against a wall, you never see it.
Explosion Bit
A small gray pyramid that creates a large explosion when destroyed. My first thought when reading the name would be that these are the particles that fly off when an explosoin is made, but those are flat planes, not pyramids. This one is a bit of a mystery to me.
Ammo Crate A
Ammo crate with white label that reads "6x8 STD.-MK12." I'm not aware of any real ammunition the "MK12" might be referring to. This crate explodes when destroyed.
Ammo Crate B
Ammo crate with black label that reads "24x60 -E.T.9MM." 9mm makes sense as that's one of the main ammunition types of the game. I'm not sure what "E.T." could realistically stand for though. This crate also explodes when destroyed.
Trash Bin
Rusty trash bin. Streets would probably be the best fit for this model and it was probably made with that level in mind. One could imagine it also working in Depot or even that courtyard in Archives.
Desk Blotter
We know this desk blotter was intended for Archives because it actually appears on desks in a prerelease screenshot. It is unknown why it was removed.
Cardboard Box A
One of a couple cardboard box variants which, for whatever reason, is never used.
Cardboard Box B
Another unused cardboard box with the Russian word for "banana" written on the side.
Computer Console
GoldenEye has many, many consoles, but this particular one doesn't seem to be used. The name "sev" stands for Severnaya, and its placement in the model list suggests it was meant for Bunker 2. It comes right after the console for the GoldenEye Key.
Desk
This desk is quite similar to the one that is used, but I could not find one instance of it anywhere.
Letter Tray
A simple letter tray that was probably meant for Archives. It is hard to tell for sure, but I think one is shown in the video from Nintendo Spaceworld 1995.
Metal Crate A
This minor variant of the ubiquitous metal crate doesn't seem to be used anywhere. It creates a pretty big explosion when destroyed. All the metal crates are actually set to have large explosions, but most are flagged as invincible in the level setups.
Metal Crate B
This crate design feels very strange because it uses the same textures as the explosive barrel. Perhaps this crate, unlike the silver ones, was always meant to be explosive and the design was meant to signal that.
Missile and Rack
A single missile in a holder. The name doesn't reveal where it was meant to be, but the design feels like it would be most at home in Frigate.
Missile x4 and Racks
The same missile as before, but slightly shorter and in a row of 4. The side of the end missile's rack is missing, which would have allowed this prop used modularly.
Oil Drum A
Rusty oil drum with corrugations and single hazard stripe band. The back side is colored black. Uses the same explosion as the regular oil drum.
Oil Drum B
Very similar to the above oil drum, but with a skull and crossbones circled in red on the front.
Oil Drum C
Same as the oil drum above, but with the skull and crossbones in a yellow triangle, both back and front.
Oil Drum D
Continuing the trend of slightly modified oil drums, this one changes the single hazard stripe to double hazard stripe bands at the top and bottom.
Oil Drum E
Yet another oil drum, minus the hazard stripes.
Phone
A simple phone model that feels like it would fit best in Archives, but I haven't seen any prerelease materials with it.
Satellite Box
Electronics box with a panel of lights. A prerelease video briefly shows that this was originally what the Covert Modem was planted on before it was replaced by the screen with green scrolling text. This texture does appear in Facility's bottling room, but as part of the background, not as a model.
Torpedo Rack
Three blue torpedoes held in a rack. This definitely must have been meant for Frigate, but it is unknown why it is not used.
Wooden Crate A
Unused wooden crate with the Russian word for "potato/potatoes" written in red on the sides.
Wooden Crate Stack
2x2x2 cube of wooden crates with "Vadko" written in black on the sides. This is an intentionally misspelled version of "Vodka" to satify Nintendo.
Wooden Crate B
Wooden crate with the Russian word for "potato/potatoes" written in black. All sides except the front are extremely dark.
Borg Cube
A strange box that appears to be a Borg Cube from Star Trek. The texture it uses is grayscale and the coloring is done with the vertices. The game often uses this model as a placeholder for objects that never had models made for them. I won't make a separate entry for every object that uses this placeholder model, but here is a list:
- PchrwristdartZ
- PchrexplosivepenZ
- PchrflarepistolZ
- PchrpitongunZ
- PchrfingergunZ
- PchrsilverwppkZ
- PchrgoldwppkZ
- PchrdynamiteZ
- PchrbungeeZ
- PchrbugdetectorZ
- PchrlockexploderZ
- PchrdoorexploderZ
- PchrcreditcardZ
- PchrdarkglassesZ
- PbombZ
- PchrspyfileZ
- PchrspooltapeZ
- PchrmicrofilmZ
- PchrmicrocodeZ
- PchrlectreZ
- PchrmoneyZ
- PchrgoldZ
- PchrheroinZ
Harpoon Missile Launcher
A cool looking launcher for Harpoon anti-ship missiles. We know exactly where these were meant to go thanks to a prerelease shot of the level. The pads for them still exist and it's very easy to add them back with the Setup Editor. It is unknown why these were removed.
KF7 Magazine
Surely this one must be used, right? Well I blew up every crate in Dam and Facility and they all drop either a 9mm magazine or an actual KF7. None of them have just the KF7's magazine. If you can find this used anywhere, please let me know!
D5K Deutsche Magazine
Unused world model for a D5K Deutsche magazine.
Klobb Magazine
Unused world model for a Klobb magazine. The model's name comes from the Klobb's prerelease name, "Skorpion."
Phantom Magazine
Unused world model for a Phantom magazine. The model name, "spectre," was the prerelease name for the Phantom. Perhaps it is not surprising this goes unused considering the Phantom only appears in one level.
Silencer
A silencer world model, presumably for the PP7. Did the developers consider allowing the player to pick this up and convert their PP7 into a Silenced PP7?
Fire Extinguisher
A very simplistically modeled fire extinguisher. The "chr" prefix in the model name is quite interesting because it is used to indicate models that can be picked up and/or used by characters. The game's design document actually brings up a fire extinguisher as both a tool and a weapon. It seems the developers had some ideas for this extinguisher which never came to fruition. Perhaps ironically, it makes a huge fiery explosion when shot. It leaves behind smoke that spins very quickly.
RC-P90 Magazine
World model for a RC-P90 magazine which is never used.
Shotgun Cartridge Box
A box of shotgun shells that's never used. This model is identical the box for Golden Gun bullets which is used in Egyptian.
Magnum Cartridge Box
Exactly the same as the last entry, but meant for Cougar Magnum cartridges.
Severnaya Door A
A steel door with a window in the middle. The name indicates it was meant for the Severnaya missions and Bunker would seem to be the best fit. It must be an early model because it uses "beta glass" with no environment mapping. The glass cannot be shot out, but it does make a glass impact sound when shot. It lacks a face on the bottom which suggests it was either meant to slide left/right or rotate.
Severnaya Door B
The main texture for this door is invalid which leads to it grabbing random images and having a glitchy appearance. You can see in this video how the player's position and switching weapons cause the door to change. Big thanks to Flargee for this information.
Rusty Door A
A rusty door with handle. The name doesn't indicate where it was meant to be used, but Archives or Depot feel like good fits. Later in this list there is a lower resolution version of this door with "depot" in the name. The side face where the hinges would go is missing, so if this were used as a swinging door you would be able to see the missing face.
Rusty Door B
Very similar to above, but without a handle.
Roller Door A
A nice looking roll up door. In the final game this type of door is seen in Runway and Depot. I could imagine this model working in either level and I do wonder why it wasn't used.
Roller Door B
This roller door has little holes that you can peek through. Excellent for spying, but maybe not so great if it means you always have to render whatever is behind the door.
Roller Door C
Exactly the same as the above entry, but with a "C5" written in the middle instead of the "A1."
Arecibo Door
This blue steel door is extremely similar to the one that is used in Control. The only difference is in the style of hazard stripes.
"Keep Clear" Door
Same as the regular Frigate door but with the words "Keep Clear" written on it and a different level of brightness. Given that the La Fayette is a French ship the English words don't make sense and perhaps that is why this model was cut.
Facility Door A
A version of the swinging gray Facility door with a blue and black stripe in the middle. The "gas plant" in the name refers to what the developers called Facility during development.
Facility Door B
Exactly the same as the regular swinging door but just slightly brighter. I do wonder why the developers made this then didn't use it.
Facility Door C
This one is very weird. The name indicates it is meant for Facility, but the texture is similar to the tan wall texture, not a door texture. It is also rotated 90 degrees compared to almost all other door models. Was this meant to be a secret door? The door texture is noticeably different than the wall texture so it wouldn't have been hard to find unless you blocked it with crates or something. Unless a developer remembers what this was for it will probably remain a mystery.
Train Door
This is a variant of the Train compartment door that is supposed to have a metal shutter. However, there seems to be some kind of transparency sorting issue that prevents the shutter from rendering properly.
Blue Ushanka
Soviet style blue ushanka hat with a red star on the front. In the final game guards only wear the black ushanka.
Brown Ushanka
Another ushanka that goes unused.
Helmet
This helmet is identical to the one that is used (PhathelmetZ) so I'm not sure why this exists. Maybe the developers were going to make an alternate helmet and just never got around to it.
Bomb Case
A briefcase with the "chr" prefix, meaning this was something that would be picked up or held by characters. It's indential to the briefcase Ourumov carries in Silo. We don't know where this was meant to be used, or if the developers ever even had specific plans for it at all. Despite the name, it creates no explosion when destroyed.
Bomb Defuser
The is the world model for the Bomb Defuser gadget, which is an entirely separate model from the one you see in the Pause Menu. Since the Bomb Defuser is something the player is given rather than something the player collects, this model goes unused. The red switches do have some z-fighting issues.
Safe Cracker Case
Another briefcase identical to the Bomb Case. The game's design document outlines an idea in Severnaya — Part One where Bond would have to access a safe with a digital lock. Was this safe cracker meant for that?
Camera
Similar to the Bomb Defuser, this is something given to the player rather than something that is placed in the level. Thus you never see the world model for the 007 Camera. This model has z-fighting issues that prevent the '007' from rendering properly.
Key Analyzer Case
Another example where the player is given the gadget so the separate world model is never used.
Weapon Case
Same model as the previous gray briefcases, but oriented to stand upright by default. This was actually implemented as a working object. If you pick it up you will find it in your inventory. If you then equip and use it, it will give you two Throwing Knives, two Grenades, and a Sniper Rifle with eight rounds of ammo. It is not known where this was meant to be used.
Microcamera
A cut gadget with a nifty design. When thrown it sticks to surfaces. I think it's really cool, so it's too bad this did not make it into any missions.
Floppy Disk
3.5 inch floppy disk. This is yet another example where the accompanying gadget, Aztec's Guidance Data, is given to the player, so the world model is never used.
Polarized Glasses
The "chr" in the model name indicates this was meant to be something the player could pick up or characters could wear, but for what purpose? It's a mystery.
Gas Keyring
This gadget from The Living Daylights emits a stun-gas when when the first bars of Rule Britannia are whistled at it. The world model's LCD display has some z-fighting issues.
Datathief
This is the world model for the Datathief gadget. Unlike the Pause Menu model, this has no face on the bottom.
Plans
Folder with the Russian word for "banana" written on the front. This may have been related to a cut Silo objective. The interior pages do have writing on them, but the resolution is too low to make anything out.
Audio Tape
A quite detailed model of an audio tape. The letters 'KIH' on the front are a pretty good indicator Karl Hilton made this model. We do not know what it would have been used for.
Red Truck
Simple model of a red prime mover. Note that the trailer is part of Depot's background, not part of the model. I put the truck here because it seems to fit neatly and the wheels match the trailer. Were there ever plans for this truck to move around Depot or another level? The wheels have no face on the bottom, so there would be an obvious hole in them if they were to rotate. The windows lack glass and on the whole this feels like an early or unfinished model.
Attack Helicopter
Model of a Soviet Mil Mi-24 Hind helicopter gunship. It has red stars on the sides and bottom as well as the number 15 painted on the bottom. We do not know where it was meant to be used, but the camouflage pattern fits Jungle well. Would it have attacked the player? Would Xenia have rappelled down from it? It could have also been made for Dish/Perimeter or perhaps even with no planned purpose at all. The windows have proper reflections, making this model feel more finished than the truck above.
Trailer
A truck trailer that appears completely black because of the vertex coloring. If it had white vertex coloring you would be able to see it uses the same textures as the trailer in Depot. Was this ever meant to move? The name "artictrailer," short for "articulated trailer," makes me think this was meant to go with the red truck that is also called "artic."
APC
Silver armored personnel carrier that resembles the Soviet BTR family minus the turret. The name doesn't hint where this would have been used. One could imagine it traversing the tundra of Surface or creating a roadblock in Streets.
Speedboat
This speedboat would have allowed the player to cross the reservoir in Dam and access the "island." Ultimately, due to technical and time contstraints, the model was made, but the code to take the player to the island was not finished. This is what two of GoldenEye 007's developers had to say about the boat:
"There was talk about being able to drive a boat there, but we never got around to implementing the boat… Development was very freeform and unplanned back then – some things made it in and some didn’t. We really were working out how to do everything as we went along."
— Mark Edmonds, programmer. (Source)
"There was no real objective [on the Dam island] as such – if I did it today I’d probably have a control for an open water outlet pipe that was blocking Bond’s bungie jump there, so you’d have to go there to turn off the water. I think the original plan was to have a building over there to go and investigate, with armour as a reward. That would have meant a boat ride needed to be coded in, and some of the scenery had gaps in when viewed from the island, so it was too much work. The Dam was one of the more technically difficult levels to get working – Martin ended up hard-coding the chunks of background into the game to get it to turn off scenery correctly and it took him ages!"
— Duncan Botwood, developer. (Source)
White Car
Judging by the name, this seems to be a blocky rendition of a white Ford Escort. This car was almost certainly meant for Streets — it resides next to the other Streets cars in the model list. We know a lot of content such as characters and textures were cut for Streets, and this car was probably another victim of the cuts.
Ourumov's Car
Replica of General Ourumov's car down to the license plate number (0594ЛЕА). Although the file name is "zil," the James Bond Wiki identifies it as a GAZ-31029. It was likely that this vehicle was once meant to drive through Streets, but this idea was dropped due to time and/or technical constraints. The model is small so I've scaled it to a more realistic size in these screenshots.
Rusty Gate
This gate was likely meant to go at the end of Streets. Although "depot" is in the name, that level doesn't actually use this. The back side has no geometry which indicates it was only meant to be seen from the front. See the Streets Curiosities Section for more info.
Depot Steel Door
This looks like a lower resolution version of Rusty Door A, but this one has a face on the hinge side. The name shows this was meant for Depot, and perhaps that is a hint Rusty Door A was meant for Depot, too. This door is rotated 90 degrees compared to almost all other doors. Why did the developers make all these rusty doors only to not use them?
Jungle Tree
Due to bugged textures this tree normally crashes the game. Many thanks to Subdrag who helped me get this working in game. You can see from both the model name and the design that this was meant for Jungle. It even faintly appears in the background of Jungle's briefing picture.
Test Tube
A glass vial with a magenta colored chemical inside. Dr. Doak told me some years ago that this was meant to be something that scientists would throw and it would make a huge explosion when they did. This idea had to be cut due to time constraints. Of all the models in the game this one comes second to last.
Bollard
This bollard is at the very end of the model list which means it was added very late in development. Why add this then not use it? What was it for? It's a total mystery.